Productivity
Tips
Network rendering rules of thumb
are:
- If some servers are slow, the box count
should be 4-10 times the number of threads.
- Box division should be symmetric. 7*4
instead of 14*2 - it renders quicker as
the boxes are "squarer".
- Put the slowest systems last in the
server list defined by render settings
'Boxes' tab. The fast systems have time
to render the first boxes while the client
is activating the slow systems.
- Save maps and render files as JPG images
for fastest network render times.
Use analytical objects as much as
possible in complex scenes - SDS and nurb
objects use larger amounts of memory.
Use the SHIFT key to constrain objects
and tools to horizontal or vertical. The
SHIFT key can also be used to size object
propotionately when using object handles,
and set rotation angles to 45 degree increments.
Snap to points and corners of objects
with the 5 key.
On color swatches, right click to
bring up the "expand" option.
This allows you to quickly select the appropriate
color using the color wheel.
Make use of clip maps to reduce
scene complexity.
Use level structures to organise
your work -
drop multiple objects to their own level
by multiselecting with the SHIFT key then
right click "drop to level" tool.
Projects organised with clever level use
are far more managable.
To change parameters of any sub objects
- (eg change all objects in a level to "not
selectable") simply select the level
object, change the "not selectable"
tag and all sub object are then not selectable.
Likewise, to change all the objects in a
scene to have an alpha value of 1 (to render
to an alpha channel) Select the ROOT level,
and change the Col/surface properties/alpha
value to 1 - and all objects will be rendered
solid against a clear background.
When panning and zooming objects
- occasionally they may "dissapear"
in the view window. This is most likely
due to the clipping planes utilised to speed
up view refreshes. To see all the objects
in a scene - simply drag the "Root"
level icon into the view window. This sets
the clipping planes to the extents of the
scene and allows the user to see all objects.
Conversely, dragging the object in question
to the view zooms to the extents of that
object/level.
Snap to edges and lines with the
6 key
Use CAD packages to model complex
geometry and use the IGES plugin import.
This allows you to make use of CAD programs
inherit speed and accurate modelling tools,
then import them into RS3D as splines which
can then be extruded or lofted into 3D shapes.
(requires IGES plugin)
Use multiple Input Planes to align
new objects with existing objects. Simply
drag the IPlane onto the view to set it
as the current IPlane - and make sure that
under the view properties window is set
to "Lock to Input Plane". To align
the input plane to the current view angle
- use the "Set input Plane Orthagonal
to view" button. To match the rotation
of an object - simply copy the rotation
angle from the object in question and paste
it into the rotation angle field of the
IP plane.
To set camera keyframes very quickly
-
1/. Create a camera from the view - select
the camera button - then accept it straight
away.
2/. Under view properties dialog box turn
on : camera/tracking/track always
3/. Turn on RECORD in the animation slider
bar. (This is important - use "track
always" with caution when NOT in
animation recording as it saves the view
postion to the camera at all times.)
4/. Move the time slider along halfway.
Move the camera with the Alt/Right mouse
button.
5/. Move the time slider to the end. Move
the camera with the Alt/Right mouse button.
6/. Turn off RECORD. This has set 3 keyframe
positions for the camera. Make sure you
TURN OFF "track always" now
before moving the view again.
7/. Scrub the time slider and the view
pans through the 3 keyframes you just
set. Note: keep the movements relatively
small between keyframes (<45 degrees
per key) to keep the results predictable,
the first keyframe is created automatically
at frame 0.
One can save "selection sets"
of meshes as seperate objects by using the
"group" tool. - Edit the mesh
- select the points - select "group"
- accept. Note: one can have as many sub-groups
as required. Seperate groups CAN have the
same points inside.
To get soft shadows - create a point
light - and turn up the "size"
field. Use the "Quality" setting
to find a good balance of speed vs output
quality.
Booleaned objects can be easily
edited and animated. Simply turn off "wire
invisible" of sub objects then move/size/rotate
them.
To "depth" (3D) snap points
- use the comma (,) key in conjunction with
dragging.
To draw on an object - use "surface
input" under view properties/input.
This allows the user to draw curves on surfaces
(nurbs).
To create SDS meshes - starting
from a polygonal NURB mesh is often the
quickest method:
1/. Create a polygonal curve - say 8
points long.
2/. Duplicate the curve and move.
3/. Select both curves and select "X-sect"
tool from the toolbar.
4/. Select the resultant mesh - under
the properties/spec tab - change the "constructor"
to "None". Delete the sub-curves.
5/. Select Construction/To SDS
6/. This creates an SDS mesh from the
Nurb mesh. Note that depending on the
nurb mesh faces are not created. One has
to allow that unless the mesh has more
than a 3x3 division - the first and last
faces on the nurb mesh are lost.
7/. Select the faces of the SDS object
and Hold the Ctrl key to extrude.
Using polygonal nurbs meshes are
best for converting to SDS objects - keep
SDS's as simple as possible at all times.
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