B x. Interoperability Chart Version 2011 LEGEND. Perfect compatibility. Data (Converted) compatibility. Emulated (Bake) compatibility.

Similar documents
Data passed from a source application is recognized by the destination application, yielding identical results. Data (Converted) compatibility

3ds Max certification prep

Mastering Autodesk 3ds Max 2013

CGDD 4113 Final Review. Chapter 7: Maya Shading and Texturing

Fundamentals. Autodesk SDC. Better Textbooks. Lower Prices. Schroff Development Corporation. Supplemental Files

Interoperability and FBX Technology White Paper

3Ds MAX 6.0 Term paper. Virtual Reality. sponsored by: Dr. Hatem Abdul-Kader. Prepared by: Mahmoud Sami Section 3 (010116) IT Department

Autodesk 3ds Max Design 2013 Fundamentals

Animation Basics. Learning Objectives

Review. Stephen J. Guy

Sculpting 3D Models. Glossary

CHAPTER 1 Graphics Systems and Models 3

Computer Game. Artist and Animator. Plan of the Course. in collaborazione con

ICDAS 3ds Max Design & 3ds Max

MISSION VALLEY REGIONAL OCCUPATION PROGRAM COMPUTER ANIMATION COURSE OUTLINE

If orthographic Choose a scale or scaled to fit If perspective No scale. Use current viewport, extents or window.

Texture Mapping. Images from 3D Creative Magazine

(Note: Gray text needs verification) 3DS Max - Merge native MAX files (Same or earlier version). Must select from list.

CSE 167: Lecture #8: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012

Complex Shading Algorithms

3D Overlay Specifications (Formerly 3D Guidelines)

ECS 175 COMPUTER GRAPHICS. Ken Joy.! Winter 2014

Rendering Engines - Specific tools may depend on "Rendering Engine"

Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL

03. 3ds Max Design & Mental Ray

CS GAME PROGRAMMING Question bank

CG Surfaces: Materials, Shading, and Texturing

Turn your movie file into the homework folder on the server called Lights, Camera, Action.

Rock Tutorial: Creating A Rock Like Seen In Gears Of War With A Focus On Normal

Input Nodes. Surface Input. Surface Input Nodal Motion Nodal Displacement Instance Generator Light Flocking

audio, 57 auto-orientation, 215 automatic mapping, 243 average vertices, 239 axis, 3-6, 12, 94, 126, 149, 191, 199, 290

Mia Round Corners Node

Computer Graphics I Lecture 11

Shading Languages. Seminar Computer Graphics. Markus Kummerer

Open Game Engine Exchange Specification

V-RAY NEXT FOR 3DS MAX

3D MAX BASIC S. Tools Modeling Materials Lighting Animating & Rendering Skills. A Beginners Guide. Instructor: Robert Schuchman

Chapter 17: The Truth about Normals

Autodesk 3ds Max Entertainment Creation Suites 2011

3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models

CPSC / Texture Mapping

critical theory Computer Science

04. 3d Graphics UI & 3ds Max + MR

02 Shading and Frames. Steve Marschner CS5625 Spring 2016

Animation Tools THETOPPERSWAY.COM

Motivation MGB Agenda. Compression. Scalability. Scalability. Motivation. Tessellation Basics. DX11 Tessellation Pipeline

Full Screen Layout. Main Menu Property-specific Options. Object Tools ( t ) Outliner. Object Properties ( n ) Properties Buttons

Spring 2012 Final. CS184 - Foundations of Computer Graphics. University of California at Berkeley

Advanced Maya Texturing and Lighting

Tutorial: Exporting characters (Max)

Introduction to Computer Graphics 7. Shading

REU Modeling Course Day 1 pt2 AutoDesk Maya - More Modeling

Art? 2 Computer Graphics 2 The Stages of Production 4 The CG Production Workflow 8 Core Concepts 10 Basic Film Concepts 21 Summary 26

