Amalgamation by M&E Senior Technical Specialist, Gary M. Davis. Primary focus is around the Autodesk 3ds Max Entertainment Suites and Autodesk Smoke.Mon, 21 Apr 2014 04:34:09 UTCAutodesk Composite Now FREE (and how to set it up for realtime playback)visualz<p class="MsoNormal">Now that Autodesk Composite is FREE, I thought I would take a moment to show users the proper way to set up the disk-based caching for the best performance possible.&nbsp; In this example, I forego using a SSD or RAID0 in favor of a Fusion ioFX card for caching and playback.</p> <p class="MsoNormal"><iframe width="420" height="315" src="" frameborder="0" allowfullscreen="" style="line-height: 1.5em;"></iframe></p> <p class="MsoNormal"><span style="line-height: 1.5em;">Some feature highlights of Autodesk Composite include</span></p> <ul> <li><span style="line-height: 1.5em;">Disk based caching &amp; playback</span></li> <li><span style="line-height: 1.5em;">Full 32bit, floating point pipeline (in all tools)</span></li> <li><span style="line-height: 1.5em;">Photolab node</span></li> <li><span style="line-height: 1.5em;">"Motio" motion estimation</span></li> <li><span style="line-height: 1.5em;">Blur tool that supports motion vectors (moblur) and Z-depth (DOF) <span style="text-decoration: underline;">in one node</span></span></li> <li><span style="line-height: 1.5em;">Python scripting</span></li> <li><span style="line-height: 1.5em;">Vector paint</span></li> <li><span style="line-height: 1.5em;">Stereoscopic toolset</span></li> <li><span style="line-height: 1.5em;">Options for&nbsp;</span><span style="line-height: 1.5em;">2D node-based, layer-based and/or 3D compositing</span><span style="line-height: 1.5em;">&nbsp;</span></li> <li><span style="line-height: 1.5em;">3D compositing environment supports lights, cameras and FBX support (aka "Reaction"</span><span style="line-height: 1.5em;">&nbsp;node)</span></li> </ul> <p class="MsoNormal"><span style="line-height: 1.5em;">Enjoy!</span></p> <p class="MsoNormal">//gD</p>Tue, 15 Apr 2014 13:55:26 UTC MaxScript Support in the Sublime Text Editorvisualz<p class="MsoNormal">In this short video, I step way out of my typical comfort zone to share an interesting tip and trick for the TD&rsquo;s and scripting gang out there.&nbsp; Sublime Text is a popular text-editor that accommodates lots of favored workflows in the industry. &nbsp;This quick video shows how to add support to it for MaxScript.&nbsp; The result is the ability to open, edit and execute MaxScripts from Sublime, which also has support for Python (as does 3ds Max 2015).</p> <p class="MsoNormal"><span style="line-height: 1.5em; text-decoration: underline;"><strong>HUGE</strong></span><span style="line-height: 1.5em;"> thanks to my good friend, Rogier Van Etten, for his work on this and also his&nbsp;</span>patience<span style="line-height: 1.5em;">&nbsp;while teaching me how to get this up&nbsp;and running!</span></p> <div></div> <p><iframe width="560" height="315" src="" frameborder="0" allowfullscreen=""></iframe></p> <p class="MsoNormal">Links:</p> <p class="MsoNormal"><a href="">Sublime Text editor</a></p> <p class="MsoNormal"><a href=""><span style="line-height: 1.5em;">The basics and download package</span></a></p> <p class="MsoNormal"><a href=""><span style="line-height: 1.5em;">Sublime Package Control installation</span></a></p> <p class="MsoNormal"><span style="line-height: 1.5em;"><br /></span></p> <p class="MsoNormal"><span style="line-height: 1.5em;">The two lines of text that I copy paste for MaxScript hotkey execustion in Sublime are &gt;</span></p> <p class="MsoNoSpacing"><span style="font-size: 11.0pt; mso-bidi-font-size: 12.0pt; font-family: 'Courier New';">{ "keys": ["ctrl+e"], "command": "send_file_to_max" },<br /> { "keys": ["shift+enter"], "command": "send_selection_to_max"}<o:p></o:p></span></p> <p class="MsoNormal"></p> <p class="MsoNormal">enjoy!