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MAX 6 :)

Тема в разделе "Общие вопросы", создана пользователем -, 23 окт 2003.

Модераторы: Артер
  1. Guest

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    http://www.suprnova.tk/
    apps section
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    КАЧАЙТЕ НА ЗДОРОВЬЕ !!!



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    ▓▓·─────────────────────────────────────────────────────────────────────────·█▓
    ▓· ·▓
    ▓│ 3DS MAX V6.0 (c) DISCREET │▓
    ▌├───────────────────────────────────────────────────────────────────────────┤▐
    ▌│ │▐
    │ Date......: OCT 22nd 2003 Crack Type: CDILLA │
    ▌│ Size......: 20x4.88MB Type......: 3D │▐
    │ │
    ▌└───────────────────────────────────────────────────────────────────────────┘▐
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    ██▓▓▀ RELEASE & iNSTALL iNFORMATiON ▀▓██▓
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    Release Notes:

    Introducing 3ds max 6 software - the latest version of Discreet's
    award-winning modeling, animation, and rendering solution used by the
    world's top 3D professional artists and designers to create eye-catching
    visual effects, cutting-edge games, and unique design visualizations.

    New in 6.0
    -Schematic View
    -Particle Flow
    -Vertex Paint
    -mental ray« 3.2
    -reactor« 2 dynamics
    -Dynamic Shader UI
    -Network Render to Texture
    -Network Region Render
    -Spline/Patch Modeling
    -Relax UV's
    -Mirror Skin Weights
    -Edit Vertex Normals
    -Shell Modifier
    -Load/Save Rendering Settings

    For details hop to: http://www.discreet.com/3dsmax/

    Install Notes:
    --------------

    1) Unzip & Unrar to a temp directory and Start installation
    2) Refer to readme.txt in /crack
    3) That's it Folks.

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    No news is good news...


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    ▌ Our greetings go out to: ▐
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    bART- / BAFH / and others...

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    ▌ Temp ascii by bART- / BAFH (C) 2oo2 / Last updated: 04/20/02 by: Bubba ▐
     
  2. Guest

    Да, забыл сказать, качается через bittorrent
    http://bitconjurer.org/BitTorrent/download.html
     
  3. Guest

    Чё-то он маленький(90мб) какой-то... подозрительно... :)
     
  4. Guest

    это рип. урезанная версия. там даже хелпа нет. щас везде раздают..
     
  5. Guest

    Все равно спасибо!
     
  6. Boris Kulagin

    Boris Kulagin Мастер

    С нами с:
    01.08.2000
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    Не понял! Они там что, совсем уже? В 5.1 MR Edition и в Граните мр совершенно спокойно светил скайлайтом, были даже настройки под мр, а в релизе - хрена! Может, я что не так делаю?
     
  7. Lucky3D 1634

    Lucky3D 1634 Знаток

    С нами с:
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    Что-то мне совсем не нравится..МАХ6..
     
  8. Lucky3D 1634

    Lucky3D 1634 Знаток

    С нами с:
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    Опа..3dsmax Full теперь на 3CD..вроде..
    видимо вся прелесть именно там
     
  9. Guest

    --------------------------------------
    А вот и длинный BUGLIST for MAX 6 >8(
    мне тоже не понравилось
    --------------------------------------



    Notes About 3ds max 6 Features
    3RD-PARTY PLUG-INS AND SCRIPTS
    · 3ds max 6 has been recompiled with the Visual C++ version 7.0. Because of this, many plugins might need to be re-compiled. If you experience problems such as the plug-in can’t be loaded or can’t be found even though it is pathed correctly, you should contact the manufacturer to ascertain if a new version of the plug-in is available.

    ACTIVESHADE
    · An ActiveShade floater or viewport updates every time a render element is added using the Render Scene dialog.

    · Moving or resizing an ActiveShade window over a QuickTimeÒ 6 window can cause a 3ds max 6 application failure

    · Changing the RectangleXYWH value in the [FloatingActiveShadeWindowRectangle] section of the 3dsmax.ini file has no effect on the ActiveShade window’s position or size.

    · Using Raytrace materials can cause the ActiveShade window to lose focus, activating the main UI keyboard shortcuts. Click the ActiveShade window to reactivate ActiveShade keyboard shortcuts.

    ASSET BROWSER
    · Autodesk VoloâView is currently not supported.

    · Scene XRef drag and drop of files with scripts that depend on explicit scene object references can cause unpredictable results or program failure.

    BONES
    Bones creation behavior can be unpredictable when using Snap Override. When you use SHIFT+right-click to invoke Snap Override, the Bones system interprets this as a left-click and places a bone in the scene.

    · The Macro Recorder does not support Bones creation. However, you can manipulate the bones with the Macro Recorder after creating them.

    When Reassign Root is used it deletes and recreates new bones. Any animated parameters, controller setups, and custom bone settings are lost, including IK chain assignments. You should use this tool before making any adjustments or IK assignments to your bones.

    When mirroring bones with the mirror tool it is advised to link the bones to a parent object and select it and the bones before mirroring. The Mirror Tool applies negative scaling to the mirrored objects. Negatively scaled bones can cause problems for some operations i.e. FBX export/import)

    Negatively scaled bones can now be set to unity with the Reset Scale button in Object Properties rollout of the Bone Adjustment Tools dialogue. In tandem with the Reset Stretch and Realign buttons it is now easy to create symmetrical bone chains free of scaling and stretch problems.

    The Stretch Factor for the selected bone is now displayed in the Object Properties rollout of the Bone Adjustment Tools dialogue.

    BOOLEANS
    · Edges created during a Boolean operation involving compound (nested) Booleans might be visible when they should be invisible. This affects only viewport display modes that display visible edges, such as Wireframe, Lit Wireframes, and Edged Faces. These edges can be made invisible through mesh editing.

    CAMERAS
    · Changing a Camera Corrected view to a User or Perspective view causes the view to display distorted geometry. Changing to any other Axonometric view will correct this.
    CHARACTERS
    · Use of the Unlink Selection tool on objects that are contained in Characters can produce unexpected results. Instead, use the specific tools provided for adding and removing objects from Characters.

    · Objects with animated TCB Rotation controllers can shift position when a containing character is destroyed. To avoid this, use Euler rotation controllers instead.

    · Pick Object must be used to add characters to groups because adding groups to a character by selecting it from the viewport is not supported.

    · In some instances, the Character Error dialog can appear with no nodes listed. If this occurs, try reselecting or selecting part of your hierarchy and then using Add Member to add more objects to your character.

    · Before entering the Skin Pose code for a character or group, it is advised to first set keys for all the members. The easiest way to do this is to click Set Key Pose.

    CLONING
    · The default value when cloning an object either through the object’s right click menu or using the Edit/Clone menu option has been changed to Instance. Shift-Clone still defaults to Copy.

    COMBUSTION MAPS (FORMERLY PAINT*)
    · Loading IPP files from paint* is not supported. To use an IPP file, load it into the combustionÒ application and save it as a CWS file.

    · combustion needs to be installed on your system in order to view CWS files. It should also be installed on all network-rendering servers if you are going to net-render a scene that contains CWS files. combustion does not need to be authorized to process CWS files used within 3ds max net-rendering servers, but does need to be present.

    · CWS files that were created as “rub-throughs” won’t display unless combustion is installed on your computer.

    · In the Combustion Parameters rollout, when Track Time or Custom Resolution > Enable is turned on, viewport selections are not highlighted.

    · If you are using a Combustion map with a Displace modifier or as a projector light map, the scene will not render correctly while a live link exists between 3ds max and combustion. To render correctly, save the loaded workspace file, and then turn off the Edit button to terminate the link between 3ds max and combustion.

