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    <title>topic Re: Different scales workflow in 3ds Max Design Visualization Workflows Forum</title>
    <link>https://forums.autodesk.com/t5/3ds-max-design-visualization/different-scales-workflow/m-p/12768129#M28</link>
    <description>&lt;P&gt;Max is not like UE in that you can't do and 'Open World' in Max so one way is to use visual tricks.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Frequently you create the very far distance with a map inside a cylinder with the top and bottom taken off and the normals flipped to the inside. That cylinder might only be 1000m in diameter. Scale it till it looks right from your camers at the house and through the windows.&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Same for the mid-distance trees etc. Make them and place them in front of the cylinder of the background mountains. Scale them till they look correct. It's faked, but if done carefully you can't tell especially if you use some depth-of-field and 'atmospheric fog' or somehting to give a sense of depth.&amp;nbsp;&lt;/P&gt;</description>
    <pubDate>Sun, 12 May 2024 21:44:10 GMT</pubDate>
    <dc:creator>RobH2</dc:creator>
    <dc:date>2024-05-12T21:44:10Z</dc:date>
    <item>
      <title>Different scales workflow</title>
      <link>https://forums.autodesk.com/t5/3ds-max-design-visualization/different-scales-workflow/m-p/12444161#M27</link>
      <description>&lt;P&gt;Hello community!, not sure if I should post in this section.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Can anyone share their process workflow when dealing with extremely different scales inside a scene in 3ds max:&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Example:&lt;/P&gt;&lt;UL&gt;&lt;LI&gt;Position a camera at the gallery of a house: You will see a first plane of furnitures and object proper to a house&amp;nbsp;&lt;/LI&gt;&lt;LI&gt;Further, about 15mts you should see some trees&lt;/LI&gt;&lt;LI&gt;Further, about 1 or 2km you should see the slope of a close mountain&lt;/LI&gt;&lt;/UL&gt;&lt;P&gt;How do you deal when working with that extreme difference in scale (small furniture up close and massive mountains at the distance).&lt;/P&gt;&lt;P&gt;This inside Unreal isn't much of an issue but I want to tackle it from 3ds max.&lt;/P&gt;&lt;P&gt;I would like to avoid using backslates&lt;/P&gt;</description>
      <pubDate>Fri, 15 Dec 2023 17:44:05 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-design-visualization/different-scales-workflow/m-p/12444161#M27</guid>
      <dc:creator>jaime.monsalveTU6RG</dc:creator>
      <dc:date>2023-12-15T17:44:05Z</dc:date>
    </item>
    <item>
      <title>Re: Different scales workflow</title>
      <link>https://forums.autodesk.com/t5/3ds-max-design-visualization/different-scales-workflow/m-p/12768129#M28</link>
      <description>&lt;P&gt;Max is not like UE in that you can't do and 'Open World' in Max so one way is to use visual tricks.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Frequently you create the very far distance with a map inside a cylinder with the top and bottom taken off and the normals flipped to the inside. That cylinder might only be 1000m in diameter. Scale it till it looks right from your camers at the house and through the windows.&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Same for the mid-distance trees etc. Make them and place them in front of the cylinder of the background mountains. Scale them till they look correct. It's faked, but if done carefully you can't tell especially if you use some depth-of-field and 'atmospheric fog' or somehting to give a sense of depth.&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Sun, 12 May 2024 21:44:10 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-design-visualization/different-scales-workflow/m-p/12768129#M28</guid>
      <dc:creator>RobH2</dc:creator>
      <dc:date>2024-05-12T21:44:10Z</dc:date>
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