</p> <p class="MsoNormal">//gD<o:p></o:p></p>Thu, 03 Apr 2014 16:17:17 UTC Sculpt &amp; Paint Layers to 3ds Max 2015 (non-destructive interop)visualz<p>In this short video, I take a look at how to use the one-click interop between 3ds Max 2015 and Mudbox 2015. &nbsp;Specific area of interst are two options for sending Mudbox sculpt layers to 3ds Max as Morpher modifier targets and secondly, sending Mudbox paint layers to 3ds Max as non-destructive, Composite maps for material editing.</p> <p><iframe width="560" height="315" src="" frameborder="0" allowfullscreen="" style="line-height: 1.5em;"></iframe></p> <p>I hope you enjoy!</p> <p><span style="line-height: 1.5em;">//gD</span></p> <p><span style="line-height: 1.5em;"><br /></span></p> <p><span style="line-height: 1.5em;">Free trail software:</span></p> <p><span style="line-height: 1.5em;"><a href="">Mudbox</a><br /><a href="">3ds Max </a></span></p>Mon, 31 Mar 2014 22:30:47 UTC Max 2015 and Mixamo Auto-Rigging for the CAT and Biped Character Animation Systemsvisualz<p class="MsoNormal">In this short video, I show how users can shorten the tedious, laborious and time-consuming task of skinning and rigging a humanoid character.&nbsp; The process of skinning and rigging for 3ds Max users who want to take their characters into the 4<sup>th</sup> dimension using the Character Animation Toolkit (CAT) or Biped (Character Studio) has never been easier.</p> <p class="MsoNormal"><span style="background-color: #f6f6f6; color: #333333; font-family: arial, sans-serif; font-size: 13px; line-height: 17px;">NOTE: at the time of recording this I had not used the "symmetry" option when auto-rigging this character. I should have. =) &nbsp; //gD</span></p> <p><iframe width="560" height="315" src="" frameborder="0" allowfullscreen=""></iframe></p> <p class="MsoNormal"><span style="line-height: 1.5em;">3ds Max CAT is one of four ways users can animate characters inside of 3ds Max. Populate, Biped and MaxBones are also very powerful systems included out-of-the-box with 3ds Max. &nbsp;My personal favorite as an artists, however, is CAT. &nbsp;For this reason, I thought I'd add some great additional (older) resources on this amazing animation system.</span></p> <p class="MsoNormal"><br />Bonus links for people interested in 3ds Max CAT:</p> <p class="MsoNormal"><a href="">CAT basics 101</a></p> <p class="MsoNormal"><a href="/louis_tutorials/cat_overview_part_1_rigging_with_cat">CAT Rigging Part 1<br /></a><a href="/louis_tutorials/cat_overview_part_2_animating_with_cat">CAT Animation Part 2&nbsp;</a><a href="/louis_tutorials/cat_overview_part_2_animating_with_cat"><br /></a><a href="/louis_tutorials/cat_overview_part_3_working_with_cat_data_and_crowds">CAT Exchange between Multiple Animations Systems &amp; Crowds&nbsp;Part 3&nbsp;</a><a href="/louis_tutorials/squash_and_stretch_with_cat"><br />CAT Squash and Stretch&nbsp;</a></p>Thu, 20 Mar 2014 15:01:23 UTC Workflow between Autodesk Catch123D, Autodesk 3ds Max and Autodesk Mudboxvisualz<p><span style="line-height: 1.5em;">***PLEASE NOTE*** that while the content within this video is entertainment-centric, the features and applications described within the video can impact any industry using 3D computer graphics.</span></p> <p><span style="line-height: 1.5em;"></span>In this video, I show the basic concepts behind the workflow and interop of Autodesk Catch123D, 3ds Max and Mudbox. &nbsp;Highlights include the FREE creation of high resolution, textured models using photogrammetry techniques in Autodesk Catch123D (3D models from real-world photography). &nbsp;</p> <p>The resulting, high resolution, triangulated mesh is cleaned up in 3ds Max and then, using the one-click interop between 3ds Max and Mudbox, a live link is created and the models is passed off to Mudbox. &nbsp;</p> <p>Using the new Retopology feature of Mudbox 2014, a cleaner, quad mesh is generated with lower levels of detail, a normal map is extracted from the original high resolution mesh, and the final result is passed back to 3ds Max for use in tasks like rigging, lighting rendering or exporting to a game engine.