    · Using the Combustion map (within 3ds max 6) with combustion and attempting to change the UV Coordinates while Unwrap is selected and the Unwrap operation is visible in combustion, you might experience a disconnection error in 3ds max. To correct this, verify that all your UV settings are in place before you attempt to edit your map within combustion. The disconnection alert only appears when you have an object selected in your scene, so if you unselect your object and change the Unwrap UV channels, no disconnection alert should appear.

    · The UV Offset values in the Coordinates rollout of the combustion map are not honored when painting directly on the object in 3ds max 6. To offset the UVW Coordinates of the combustion map, apply a UVW Map modifier and a UVW XForm modifier.

    COMPOUND OBJECTS
    · When the Use Soft Selection check box is turned on in the Blobmesh compound object, objects that do not have their own Use Soft Selection turned on will not generate a blobmesh surface. To correct this, enter the object’s sub-object mode, turn on the Use Soft Selection checkbox, and then exit the sub-object mode. A similar effect can be achieved using a Select modifier, or by adding a Turn To modifier and turning on Invert in the Sub-objects selection group.

    CONTROLLERS
    · In 3ds max 6 the default controller assigned to the Path Constraint Percent parameter has been changed from Bezier Float to Linear Float. In addition, Constant Velocity is on by default. This change was required in order to provide by default a smooth motion at a constant velocity.

    Third-party plug-in developers should be aware of this change of default controller especially if their code assumes that the data comes from a Bezier Float controller. Because Bezier keys and Linear keys have different signatures, code should test the type of controller assigned to the Percent parameter, and do data conversion as necessary.

    A data conversion can be done this way:

    Control* linCtrl = CreateInstance(CTRL_FLOAT_CLASS_ID, Class_ID(LININTERP_FLOAT_CLASS_ID,0)); // create a Linear Float controller.
    linCtrl->Copy(bezCtrl); // copy the keys from the Bezier
    controller to the Linear controller.

    pblock->AssignController(linCtrl, pblock->GetAnimNum(path_percent)); // shouldn't assume that the percent controller is hardcoded to 0.

    · SHIFT+cloning path-constrained objects might not position copies properly. Creating clones of a path-constrained object using the SHIFT+Move technique will not evenly space each clone from its previous sibling.

    · The Boolean controller is the new default controller for check boxes, replacing the On/Off controller. It is recommended for use with Set Key because the value of a Boolean keyframe is either 0 or 1, whereas the value of an On/Off keyframe represents a change in value. Use of the Boolean controller with Set Key will preserve the current keyed state. An On/Off key will change the current state to the opposite one.

    · There is currently no action item for the Gimbal coordinate system.

    · In 3ds max 4, the TCB Controller was enhanced with the capability of performing quaternion rotations of greater than 180 degrees. This enhancement allows objects to be “wound up” interactively in the viewports. This enhancement produces a side effect when editing rotation keys in the timeline or in Track View. As a general rule, a quaternion rotation takes the shortest path between rotation poses. However, when editing TCB rotation keys using Delete, Cut and Paste, or Drag and Drop, or if keyframes are added in the middle of existing keyframes, the animation near the edited keys might rotate opposite to its original direction. That is to say, it takes the long way around to arrive at the same pose at the next keyframe. If this is undesirable, there are several remedies:

    In 3ds max 5 a Rotation Windup check box was added to the Motion panel for TCB. When off, the rotations are limited to <180 degrees. This will preserve any editing of rotation keyframes. When on, rotations larger than 180 degrees are possible. It is recommended that you leave Rotation Windups off until you require it for specific animation.

    You might also want to change to the Euler XYZ controller, which will always produce correct rotation poses after editing, regardless of windups at any keyframe. Euler XYZ is the default for 3ds max 6.

    · If an older scene containing a Local Euler controller is loaded into 3ds max 6, it will be recast as Euler XYZ. The animation data and resulting animation will be precisely the same.

    · NURBS Point controllers should be individually reassigned from the Surface sub-object level rather than at the Master Controller level in Track View in order to see their effect.

    · Master Point controllers are compound controllers, and depend on sub-controllers and their structure; therefore you cannot cut and paste Master Point controllers.

    · Adding a Float List controller to a property with no keys, then adding a Bezier or TCB float, followed by a procedural float controller (Noise or Waveform, for example) might cause product instability. To avoid instability, make sure that animation is applied to the object before you add the controller.

    · Setting a motion track's input type to None after it was assigned to another type, such as Mouse or Keyboard, and then using Undo can cause program failure.

    CREATE PANEL
    · Using sub-object mode hotkeys (the numeric keys 1, 2, 3, 4, or 5) while creating Shape objects will cause unrecoverable instability in 3ds max. If this occurs, exit and restart 3ds max.

    CUSTOM ATTRIBUTES
    · Making a copy of a material that has custom attributes also copies the custom attributes. Any custom attribute changes then affect both materials. Using Delete All to delete the Custom Attributes rollout on the copy should end this behavior.

    · The default value in the Integer UI Options rollout is ignored when creating a new Integer custom attribute. The value in the Float UI Options rollout is used instead. When creating a new Integer custom attribute, set the default value in the Float UI Options rollout first, before defining the other values in the Integer UI Options rollout.

    · Loading 3ds max 5.x files with missing plugins (stand-ins) that had custom attribute information stored into 3ds max 6 can lead to program instability. Loading 3ds max 5.x files that contain custom attributes into 3ds max 6 can lead to instability if missing plugins (stand-ins) are created upon load. It is recommended the file be saved in 3ds max 5.x without the missing plugins (stand-ins), then open it in 3ds max 6 and save it before proceeding.

    DAYLIGHT (IES SUN & SKY)
    · The positioning controller of the Daylight system does not exactly correspond to the one described by the “IES RP-21 Calculation of Daylight Availability” standard, thus resulting in slight intensity variations at certain times and locations.

    DEPTH OF FIELD
    · The use of atmospheric effects with the Depth Of Field rendering effect is currently not supported.

    DOPE SHEET EDITOR
    · Performance can degrade when moving or coping keys for objects requiring intensive re-calculations based on previous keys (for example HD IK.).

    DISPLAY
    · The Direct3D Metal Bump viewport shader only supports DDS files as cube maps.

    · The Wave, Ripple, Bomb, Drag and UDynaFlect space warps will display with incorrect coloring under Direct3D.

    · Some video cards might display only half the lines on wireframe objects. To fix this, turn off the toggle Use Wireframe Faces (Custom Driver Extension) on the Configure OpenGL dialog, located under Customize > Preferences > Viewports panel.

    · Running 3ds max 6 with the track bar UI hidden can increase viewport performance. The track bar UI can be turned off through Customize > Show UI and turning off Show Track Bar.

    · Running 3ds max 6 under Direct3D with Microsoft NetMeeting® can cause display problems or product instability.

    · Direct3D does not support two-sided display for materials.

    · “Best” and “Simple” viewport transparency modes are the same for all D3D display drivers.

    · DirectX viewports might become unresponsive after Windows standby, running a screen saver, fast-user switching, or locking the system.

    · Changing the DirectX Manager’s shader drop-down will cause the viewport to temporarily display the first frame on an animated scene.

    · Users of the nVidia Quadro4 XGL display cards might see window flashing as the TrackView window opens. If this occurs, disable the nView Desktop Manager using the NVIDIA Media Center. Choose nView Desktop Manager > Disable.