Or select Reset button under the application button (3ds Max symbol top left of screen)

Homework #2. Shading, Ray Tracing, and Texture Mapping

Mental Ray for BK5100

LEVEL 1 ANIMATION ACADEMY2010

Computer Graphics 1. Chapter 7 (June 17th, 2010, 2-4pm): Shading and rendering. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2010

CS 498 VR. Lecture 19-4/9/18. go.illinois.edu/vrlect19

Lighting and Shading

CS 354R: Computer Game Technology

CS 4620 Program 3: Pipeline

Rendering with mental ray and 3ds Max

This beta version is limited to export static model without animation. It also will omit every 10th polygon from the

3ds Max FBX Plug-in Guide

Architectural Visualization Workflow in Autodesk Building Design Suite 2013

Lighting & 3D Graphics. Images from 3D Creative Magazine

Content Loader Introduction

GLOBAL EDITION. Interactive Computer Graphics. A Top-Down Approach with WebGL SEVENTH EDITION. Edward Angel Dave Shreiner

CS 4620 Midterm, March 21, 2017

Autodesk VIZ Essentials Autodesk Authorized Training Courseware (AATC)

SEOUL NATIONAL UNIVERSITY

Computer Graphics. Illumination and Shading

Rendering and Radiosity. Introduction to Design Media Lecture 4 John Lee

OpenGl Pipeline. triangles, lines, points, images. Per-vertex ops. Primitive assembly. Texturing. Rasterization. Per-fragment ops.

Skin Texturing and Shading in Maya Part 2

Advanced Maya e Texturing. and Lighting. Second Edition WILEY PUBLISHING, INC.

Using 3DS MAX: Interface and tools 1

Zappar's coordinate system is based on the center of the scene being the center of the target image.

Diploma in Graphics Design. Examinations for / Semester 1

About the FBX Exporter package

CINEMA 4D R20 FEATURE OVERVIEW

CINEMA 4D R19 FEATURE OVERVIEW

V-RAY 3.6 FOR RHINO KEY FEATURES. January 2018

Illumination and Shading

Introduction to Visualization and Computer Graphics

6.837 Introduction to Computer Graphics Quiz 2 Thursday November 20, :40-4pm One hand-written sheet of notes allowed

MAYA; AN INTRODUCTION TO MAYA; EndOfLine.info;

03 Vector Graphics. Multimedia Systems. 2D and 3D Graphics, Transformations

1 INTRoduCTIon to BLENDER 1. 3 PREPARATIon 19


MODELING AND HIERARCHY

Chapter 11. Caustics and Global Illumination

Shape modeling Modeling technique Shape representation! 3D Graphics Modeling Techniques

The Special Effects Handbook

w Foley, Section16.1 Reading

Programmable GPUS. Last Time? Reading for Today. Homework 4. Planar Shadows Projective Texture Shadows Shadow Maps Shadow Volumes

Interior space in daylight Elsevier Inc. All rights reserved.

Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural

COM337 COMPUTER GRAPHICS Other Topics

Transcription:

Interoperability Chart Version 2011 LEGEND Perfect compatibility Data passed from a source application is recognized by the destination application, yielding identical results. Data (Converted) compatibility C Two applications do not use identical algorithms to achieve certain functionality. Data passed between the applications is converted or interpolated to yield results that are functionally equivalent. The converted data, to some extent, can still be manipulated and edited. Emulated (Bake) compatibility B x Two applications have completely different capabilities, so transferring data between them requires that data be baked on export to an FBX file using the bake animation feature of the FBX plug in. Baked data transfers visual fidelity. The ability to manipulate and edit baked data is limited. Not Supported Data is not recognized and therefore ignored on export.

