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MC LC
1. L thuyt: ................................ ................................ ................................ ....................... 4
1.1. C bn: ................................ ................................ ................................ ............... 4
1.1.1. Giao din chng trnh ................................ ................................ ....... 4
1.1.2. Mt s phm tt c bn................................ ................................ ........ 8
1.1.3. Chn i tng................................ ................................ .................... 9
1.1.4. Cc thao tc trn ca s ................................ ................................ ...... 11
1.1.5. To nhm i tng, canh chnh i t ng................................ ........ 12
1.1.6. Modify................................ ................................ ................................ . 13
1.1.7. Php hiu chnh Bevel ................................ ................................ ......... 14
1.1.8. Extrude ................................ ................................ ................................ 16
1.1.9. Editable Poly ................................ ................................ ....................... 18
2. Geometry: ................................ ................................ ................................ ....................... 30
2.1. Standard Primitives ................................ ................................ ............................ 30
2.1.1. Mt phng ................................ ................................ ........................... 30
2.1.2. Khi hp................................ ................................ .............................. 30
2.1.3. Khi nn................................ ................................ .............................. 31
2.1.4. Hnh cu ................................ ................................ .............................. 32
2.1.5. Khi cu ................................ ................................ .............................. 33
2.1.6. Khi tr ................................ ................................ ............................... 33
2.1.7. Khi ng................................ ................................ .............................. 33
2.1.8. Vng xuyn ................................ ................................ ......................... 34
2.1.9. Khi thp................................ ................................ ............................. 34
2.1.10. m tr ................................ ................................ ............................... 35
2.2. Extend Primitives ................................ ................................ ............................... 36
2.2.1. Chamfer Box ................................ ................................ ....................... 36
2.2.2. Chamfer Cylinder ................................ ................................ ................ 36
2.2.3. Torus Knot ................................ ................................ .......................... 37
2.2.4. Hedra ................................ ................................ ................................ ... 37
2.3. Compound Object ................................ ................................ .............................. 38
2.3.1. Scatter................................ ................................ ................................ .. 38
2.3.2. Php giao, cng, tr... cc khi ................................ ........................... 41
2.3.3. Php to khi Loft ................................ ................................ ............... 42
3. Shapes: ................................ ................................ ................................ ....................... 43
3.1. Spline ................................ ................................ ................................ ................. 43
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3.1.1. ng a tuyn ................................ ................................ ................... 43
3.1.2. V hnh ch nht ................................ ................................ ................. 44
3.1.3. V hnh trn ................................ ................................ ........................ 44
3.1.4. V hnh -lp................................ ................................ ........................ 45
3.1.5. V cung trn................................ ................................ ........................ 45
3.1.6. Hnh vnh khn, hnh bnh ................................ ................................ . 46
3.1.7. To a gic ................................ ................................ .......................... 46
3.1.8. Hnh sao ................................ ................................ .............................. 47
3.1.9. To ch................................ ................................ ................................ 47
3.1.10. ng xon c ................................ ................................ .................. 47
4. Lights: ................................ ................................ ................................ ....................... 49
4.1. Standard ................................ ................................ ................................ ............. 49
4.1.1. nh sng ................................ ................................ ............................. 49
4.1.2. To mt dy cc ngun sng................................ ............................... 51
4.2. Photometric ................................ ................................ ................................ ........ 53
4.2.1. Ngun sng trc quang (photometric Light) ................................ ....... 53
5. Camera: ................................ ................................ ................................ ....................... 55
5.1. Camera ................................ ................................ ................................ ............... 55
5.2. Camera chuyn ng xung quanh vt th ................................ .......................... 56
6. Helpers: ................................ ................................ ................................ ....................... 58
6.1. Standard ................................ ................................ ................................ ............. 58
6.1.1. Dummy................................ ................................ ................................ 58
6.2. Atmospheric Apparatus................................ ................................ ...................... 59
6.2.1. Atmospheric Apparatus ................................ ................................ ....... 59
7. Space Warps:................................ ................................ ................................ ................... 61
7.1. Geometric/Deformable................................ ................................ ....................... 61
7.1.1. Bomb ................................ ................................ ................................ ... 61
7.1.2. Ripple ................................ ................................ ................................ .. 62
7.1.3. Wave ................................ ................................ ................................ ... 64
7.2. Modifier-Based ................................ ................................ ................................ .. 66
7.2.1. Hiu chnh nghing ................................ ................................ ............. 66
7.2.2. Php un cong (Bend) ................................ ................................ ......... 66
8. Material: ................................ ................................ ................................ ....................... 68
8.1. To vt liu phn chiu c bn................................ ................................ ........... 68
8.2. Vt liu Material ................................ ................................ ................................ 69
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8.3. Vt liu X-ray................................ ................................ ................................ ..... 71
8.4. To vt liu chic l ................................ ................................ ........................... 73
8.5. Vt liu Glass c bn ................................ ................................ ......................... 75
8.6. Vt liu dng Multi/Sub-Object ................................ ................................ ......... 77
8.7. Vt liu hot cnh................................ ................................ ............................... 78
9. Thc hnh:................................ ................................ ................................ ....................... 80
9.1. To chic Ly................................ ................................ ................................ ....... 80
9.2. To Logo 3D ................................ ................................ ................................ ...... 82
9.3. To hnh u con m................................ ................................ .......................... 84
9.4. To khi Rubic ................................ ................................ ................................ ... 87
9.5. To hnh chic bt t ................................ ................................ .......................... 88
9.6. To logo XP ................................ ................................ ................................ ....... 92
9.7. Lm quen vi Rigid Body................................ ................................ .................. 94
9.8 Ch chuyn ng quanh khi cu ................................ ................................ ....... 99
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1. L thuyt:
1.1. C bn:
1.1.1. Giao din chng trnh:
I. Giao din:
Nu l ngi mi lm quen vi Max th c l bn s cm thy ri mt v kiu b tr ca Max khc
hn vi cc chng trnh khc m bn tng gp. Nu trc khi n vi Max m bn bit qua v
Photoshop v quen vi cc cng c ca n th bn s tht vng v kiu trnh by cc cng c ca Max, n
"qu phc tp" n gin l v 3D>2D m. Nhng bn yn tm khi quen ri th bn s thy n rt tin
li.
Bn c nh khi ln u ti n lm quen vi Photoshop bn dng cng c g khng? V to ra
c ci g trong ln u tin y? Cn mnh th ln u tin mnh "m ra" cng c ci chi lng v
ra c nhng ng cong ngon ngo, cn ln u vi Max th khng to ra c th g c trong ln
u gp mt c, chnh v vy m mnh quyt tm hc Max cho bng c!
1. Menu bar (menu h thng)
2. Window/Crossing selection toggle
3. Snap tools (cc cng c bt dnh)
4. Command panels (bng lnh)
5. Object categories
6. Rollout (bng cun)
7. Active viewport (khung nhn hi n hnh)
8. Viewport navigation controls (cc i u khin i vi khung nhn)
9. Animation playback controls
10. Animation keying controls
11. Absolute/Relative coordinate toggle and coordinate display
12. Prompt line and status bar
13. MAXScript mini-listener
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14. Track bar
15. Time slider (thanh trt thi gian)
16. Main toolbar (thanh cng c chnh)
II. Menubar
Cha cc menu: File, Edit, Tools, Gro up , Views, Create, Modifiers, Character, Reactor, Amination,
GraphEdittors, Rendering, Customize, MAXScript, Help.
Mt s lnh thng dng nh File, Edit, Views, Tools th chng ta qu quen thuc ri.
Cn nhng menu khc th c l hi l i vi cc bn ln u lm quen vi MAX
Mnh s gii thiu s qua v chc nng ca mt s menu:
+ Group: y l menu bao gm cc lnh nhm i t ng.
+ Create: bao gm cc lnh to ra cc hnh 2D, 3D v mt s dng hnh hc khc.
+ Modifiers: cha cc lnh hiu chnh.
+ Reactor: cha cc lnh to ra hay p dng tnh cht ca vt nh : mm, cng, th rn, lng, kh....
+ Character: cha cc lnh to ra s chuyn ng ca h thng: vd: cc c ng ca tay, chn,
bc i...
+ Animation: cha cc lnh lin quan n trng thi ng.
+ Rendering: cha cc lnh lin quan n hu cnh, nh nn, cc hiu ng (s ng m, khi...).
+ Customize: cc ty chn thit lp cho Max.
+ MaxScript: hot ng theo kiu tp tin batch ca HH MS -DOS.
III. Tab panel
Bng tp hp cc thanh cng c khc nhau:
a) Main toolbar: Thanh cng c chnh ca Max, cha mt s lnh thng dng qua cc icon.
b) Command panel
* Geometry:
Cha cc lnh to cc i t ng 3D: khi hp (Box), khi cu (Shepre), khi chp (Cone)...
- Khi bn chn nt Geometry s c mt danh sch x xung b n di nt , lit k nhiu loi khi
hnh hc khc m bn c th to ra nh: khi hp, khi cu, khi chp, khi ng, khi tr, m tr ...
Khi click lnh bt k th s xut hin thanh cun di hp Parameters cho php bn nhp cc gi tr
nh chiu cao (Height), chiu rng (Width), chiu d i (Length) v nhiu thng s khc na.
V cc thng s cho mt i tng i khi cn nhiu thanh cun, cc thanh cun trong mt v i trng
hp c th tr nn di hn sc cha ca mn hnh, do vy bn c th dng mouse cun thanh cun l n
hoc xung bng cch click v drag theo chiu ng vo bt k ch no trng ca bng cun.
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* Shape: cha cc lnh to cc i t ng 2D: ng thng (Line), hnh trn (Circle), hnh ch
nht (Rectangle)
* Light & Cameras: cha cc lnh to nh sng v camera.
* Helpers: cha cc lnh v cc i t ng tr gip, nh to li ring, to cc Gizmo din t la
chy...
* Space Warp: cha cc lnh dng to mt s hiu ng c bit nh: bom n, gi, sng...
* System: cha cc lnh lin quan n chuyn ng, v d s chuyn ng ca ca cnh tay, b c
chn...
IV. Thit lp khung nhn
Khi khi ng Max bn s thy c 4 khung nh n mc nh l Top, Front, Left v Perspective (khung
nhn phi cnh).
nh kiu hin th i t ng cho 1 khung nhn th ta Click chut phi vo tn ca 1 khung nhn bt
k trong cc khung nhn. Sau chn cc thit lp hin th sau:
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+ Smooth Highlight: t i tng theo dng mn v bng.
+ WireFrame: hin th i tng di dng khung nhn n.
+ Smooth: hin th i tng di dng mn.
+ Facets Highlight: hi n th i tng di dng phng v bng.
+ Edged Faces: hin th i tng di dng khung nhn Edge.
+ Bounding Box: hin th i tng di dng khung nhn hp.
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1.1.2. Mt s phm tt c bn:
Ctrl + N: New
Ctrl + O: Open
Ctrl + S: Save
Ctrl + A: La chn tt c cc i t ng hin c.
Ctrl + D: Hy b la chn i vi tt c cc i tng ang c chn.
Ctrl + I: Chuyn i qua li gia cc i t ng, nu ang chn cc i t ng no th nhn Ctrl+I s
b chn cc i tng ang chn chuyn sang chn cc i t ng cn li trong khung nhn.
Ctrl + V: Nhn bn thm i tng c chn.
Ctrl + X: Expert mode chuyn qua ch phng to khung nhn hin hnh.
Ctrl + C: To ra camera c gc nhn t khung nhn hin hnh.
Ctrl + X: Undo
Ctrl + Y: Redo
Alt + A: Align - Cn ging i tng
Alt + N: Normal Align
Alt + B: Viewport BackGround - thit lp nn cho khung nhn.
Alt + 0: Lock UI layout
Alt + W: Min/Max Toggle - chuyn i qua li ch Min/Max ca khung nh n.
F9: Render - kt xut hnh nh.
F10: La chn cc thng s phc v cho vic Render.
M: Gi bng vt liu
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1.1.3. Chn i tng:
1. Select Object: dng chn i tng, c 2 trng thi la chn sau:
+ Window/Crossing: vi la chn ny khi v mt vng chn ta ch cn mt phn ca i t ng nm
trong vng chn mi v th i tng s c chn.
+ Window/Crossing: nu khng c chn trng thi ny, th cc i tng mun c chn phi
nm hon ton vo vng trong vng chn.
2. Select by Name:
Dng chn i tng theo tn. Khi click chut vo nt Select by Name th s xut hin hp thoi
Select by Name trong :
- Click chut chn cc i t ng cn chn.
- Nhn Ctrl chn nhiu i t ng.
- Click nt All chn tt c.
- Click nt Invert o ngc cc i tng c chn.
- Click nt None hu b vc chn
(phm tt n Ctrl + A)
3. Select and Move:
Dng chn v di chuyn i tng theo trc x, y hoc z. Khi chn c i tng th gi tri
chut v r chut ti v tr mi theo trc x, y, z hoc theo c 3 h ng.
Nu mun chnh xc th cn phi gi hp thoi Move Transform Type - In sau nhp cc gi tr
tng ng. hin hp thoi ny th click chut phi ngay trn nt Select and Move.
4. Select and Rotate
Dng chn v xoay i tng, thao tc tng t nh vi Select and Move.
Nu mun quay i tng vi chnh xc cao th cn phi gi hp thoi Rotate Transform Type -
In bng cch click phi chut ngay tr n nt Rotate and Move sau nhp vo gi tr tng ng.
5. Select and Uniform Scale
Dng chn v thay i kch thc u trn b mt ca i tng hoc thay i kch thc khng
u trn b mt ca i tng.
Tng t nh Select and Move v Select and Rotate ta c ng c th thay i kch thc mt cch
chnh sc bng cch gi hp thoi Scale Transform Type - In v in cc thng s tng ng vo cc .
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* Cng c Scale li c thm mt vi cng c con khc, chn cc cng c con n y bn click chut
vo tam gic mu en pha bn phi ca cng c chnh.
Cc cng c con gm
Uniform Scale: iu chnh kch thc i tng theo cng t l c 3 trc.