</p> <p><iframe width="560" height="315" src="" frameborder="0" allowfullscreen=""></iframe></p> <p><span style="line-height: 1.5em;">i hope you enjoy!</span></p> <p></p> <p>//gD</p>Mon, 24 Jun 2013 20:17:22 UTC ambient occlusion (AO) and IBL w/ mental ray in 3ds Max 2014visualz<p><span color="#333333" face="arial, sans-serif" size="2" style="color: #333333; font-family: arial, sans-serif; font-size: small;"><span style="line-height: 17px;">This video highlights a few of the new features of mental ray found in Autodesk 3ds Max 2014. Some of these include rendering an AO pass on the hardware GPU as well as disabling Final Gather and using Image Based Lighting (IBL) to illuminate your scene. Also detailed is a new, more granular method of antialiasing, among other features.</span></span></p> <p><span color="#333333" face="arial, sans-serif" size="2" style="color: #333333; font-family: arial, sans-serif; font-size: small;"><span style="line-height: 17px;"><iframe width="560" height="315" src="" frameborder="0" allowfullscreen=""></iframe></span></span></p> <p><span color="#333333" face="arial, sans-serif" size="2" style="color: #333333; font-family: arial, sans-serif; font-size: small;"><span style="line-height: 17px;">The mental ray string for GPU mrAO used in this video is...</span></span></p> <p><span style="line-height: 17px; color: #333333; font-family: arial, sans-serif; font-size: small;">"ambient occlusion gpu" on<br /></span><span style="color: #333333; font-family: arial, sans-serif; font-size: small; line-height: 17px;">"ambient occlusion framebuffer" "fb_re#0"</span></p> <p><span style="color: #333333; font-family: arial, sans-serif; font-size: small; line-height: 17px;">Thanks to my colleagues at Autodesk, Zap Andersson and Alex Horst for their help with the mental ray strings.<br />Also thanks to <a href="">Marlin Studios</a> for the asset seen in this tutorial. &nbsp;&nbsp;</span></p> <p><span style="color: #333333; font-family: arial, sans-serif; font-size: small; line-height: 17px;">enjoy!</span></p> <p><span style="color: #333333; font-family: arial, sans-serif; font-size: small; line-height: 17px;">//gD</span></p>Thu, 20 Jun 2013 17:18:46 UTC MatchMover and Smoke 2013visualz<p>In this short video, I show the general workflow for creating a 3D camera solve from real world footage using Autodesk MatchMover 2013. &nbsp;The resulting data is then brought into Smoke's Action module and the 3D cloud of points are available for things like creating hierarchies of lights, other cameras, FBX geometry, 3D text, additional footage layers, etc.</p> <p><iframe width="560" height="315" src="" frameborder="0" allowfullscreen=""></iframe></p> <p>I hope you&nbsp;<span style="line-height: 1.5em;">enjoy!</span></p> <p><span style="line-height: 1.5em;"><br /></span></p> <p><span style="line-height: 1.5em;">//garyD</span></p>Mon, 14 Jan 2013 22:40:23 UTC 3ds Max 2013 &amp; MediaSync Interopvisualz<p>In this video, I explore how Autodesk 3ds Max 2013 enhances the way you work with Adobe software applications including Adobe Photoshop and Adobe After Effects .The new Media Sync functionality within 3ds Max provides industry-leading interoperability with After Effects and Photoshop software, making it one of the most powerful tools available to motion graphics artists today. If you use After Effects software, you&rsquo;ll find a level of interoperability in 3ds Max that sets a higher standard for bi-directional 2D/3D data exchange. The new Media Sync functionality provides two-way transfer of cameras, lights, null objects, plane objects/solids, footage layering, blend modes, opacity, and effects; with it, you can iterate more effectively and reduce rework to complete projects in less time.</p> <p></p> <p><iframe width="560" height="315" src="" frameborder="0" allowfullscreen=""></iframe></p> <p></p> <p>Special thanks to the gang who created the ipad game, <a href="" target="_blank">Band Together</a>, for supplying the content used is this demonstration.</p> <p></p> <p>i hope you enjoy!