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Äèçàéí àðõèòåêòóðû è èíòåðüåðîâ â 3ds Max 8

Ðàññìàòðèâàåòñÿ ñîçäàíèå è 3D âèçóàëèçàöèÿ èíòåðüåðîâ è ýêñòåðüåðîâ â ïàêåòå 3ds Max 8. Îïèñàíû îðèãèíàëüíûå ïðèåìû ìîäåëèðîâàíèÿ ñ èñïîëüçîâàíèåì òàêèõ ìåòîäîâ, êàê ýêñòðóçèÿ, ëîôòèíã è NURBS, à òàêæå ñ ïîìîùüþ ïîëèãîíîâ, ëîñêóòîâ, âñòðîåííîãî ìîäóëÿ reactor è ìîäèôèêàòîðà Hair and Fur; òåõíîëîãèè ñîçäàíèÿ ìàòåðèàëîâ ëþáîé ñëîæíîñòè; ïðèíöèïû ïîñòàíîâêè ñâåòà, âêëþ÷àÿ êà÷åñòâåííóþ âèçóàëèçàöèþ ñ ïîìîùüþ ôîòîìåòðè÷åñêèõ èñòî÷íèêîâ, àëãîðèòìîâ Light Tracer, Radiosity è ïëàãèíà VRay; ïðàâèëà âûáîðà ýêñòåðüåðíûõ è èíòåðüåðíûõ ðàêóðñîâ; èíñòðóìåíòû àíèìàöèè è äðóãèå âîçìîæíîñòè 3ds Max, íåîáõîäèìûå äëÿ ñîçäàíèÿ àðõèòåêòóðíîãî ïðîåêòà. Ðàñêðûâàþòñÿ ïðîôåññèîíàëüíûå ñåêðåòû, ïðèâåäåíû àëãîðèòì ðàáîòû íàä àðõèòåêòóðíûì ïðîåêòîì è îñíîâíûå ïðàâèëà, ñëåäóÿ êîòîðûì ÷èòàòåëè ñìîãóò ñîçäàâàòü ïðîåêòû áûñòðî è êà÷åñòâåííî. Ìíîãî÷èñëåííûå èëëþñòðàöèè äåëàþò ìàòåðèàë íàãëÿäíûì è äîñòóïíûì, â òîì ÷èñëå è äëÿ íà÷èíàþùèõ äèçàéíåðîâ.  Ïîëíîå ñîäåðæàíèå Îãëàâëåíèå Îòçûâû                                                                                      9 Îá àâòîðå                                                                                                   11 Áëàãîäàðíîñòè                                                                                             13 Ê ÷èòàòåëÿì                                                                                                15 Ãëàâà 1. Ïðîöåññ ñîçäàíèÿ àðõèòåêòóðíîãî ïðîåêòà                 17 1 ýòàï. Ôîòî è îáìåð ïîìåùåíèÿ                                                                   17 2 ýòàï. Âû÷åð÷èâàíèå ïëàíà ïîìåùåíèÿ                                                         19 3 ýòàï. Ñîçäàíèå êîðîáêè ïîìåùåíèÿ                                                             20 4 ýòàï. Ìåáëèðîâêà                                                                                     21 5 ýòàï. Ïîäáîð è íàçíà÷åíèå ìàòåðèàëîâ                                                        22 6 ýòàï. Ïîñòàíîâêà ñâåòà                                                                             23 7 ýòàï. Âèçóàëèçàöèÿ                                                                                   25 Ãëàâà 2. Îðãàíèçàöèÿ ýôôåêòèâíîé ðàáîòû â 3ds Max              27 2.1. Âûáîð äðàéâåðà                                                                                     27 2.2. Åäèíèöû èçìåðåíèÿ                                                                                30 2.3. Îáåñïå÷åíèå òî÷íîñòè ïîñòðîåíèé                                                          32 Òî÷íûå òðàíñôîðìàöèè                                                                                32 Ñåòêà                                                                                                         32 Ïðèâÿçêè                                                                                                    33 Îáúåêòíûå ïðèâÿçêè                                                                                    35 Óãëîâûå ïðèâÿçêè                                                                                        37 Ïðîöåíòíûå ïðèâÿçêè                                                                                   37 Âûðàâíèâàíèå                                                                                             38 Âñïîìîãàòåëüíûå îáúåêòû ïðîãðàììû                                                             39 Tape (Èçìåðèòåëüíàÿ ëèíåéêà)                                                                      39 Grid Object (Îáúåêòíàÿ ñåòêà)                                                                       40 2.4. Ìàññèâû                                                                                               41 Ñèñòåìû êîîðäèíàò                                                                                      41 Öåíòð ïðåîáðàçîâàíèÿ                                                                                 43 Ìàññèâû îáúåêòîâ                                                                                       44 Ðàäèàëüíûé ìàññèâ                                                                                      47 Ðàññòàíîâêà âäîëü ïóòè                                                                               48 2.5. Ñëîè                                                                                                    51 2.6. Äîïîëíèòåëüíûå âîçìîæíîñòè                                                                 55 Ñêðûòèå îáúåêòîâ                                                                                        55 "Çàìîðàæèâàíèå" îáúåêòîâ                                                                            57 Ñâîéñòâà îáúåêòîâ                                                                                      58 Èçìåðåíèå ðàññòîÿíèÿ è îáúåìà                                                                    59 Ãëàâà 3. Àðõèòåêòóðíûå îáúåêòû â 3ds Max 8                           61 3.1. Wall (Ñòåíû)                                                                                          