    · Due to driver conflicts with some display systems, primarily laptop display cards, 3ds max might remain running even after exiting. To end the 3ds max process, right click the windows taskbar and select Task Manager. Go to the Processes tab and select 3dsmax.exe from the list, then click the End Process button and Yes.

    · Switching between vertex color, alpha, and illumination using Properties in Editable Poly when the display mode is Direct3D can cause the colors to garble or not change. In this instance refreshing the viewport or entering or exiting the editable poly's sub-object mode should force a refresh.

    · Direct3D viewports can become unresponsive after minimizing and maximizing when a viewport background is displayed. If this occurs, please save your file and restart 3ds max.

    DirectX 9 SHADER MATERIAL
    · DirectX 9 Shader materials can be inverted when applied to mirrored objects.

    · In a multi/sub-object material, the color swatches for a DirectX 9 Shader material cannot be set from the top level. To change the color, go into the DX9 Shader material and adjust the Shaded color in the Software Render Style rollout.

    · Multi/Sub-object materials can display incorrectly in the viewport when a DirectX 9 Shader material occupies the first slot.

    DYNAMICS UTILITY
    · The Dynamics utility is included within 3ds max 6 for legacy files only. For superior results, use reactor™ for any dynamics simulations. The Dynamics utility will not be supported in future versions of 3ds max.

    EDITABLE MESH
    · The Redraw Viewports shortcut key 1 doesn’t work with Edit Mesh or Editable Meshes. To fix this, go to the Customize > Customize User Interface dialog, Keyboard panel, under Group: Edit/Editable Mesh, and remove the shortcut (1 by default) assigned to Vertex Level.

    · 3ds max 3.x files that have a stack where an Edit Mesh modifier containing sub-object collapses is above a MeshSmooth modifier, might load into 3ds max 6 with missing faces and distorted geometry. To correct this, load the scene in 3ds max 3.1 and collapse the object to the highest MeshSmooth level in the stack (that's under the Edit Mesh modifier with sub-object collapses), save that file, then re-open it in 3ds max 6.

    EDITABLE POLY & POLYMESH OBJECT
    · If an Editable Mesh has face normals flipped in a non-uniform manner, converting it to an Editable Poly can cause problems. The conversion process attempts to divide the object into elements to keep a legal condition. The division method might be unpredictable and will probably be based on how many vertices are shared between flipped and non-flipped faces. Unifying the normals before conversion is recommended. Or, you can detach the flipped faces as elements before conversion, and the elements will be respected by the Editable Poly conversion. This ensures a more orderly and predictable conversion.

    · Interior patch edges that are not displayed will always appear as visible edges after converting to a polymesh.

    · Some planar geometry using the 3ds max subdivision displacement (as opposed to the mental ray&#226; renderer subdivision displacement) will render with unexpected results. To correct this problem, make the geometry slightly non-planar (for example add a Bend modifier and set a bend of less than 1).

    · When in an edit mode such as Attach or Edit Triangulation, undoing a Stackview Convert To Editable Poly while the Modify Panel is displayed and must be scrolled can result in program failure.

    EDITABLE SPLINE
    · Mirroring a Spline Shape will remove Vertices and Tangent Handles.

    FBX I/O (Kaydara)
    · In the Import FBX File dialog, there is no longer an Add to Current Scene or Hierarchy option. There is a Human IK option that is available when the Human IK plug-in is present. This option imports the FBX character to Human IK.

    · In the Export FBX File dialog, there is no Hierarchy option.

    FILE I/O
    · 3DS files created by the Rhino product (from Robert McNeel & Associates) can cause instability when imported into 3ds max. If an assert error dialog is encountered, using Retry might result in a successful import, but this might cause your session to destabilize.

    FILE MENU
    · 3ds max 6 files are not backward-compatible with previous versions of 3ds max and will not load in earlier versions.

    · The Open Recent keyboard short cut might not always work when 3ds max 6 is initially launched. If it fails, click one of the viewports then try the keyboard short cut again.

    FLEX
    · Flex single-frame rendering can take a substantial amount of time. When a scene containing Flex is rendered at a point in time far away from the Flex reference frame, the modifier must calculate the solution for all flexed points from the reference frame to the current frame. During single-frame tests or net rendering, this could contribute to a significant delay in overall rendering time. To correct this, add a Point Cache modifier above Flex and record the flexed point data to disk. Then, disable all modifiers below Flex before you render.

    GROUPS
    · Grouped objects that have animated TCB Rotation controllers can shift position when the object is removed from the group. To avoid this effect, use Euler rotation controllers instead.

    · Use of the Unlink Selection tool on objects that are contained in Groups can produce unexpected results. Instead use the specific tools provided for Attaching and Detaching objects from Groups.

    HELP REFERENCE & TUTORIALS
    · The control descriptions in the “Rendering Algorithm Rollout” topic should be worded as follows:

    Ray Trace-When on, mental ray uses ray tracing to render reflections, refractions, Depth Of Field, and indirect lighting (caustics and global illumination). When off, the renderer uses the scanline method only. Ray tracing is slower but more accurate and more realistic. Default=on.

    You must turn on Ray Trace to render reflections, refractions, Depth Of Field, and indirect lighting (caustics and global illumination).

    Scanline-When on, the renderer can use scanline rendering. When off, the renderer uses the ray-tracing method only. Scanline rendering is generally faster than ray tracing, but cannot generate reflections, refractions, caustics, shadows, or indirect lighting. Default=on.

    Scanline Method-Lets you choose the Scanline Rendering method from the Rendering Algorithms rollout of the render dialog. The options are Normal or Rapid. Normal (the default) gives the highest quality. Rapid (for “Rapid Motion”) renders object motion blur more quickly than the Normal method.

    · Due to late changes made to some of the default values of the mental ray shaders, some tutorials contain inaccurate default values.

    · The help content for mental ray Preferences describes an Open Message Window button. This button is not present in this release.

    · Information on the Water Surface Shadow shader was not included in the help content. Below is some information that may help describe its use:

    Water Surface Shadow - The lume water surface shadow shader can be used to get a more realistic shadow for water scenes as it does not require expensive caustic computations. Nevertheless the strength of the shadow depends on the waves of a water surface.

    The parameters of ”Water Surface Shadow'” are identical to ”Water Surface”. For more information see the documentation for ”Water Surface”.

    A typical use is to assign ”Water Surface” to the Surface slot of a material, and then ”Water Surface Shadow” to the Shadow slot of the same material. To get good and fast results it is possible to use a constant color for the ”Surface Material” of ”Water Surface Shadow”.
    · There is an undocumented Pose to Pose checkbox in the Rotation List Controller rollout. When a Rotation List Controller is applied to an object, the Average Weights command is replaced with a Pose to Pose function.
    If Pose to Pose is off the list controller weights each rotation individually and adds up the weighted rotations for the final effect. You animate by stacking layers on top of layers, and then weighting in and out their effect. This is the default behavior.
    If Pose to Pose is turned on then each pose is blended with the results from the previous items in the list. This method is not additive, but instead true pose to pose blending. Adjusting the weight of the list item in the list will blend to and from that pose (controller in list). If the last weight is 1.0 then adjusting the weights of the previous poses in the list won't have any effect because the last pose has full effect. This is a stack based approach that is best used for NLA effects. Motion clips or even single frame poses can be pasted onto new layers and the weights can be used to blend the poses together.

    · In the mental ray section you are informed that using Remote Hosts with Distributed Bucket Rendering is not supported. Because of this the Rendering>Renderers>mental ray 3.2 Renderer>Mental ray Renderer Rollouts>Distributed Bucket Rendering Rollout help text is not applicable in this release.