Non Uniform Scale: dng iu chnh kch thc vi t l khc nhau dc theo 3 trc, s do
cc trc khng ch quyt nh. H ta im bin nh - Transform Coordinate chi phi hng co gin,
cn cng c Transform Center n nh tm co gi n.
Squash: iu chnh kch thc theo 1 trc, hng ngc li vi hng trc kia. Cng c Axis
Constrains chi phi trc chnh kch thc.
* Mo: m nhanh hp thoi "xxx Transform Type - In" (trong xxx l Move, Rotate, Scale) th
ta nhn F12 khi ang kch hot cng c .
* Ni thm: trong hp thoi Transform Type-In c vng Absolute: hi n th v tr, tm xoay v tm co
gin hin hnh ca i tng ang c chn. Cn vng Offset: l khong lch m Max cng gi tr
Offset vo gi tr Absolute hin hnh cho ra gi tr Absolute mi.
* Khi s dng cc cng c Move, Rotate, Scale m bn khng thy cc trc hoc mt phng chuyn
thnh mu vng khi chut ang trn trc hoc mt phng th hy n phm X bt ch .
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1.1.4. Cc thao tc trn ca s:
Cc cng c thao tc trn ca s mn hnh lm vic ca Max nm gc di bn phi mn hnh. Bao
gm cc cng c sau:
Zoom: cng c gip phng to, thu nh 1 i tng trong khung ca s.
Zoom Exterts All: cng c gip phng to, thu nh ton b cc i tng trn cc khung nhn.
Pan View: cng c dng dch chuyn mn hnh lm vic.
Arc Rotate: cng c ny dng xoay khung nhn phi cnh Perpective.
Min/Max Toggle: cng c dng phng to 1 khung nhn ln y mn hnh.
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1.1.5. To nhm i tng, canh chnh i tng:
To nhm i tng
1. Group: lnh ny cho php kt hp t 2 i tng tr ln. Nhm ny c gi l i tng nhm v
c t tn ring c x l nh i tng thng thng. Nu mn hiu chnh tng i t ng trong
nhm th phi r nhm ra.
* to nhm: click chut vo menu Group/chn lnh Group s c hp thoi Group hin ra, bn h y
g tn nhm vo Group name sau nhn OK.
* hiu chnh tng i t ng trong nhm th bn cn phi m nhm : click chut v o menu
Group/chn Open lc ny bn s hiu chnh c cc i tng trong nhm. Khi hiu chnh xong bn
cn phi ti lp li nhm bng cch click chut v o menu Group/ chn Close.
* r nhm: click chut vo menu Group/ chn Ungroup (lnh ny ch r 1 cp trong nhm lng
nhau). Nu bn c nhiu nhm lng nhau v c nhu cu mun r nhm chng th phi dng lnh
Explode: vo menu Group/chn Explode.
Canh chnh
Nhm ty chn canh chnh - Align cho php ta so khp v tr v hng ca cc i tng vi nhau.
Cn phi c i tng ngun v ch.
(Nu mn hnh ca bn 15'' v phn gii l 800x600 th c th khng thy c cc
cng c ny, do dng c cc bn cn a chut n v tr no m con tr chut
chuyn thnh hnh bn tay sau bn bm chut tri v ko sang bn
tri, khi cc cng c cn li ca thanh cng c s hin ra).
- i tng ngun (Source) l i tng cn dch chuyn c chn bt u qu tr nh
canh chnh.
- i tng ch (Target) c chn sau cng v c dng lm tm ging hng.
C ba ty chn canh chnh l: Align, Align Normals v Pl ace Highlight
Align: canh chnh i tng ny theo i tng khc, ng thi cho php canh chnh theo mt
hay nhiu trc ca i tng ch.
Align Normals: canh chnh mt chun (Face Normal) gia cc i t ng.
Place Highlights: canh chnh ngun sng Camera hoc i t ng khc vi im xc nh tr n
mt i tng.
Camera: canh chnh Camera theo mt mt chun.
View: canh chnh h trc ta cc b ca i t ng vi mt phng khung nhn hin hnh.
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1.1.6. Modify:
Bin i (Modify)
Vi mi i tng sau khi c to ra vi thng s c bn, chng ta c th bin i n tr th nh hnh
dng khc theo ca tc gi (v d Bn c th to ra mt qu chui, to... t mt h nh cu, v cn
nhiu th khc na...)
Sau khi la chn i tng xong p dng cc lnh bin i bn phi gi bng lnh Modify
Trong bng lnh ny c cc vng lm vi c khc nhau:
u tin l vng Name and Color: l ni t tn v chn mu cho i tng. Nu bn chn nhiu i
tng th vng ny s b m i, khng thay i c.
Trong vng tip theo l Modifier List y l ni m bn c th chn p dng cc php bin i. Khi
bn chn php bin i no th php bin i s c ly vo trong vng Modifier Stack:
Hnh chic bng n mu trng trc php bin i l php bin i c bt, nu khng mun
p dng n m khng xa khi danh sch th bn nhn vo hnh ci bng n tt n i.
- Pha di ca Modifier List l cc nt lnh p dng cho cc php bin i.
Pin Stack: c tc dng kha danh sch li.
Show End Result: cho php hin th hiu ng ca tt c cc php bin i c t n trong danh sch
trn i tng c chn.
Make Unique: lm cho 1 php bin i tr thnh php bin i ch c i t ng c chn (nt
ny ch hin khi bn chn nhiu hn mt i tng v p dng cng mt php bin i cho c 2 i
tng ).
Remove Modifier: xa php bin i hin hnh khi danh sch.
Edit Stack: thay i trt t cc php bin i trong danh sch.
Ngoi cc lnh trn bng lnh Modify cn c nhiu hp cun khc nh Object Parameter, Soft
Selection... ph thuc vo php bin i c chn.
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1.1.7. Php hiu chnh Bevel :
V d: To ch dng 3D
1. To mt ch bt k, s dng cc thng s mc nh. Chn Font=Arial, Size=100
2. Vo bng Modify/trong danh sch Modifier List chn Bevel.
3. G vo -1 trong Start Outline.
4. i vi nhm Level 1:
G vo 5 i vi Height v 2 cho Outline.
5. Bt Level 2:
G vo 5 i vi Height v 0 cho Outline.
6. Bt Level 3:
G vo 5 i vi Height v -2 cho Outline.
V d v php Bevel
1. Ti khung nhn Top, click chut vo menu Create/Standard Primitives/Plane v t o ra mt Plane c
kch thc bt k, vi Length Segs: 5; Width Segs: 5.
2. Click chut phi vo Plane va to, chn Convert to:/Convert to Editable Poly
3. n phm 4, vo ch la chn Polygon ca Editable Poly
4. Click chut vo gia v 4 xung quanh nh hnh di.
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5. Click chut phi, chn vung pha bn tri ca dng Bevel, s xut hin ca s Bevel Polygons
6. Click vo [Apply] khong 8 ln, sau click [OK]
bn c hnh ny!
7. n F9, xem kt qu.
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1.1.8. Extrude:
Pha trn: hnh mu dng 2D
Pha di bn tri:: p dng Extruded vi Cap End tt.
Pha di bn phi: p dng Extruded vi Cap End bt.
* Cc bc thc hin:
1. La chn hnh mu
2. Vo menu Modifiers/chn Mesh Editing/ Extrude
Trong bng cung Parameters c:
- Amount: chiu cao ca khi
- Segment: s phn on theo chiu cao ca khi
- Capping:
+ Cap Start: ng np u
+ Cap End: ng np cui
- Output:
+ Patch: xut ra dng tm
+ Mesh: xut ra dng li
V d v Extrude
1. Ti khung nhn Top, click chut vo menu Create/Standard Primitives/Plane v t o ra mt Plane c
kch thc bt k, vi Length Segs: 5; Width Segs: 5.
2. Click chut phi vo Plane va to, chn Convert to:/Convert to Editable Poly
3. n phm 4, vo ch la chn Polygon ca Editable Poly
4. Click chut vo gia v 4 xung quanh nh hnh di.
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5. Click chut phi, chn vung pha bn tri ca dng Extrude, s xut hin ca s Extrude
Polygons, mi thng s mc nh, ri n [OK]
Kt qu l:
(Nu mun cao hn th hy click vo nt [Apply] vi l n)
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1.1.9. EDITABLE POLY (tm dch l: b mt c kh nng chnh sa c)
y l cch thng dng to hnh trong 3Dmax, ngoi Editable Poly b n cn gp Editable
Mesh, Editable Pactch, NURBS.
s dng c ch ny bn cn phi chuyn i nhng hnh khi c bn tr thnh nhng
khi c kh nng chnh sa c (Editable).
* Cch lm: bn chn vt th cn chuyn i, click phi chut chn Convert To: -> chn ch cn
chuyn i (vd: Convert to Editable Poly).
Click chut vo th Modify -> click vo du cng [+] bn cnh dng Editable Poly bn s thy:
bi ny bn s lm quen vi khi nim v ch sub-object. Trong ch Editable Poly ni
n Sub-Object l ni n: Vertex, Edge, Border, Polygon, Element. bt u v o ch Sub-Object
th bn c th click chut vo du cng [+] bn cnh dng Editable Poly ri chn ch hiu chnh
tng hg, hoc nhn Ctrl + B trong khi ang chn vt th.
I. CH VERTEX SUB-OBJECT: hiu chnh i tng con cp im
VD: To mt khi cu Sphere -> Convert sang Editable Poly -> Click vo th Modifier -> click
du cng [+] bn cnh dng Editable Poly khi di th Modifier s l cc Bng cun (roll-out)
tng ng vi tng ch Vertex, Edge
1. Bng cun Selection roll -out
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Hp kim Ignore Backfacing (b qua mt pha sau) rt hay, khi bn click chn n th bn s
khng lo chn nhm phi im pha sau ca h nh khi.
Trong bng cun ny bn c th thay i (di chuyn) gia cc ch SO, c biu th bi 5 biu
tng t tri qua phi t ng ng vi: Vertex, Edge, Border, Polygon, Element. Bi u tng no ang c
mu vng c ngha l chng ta ang ch sub-object .
chn mt im bn click chut v o im , chn nhiu im cng lc bn nhn Ctrl + click
vo im , hoc bm + ko r chut to vng chn ri th chut (vi cch ny bn c th la chn
c tt c cc im nm trong vng chn c mt trc ln mt sau ca hnh khi hy cn thn). Nu
mun b chn mt im hy nhn phm Alt + click vo i m cn b chn.
Khi chn mt im, bn cn ch dng ch "Vertex 2 Selected" c ngha l im 2 ang c
chn. Nu bn chn >2 im s hin d ng ch x Vertices Selected y x l s lng im bn chn.
Shrink: y l cng c "lm nh" vng chn hin thi, ch c hiu lc khi bn khng chn to n
b vt th (hy th n Ctrl + A sau click vo nt [Shrink] xem sao, sau chn mt phn ca vt th
ri click vo nt [Shrink] bn s bit ngay tc dng ca n).
Grow: Ngc li vi Shrink, nu bn khng chn im n o th s khng c g xy ra khi click vo
Grow, hy chn mt vi im ri click vo Grow xem.
Ring v Loop: b v hiu ha, ch c hiu lc khi bn ch Edge v Boder (s tm hiu hai
cng c ny sau, cng c ny cng rt hu dng y)
2. Bng cun Soft Selection: (la chn mm)
s dng c ch Soft Selection, bn cn kch hot nt kim b n cnh "Use Soft Selection".
Gi s bn mt im khi mu sc ca im s biu th mc nh h ng ca php iu chnh tc
ng ln im .
Click hot nt kim Use Soft Selection l n, bn hy click vo mt vi im pha trn nh ca
khi cu ri th Move ti v tr khc xem bn s thy khi cu trng nh lm bng cao su vy.
3. Bng cun Edit Vertices:
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Remove: dng xa cc im khng cn thit.
Break: nu p dng lnh ny cho im ang c chn, n s "tho ri" cc im ra khi cc
cnh ni vi im ang chn. Khi nhn Break bn s khng thy kt qu g c, mi th vn y nguyn
iu khng ng Break lm vic, thy c bn ch cn click chut vo im ri di chuyn
ti v tr khc xem. Lu : bn ch Break c i vi im c >2 cnh ni n.
Extrude: Kh din t thnh li, ni chung l cng c ny s ko di nhng im ang c chn
v to ra nhiu im mi. hiu r hn th bn phi lm th mi bit c.
Weld: Dng hn hai hoc nhiu im thnh mt, cng c ny thng dng sa cha nhng
li khi to b mt Suface hoc nhng ci t ng t (v d nh Model hnh u con m trong bi thc hnh
ca website ny)
i khi Weld khng lm vi c v mt l do no , lc ny bn cn dng Target Weld.
Target Weld: lm vic ging nh Weld, nhng c v tin li hn weld. Bn chn im th nht -
> click vo [Target Weld] r i click vo im th hai, hai im s tr thnh mt.
Chamfer: khng din t c!! ni chung l n s to ra mt mt phng mi t im ban u.
Connect: lin kt 2 im (cng nm trn mt mt phng) c chn, bng mt on mi ni gia
hai im .
Remove Isolated Vertices: xa cc im nm n c mt mnh.
Remove Unused Map Vertices: chu, khng bit p dng nh th no, th bn p vt liu Map
cng khng xong!!
4. Bng cun Edit Geometry:
Create: to ra im mi, mi ln click chut l bn to c mt im, nu khng bt ch
Snap (bt dnh) th rt c th bn s to ra cc im khng mong mun.
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Collapse: tc dng ging vi Weld, chn cc im bn mun -> nhn Collapse tt c cc im s
chm li thnh mt.
Detach: s to ra mt hnh khc c lp hnh c, hnh mi ny tc ra s ly i mt phn ca hnh
c. Cng c ny khng c ch lm trong ch Vertex.
Hide Selected / Un Hide All / Hide Unselected: n im la chn/b n tt c cc im/n tt c
cc im tr im ang c chn.
II. CH EDGE SUB-OBJECT: hiu chnh i tng con ch cnh
1. Bng cun Selection roll -out:
Khi hp kim By Vertex c chn, bn s chn c cc cnh ni ti im m bn click chut.
