Recording Length: 2 Hours
A frustrating reality of working in any 3D program is waiting on the computer to process information. Most of the time 3ds Max is waiting on us for input but for numerous different situations we are forced to wait on 3ds Max and our computers, depending largely on how we manage our scenes. Someday when computers are powerful enough, you may never have to worry about how complex your scenes become, but for the foreseeable future, you should employ practices and procedures that keep your wait times and render times to a minimum. So what are the attributes of a scene that affect the amount of time you have to wait on your computer and what can you do to minimize your wait?
This video explores what goes on behind the scenes with 3ds Max and our computers. It examines how algorithms work to process our commands and provides time-tested production tips and techniques to help maximize speed and efficiency. After watching, you will understand how to make your system work faster and how to avoid difficulties in working with large scenes.
3ds Max Session Outline
This presentation discusses how to improve system resource management as it relates to the following five areas:
- File size
- Open/Save Times
- Video Refresh Rates
After you complete this webinar, you will know the answers to these questions and
countless other questions related to system resource management, such as the following:
- What is a BSP tree, how does it work and why is it important to proper resource management?
- What has a greater impact on file size and render time; the total vertex count or total polygon count? Why?
- Why do scenes with the same polygon count often have widely ranging render times, load times, and file sizes?
- When should you create copies, instances, XRefs and proxies?
- What’s the difference between static memory and dynamic memory?
- Do modifiers increase file size and/or memory consumption? Why or why not?
- When should you collapse objects or leave the modifier stack unchanged?
- When should you attach objects together or leave as separate objects?
- In terms of system resource management, what is the difference between an Edit Mesh and Edit Poly?
- How much RAM and processing power do you really need?
- What exactly is raytracing and how does it affect RAM consumption and render times?
- How can you minimize system crashes even with large scenes on non-powerful workstations?
- What size bitmaps should be used on materials? What file types should be used and why?
- What happens to the operands of a compound object when the final object is created?