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How To Render A Background In 3ds Max

Provides options for viewport background display.

  • Click or right-click the General viewport label ("[ + ]") . > General Viewport Label Menu > Configure Viewports > Viewport Configuration dialog > Background console
  • Click or right-click the Shading viewport label bill of fare. > Shading Viewport Label Menu > Configure > Viewport Configuration dialog > Background panel
  • Default menu: Views menu > Viewport Groundwork > Configure Viewport Background > Viewport Configuration dialog > Background console
  • Alt menu: Scene menu > Configure Views > Viewport Background > Viewport Configuration dialog > Background console
  • Keyboard > Alt+B

Procedures

To assign an prototype to ane or all viewports:

  1. Actuate the viewport that is to display the background epitome.
  2. Open the Viewport Configuration dialog to the Background panel (keyboard shortcut: Alt+B).
  3. Cull Use Files.
  4. In the Setup group, click the Files push.

    This opens the Select Groundwork Image dialog.

  5. Use the dialog to open the epitome or animation to apply.
  6. To display the paradigm in a single viewport, click Employ to Active View. To display the image in all viewports, click Apply to All Views in Active Layout Tab.
  7. Click OK.

    The image is displayed in a single viewport or all viewports.

To brandish the environment map in a viewport:

  1. Employ the Environment dialog to assign an environment map. (See the procedure "To choose an surroundings map.")
  2. In the Surroundings dialog Background group, be sure Apply Map is turned on (the default).
  3. Activate the viewport where y'all want the map displayed.
  4. Open the Viewport Configuration dialog to the Background panel (keyboard shortcut: Alt+B).
  5. Choose Use Surround Background.
  6. Click OK.

    The map is displayed in the viewport.

To assign a viewport background by dragging and dropping:

  1. Browse images in Windows Explorer or in another graphics-browsing awarding.
  2. Select a thumbnail of the bitmap with your mouse and drag it onto an empty expanse of a viewport.

    Do non drop the map onto an object: This creates a material instead of assigning a background.

    3ds Max opens the Bitmap Viewport Driblet dialog:

    A viewport background
    When on, puts the bitmap into the viewport as a background.
    An environment map
    When on, includes the bitmap when you render the viewport.
  3. Click OK.

To brandish an animated groundwork:

  1. Cull Employ Files and assign an animation file (AVI, MOV, or IFL file) as the viewport groundwork.
  2. Plough on Animate Background.
  3. Choose Customize Preferences. On the Viewports panel, turn on Update Background While Playing.

    Now the background plays when yous click Play, or when you drag the time slider.

    Tip: If you follow these steps and the groundwork still doesn't appear to animate, open the Time Configuration dialog and in the Playback group, turn off Real Time.

To employ the environment map with animation controls:

    This procedure is useful if yous've assigned an animated environment map and want access to the blitheness controls on the Background panel.

  1. On the Viewport Configuration dialog Background panel, choose Use Files.
  2. As the prototype file, choose the same map yous're using as the environment map.
  3. Set parameters in the Animation Synchronization group.
  4. Click OK.

    The environs map appears in the viewport. The image is renderable.

To match the viewport background with the rendered background:

  1. Activate the viewport to render.
  2. Open the Point-Of-View (POV) Viewport label card and cull Prove Safe Frames.

    This turns on Safe Frames in the viewport.

    Note: Yous can besides employ Views card Configure Safe Frames tab. In the Awarding group, turn on Show Safe Frames In Agile View.

  3. In the Material Editor, create a cloth that contains the bitmap for your rendered groundwork.
  4. At the bitmap level of the Textile Editor, on the Coordinates rollout, choose Environ.

    The Mapping control is automatically fix to Screen. This is the only mapping type that works for this purpose.

  5. On the main menu, choose Rendering Environment.
  6. Drag the map from the Fabric Editor Maps rollout to the Environment Map push button on the Environment dialog. Click OK on the Instance (Copy) Map dialog.
  7. In the Viewport Configuration dialog Groundwork console, choose Use Files and so click Files to assign the same bitmap.
  8. In the Aspect Ratio group, choose either Match Viewport or Match Rendering Output. Click OK.
  9. Render the viewport.

    The background displayed in the rendered scene should exactly match the background displayed in the Live area of the rubber frames.

    Note: When you use the Lucifer Bitmap option, the bitmap reverts to its original aspect ratio and does not match the rendered scene, unless you're rendering to the same aspect ratio.