61 Ïîñòðîåíèå ñòåí                                                                                          62 3.2. Windows (Îêíà)                                                                                     64 Âñòðàèâàíèå îêîí                                                                                        66 Íàñòðîéêà ïàðàìåòðîâ îêîí                                                                          68 3.3. Doors (Äâåðè)                                                                                       69 Âñòðàèâàíèå äâåðåé                                                                                     70 Íàñòðîéêà ïàðàìåòðîâ äâåðåé                                                                       71 3.4. Railing (Îãðàæäåíèå)                                                                              73 3.5. Stairs (Ëåñòíèöû)                                                                                  76 Ïîñòðîåíèå ëåñòíèö                                                                                     77 Íàñòðîéêè îáúåêòîâ ãðóïïû Stairs                                                                  78 3.6. Foliage (Ðàñòèòåëüíîñòü)                                                                         80 Ïàðàìåòðû îáúåêòîâ Foliage                                                                          82 3.7. Øàáëîíû ìàòåðèàëîâ äëÿ àðõèòåêòóðíûõ îáúåêòîâ                                     84 Ãëàâà 4. Ñîçäàíèå êîðîáêè ïîìåùåíèÿ                                    87 4.1. Ïîñòðîåíèå ïëàíà â 3ds Max                                                                   87 Êëàâèàòóðíûé ââîä êîîðäèíàò                                                                       87 4.2. Èìïîðò ïëàíà èç AutoCAD                                                                       90 4.3. Ýêñòðóçèÿ 2D-ïëàíà ïî âûñîòå                                                                92 Ïðàêòèêà                                                                                                    96 4.4. Âûäàâëèâàíèå 2D-ïëàíà ñòåíû ïî òîëùèíå                                               102 Ïðàêòèêà                                                                                                    102 4.5. Ëîôòèíã 2D-ïðîôèëÿ ñòåíû ïî çàäàííîìó ïóòè                                          107 4.6. Ýêñòðóçèÿ ïîëèãîíîâ. Edit Mesh                                                               111 Ãëàâà 5. Ìîäåëèðîâàíèå ìåáåëè è àêñåññóàðîâ                        115 5.1. Ñîçäàíèå äîìàøíåãî ðàñòåíèÿ                                                                115 5.2. Ñîçäàíèå äèâàíà                                                                                   121 5.3. Ñîçäàíèå øòîð                                                                                      126 NURBS Curves                                                                                              126 Ruled Surface (Ëèíåé÷àòàÿ ïîâåðõíîñòü)                                                         127 U-Loft Surface (Ïîâåðõíîñòü ëîôòà)                                                               131 1-Rail Sweep (1-Ðåëüñîâàÿ ïîâåðõíîñòü)                                                         132 2-Rail Sweep (2-Ðåëüñîâàÿ ïîâåðõíîñòü)                                                         135 5.4. Ñîçäàíèå êðóãëîé ñêàòåðòè                                                                     137 5.5. Ñîçäàíèå ñàíòåõíèêè                                                                             149 5.6. Ñîçäàíèå êîâðà                                                                                     153 Ìîäèôèêàòîð HairandFur (WSM)                                                                   153 Ãëàâà 6. Ïðîôåññèîíàëüíàÿ ðàáîòà ñ ìàòåðèàëàìè                   157 6.1. Áèáëèîòåêè ìàòåðèàëîâ                                                                          157 Îòêðûòèå áèáëèîòåêè ìàòåðèàëîâ                                                                  157 Îïåðàöèè íàä ìàòåðèàëàìè â áèáëèîòåêå                                                       158 Ñîçäàíèå áèáëèîòåêè ìàòåðèàëîâ                                                                  159 6.2. Ñîçäàíèå ìàòåðèàëîâ                                                                             159 Òèïû ìàòåðèàëîâ                                                                                         160 Ìàòåðèàë Architectural                                                                                  162 Èñïîëüçîâàíèå øàáëîíîâ                                                                              163 Íàñòðîéêà ïàðàìåòðîâ àðõèòåêòóðíîãî ìàòåðèàëà                                            164 Ìàòåðèàë Blend                                                                                            167 Ïðèìåð ñîçäàíèÿ ñîñòàâíîãî ìàòåðèàëà òèïà Blend                                          168 Ìàòåðèàë Double Sided                                                                                  170 Ìàòåðèàë Ink'n