3DMAX 2024全新发布!版本更新大解析 附带有完整安装视频教程!
<h1 style="color: black; text-align: left; margin-bottom: 10px;">关于3DMAX2024</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">近期</span>,AUTODESK官方发布了3DMAX全新版本</span><strong style="color: blue;"><span style="color: black;">3dsmax2024</span></strong>!此次版本更新,侧重于颜色和材质管理、<span style="color: black;">加强</span>的建模工具和实时工作流等功能。<span style="color: black;">一块</span>来<span style="color: black;">瞧瞧</span>有<span style="color: black;">那些</span>方向的更新吧!</span></p>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">一:颜色管理</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">基于 OCIO 的颜色管理是一种技术预览,它能带来现代色彩工作流的<span style="color: black;">优良</span>,<span style="color: black;">保证</span>在<span style="color: black;">各样</span>应用程序中准确复制颜色并<span style="color: black;">保准</span>兼容性。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-qvj2lq49k0/6d6e100c7a264e699158b0baacb69308~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727688483&x-signature=0%2Bz9ky8y4VPZPRJtbJYvIG7dGhM%3D" style="width: 50%; margin-bottom: 20px;"></div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">OpenColorIO 是一款符合行业标准的开源颜色管理<span style="color: black;">处理</span><span style="color: black;">方法</span>,已集成到许多内容创建、编辑和后期制作应用程序中。它<span style="color: black;">运用</span>配置文件来定义用于输入、渲染、<span style="color: black;">表示</span>和输出的颜色空间,以及自动执行这些空间之间的变换。3ds Max的默认配置基于 ACES(学院色彩编码系统),您<span style="color: black;">亦</span><span style="color: black;">能够</span><span style="color: black;">运用</span>自定义配置。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">旧版 Gamma 工作流仍是新场景的默认工作流(除非您更改系统设置),并且现有场景<span style="color: black;">能够</span>像以前<span style="color: black;">同样</span>继续工作。</span></span></p>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">二:布尔修改器</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">布尔修改器引入了一个直观的、艺术导向的工作流,可促进程序建模和交互性,<span style="color: black;">同期</span>生成干净的几何输出。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">· “修改”面板 > 进行<span style="color: black;">选取</span> >“修改器列表”>“对象空间修改器”>“布尔”</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">· 默认菜单:进行<span style="color: black;">选取</span> >“修改器”菜单 >“参数化变形器”>“布尔”</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-qvj2lq49k0/660f80736a55429b9a37cb9ea480dd49~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727688483&x-signature=2PJIJcEmIa4gsCp9swbYhZ7fhkI%3D" style="width: 50%; margin-bottom: 20px;"></div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">布尔修改器<span style="color: black;">经过</span>执行布尔运算将多个对象合并到单个网格中。您<span style="color: black;">能够</span><span style="color: black;">运用</span>此修改器完成<span style="color: black;">运用</span>传统建模<span style="color: black;">办法</span>难以完成的任务。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·并集:结合两个对象的体积。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·相交:使两个原始对象<span style="color: black;">一起</span>的重叠体积相交。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·减去:从<span style="color: black;">基本</span>(最初选定)对象移除相交的体积。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·分割:沿运算对象的交点在<span style="color: black;">基本</span>对象上<span style="color: black;">插进</span>新边。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·合并:使两个网格相交并组合,而不移除任何原始多边形。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·附加:将多个对象合并为一个对象,而不影响其拓扑。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·<span style="color: black;">插进</span>:从运算对象 A(当前结果)减去运算对象 B(新添加的运算对象)的边界图形,运算对象 B 的图形不受此运算的影响。</span></span></p>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">三:布尔修改器:OpenVDB</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">OpenVDB<span style="color: black;">办法</span>是计算布尔运算的另一种<span style="color: black;">办法</span>。<span style="color: black;">能够</span>从无间隙几何体生成与拓扑无关的结果。<span style="color: black;">能够</span>在布尔修改器的“选项”卷展栏中<span style="color: black;">选取</span>“OpenVDB”。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-qvj2lq49k0/3805ea5854dd459b97aac3fcdca475f3~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727688483&x-signature=0%2B4lgZY%2FWEauoheUws23qcDsJDI%3D" style="width: 50%; margin-bottom: 20px;"></div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">选取</span> OpenVDB 后,运算对象将转换为体积,在其中计算布尔运算。