With that said, does that mean it's impossible to upload rigged mesh with 3ds Max 2010? Which is only available for 3ds Max 2012+ I also found out that if I reset the environment dialog in terms of Background and Exposure Control, all I needed was to use the “Install Sun & Sky Environment” button to have the proper environment values restored.How exactly is this done? I downloaded: 2011.3.1 FBX Plugin which was recommended from: īut as another tutorial said, it might be impossible to upload a rigged mesh unless you have the Autodesk FBX 2013.2 plugin. Furthermore, I like the fact that the new Sun Positioner parameters were all in the Modify panel, so I didn’t have to jump back & forth between the Modify and Motion panels like I used to do with the Daylight System. However, I was glad to see that it automated Environment and Exposure set up without any intrusive prompts, the way the Daylight System always did. I confess I would have liked to see a slightly simpler process.
3d max 2010 series#
It still required a series of clicks and drags to define compass size and orientation, sun height etc.
It turns out creating the new Sun Positioner is not unlike creating a Daylight System. In fact, I later ended up deleting the lights as I set to experiment with Emissive materials, but I’m getting a bit ahead of myself… However, for a moment there, I was ecstatic to think of the time I had saved using the Converter as I was dreading having to do all that process manually.Īs mentioned the Scene Converter took care of converting the old Daylight System into the newer Sun Positioner, but as I wanted to test this tool myself, I removed the one in the scene, reset parameters in the Environment dialog and proceeded to create one from scratch. The Photometric Lights remained untouched as they are the lighting instruments of choice for ART as well as for mental ray. Exposure Control automatically switched from mr Exposure to Physical Camera Exposure Control. It took the Scene Converted less than 5 seconds to turn all materials into Physical Materials, the Daylight System into the new Sun Positioner with its own Sun/Sky environment, and the Target Cameras into Physical Cameras. It had 30 or so materials that are a mix of Standard and Arch & Design, a few Photometric lights, a Daylight System based on mrSun and mrSky and three simple Target Cameras. In my case, I ran the test on an architectural scene built in 3ds Max 2016 using mental ray. It is MAXScript-based which means you can write your own conversion building blocks, but the preset that ships with 3ds Max 2017 is optimized to convert old scenes, old materials, old cameras into types optimized for the new ART Renderer. A new Scene Converter found in the Rendering menu opens a dialog that automates all needed conversions to the new specs. With large and complex scene, doing such a task manually can be daunting or at the very least, time-consuming and boring.įortunately, 3ds Max 2017 includes a new tool that makes this process a breeze. Even though ART is compatible with quite a few components “of old” such as the Standard material and mental ray’s Arch & Design shader, chances are you would want to convert your old scenes into something better suited or optimized to the new Renderer. When you move to a new Rendering Engine, the first question that comes to mind is: "What do I do with my older projects and scenes? Those ones that I have made compatible with certain materials types, light types, cameras, sun systems and so on… Will I be able to carry them over or will I have compatibility issues?"
3d max 2010 windows#
It is geared towards Architectural and Industrial Design renderings and its progressive nature can provides instant feedback to scene changes with the help of ActiveShade windows and viewports. The new ART Renderer is a physically-based renderer that is fast and easy to set up, as it has minimal settings and a very short, almost inexistent learning curve.
Although the new Physical Material is compatible with many renderers, it is optimized for the equally new Autodesk RayTracer (or ART) Rendering Engine, which is the main subject of our story here. In a separate article, I’ve already covered the new Physical Material and its easy and logical layout that enables you to create real-world materials with very little effort. The release of 3ds Max 2017 brought several new features to help with Rendering.