Paint                                                                                     171 Íàñòðîéêà ìàòåðèàëà Ink'n Paint                                                                    171 Ìàòåðèàë Matte/Shadow                                                                               174 Âíåäðåíèå òðåõìåðíîé ãðàôèêè â ôîòîãðàôèþ                                                175 Ìàòåðèàë Multi/Sub-Object                                                                            179 Ìàòåðèàë Raytrace                                                                                       183 Ìàòåðèàë Top/Bottom                                                                                   187 6.3. Ìàòåðèàë ñ ïîâòîðÿþùèìñÿ óçîðîì                                                         188 6.4. Óòèëèòà ñáîðêè ìàòåðèàëîâ è êàðò Resource Collector                                 190 Ãëàâà 7, Îñâåùåíèå èíòåðüåðíûõ è ýêñòåðüåðíûõ ñöåí ñ ïîìîùüþ ñðåäñòâ 3ds Max                                                                                        191 7.1. Îñâåùåíèå ñ èñïîëüçîâàíèåì ñòàíäàðòíûõ èñòî÷íèêîâ ñâåòà                     191 Ñõåìà îñâåùåíèÿ ýêñòåðüåðà ñòàíäàðòíûì ñïîñîáîì                                       191 1 øàã. Ïîäñâåòêà                                                                                         191 2 øàã. Îñíîâíîé èñòî÷íèê                                                                            194 Ñõåìà îñâåùåíèÿ èíòåðüåðà ñòàíäàðòíûì ñïîñîáîì                                         196 1 øàã. Ïîäñâåòêà                                                                                         196 2 øàã. Îñíîâíîé ñâåò                                                                                   197 7.2. Îñâåùåíèå ñ èñïîëüçîâàíèåì àëãîðèòìà òðàññèðîâùèêà ñâåòà Light Tracer 202 Ñõåìà îñâåùåíèÿ ýêñòåðüåðà ñ ïîìîùüþ àëãîðèòìà Light Tracer                        203 1 øàã. Skylight                                                                                             203 2 øàã. Ñâåòîâîé àêöåíò                                                                                206 7.3. Ôîòîìåòðè÷åñêèå èñòî÷íèêè ñâåòà                                                          209 7.4. Àëãîðèòì ïåðåíîñà èçëó÷åíèÿ Radiosity                                                    213 Ïðèìåíåíèå è íàñòðîéêà àëãîðèòìà Radiosity                                                   214 Ïðèìåð ïîñòàíîâêè ñâåòà äëÿ Radiosity                                                           215 Ãëàâà 8. Èñïîëüçîâàíèå âíåøíåãî àëãîðèòìà âèçóàëèçàöèè VRay   219 8.1. Îáùèå ñâåäåíèÿ î ïëàãèíå VRay                                                              219 Óñòàíîâêà VRay                                                                                           219 Âûáîð VRay â êà÷åñòâå àêòèâíîãî ðåíäåðåðà                                                   221 8.2. Ïîñòàíîâêà ñâåòà ñ ïîìîùüþ ñðåäñòâ VRay                                              223 Èñòî÷íèê ñâåòà VRayLight                                                                             223 Òåíü VRay Shadows                                                                                      225 8.3. Ìàòåðèàëû äëÿ VRay                                                                              226 Ìàòåðèàë VRayMtl                                                                                        226 Ñîçäàíèå ìàòåðèàëà "Ñòåêëî"                                                                        229 Ñîçäàíèå ìàòåðèàëà "Ìàòîâîå ñòåêëî"                                                            229 Ñîçäàíèå ìàòåðèàëà "Çåðêàëî"                                                                      230 Ñîçäàíèå ìàòåðèàëà ñ ðàçìûòûìè îòðàæåíèÿìè                                               231 Äðóãèå ìàòåðèàëû                                                                                        231 8.4. Âèçóàëèçàöèÿ ñ ïîìîùüþ VRay                                                                231 1. Indirect illumination (GI)                                                                             231 2. Irradiance map                                                                                          232 3. Image sampler (Antialiasing)                                                                        234 4. G-Buffer/Color mapping                                                                               235 5. System                                                                                                   236 8.5. ×àñòî çàäàâàåìûå âîïðîñû                                                                     238 Ìàòåðèàëû                                                                                                  238 HDRI                                                                                                           239 Âèçóàëèçàöèÿ                                                                                              240 Ãëàâà 9. Ðàáîòà ñ êàìåðîé. Âèçóàëèçàöèÿ                                 243 9.1. Èíòåðüåðíûå