<span style="color: black;">而后</span>,布尔结果将转换回已划分网格的四边形。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">OpenVDB <span style="color: black;">办法</span>可实现<span style="color: black;">靠谱</span>、精确的计算,并且可用于存在网格问题的<span style="color: black;">状况</span>,例如<span style="color: black;">包括</span>多边形错误的运算对象。</span></span></p>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">四:阵列修改器分布<span style="color: black;">办法</span>:Phyllotaxis</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">“Phylotaxis”分布<span style="color: black;">办法</span>将以螺旋阵列创建克隆,模拟自然界中的图案。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">“Phylotaxis”分布<span style="color: black;">办法</span>将以螺旋阵列创建克隆,从中心向外分布克隆。生成的螺旋模拟自然界中的有机分布图案,如植物上的叶子或向日葵头部的种子。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">以下示例<span style="color: black;">运用</span>“Phylotaxis”分布<span style="color: black;">办法</span>创建雏菊。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-qvj2lq49k0/f43e2a6c89cd4e72bf4c98d3f27f0fb2~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727688483&x-signature=tZd%2FtTya2%2B%2FUz%2FQGFT9xQOYHXqM%3D" style="width: 50%; margin-bottom: 20px;"></div>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">五:阵列修改器:材质 ID 指定</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">阵列修改器的“Material ID”卷展栏最初是在 3ds Max 2023.2 版本中引入的,<span style="color: black;">此刻</span><span style="color: black;">包括</span>新参数,可用于逐面或逐元素将材质 ID 指定给克隆。以下新<span style="color: black;">办法</span><span style="color: black;">能够</span>更好地<span style="color: black;">掌控</span>此指定。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-qvj2lq49k0/d6ed35b0851f43f7aad714d15fd269b0~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727688483&x-signature=nOjRcP%2FXT8qwlD8NlTrextS2Tuk%3D" style="width: 50%; margin-bottom: 20px;"></div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·随机:<span style="color: black;">按照</span>选定的方向将材质 ID 随机指定给克隆。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·有序:<span style="color: black;">按照</span>选定的方向将材质 ID 按<span style="color: black;">次序</span>指定给克隆。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·首中末:将指定的材质 ID 指定给<span style="color: black;">第1</span>个和最后一个克隆,其余的材质 ID 则随机指定。</span></span></p>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">六:阵列修改器:渐进式变换</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">“阵列”修改器的“径向”、“样条线”和“叶序”分布<span style="color: black;">办法</span><span style="color: black;">此刻</span>在“变换”卷展栏中<span style="color: black;">包括</span>一个新的“渐进式”<span style="color: black;">办法</span>。在“局部旋转”或“缩放”下拉列表中<span style="color: black;">选取</span>“渐进式”,以便渐进式改变变换数据。例如,“缩放 X”值为 200% 时,<span style="color: black;">第1</span>个克隆的缩放比例不会<span style="color: black;">增多</span>,但最后一个克隆的缩放比例是 200%。介于两者之间的<span style="color: black;">每一个</span>克隆都在 0-200% 之间以递增方式缩放。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-qvj2lq49k0/8c37c1c11ce3496595a99767470985cf~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727688483&x-signature=6KcWL6PZAELqeL%2BYbZPk0c1CuKw%3D" style="width: 50%; margin-bottom: 20px;"></div>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">七:材质切换器</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">材质切换器支持用简单的<span style="color: black;">掌控</span><span style="color: black;">办法</span>来管理多个材质变量的<span style="color: black;">表示</span>。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">“材质/贴图浏览器” > “材质” > “常规” > “材质切换器”</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-qvj2lq49k0/02ddaf7354fe49fb9fdc65e2b4b80b9e~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727688483&x-signature=%2FNaZ%2FP4GQwhLRDtJYgFz1au0Z1I%3D" style="width: 50%; margin-bottom: 20px;"></div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">将材质添加到材质切换器</span></strong>有两种<span style="color: black;">办法</span><span style="color: black;">能够</span>将材质添加到材质切换器。</span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·<span style="color: black;">经过</span>从列表中<span style="color: black;">选取</span>“无”按钮,<span style="color: black;">能够</span>将新材质添加到材质切换器。