</p> <p>//gD</p>Mon, 17 Dec 2012 13:27:02 UTC Smoke 2013 for 3D Artists - Part Ivisualz<p>This is a revisit of a demo I created for SigGraph 2012 that highlights the new Autodesk Smoke 2013 software with emphasis to 3D production pipelines. &nbsp;Since there was so much content generated, this will be part one of a mult-part series on the subject.</p> <p><iframe width="560" height="315" src="" frameborder="0" allowfullscreen=""></iframe></p> <p>Stay tuned for part II and dont forget to download the trial of Autodesk Smoke 2013 while the trial is still available for FREE!</p> <p><a href=""></a></p> <p>//gD</p>Tue, 30 Oct 2012 20:26:57 UTC Partner Brief; Boxx Technologiesvisualz<p>This brief video was shot at SigGraph 2012. &nbsp;In addition to showing the new Smoke 2013 at the Autodesk booth, I was also in LA demoing some Autodesk applications at the Boxx Technologies booth (including 3ds Max and Backburner). &nbsp;Both GPU and CPU based rendering was performed all week on several new offerings for artists and designers. &nbsp;</p> <p>In the coming weeks I will be expanding this discussions in much more depth. &nbsp;My current goal for these coming blog posts include:</p> <ul> <li>GPU based rendering in 3ds Max on NVIDIA Maximus&nbsp;architecture(s)</li> <li>CPU based network rendering with 3ds Max and Autodesk Backburner</li> <li>CPU based distributed bucket rendering with 3ds Max and mental ray</li> </ul> <p>I am also open to suggestions for these coming blogs pertaining to hardware and software solutions for rendering large volumes of stills and animaitons using 3ds Max. &nbsp;Please Fire away!</p> <p><iframe width="560" height="315" src="" frameborder="0" allowfullscreen=""></iframe></p> <p>For more information on the systems seen in this video, please visit the Boxx Technologies links below.</p> <p><a href="" title="RenderPRO" target="_blank">RenderPRO Series</a></p> <p><a href="" title="Box4000" target="_blank">3D Boxx 4000 Series</a></p> <p>...and see you soon for more of this in depth when I'm not surrounded with trade show madness!</p> <p>=)</p> <p>//gD</p>Wed, 22 Aug 2012 16:06:42 UTC the Scenes SigGraph Prep - 3ds Max and Smoke 2013visualz<p>Behind the Scenes SigGraph Prep - 3ds Max and Smoke 2013.</p> <p>This is a quick video to show some of the prep work for my presentation at SigGraph 2012. &nbsp;The specific focus is in establishing the spatial relationship between 3ds Max's units and Smoke's 3D compositing environment, Action. &nbsp;I also show some tips on how to bring rendered assets that are numbered image sequences with alpha channels into Smoke using the MediaHub, as well as some options for Matte Container workflows. &nbsp;This is not the "sexy stuff" of a SigGraph demo, but its important for users looking to have a successful interop between 3ds Max and Smoke.</p> <p><iframe width="420" height="315" src="" frameborder="0" allowfullscreen=""></iframe></p> <p>I hope you enjoy and i hope to see you all at SigGraph in LA!</p> <p>//gD</p>Wed, 25 Jul 2012 15:42:54 UTC Fix - 3ds Max 2013, State Sets and Network Renderingvisualz<p>There is a small issue with 3ds Max 2013 and its new feature called State Sets. &nbsp;As it shipped, 3ds Max 2013 State Sets cannot naively record a flag to enable or disable network rendering. &nbsp;This is due to the fact that this is no longer a check box "flag". &nbsp;This short video shows a quick, band-aid fix to enable users to work with State Sets in 3ds Max 2013 and opt to use network rendering or not with the click of a button.</p> <p style="text-align: left;"></p> <p><iframe width="560" height="315" src="" frameborder="0" allowfullscreen=""></iframe></p> <p></p> <p></p> <p style="text-align: center;">enjoy!</p> <p></p> <p>//gD</p>Mon, 21 May 2012 20:06:56 UTC Smoke 2012 for 3D Artistsvisualz<p>This is a rebroadcast of an M&amp;E webinar where I demonstrated how Autodesk Smoke 2012 can work in tandem with a 3D CGI pipeline for creative finishing. Workflows discussed include multiple methods of compositing CGI render passes using 2D &amp; 3D compositing while simultaneously storytelling in a non-linear, editorial workflow. Several post processing effects are explored including global and selective color correction, depth of field and stereoscopic assembly using left/right camera CG renders.