Datasheet

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Part I Attacking gmax Hard and Fast
Several complex materials have also been removed, including most of the Shaders,
Reflection Mapping, Raytrace Materials, and Displacement Mapping. These materi-
als are used to produce detailed looks that take a long time to render and would
slow down your game. (You wouldn’t want that, would you?)
Most of the material modifiers are absent, but the mapping modifiers of UVW Map,
UVW Xform, and UVW Unwrap are still available. So gmax includes all that you need
to work with and manipulate maps.
Effects limitations
gmax can’t do Atmospheric effects like fog or Environment Mapping. Again, the rea-
son is probably because these effects would take too long to render effectively.
gmax allows backgrounds, but you can’t animate them.
3ds max also includes Particle Systems and Space Warps, which sound like B-grade
science fiction movies, but they let you create special effects by controlling the
movement of thousands of tiny particles. A Space Warp is a tool used to create
forces within a scene such as wind, torque, gravity, etc.
No rendering or compositing
There are no rendering limitations in gmax because there are no rendering features
at all. Because the game engine is used to render the objects, rendering objects in
gmax isn’t necessary. gmax does include a flat shade renderer that is used within
the viewport. This renderer can render objects as wireframes, smooth, or smooth
with highlights. For the work you’ll be doing, this is sufficient.
The Video Post interface is also missing. In 3ds max, this interface lets you combine
different animation sequences and edit them in different ways.
Other limitations
3ds gmax includes a Sunlight system, which can simulate the effect of sunlight at
any time during the year in any part of the world. This is missing in gmax.
The Camera Tracker and Camera Match utilities are missing in gmax. These utilities
let you match a camera to a section of video or to an image. The Motion Capture
controllers are also missing.
The Schematic View is also missing in gmax. This view displays all objects as nodes
(small boxes) and includes all the links, groups, and instances of an object in a sin-
gle view. It’s good for getting a macro look at your scene and can even be used to
move and define relationships between objects.
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