Hp kim Ignore Backfacing rt hay, khi bn click chn n th bn s khng lo chn nhm phi
cnh pha sau ca hnh khi.
Shrink: Gim dn vng chn (lm vic ging vi Vertex)
Grow: Tng dn vng chn (lm vic ging vi Vertex)
Ring and Loop: Ring chn cc cnh song song vi cnh ban u, Loop chn cc cnh t ng giao
vi cnh ban u.
Chn mt cnh ri click [Ring]
Cn nu ti chn mt cnh ri nhn Loop:
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2. Bng cun Edit Edge:
Remove: xa cc cnh chn.
Split: chng bit nt ny lm g, click vo chng thy nhc nhc g c.
Insert Vertex: thm cc im mi.
Weld: Hn cc cnh, khng c tc dng g, nghe thy kh hiu ri!!
Extrude: ko nh cao/xung thp theo cnh c chn. y l kt qu trc v sau khi Extrude
Target Weld: khng thy c tc dng g c, tt nht l khng dng n.
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Chamfer: vt cnh - n chia mt cnh thnh 2 v to ra cc mt mi.
Connect: Ni cc cnh, bng cch to mt cnh mi ni hai trung im ca hai cnh ban u.
III. CH BORDER SUB-OBJECT: hiu chnh i tng con cp ng bao quanh vt
th.
Trong ch ny cng c cc cng c nh ch Vertex, Edge tuy nhi n khng hu dng lm
v khng phi lc no cng s dng c cng c ny cho nn ti khng gii thiu y.
IV. CH POLYGON SUB-OBJECT: hiu chnh i tng con cp mt
1. Bng cun Selection:
Hp kim By Vertex dng chn cc a gic c chung nh vi im m bn click chut l nh
ca cc a gic , ni th nghe c v phc tp cn lm th rt d bn hy th xem s hiu ngay thi.
.
Hp kim Ignore Backfacing rt hay, khi bn click chn n th bn s khng lo chn nhm phi
a gic pha sau ca hnh khi.
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Shrink v Grow: tng t ch Vertex nhng y p dng cho polygon. Dng ch
"Polygon 55 Selected" c ngha tng t nh ch Vertex.
2. Bng cun Edit polygon:
Insert Vertex: thm im mi thng dng to im ti mt v tr mong mun tr n mt mt
no . ng dng n trong Model ca bn, ch nn dng th nghim thi.
Extrude: ko nh cao hoc y xung theo mt phng php tuyn ca mt hoc nhm cc mt.
Bn c th extrude mt cch chnh xc bng cch xc lp cc gi tr. l m c iu ny bn hy click
chut vo vung cnh nt Extrude khi bn c 3 loi extrude:
- Group: extrude cc mt theo cng mt hng l trung gian ca cc php tuyn ca cc mt c
extrude.
- Local Normal: extrude cc mt c s lin kt gia cc mt, nhng mi mt c extrude theo phng
php tuyn ca n.
- By Polygon: extrude cc mt mt cch c lp, theo phng c lp.
- Extrusion Height: chi u nh cao hoc y xung ca cc mt.
y l kt qu tng ng ca loi: Group, Local Normal v By Polygon
Ti chn cc mt bn ca mt tr 10 mt, ri extrude theo 3 cch ni tr n: Group, Local Normal v
By Polygon:
Outline: phng to hoc thu nh cc mt hin hnh.
Bevel: l s kt hp ca Extrude v Outline:
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Insert: cng c ny gn ging vi Outline, ch khc l n to cc mt mi.
Bridge: To cu ni gia cc mt.
Flip: o ngc mt (khng bit p dng vo vic g y?)
Hinge From Edge: cng c ny xoay mt mt quanh mt cnh - tng t nh khi bn m ca s
vy.
Extrude Along Spline: ko nh cao mt polygon theo mt ng Spline c sn.
y ti to ra mt Spline, sau chn mt Polygon bt k, sau click v o nt [Extrude Along
Spline] ti c hnh di. Bn c hiu y l hnh g khng? Ti cng khng bit gi n l g na.
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Vn l Spline va ri nhng ln ny ti p dng vi mt polygon ca Box. Bn c bit y l hnh
g khng?
3. Bng cun Edit Geometry:
Create: to ra cc mt mi, tuy nhi n ti khng s dng c??
Collapse: bin mt ang chn thnh 1 im.
Attach: Nu bn c mt mt (polygon) mt v tr khc v mun gn n vo vi vt hin hnh th
hy p dng cng c ny.
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Detach: Tch mt (polygon) ra khi i t ng hin hnh (ging nh con ci ln ri th phi ra
ring vy). Chn mt vi polygon, nhn Detach v chn cc ty chn bn mun.
+ A complete detach: tch cc polygon thnh i tng mi.
+ To Element: tch chng tr thnh mt phn (element) ca model.
+ Detach As a Clone: t o mt b polygon mi, v gi nguyn cc polygon c.
Slice Plane: y l mt trong nhng cng c quan trng nht trong ch polygon sub -object.
u tin chn cc mt mun ct -> nhn [Slice Plane] -> bn s thy mt mt phng c gizmo - mt
phng ct, xoay v di chuyn n c ng ct mong mun -> nhn [Slice]
Slice: Thc hin lnh ct nh ni trn
Reset Plane: Tr mt phng ct li v tr ban u, cc k hu dng!
Quickslice: thc hin ct nhanh cc mt, m khng cn n Plane Gizmo, tuy nhi n trnh nhm
ln khi ct bn ch nn thc hin cng c ny cc khung nhn vung gc nh Top, Left, Front...
Cut: ging nh khi bn ct ch theo hnh c sn v dng con dao co ru hy dao ct giy ling
theo cc ng vch sn vy.
Tessellate: ct polygon ca bn thnh 4 phn bng nhau.
4. Bng cun Polygon Properties:
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Material ID: gn cho polygon mt s nh danh (ID) dng xc nh m s ca vt liu sau ny
s dng trong loi vt liu con trong vt liu Multi-Sub Object.
Select by ID: Chn cc polygon c cng mt ID.
Smoothing Groups: khng hiu??
5. Bng cun Subdivision Surface:
y l mt php Mesh Smooth c tch hp lun vo polygon sub-object
Use NURMS Subdivision: Check nt kim dng/khng dng.
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Smooth Result: ging nh mt php smooth nhng khng thay i mt.
Display: Iterations: s lng ni suy/lm mm dng cho hin th (ng chn s >5 my ca bn
s b "" cho m xem)
Display Smoothness: gim bt s lng mt ca php smooth
Render: Iterations: p dng khi bn render.
Render Smoothness: p dng khi render.
V. CH ELEMENT SUB-OBJECT: hiu chnh i tng cp element (tm dch l
thnh phn)??
Ci ny chng bit dng lm g c, vo ch ny ri click vo i tng l n select lun c
khi. Cn cc cng c cc bng cun th cng c chc nng na n vi Vertex, Edge, Polygon.
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2. Geometry:
2.1. Standard Primitives:
2.1.1. Mt phng:
Mt phng (Plane)
+ Vo menu Create/chn Standard Primitives/ Plane
2.1.2. Khi hp:
Khi hp (Box)
1. Click chut vo bng Create sau chn Geometry.
2. Click chut vo nt Box trn bng cun Object Type; tr n bng cun chn Creation Method
l Box (mc nh l Box) (phm tt: ALT + C + S + B)
3. Chn mt khung nhn bt k ri bm v r chut v mt hnh vung c s sau nh
chut khi c di v rng nh mun.
4. Di chuyn chut ln trn hoc xung xc nh chiu cao.
5. Cui cng nh chut to khi hp.
* Tip: Nu bn mun to khi lp phng th trc khi v hy chn trn bng cun Creation Method
l Cube.
- Sau khi to song khi hp, nu mun thay i thng s (chiu d i, rng, cao...) th bn phi chc chn
l khi hp (box) ang c chn v click chut vo th Modify trn bng lnh, cc thng s s
trong bng cun Parameters. iu ny c th p dng i vi tt c cc i t ng c trong Max, tuy
nhin thng s trong bng cun Parameters s khc nhau i vi cc i t ng khc nhau.
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2.1.3. Khi nn:
Khi nn (Cone)
Cc bc thc hin
1. Click vo menu Create/chn Standard Primitives/Cone (hoc chn Cone t bng lnh Create)
2. Trong khung nhn bt k, bm v r chut xc nh bn knh y ca khi nn sau nh
chut.
3. Di chuyn chut ln trn hoc xung di xc nh chiu cao ca khi nn, th chut khi
c chiu cao thch hp
4. Tip tc di chuyn chut xc nh bn knh th hai ca khi nn.
5. Click chut kt thc.
Cc tham s hiu chnh
Radius 1, Radius 2: ln lt l bn knh th nht v th hai ca khi nn.
Height: chiu cao ca khi nn
Height Segments: s on ct ngang ca khi nn (s l ng cng ln th khi nn cng mt nhng s
nh hng n tc ca my).
Sides: s lng mt phng to nn khi nn.
Smooth: ha trn cc mt ca khi nn to nn s mt m ca khi nn.
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2.1.4. Hnh cu:
Hnh cu (Sphere)
Cc bc thc hin
1. Vo menu Create/chn Standard Primitives/Sphere (Alt + C+ S + S)
2. Trong khung nhn bt k nhn v r chut xc nh bn knh ca khi cu
3. Nh chut kt thc.
Tham s khc
+ Radius: bn knh ca hnh cu
+ Segments: s lng mnh ghp to thnh hnh cu (nu s lng ny nh s c cc dng hnh
hc khc).
+ Smooth: lm mt cc on ni gia cc mnh ghp
+ Slice On: ly mt phn hnh cu, phn cn ly ph thuc vo gi tr trong Slice From v Slice To.
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2.1.5. Khi cu:
Khi cu (GeoSphere)
1. Vo menu Create/chn Standard Primitives/GeoSphere (Alt + C + S + G)
2. Trong khung nhn bt k nhn v r chut chn tm v bn knh ca khi cu.
3. Nh chut kt thc.
2.1.6. Khi tr:
Khi tr (Cylinder)
1. Vo menu Create/chn Standard Primitives/Cylinder.
2. Trong khung nhn bt k nhn v r chut xc nh bn knh th nht, nh chut kt
thc chn bn knh th nht.
3. Di chuyn ln trn hoc xung di xc nh chiu cao ca khi tr.
4. Nhn chut kt thc.
Cc tham s
+ Smooth: lm mt cc on ni gia cc mnh ghp
+ Slice On: ly mt phn khi tr, phn cn ly ph thuc v o gi tr trong Slice From v Slice To.
2.1.7. Khi ng:
Khi ng (Tube)
Cc bc thc hin
1. Vo menu Create/chn Standard Primitives/Tube.
2. Trong khung nhn bt k, nhn chut v di chuyn ln hoc xung xc nh v tr v
rng ca thnh ng khi va th nhn chut thit lp.
3. Di chuyn ln trn hoc xung xc nh chiu cao ca khi ng.
4. Nhn chut ln na kt thc.
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to ra cc hnh dng khc, thc hin chn nh bc 1, sau chn cc thng s trong phn
Parameters:
1. Thit lp s cnh ca khi ng.
2. Tt Smooth.
3. Thc hin t bc 2 n 4 nh trn.
2.1.8. Vng xuyn:
Vng xuyn (Torus)
Cc bc thc hin
1. Vo menu Create/chn Standard Primitives/Torus.
2. Trong khung nhn bt k, bm v r chut xc nh bn knh th nht ca v ng xuyn, sau
nhn chut tip tc.
3. Di chuyn chut ln hoc xung xc nh bn knh th hai ca v ng xuyn.
4. Nh chut kt thc.
2.1.9. Khi thp:
Khi thp (Pyramid )
1. Vo menu Create/chn Standard Primitives/ Pyramid.
2. Chn creation method, sau chn cch v y t gc hay t tm ra (Base/Apex hoc Center)
(gi CTRL trong khi nhn chut to y h nh vung).
3. Trong khung nhnh bt k nhn v r chut xc nh y ca khi thp, sau nh chut.
4. Di chut chuyn ln hoc xung di xc nh chiu cao ca khi thp.
5. Nhn chut kt thc.
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2.1.10. m tr:
m tr (Teapot)
+ Vo menu Create/chn Standard Primitives/ Teapot
Bn c th to ra, mt phn hoc ton b chic m tr bng cch chn cc phn trong Teapot Parts
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2.2. Extend Primitives:
2.2.1. Chamfer Box:
to ra khi hp vt cnh.
1. Vo menu Create menu, chn Extended Primitives > Chamfer Box.
2. Ti bng cun Creation Method, click Cube.
3. Ti khung nhn cn to, xc v tr tm ca khi hp sau nhn v gi chut + r chut
thit lp kch thc ca khi hp.
4. Nh chut v di chuyn chut xc nh bo tr n gc v vt cnh ca khi hp, cui
cng click phi chut kt thc.
Sau khi to ra khi hp vt cnh, nu cha ng bn c th iu chnh li bng cch v o th Modify,
sau thit lp li cc tham s.
Length, Width, Height: kch thc cch chiu ca khi hp.
Fillet: vt cnh ca khi hp.
Length, Width, Height Segs: s lng lt ct theo cc trc x, y, z.
Fillet Segs: S lng lt ct i vi cnh vt, gi tr n y cng cao th vt cnh cng mt.
2.2.2. Chamfer Cylinder:
to ra khi tr vt.
1. Vo menu Create, chn Extended Primitives > Chamfer Cylinder.
2. Nhn v r chut xc nh bn knh c s ca khi tr.
3. Nh chut v di chuyn chut ln pha trn thit lp chiu cao ca khi tr, click chut
chp nhn.
4. Di chuyn chut theo ng cho thit lp rng ca cnh vt.
5. Click ln na kt thc.
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2.2.3. Torus Knot:
to ra Torus Knot:
1. Click chut vo menu Create, chn Extended Primitives > Torus Knot.
2. Nhn v gi chut xc nh ln ca Torus knot.
3. Click, sau di chuyn chut ln pha trn xc nh bn knh.
4. Click ln na kt thc.
2.2.4. Hedra:
to ra khi a gic:
1. Vo menu Create, chn Extended Primitives > Hedra.
2. Trong khung nhn bt k, nhn v gi chut xc nh bn knh, sau nh chut to
khi a gic.
n phm 1 vo ch Modify, ti bng cun Parameters chng ta c cc dng: Tetra, Cube/Octa,
Dodec/Icos, Star1, Star2. chuyn i qua li gia cc dng, bn ch cn click chut v o loi tng
ng.
y l cc loi khi a gic c th to thnh.