</p> <p>UPDATE &amp; NOTE - this video was recorded with Autodesk Smoke 2012. &nbsp;Users can now download a trial version of the newer 2013 release here. &nbsp; &nbsp;This includes significant changes to the User Interface, but no features shown in this video above have been removed from the application. &nbsp;//garyD</p> <div></div> <p style="text-align: center;"><iframe height="315" src="" frameborder="0" width="560" allowfullscreen=""></iframe></p> <p>0:00:00 Intro<br /> 0:01:08 Getting organized<br /> 0:09:46 Editorial timeline compositing<br /> 0:27:38 Desktop creative tools<br /> 0:35:18 Action; 3D compositing<br /> 0:46:22 FBX virtual sets from 3ds Max w/ Substance maps<br /> 1:01:12 Additional resources</p> <p style="text-align: center;"><img alt="" width="406" height="230" src="/userdata/fckdata/206/smoke3d_a.jpg" /><img alt="" width="406" height="230" src="/userdata/fckdata/206/smoke3d_b(1).jpg" /><img alt="" src="/userdata/fckdata/206/smoke3d_c.jpg" /><img alt="" width="406" height="230" src="/userdata/fckdata/206/smoke3d_d(1).jpg" /></p> <p style="text-align: left;">I hope you enjoy it!</p> <p style="text-align: left;">//gD</p> <p><br /> &nbsp;</p>Wed, 21 Mar 2012 20:00:00 UTC Paint Software from Autodesk for Windows & Mac!visualz<p style="text-align: center; "><img width="640" height="242" alt="" src="/userdata/fckdata/206/Copic-bannerjpg.jpg" /></p> <p style="text-align: left; ">Autodesk and the makers of Copic Markers have teamed up!</p> <p style="text-align: left; ">Copic is a brand of alcohol marker developed by Too Corporation of Japan. Sold in more than 50 countries, the multipurpose markers are used in design, education, architecture, fashion, illustration, comics/manga, hobbies and craft.</p> <p style="text-align: left; ">Read more about the partnership and find links to download FREE Windows &amp; Mac versions of the software&nbsp;<a href="">HERE</a></p> <p style="text-align: center; "><br /> &nbsp;<iframe width="560" height="315" src="" frameborder="0" allowfullscreen=""></iframe></p> <p>'Happy New Year to all... enjoy!</p> <p>//gD</p>Fri, 30 Dec 2011 19:00:00 UTC Hardware Rendering with 3ds Max Quicksilvervisualz<p style="text-align: left;">&nbsp;<img alt="" width="0" height="0" src="/userdata/fckdata/206/TitleB.jpg" /></p> <p style="text-align: left;">This video is my lecture created for Autodesk University 2011. &nbsp;</p> <p style="text-align: left;">GPU-accelerated rendering within Autodesk 3ds Max software is no longer limited to the iRay rendering engine. In this 90-minute session, I explore numerous options now available with the <span style="color: #fec500;"><strong>3ds Max Quicksilver hardware renderer</strong></span>. &nbsp;Quicksilver accelerates rendering by using <em>both</em> the CPU and the GPU and is somewhat like having a game-engine renderer within 3ds Max. The main role of the CPU is to translate scene data for rendering; this includes compiling shaders for the specific graphic card in use - then the GPU does the heavy lifting of rendering tasks.</p> <ol> <li>Intro &amp; verifying hardware compatibility (0:0:00)</li> <li>Similarities &amp; differences to iRay (starts at 0:5:52)</li> <li>GPU monitors (0:31:00)</li> <li>Wicked-easy setups (0:35:32)</li> <li>The main QS Interface (0:44:45)</li> <li>NPR &amp; Stylized rendering (0:53:01)</li> <li>Render Elements (1:00:48)</li> <li>Autodesk Composite (1:07:22)</li> <li>Custom AO, contour and direct lighting/shadow passes (1:14:07)</li> <li>Additional Tips &amp; Tricks in Autodesk Composite (1:20:32)</li> <li>Nitrous texture limiting (1:25:54)&nbsp;</li> </ol> <p style="text-align: center;"><iframe width="420" height="315" src="" frameborder="0" allowfullscreen=""></iframe></p> <p style="text-align: left;"><big>Summary:</big></p> <p>3ds Max users of all types can take advantage of the Quicksilver hardware rendering engine. &nbsp;There can be different uses at various points in a production cycle to create stills/animations with a faster turnaround, or more iterations of a piece in the same amount of time as a software renderer. &nbsp;This is true even if projects are destined to use a different rendering engine for the <em>final</em> deliverable. &nbsp;GPU rendering within 3ds Max has more options that ever so its time to hit the hardware, people!