Autodesk 12812-051462-9011 User Guide 3 - Page 2845
ProMaterials Library for mental ray, Prop Bone, Quadtree
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the Bitmap Fit option to adjust the aspect ratio of the light beam to match that of the projected image. When you use projection lights, it's often helpful to adjust their roll angle. You can do this with the navigation controls or with the roll angle manipulator on page 5082. ProMaterials Library for mental ray The ProMaterials™ library contains mental ray ProMaterials on page 5647 based on manufacturing-supplied data and professional images. This includes building and design materials such as professional wall paint with glossy or matte finishes, solid glass, and concrete. The library actually contains multiple library (MAT) files. When you use the Material/Map Browser to browse libraries, you see names such as autodesk.max.promaterials.ceramic.mat, autodesk.max.promaterials.concrete.mat, and so on. Prop Bone The CSM marker file format on page 7945 supports a prop bone in either or both hands. There are six additional markers for the top, bottom, and middle of the two props. If these tracks are detected, character studio creates a 3ds Max dummy object. The length of the prop is the average distance between the top and bottom prop marker during animation. The prop will be oriented in the plane of the three prop markers, and its origin will be at the bottom prop marker. Quadtree A quadtree is a data structure used to calculate ray-traced shadows on page 8103. The quadtree represents the scene from the point of view of the light. The root node of the quadtree lists all objects that are visible in that view. If too many objects are visible, the node generates four other nodes, each representing a quarter of the view, each with a list of objects in that portion. This process continues adaptively, until each node has only a small number of objects, or the quadtree's depth limit (which can be set for each light) is reached. 8100 | Glossary