38
2.3. Compound Object:
2.3.1. Scatter:
Scatter dng to ra cc vt th t mt vt th ngun v phn b cc vt th ngun ti cc v tr
ngu nhin trn mt i tng khc.
Cch s dng Scatter
1. Trc tin cn to ra i tng chnh s dng cho vic nhn bn v phn phi, i tng
ny cn c gi l i tng ngun.
2. Sau to ra mt i tng khc (v d: mt phng, khi cu, khi hp v.v..), i t ng ny
cn c gi l i tng phn phi (Distribution object).
3. Click chut chn i tng ngun. Vo menu Create/Compound/Scatter -> click vo nt
[Pick Distribution Object] sau click chu t vo i tng phn phi.
Tuy nhin: bn s cha thy kt qu g xy ra c, ch thy mu ca i tng phn phi b thay i
thnh mu ca i tng ngun. Nhng thc s mu ca i tng phn phi vn gi nguyn, cn mu
b thay i m bn trng thy l i tng Scatter c to ra. thy c kt qu ca Scatter
chng ta s lm mt v d nh sau:
V d:
1. Vo menu File/Reset khi to li Max (nu cn)
2. Ti khung nhn Top, hy to ra mt khi cu Sphere (vo menu Create/Standard
Primitives/Sphere) vi bn knh Radius = 50
3. To ra mt Cylinder (vo menu Create/Standard Primitives/Cylinder) v i kch thc: Radius = 5;
Height = 0.05
4. Click vo chn Cylinder (nu Cylinder khng c chn), sau vo menu
Create/Compound/Scatter -> click vo nt [Pick Distribution Object] sau click vo kh i cu
Sphere01.
5. Lc ny mu ca Sphere01 trng c v b thay i tuy nhi n mu ca Sphere01 vn gi nguyn,
ch khc l i tng Scatter c to ra. By gi click chut ko bng cun ln pha trn mt cht
bn s thy nhm "Source Object Parameters"
y cn quan tm n cc tham s:
39
+ Duplicates: s lng bn sao ca i t ng ngun ( y l Cylinder01)
+ Base Scale: t l thu/phng c bn (p dng cho i t ng bn sao)
+ Vertex Chaos: s "hn lon" ca cc nh.
Bn hy thay i Duplicates thnh 100, sau n phm F9 xem kt qu
Trng cha r rng lm.
Tip tc, bn hy y bng cun ln pha trn mt cht v tm n nhm "Distribution Object
Paramters"
y c cc thng s v vic phn b cc bn sao.
+ Du kim "Perpendicular" xc nh cc bn sao c vung gc vi i t ng phn phi ( y l
Sphere01)
+ Du kim "Use Selected Faces Only" s dng phn phi i vi mt mt nht nh do b n chn.
Trong phn "Distribute Using" c
- Area: phn phi bn sao theo b mt.
- Even: phn phi cc bn sao theo cc chiu bng nhau (khong cch u nhau gia cc bn sao)
- Random Face: phn phi theo cc mt ngu nhi n.
- Along Egdes: phn phi theo cc cnh.
- All Vertices: phn phi theo cc nh.
- All Egde Midpoints: phn phi theo trung im ca cc cnh.
- All Face Centers: phn phi theo tm ca cc mt.
- Volume: phn phi theo th tch ca i t ng phn phi.
Trong v d ny ta chn "Even"
40
6. Tip tc, tm n bng cun "Display"
Click vo du kim ca "Hide Distribution Object" - n i tng phn phi.
n phm H, sau click Sphere01, sau clic k vo [Select]. Click phi chut ri chn "Hide
Selection"
By gi th n phm F9 c ri.
Kt qu y!!
Bn hy lm cho qu cu ny chuyn ng xem sao. Nh vy trng c v tuyt hn y!! Ci ny th
bn hy t khm ph ly. Hy gn vt liu cho Cylinder01 xem c p h n khng?
Vi Scatter bn cn c th lm c nhiu hn na.
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2.3.2. Php giao, cng, tr... cc khi:
Phn ny chng ta khng i su vo vi c to ra cc khi hnh hc, m i su vo vic cng (tr) cc
khi hnh hc to ra mt khi hnh hc khc theo mun.
1. Ti khung nhn Top, to ra mt khi hp Box vi kch th c (Length: 50; Width: 50; Height:70)
(Bn c th xem qua phn cc lnh v 3D/v khi hp)
V to ra mt khi cu GeoSphere (hoc Sphere) vi kch th c bt k.
(ni thm: GeoSphere khc so vi Sphere l do cc mt li to thnh. Sphere c to thnh bi
cc hnh ch nht, cn GeoSphere th c to thnh bi cc hnh tam gic)
2. Di chuyn hai khi ny ging nh hnh (ch cn tng i cng c)
3. Click chut chn khi hp
4. Vo menu Create/Compound/Boolean
Trong th Create pha bn phi tm n th Pick Boolean, click chut v o nt [Pick OperandB]
Sau di chuyn ra khung nhn Perspective ri click vo khi cu.
Bn c hnh ny
y l kt qu ca php tr (A - B) y A l khi hp cn B l khi cu
5. c th p dng cc php: cng (Union), php Giao (I ntersection), php tr (A-B, hoc B-A),
php ct (Cut) th bn hy y bng cung ln pha trn v tm n nhm Operation (Group Operation)
ri click vo cc php tng ng bn s thy c s thay i ca hnh sau khi p dng (cn phi nhn s
thay i c 4 khung nhn th mi thy ht c)
42
2.3.3. Php to khi Loft:
y, l cch to nhanh cc vt th c hnh dng cn xng.
N c to nn bi 2 yu t l Shape (hnh c bn) v Path (ng dn), s lng ca 2 yu t ny
c th >2
y th Shape l hnh trn, cn path l ng cong (nu o ngc li th s cho mt kt qu hon
ton khc)
V d:
1. Ti khung nhn Top hy to ra hnh trn (menu Create/Shapes/Circle) dng lm Shape, v mt
ng thng (menu Create/Shapes/Line) vi 3 im sau hiu chnh n c nh hnh trn.
( un cong c nh hnh trn th bn sau khi to c mt ng thng vi 3 im th hy click
phi chut kt thc to ng. sau n phm 1 hiu chnh tng im. Hy click chut vo nt
gia chn, sau click chut phi v chn Bezier v di chuyn c ng cong hp l, tip tc thao
tc vi im trn cng v chn Bezier conner sau khi hon tt th n Ctrl + B ra khi ch hiu
chnh)
2. Click chut chn Circle01
3. Vo menu Create/Compound/Loft
Trong bng cun Creation Method click chut v o Get Path sau click chut vo ng cong va
to bn s to ra c khi tr b un cong.
4. Click chut vo th Modify
- Tm n bng cun Deformations, bm vo du cng m rng n ra
- Click chut vo nt Bevel
- Trong ca s hin ra, hy di chuyn im nt u ca ng thng mu ln trn pha trn mt
cht, bn s c nh hnh di. Bn hy th thay i v tr ca 2 im u, cui ca ng thng mu
c cc kt qu khc nhau.
+ iu ny cng xy ra i vi cc nt cn li, hy th xem. Tuy nhin kt qu ca mi nt l khc
nhau, bm vo biu tng chc bng n bt/tt cc php hiu chnh.
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3. Shapes:
3.1. Spline:
3.1.1. ng a tuyn:
Line Spline
Cc bc thc hin:
1. Click chut vo bng Create sau chn Shapes.
2. Click vo nt Line trong bng cun va xut hin.
3. Trong bng cun creation method c 2 nhm l : Initial Type v Drag Type bn c th la
chn cc cch to ng Spline.
4. Sau khi chn Creation Method xong bn r chut vo khung nhn hin hnh sau click tri
chut thit lp nt u ti n, r chut cch xa mt cht ri li click chut bn s to c im tip
theo, c nh vy cho n khi to c ng Spline nh mun.
5. Khi mun kt thc vic to ng Spline bn c th
Click phi chut to ng spline h.
hay Click vo im u tin v chn Yes trong hp thoi spline to spline kn.
* Tip: Bn c th gi phm Shift trong khi v c im thng hng nhau.
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3.1.2. V hnh ch nht:
Rectangle Spline
c dng v hnh vung hoc hnh ch nht
Cc bc thc hin
1. Click chut vo bng Create sau chn Shapes.
2. Click Rectangle.
3. Chn creation method.
4. R chut vo khung nhn sau click chut v ko chut to thnh hnh vung hay HCN sau
th chut kt thc.
Nhn phm CTRL trong khi r chut to c hnh vung.
Cc tham s:
LengthChiu di, theo trc y
Width rng, theo trc x
Corner RadiusTo ra gc vt cho hnh.
3.1.3. V hnh trn:
Circle Spline
Cc bc thc hin
1. Click chut vo bng Create sau chn Shapes.
2. Click Circle.
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3. Chn creation method (nu cn).
4. Di chuyn vo khung nhn v nhn chut v di chuyn to bn knh, khi va th nh
chut kt thc.
3.1.4. V hnh -lp:
Ellipse Spline
Cc bc thc hin cng ging nh to hnh trn
3.1.5. V cung trn:
To cung trn (Arc Spline)
+ S dng cch to cung bng cch to im cui -cui-gia (end-end-middle)
1. Click chut vo bng Create sau chn Shapes.
2. Click Arc.
3. Chn the End-End-Middle trong Creation Method.
4. R chut ra khung nhn hin hnh v click chut to im th 1 v im th 2 ca cung
trn.
5. Th chut v di chuyn chut xc nh bn knh ca cung tr n khi xc nh c bn
knh th click chut ln na to ra im th 3 (Middle).
+ S dng cch to cung bng cch to im gia -cui-cui (center-end-end)
1. Click chut vo bng Create sau chn Shapes.
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2. Click Arc.
3. Chn Center-End-End trong Creation Method.
4. Nhn chut vo khung nhn hin hnh xc nh im gia ca cung tr n.
5. R chut v click chut xc nh im cui th 1.
6. R chut ln na sau click chut to ra im cui th 2.
3.1.6. Hnh vnh khn, hnh bnh:
Cc bc thc hin
1. Click chut vo bng Create sau chn Shapes.
2. Click Donut.
3. Chn creation method (nu cn) .
Bm chut v ko xc nh vng trn th nht.
4. Tip tc di chuyn chut xc nh bn knh ca v ng trn th hai sau nh chut khi
va . Vng trn th hai c th nh hoc ln hn vng trn th hai.
3.1.7. To a gic:
Cc bc thc hin
1. Click chut vo bng Create sau chn Shapes.
2. Click NGon.
3. Chn creation method (nu cn).
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4. Di chuyn chut vo khung nhn cn v sau bm chut tri v di chuyn chut to ra
c hnh a gic
3.1.8. Hnh sao:
Cc bc thc hin
1. Click chut vo bng Create sau chn Shapes.
2. Click Star.
3. Nhn chut v r chut sau nh chut xc nh bn knh u ti n ca hnh sao.
4. R chut v nhn chut xc nh bn knh th hai.
3.1.9. To ch:
To ch (Text)
Cc bc thc hin
1. Click chut vo bng Create sau chn Shapes.
2. Click Text.
3. Nhp ni dung text vo hp text box.
4. C hai cch chn ch vo khung cnh
Click vo khung nhn v chn ni cn chn ch.
R chut n v tr cn chn trong khung nhn v bm chut.
* Mo: Bn c th nhp vo cc k t c bit khng c tr n bn phm bng cch
1. Gi phm ALT trong khi g text.
2. Sau nhp m s ca k t (vd: bn gi phm ALT v g s 64 = @)
Lu : cc m ny phi g bng cc phm s cc phm s bn phi.
3.1.10. ng xon c:
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Cc bc thc hin
1. Click chut vo bng Create sau chn Shapes.
2. Click Helix.
3. Chn creation method (nu cn).
4. Nhn chut tri xc nh im u ti n ca ng xon c.
5. R chut v bm chut xc nh im th hai.
6. Di chuyn v bm chut xc nh chiu cao.
7. Di chuyn v bm chut xc nh bn knh.
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4. Lights:
4.1. Standard:
4.1.1. nh sng:
1. Ommi
L dng ngun sng c 1 im v lan ta theo mi hng. Ngung sng Ommi c s dng tt
trong vic m phng cc loi nh sng khng nh h ng nh: nh sng mt tri, nh sng ca bng n
khng cha trn tng...
2. Target Spot & Free Spot
L dng ngun sng theo chm, chiu sng t 1 im theo hnh nn, ging nh ngun sng t n pin
soi trong m ti hoc chm sng trn sn khu chiu sng t 1 im v ri sng tp trung vo i tng
trn sn khu. y l dng ngun sng thng rt c s dng to cc hiu ng nh sng trong
chng trnh.
Loi ngun sng ny chia lm 2 loi: c ch (Target Spot) v khng c ch (Free Spot).
3. Target Direct & Free Direct
L dng ngun sng dc theo 1 trc v cc tia sng ny th song song vi nhau. C th dng dng ny
to ra hiu ng ca nh sng tia laser...
Loi ngun sng ny cng chia lm 2 loi: c ch (Target Direct) v khng c ch (Free Direct).
+ Loi c ch: khi di chuyn n th chm tia di chuyn theo nhng vng c chiu sng khng di
chuyn v mc tiu chiu sng l mt im c nh v c lp vi n.
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+ Loi khng c ch: khi di chuyn n th chm tia v vng chi u sng cng di chuyn theo
Cc thng s ca Light
- General Parameter:
+ Exclude: cho php cc vt th nhn hay khng nhn nh sng ca n.
