The Rendering Menu: Chapter 1 Finding Your Way - Exploring The Max Interface
The Rendering Menu: Chapter 1 Finding Your Way - Exploring The Max Interface
The Rendering Menu: Chapter 1 Finding Your Way - Exploring The Max Interface
The Particle View interface (keyboard shortcut, 6) lets you control how particles interact
with the scene. Using icons that can be linked into a workflow, you can specify how particles
act with one another and with objects in the scene.
Cross- The Track View is covered in Chapter 33, “Working with the Track View,” The Schematic View
Reference interface is covered in Chapter 9, “Working with the Schematic View,” and the Particle View
interface is covered in Chapter 18, “Creating Particles and Particle Flow.”
New The Rendering menu holds several features new to 3ds max 6; foremost is the inclusion of
Feature the mental ray rendering engine. Also new to 3ds max 6 are the Panorama Exporter and the
Print Size Wizard.
The Render to Texture command (keyboard shortcut, 0) allows you to render the current
scene as an image to be used as a texture. The Raytracer Settings command opens a dialog
box for enabling raytracing options, and the Raytrace Global Include/Exclude command
opens a dialog box where you can specify which objects are rendered using raytracing and
which are not. The mental ray Message Window opens a window where you can view error
and status messages produced by the mental ray rendering engine.
The ActiveShade Floater opens the ActiveShade window, where you can get immediate ren-
dered results. The ActiveShade Viewport command displays the immediate rendered results
in the active viewport. The Material Editor (keyboard shortcut, M) and Material/Map Browser
commands open their respective dialog boxes for creating, defining, and applying materials.
The Video Post command opens a dialog box for scheduling and controlling any post-
processing work. The dialog box manages events for compositing images and including
special effects such as glows, lens effects, and blurs. The Show Last Rendering command
immediately recalls the last rendered image produced by the Render command.
The Panorama Exporter command allows you to render a panoramic scene. The Print Size
Wizard is a godsend for anyone who is printing images from Max. It relates the current scene
to the common paper sizes that printers use. The RAM Player can display images and anima-
tions in memory and includes two channels for overlaying images and comparing animations
side by side.
36 Part I ✦ Learning the Max Interface
Cross- The basics of rendering are covered in Chapter 41, “Rendering Basics.” More advanced ren-
Reference dering topics, including Atmospheric Effects and Raytracing, are covered in the subsequent
chapters found in Part X. The Material Editor is covered in Chapter 19, “Exploring the Material
Editor,” and the Video Post dialog box is covered in Chapter 47, “Using the Video Post
Interface.”
Cross- You can learn about most of the commands found in the Customize menu in Chapter 4,
Reference “Customizing the Max Interface and Setting Preferences,” except for Viewport Configuration,
which is covered in Chapter 2, “Seeing It All — Working with the Viewports.”
Cross- Chapter 48, “Automating with MAXScript,” covers the basics of MAXScript.
Reference
Chapter 1 ✦ Finding Your Way — Exploring the Max Interface 37
Cross- Most of the Help menu commands are covered at the end of this chapter in the section titled
Reference “Getting Help.”
All icon buttons (including those found in toolbars, the Command Panel, and other dialog
boxes and windows) include tooltips, which are identifying text labels. If you hold the mouse
38 Part I ✦ Learning the Max Interface
cursor over an icon button, the tooltip label appears. This feature is useful for identifying but-
tons. If you can’t remember what a specific button does, hold the cursor over the top of it
and the tooltip gives you its name.
All toolbar buttons with a small triangle in the lower-right corner are flyouts. A flyout is a sin-
gle toolbar button that expands to reveal additional buttons. Click and hold on the flyout to
reveal the additional icons, and drag to select one. Figure 1-3 shows the flyout for the Align
button on the main toolbar.
Note If you’re looking for the Tab Panel, you won’t find it. The Tab Panel, although it was a good
idea, never really caught on and has been removed from this version of Max. Its former key-
board shortcut, Y, hasn’t been reused, so if you often use a command that needs a shortcut,
the letter Y is available.
Tip The easiest way to scroll the main toolbar is to drag with the middle mouse button.
Table 1-4 lists the controls found in the main toolbar. Buttons with flyouts are separated with
commas.
Continued
40 Part I ✦ Learning the Max Interface
Render Scene (F10) Opens the Render Scene dialog box for
setting rendering options.