</p> <p><big>A few important things to reitarate:</big></p> <ul> <li>Verify you have Shader model 3.0 via DirectX to work with Quicksilver</li> <li>The Arch+Design shader works with Quicksilver, mental ray and iRay so its easy to flip-flop renderes with it</li> <li>Use Iterations for final output of animations</li> <li>When using the Quicksilver hardware renderer, change the Material Editor renerer to mental ray to speed it up</li> </ul> <p><big>Web and download links:</big></p> <p><a href="">EVGA &nbsp;Precision (Free GPU monitor</a>&nbsp;app)<br /> <a href="">Tech PowerUp's GPU-Z (Free GPU monitor app)</a></p> <p><a href="/userdata/fckdata/206/">MaxScripts</a>&nbsp;- tiny ZIP file including:</p> <ul> <li>Randomize Object (Wireframe) Color - for Object ID Render Element <em>option</em> in QS</li> <li>Texture Map Limit - option for Nitrous viewports</li> <li>Bobo's NPR Explorer - for Nitrous viewports</li> </ul> <p>I hope you all enjoy!</p> <p>//gD<br /> &nbsp;</p>Mon, 19 Dec 2011 19:00:00 UTC Max State Sets and (some) Smoke tools for 3D Artistsvisualz<p>UPDATE &amp; NOTE - this video was recorded with Autodesk Smoke 2012. &nbsp;Users can now download a trial version of the newer 2013 release here. &nbsp; &nbsp;This includes significant changes to the User Interface, but no features shown in this video above have been removed from the application. &nbsp;//garyD</p> <p>This first video takes a look at setting up render passes and other uses for the "State Sets" in 3ds Max 2012. This is a new feature offering found in the Subscription Advantage Pack shown for the first time at SigGraph 2011. In addition, CG render passes are then brought over to Autodesk Smoke 2012 to explore the uses of timeline editorial compositing, stereoscopic workflows, as well and additional effects tailored to 3D artists.</p> <p>&nbsp;&nbsp;<span style="text-decoration: underline;">3ds Max Subscription Advantage Pack for 2012; "State Sets" (Feature)</span></p> <p>- Render passes using different renderers</p> <p>- Camera switching and passing out Render Elements per camera</p> <p>- Viewport configuration (an example of a State Set use for non-rendering folks)</p> <p><span style="text-decoration: underline;">Autodesk Smoke 2012 including the Subscription Advantage Pack</span></p> <p>- Non-linear editing and compositing 3ds Max Render Elements in the Timeline</p> <p>- Creating stereoscopic assets from monoscopic left/right streams rendered out of 3ds Max</p> <p>- Flame FX; Depth of Field</p> <p>- Flame FX2; Matchbox Z-Rays&nbsp;</p> <p><iframe width="560" height="349" src="" frameborder="0" allowfullscreen=""></iframe></p> <p><em>garyD's note - In the above video, there is a small error on my part that you might catch, but doesnt affect the feature or workflow shown. During the creation of the stereo pairs, I accidentally picked the left/right in the backwards order. &nbsp;I blame the late night hours leading up to SigGraph for this and apologize for the error on my part!</em></p> <p>This second video is from our friends over at nVidia and shows the new iRay Activeshade window now available to 3ds Max 2012 via the subscription Advantage Pack. &nbsp;Michael Kaplan also shows a technology preview of iRay rendering on the cloud...</p> <p><iframe width="560" height="349" src="" frameborder="0" allowfullscreen=""></iframe></p> <p>&nbsp;</p> <p>For a look at all the killer presenations from Autodesk at SigGraph 2011, Please follow this<a href="/siggraph2011/"> link to the AREA micro-site</a>!