- Intensity/Color/Attenuation:
. Multipler: tng sng ca n
. Constrat: tng phn ca n
. Softten diff edge: lm mm cnh
. Cast shadow: n t o bng
* Thay i tnh cht ca n:
. Near: gn
. Far: xa
. Decay: sng gim dn
- Spotlight Parameters: cc thng s v chm tia
. Hostpot: vng sng r ca n
. Falloff: vng sng khych ca n
. Show cone: cho thy chm tia ca n
. OverShoot: n khng cn nh hng khi c bt
. Circle: n to tia trn
. Rectangle: n to tia vung
. Aspect: t l ngang dc i vi tia vung
. Bitmap fit...: tia vung s c bao trm vi bitmap
- Shadow Parameters
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. Use global settings: dng thng s ton cc
. Use shadow maps: to bng m nht
. Use ray trace shadow: t o bng trong sut
4.1.2. To mt dy cc ngun sng:
y l mt cch thng dng m phng hiu qu chiu sng ton cc (Global Illumination) hay
to ra loi bng c "mt" cao.
1. Vo menu File/Reset
2. Ti khung nhn Top to ra mt Plane vi
kch thc: Length: 500; Width: 500
- Tip tc to ra mt m tr (Teapot) bn c
th vo vo menu Create/Standard
Primitives/Teaport vi bn knh: Radius=40.
- To ra mt ng xon c (Helix) vi tham
s:
. Radius1: 120
. Radius2: 120
. Height: 250
Sp xp cho Plane01 xung pha di m tr,
cn Helix01 th nh hnh bn.
3. Vo menu Create/Light/Standard
Lights/Target Spotlight t o ra mt ngun sng
Spot01
- Spot01 vn ang c chn, vo menu
Animation/Constraints/Path Constraint sau di
chuyn chut ln Helix01 ri click chut.
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4. Vo menu Tools/Snapshost...
Thit lp thng s nh hnh bn ->click [OK]
- n phm H -> click Spot01 -> click [Select]
sau n phm Delete xa Spot01.
5. n phm F9 Render, bn c hnh ny.
Trng cha thuyt phc lm v nhiu cng
sng hi mnh cn phi gim n i.
- Bn hy click vo mt ngun sng bt k
Click vo th Modify/ tm n bng cun
Intensiti/Color/Attenuation gim Multiplier xung
cn 0.4.
y chic m trng nh b xon, bn hy
tm cch kh n i, sau to bng cho n
nh vy trng s thc hn.
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4.2. Photometric:
4.2.1. Ngun sng trc quang (photometric Light) :
Bn c th to ra cc loi ngun sng n y thng qua menu Create/Lights/Photometric Lights r i chn
mt loi ngun sng t ng ng
1. Point Light: bao gm c ch (target) v khng c ch (Free) loi ngun sng ny l mt im
trong khng gian.
Cc tham s ca ngun sng ny l:
+ Isotropic: ch ny ging nh ngun sng Omni v to sng theo mi hng.
+ Spot: ch ny ging nh ngun sng ri (spotlight), bn c th iu chnh v tr hotspot v khu
vc and falloff.
+ Web: ch ny s dng file cha nhng thng tin trc quang (IOR) th hin ngun sng.
2. Linear Light: cng bao gm 2 loi, c ch (target) v khng c ch (Free) ngun sng ny l
mt ng trong khng gian.
Cc tham s ca loi ngun sng ny l:
Diffuse: ch ny pht ra nh sng vi cng cao nht theo gc vung ti mt b mt. C ng
chiu sng s gim dn khi gc c ng tng.
Web: ch ny s dng file cha nhng thng tin trc quang th hin ngun sng.
3. Area Light: bao gm (Target Area Light v Free Area Light) ngun sng ny l mt hnh ch nht
trong khng gian. Tham s ca ngun sng vng c :
Diffuse: Tng t nh tham s Diffuse ca ngun sng Linear.
Web: Tng t nh tham s Web ca ngun sng Linear.
4. Ngun nh sng t nhin bao gm: IES Sun Light v IES Sky Light
Tham s chung cho tt c cc loi ngun sng trc quang tr n
Bng cun Intensity/Color/Distribution gip bn chuyn i gia cc phng n chiu sng
cp trn.Trong bng tham s ny, bn c th to ra mt ngun sng mu c quang ph xp x vi mt
s loi n thng gp. Bn c th tng cng nh sng theo mt s n v nh sng thc nh Lumen
(lm) Candela (cd) hay Lux (lx).
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V d 1:
1. Vo menu File/Reset khi to li khung nhn
2. Vo menu Create/Lights/Photometric Lights/Free Point v t o ra mt ngun sng bt k khung
nhn no.
3. n phm 1 trn bn phm hin bng lnh Modify
4. Tm n bng cun Atmospheres & Effects, click v o tn bng cun ny m rng n.
5. Click chut vo nt [Add] v chn Volume Light v click vo [OK]
6. n F9 thng thc kt qu.
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5. Camera:
5.1. Camera:
3D Studio Max cung cp cho ta hai loi my quay phim (camera) l :
1. Target: my quay phim c mc tiu (c ch ngm l mt im c th trong khung cnh). Loi
my ny s dng d dng v cho hiu qu cao. Ta c th di chuyn v tr ca my nhng ch ngm th
c neo ti mt v tr c nh do h nh nh thu c chnh xc hn.
(ging nh khi va xem tivi bn va di chuyn v tr)
2. Free: my quay phim t do, khng c im neo c nh. (ging nh khi bn i xe t v nhn ra
ngoi ca knh)
Hiu chnh my quay bng trc quan: my quay phim sau khi t o c th c hiu chnh li cho
ph hp hn bng cng c di chuyn (select and move), hay cng c quay (select and rotate).
Hiu chnh my quay phim bng tham s: chn my quay cn hiu chnh m bng Modify t m n
bng cun Parameters trong :
+ Lens: tiu c ca ng knh (tr s ny to ra rng ca gc quay, c th hin bi thng s FOV.
Nu Lens cng ln th FOV cng nh)
V d: gn camera chy theo ng dn
1. Vo menu File/Reset khi to li Max
Trong khung nhn Top, hy t o ra mt Teaport, mt Box, mt Sphere di chuyn cho Sphere01 v o
gia Teaport01 v Box01 hai bn.
2. Vo menu Create/Shapes/Circle v t o ra mt hnh trn bao quanh 3 vt th va to. n phm G
tt ng li.
3. Click chut vo menu Create/Cameras/Target Camera v t o ta mt camera nh hnh di.
4. Vo bng Motion (c hnh ci bnh xe).
Tm n bng cun Look At Parameters. Click chut v o nt [Pic target], n phm H v chn
Sphere01 click [OK]
5. Tm n bng cun Assign Controller, click chut v o Position
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6. Tip tc click chut vo [?] m bng Asign Position Controller -> chn Path Constraint ->Click
[OK]
7. Tm n bng cun Path Parameters. Click chut v o [Add path], n phm H, chn Circle01 click
[OK]. Lc ny Camera c gn vi Circle01.
8. Click chut phi vo khung nhn Perspective, n phm C bt Camera
9. n phm ? kim tra s hot ng ca camera.
5.2. Camera chuyn ng xung quanh vt th:
1. Vo menu Create/Standar Primitives/Teaport v t o ra mt m
tr vi kch thc ty (nh thi, khng cn to lm)
2. Tip tc, vo menu Create/Shapes/Helix v t o 1 ng nh hnh
di. (bn c th dng cng c Select and Move di chuyn cc i
tng v ng v tr ca n)
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3. Click chut phi vo khung nhn Top kch hot khung nhn
ny.
Vo menu Create/Cameras/Target Camera.
4. Bm chut vo th Motion
Tm n th Look At Parameters, click chut v o [Pick target] sau
r chut ra khung nhn Top v click vo ci m tr va to.
5. Click vo du cng + ca th Assign Controller m rng th
ny (nu cn)
Click chut vo Position: Position cho hp sng mu vng hin ln.
Tip tc click chut vo [?] m bng Asign Position Controller -
> chn Path Constraint ->Click [OK]
6. y bng cun ln pha trn, v tm n bng cun Path
Parameters. Click chut vo [Add path] sau r chut ra khung nhn
Top sau click chut vo ng cong (helix) chn ng ny lm
ng dn cho Camera.
7. n phm ? xem th xem camera chuyn ng cha.
Nu cha thy chuyn ng th bn phi lm li t bc 5
8. n phm C bt Camera01. By gi h y kch hot khung nhn
Perspective v n ? thng thc thnh qu ca mnh
9. Nu mun lm mt on phim th bn hy vo menu
Animation/Make Preview click [OK] th l bn c mt on phim
ri!
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6. Helpers:
6.1. Standard:
6.1.1. Dummy:
Dummy (vt th o) l mt khung hnh hp c im cht tm ca hnh hp. Vt th ny c tn gi
nhng li khng c tham s, bn khng th sa i c chng ngoi vic Rotate, Scale, Move v chng
khng hin ra khi Render.
Vt th Dummy thng c s dng lm i tng cha, trong lin kt ph h. c bit Dummy rt
quan trng trong vic to cc chuyn ng ca h khung x ng (bone), v cc chuyn ng khc.
V d: to lin kt ph h cha-con i vi Dummy v cc m tr.
1. Vo menu File/Reset
2. Ti khung nhn Top, hy to ra 3 m tr (Create/Standard Primitives/Teapot)
3. Sau hy to ra 1 vt th Dummy (Create/Helpers/Dummy), vi kch thc bt k tuy nhi n
cng khng cn to lm.
4. Click vo mt m tr bt k, click vo nt [Select and Link]
- Sau ko r chut ra Dummy, khi thy biu t ng 2 vung lng vo nhau th click chut kt
thc, lc ny m tr c Link vi Dummy. Thao tc t ng t cho 2 m tr cn li.
5. Khi Link xong, bn th click vo Dummy ri di chuyn Dummy n v tr khc, bn s thy 3
m tr cng di chuyn theo.
* Lu : bn khng c dng cng c Scale (thu phng) phng to/thu nh Dummy khi lin
kt xong, v nh vy cc i tng con ca Dummy cng s thay i theo.
y ch l v d mang tnh khi qut, bn c th l m c nhiu hn th nu bn bit ng dng n
vo thc t trong cng vic c th.
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Bng cch dng Dummy, bn c th lm cho Camera chuyn ng theo ng ray ging nh
nhng ngi quay phim vn thng lm khi quay Video Clip.
* Gi : lm c vic bn cn c mt ng ray bng cc ng Spline, Circle,
Rectangle...; sau t cng bc "Path Contraint" cho Dummy, tip tc Link Camera vi Dummy.
6.2. Atmospheric Apparatus:
6.2.1. Atmospheric Apparatus :
y l cc i tng dng m phng hiu ng la chy, v n, h ay cc m my...
Chng bao gm BoxGizmo, SphereGizmo, CylGizmo. Cch s dng 3 i t ng ny ging nhau, ch
khc nhau l chng s tn ti dng hnh hp (box), hnh cu (sphere) hay hnh tr (Cylinder).
to ra mt i tng Atmospheric bn click chut vo menu
Create/Helpers/Atmospherics/BoxGizmo sau click chu t vo ni cn to sau bm + r chut
xc nh din tch y, sau di chuyn chut ln trn hoc xung di xc nh chiu cao ca khi
hp.
Ci chng ta cn quan tm y l bng tham s Atmosphere & Effects. y l ni to ra hiu
ng la chy hay l m my.
- Click chut vo nt [Add] chn hiu ng cn to.
- Khi s hin ra hp thoi "Add Atmosphere", ti y bn c th chn "Volume Fog" hoc "Fire
Effect".
hin kt qu ca hiu ng bn va chn th bn phi Render khung cnh bng cch n phm F9.
60
61
7. Space Warps:
7.1. Geometric/Deformable:
7.1.1. Bomb:
Thng dng ph v mt i tng, to thnh cc mnh nh.
S dng Bomb m phng s va chm ca cc vt.
1. Vo menu File/Reset
2. Ti khung nhn Top, to ra mt m tr (Teapot) bng cch vo menu Create/Standard
Primitives/Teapot vi kch thc bt k.
3. Vo menu Create -> SpaceWarps -> Geometric/Deformable -> Bomb sau to ra mt Bomb ti
v tr bt k, click phi chut tt nt lnh [Bomb].
4. Click chut vo Bomb va to, sau oc click vo nt lnh "Bind to SpaceWarp" , di chuyn
chut ln pha trn ca Bomb, sau click chut + r chut n v tr ca m tr khi thy c biu tng
sng gn di hnh vung th nh chut.
5. By gi hy n phm ? chy hot cnh v quan st kt qu thu c
Cha n tng lm, s d chic m b mo nh vy l do v tr t Bomb bn c th t Bomb v o
tm ca m tr ri quan st kt qu.
6. Click chut vo Bomb, n phm 1 (hoc click chut vo th Modify) vo ch Modify
Trong th Bomb Parameters thit lp cc thng s sau: Strength = 2; Spin = 0.15; Min = 1; Max =
50; Chaos = 5;
Trong :
- Explosion:
+ Strength (cng ).
+ Spin (s quay).
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- Fagment Size (kch thc cc mnh v)
+ Min (nh nht).
+ Max (ln nht).
- General
+ Gravity (trng lc): lc ht tc ng l n cc mnh v, gi tr ny cng cao th lc ht cng ln.
+ Chaos (s hn lon): gi tr cng cao, th cc mnh v s cng chuyn ng hn lon.
7. By gi hy n phm ? xem kt qu cui c ng.
Cng c y ch!!
7.1.2. Ripple:
Ripple cng ging nh Wave nhng khc kt qu to thnh. Ripple to thnh ging nh khi bn th
mt vin nh xung mt nc phng lng vy.
p dng Ripple cho i t ng bn cn:
1. To i tng cn to gn sng
( y ti to ra mt box vi kch th c Length: 200; Width: 200; Height: 2)
2. To ra i tng Ripple bng cch vo menu Create -> Space Warps -> Geometric/Deformable ->
Ripple
Thit lp cc tham s nh sau (cc tham s ny ch p dng i vi v d ny, nu bn c vt th
khc th bn phi thit lp cc tham s cho ph hp)
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Trong :
+ Amplitude 1, Amplitude 1 l bin gn sng theo trc x v y. Bin cng cao sng cng mnh, nu
hai bin ny khng bng nhau th s to ra gn sng khng u nhau
+ Wave Length: ln ca gn sng.
