Layers

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By default, all created objects will remain controllable at the object
level. Rendering, Motion Blur and Display
properties will be available at an individual level for optimal flexibility.
Note that the Layers feature can still be used.
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Material Editor

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The Material Editor will
be populated by default with the Standard Material.
This material is preferred for non-physically based renderings that require
total control over color, reflections, environment etc.
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Lights


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The Lights will default to not cast any shadows. This is to facilitate
the process of creating fill lights, highlights and effects that do not
require shadows in traditionnal animation scenes.
This will facilitate the management of multiple light sources, allow
light going through transparent objects and ensure accurate shadows for
linear and area lights rendering.
Linear and Area lights will be rendered
by default when a Radiosity solution is used, because
their, Store their direct illumination flag will be set
to false.
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Daylight

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Daylight assemblies will always default to the Standard
sun and Standard sky, the sun being predefined
to a Raytraced Shadows shadow generator.
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Rendering

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The 3ds Max Scanline Renderer will be used by default.
No Advanced Lighting plugin or Exposure
Control plugin will be assigned.
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Motion Blur

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For best default performance, none of the objects will generate motion
blur effects by default.
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Cloning

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Modeling of characters or animation projects often requires to construct
objects based on an existing one. For this reason, the default mode for
cloning an object will be Copy..
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i-drop

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Studios who use assets published as i-drop content on internal websites
do not need that textures get downloaded in every /downloads/
folder of their 3ds Max installs. For this reason, with the Max
default settings, this is turned off (as opposed to the Design & Visualization
defaults).
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Inverse Kinematics |
The solver of the HD IK chains will be set to calculate interpolation
between keyframes. This setting is optimized for animation.
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Viewport Shading
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The interactive viewport of 3ds Max is well suited for interactive
environments where a few light sources are defined and interacts in real
time with the scene.
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Real-World Texture Coordinates

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There are two workflows for texture mapping objects, controlled by the "Use Real-World Texture Coordinates" preference. Modeling and animation projects typically involve free-form textures to be placed on objects for maximum visual effect. For this reason the default value of this toggle is OFF, which means that objects and modifiers which generate texture coordinates don't scale them to the real-world size of the object. This is the style of texturing which 3ds Max has traditionally supported.
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