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Autodesk 3ds Max 2010
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โปรแกรมระดับมืออาชีพ สำหรับการสร้างโมเดล 3 มิติ และ ระบายสีภาพ
Reveal™ rendering in Autodesk® 3ds Max® เป็นโปรแกรมสร้างภาพแบบ 3 มิติ ที่ทำให้คุณควบคุมการ Streamlines and accelerates iterative workflows ได้เที่ยงตรงและแม่นยำ ช่วยให้คุณสร้างวัตถุที่มีอยู่จริงในโลกเช่นการออกแบบพื้นผิวและอาคาร
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ทำให้ Character and Mapping Workflows ของคุณทำงานได้อย่างรวดเร็ว
กับ 3ds Max 2010 แล้วสามารถสร้างภาพเคลื่อนไหวได้มีประสิทธิภาพมากกว่า และเพิ่มความสามารถของ Workflows และได้รวมเอาลักษณะเด่นอย่างอื่นเข้าด้วยกัน ทำให้สะดวกในการพัฒนา Character และ Animation และได้รวมเอาลักษณะเด่น ของการจัดการการส่งข้อมูลแบบ UV มีเครื่องมือในการสร้างแผนที่ และสนับสนุน enhanced Pelt and Relax toolsets และปรับปรุง UVW unwrap workflow ให้มีประสิทธิภาพมากขึ้น
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ย้ายข้อมูล : รวดเร็ว และ แม่นยำ
กับ 3ds Max 2010, ถ้าคุณต้องการได้รับข้อมูลข่าวสาร, คุณต้องการมัน Greater OBJ translation สามารถนำเข้าและส่งออกข้อมูลได้แม่นยำกว่าแน่นอนกว่า รวมถึงการย้ายข้อมูลระหว่าง 3ds Max and Autodesk® Mudbox™ software หรือ digital modeling packages อื่นๆได้ปรับปรุงการจัดการหน่วยความจำและการขนส่งของ Autodesk FBX® และได้เพิ่ม options ใหม่เพื่อรองรับ interoperability ระหว่าง 3ds Max และผลิตภัณฑ์อื่นๆ เช่นAutodesk® Maya® และ Autodesk® MotionBuilder® software
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เหมาะสำหรับ : นักออกแบบภาพ 3 มิติ การ์ตูน 3 มิติ นักสร้างภาพทัศนียภาพ คอมพิวเตอร์กราฟิก นักออกแบบกราฟิก (Graphic Designer) นักออกแบบโฆษณา Art Director นักสร้าง Animator นักออกแบบผลิตภัณฑ์ (Packaging) นักออกแบบกราฟิกทีวี นักออกแบบกราฟิกภาพยนต์
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What's New
PFlowAdvanced
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PFlowAdanced builds on earlier Particle Flow functionality while reducing complexity. It adds 12 operators to the particle toolkit in these categories:
- Painting tools, for precise particle placement
- Shape Plus, for defining the shape of particles
- Grouping tools, for creating subsets of particles
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Integrated mental mill Technology
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Develop, test, and maintain powerful mental mill® shaders and shader graphs. As the first 3D modeling and animation program to integrate mental mill technology, 3ds Max 2010 gives real-time visual feedback, enabling even novice users to create sophisticated, hardware-agnostic shaders.
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Material Explorer
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Easily manage complex scenes. This productivity-enhancing toolset simplifies interactions with objects and materials. Use it to quickly browse and replace materials in your scene, and to view material properties and relationships. |
Graphite Modeling Toolset
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Create models quickly and efficiently. The new Graphite modeling toolset delivers more than 100 advanced polygonal modeling and freeform design tools in one central location. Customize the tool display or hide the command panel and model in Expert Mode. |
Containers
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The new Containers toolset enables you to collect multiple objects in a complex scene into a single container, to be treated as a single element. To improve scene performance, temporarily unload containers from the viewport display while maintaining their relationships to the scene and reload them when you need them. This process can save memory, increase viewport performance, and decrease load and save time. Translate, delete, copy, or save container nodes, and use containers to override object properties for scene organization without affecting layer organization (similar to a nested layer workflow). Reference containers created by others into a single scene, and access and edit colleagues' containers, enabling flexible workflows while imposing editing constraints.