+ Circles: s lng vng trn gn sng tnh t tm ra.
+ Segments: chia gn sng thnh bao nhiu phn l do bn thit lp gi tr, sng cng mt nu gi
tr ny cng cao v ngc li iu ny cng t l nghch vi tc Render cho nn bn hy cn trng.
3. Click chut vo Box01, sau click vo bi u tng , ko r chut ln Ripple sau nh
chut.
Cng ging nh Wave nu Box01 ca bn c gi tr Lenght Segs = 1; Width Segs = 1; Height Segs
= 1; th s khng c kt qu g xy ra c. Do bn cn thay i gi tr n y cao hn, mi ln thay i gi
tr mi hy quan st s thay i kt qu c nhn xt v s cn thit ca mi tham s.
y ti thay i Length Segs = 20; Width Segs = 20 c n Height Segs = 1 th thu c kt qu
Nu thay i bng 50 th c
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7.1.3. Wave:
Wave lm cho vt th bin dng ging nh ln sng vy!
p dng Wave cho i t ng bn hy:
1. To ra i tng cn p dng Wave ( y ti to ra mt box vi kch th c Length: 200; Width:
150; Height: 2)
2. To ra i tng Wave bng cch vo menu Create -> Space Warps -> Geometric/Deformable ->
Wave
Cc tham s trong v d ny l:
Trong :
+ Amplitude 1: l bin theo trc x
+ Amplitude 2: l bin theo trc y
Bin cng cao th sng cng mnh.
+ Bin Amplitude 1 v Amplitude 2 khc nhau
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+ Bin Amplitude 1 v Amplitude 2 bng nhau
3. Click chut vo Box01, sau click vo bi u tng , ko r chut ln Wave sau nh
chut.
4. Nu bn n F9 Render th rt c th cha c g xy ra c l do l v khi to Box01, gi tr mc
nh "Length Segs", "Width Segs" c gi tr = 1. thy c Box01 b un cong th bn phi tng gi
tr "Length Segs" hoc "Width Segs" l n.
Cn lu l tng n mt gi tr nht nh thi, v nu gi tr qu ln s gy ra nhiu a gic do
s hao tn ti nguyn v s rt chm khi Render. Do tt nht l bn nn t gi tr va phi, c th ch
tng "Legth Segs" hoc "Width Segs" bn cng thu c kt qu nh mun.
y ti tng gi tr Length Segs = 20; Width Segs = 1; Height Segs = 1;
Bn th tng Width Segs = 20 xem, kt qu vn khng khc l my ch khc l tc Render
chm hn.
(Dng lm tm ngi lp nh c y ch!!)
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7.2. Modifier-Based:
7.2.1. Hiu chnh nghing:
Php hiu chnh nghing (Skew)
1. Chn vt th cn hiu chnh
2. Vo menu Modifiers/Parametric Deformers/Skew
Cc tham s ca php hiu chnh Skew
+ Amount: nghing ca vt
+ Direction: xoay hng nghing quanh trc z (bn s nhn ra n khi nhnh t khung nhn Top)
+ Skew axis: trc c chn nghing (x, y hoc z) (c th hin r khung nhn Front)
V d:
1. To 1 khi tr Cylinder (Radius: 7; Height: 80)
2. p php Skew v chn cc thng s: Amount=60; Direction=0; Skew Axis=z;
Hy th thay i Direction=60 v quan st khung nhn Top bn s hiu c bn cht ca Direction.
7.2.2. Php un cong (Bend):
1. Chn i tng cn p dng php hiu chnh Bend.
2. Vo menu Modifiers/chn Parametric Deformers/ Bend
3. Trn bng cung Parameters chn trc cn p dng (x, y hoc z) (cc trc n y c th thay i li
sau ny.
4. G vo s o gc trong Angle, i t ng s c un theo gc nh vy.
5. Hng ca php hiu chnh s c thit lp trong Direction.
* V d: p dng php hiu chnh Bend
1. Vo menu Create/chn Standard Primitives/Cylinder v to ra mt khi tr t y .
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2. Chc chn rng khi tr va v ang c chn, nu khng th bm chut vo khi tr chn.
3. Vo menu Modifiers/chn Parametric Deformers/ Bend
4. Trong bng cun Paramters - Ti Angle: g vo 60 v n phm Tab
5. Trong Direction: g vo 180 v n phm Tab
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8. Material:
8.1. To vt liu phn chiu c bn:
1. Click vo menu File/Reset khi to li Max.
khung nhn Top:
+ Click chut vo menu Create/Standard Pr imitives/Plane
Sau to ra mt mt phng Plane
+ Tip tc vo menu Create/Standard Primitives/Teaport
To ra mt m tr vi kch thc bt k.
Di chuyn m tr ln pha trn ca mt phng
2. n phm H, chn Plane01 click [OK], n phm M m bng vt liu.
3. n phm G, trong ca s hin l n tm n nhm Browse From: v click chn New
4. Trong danh sch vt liu hin ra bn phi, click p chut vo vt liu Ractrace, ng ca s
Material/Map Browse l i.
5. Vo menu Material/Show Map in Viewport
6. Click chut vo vung ca Reflect, ca s hin l n click p chut vo Gradient. n mi phm
tn ln trn (up arrow).
7. Click chut vo biu tng p dng vt liu cho Plane01
8. ng bng vt liu li, n F9 xem kt qu.
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8.2. Vt liu Material:
Ca s bin tp cht liu
i tng c hnh dng trng tht hn th bn phi p vt liu cho n. Khi mun p vt liu cho
1 i tng no th bn chn i tng v n phm M s c mt bng hin ra.
Trong bng cun Shader Basic Parameters bn click v o combo cho php bn chn cc dng vt
liu khc nhau nh: Anisotropic, Blinn, Metal...
1. Anisotropic
2. Blinn
3. Metal
4. Multi-layer
5. Oren-Nayar-Blinn
6. Phong
7. Strauss
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8. Translucent
Khi click vo mt trong cc kiu trn th s xut hin bng cun xxx Basic Parameter (xxx l Blinn
hay Metal nu bn chn l Blinn hay Metal... ) tng ng trong c cc tham s cn ch :
* Mu ca cht liu:
- Ambient: mu nhn thy t nhng vng ti.
- Diffuse: mu nhn thy t vng trung bnh ca vt th (vng khuch tn)
- Specular: mu nhn thy t vng sng chi (vng sng chi)
* Loi b mt ca cht liu:
Lm cho cht liu c bng khc nhau (Anisotropic, Blinn, Metal, Multi -layer...)
Sau hiu chnh cc thng s
. Specular: bng
. Glossiness: trn lng
. Soften: mn (gip cn bng bng v trn lng)
* Lm vt liu t pht sng
Hy nh du chn mc Seft - illumination v chn mu pht sng (ging vi s pht sng ca bng
n hunh quang, n m, trng...)
* Vt liu c trong sut (nhn xuyn qua): gim Opacity xung
* Vt liu c dng khung dy, khai bo kch thc khung dy trong bn cun Extend Parameters/
Wire/ Size.
* 2-sided: cht liu hin c hai mt ca vt th
* Facted: p dng cht liu vo tng khung li
. Diffuse: to cho bitmap p l n i tng mt cch bnh thng (Diffuse th hin mu bn cht
ca i tng).
Pha di ca bng cun xxx Basic Parameter l bng cun Maps, cho php bn c thm cc ty
chn cc hiu khc nhau cho vt liu nh :
. Bump: to s li lm s s trn i tng theo nguyn tc tng mu ti s lm phm vi p dng ln
trn i tng, ngc li tng mu sng s th hin trng thi bnh thng.
. Opacity: to s trong sut, ni cc tng mu ti trn ha ang p cho i tng, cn tng mu
sng s gi li i tng v th hin cht liu ang c p ti thnh phn Diffuse.
. Reflection: th hin s phn chiu ca ha l n i tng tuy nhin s b nhum mu m thnh
phn Diffuse ang th hin.
. Refraction: th hin s chit sng khc x trn i tng, ty theo ch s chit quang IOR (Index Of
Refraction) c thit lp nh th no, m s chit sng s nh hng khc nhau ln trn vt th .
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Vt liu IOR
Vacuum (chn
khng)
1.0 (exactly)
Air (khng kh) 1.0003
Water (nc) 1.333
Glass (knh)
1.5 (clear glass) to
1.7
Diamond (kim
cng)
2.417
(Nu bn la chn nhiu kiu p ha th ch s Amount s th hin s t ng tc vi nhau thng
qua gi tr ca chng, s tng tc ny s to nn dng v tht cho i tng.)
Khi bn hon tt vic la chn cc thng s th n lc p dng vt liu cho i t ng. Bn
c th p dng vt liu cho i t ng bng cch click chut tri vo hnh qu cu trn trong ca s
Material Editor sau ko v th vo i tng cn p vt liu. Hoc bn click chut v o biu tng
pha di cc qu cu vt liu, thao tc ny c kt qu khi i tng cn p dng vt liu ang c
chn.
8.3. Vt liu X-ray:
Nu bn c nhn tm phim chp X-quang ri th vt liu ny khng c g xa l vi bn c, tuy
nhin vi nhng bn cha c nhn phim chp X-quang th s khng bit n ra sao c. Khng sao, sau
bi ny bn s c cm nhn mt tp phim chp X-quang n s ra sao. No chng ta hy bt u.
1. Vo menu File/Reset khi to li Max
2. Ti khung nhn Perspective hy to ra mt khi ng (tube) vi kch th c ty
(vo menu Create/Standard Primitive/Tube)
3. n phm M m bng vt liu
4. Vo menu Material/Get material (hoc n phm G) m bng, Material/Browse
Trong danh sch cc vt liu, hy tm n Blend v click p chut chn loi vt liu ny (nu v
tnh chn sai loi vt liu th hy n Ctrl + Z sau l m li)
ng ca s Material/Browse li
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5. i tn vt liu c thnh x-ray (nu thch)
6. Click chut vo [Material #25] ca Material 1
7. Bng Blinn Basic Parameter hin ra
Click chut vo biu tng ch U nm ngang gia Ambient v Diffuse tt nt ny.
Chnh sa mu ca Ambient: R: 0, G: 0, B: 0 ; Diffuse: R: 0, G: 0, B: 0
Cc thng s khc nh hnh di.
8. Vo menu Navigation/Go to Parent quay tr v bng vt liu Blend
9. Click chut vo nt [Material #26] ca Material 2
Click chut vo biu tng ch U nm ngang gia Ambient v Diffuse tt nt ny.
Nhp cc thng s sau:
+ Ambient: color = 0 - 0 - 0
+ Diffuse: color = 255-255-255
+ Specular: color = 255-255-255
Cc thng s khc nh hnh di
M bng Extend Parameter
G vo Amt: = 100
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10. Vo menu Navigation/Go to Parent quay tr v bng vt liu Blend
11. Click chut vo nt [none] ca Mask
Click p chut chn vt liu Falloff (gi nguyn cc thng s)
12. Vo menu Material/Assign to Selection p vt liu cho vt th.
13. ng bng Vt liu li, n phm F9 xem kt qu.
8.4. To vt liu chic l:
1. Trc tin hy download 2 hnh ny v my ca bn
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2. Vo Menu File/Reset khi to li Max
3. Ti khung nhn Top to ra mt mt phng Plane vi kch th c bt k (vo menu Create/Standard
Primitive/Plane)
4. n phm M m ca s Material Editor
5. Trong nhm Blinn Basic Parameter
Click chut vo vung ca Diffuse s c ca s Material/Map Browse hin ra
Trong nhm Browse From: click chn New
Trong danh sch cc vt liu hin ra, click p chut vo Bitmap v tm n file cha hnh chic l
mu xanh.
Vo menu Navigation/click vo Go to Parent (ho c n phm mi tn ln trn (Up arrow))
6. Click chut vo vung ca Opacity
->ca s Material/Map Browse hin ra
Trong danh sch cc vt liu hin ra, click p chut vo Bitmap v tm n file cha hnh chic l
mu trng.
Vo menu Navigation/click vo Go to Parent (ho c n phm mi tn ln trn (Up arrow))
7. Vo menu Material/Show Map in Vi ewport
8. Vo menu Material/Assign to Selection
9. Cui cng, hy ng bng Material Editor li, n phm F9 th ng thc kt qu
(y ch l cch to vt liu l cy n gin nht. Bng cch ny bn c th to ra nhiu loi vt liu
kiu l cy (leaf) m phng cc loi l cy).
75
8.5. Vt liu Glass c bn:
1. Vo menu File/Reset
2. Ti khung nhn Top to ra mt box (n t
hp phm Alt + C + S + B) vi kch thc :
+ Length: 40
+ Width: 28
+ Height: 0.15
3. Tip tc, to ra mt Cylinder vi kch
thc:
+ Radius: 2
+ Height: 20
Cc thng s khc mc nh)
Sau di chuyn nh hnh bn
4. Cylinder vn c chn, gi phm Shift +
R chut theo trc X sang bn tri, sau nh
chut.
Click [OK] khi c hi.
5. Tip tc nhn bn thm 2 cylinder na, ri
di chuyn nh hnh bn.
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6. n phm H, chn Box01 click chut v o
[Select]
- n phm M, m bng Material Editor
- Click chut vo Qu cu u tin
- Click vo nt Standard, -> click p vo
Architectural.
Ti th Templates click chn Glass -Clear
Trong phn Diffuse Color:
R: 255; G: 255; B: 255
Vo menu Material/click Show Map In
viewport
Vo menu Material/click Assign to Selection
7. n phm F9 xem kt qu
Tuy nhin, kt qu thu c khng r lm.
hin th r bn cn to ra mt Plane (Alt +
C + S + Click Plane) sau di chuyn n xung
pha di.
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8.6. Vt liu dng Multi/Sub-Object:
1. Reset 3D max (File/Reset)
2. Ti khung nhn Top, to ra mt Cylinder vi
kch thc bt k
3. n phm M m bng bi n tp vt liu
- Click vo nt [Standard] -> Click p chut
vo Multi/Sub-Object -> chn Discard old Material
khi c hi -> click [OK].
