• 3ds Max

Importing a CAD model

Import a CAD model into 3ds Max, preserving its solid and parametric structure.


Tutorial resources

These downloadable resources will be used to complete this tutorial:


00:04

Three Ds max is really the optimal choice for product visualization

00:07

for three reasons.

00:09

First, it has excellent support for C

00:11

AD or computer aided design formats.

00:14

Second, the three Ds max interface is intuitive and easy to use.

00:18

And third three Ds max is bundled with Arnold A physically

00:22

based renderer which is renowned for its power and flexibility.

00:26

So let's get started in three Ds

00:28

max.

00:29

I want to begin by just simplifying the interface a little

00:31

bit since we're going to be focusing on rendering in materials.

00:35

I'm gonna hide some of the panels that we won't be using.

00:37

First, I'll hide the ribbon appear on the main toolbar

00:42

over here on the left, we have a few panels we won't be using.

00:45

We've got the Viewport layout tabs.

00:47

Let's hide that

00:48

right. Click on the textured bar at the top

00:51

and hide the viewport layout tabs.

00:54

Likewise with the scene explorer,

00:56

we will be using the scene explorer,

00:58

but we'll be using that later in a floating window,

01:00

right click and hide the scene explorer as well.

01:04

Also the time slider down here, we won't be using that.

01:07

So I'll right click on its textured bar

01:09

H the time slider

01:11

at the top of the screen on the right of the main toolbar, we see the projects toolbar

01:16

and that's where we can create or assign a project folder structure.

01:20

I've currently got it assigned to the default documents. Three Ds

01:24

max,

01:25

I want to point this to the existing project folder I have created

01:29

and to do that, I can click on the set active project button

01:33

and you'll do that if you're using the exercise files provided with these videos.

01:38

If you don't have the exercise files,

01:40

then you want to create a new default project folder.

01:44

All right. So click on set, active project.

01:47

I've saved my project folder on the desktop. So I'll just navigate for that.

01:51

Go to desktop

01:53

and I've got a folder called product

01:54

viz.

01:55

Choose select folder.

01:57

OK. Now our project is set up properly.

01:60

I also want to set my units and grid size.

02:03

So go to the customized menu

02:06

to units, set up

02:08

and set that to metric with centimeters.

02:11

Click OK?

02:13

To set the grid size, right? Click on the snap button on the main toolbar

02:17

in the grid and snap settings. Dialog go to home grid,

02:21

set the grid spacing to one centimeter

02:24

and we'll set the perspective view, grid extent to

02:30

and then we can close that dialogue.

02:31

Now we're ready to import our C ad document.

02:34

Let's do that. We'll go to the file menu

02:37

and choose import,

02:39

import.

02:41

We're taken directly to the current project's import folder

02:45

and we've got a step file in here

02:47

and we saved it out to a step file for compatibility with three Ds Max.

02:53

So select Ham radio dot step

02:55

and click open

02:57

in the import settings.

02:59

Very importantly up at the top, we don't want to convert to a polygon mesh.

03:04

One of the great advantages of three DS MX is its ability

03:07

to preserve the solid or parametric nature of AC AD model.

03:12

We don't want to convert to polygons.

03:13

At this stage, we want to preserve the parametric model.

03:17

That'll give us the ability to change the tessellation

03:20

or meshing settings. Later on in our production process

03:25

change, convert to MS

03:26

to off

03:28

down here.

03:28

We want to leave the up axis as Z up because that is the three Ds max convention.

03:33

We do want to change the hierarchy mode

03:36

by default, the C AD file is going to be organized into groups.

03:40

We want to change this to

03:42

use layers.

03:44

Now, the objects in the C AD file will be organized into three Ds max display layers.

03:49

That'll make it a lot easier for us to select things in the view ports

03:53

with those settings, click import.

03:56

And then at the bottom of the three DS

03:58

max interface,

03:58

we see converting using a TF which is Autodesk translation framework.

04:04

That'll take just a moment

04:06

once that's finished, we see that we have a ham radio in the viewport

04:10

and all the objects are currently selected.

04:12

I can go around and select individual objects,

04:15

go to the modify panel

04:17

just to show you that these are all of the type body object.

04:21

A body object preserves the parametric or solid

04:24

model characteristics of the C AD document.

04:27

And we have the ability to change the tessellation

04:30

down here. We see Viewport display settings,

04:33

it's set to medium

04:35

and in rendering approximation,

04:38

it's set to production.

04:40

And these are good values. We can actually leave these as they are.

04:44

We won't need to change these.

04:46

But in some cases, you might want to go in here

04:48

and tweak the rendering settings

04:50

so that the tessellation at render time will be cleaner

04:53

and you won't get jagged edges on any of your models.

