mental ray Extensions

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To provide total control over advanced mental ray features, the mental
ray Extensions are enabled by default. This adds extra parameters on the
Camera, Lights and Materials.
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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 of 3ds Max will always default to use
the new Arch & Design (mi) material, dedicated to
acheive photorealistic renderings easily.
The Reflectance / Transmittance information will be
shown by default to facilitate the small changes you may need to make
for Global Illumination.
Mental ray
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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. The default shadow generator
will be set to Ray-traced Shadows, as they typically
render more efficiently than Shadow Maps in mental ray.
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Daylight

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Daylight assemblies will always default to the mr Sun
and mr Sky.
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Rendering

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The mental ray renderer will be assigned as default.
No Exposure Control plugin will be
assigned.
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Motion Blur

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In order to use Motion Blur with mental ray, objects should have Object
Motion Blur turned on. Image Motion Blur will not work with mental ray.
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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 textures downloaded to 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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