    HIDE/FREEZE
    · In 3ds max 6, an object will be hidden or frozen if it resides on a hidden/frozen layer or if it is hidden/frozen at the object level regardless of the state of the Display Properties By Layer/By Object toggle. To restore visibility and selectability, use the Layer Manager to change the Hide and Freeze states of layers and objects as necessary.

    · Objects that were not hidden and not frozen in 3ds max 5.x files can unexpectedly be hidden or frozen when opened in 3ds max 6 due to new changes to hide/freeze behavior. This will occur in 3ds max 5 files for two different reasons:

    1) Where objects have their Display Properties set to “By Object” and they reside on a layer that is either hidden or frozen (off or locked in 3ds max 5.1).

    2) Where objects have their Display Properties set to 'By Layer', while they are Hidden or Frozen at the Object Level.

    This is due to the fact that Hide and Freeze controls are no longer part of an object's Display Properties and are not affected by the status of the By Object/By Layer toggle for Display Properties.

    HOTKEYS
    · If Flash v5 or lower is installed on your computer, the text in the Hot Key Map will not display properly. Just go to www.macromedia.com <http://www.macromedia.com/> and download/install the latest free version of the Flash player (v7).

    · Prior to loading a KBD file from a previous version of 3ds max, manually remove the E from the Edit Keys Mode action entry (under Track View group).

    HSDS
    · Using HSDS on a mapped object breaks vertices and can distort the texture. This is a limitation, as there is no provision for more than one texture vertex per vertex. To work around the problem, texture the output of HSDS instead of the input.

    INI FILES
    · Before editing 3dsmax.ini, or any other INI file, it is advised that you save a copy for backup. You can restore your 3dsmax.ini to factory defaults by removing it from the root \3dsmax6 folder and starting 3ds max.

    INVERSE KINEMATICS
    · There can be instances where no warning will be displayed for an invalid IK dependency loop. It is possible to create such a loop (with hierarchy links, controllers, or parameter wiring) that create an unpredictable IK solution. The incorrect results are generally immediately evident and usually undoable.

    · Setting rotational joint limits on HI IK start joints might lead to unintuitive IK behavior. To correct this, free up as many degrees (axes) of rotational freedom as possible. It can also help to adjust the preferred angles of the start joint.

    · Conflicts may occur when you have an HI IK chain and use Assign Vertex Colors on the bones that make up that chain. This conflict may cause subsequent file load problems. To correct, either collapse the stack after using the Assign Vertex Colors utility, or add a VertexPaint or STL Check modifier to the top of the stack.

    · For HI IK, no MAXScript or parameter wiring is available for the Enabled state. This is as designed, as the Enabled state is controlled by the new Boolean controller, which can be copied and instanced.

    LAYERS
    · When a layer’s Shaded Viewport Display is used, it will be set to Facet if the viewport itself is displayed in non-Smooth mode. Once the viewport is set to Smooth + Highlights by right-clicking the viewport label, this will change the layer’s default Facet display to Smooth.

    · Objects in 3ds max 5.x files that are on Layer 0 and have their color set to “By Layer” will be assigned a different color when opened in 3ds max 6. This is due to the fact that in 3ds max 6, Layer 0 can now be assigned a specific layer color and is treated like other layers in this regard. In 3ds max 5.x this wasn't possible and Layer 0 was treated as a special case. Layer 0 was not able to have its own layer color. Objects created on Layer 0 would get their color assignments based on the status of the Object Color dialog's Assign Random Colors checkbox, just as objects did in 3ds max before the Layer feature was introduced. When these objects are brought into 3ds max 6 for the first time, they will all adopt the Layer 0 color. This will only affect Layer 0 objects whose color is set to By Layer.

    LENS EFFECTS
    · A glow of small size doesn't appear to work when rendering to fields. To correct this, increase the size of the glow before rendering.

    · Glow, on an Environment map, using Effects ID, will not work if Antialiasing is on.

    · Resetting 3ds max while the Video Post Lens Effects Setup dialog is displayed is not recommended.

    LIGHT TRACER
    · Using the Matte Shadow material will produce incorrect shadow colors when rendering IES Sky with the Light Tracer.

    MACRO RECORDER
    · Not all features are macro-recordable.

    MANIPULATORS
    · Changing V Tiling coordinates of a UMV Map to a negative value when Manipulator is enabled can cause program instability (nVidia card using Software-Z Buffer).

    MAP CHANNEL
    · When using the Map Channel Utility with patch objects, pasting channels can result in channel names being lost, so name your channels after you've completed your copying and pasting.

    MATERIAL EDITOR
    · When a noise map has been added as a material, the first launch of the Material Editor, in a 3ds max 6 session, may be delayed. Subsequent launches of the Material Editor in the same session will not be delayed.

    · Blur and Blur Offset controls are enabled for all 3D maps, but can be used only with antialiased 3D maps such as Noise.

    · The Make Unique button in the Material Editor also works on the map level of a material when you have a map instanced to different channels of the same material.

    · Installing Microsoft® Access after installing 3ds max 6 results in the MAT file type being reassigned as an Access table file and not a 3ds max materials library file. To correct, use Windows Explorer > View > File Types to reference the file type back to 3ds max 6.

    · Texture-mapped objects that are invisible at frame 0 and are missing UVW mapping coordinates will not be textured in a rendered sequence when visibility is changed during the animation. To alleviate the problem, make sure to have a UVW Map modifier on the object.

    · Use of recursive IFL files is not supported.

    · The startup default material library file has been moved to the \3dsmax6\defaults\max directory. You will need to save it there in order for it to be used on startup.

    · Depending on how duplicate texture maps were created in the scene, there can be instability associated with running the Instance Duplicate Map utility if Show Map in Viewport is on for those maps. If this instability is encountered, deactivate all maps before running the utility using the toggle in the Views menu. The maps can then be safely activated again with the same toggle.

    MENTAL RAY:GENERAL
    · Raytracing 2-sided shadows is not currently supported with mental ray.

    · The raytracer settings in the Rendering menu are ignored when used with mental ray.

    · The "Render Atmospherics inside Raytraced Objects" flag within the Raytrace material is currently unsupported.

    · When scenes require more than 300 MBs to render, it is suggested to use "place holders". This enables "data flushing" of everything that can be recreated later on thereby maximizing disk space usage. For example, the "large BSP" can be partially flushed and recreated as other areas of the scene get rendered

    Here's some information that should be considered when ray tracing large files:

    instancing flushing
    grid yes no
    largebsp no yes
    bsp no no

    · When creating large files for rendering with mental ray, especially ones using Final Gather, save your work before rendering. Canceling such a render could create a long wait time.

    · mental ray does not support antialiasing in the Material Editor.

    · The Reflect/Refract, Thin Wall Refraction, and Flat Mirror maps cause standard raytracing to be performed with mental ray. Therefore these maps aren’t fully supported in this release.

    · Materials generated by 3rd-party plug-ins are not supported in mental ray and can cause instability.

    · It is advised not to use Material to Shader in the 3ds max environment slot. This shader usually needs to be placed on geometry in order to be evaluated.

    · mental ray does not support the Render Map feature in Material Editor.

    · Camera shaders will not be available in Material Editor via Get Material/From Scene until the file has been saved.

    · Sample spheres in the Material Editor are off center and not fully visible in when using 6x4 Sample Windows.

    · Very large displacement settings can cause 3ds max to become unstable. To avoid this instability, reduce large factor values or change the displacement settings in the render dialog.

    · Scripting mental ray parameters is not supported in this release.

    · Gizmos with atmospherics assigned should have a positive height value in order to render correctly with mental ray.