</p> <p>&nbsp;</p> <p>//garyD</p> <p>&nbsp;</p>Sun, 14 Aug 2011 20:00:00 UTC Rendering with 3ds Maxvisualz<p style="text-align: left;">This is a brief video to discuss, at a very high level, the different types of network rendering available to <strong>Autodesk 3ds Max</strong> users out-of-the-box. (4 minutes).</p> <p style="text-align: center;"><iframe width="425" height="349" src="" frameborder="0" allowfullscreen=""></iframe></p> <p style="text-align: center;"><img width="0" height="0" alt="" src="/userdata/fckdata/206/NetRenderingTypes.jpg" /></p> <p style="text-align: left;">I'd also like to offer up a link to an older whitepaper I put together a few years back. Please note that while I havent updated this technical information in a little while, the fundamentals outlined within are still applicable to<strong> Autodesk Backburner</strong>.</p> <p><a href="">Down on the Farm (PDF)</a></p> <p>no excuse not to <em>rrrrrender!</em></p> <p>&nbsp;//gD</p>Tue, 12 Jul 2011 20:00:00 UTC Quick Sites to get FREE STUFF!visualz<p>Its no secret that Autodesk is a pretty big company. &nbsp;There is a lot that goes on here all over the world and with all the products we maintain, sometimes its difficult to keep track of (or find!) all the available resources that are out there. &nbsp;During several customer visits recently, I had the opportunity to share several of these as questions about different things popped up - ie: <em>"where can we get free tree models"</em> or<em> "does 3ds Max have the ability to work with point clouds?</em>". &nbsp;Well, look no further...</p> <p>Today's blog entry, I give you <strong><a href="">Autodesk Labs</a> </strong>and <strong><a href="">Autodesk Seek</a> </strong>&lt;&lt;&lt; (these are the links)</p> <p><span style="font-size: larger;"><span style="text-decoration: underline;">What is Autodesk Labs?</span></span></p> <p>Autodesk Labs is home to innovative new technologies and collaborative development. Its mission is to involve you, the customer, in the progress of design technology solutions. We&rsquo;re not a beta program (although Autodesk does have an active beta community), or a usability team, because the technology we work with is too new to be a product. The user feedback that you provide to Labs is really on product ideas, while they&rsquo;re still in an early conceptual stage. &nbsp;Ultimately, Labs is a reflection of Autodesk&rsquo;s commitment to connecting with new and existing users, enabling direct feedback that leads to better products and solutions.</p> <p>The best way to learn about Autodesk Labs is to start experimenting yourself. Check out the different technologies available on Autodesk Labs, participate in the discussion groups and blogs, and be sure to register to receive email updates when new technologies are posted. Try out our free technology previews, test them and tell us what you think. Your comments, experience and insight help drive the future of Autodesk innovation.</p> <p><em>TIP: check out the Media and Entertainment section for information pertaining to Autodesk M&amp;E products</em></p> <p style="text-align: center;"><img width="643" height="547" alt="" src="/userdata/fckdata/206/image/labs2.jpg" /></p> <p style="text-align: center;">&nbsp;</p> <p style="text-align: left;"><span style="font-size: larger;"><span style="text-decoration: underline;">About Autodesk Seek</span></span></p> <p>The Autodesk&reg; Seek web service enables architects, engineers, and artists to quickly discover, preview, and download branded and generic building information modeling (BIM) files, models, drawings, and product specifications for their active design sessions.</p> <p><strong>Key features include:</strong></p> <p>Manufacturer-supplied product information &mdash; Access BIM models, drawings, and product specifications for more than 37,000 commercial and residential building products from nearly 1,000 manufacturers.</p> <p>Powerful parametric search technology &mdash; Search by key attributes, including dimensions, materials, performance, sustainability, or manufacturer name using industry-standard classifications.