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·<span style="color: black;">或</span>,<span style="color: black;">能够</span><span style="color: black;">经过</span>将材质节点<span style="color: black;">相关</span>到图形编辑器中的“材质切换器”节点来添加现有材质。</span></span></p>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">八:Slate 材质编辑器</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">2024 版 Slate 材质编辑器经过改进,优化功能和自定义功能均得到<span style="color: black;">加强</span>,以改进材质编辑工作流。</span></span></p>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">·停靠功能</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">停靠“Slate 材质编辑器”,<span style="color: black;">此刻</span>,您<span style="color: black;">能够</span>将“Slate 材质编辑器”停靠到 3ds Max 主界面中。只需将 SME 拖放到所需位置。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-qvj2lq49k0/51515c820d4241c186d990f6c3143135~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727688483&x-signature=62%2FWWy6tTxTConHGmQvlngKn6Og%3D" style="width: 50%; margin-bottom: 20px;"></div>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">·优化自定义功能</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">拥有</span>自定义颜色和连接线(<span style="color: black;">隐匿</span>在节点后)的 SME。<span style="color: black;">此刻</span>,<span style="color: black;">经过</span>将连线<span style="color: black;">安置</span>在节点后,<span style="color: black;">能够</span>更好地自定义材质树的布局和组织。<span style="color: black;">选取</span>新的“在线框后绘制节点”选项,在图形中将所有连接线<span style="color: black;">安置</span>在节点后面。<span style="color: black;">能够</span>在“Slate 材质编辑器”的首选项菜单中找到这些选项。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">“Slate 材质编辑器”<span style="color: black;">拥有</span>新的颜色<span style="color: black;">方法</span>,该颜色<span style="color: black;">方法</span><span style="color: black;">能够</span>更好地与 3ds Max 的总体颜色<span style="color: black;">方法</span>集成。<span style="color: black;">亦</span><span style="color: black;">能够</span>在“Slate 材质编辑器”的“图形编辑器”中自定义节点和图形的颜色。</span></span></p>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">九:动画功能升级:变换列表<span style="color: black;">掌控</span>器</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">经过</span>新的变换列表<span style="color: black;">掌控</span>器,<span style="color: black;">能够</span>将多个变换<span style="color: black;">掌控</span>器<span style="color: black;">做为</span>混合动画数据的层添加到一个对象。从而,动画师<span style="color: black;">能够</span>向每一层添加<span style="color: black;">独一</span>的动画数据,并<span style="color: black;">掌控</span>这些层<span style="color: black;">怎样</span>混合在<span style="color: black;">一块</span>。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-qvj2lq49k0/c983173d1d2545eeadd58c1b1a42f42c~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727688483&x-signature=xhnCkNZFeLZmuQbWp6n%2BRjHKHQA%3D" style="width: 50%; margin-bottom: 20px;"></div>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">十:动画功能:更新了运动路径</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">运动路径可视化和编辑<span style="color: black;">此刻</span>可用于<span style="color: black;">更加多</span><span style="color: black;">掌控</span>器类型。运动路径可视化和编辑功能已更新,可供更广泛地<span style="color: black;">运用</span>:自本版本起,运动路径:</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·针对所有<span style="color: black;">掌控</span>器类型<span style="color: black;">表示</span>。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·可与列表<span style="color: black;">掌控</span>器<span style="color: black;">一块</span><span style="color: black;">运用</span>,并<span style="color: black;">运用</span>活动子<span style="color: black;">掌控</span>位置<span style="color: black;">表示</span>关键点和切线</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/tos-cn-i-qvj2lq49k0/ce3f6dac5e0c475eb421a72f415b88f4~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1727688483&x-signature=yVI30XqChPgBFlhNxzgXBZuMdOQ%3D" style="width: 50%; margin-bottom: 20px;"></div>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">十一:“对<span style="color: black;">叫作</span>”修改器的默认轴</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">“对<span style="color: black;">叫作</span>”修改器的默认“镜像轴”<span style="color: black;">此刻</span>是 X,以便更好地与美工人员的工作流保持一致。</span></span></p>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">十二:STL 性能改进</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·更快的 STL 导入:导入 STL 文件的速度<span style="color: black;">此刻</span><span style="color: black;">加强</span>了 10,000 倍。