From the course: 3ds Max: Tips, Tricks and Techniques
Reducing curve detail with Optimize Spline - 3ds Max Tutorial
From the course: 3ds Max: Tips, Tricks and Techniques
Reducing curve detail with Optimize Spline
- [Instructor] Continuing our exploration of the new Spline modeling tools. Let's take a look at the optimized Spline modifier. As the name indicates, it optimizes level of detail. Reducing the number of knots, while attempting to maintain the shape of the Spline. So that we can see what we're dealing with a little bit better. Let's take a look at this in wire frame. I'll press F4 to enable edged faces. And select the Spline object which I currently have displayed as a renderable Spline in the view port. And I can see the polygon edges telling me that it's got a pretty consistent level of detail overall. There are some places where it's bunching up, but in general, it's not an optimized Spline. And that's by design. I wanted it that way because I knew I was going to be applying a Spline overlap modifier. Let's take a look at that in the modify panel. I've got some Spline overlaps. And at the bottom is the free-hand. And inside it's interpolation, I've got steps of six. And I actually did change the optimize setting. I turned that off. So that we wouldn't get any straight segments. Okay, so at the top here, let's go up to our Spline overlap. We've got three of them here to iteratively apply that modifier a few times. For better results. I'm going to enable show knots at the top here. But I can't see the knots inside the object. So let's take a look at this from a more sort of top level view where we can see the knots and not the individual polygons. I'll right-click in the view port if I need to to give it focus and press F4 to turn off edged faces with the Spline objects still selected, right-click and in the quad menu, choose object properties. And in display properties enable see-through and click okay. And now we have a pretty good idea of the overall shape of these curves. And you can see their thickness. And their knots without being distracted by all of those edges. We can now add the optimize Spline modifier, see how it works. For the modifier list, looking for optimize Spline. Add that. And once again, enable show knots. And with default settings, it's not going to do much. In fact, the default setting is to reduce the knots by zero percent. As we can see. Zero percent. If I turn the optimize Spline on and off, there's a very tiny subtle change there. Let's play around with this percentage value. We can try a high value like 90. And press enter. And now, obviously, those Splines are far too smooth. And we're now intersecting more with the geometry. But we did reduce the number of knots. We got some statistics down here. We reduced it by 90 percent. Alright, well let's bring this to something more reasonable. I played with this previously and determined that a good value was 55 percent. The minimum number of knots is just what it sounds like. You can't have fewer than two knots, in this case, on each one of these individual Splines. If we wanted to increase the overall level of detail, we could set the minimum knots to something high, like 100. And then we get some of that detail back. But I'm going to actually leave it at it's default of two. 'Cause I want to have a pretty heavy optimization here. We can make the result more accurate by increasing the iterations and sub-segment for amateurs here. Iterations is the number of times that this routine will run. We're going to increase it to it's maximum of 16. And sub-segments is a sampling value. And it's essentially sampling the curve before it runs the optimize. And if you increase the sub-segment up to it's maximum of 10, you will get the best possible results. Okay, we've done some pretty good optimization here. We've knocked it down to 55 percent of it's original number of knots. Let's now check this out in polygon land, once again. Ultimately, since I'm going to render these, the polygon count is more important than the knot count. So let's go back to the polygon domain. I'll right-click and go into object properties once again. Disable see-through. Click okay. Re-enable edged faces with F4. And now we can see that the polygon object has quite a number of issues with parametrization. Where some of the polygons are very, very large and some are very, very small. Something we couldn't really see when we were not looking at polygons. So let's fix that. We've got, switch here under the create section. Make adaptive, disable that. And now we have pretty consistent level of detail throughout. We know from the statistics in the optimize Spline modifier, how we've reduced the number of knots. Le's also investigate how we've reduced the overall polygon count. In order to do that, we will need to add a modifier to the top of the stack here. Turn to mesh. And that way we'll be able to make 3D as Mac interpret this as mesh object, rather than a Spline. Just for the purposes of reading out the statistics. With cursor focus on the view port, press the seven key to activate statistics in the upper left corner. And additionally, let's enable the statistics for the selected object. Click on the plus sign. Going to configure view ports. And in the statistics tab, enable total plus selection. And click okay. And now we got to read out here. We have 247,000 polygons for the selected Spline object. With the optimized Spline modifier enabled. Let's disable that. And now we have a read out of 550,000 polygons. So we reduced the number of knots by almost half. And also reduced the number of Polygons by almost half. Preserving the overall shape of the Spline. And also helping to redistribute the level of detail. And we're almost ready now to do some low-level vertex editing. But there's actually one more thing we can do to further help the parametrization, and that is to normalize Spline modifier, which we'll take a look at next week.
Practice while you learn with exercise files
Download the files the instructor uses to teach the course. Follow along and learn by watching, listening and practicing.