    · Scaling a gizmo being used for an atmospheric effect will, in turn scale the density of that effect when rendering with the scanline renderer. mental ray does not perform this scaling. For the renderers to match after scaling such a gizmo, the density of the atmospheric effect (Fire, Volume Fog, and so on) must be subsequently increased or decreased.

    · Show Preview with mental ray Depth Of Field is not supported in this release.

    · Rendering objects with coincident faces is not supported in mental ray. Depth Of Field will not work correctly when rendering objects with coincident faces using the mental ray renderer.

    · Instability may result from using a camera target as a focal node with Depth Of Field and the mental ray renderer. Instead use the scanline renderer for such situations.

    · Pausing a rendering is not supported in this release.

    · Rendering outside the Safe Frame area with mental ray can cause instability when using Render Types (blowup, crop and so on). To avoid this, render within the Safe Frame area or turn off Safe Frame.

    · Rendering XRefed Atmospherics is not supported by mental ray.

    · Multi-Layer G-Buffers and RPF channels are not fully supported in this release. Specifically mental ray does not support the background, mask, weight, or transparency channels. Also mental ray will only output a single layer (the top one) of information for all other channels.

    · The Receive Shadows checkbox in Object Properties is not supported in this release of mental ray.

    · The Alpha render element is unsupported when rendering atmospherics with mental ray. To work around this problem, render to an image type that contains its own alpha channel.

    · The Blend render element is unsupported when rendering atmospherics with mental ray.

    · The Pseudo Color exposure control can render incorrectly with mental ray when used in conjunction with atmospheric effects.

    · mental ray does not support colored shadows in render elements.

    · The Visible To Camera checkbox in Object Properties is not supported.

    · In some cases, very high-poly objects can cause instability during rendering due to memory fragmentation. Workarounds include:

    1. Split large objects into smaller ones. Aim for minimal overlapping with the bounding box of the new objects. A good general rule is 10K-100K triangles per object.

    2. Render using the Conserve Memory option.

    3. Render using mental ray from the command line.

    · Video Post is not fully supported in this release, as it requires specific rendering modes and options, not all of which are currently available in mental ray.

    · Render Passes in mental ray ignores the Skip Existing Images toggle.

    · Objects with a Look at Controller that are mapped with a Facade shader will not render correctly.

    · The Panorama Exporter utility uses only the default scanline renderer. However the Panorama Viewer can display panoramas by the WrapAround Lens filter.

    · The mental ray Shadow Map shadow type does not support object Shadow Casting exclusion.

    · mental ray does not support every case of include/exclude lists for reflection and refraction.

    · mental ray can produce banding and unwanted shadows with Volume Light when the Auto checkbox is turned on. Turning off the Auto checkbox and increasing the Sample Volume % spinner value can correct this.

    · Multiple overlapping light atmospheric effects can expose the edges of the volumes. Using the same instance of the effect on all the lights should make them blend better.

    · When rendering a series of pass files in mental ray for use in an animation sequence, file names are required to end with a letter, not a number.

    · When the Ink’nPaint material is set to use displacement, smoothing group lines should be disabled to avoid unexpected results.

    · Motion blur with the mental ray renderer does not always follow curving trajectories. Increasing the value of Motion Segments can help, but this works better for rotary motion than for traveling motion.

    · Rendering RPC objects is not supported with mental ray. All objects will render gray.

    · mental ray field rendered Lens Effects will be not be in the correct location.

    · Rendering with Bucket Widths less than 5 can cause system instability.

    MENTAL RAY - DISTRIBUTED BUCKET RENDERING
    · When adding a new host to a Distributed Bucket rendering, close and re-start 3ds max 6 in order for the new host to be recognized.

    · Using Remote Hosts Only with Distributed Bucket Rendering (DBR) is not supported in this release.

    · Contour shaders aren't supported with Distributed Bucket Rendering in this release.

    · When rendering contours using Distributed Bucket Rendering or the command-line renderer, the shader declaration will need to be edited manually in order for contours to render correctly. This correction is needed if contours are enabled in the rendering options. Below is an example of the edits that would be required; the actual shaders or parameters values that are used depend on how they are set up in the scene.


    contour store "contour_store_function" ()

    contour contrast "contour_contrast_function_levels" (
    "zdelta" 1000,
    "ndelta" 20,
    "diff_mat" on,
    "diff_label" off,
    "diff_index" off,
    "contrast" off,
    "min_level" 0,
    "max_level" 1)

    · Distributed Bucket Rendering does not support a shader assigned to the Dielectric (base) shader's Absorption component. Rendering can cause 3ds max 6 to hang. If you assign a shader to the Absorption component, render locally. (The Dielectric (base) shader is in the mental images base shader library.)

    MERGE ANIMATION
    · Merge Animation no longer supports character studio Biped&#210; animation. character studio 4.x features support the merging of Biped animation.

    · When using Merge Animation at the sub-object level, the target object will first need to have sub-object animation controllers assigned to its vertices. Merge Animation does not automatically assign sub-controllers to vertices, CVs or control points. For example, when merging FFD lattices, you must click Animate All before merging lattice control points.

    · It is wise to make sure that the target object has a Vertex controller (Bezier Point 3 or similar) assigned to every vertex in its mesh. There must be a one-to-one correspondence between the animated vertices of the source nodes and the target nodes in the scene to achieve predictable results.

    · There is a known issue with Groups, which can cause Merge Animation to fail. This sometimes occurs with objects that were once part of a Group but are no longer, leaving a flag for Group membership incorrectly set on the object. One way to clear this flag is to make these objects part of a character (then destroy character if desired). Alternatively, in MAXScript this will clear the flag for selected objects:

    for n in selection do ( setGroupMember n false )

    · Merging MAX files that contain an XRef into the current scene is not advised.

    · Merge Animation errors can be avoided by exiting and reopening the Merge Animation dialog, between merges.

    · The Save Mapping and Load Mapping functions will only operate as expected provided the object ID’s in the scene and the source file are not changed in any way from session to session. There is no guarantee that object ID to object name correspondence will be preserved between Merge Animation sessions.

    MESHSMOOTH
    · Some meshsmoothed files using creasing may load into 3ds max 6 with faces that appear to collapse to a point when smoothed. This can happen when some of the edge creases have become slightly corrupt, which causes a problem in 3ds max 6 but not in 3ds max 5. To correct this, run this script in either 3ds max 5 or 3ds max 6 with the file causing the error loaded.
    mapped function FixEPolyCreaseErrors theNode =
    (
    local theObj = theNode.baseObject
    if classof theObj == Editable_Poly do
    (
    if (polyOp.getEDataChannelSupport theObj 2) do -- crease data
    (
    format "processing node: %\n" theNode.name
    local isNAN
    local version = maxVersion()
    if version[1] < 6000 then
    Fn isNAN val = (classof val == float and val == 0 and val == 1)
    else
    Fn isNAN val = (classof val == float and val*0 != 0)
    local nEdges = polyOp.getNumEdges theObj
    local getEDataValue = polyOp.getEDataValue -- cache function value
    local setEDataValue = polyOp.setEDataValue -- cache function value
    local modified_edges = undefined
    for i = 1 to nEdges do
    (
    local crease = getEDataValue theObj 2 i
    if (isNAN crease) do
    (
    setEDataValue theObj 2 i 0.
    if modified_edges == undefined do
    modified_edges = #()
    append modified_edges i
    )
    )
    if modified_edges != undefined do
    format "\tupdated edges: %\n" modified_edges

    )
    )
    )
    · When using Smoothness on a mesh that has had control-level editing, Smoothness will smooth down to the highest level that has had control-level editing applied to it, or to the currently active control level, whichever is higher.