“导入 STL 文件”对话框<span style="color: black;">亦</span>已更新,使两个“焊接选项”之间的区别更加清晰:“快速焊接”<span style="color: black;">此刻</span>已命名为“仅相同”。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·<span style="color: black;">运用</span>“STL <span style="color: black;">检测</span>”修改器加快处理速度:现在,<span style="color: black;">检测</span>密集网格的速度可<span style="color: black;">加强</span>高达 5000%。</span></span></p>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">十三:“自动平滑”性能改进</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·<span style="color: black;">运用</span>“编辑网格”修改器或“可编辑网格”<span style="color: black;">基本</span>对象时,<span style="color: black;">运用</span>“自动平滑”的速度<span style="color: black;">此刻</span><span style="color: black;">最少</span><span style="color: black;">加强</span>了 10%。<span style="color: black;">相关</span>“自动平滑”的<span style="color: black;">仔细</span>信息,请参见“平滑”修改器。</span></span></p>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">十四:“材质”修改器更新</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">运用</span>“编辑网格”修改器或“可编辑网格”<span style="color: black;">基本</span>对象时,<span style="color: black;">运用</span>“自动平滑”的速度<span style="color: black;">此刻</span><span style="color: black;">最少</span><span style="color: black;">加强</span>了 10%。<span style="color: black;">相关</span>“自动平滑”的<span style="color: black;">仔细</span>信息,请参见“平滑”修改器。<span style="color: black;">此刻</span>,当“材质”修改器应用于样条线对象时,它仍然是样条线对象,而不是转换为网格类对象,从而<span style="color: black;">准许</span>其他基于样条线的修改器进一步影响和<span style="color: black;">调节</span>此对象。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">此刻</span>,当“材质”修改器应用于网格对象时,它会<span style="color: black;">保存</span>显式法线。</span></span></p>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">十五:样条线焊接改进</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·当执行样条线顶点焊接时,<span style="color: black;">目的</span>顶点<span style="color: black;">此刻</span>准确地焊接到<span style="color: black;">目的</span>。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·当执行样条线挤出(按住 Shift 键并<span style="color: black;">运用</span>鼠标左键拖动)时在结组件上:挤出的结<span style="color: black;">此刻</span>焊接到开放结<span style="color: black;">目的</span>的位置。以前,挤出的结及其开放结<span style="color: black;">目的</span>焊接到两个位置的平均值。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·在线段组件上:启用“连接复制”时,生成的挤出<span style="color: black;">此刻</span><span style="color: black;">拥有</span>将样条线顶点连接到挤出的线段的边。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">十六:<span style="color: black;">运用</span>“编辑多边形”和“可编辑多边形”改进了重三角化</span></strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·<span style="color: black;">此刻</span>,当顶点、边或面的<span style="color: black;">调节</span>方式<span style="color: black;">引起</span>边或<span style="color: black;">隐匿</span>面交叉时,“可编辑多边形”对象和“编辑多边形”修改器会自动对面进行重三角化。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·执行“可编辑多边形”>“封口”或“编辑多边形”>“封口”时生成的新面<span style="color: black;">再也不</span>保持未平滑状态。相反,会将面指定给新平滑组,从而创建更具视觉吸引力的结果。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">·当<span style="color: black;">运用</span>“可编辑多边形”对象或“编辑多边形”修改器时,以下运算<span style="color: black;">此刻</span><span style="color: black;">运用</span>重三角化算法来生成更好的几何结果:<span style="color: black;">经过</span><span style="color: black;">插进</span>边进行面分割、切片、切割、桥接、顶点挤出、边挤出。</span></span></p>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">3DMAX2024视频安装教程:</h1>
<div style="color: black; text-align: left; margin-bottom: 10px;">
重播
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<span style="color: black;">/</span>
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<span style="color: black;">直播</span>
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<div style="color: black; text-align: left; margin-bottom: 10px;">00:00</div>
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<div style="color: black; text-align: left; margin-bottom: 10px;">进入全屏</div>
<div style="color: black; text-align: left; margin-bottom: 10px;">50</div>
<div style="color: black; text-align: left; margin-bottom: 10px;">点击按住可拖动视频</div>
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我完全同意你的观点,说得太对了。 感谢楼主的分享!我学到了很多。
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