- Ex_Files_3DSMax_Q1_2018.zip
- Ex_Files_3DSMax_Q1_2019.zip
- Ex_Files_3DSMax_Q2_2018.zip
- Ex_Files_3DSMax_Q2_2019.zip
- Ex_Files_3DSMax_Q3_2017.zip
- Ex_Files_3DSMax_Q3_2018.zip
- Ex_Files_3DSMax_Q4_2017.zip
- Ex_Files_3DSMax_Q4_2018.zip
- Ex_Files_3DSMax_Q3_2019.zip
- Ex_Files_3DSMax_Q4_2019.zip
- Ex_Files_3DSMax_Q1_2020.zip
- Ex_Files_3DSMax_Q2_2020.zip
- Ex_Files_3DSMax_Q3_2020.zip
- Ex_Files_3DSMax_Q4_2020.zip
Contents
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Modeling a floor plan from a 2D drafting document13m 36s
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Modeling terrain with Displace space warp11m 18s
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Projecting UVs with the Camera Map world-space modifier7m 46s
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Capturing shadows with Arnold Shadow Matte map10m 43s
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Rendering compositing passes with Arnold AOVs9m 6s
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Mechanical rigging with IK and the LookAt controller9m 16s
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Modulating animation with Multiply and Ease Curves13m 9s
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Working with audio and the AudioFloat controller12m 8s
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Automating with Expression controllers10m 13s
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Real-time animation with the Motion Capture utility10m 17s
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Stylized rendering with Scanline Ink 'n Paint8m 16s
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Getting started with the Max Creation Graph13m 25s
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Modifying a Max Creation Graph tool12m 27s
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Sculpting a terrain with Texture Object Mask9m 33s
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Building a road with Conform space warp11m 12s
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Shading a landscape with Arnold Curvature14m 59s
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Creating custom attributes with the Parameter Editor9m 1s
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Driving animation curves with the Reaction controller6m 56s
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Rigging a camera-facing matte painting10m 41s
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Aligning a camera to a background with Perspective Match10m 32s
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Projecting a photo to proxy geometry with Camera Map11m 49s
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Automation with wire parameters and manipulators8m 18s
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Converting scenes for different renderers10m 52s
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Rendering light groups with Arnold AOVs10m 11s
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Graphing scene conditions with State Sets Compositor9m 34s
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Introduction to 3ds Max Fluids10m 18s
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Modeling with the Motion Field Space Warp9m 55s
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Non-destructive model adjustment with Linked Xform9m 23s
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Animating sub-objects with Linked Xform10m 11s
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Customize and cycle Path Constraint animation5m 54s
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Generate complex motion with Waveform Controllers10m 56s
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Illuminate a scene with an Arnold Mesh Light5m 49s
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Shading with Maya maps in 3ds Max4m 32s
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Varying shader properties by object with Arnold Color Jitter5m 26s
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Render a mesh object with Arnold Standard Volume9m 47s
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Render a Point Cloud object8m 21s
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Setting track value boundaries with a limit controller4m 5s
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Drawing curves with Freehand Spline8m 41s
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Correcting intersections with Spline Overlap4m 38s
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Reducing curve detail with Optimize Spline6m 42s
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Resampling curves with Normalize Spline8m 44s
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Soft-selecting curves with Spline Influence7m 42s
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Blending curves with Spline Morph12m 15s
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Combining splines with shape Booleans10m 51s
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Approximating global illumination in Arnold13m 10s
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Rendering proxies with Arnold procedurals10m 25s
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Introduction to the Open Shading Language map11m 16s
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Basic syntax of Open Shading Language8m 24s
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Declaring OSL input and output parameters12m 53s
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Generating a fractal noise pattern in OSL9m 25s
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Iterating a for loop in OSL10m 16s
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Using the if… else conditional statement in OSL10m 9s
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Managing OSL file assets and paths10m 8s
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Accelerate Arnold rendering with adaptive sampling5m 59s
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Texturing with the Advanced Wood procedural map11m 2s
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Art directing the Advanced Wood texture map5m 16s
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Setting a fluid initial state9m 19s
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In-camera compositing with Camera Map modifier7m 8s
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Creating animation layers14m 33s
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Collaborate online with shared views6m 14s
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Rendering iridescence with Arnold Thin Film8m 17s
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Loading and saving fluid presets7m 36s
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Introduction to 3ds Max Interactive9m 15s
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Building a motion graphics rig with Data Channel10m 18s
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Creating custom project folder structures8m 28s
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Open Shading Language code editor tips and tricks8m 21s
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Spawning particles from a 3D map11m 18s
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Rendering a starfield10m 21s
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Faking GI with an Arnold ambient occlusion filter9m 4s
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Modeling with the animation Snapshot tool6m 30s
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Rendering particles with Arnold Standard Volume11m 23s
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Render Arnold volume with physical values6m 38s
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Volume indirect global illumination in Arnold7m 56s
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Removing polygon detail with Freeform Optimize6m 26s
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Transform and retime a cache with Fluid Loader7m 25s
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Rendering motion blur in Arnold10m 46s
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Drawing splines on an editable poly2m 48s
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Sketching freeform topology over a polygon mesh6m 17s
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Animating effects with Data Channel Decay6m 54s
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Animating controllers in the Material Editor7m 17s
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Painting a vertex color mask with VertexPaint9m 25s
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Drawing polygon freeform strips5m 17s
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Extruding polygon freeform branches2m 41s
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Interactive ActiveShade in a viewport4m 35s
