autodesk 3d max is a software for rendering 3d animation, models and imagery images. it was originally called 3d studio and was created by the yost group of atari for work on the dos platform, and development started in 1988. viewport: these are openings into the three-dimensional space of your scene, like windows looking into an enclosed garden or atrium. our physical environment is three-dimensional and we move around in 3d every day. humans are able to perceive the three-dimensional relationship between objects just by looking at them because we have 3d perception, also known as .depth perception the rewind tool passes over a strip of thumbnails, each of which represents a previously selected navigation point. the main options for creating objects are : autocad 2d, standard primitives, shapes, compound objects, aec extended objects. parallax is like movement of your head moves from one side to another side, closer objects appear to move more than distant ones. shapes are mainly 2d objects which are used to start the modelling process. they are parametrical allowing us to re-visit the object and change parameters such as the radius. spline vertices can be corner, bezier, corner or smooth. is a mathematically exact representation of freeform surfaces like those used for carnurbs bodies and ship hulls, which can be exactly reproduced at any resolution whenever needed. scene explorer provides an orderly, hierarchical view of scene data. grouping lets you combine two or more objects into a single grouped object. the grouped object is given a name, and then treated much like any other object. the group object uses the pivot point and the local transform coordinate system of the dummy object. the default rendering method in rendering.3d max is scanline depending on how 3d max is currently set up, the viewcube controls might be visible in the upper-right corners of the viewports. the main transformation tools used for landscape work are as follows: move, rotate, scale, clone, align, snap. in the default view coordinate system, x, y, and z axes are the same in all orthographic viewports. points to remember computer decoded - 10 18 computer decoded - 1018