{"id":950,"date":"2013-10-11T21:59:47","date_gmt":"2013-10-11T17:59:47","guid":{"rendered":"http:\/\/andreykozlov.ru\/?p=950"},"modified":"2023-06-15T21:56:35","modified_gmt":"2023-06-15T17:56:35","slug":"pochemu_3ds_max_tormozit","status":"publish","type":"post","link":"https:\/\/andreykozlov.ru\/sl\/pochemu_3ds_max_tormozit\/","title":{"rendered":"Zakaj se 3ds Max upo\u010dasni in zru\u0161i?"},"content":{"rendered":"

Komentar iz leta 2023 - nehajte trpeti s 3ds Maxom, zato.<\/a> Sledi izvirni \u010dlanek<\/p>\n

Pogosto po dodajanju predmetov v sceno iz knji\u017enic tretjih oseb 3ds Max za\u010dne mo\u010dno upo\u010dasnjevati. Na spodnji povezavi lahko prenesete 3 skripte, ki re\u0161ujejo to te\u017eavo. Priporo\u010dljivo je, da jih uporabite v obratnem abecednem vrstnem redu.<\/p>\n

Ko sem delal na dokaj veliki sceni, tehtala je 203 MB, je bila stra\u0161no po\u010dasna. Z njim sem delal na zmogljivem namiznem ra\u010dunalniku; na prenosniku se sploh ni odprl. Po uporabi teh skriptov je datoteka za\u010dela tehtati, pozor, 8 MB. In za\u010del se je odpirati na prenosniku brez te\u017eav.<\/p>\n

Prenesite skripte.<\/a><\/p>\n

Ti skripti seveda ne re\u0161ijo vseh te\u017eav. Na primer, pogosto je v sceni ve\u010d deset tiso\u010d dodatnih pomo\u010dnikov (lutke), ki niso vidni in niso ozna\u010deni na noben drug na\u010din kot s kombinacijo tipk ctrl+A; z njimi se morate ukvarjati ro\u010dno. Vse vrste pasti na\u0161ega najljub\u0161ega programa, ki jih je te\u017eko opisati v besedilu, podrobno opi\u0161em in povem metode za njihovo re\u0161evanje med coachingom.<\/p>\n

Uvo\u017eena geometrija in materiali na njej prav tako pogosto trpijo zaradi velikega \u0161tevila zemljevidov Subdives in Displacement. \u010ce dolo\u010den predmet (pogosto povezan z mat odsevi in prosojnostjo) traja zelo dolgo, da se upodablja, morate v nastavitvah materiala nastaviti manj\u0161e \u0161tevilo Subdives. \u010ce se prizor dlje \u010dasa ne za\u010dne upodabljati, ampak se ustavi na stopnji Priprava premika, bi bilo morda vredno onemogo\u010diti zemljevid premika v dolo\u010denem materialu.<\/p>\n

Za izdelavo resni\u010dno visokokakovostnih projektov, ne glede na mo\u010d va\u0161ega ra\u010dunalnika, morate biti sposobni optimizirati sceno z uporabo skriptov, posrednikov, odstranjevanja navideznih objektov, pomo\u017enih objektov, prilagajanja materialov in svetlobe. V svojem video te\u010daju govorim o vsem tem podrobno.\u00a0Pridobite video te\u010daj >>><\/a><\/p>\n\n\n

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\u041a\u043e\u043c\u043c\u0435\u043d\u0442\u0430\u0440\u0438\u0439 \u0438\u0437 2023 — \u043f\u0435\u0440\u0435\u0441\u0442\u0430\u043d\u044c\u0442\u0435 \u0441\u0442\u0440\u0430\u0434\u0430\u0442\u044c \u0441 3ds Max, \u0432\u043e\u0442 \u043f\u043e\u0447\u0435\u043c\u0443. \u0414\u0430\u043b\u0435\u0435 \u0438\u0434\u0451\u0442 \u043e\u0440\u0438\u0433\u0438\u043d\u0430\u043b\u044c\u043d\u0430\u044f \u0441\u0442\u0430\u0442\u044c\u044f \u0427\u0430\u0441\u0442\u043e, \u043f\u043e\u0441\u043b\u0435 \u0434\u043e\u0431\u0430\u0432\u043b\u0435\u043d\u0438\u044f \u043e\u0431\u044a\u0435\u043a\u0442\u043e\u0432 \u0432 \u0441\u0446\u0435\u043d\u0443 \u0438\u0437 \u0441\u0442\u043e\u0440\u043e\u043d\u043d\u0438\u0445 \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a, 3ds Max \u043d\u0430\u0447\u0438\u043d\u0430\u0435\u0442 \u0441\u0438\u043b\u044c\u043d\u043e \u0442\u043e\u0440\u043c\u043e\u0437\u0438\u0442\u044c. \u041f\u043e \u0441\u0441\u044b\u043b\u043a\u0435 \u043d\u0438\u0436\u0435 \u0432\u044b \u043c\u043e\u0436\u0435\u0442\u0435 \u0441\u043a\u0430\u0447\u0430\u0442\u044c 3 \u0441\u043a\u0440\u0438\u043f\u0442\u0430, \u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u0440\u0435\u0448\u0430\u044e\u0442 \u044d\u0442\u0443 \u043f\u0440\u043e\u0431\u043b\u0435\u043c\u0443. \u041f\u0440\u0438\u043c\u0435\u043d\u044f\u0442\u044c \u0438\u0445 \u0436\u0435\u043b\u0430\u0442\u0435\u043b\u044c\u043d\u043e \u0432 \u043e\u0431\u0440\u0430\u0442\u043d\u043e\u043c \u0430\u043b\u0444\u0430\u0432\u0438\u0442\u0443 \u043f\u043e\u0440\u044f\u0434\u043a\u0435. \u041a\u043e\u0433\u0434\u0430 \u044f \u0440\u0430\u0431\u043e\u0442\u0430\u043b \u043d\u0430\u0434 \u0434\u043e\u0441\u0442\u0430\u0442\u043e\u0447\u043d\u043e \u043c\u0430\u0441\u0448\u0442\u0430\u0431\u043d\u043e\u0439 \u0441\u0446\u0435\u043d\u043e\u0439, … Preberi ve\u010d Zakaj se 3ds Max upo\u010dasni in zru\u0161i?<\/span> →<\/span><\/a><\/p>","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[5],"tags":[],"_links":{"self":[{"href":"https:\/\/andreykozlov.ru\/sl\/wp-json\/wp\/v2\/posts\/950"}],"collection":[{"href":"https:\/\/andreykozlov.ru\/sl\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/andreykozlov.ru\/sl\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/andreykozlov.ru\/sl\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/andreykozlov.ru\/sl\/wp-json\/wp\/v2\/comments?post=950"}],"version-history":[{"count":17,"href":"https:\/\/andreykozlov.ru\/sl\/wp-json\/wp\/v2\/posts\/950\/revisions"}],"predecessor-version":[{"id":3722,"href":"https:\/\/andreykozlov.ru\/sl\/wp-json\/wp\/v2\/posts\/950\/revisions\/3722"}],"wp:attachment":[{"href":"https:\/\/andreykozlov.ru\/sl\/wp-json\/wp\/v2\/media?parent=950"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/andreykozlov.ru\/sl\/wp-json\/wp\/v2\/categories?post=950"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/andreykozlov.ru\/sl\/wp-json\/wp\/v2\/tags?post=950"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}