8
530 Chapter 20: Managing Scenes and Projects
User I nterf ace Changes
Some of the user interface elements in 3ds Max
are not where you would expect them if you
are coming from VIZ Render. For example,
the
viewport cont rols (page 3–778)
are in the
bottom-right corner, instead of the top-left.
For more information on the user interface, see
User Interface (page 3–717)
.
R ender Preset s
The Render Presets in 3ds Max are very different
from the presets in VIZ Render. For more
informationonusingthem,see
Preset Rendering
Options (page 3–23)
.
Working with DRF Files in 3ds Max
Sav ing DR F Files
DRF files must be saved as M AX files in 3ds Max.
Impor tant: Once you save a DRF file in 3ds Max, it
becomes a MAX file and you cannolongeropenitin
VIZ Render.
Defaults
3ds Max ships with several m arket-specific defaults
sets. If you are working on design visualization
types of files, you should load the
DesignVIZ
default settings. For more information on how to
do this, see
Market-Specific Defaults (page 3–834)
.
Units
In VIZ Render, you can only use meters as your
system unit. However, 3ds Max lets you define
your own system unit, and how units are displayed.
For more information on units, see
Using Units
(page 2–3)
and
Units Setup Dia log (page 3–891)
.
Missing Maps
Many times, when you open a DRF file, you will be
presented with the
Missing External Files dialog
(page 3–504)
. To locate the missing fi les, add
theappropriateVIZRenderdirectoriestothe
Configure User Paths dialog >
External Files panel
(page 3–855)
.
Handling Link ed G eometr y in 3ds M ax
LinkedobjectsshowupasLinkedGeometry
objects on the Modify p anel. These objects don’t
allow access to sub-object levels where minor
editing can occur. If a lin ked geometry object is
moved,rotatedorscaledyoudohavetheoption
to Reset P osition.
Linked Geometry user interface on the M odify panel.
3ds Max recog nizes Linked Geometry objects
when you open a MAX file created in VIZ Render.
Since linked geometry objects offer no p arameters
on the Modify panel, you must first add an Edit
Mesh modifier to the object or collapse the linked
geometry object to an E d itable Mesh in order to
access sub-object levels. If you add a modifier to