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Review 3
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Take the guesswork out of your final renders with Review 3, a major advancement in viewport display. Review 3 now offers support for ambient occlusion, high dynamic range image (HDRI)-based lighting, soft shadows, hardware anti-aliasing, interactive exposure control, and the revolutionary mental mill® shader technology.
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xView Mesh Analyzer
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Reduce errors in your pipeline with the new xView mesh analyzer technology, a powerful tool with live in-
viewport reporting that helps you quickly and efficiently resolve mesh errors, such as overlapping UVs,
duplicate faces, and isolated vertices. The xView analyzer speeds the testing of models and maps and lets
you add your own tests and queries.
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OBJ Import
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Improved OBJ plug-in performance and expanded file-format support make it easier to import and export 3D model data between 3ds Max and Autodesk® Mudbox™ software, as well as other third-party 3D digital sculpting applications. Enhanced features enable you to view OBJ files for texture coordinates and smoothing groups. Import normals, triangulate polygons on import, and save normal and polygon import presets for future use. |
ProOptimizer
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Quickly and intelligently optimize high-poly-count 3D models. Precisely control the number of faces or points in your scene or model by removing useful faces last to reduce a selection up to 75 percent without loss of detail. You can still optimize scenes in real time or by batch. ProOptimizer technology maintains all UV-texture-channel and vertex-color-channel information, respects model symmetry, preserves explicit normals, and gives you the option to protect or exclude object borders.
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ProSound Multitrack Audio System
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Sync your audio playback with the viewport and render your track to match playback speed. Add up to 100 audio tracks to your scene and animate the volume of each track. Also supports PCM and compressed audio in AVI and WAV format, with up to six output channels.
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Global Quality Knobs for mental ray
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Quickly dial up or down overall mental ray® renderer quality settings for shadows, glossy refractions, or glossy reflections with global quality knobs, image anti-aliasing, and indirect illumination quality.
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Performance Improvements
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Work more efficiently with expanded multiprocessor support. Mesh-display processing algorithms and analytical calculations performed by the new xView mesh analyzer are multithreaded for increased productivity. These improvements build on the many graphical processing unit (GPU) optimizations of earlier 3ds Max versions for a much more responsive viewport experience. |
C# and .NET Support
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Customize, extend, and integrate 3ds Max 2010 into your existing pipelines with improved support for C# and .NET. A new MAXScript debugger with line-number support helps to identify problems in customized scripts. |
Modeling
Spline & 2D Modeling Tools
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- Ready-to-use 2D shapes serve as starting points for creating editable splines and spline cages to convert to any 3D geometry type.
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Precise spline-based curve and surface construction tools include loft, one- and two-rail sweep, beveling, extrude, filet, cap, offset, lathe, ruled, mirror, and multisided blend.
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Attach, detach, align, stitch together, extend, fillet, or rebuild surfaces with a high degree of control over parameterization and continuity.
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Deform, lathe, normalize spline, set spline render properties, sweep, and trim/extend with spline modifiers when modeling with the modifier stack.
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Directly manipulate subobject geometry with a range of modifiers, such as Curve CV, Surface CV, and surface.
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Polygon Modeling Tools
- Efficiently create parametric and organic shapes and objects.
- Ready-to-use geometry includes standard and extended primitives and architectural elements, such as doors, windows, and stairs.
- New Graphite modeling toolset delivers more than 100 tools for advanced polygonal modeling and freeform design.
- Create compound objects using the Scatter, Connect, Booleans, ShapeMerge, Morph, BlobMesh, Terrain, and Loft operations.
- Convert parametric and compound objects to base geometric types―editable mesh, poly, patch, or NURBS objects―for more detailed editing.
- Use the polygon/tri-mesh architecture to create, edit, and texture mesh models. These models can contain color-per-vertex, mapping, and selection channels and explicit normals, all of which can be animated in the modifier stack.