3DS MAX.FBX MAYA MOTIONBUILDER MUDBOX GENERAL Environment and Effects Background Color / Map x x x x Ambient Global Lighting x x x Exposure Control x x x x Atmosphere x x x x Effects x x x x Export Options Audio Embedding x x x x Texture Embedding Export Selected Names Named Selection Sets x Object Names / Name Clash C C Time Configuration Frames Per Second (FPS) Rate x x C x Start / End Times C C C x Render Setup Pixel Aspect x Output Size (Width/Height) x x Miscellaneous Groups / Assemblies C C C C Display Layers x x Animation Layers x x x x Level of Detail (Utility) C C x x File Link C C C C X REF Objects C C C C X REF Scene x x x x Transforms Position/Rotation/Scale OBJECTS Camera Types Target C C C Free C Geometry Editable Mesh Editable Poly Patch C C C C NURBS C C C x Primitive C C C C Instances x References C C C x Helpers Standard (Dummy Objects) x x x x Containers x x x x Atmospheric Apparatuses x x x x Manipulators x x x x Reactor Objects x x x x Standard Lights Target Spot x Free Spot x Target Direct x

Free Direct x Omni x Skylight C C C x mental ray Area Omni C C C x mental ray Area Spot C C C x Photometric Lights Target Light C C C x Free Light C C C x mental ray Sky Portal C C C x Shape Objects NURBS Curves x x Splines / Editable Splines C C C C Systems Biped C C C x Bones C C C x Particle Systems x x x x Daylight C C C x Sunlight C C C x MODIFIERS Morpher Editable Mesh C Editable Poly C NURBS x Patch x x x x Physique All Geometry Types x x x x (.PC2) Point Cache 2 Editable Mesh C C x (OSM/WSM) Editable Poly C C x Primitive C C x (.MC) Autodesk Cache Editable Mesh x (OSM/WSM) Editable Poly x Primitive x Skin Editable Mesh x Editable Poly x Primitive x Turbosmooth All Geometry Types C x x Meshsmooth All Geometry Types C C C C UVW Mapping Editable Mesh Editable Poly Patch Object Primitive Unwrap UVW Editable Mesh/Patch/Poly/Prim MATERIALS Types Standard Materials: Standard Standard Materials: Composite x Standard Materials: DirectX (HLSL) C x x

Standard materials: Multi/Sub C C C x mental ray Materials: All x x x Autodesk Material Library: All x x x Basic / Extended Parameters Anisotropic Shader C C C C Blinn Shader C C C C Metal Shader C C C C Multi Layer Shader C C C C Oren Nayer Blinn Shader C C C C Phong Shader C Strauss Shader C C C C Translucent Shader C C C C Map Channels Values C C C C (Map Coordinates) Ambient Color C x Diffuse Color Specular Color C Specular Level x C x Glossiness C Self Illumination C x Opacity C x Filter Color x x x x Bump / Normal Bump Reflection C Refraction x x x x Displacement x x x x ANIMATION Constraints Attachment B B B x Link B B B x LookAt B B B x Orientation B B B x Path B B B x Position B B B x Surface B B B x Position Controllers Audio B B B x Bezier B B B x Expression B B B x Linear B B B x Noise B B B x Quaternion (TCB) B B B x Spring B B B x X Y Z x Rotation Controllers Audio B B B x Euler X Y Z x Linear C C C x

Noise B B B x Quaternion (TCB) C C C x Smooth C C C x Scale Controllers Audio B B B x Bezier x Expression B B B x Linear B B B x Noise B B B x Quaternion (TCB) C C C x X Y Z C C C x Bezier Tangent Types (PRS) Smooth C C x Linear x Step x Slow C C C x Fast C C C x Custom (broken or flat) x Flat Tangent C C C x IK Solvers HD B B B x HI C C C x IK Limb B B B x SplineIK B B B x Special Key Types Parameter Curve Out Of Range C C B x Miscellaneous Reaction Manager B B B x MISC. Custom Attributes Angle x Array x Boolean x RGB C C C x Float x frgba C C C x Integer x Material x x x x Node x x x x Percent x String x Texture x x x x World Units x User Defined Properties All Object Types C C x