    · At this time, control-level editing in MeshSmooth should be considered a modeling tool only. Having an animated deformer placed before a MeshSmoothed object that has had control-level editing can result in the MeshSmoothed object becoming distorted. It's recommended that deforming modifiers be placed after the MeshSmooth modifier in the stack if you're using the deformers for animation. For best results, using a deforming modifier before the MeshSmooth modifier in the stack, you'll need to limit your control-level edits to moving vertices in their local Z axis.

    · Using MeshSmooth with values of more than 10 iterations is not supported.

    · When MeshSmooth is set to 0 iterations, a polygon conversion of the MeshSmoothed object still occurs and viewport performance impacted. For optimal playback, set the MeshSmooth modifier to be off in viewports, rather then setting iterations to 0.

    MODIFIER PANEL
    · The Configure Modifier Sets dialog should only be used for customizing button sets. If the user simply chooses another button set from the drop down list, the current button set to be overwritten.

    MODIFIERS
    · Using Path Deform and Stretch can leave remnants in the viewport. Press 1 to refresh the display.

    · A Helix object with Display Render Mesh on that uses an FFD modifier will no longer appear in the viewport if an Edit Mesh modifier is added to the stack. To correct, convert the Helix to an Editable Spline by either collapsing or adding an Edit Spline modifier somewhere before Edit Mesh.

    · The new Vertex Paint modifier does not support the Update On Mouse Up function in the 3ds max painter interface.

    · The data resulting from the use of the Assign Vertex Colors utility is not baked into the mesh, but into the Vertex Paint modifier itself. Thus, the data in the Vertex Paint modifier can later be retargeted to a different channel. The results will only be baked into the mesh when you collapse the stack.

    · If a spline is chosen for beveling the edges of a shelled object and the Bevel Edges checkbox checked, the edges of the shelled object will not update. Turning off Bevel Edges and then on again will force an update.

    · If a spline is chosen for beveling the edges of a shelled object and the Bevel Edges checkbox is turned on, the edges of the shell modified object will not update. Turning off Bevel Edges and then on again will force an update. Similarly, if the interpolation steps of a spline used for Bevel Edges is changed, the shelled object will not update till a vertex is moved or till Bevel Edges is turned off and back on.

    · In some instances adding the Vertex Paint modifier to an editable mesh (or some other poly conversion) will result in some shifting of vertex colors. This is usually a result of having edited the vertex colors at the Face level instead of the Poly level. If this occurs try adding a Turn To Patch modifier between the Vertex Paint modifier and the editable mesh. If that fails, enter the edge mode of the editable mesh and make all edges visible.

    · Adding the Vertex Paint modifier to an empty object (one with no faces or vertices) or deleting all the geometry below a Vertex Paint modifier can lead to program instability. At least 1 face is needed for Vertex Paint to work.

    · Collapsing the stack of an object that contains an Edit Normals modifier will not preserve normal information. All normal information is lost on collapse. Users should avoid collapsing the stack if Normals are needed for export or additional modification in the stack. Because of this the usage information under the Edit Normals Modifier help topic is no longer valid.

    MORPHER
    · Assigning a Morpher material will reset frame zero Morph Channel values to zero. To avoid this, use Set Key to set non-zero Channel values at frame zero. The frame zero value will appear to be reset, in this case, but scrubbing the time slider will then update the frame zero value, as set previously.

    · Windows98&#226; or Windows ME&#226; can lose system resources (UI elements might no longer display) when scrolling the Morpher Channel List, repeated interaction with Morpher scene elements, or simultaneous use of 3ds max 6 with other applications that require large amounts of resources. To resolve the problem save your file, exit, and restart 3ds max 6, or close the other resource-intensive applications. If possible avoid excessively scrolling the Morpher UI when using these operating systems.

    · When adding new targets to a progressive morph, target percents will be renormalized. If target percents have been customized, it is recommended that you make a note of current target percents before adding new targets.

    MORPHER MATERIAL
    · Copying a Morpher material to different Material Editor slots can cause unexpected results, particularly if using Undo and Redo.

    · The Morpher material requires associated geometry to work correctly with Set Key.

    MOTION PANEL
    · When a trajectory of an object is derived from a spline using the Convert From feature, the Previous Key and Next Key buttons on the Key Info (Basic) rollout do not work unless Time Display (in the Time Configuration dialog) is set to FRAMES:TICKS. This is because the keys are created between frames.

    MULTIRES
    · Instanced MultiRes modifiers will display their Vertex Percentage values, and will hide their Vertex Counts, when more than one object is selected.

    · When using Set Key, remember that the MultiRes modifier detects any keys that are set on object parameters as changes in the underlying object's mesh, and this can require the MultiRes mesh to be regenerated.

    NETWORK RENDERING/BACKBURNER
    · Split Scan Lines does not stitch the G-buffer information back into the file. As such, G-buffer information is not output when using Split Scan Lines. This means that using Split Scan Lines will not store RPF/ RLA data.

    · Render servers can timeout loading the application after 1 minute if the manager machine does not load the 3ds max 6 renderer plugin. This can occur for 3ds max 5, 5.1 and 6. It is recommended that you install 3ds max 6 on the manager machine. You may also just copy the 3ds max 6 task file from the \3dsmax6 folder on another system into your backburner folder. When manager starts you should see: loading 3ds max 6 renderer plugin.

    · Net rendering scenes with DDS textures or with output to DDS files is not recommended on heterogeneous render farms. This is due to DDS being a hardware-accelerated format. As such results will differ between video card model/driver combinations resulting in inconsistent renderings across frames.

    · In the monitor the task summary for an active job will not automatically update as frames complete. This is designed to prevent performance problems with the monitor when many frames are completed simultaneously. To refresh the task summary for a job, hit the refresh button in the monitor.

    · Submitting scene files to Network Rendering that use the mental ray renderer via MAXScript can result in the render servers failing because they cannot find a mental ray license. To prevent this problem:

    1. On the Manager machine go to the \backburner 2\network\jobs folder and find the job you submitted. 2. Copy the XML and ZIP files to your temp folder.
    3. From Monitor delete the job.
    4. Open the XML file in Notepad and find the line:
    5. Modify it to: mental ray Renderer
    6. Add the following lines below that:

    1492548972
    1338981315

    7. Save the XML file.
    8. Copy both files (XML and ZIP) into the Manager's \backburner 2\network\dropbox folder.
    This will put the job back in the queue.

    · If you are installing 3ds max 6 on a system that currently has 3ds max 5.x installed (with Backburner 2.1), the 3ds max 6 installation program will silently install Backburner 3 over your copy of Backburner 2.1. This is intended behavior so that Backburner 3 can be used to control your network jobs for both 3ds max 5.x and 3ds max 6 (and combustion as well) along with providing support for command-line rendering in 3ds max 6.

    PARAMETER WIRING
    · Wiring a parameter to values outside the constrained range of that parameter can cause unpredictable results.

    · Turning on Display Render Mesh after wiring a NURBS point curve can cause instability. The workaround is to assign a Bezier float controller to the curve's Sides track and insert a key. Values can then be changed, and Display Render Mesh can be used without problems.

    PARTICLE FLOW & PARTICLE SYSTEMS
    · Using PArray with an Object-Based Emitter and Object Fragments where the emitter object has no vertices on the Emit Start frame will cause instability, leading to an application failure.

    · When the source particle system of a Mesher compound object is set to Mesh Viewport Display, it will not update properly in viewports. Use the Dots or Ticks Viewport Display options with a Mesher compound object.

    SDynaFlect space warps do not solve properly in Dynamics simulations.