- Creation and editing tools include create, collapse, attach, bridge, flip, hinge from edge, turn, cut, split, slice, quick slice, wedge, bevel, extrude, chamfer vertex, extrude along a curve, mirror, edge loop, and edge ring.
- ProBooleans enable reevaluation and optimization of mesh topology. Quickly fracture geometry into smaller chunks with the ProCutter tool.
- Use a large range of modeling modifiers to work with geometry and subobject geometry in the modifier stack, including Projection, Edit Normals, Vertex Paint, and those that let you bend, bevel, cap holes, cross section, displace, extrude, and subdivide polygons.
Subdivision Surfaces & Polygon Smoothing
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- Subdivision methods include NURMS Subdivision, which produces an object similar to a NURBS object, classic which like MeshSmooth produces three- and four-sided facets, and quad output, which produces only four-sided facets.
- Using MeshSmooth on polygon objects controls the polygon count of the final mesh for render optimization or level of detail.
- MeshSmooth, TurboSmooth, Subdivide, Tessellate, and HSDS modifiers increase the resolution of objects or subobjects and offer controls specific to each technology.
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Shading & Texturing
Texture Assignment & Editing
- Includes a range of creative texture and planar mapping operations, including tiling, mirroring, decals, angle, rotate, blur, spline mapping, UV stretching, relaxation, Remove Distortion, Preserve UV, and UV template image export.
- Use brushes, blend modes, fill, clone, and erase to paint directly onto 3D models in the viewport to create new maps or extend existing ones.
- Access the streamlined texture workflow for a material/map browser with support for drag-and-drop assignment and hierarchies with thumbnails, and to combine an unlimited number of textures.
- Pelt mapping defines custom seams and enables you to unfold UVs according to those seams. Other UV workflow features enable you to copy and paste materials, maps, and colors and quick-map boxes, cylinders, and spheres.
- Up to 99 UV sets for texture layering.
- Extensive UVW mapping tools enable direct manipulation of texture mapping coordinates.
- Work in the modifier stack with texture modifiers, including Camera Map, Material Modifier, UVW mapping modifiers, UV Xform, Map Scaler, and Surface Mapper.
- Use the xView Mesh Analyzer to test or query for flipped or overlapping faces, unwelded vertices, missing maps, and object and Material IDs.
- Navigate and manage all rendering-related assets in a scene with the Material Editor.
- UV Map and UV Unwrap add texture coordinate manipulation tools into any object stack.
Material Design Workflow
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- Design and edit simple-to-complex shading hierarchies with the Material Editor.
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Material/Map Navigator displays libraries of textures, images, and image swatches.
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Extensive library of 3D procedural maps includes cellular, dent, falloff, marble, noise, particle age, particle motion blur, planet, smoke, stucco, wood, and waves.
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Texture Baking
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- Render to Texture functionality bakes each object’s material and lighting into new texture maps.
- Output per element allows generation of specific characteristics, such as diffuse color, height, normal, lighting, and mental ray ambient occlusion.
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Animation
Character Animation: Biped
- Integrated toolset offers fast, intelligent biped, physique, and crowd-animation functionality.
- Automate bipedal and quadrupedal character skeleton creation to allow animation before the biped skeleton has been determined, and retarget onto bipeds/quadrupeds of differing structures.
- With state-of-the-art, intuitive FK/IK blending and powerful IK pivot animation, hands and feet can roll and rotate around points other than their base pivots.
- Create and animate extraneous biped features with Xtras via FK chains that can be attached to any point, are parentable to any biped object, and animatable in rotation and position. Apply high-level tools for asset sharing, animation layering, and nonlinear editing.
- Control the physical forces acting on a character with biped spline dynamics tools. These tools can calculate biped airborne trajectory, knee bend on landing, and overall balance.
- The integrated crowd system controls biped characters or any 3ds Max object, based on intelligent behavioral interactions, like goal seeking and avoidance.
- Script or write behaviors as C++ plug-ins. Move between behaviors based on any scriptable or programmable criteria using cognitive controllers.
- Use the Biped clip network interface for setting up transitions between motions and defining a sequence of movements.
- Use Motion Flow with the crowd system to determine the animation behaviors the crowd-driven biped can choose from.