</p> <p>Preview and explore models before downloading &mdash; View, rotate, zoom, and slice product models, and then download the accurate, lightweight files.</p> <p>Support for multiple formats and files &mdash; Select the formats and files that work for you including 3ds Max and Maya files, Revit, DWG&trade;, DGN, and SKP files (that import into 3ds Max) &nbsp;and PDFs.</p> <p><em>TIP: do a filtered search for 3ds Max and Maya files and search for "tree". &nbsp;there are hundreds of free, textured models ready and waiting. &nbsp;I sense a mental ray proxy forest in your futures!</em></p> <p style="text-align: center;"><img width="646" height="722" alt="" src="/userdata/fckdata/206/image/Seek(1).jpg" /></p> <p style="text-align: left;">I hope you find these two resources useful and check them out again and again.</p> <p>&nbsp;</p> <p>cheers!</p> <p>//garyD</p> <p>&nbsp;</p>Sun, 10 Jul 2011 20:00:00 UTC SPECapc for 3ds Maxvisualz<p>Years ago I had the opportunity to work on a project contracted by Intel to create a performance benchmarch for 3ds Max. This is a series of *.MAX scenes to standardize the testing of different performance tasks. like modeling, viewports, rendering, etc. &nbsp; Well, it's now years later and its been updated to more current standards and is now available for download.</p> <p>Here is a review of the spec with some images:</p> <p><a href=""><br /> </a></p> <p style="text-align: center;"><a href=""><img width="689" height="154" alt="" src="/userdata/fckdata/206/SPECapc_3dsMax_2011_renders.jpg" /></a></p> <p>...and here is the download page of the SPEC itself &gt;&gt;&gt;</p> <p><a href=""></a></p> <p>'hats off to&nbsp;Zack Baker, Mike O&rsquo;Rourke of <a href="">Fritz Studio</a>&nbsp;and Andy Murdock of <a href="">Lots of Robots</a>, who also contributed to this project.</p> <p>enjoy!</p> <p>//gD</p>Fri, 01 Jul 2011 20:00:00 UTC 100 Free Particle Flow Presets from Allan McKayvisualz<p><strong>March 2014 update</strong> - these now are included in the base install of 3ds Max 2015. &nbsp;I have also posted a video of all of these effects rendered out for reference. &nbsp;At the end of this blog post is a link to download all of these rendered animations. &nbsp;//gD</p> <p style="text-align: center;"><iframe width="560" height="315" src="" frameborder="0" allowfullscreen=""></iframe></p> <p>(now back to the original post...)</p> <p>&gt;&gt;&gt;</p> <p>For some time now (since the release of 3ds Max 2010), 'Max has shipped with over 100 Particle Flow presets that users can take advantage of for their various project types. &nbsp;These are included with every copy of 3ds Max, however they are not part of a default install. &nbsp;These presets are broken down into four elemental effects for air, earth, fire, water as well as "logo" presets for motion graphics and broadcast designers. &nbsp;Here, we'll take a look at where to find them, how to install them and finally how to access them within 3ds Max.</p> <p>Visual effects artist and fellow 3ds Max Master, Allan McKay, was contracted to created these Particle Flow presets specifically to ship with 3ds Max. They are a <em>killer </em>starting point for projects, as well as an excellent way for new users to reverse-engineer Particle Flow's event-driven particle system.</p> <p style="text-align: center;"><img alt="" width="0" height="0" src="/userdata/fckdata/206/pflow_presets.jpg" /></p> <p style="text-align: center;"><iframe height="349" src="" frameborder="0" width="560" allowfullscreen=""></iframe></p> <p>You can download my edited versions with categories as a prefix here:&nbsp;</p> <p><a href="/userdata/fckdata/206/">DOWNLOAD Partilcle Flow Presets RENAMED</a></p> <p><a href="/userdata/blogs/garyd/" mce_href="/userdata/blogs/garyd/">DOWNLOAD all the rendered MP4 files HERE</a></p> <p>I hope you enjoy the presets and please spread the word!</p> <p>Untill next time,</p> <p>//garyD</p>Tue, 07 Jun 2011 20:00:00 UTC