    · All Seed settings in Particle Flow use the same default value: 12345. This means that, if the default is not changed, the same randomization sequence will be applied to all randomized values. For example, if scale and speed are both randomized using the same seed value, then it's likely that all smaller particles will also be slower ones. For fully random results, make sure all Seed values are different from each other.

    · In situations where a scene has a particle system that references geometry objects (as for collision detection), and those reference objects are also rendered, the scene might not be able to render properly with the scanline renderer. Rendering these same objects with mental ray doesn’t pose any problem. To work around the problem, hide all the objects that a particle system references (directly or indirectly) before using the scanline rendering. That includes all deflector geometries, objects used as emitters, and so on.

    · The use of large fonts on your desktop and in 3ds max 6 can affect the precision of Particle View operations. To prevent this, use a smaller or more standard font size.

    PATCH OBJECTS
    · SubComp copy/pasting is not supported in patches.

    PERFORMANCE
    · 3ds max 6 now includes a performance flag that when turned on can enhance the overall performance of interactive manipulation of referenced objects (link, IK...). The flag (DontRepeatRefMsg) can be found in the [Performance] section of CurrentDefaults.ini file and defaults to on (1) for the 3ds max market defaults and to off (0) for the Design Visualization defaults. Note: The performance enhancement can produce instability when working with objects such as AEC Extended/Walls (VIZWalls). If you encounter any problems turn off the flag in the CurrentDefaults.ini file (DontRepeatRefMsg=0) and re-launch 3ds max 6.

    PLUG-IN MANAGER
    · Under Win98 and WinME, plug-ins that are currently loaded are marked as "Unloaded" instead.

    · The Load option for selected or tagged plug-ins loads a plug-in for the current 3ds max 6 session, but doesn't load for subsequent sessions.

    · Plug-ins loaded using the script function "loadDllsFromDir" do not appear in the Plug-in Manager.

    QUAD PATCH
    · Performance is slow when creating Quad Patches with 100x100 segments.

    RADIOSITY
    · For best results, always use Exposure Control when working with radiosity.

    · After processing radiosity, some maps might display incorrect colors in the viewport. To fix this, make sure you turn on Show Map In Viewport for the parent material, not for the map.

    · Radiosity does not support light Include/Exclude lists.

    · Coincident faces can cause artifacts with radiosity calculations. Splines using an Extrude modifier with an Extrude Height of 0 and both Cap Start and Cap End turned on usually produce coincidental faces. To correct this, turn one of the Cap options off, or make the Extrude Height > 0.

    · Rectangular or scaled spotlights are considered as standard conical spotlights by the radiosity solver.

    · Radiosity does not distinguish lights where Affect Ambient, Specular, or Diffuse is toggled. All are treated the same way. If you need these lights to affect only the specified channels, exclude them from radiosity.

    · Objects excluded from radiosity will render black when using Re-Use Direct Illumination From Radiosity Solution. If you want to avoid rendering Direct Illumination, you can Store Direct Illumination for all lights and add lights that are excluded from radiosity.

    · Opening previous 3ds max 4 scenes sets Compute Radiosity When Required to on by default.

    · Radiosity does not support Wireframe materials. Use the Lattice modifier or an Opacity map to get the desired effect.

    · In 3ds max 6, radiosity is computed based on the ambient color. If you have old files where the ambient color is different or darker than the diffuse color, your scenes might render unexpectedly. For predictable results, either lock the ambient and diffuse color or at least to make them very similar. Autodesk® VIZ 4 uses the Diffuse color to compute radiosity, so results from it may be dissimilar to those in 3ds max 6. You can correct this using the Fix Ambient utility.

    · Radiosity does not support materials with the Face Map toggle turned on. Objects need to have explicit UVW coordinates. To use Face Map, apply a UVW Map modifier to the objects, and choose Face. This has the same effect as turning on Face Map in the material.

    · When using XRef Scenes, and the XRef Scene has been changed, the radiosity solution will not be automatically invalidated. You need to click Reset All and restart, so the radiosity solution can be updated.

    · Files that contain radiosity solutions are usually very large. If you turn on Compress On Save in Customize > Preferences, files will reduce significantly in size.

    · If you use Standard Lights with negative multipliers in your scene, it is suggested that you exclude these from the radiosity solution. Using Standard Lights with negative multipliers can lead to unpredictable results.

    RAYTRACE
    · Using the Raytrace material on double-sided materials is currently not supported.

    · It is almost always better to use supersampling, rather then antialiasing, at the material level. The only time you might want to use Raytrace antialiasing is to blur or defocus reflections or refractions. If you do use Raytrace antialiasing, the default blur value, 0.0, is usually too small. Try using 0.5 or 0.6 and set all of your materials that use the Raytrace map to Adaptive Halton supersampling to improve image quality.

    · Some 3ds max 4.2 files using Raytrace maps as the refraction map of a standard material can render more slowly in 3ds max 6. To improve performance, go to the Raytrace maps in your scene, open the Refractive Material Extensions rollout, and turn off the Treat Refractions As Glass (Fresnel Effect) check box.

    · 3ds max 4.2 .MAX files using Raytrace maps as the refraction map of a standard material will render differently in 3ds max 6, due to improvements made in refraction map.

    REACTOR
    · reactor 2.0 is included with 3ds max 6. No additional authorization is required. To start reactor, click the “reactor button” on the Utilities panel.

    · reactor 2.0 requires the presence of DirectX version 8 or higher installed before being able to successfully load into 3ds max 6. For your convenience, you can install DX 9.x from the 3ds max 6 CD or go online at:

    <http://www.microsoft.com/windows/directx/downloads/default.asp>

    · The interactive reactor preview uses its own graphics display. Some older graphics accelerators that only do full-screen acceleration will run slowly in software windowed mode. To use 3D hardware acceleration on these cards, turn on the full screen option before previewing the scene. If you experience problems that include the above-mentioned render problems or issues that prevent the preview window from running (blank, black screen, or the window hanging), please contact Discreet Product Support with information about your card: chipset, manufacturer, driver revision, and operating system information (including service pack version) so we can work to correct it.

    · In the case of a scene not completing a Solve, there are various ways of simulating the same scene:

    · Take your original scene and increase the substeps/keyframe value (Animation & Export rollout).

    · Increase the collision tolerance for your scene so that it’s approximately 1/10th of World Scale (Advanced rollout). If this increase causes too large a gap between objects, scale the objects up and scale gravity up by an equal percentage.

    · For keyframed and deformable objects, increase the updates/keyframe value.

    · The addition of body or collection types to a scene can change the scene’s simulation. Adding types of objects will not usually have a noticeable effect on the scene’s simulation but it is advisable to create scenes as nearly complete as possible, before tweaking the parameters for a desired result.

    · The reactor plugin can cause a 3ds max network render job to hang with a dialog stating that the reactor plugin will not load. Should that be the case, you should install DirectX version 8 or higher.

    REGATHER
    · Rendered images can look inconsistent when rendering with a number of rays per sample smaller than 40 on systems with two or more processors. Differences will also be noticed between Autodesk VIZ 4 and 3ds max 6, because 3ds max 6 supports multi-threading for Regather while Autodesk VIZ 4 does not.

    RENDER ELEMENTS
    · Adding Render Elements to a newly opened file does not mark the scene as modified. To correct, save the scene before opening a new scene or closing 3ds max 6.

    · Scenes from 3ds max 4 with Z Depth render elements load incorrectly when filtering is enabled. To correct, disable filtering for these elements within 3ds max 4 prior to loading in 3ds max 6.