- A powerful copy-and-paste system stores, shares, and retrieves poses, postures, and tracks on whole bipeds or sets of objects therein, facilitating animation blocking and hand posing.
- Edit, analyze, and modify biped animation based on high-level criteria, such as acceleration, spikes, and noise.
- Animate bipedal characters with Footstep gizmos that represent and control the placement of IK constraints for locomotion.
Character Animation: Skeletons & Inverse Kinematics (IK)
- Use all animation tools—including Expressions, scripts, list controllers, wiring, and other animation tools with utilities specific to bones to build rigs of any structure and custom controls.
- Reduce animation time with four powerful plug-in IK solvers:
- History-independent solvers deliver smooth blending between IK and FK animation and use preferred angles for more control over the positioning of affected bones.
- History-dependent solvers solve within joint limits and create machine-like animation.
- Limb, a lightweight, two-bone solver optimized for real-time interactivity and ideal for working with character arms or legs.
- Spline, a flexible animation system with moveable nodes, efficient animation of skeletal chains (such as spines or tails), and easy-to-use twist-and-roll controls.
Animated Deformations
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- Animated deformers add life to creatures, simulate fluidic effects, and work on all geometry types, including particles.
- Freeform, ripple, wave, squeeze, twist, bend, stretch, spherify, noise, displace, skew, and relax modifiers create animated deformations.
- World Space modifiers operate at the top of the modifier stack and bind objects to animated world conditions, such as surfaces, forces, fields, and deflections.
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Parameter Wiring
Skinning
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- Use the Skin modifier to achieve precise, smooth control of skeletal deformation as joints move, even in challenging areas, such as shoulders.
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Control skin deformation using direct vertex weights, volumes of vertices defined by envelopes, or both.
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Use capabilities such as weight tables, paintable weights, and saving and loading of weights for easy editing and proximity-based transfer between models.
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Apply the rigid bind skinning option to animate low-polygon models, or as a diagnostic tool for regular skeleton animation.
- Additional modifiers, such as Skin Wrap and Skin Morph, can drive meshes with other meshes and make targeted weighting adjustments in tricky areas.
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Software
Autodesk® 3ds Max® 2010 software requires one of the following 32-bit or 64-bit operating systems:
- Microsoft® Windows® XP Professional (Service Pack 2 or higher)
- Microsoft® Windows® Vista (Business, Premium and Ultimate)
- Microsoft® Windows® XP Professional x64
- Microsoft® Windows® Vista 64 bit (Business, Premium and Ultimate)
3ds Max 2010 software requires the following internet browser:
- Microsoft® Internet Explorer® 6 or higher
3ds Max 2010 software requires the following supplemental software:
- DirectX® 9.0c* (required), OpenGL® (optional)
*Some features of 3ds Max 2010 are only enabled when used with graphics hardware that supports Shader Model 3.0 (Pixel Shader and Vertex Shader 3.0). Check with your manufacturer to determine if your hardware supports Shader Model 3.0.
Hardware
At a minimum, 3ds Max 2010 32-bit software requires a system with the following:
- Intel Pentium® 4 or higher, AMD Athlon® 64 or higher, or AMD Opteron® processor
- 1 GB RAM (2 GB recommended)
- 1 GB swap space (2 GB recommended)
- Direct3D 10, Direct3D 9, or OpenGL-capable graphics card, 128 MB
- Three-button mouse with mouse driver software
- 2 GB hard disk space
- DVD-ROM drive
Note: Apple® computers based on Intel processors and running Microsoft operating systems are supported using Apple’s Boot Camp. Virtual machine environments are currently not supported.
At a minimum, 3ds Max 2010 64-bit software requires a system with the following:
- Intel® EM64T, AMD Athlon® 64 or higher, AMD Opteron® processor
- 1 GB RAM (4 GB recommended)
- 1 GB swap space (2 GB recommended)
- Direct3D 10, Direct3D 9, or OpenGL-capable graphics card, 128 MB
- Three-button mouse with mouse driver software
- 2 GB hard disk space
- DVD-ROM drive
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