ðàêóðñû                                                                             243 Îáùèé ðàêóðñ                                                                                             244 Ñåêðåòû ïîñòàíîâêè îáùèõ ðàêóðñîâ                                                             246 Êðóïíûé ïëàí                                                                                              247 Ñåêðåòû ïîñòàíîâêè êðóïíûõ ïëàíîâ                                                              248 Ñúåìêà ñ íèæíåé òî÷êè                                                                                248 Êîíöåïòóàëüíûé ðàêóðñ                                                                                249 9.2. Ýêñòåðüåðíûå ðàêóðñû                                                                           251 Êîíöåïòóàëüíûé ðàêóðñ                                                                                251 Îáùèé ðàêóðñ                                                                                             251 Òðåõòî÷å÷íàÿ ïåðñïåêòèâà                                                                           252 Äâóõòî÷å÷íàÿ ïåðñïåêòèâà                                                                           253 Îäíîòî÷å÷íàÿ ïåðñïåêòèâà                                                                           254 Ïàðàëëàêñ                                                                                                  254 Êðóïíûé ïëàí                                                                                              255 9.3. Íàñòðîéêè âèðòóàëüíûõ êàìåð                                                                 256 Ïëîñêîñòü îòñå÷åíèÿ                                                                                   258 9.4. Âèçóàëèçàöèÿ                                                                                        258 Ãëàâà 10. Ïàíîðàìíûé ðåíäåðèíã. Àíèìàöèÿ êàìåðû.             261 10.1. Ïàíîðàìíûé ðåíäåðèíã                                                                         261 10.2. Îñíîâû àíèìàöèè                                                                                 264 Åäèíèöû èçìåðåíèÿ, ïðèíÿòûå â àíèìàöèè                                                      265 Êëþ÷åâàÿ àíèìàöèÿ                                                                                     268 Ðåäàêòèðîâàíèå êëþ÷åé àíèìàöèè                                                                 271 10.3. Àíèìàöèÿ êàìåðû                                                                                 275 Àíèìàöèÿ êàìåðû ñ ïîìîùüþ êëþ÷åâûõ êàäðîâ                                               276 Ñîõðàíåíèå àíèìàöèîííîãî ðîëèêà                                                                279 Àíèìàöèÿ êàìåðû ñ ïîìîùüþ îãðàíè÷èòåëÿ ïóòè                                             281 Path Constraint                                                                                            282 Ãëàâà 11. Èñïîëüçîâàíèå Reactor äëÿ ñîçäàíèÿ â èíòåðüåðàõ òêàíè 287 11.1. Ïðèíöèïû ðàáîòû Reactor                                                                      287 Êëàññèôèêàöèÿ îáúåêòîâ ìîäóëÿ reactor                                                        289 Rigid bodies — Æåñòêèå òåëà                                                                          290 Deformable bodies — Äåôîðìèðóåìûå òåëà                                                       290 Water — Âîäà                                                                                              291 Êîëëåêöèè ìîäóëÿ reactor                                                                             291 Rigid Body Collection — êîëëåêöèÿ æåñòêèõ òåë                                                291 Cloth Collection — êîëëåêöèÿ òêàíåé                                                               294 Ïðåäâàðèòåëüíûé ïðîñìîòð àíèìàöèè                                                             295 11.2. Ñîçäàíèå ïîêðûâàëà                                                                             296 Ïîñëåäîâàòåëüíîñòü ñîçäàíèÿ àíèìàöèè ñ ïîìîùüþ ìîäóëÿ reactor                   296 11.3. Ñîçäàíèå ïîëîòåíåö è çàíàâåñîê                                                           300 Ïîëîòåíöå, âèñÿùåå íà êðþ÷êå                                                                     300 Ôèêñèðîâàíèå âåðøèí                                                                                  301 Ñîçäàíèå çàíàâåñîê                                                                                     304 Ïðèâÿçêà òêàíè ê æåñòêèì òåëàì                                                                   304 Çàêëþ÷åíèå                                                                                                313 Ïðèëîæåíèå. Ñïèñîê îñíîâíûõ ïðàâèë                                                            315 Ïðåäìåòíûé óêàçàòåëü                                                                                  317 6 Îãëàâëåíèå 7 Îãëàâëåíèå                                                                          

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