    · The Diffuse and Shadow elements might have unexpected results when rendering with the Light Tracer.

    · Using Render Effects on a Split Rendering can give unexpected results in the final image. Specifically the Lens Effect may be in the wrong place when using Render Region crop. To correct this set the render type dropdown to "View" and render again.

    RENDER EFFECTS
    · The File Output render effect does not support network rendering.

    RENDERING
    · When rendering scenes containing more than 5 million polygons, increase your virtual memory to 1.4 GB or higher for better performance.

    · Image Motion Blur is a memory-intensive operation requiring a large amount of RAM. It scales linearly with the number of pixels in the rendered image. You may not have sufficient memory to allocate the image motion blur buffer if you are also using high-resolution background maps. To correct this, composite the blurred image against the background image in postproduction, rather then rendering when Image Motion Blur is calculated.

    · Texture-mapped objects that are invisible at frame 0 and are missing UVW mapping coordinates are not textured in a rendered sequence when visibility is changed during the animation. To alleviate the problem, make sure to have a UVW Mapping modifier on the object.

    · Rendering Fields with Image Motion Blur and Work With Transparency turned on can result in the final images containing artifacts.

    · Bitmap Formats: The MOV file format codec Cinepak can cause instability when using QuickTime to playback (XP only).

    · If your map does not advance beyond frame one or fails to render when using older AVI files (with older CODECs) and Sync to Particle Age, try re-rendering the AVI file with a newer Codec through Video Post.

    RENDER TO TEXTURE
    · A warning will be displayed when you use Render To Texture on a patch object. Results might be less than satisfactory if you choose to continue. For best results, add either a Turn To Mesh or UVW Unwrap modifier to patch objects before using Render To Texture.

    · Executing main menu functions while rendering with Render To Texture can lead to program instability.

    · The values entered when changing the output path and turning on network rendering in the General Settings rollout of Render To Texture is not saved with the file. You will have to reset these upon re-opening the file.

    RESOURCE COLLECTOR
    · The Resource Collector does not collect Environment, Displacement, or Projector maps.

    · The Resource Collector does not collect the image files used by IFL files, only the IFL file itself.

    · The Resource Collector does not collect the objects or scenes referenced by XRef Objects or XRef Scenes.

    SCHEMATIC VIEW
    · Compound objects cannot be renamed.

    SET KEY
    · Set Key requires a controller to be present to create a key. While all objects have default controllers for their transforms, object parameters do not. Controllers must be assigned to these entities before Set Key can create keys for them.

    · Leaving Set Key on during material creation can lead to unexpected results. It is recommended that you turn Set Key off while setting up materials and maps.

    · Set Key action items will only work with XYZ controllers. For all other controllers, use Keyframe Tools action items. Note that 3ds max 6 now defaults to XYZ controllers.

    · Set Key does not respect the changes made in the active material, unless you have enabled the Set Key Material Filter.

    · Block controllers do not work with Set-Key-only animation. If the Block contains an object animated with Auto Key, then all objects animate correctly. The Auto Key object can be a simple dummy, and it can be deleted after the block is created.

    · The Follow/Bank utility does not support Set Key animation.

    · Set Key does not support NURBS objects.

    · Object creation on frames other than 0 while in Set Key mode is not recommended and can have unexpected results. Note that in some cases Set Key mode does not always automatically disable during object creation. Because of this, it is recommended that you disable Set Key mode manually before creating new objects.
    SKIN
    · Loading an Envelope file corresponding to a number of bones that differs from that of the current Skin object will result in a recoverable assertion. Should this occur, the scene can be saved and a new session of 3ds max 6 should be launched.

    · There is an additional feature called Skin Utilities for transferring vertex weights from one Skin object in a scene to another. It can be found in the Utilities panel.

    SPLINE IK
    · The default sub-controller for the first bone of the Spline IK bone chain is now Path controller. The first bone can be animated interactively, just as with any object with Path controller and the other bones in the chain will follow.

    · Bones that continue past the end of a spline will maintain current orientation to their parent bones rather than snapping to a 0,0,0 rotation as they did in 3ds max 5.0. This allows bone chains to be predictably path-animated off of the end of the spline.

    · Spline IK now allows for the inclusion of the spline, spline helpers, IK handle, and bone chain in the same hierarchy.

    · Spline IK will now preserve the arbitrary X-rotation of the bones in a chain after Spline IK is assigned.

    · The preferred angles for each bone under Spline IK control are accessible in MAXScript, although not exposed in the user interface as with HI IK. Generally, only the X axis should be manipulated, as with Twist, since the Y and Z axes are always used by Spline IK to fix the bones to the spline. This value can be accessed with “$.controller.prefXAngle”.

    · It is possible that some Spline IK chains, created in 3ds max 5.0 might load into 3ds max 6 with bones arbitrarily rotated about their X axes. This can occur if the bone chain was created in 3ds max 5.0 with arbitrary X-rotations before Spline IK was assigned (after the assignment Spline IK would have automatically aligned the bones X-axes). If such a scene is loaded into 3ds max 6, the bones can “revert” to their creation orientations. If it is necessary to realign the bones, the bone chain can be reoriented using MAXScript. For example, select all the Spline IK bones (if the first bone in the chain is already properly oriented, deselect it) and run:

    for n in selection do ( n.controller.prefXAngle = 0.0 )

    · It is possible that some Spline IK chains, created in 3ds max 5.0, might load into 3ds max 6 with bone chains entirely flipped about their local X axis. If this occurs, the bone chain can often be reoriented by adjusting the Spline IK Twist Start Angle.

    · Spline IK will only work when referencing a shape o
     
  10. Guest

    Lucky3D а где ты их видел? (3 сд)
     
  11. Guest

    3ds max 6 iso --with bit torrent --h**p://bt3.eastgame.net/torrent/191d5097117a59963ff17c94e0d1c1c4.torrent

    ОСТОРОЖНО!!! 1.7 GB
     
  12. Guest

    а он бы стро качает . хуже чем Казаа ???
     
  13. Lucky3D 1634

    Lucky3D 1634 Знаток

    С нами с:
    19.02.2002
    Сообщения:
    4.074
    Симпатии:
    1
    Баллы:
    62
    torrent лучше чем donkey..и не торопитесь качать эти 3 сд..там чтото не так с лицензией не так..
     
  14. Guest

    А у меня вообще эта бодяга не качает, ни через bittorrent, ни через всякие там burst и shareaza.. :(
    Хрен с ней буду ждать пиратские CD..
    Тем более что на моем мопеде с таким размером далеко не уедешь..
     
  15. Lucky3D 1634

    Lucky3D 1634 Знаток

    С нами с:
    19.02.2002
    Сообщения:
    4.074
    Симпатии:
    1
    Баллы:
    62
    я скачал 92Мб.GoodMan..могу дать линк на фтп. .в остальном тоже буду ждать СД..
    Понравилось что Мешсмуф выглядит как в Лайтвейве..не увеличение полигонов,а изгибание рёбер..Однако в принципи - нафиг не нужно. Так - для красоты..
     
  16. Guest

    Спасибо Lucky за предложение, но я уже почти закачал (за целый день!!!) этот рип на ~92mb.. Представляю скока бы качал 1.7Gb !!!
    Будем ждать iso-шки на CD и патчи - говорят и такие уже есть.. :)
     
  17. Guest

    http://scdown.fixdown.net:81/keydown2003/m-max601-2003-10-22.rar


    Ещё одна ссыла на 90 metrov
    Без всяких там torrentoв
     
  18. Guest

    народ, ссори, но я так и непонял как скачать с Ваших ссылок.... :(

    можете помочь?
     
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