- Click vo nt [Set Number], t gi tr = 3,
click [OK]
- Click vo Material #25, sau click vo
vung ca mc Diffuse (cnh hnh kha) ->click
p vo mt loi vt liu bt k
Click vo nt Go to Parent lin tc 2 ln
tr v ca s vt liu.
Tip tc lm nh vy vi Material #26 v
Material #27
4. Vo menu Material/click Ass ign to Selection
ng bng bin tp vt liu li.
5. Cylinder vn ang c chn, click phi
chut -> chn Convert to:/Convert to Editable Poly
- n phm s 4, vo ch Polygon Sub-
Object
* Click phi chut vo khung nhn Front:
a) Sau ko r chut chn 2 phn pha
trn.
- Ti th Modify ->Tm n bng cun Polygon
Properties, t gi tr: Set ID=1
b) Tip tc lm nh mc a) la chn phn
gia, t gi tr: Set ID=2
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c) Phn cn li t: Set ID=3
6. n phm F9 xem kt qu
8.7. Vt liu hot cnh:
Bn bao gi t cu hi, lm th no to ra mt dng vt liu ng (ging nh hnh chuyn
ng ca mn hnh tivi vy).
Bi ny chng ta s tm hiu cch to ra loi vt liu .
1. Vo menu File/Reset khi to li Max
2. Ti khung nhn Front, to ra mt Plane (dng t hp phm Alt+C+S -> click chn Plane) vi kch
thc bt k.
3. Bn cn phi chun b nhng bc nh c kch th c bng nhau, i tn chng ging nhau km
theo s th t ca tng bc nh
(v d: ti c 5 bc hnh, t tn l landscape01, landscape02...landscape05)
Sau copy chng vo mt th mc no cho d tm.
4. n phm M, m bng vt liu
- Click chut vo nt cnh hnh kha -> click p
chut vo Bitmap
Ca s "Select Bitmap Image File" hin ra, bn hy
tm n ni cha nh (lu gi tr trong "File of
Type" nn chn l "All file (*.*)" th bn mi thy
c ht cc nh dng nh)
Click chut vo bc nh u tin, click chut chn
"Seguence" -> click [Open]
Khi ca s "Image File List Control" hin ra yu
cu bn khai bo ni lu file *.ifl (y l file cha
thng tin v danh sch cc bc nh)
ng thay i cc thng s, bn ch cn click v o
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du kim "Include Image Path" sau click [OK] l
c. (khi file *.ifl s c lu vo ni cha cc
bc nh ca bn)
5. Vo menu Material/ click "Show Map In
Viewport"
- n phn gn vt liu cho Plane01. Nu tr c
bn vn chn Plane01 th bn ch cn vo menu
Material/ chn "Assign to Selection"
Hoc bn c th "click v drag" (ko v th chut)
c ngha l click vo vt liu va to, sau bm
chut, r chut ra khung nhn ang c kch hot sau
th chut
6. ng bng vt liu li
n phm ? chy hot cnh, hy quan st s thay
i ca cc cnh trong Plane01
Bng cch ny bn c th to ra s chuyn ng
cho mn hnh tivi, my tnh, in thoi hoc nhng th
tng t nh vy.
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9. Thc hnh:
9.1. To chic Ly:
1. Click chut tri vo khung nhn Front, sau nhn Alt + W phng to khung
nhn
2. Vo bng lnh Create, chn Shapes, chn Line (hoc n t hp phm Alt + C +
H + L)
sau v hnh sau y, khng cn ging lm.
3. Click chn i tng sau bm chut phi chn Convert to -> Convert to
Editable Spline
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4. n phm 1 trn bn phm, sau chn im 1, click chut phi v chn Bezier
( tools 1). Thc hin t ng t i vi im 2, 3.
Di chuyn cc im n v tr mi, v thay i di ca ng tip tuyn
mu vng lm cho hnh c p hn.
5. Vo menu Modifiers/Patch-Spline Editting/Lathe
c hnh ny, hi tht vng mt cht v y khng phi l ci ly! khng sao, hy
lm tip.
6. Trong bng cun Paramter:
+ G 50 vo Segments.
+ Trong nhm Align hy bm vo: Min
Ta c hnh bn. Vn cha p lm!
7. Tip tc p dng php hiu chnh Shell cho i t ng
+ Vo menu Modifers/Parametric Deformers/ch n Shell
(nu vt khng c chn th khi chn Shell s b m i)
Nhn F9 Render, th xem ging cha!
82
8. Nu mun ging hnh bn th p vt liu Reflection_Chromic cho chic ly hoc
chn ty . Hy th xem!
9.2. To Logo 3D:
1. Hy download hnh bn v my thc hnh
Bn c th ly hnh ty thch hnh cng n gin cng tt, khi quen ri th
thao tc vi hnh kh s d hn.
y ti chn hnh ny cho d.
2. Bm chut vo khung nhn Left kch hot khung nhn ny
Nhn t hp phm Alt + B -> trong nhm BackGround Source click vo files
v chn hnh mu lm logo.
Trong nhm Aspect Ratio chn Match Bitmap
Chn Display Background v Lock Zoom/Pan (mi th khc gi mc nh)
Nhn Ok
3. n Alt + W phng to khung nhn Left
n G tt li
4. Vo menu Create/Shapes/Circle
sau v mt vng trn va vi chm trn trn logo
Vo menu Create/Shapes/Line
V cc on thng ni tip bao quanh phn c n li ca logo (v cho ti khi
im u v im cui gp nhau: s hin hp thoi Close Spline v n Yes khi
c hi)
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5. Bm chut phi chn Convert to -> Convert to Editable Spline
Trong bng Modify va hin ra, hy tm th Gemotry pha di v bm vo
Attract sau di chuyn chut vo khung nhn v r chut ln trn Circle1
va to khi thy con tr nh hnh bn th bm chut.
6. Vo menu Modifiers/ Mesh Editing/Extrude
Tng gi tr Amount ln 50
Chuyn v kch hot khung nhn phi cnh (Perspective)
Bn s c hnh ny.
7. Tip tc, ta s lm cho n quay trn
- Bn hy bm chut vo Auto key
- Bm chut vo thanh trt v ko n v tr 20 sau dng cng c Select
and Rotate quay khong +45 . Tip tc di chuyn n v tr 40 v quay
khong 45 na, tng t vi v tr 60, 80 cng vy (hn hoc km cng
c, nu phn chia khng u th i tng quay khng mt lm nhng
khng sao)
8. Cui cng n lc thng thc thnh qu ri
Hy bm phm ? xem kt qu (l u l cn kch hot khung nhn
Perspective th mi thy c ton cnh)
84
9.3. To hnh u con m:
1. Hy download hnh bn v my thc hnh
2. Ti khung nhn Left
Nhn t hp phm Alt + B m ca s Viewport Background
- Click vo Files chn nh nn (hnh va download v)
- Chn Match Bitmap v Lock Zoom/Pan v click vo OK
- n Alt + W phng to khung nhn Left
- bm vo biu tng knh lp pha gc di phi thu
nh hnh li sao cho nhn thy ton b.
- n phm G tt ng li
3. n t hp phm Alt + C+ H + L v ng (line)
- Sau v cc ng ni tip nhau bao quanh hnh con m (v
theo cc im nt c sn, v nhn phi chut nu mun kt thc
v ng khi ny ng va to s c t n l Line01). Nu v
tha nt th hy nhn Ctrl + Z Undo li.
4. Tip tc v tip 1ng bn trong click chut phi kt thc
lc ny ng va to c tn l Line02
- n phm 1, click chut phi v chn Create Line v v tip
ng cn li.
5.n Alt + W thu nh khung nhn hin hnh sau click phi
chut vo khung nhn Front kch hot khung nhn ny
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(lc ny Line02 ang c chn) Click vo ch Line hnh bn
chuyn n thnh mu xm.
Click chut phi v chn Move sau di chuyn Line02 sang tri
(theo trc x) mt khong
6. Click chut phi vo khung nhn Left, n Alt + W phng to
khung nhn ny.
Click chut phi v chn Attach sau di chuyn chut l n trn
Line01 khi chut bin thnh hnh bn th click chut.
Lc ny Line01 c gp vo Line02
7. Click chut vo bt ch bt dnh, click phi chut
ln trn biu tng trn bt hp thoi Grid and Snap settings,
ti th Snaps chn Vertex, v b ht cc la chn khc v n vo
nt close [x] ng hp thoi.
Create Line sau ni cc im li vi nhau
8. Vo menu Modifiers chn Patch/Spline Setting/Surface
9. S c kt qu nh hnh bn
Nu trn b mt va to c nhng l thng l do c im vn cn
h, hy dng cng c Move di chuyn chng khp vi nhau.
Hy bt Snaps settings ln cho chnh xc.
10. Tip tc, trong bng modify hy tm thi tt php surface i
bng cch click chut vo hnh chic bng n cho n chuyn
thnh mu xm.
- Ti khung nhn Front, click chut chn li Line02 nu cn, sau
click chut phi chn Move.
- Vo menu Tools/Mirror...
+ Trong nhm Mirror Axis chn x; Offset: g vo gi tr 200.
86
+ Trong nhm Clone Section: chn Copy sau click [OK].
Bn s to ra c mt sao ca hnh ban u.
11. Hy kch hot khung nhn Perspective (khung nhn phi cnh)
v phng to n ln.
- n phm H sau chn Line02 v click [OK]
lc ny Line khng chuyn thnh mu vng nh hnh bn, hy
click chut vo Line lm cho n chuyn thnh mu vng.
- n phm 1, click chut phi chn Attach sau di chuyn l n
Line03 khi chut thay i th click chut gp Line03 vi
Line02
12. Hy bt Snap ln ( bc 7)
click chut phi chn Create line ni hai h nh li vi nhau.
y l cng vic rt d sai, hy cn thn quan st tht k im
u v cui ca ng ta cn ni.
Hy dng cng c xoay khung nhn d cho vic quan st.
Hy lm tht cn thn, nu b sai hy n Ctrl + Z v lm li
87
13. By gi hy click vo hnh chi c bng n bt php
Surface ln v thng thc thnh qu ca mnh.
Nu thy c nhiu l thng th bn hy xem li xem c ng
ni cha? v ng ni ng cha?
Nu ng, bn s c hnh bn. Nu cha c hy xem li cc
ng ni.
14. By gi n phn lm cho n mt hn.
- Vo menu Modifiers/Subdivision Sufaces/ chn MeshSmooth.
Nu cha thnh cng hy th lm li t u, ng nn l ng!
(quan trng nht l bc 12)
9.4. To khi Rubic:
1. Vo menu Create/Standard Primitives/Box
To mt Box vi kch thc bt k. Sau vo
th Modify v thit lp: Length=100;
Width=100; Height=100; Length Segs=3;
Width Segs=3; Height Segs=3;
2. Click chut phi vo i tng, chn
Convert to: /Convert to Editable Poly
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3. n phm s 4, sau click v r chut to
thnh hnh vung bao quanh Box, sau nh
chut la chn cc polygon ca Box. (nu
chn ng th ton b Box s tr thnh mu
hon ton)
4. Click chut phi v bm vo vung ca
Bevel
5. Thit lp cc thng s nh hnh bn v n
[Apply]
6. Sau thay i Height=5; Outline
Amount=0 v n [OK]
Bn c hnh ny.
Th l xong, n F9 xem kt qu.
9.5. To hnh chic bt t:
1. Vo menu File/Reset khi to li Max
2. Ti khung nhn Top, to ra 1 cylinder
Radius: 80; Height: 50; Height Segs: 5; Cap Segs: 8; Side: 18
3. n phm H, chn Cylinder01 click [OK]
Click chut phi, chn Convert to: /Convert to Editable to Poly
4. Kch chut phi vo khung nhn Front
n phm 1 trn bn phm vo ch Vertex
n phm R chn cng c Seletc and Scale
n phm Z phng to, cc khung nh n
89
5. Ko r chut chn cc im di cng.
n Alt + W phng to khung nhn Front
6. Di chuyn chut vo tam gic mu vng. V click chut tri
v di chuyn xung pha di mt cht.
7. Tip tc, ko r chut chn cc im tng bn trn. click
v di chuyn chut xung thu nh bn ng knh ca tng
ny.
8. Tip tc, thao tc vi tng th 3
9. Chn cc im tng cui cng, click phi chut chn Move
ri di chuyn cc im ny ln pha trn
- Tip tc, chn tng th hai ( pha di cng) v di chuyn ln
pha trn mt cht.
Xem hnh bn
10. La chn cc im thuc 2 tng tr n cng, v di chuyn
chng ln pha trn.
11. n phm 2, vo ch Egde
Click chut vo mt ng bin, nh hnh bn
Trong th Selection click chut vo nt [Ring]
Click chut phi, chn Connect
90
12. Click chut vo cnh nh hnh bn.
Trong th Selection click chut vo nt [Ring]
Click chut phi, chn Connect
13. Bn s c hnh ny
14. n phm 1, vo ch Vertex
Chn cc im nh hnh bn (ko r chut to thnh hnh vung
nh bc 5, nu khng s khng chn c cc im pha bn
kia ca khi)
n phm R, chn cng c Select and Scale
15. Click chut v di chuyn ln pha trn.
16. Click phi chut chn Move, ri di chuyn xung d i.
17. Chn cc im trn cng ri Move chng xung nh hnh
bn.
18. n thu nh khung nhn Front li (Alt + W)
sau kch hot khung nhn Top
n phm 4, sau gi Ctrl + click chut la chn cc
polygon bn trong cho n khi chn ht cc polygon th thi.
91
19. n phm R, ri di chuyn chut l n trn phng to cc
polygon thm mt cht na
19. Kch chut phi vo khung nhn Perspective
n phm Z, click phi chut v chn Extrude
Click chut phi vo khung nhn Front, phng to khung nhn ny
ln. Sau click chut phi vo khung nhn Perspective.
20. Click chut v ko xung di.
Click phi chut, chn Bevel
(Bn phi lm ng tc ny nhiu ln mi quen)
Nu b sai hy n Ctrl + Z Undo
Bn phi lm tt c 2 ln Extrude, v 3 ln Bevel to ra c
hnh bn.