New The only change in the main toolbar was to move the Keyboard Shortcut Override Toggle
Feature button to the Extras floating toolbar and to add the Layer Manager button. The Selection
Filter drop-down list and the Select and Manipulate buttons changed position and the Quick
Render (Draft) button was dropped. Everything else is unchanged. Thanks, Discreet.
New The Extras and reactor toolbars are new to 3ds max 6.
Feature
Restrict to X
Restrict to Y
Restrict to Z
Restrict to XY, YZ, XZ Plane
The Axis Constraints toolbar includes buttons for restricting transformations to the X (F5), Y
(F6), or Z (F7) axes or to restrict transformations to a single plane: XY, YZ, or ZX (F8 to cycle).
The Extras toolbar includes the Keyboard Shortcut Override Toggle, AutoGrid, and a flyout
button for the Array, Snapshot, and Spacing Tool (Shift+I) dialog boxes. It also includes the
Rendering Presets drop-down list.
The Layers toolbar includes several buttons for creating, enabling, locking, and selecting lay-
ers. You can also set the properties for each layer. The reactor toolbar includes buttons for
accessing all the reactor functions.
Cross- Layers are discussed in Chapter 6, “Selecting Objects and Setting Object Properties,” and
Reference reactor is covered in Chapter 40, “Animating with reactor.”
42 Part I ✦ Learning the Max Interface
Cross- Understanding how to work with the viewports is vital to accomplishing tasks with Max, so
Reference viewports have an entire chapter dedicated just to them — Chapter 2, “Seeing It All — Working
with the Viewports.”
Create
Modify Motion
Display
Utilities
Hierarchy
Most of the controls, buttons, and parameters in the Command Panel are contained within
sections called rollouts. A rollout is a grouping of controls positioned under a gray, boxed
title, as shown in Figure 1-6. Each rollout title bar includes a plus or minus sign (a minus sign
indicates that the rollout is open; a plus sign shows closed rollouts). Clicking the rollout title
opens or closes the rollout. You can also reposition the order of the rollouts by dragging the
rollout title and dropping it above or below the other rollouts.
Note You cannot reposition some of the rollouts, such as the Object Type and the Name and Color
rollouts found in the Create panel.
Opened rollout
Closed rollout
Right-clicking away from the buttons in a rollout presents a pop-up menu where you can
select to close the rollout you’ve clicked in, Close All, Open All, or Reset Rollout Order. The
pop-up menu also lists all available rollouts within the current panel with a check mark next
to the ones that are open.
Expanding all the rollouts often exceeds the screen space allotted to the Command Panel. If
the rollouts exceed the given space, then a small vertical scroll bar appears at the right edge
of the Command Panel. You can drag this scroll bar to access the rollouts at the bottom of the
Command Panel, or you can click away from the controls when a hand cursor appears. With
the hand cursor, click and drag in either direction to scroll the Command Panel. You can also
scroll the Command Panel with the scroll wheel.
Cross- You can customize the Command Panel like the other toolbars. Customizing the Command
Reference Panel is covered in Chapter 4, “Customizing the Max Interface and Setting Preferences.”
The Command Panel can also be doubled or tripled (or any multiple as long as you have
room) in width by dragging its left edge toward the center of the interface. The width of the
Command Panel is increased at the expense of the viewports. Figure 1-7 shows the Command
Panel double its normal size.
44 Part I ✦ Learning the Max Interface
Figure 1-7: Increase the width of the Command Panel by dragging its left edge.
3. For an even easier method, you can right-click on the Command Panel’s title bar and
select Dock ➪ Left from the pop-up menu.
4. Next dock the reactor toolbar on the right side by dragging it from the left to the right.
Figure 1-8 shows the rearranged interface ready for all you southpaws.
Create panel
The Create panel is the place you go to create objects for the scene. These objects could be
geometric objects like spheres, cones, and boxes or other objects like lights, cameras, or
Space Warps. The Create panel contains a huge variety of objects. To create an object, you
simply need to find the button for the object that you want to create, click it, click in one of
the viewports, and voilá — instant object.
Cross- Creating objects is covered in detail in chapters throughout the rest of the book, but the first
Reference chapter that really gets into creating objects is Chapter 5, “Creating and Editing Primitive
Objects.” You can buzz over to that chapter if you are anxious to start creating things.
Figure 1-8: Left-handed users can move the Command Panel to the left side.