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Fluid data channels5m 50s
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Displaying fluid data channels9m 56s
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Assigning UVW coordinates in an OSL network8m 52s
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Using named coordinate spaces in Open Shading Language (OSL)11m 27s
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Shadow group exclusion with Arnold properties5m 59s
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Erasing materials with MAXScript or UVW Remove3m 3s
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Understanding Fluid Churn and Vorticity channels6m 13s
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Rendering Fluid channels with Arnold User Data5m 56s
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Keyframe quantization and sub-frame editing with Snap Keys8m 37s
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Importing a CAD solid model as a Body Object8m 38s
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Solid model subtraction and intersection with Body Cutter4m 58s
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Solid model union with Join Bodies6m 54s
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Denoising an Arnold rendering7m 50s
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Interactive Update in the animation Curve Editor2m 54s
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Curve Editor view menu: Tips and tricks5m 33s
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Editing animation curves with the Region Keys tool4m 56s
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Combining data channels of Fluids7m 13s
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Shading per object with OSL Random by Index7m 15s
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Layering materials of Fluids6m 51s
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Render particles as Arnold primitives3m 37s
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Render PFlow particles with Arnold Shape4m 34s
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Remapping colors with Arnold Ramp RGB7m 36s
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Rendering contours with Arnold Toon7m 31s
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Mapping Arnold Toon base color8m 55s
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Controlling preview quality6m 2s
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Adding information overlays to a preview with MAXScript7m 49s
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Modeling with the updated Chamfer modifier9m 7s
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Applying a chamfer using edge weight and depth5m 4s
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Baking a map to a mesh with Assign Vertex Color9m 59s
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Generating cavity and occlusion maps with Render Surface Map6m 48s
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Baking multiple vertex color channels with VertexPaint9m 4s
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Compositing vertex color in a shading network7m 29s
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Optimizing geometry with the MultiRes modifier8m 33s
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Improving viewport performance with the Substitute modifier2m 57s
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Constructing a lighting assembly5m 24s
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Wiring parameters in a lighting assembly8m 24s
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Measuring with tape helper, the Measure Distance tool, and the Measure utility6m 39s
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Display panel tips and tricks5m 12s
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Quickly adjusting transforms and pivot point with the Transform Toolbox8m 39s
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Stacking objects with Select and Place5m 13s
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Managing objects and sub-objects with selection sets8m 17s
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Referencing scenes with containers8m 51s
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Changing inherited container content with Edit in Place8m 13s
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Locking and unlocking container parameters9m 14s
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Editing unlocked container parameters7m 16s
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Projecting splines onto surfaces with ShapeMerge6m 31s
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Analyzing and correcting mesh geometry with xView7m 29s
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Keyframing sub-objects with the Master Point controller9m 38s
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Managing scene materials with Material Explorer8m 36s
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Defining a temporary transform center with working pivot8m 23s
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Customizing keyboard shortcuts with Hotkey editor6m 56s
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Stylized rendering with OSL Halftone Dots map4m 44s
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Incorporating scene lighting in a shading network5m 20s
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Incorporating render resolution in a shading network7m 32s
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Situating geometry within an OSL HDRI environment6m 9s
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Studio lighting with HDRI lights map8m 9s
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White balance and exposure with an Arnold camera filtermap5m 11s
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Rasterizing maps with bake to texture9m 45s
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Advanced baking with bake to texture8m 26s
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Baking to physically based renderer (PBR) materials for export7m 35s
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Production rendering with Quicksilver hardware12m 11s
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Varying textures with OSL Randomized Bitmaps11m 29s
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Deforming a particle system with the Mesher compound object4m 49s
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Set up Arnold render passes with AOV Manager8m 19s
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Animating multiple tracks with Parameter Collector6m 45s
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Improving edge smoothing with Weighted Normals modifier7m 35s
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Rendering a cutaway with the Arnold Clip Geo material4m 14s
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Advanced procedural noise with Uber Noise map13m 14s
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Rendering polygon edges with OSL Wireframe map7m 32s
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Art directing the OSL Wireframe map5m 55s
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Introduction to MassFX Rigid Body dynamics7m 30s
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Setting up a MassFX Rigid Body simulation5m 14s
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Controlling a MassFX Rigid Body simulation7m 40s
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Fine-tuning a MassFX Rigid Body simulation7m 42s
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Automating secondary animation with the Flex modifier7m 2s
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Keyframing modeling commands with the Edit Poly Animate mode4m 44s
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Generating UVs with OSL projection maps5m 33s
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Retiming all keyframes in a scene with the world track6m 53s
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Snapping surfaces dynamically with MCG Ray Constraint6m 1s
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Complex sub-object selections with the Selection ribbon7m 30s
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Adding polygon edges with Paint Connect4m 33s
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Manipulating sub-objects without changing mapping with Preserve UVs3m 41s
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Hiding geometry based on distance with Viewport Clipping2m 53s
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Navigating a scene with walkthrough mode3m 55s
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Parametric soft transforms with Affect Region4m 1s
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