(on mu th nht dng Extrude, on th 2 dng Bevel,
on 3 dng Extrude, cc on cn li dng Bevel)
21. Chuyn v khung nhn Front, phng to khung nhn ny ln.
n Ctrl + click chut chn 2 polygon lin nhau
Click phi chut chn vung ca dng Bevel
in cc thng s: Height: 15; Outline Amount: -1.5
22. Lm tng t i vi 2 polygon pha i din
Bn c hnh ny
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23. Cui cng, Vo menu Modifiers/Subdivision Surface v
chn MeshSmooth, v TurboSmooth
Th l xong, n F9 xem kt qu
Cha c ging lm, nhng iu khng quan trng v bi
ny gii thiu cho cc bn bit cch thc "nn mt vt" tr ong
3D max.
9.6. To logo XP:
1. Vo menu File/Reset khi to li max
2. Vo menu Create/Shapes/Arc chn lnh v cung trn.
- Ti khung nhn Front to ra mt cung trn nh hnh bn
3. Click phi chut chn Move, gi phm Shift + click v o
Arc01 va to sau di chuyn l n pha trn mt cht khi
ng th nh chut -> xut hin ca s Clone Option. Hy
chn Copy v click vo nt [OK]
4. Arc02 vn ang c chn, click phi chut chn Convert
to: /Convert to EditableSpline
- Click phi chut chn Attach sau click v o Arc01
- n phm S bt Snap, click phi chut c hn Create Line ri
v tip hai ng bin cn li
5. Vo menu Modifiers/Mesh Editi ng/Extrude
- Thay i gi tr Amount: l n mt gi tr no cho n khi
bn nhn khung nhn Top thnh hnh vung l c.
Bn s c hnh bn
- Nu khng to thnh kt qu nh hnh bn th bc 4 bn
lm cha ng, c ngha l cc im giao nhau b h, chng ta
phi (weld) hn chng li.
+ Bn hy ko r chut to thnh hnh vung bao quanh im
giao u tin chn n ri click phi chut chn Weld
vertices
+ Lm tng t vi 3 im cn li
Nhn xem khung nhn Perspective hin ng cha (nh l
phi click chut vo php Extrude bng lnh Modify th mi
hin kt qu)
93
6. n phm H, chn Arc02 (hoc Arc01) click [Select]
Vo menu Tools/Mirror... ca s mirror hin ra:
click chn trc Y, Copy v click [OK]
Bn s c mt bn sao ca Arc02, by gi h y di chuyn n
nh hnh bn
7. Kch hot khung nhn Top
- n phm H, gi phm Shift + click vo Arc02 v Arc03 click
nt [Select]
- Gi phm Shift ri di chuyn l n pha trn, nh chut trong
ca s Clone Option hin ra:
Click chn Copy /OK
Bn c hnh bn
8. Kch hot khung nhn Perspective c hnh bn.
9. By gi n cng on lm p
- Bn hy ln lt chn tng phn ca logo ri chn mu cho
n (nu bn dng XP th hy lic mt xung nt Start m xem)
- Khi chn c mu ri, cn phi c vi ngn n chiu
sng n:
Hy vo menu Create/Lights/Standard light/Omni
- To ra 3 ci theo v tr nh hnh
94
10. Cui cng, ng qun n F9 thng thc thnh qu ca
mnh.
9.7. Lm quen vi Rigid Body:
1. Vo menu Fiel/Reset khi to li Max
2. Ti khung nhn Top hy to ra mt Box (vo menu
Create/Standard Primit ive/Box) vi kch thc
Length: 200; Width: 200; Height: 5 (ho c ty )
3. Ti khung nhn Left to ra mt Box th hai vi kch thc:
Length: 15; Width: 50; Height: 20 (hoc ty )
Sau di chuyn box02 ln trn box01 nh hnh bn
4. Vn ti khung nhn Left nhn t hp phm Ctrl + A sau
vo menu reactor/Create Object/Rigid Body Collection (ho c
gi phm Shift + Alt + Phi chut ri chn Rigid Body
Collection)
Lc ny Box01 v Box02 s c gn tnh cht l vt th rn.
95
5. Click chut chn Box02 sau vo menu reactor/Open
Property Editor -> hin ca s Rigid Body Property...
+ Nhp mass = 10
+ Click chn Bounding Box
Cc thng s khc gi nguyn
* Click chut chn Box01 sau vo menu reactor/Open
Property Editor
+ Nhp mass = 0
+ Click chn Bounding Box
Cc thng s khc gi nguyn
ng ca s Rigid Body Property... li
6. Vo menu reactor/Preview Animation
- n phm P xem th.
Bn hy di chuyn Box02 ln cao hn ri Preview Animation
li xem kt qu ra sao
(Bn s thy n ri mnh hn, bn c th thay i
7. Bn th xoay Box01 nh hnh bn. Hoc thay i mass ca
Box01 hoc Box02 ri Preview Animation li (nh bc 6)
xem s khc bit ra sao.
96
To mt on Video m phng chic t m v o bc tng.
1. Vo menu File/Reset
2. Ti khung nhn Top to ra mt box (n t hp phm Alt + C
+ S + B) vi thng s:
+ Length: 100
+ Width: 200
+ Height: 3
* Tip: to 1 box vi thng s bt k, sau v o th Modify
sa li cho ph hp
3. Ti khung nhn Left to ra box02 vi kch thc
+ Length: 5
+ Width: 20
+ Height: 10
di chuyn v tr ca n nh hnh bn. (khong cch ca box02
phi st vi box01)
4. Click vo box02 sau r chut sang bn phi ri nh chut
click [OK] khi c hi
5. Tip tc lm nh bc 4, hy to ra nhiu box mi na.
Xem hnh bn.
Nu khi copy ra cc box m c cc phn giao nhau th s xut
hin bng thng bo
97
Lc bn phi di chuyn li v tr ca n.
6.Ti khung nhn Top, to ra box vi thng s
+ Length: 15
+ Width: 30
+ Height: 10
(Box ny, dng m phng mt chic t)
7. Ti khung nhn Top, n t hp phm Ctrl + A chn tt c
cc i tng.
Vo menu reactor/Create Object/ Rigid Body Collection (hoc
gi phm Shift + Alt + Phi chut ri chn Rigid Body
Collection)
- Ko r chut, chn tt c cc vi n gch, cng vi Box m
phng chic t.
Sau vo menu reactor/Open property Editor, nh p cc gi
tr:
+ Nhp gi tr Mass=5
+ Click chn Bounding Box
ng bng Rigid Body.. li
- Click chut chn box01 (box dng lm nn) sau vo menu
reactor/Open Property Editor
+ Nhp gi tr Mass=0
+ Click chn Bounding Box
ng bng Rigid Body.. li
8. Click vo nt [Auto Key]
- Click chut chn Box (dng m phng chic t), di
chuyn thanh trt n v tr 7/100
- Ti khung nhn Top, di chuyn "chic t" sang bn phi
theo trc x.
Xem hnh bn
- Click chut vo nt ln na [Auto Key] tt ch ny.
98
9. Click chut vo hnh ci ba, s dng tin ch.
- Click vo Reactor, tm n bn cun World
Thay gi tr Col. Tolerance=0.3
10. Vo menu reactor/Preview Animation
Ca s Reactor real time... hin ra
n phm P xem hoc dng
11. kt xut ra thnh Movie th bn lm nh sau:
- Vo menu reactor/Create Animation
- Vo menu Animation/Make Preview...
Th l xong, bn c mt on Video ri!
99
9.8 Ch chuyn ng quanh khi cu:
1. Vo menu File/Reset
2. Ti khung nhn Top, to ra mt khi cu (Alt + C + S +
S) vi bn knh = 30 (di chuyn khi cu n y vo tm ca
khung nhn)
- n phm M, m bng bi n tp vt liu
Click vo vung ca dng Diffuse, click p chut vo
Bitmap, tm n ni cha hnh nh/ click chn nh no
/click vo Open.
+ Vo menu Material/ click Show map In viewport
+ Vo menu Material/click vo Assign to Selection.
ng bng Bin tp vt liu li
3. Click chut vo th Motion/ click vo Rotation sau
click vo biu tng [?]
- Bng Assign Rotation Controller hin ra, click chn TCB
rotation click [OK]
4. y bng cun ln pha trn, click chn Rotation
Windup.
5. Click vo nt [Auto key]
- Ko thanh trt thi gian n v tr 100/100
- n phm A, bt Angle Snap Toggle
- n phm E, chn Rotation (hoc click phi chut chn
Rotation)
100
6. Kch hot khung nhn Top ri quay trc Z +306
(click vo vng trn mu vng sau ko r chut xung
n khi mu xanh kn ht th nh chut)
Ch : trong khi quay, nhn xung di thanh thi gian
c biu th ta ca 3 trc x, y, z
- Xem hng mi tn tip tuyn mu vng bit chiu
dng hay m.
7. Click vo nt [Auto key] tt ch auto key
- G -15 vo ta Y pha di.
n phm ? xem th.
8. By gi chng ta s cho mt dng ch quay quanh khi
cu.
- Kch hot khung nhn Front (n Alt + W phng to
khung nhn)
- n t hp phm (Alt + C + H + T) to Text (nu ch a
r cch to text trong max bn c th tham kho b i cc
lnh v 2D)
- Tm n th Parameter: sau g on ch m bn thch
vo text
Thay i gi tr Size=11
Sau click chut ra khung nhn Front to ch.
9. n Alt + W thu nh khung nhn Front
- Click phi chut chn Move ri di chuyn Text va to
v v tr ph hp ( cc khung nhn)
10. Vo menu Modifiers/Mesh Editing/Extrude
t gi tr Amount = 1.5
+ Text vn ang c chn, vo menu
Modifiers/Parametric Deformers/Bend
-> Click chn X trong nhm Bend Axis:
101
11. Kch hot khung nhn Top -> di chuyn Text nh hnh
bn.
12. Click vo th Hierarchy/click vo Affect Pivot Only
13. Ti khung nhn Top Vo menu Tools/Align... sau
click vo khi cu
-> xut hin bng Align Selection
La chn cc thng s nh hnh bn ->click [OK] chp
nhn cc thng s
14. Click vo th Hierarchy/click vo Affect Pivot Only
tt ch Affect Pivot Only.
15. Ti khung nhn Top, n phm H, chn Text01 click nt
[Select]
- Click chut vo th Motion/ click vo Rotation sau
click vo biu tng [?]
- Bng Assign Rotation Controller hin ra, click chn TCB
rotation click [OK]
y bng cun ln trn, click chn Rotation Windup
102
16. Click vo nt [Auto key]
- Di chuyn thanh trt thi gian n v tr 100/100.
- Click chn Text, click phi chut chn Rotation v quay
theo trc Z vi gc: -360
Click vo nt [Auto key] l n na tt ch ny.
- Kch hot khung nhn Perspective, n phm ? xem hot
cnh.
17. Ti khung nhn Top v to ra mt ngun sng Omni
(Create/Lights/Standard light/Omni)
Kch hot khung nhn Perspective, n F9 xem kt qu.
Nu mun kt xut ra dng *.avi th bn hy vo menu
Animation/Make Preview
18. Lu bi ny li ln sau dng tip.
Tip tc bi trc (To ch chuyn ng quanh qu
a cu)
19. Kch hot khung nhn Front
- Vo menu Create/Lights/Standard Light/Target
Spotlight sau to ra ngun sng nh hnh bn
* Nu cha va th bn c th click vo Spot01 ri
dng cng c Scale theo trc x thay i cho ph
hp vi hnh bn.
20. n phm s 8 m bng Enviroment
Tm n th AtmoSphere/ Click vo Add/ Chn
Volume light sau click [OK]
- Tm n th Volume Light Parameter:
+ Click vo nt [Pick light] -> n phm H, click chut
chn Spot01 sau click Pick
+ Thit lp thng s nh hnh bn
103
21. Click chut vo th Modify, tm n nhm General
Parameters v t thng s nh hnh bn.
- Click vo nt Exclude... sau chn Sphere01 (qu
a cu) sau click vo nt [>>], chn tham s nh
hnh di ri click [OK]
- Ti bng cun Advanced Effects:
Click chut vo nt [None] ri tm n ni lu hnh
my git nc mu xanh bn di.
104
22. Nhn phm F9 xem kt qu
23. Kch hot khung nhn Top
Vo menu
Create/Helpers/Atmoshperics/SphereGizmo sau
to ra SphereGizmo ln hn khi cu mt cht (hnh
bn mu trng)
- Click vo th Modify
Trong bng cun Atmospheres and Effects click [Add]
ri chn Volume Fog/click [OK]
- Volume Fog c Add vo danh sch, click vo
Volume Fog sau click vo [Setup]
24. Nu khng thy SphereGizmo01 hin nh hnh
bn th click vo [Pick Gizmo], n phm H, chn
SphereGizmo01/ Click [Pick]
- Click chut vo Color:
Vi R: 151; G: 167; B: 245
Thit lp cc thng s nh hnh bn.
ng ca s Enviroment li
n phm F9 Render
105
25. By gi cn link khi cu vi SphereGizmo01
- n phm H, chn SphereGizmo01/Click [Select]
- Click vo nt Select and Link (cnh nt Redo), n
phm H, click chn Sphere01/ click [Link]
26. n phn kit xut thnh phim.
Vo menu Rendering/Video Port
- Click nt "Add Scene Event"/click [OK] khi c
hi
- Click vo "Add Image Output Event"/ Bng Add
image.. hin ra click vo nt [Files...] tm n mt file
nh bt k click vo file nh ri click vo [Save] ->
click [Yes] -> click [OK] -> click [OK] ln na.
- Click vo hnh ngi ang chy -> click [Yes] khi
c hi
Trong nhm "Time Output" t gi tr:
Range: 1; To: 100 -> click nt [Render]
27. i cho qu trnh Render xong (kh lu y)
- Vo menu Rendering/click RAM player
+ Click vo Open Channel A, tm n ni cha File
nh xxx001 (xxx l tn ca file nh) -> click [Open] ->
click [OK]
Khi load xong nh bn click vo nt [>] trnh
din.

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