04:56

But as I said, for this model, the default settings are going to work fine.

Video transcript

00:04

Three Ds max is really the optimal choice for product visualization

00:07

for three reasons.

00:09

First, it has excellent support for C

00:11

AD or computer aided design formats.

00:14

Second, the three Ds max interface is intuitive and easy to use.

00:18

And third three Ds max is bundled with Arnold A physically

00:22

based renderer which is renowned for its power and flexibility.

00:26

So let's get started in three Ds

00:28

max.

00:29

I want to begin by just simplifying the interface a little

00:31

bit since we're going to be focusing on rendering in materials.

00:35

I'm gonna hide some of the panels that we won't be using.

00:37

First, I'll hide the ribbon appear on the main toolbar

00:42

over here on the left, we have a few panels we won't be using.

00:45

We've got the Viewport layout tabs.

00:47

Let's hide that

00:48

right. Click on the textured bar at the top

00:51

and hide the viewport layout tabs.

00:54

Likewise with the scene explorer,

00:56

we will be using the scene explorer,

00:58

but we'll be using that later in a floating window,

01:00

right click and hide the scene explorer as well.

01:04

Also the time slider down here, we won't be using that.

01:07

So I'll right click on its textured bar

01:09

H the time slider

01:11

at the top of the screen on the right of the main toolbar, we see the projects toolbar

01:16

and that's where we can create or assign a project folder structure.

01:20

I've currently got it assigned to the default documents. Three Ds

01:24

max,

01:25

I want to point this to the existing project folder I have created

01:29

and to do that, I can click on the set active project button

01:33

and you'll do that if you're using the exercise files provided with these videos.

01:38

If you don't have the exercise files,

01:40

then you want to create a new default project folder.

01:44

All right. So click on set, active project.

01:47

I've saved my project folder on the desktop. So I'll just navigate for that.

01:51

Go to desktop

01:53

and I've got a folder called product

01:54

viz.

01:55

Choose select folder.

01:57

OK. Now our project is set up properly.

01:60

I also want to set my units and grid size.

02:03

So go to the customized menu

02:06

to units, set up

02:08

and set that to metric with centimeters.

02:11

Click OK?

02:13

To set the grid size, right? Click on the snap button on the main toolbar

02:17

in the grid and snap settings. Dialog go to home grid,

02:21

set the grid spacing to one centimeter

02:24

and we'll set the perspective view, grid extent to

02:30

and then we can close that dialogue.

02:31

Now we're ready to import our C ad document.

02:34

Let's do that. We'll go to the file menu

02:37

and choose import,

02:39

import.

02:41

We're taken directly to the current project's import folder

02:45

and we've got a step file in here

02:47

and we saved it out to a step file for compatibility with three Ds Max.

02:53

So select Ham radio dot step

02:55

and click open

02:57

in the import settings.

02:59

Very importantly up at the top, we don't want to convert to a polygon mesh.

03:04

One of the great advantages of three DS MX is its ability

03:07

to preserve the solid or parametric nature of AC AD model.

03:12

We don't want to convert to polygons.

03:13

At this stage, we want to preserve the parametric model.

03:17

That'll give us the ability to change the tessellation

03:20

or meshing settings. Later on in our production process

03:25

change, convert to MS

03:26

to off

03:28

down here.

03:28

We want to leave the up axis as Z up because that is the three Ds max convention.

03:33

We do want to change the hierarchy mode

03:36

by default, the C AD file is going to be organized into groups.

03:40

We want to change this to

03:42

use layers.

03:44

Now, the objects in the C AD file will be organized into three Ds max display layers.

03:49

That'll make it a lot easier for us to select things in the view ports

03:53

with those settings, click import.

03:56

And then at the bottom of the three DS

03:58

max interface,

03:58

we see converting using a TF which is Autodesk translation framework.

04:04

That'll take just a moment

04:06

once that's finished, we see that we have a ham radio in the viewport

04:10

and all the objects are currently selected.

04:12

I can go around and select individual objects,

04:15

go to the modify panel

04:17

just to show you that these are all of the type body object.

04:21

A body object preserves the parametric or solid

04:24

model characteristics of the C AD document.

04:27

And we have the ability to change the tessellation

04:30

down here. We see Viewport display settings,

04:33

it's set to medium

04:35

and in rendering approximation,

04:38

it's set to production.

04:40

And these are good values. We can actually leave these as they are.

04:44

We won't need to change these.

04:46

But in some cases, you might want to go in here

04:48

and tweak the rendering settings

04:50

so that the tessellation at render time will be cleaner

04:53

and you won't get jagged edges on any of your models.

04:56

But as I said, for this model, the default settings are going to work fine.

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