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Part I: Getting Started with 3ds Max



                    Tip
                    Another way to speed the frame rate in the active viewport is to disable (D) the inactive viewports. n
                           To enable Adaptive Degradation in the viewports, follow these steps:
                               1. Open the Delfino Feroce 2001.max file from the Chap 02 directory on the DVD.
                                   This file includes a realistic car model created by Viewpoint Datalabs.
                               2. Select the Edit ➪ Select All (Ctrl+A) menu command to select all the car’s objects.
                               3. Hold down the Shift key and drag the car with the Select and Move tool. In the Clone Options
                                  dialog box that opens, enter a value of 5 for the Number of Copies. If your computer is fast
                                  enough to display all copies of the car without any trouble, try increasing the number of copies.
                                   This creates five more copies of the selected car.
                               4. Right-click the Adaptive Degradation button at the bottom of the interface. In the Adaptive
                                  Degradation panel of the Viewport Configuration dialog box, set the Maintain Frames Per Second
                                  value to 25, enable the Use Current Display Mode, Wireframe, and Bounding Box options, and
                                  drag the slider to the left to the Distance from Camera side. Then click OK. Click the Adaptive
                                  Degradation button to enable it.
                                   The Adaptive Degradation button turns yellow when enabled.
                               5. Click the Arc Rotate button in the Viewport Navigation Controls and drag in the viewport.
                                   Notice how the cars farthest from the camera are degraded to bounding boxes.
                               6. Right-click the Adaptive Degradation button again and drag the slider all the way to the right so
                                  that Screen Size affects what is degraded. Then close the Viewport Configuration dialog box and
                                  drag in the viewport again.
                                   Notice this time how the smaller objects are degraded, as shown in Figure 2.29.
                    Tip
                    Pressing the 7 key enables statistics mode in the viewport so you can see in real time the frames per second. n

                           Defining regions
                           The Regions panel enables you to define regions and focus your rendering energies on a smaller area.
                           Complex scenes can take considerable time and machine power to render. Sometimes, you want to test ren-
                           der only a portion of a viewport to check material assignment, texture map placement, or lighting.

                           You can define the size of the various Regions in the Regions panel of the Viewport Configuration dialog
                           box, shown in Figure 2.30.
                           After you’ve specified a Blowup Region or a Sub Region, you can select to render using these regions by select-
                           ing Region or Blowup from the Render Frame Window and clicking the Render button. If you click the Edit
                           Region button, the specified region is displayed as an outline in the viewport. You can move this outline to
                           reposition it or drag its edge or corner handles to resize the region. The new position and dimension values are
                           updated in the Regions panel for next time. Click the Render button to begin the rendering process.
                           The difference between these two regions is that the Sub Region displays the Rendered Frame Window in
                           black, except for the specified subregion. The Blowup Region fills the entire Rendered Frame Window, as
                           shown in Figure 2.31.





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