To remove a groundwork epitome:

  1. Activate the viewport in which the background prototype is visible.
  2. Open the Viewport Configuration dialog to the Background panel.
  3. In the Setup grouping, click Remove.
  4. Click OK to close the Viewport Configuration dialog.

Interface

  • Use Customize User Interface Gradient Colors (The default for Perspective viewports.) Displays the groundwork as a gradient.

    To customize the gradient colors, utilise the Customize User Interface dialog Colors panel Viewport Background Slope Bottom and Viewport Groundwork Gradient Top options.

  • Use Customize User Interface Solid Color (The default for axonometric viewports.) Displays the background every bit a solid color.

    To customize the solid background colour, utilise the Customize User Interface dialog Colors console Viewport Background option.

  • Use Surround Background Displays the background specified on the Surroundings console.
  • Utilize Files Displays an image used for viewports simply.

    You can display an image in one or all viewports. Y'all might utilise images for modeling, for instance, past placing front, top or side view sketches in the corresponding viewports. Or use a viewport background epitome to match 3D elements with digitized camera footage, or for rotoscoping.

    You select the prototype or animation to display in the active viewport, set the frame synchronization between the animated prototype file and the current scene, and turn the assigned epitome on and off. These changes do not affect the rendered scene.

    To place an prototype in the background of the rendered scene, use the Environment And Furnishings dialog Environment panel, accessed from the Rendering menu.

    Note: When a viewport shows safe frames and the Aspect Ratio option is ready to either Match Viewport or Lucifer Rendering Output, the assigned viewport background paradigm is confined to the Live area of the safety frames and correctly matches the rendered background bitmap.

    Setup grouping

    Breathing Groundwork
    Plough on to use an animated background. See To brandish an animated groundwork. Default=off.

    Note: As of 3ds Max 2014, the Lock Zoom/Pan checkbox used in previous releases has been replaced by second Pan Zoom mode, which is bachelor for perspective, photographic camera, and spotlight viewports.

    Aspect Ratio group

    Controls the proportions of the viewport groundwork by matching it to the bitmap, rendering output, or to the viewport itself.

    • Match Viewport

      Changes the aspect ratio of the prototype to friction match the aspect ratio of the viewport.

    • Match Bitmap

      Locks the aspect ratio of the paradigm to the native aspect ratio of the bitmap.

    • Match Rendering Output

      (The default.) Changes the aspect ratio of the prototype to match the aspect ratio of the currently chosen rendering output device.

    Annotation: When the Match Bitmap or Match Rendering Output option is chosen, 3ds Max centers the image and if necessary, clears the edges of the viewport to the default groundwork color.

    Animation Synchronization group

    Controls how sequences of images (for case, from IFL, AVI, or MOV files) are synchronized to the viewport for rotoscoping.

    Use Frame

    The outset field sets the first frame of the incoming sequence that you lot want to apply, and the second field sets the concluding one.

    Step

    Sets the interval between the frames you lot want to apply. For example, if this spinner is set to 7, 3ds Max uses every 7th frame.

    Start At

    Specifies the frame number at which yous want the showtime input frame to appear. What happens in the viewport before the get-go frame depends on the option you cull for "Beginning Processing," below.

    Sync Start To Frame

    Determines which frame from your incoming sequence is displayed at the Starting time At frame. For instance, you lot could have a 30-frame IFL sequence that starts in your scene at frame 10, just you could use the 5th frame from the IFL on frame 10 by setting Sync Outset to 5.

    Beginning Processing
    Determines what happens in the viewport groundwork before the start frame.
    • Bare Before Start Makes the viewport background blank before the start frame.
    • Hold Before Start Specifies that the viewport background will incorporate the start frame.
    Cease Processing
    Determines what happens in the viewport background afterward the last input frame.
    • Bare After End Makes the viewport background blank afterwards the last input frame.
    • Hold After Cease Specifies that the viewport background volition comprise the terminal input frame until the last frame in the blitheness.
    • Loop After End Specifies that the viewport background will loop from the end frame back to the start frame, advertizement infinitum.
    [file proper noun field]
    Displays the path and file name of the bitmap you lot have chosen.
    Files

    Click to open a Select Background Epitome dialog, which lets you select a file or sequence of files for your background.

    Remove
    Click to remove the currently chosen background epitome.

How To Render A Background In 3ds Max,

Source: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2019/ENU/3DSMax-Customizing/files/GUID-D1419AE6-1CDE-44FC-8D46-E77F8F4DD2D0-htm.html

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