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Managing display layers

From: Creating Product Shots in 3ds Max

Video: Managing display layers

So that we can hide, freeze, or assign materials to We can now click on the Create New Layer Containing Selected Objects button.

Managing display layers

So that we can hide, freeze, or assign materials to many objects at once, we'll want to create display layers. Let's open up the Manage Layers dialog box. And what we'll see in here is that the CAD file came with a single layer that has no name. We open that up, we'll see all the objects. Let's create some new layers and move these objects into those layers. If I click on the name of an object here in the layer dialogue, it doesn't actually select it in the viewport. To do that, we additionally have to press this Select Highlighted Objects and Layers button.

And now it's actually selected as we see here. We can now click on the Create New Layer Containing Selected Objects button. A new layer is created, down here. It's Layer001. And you'll see Glass is in there. So let's click on the name of that layer and rename it. Now we could go through the process of creating a whole bunch of layers using this Select button, but it's just tedious, and it's really not necessary because it's easier to select things in Scene Explorer. Go to the Tools menu. And go back to that saved Scene Explorer from before.

Because if we just click here, that actually selects the object in the viewport. We hit F3, we can see that. So if I click here and click back, that selects it. Then I can go over here and create a new layer. And then we'll call this one, back. We've got all the hands and markers. We want to go ahead and put all of those onto a layer. And so we can just drag across here and select all of these, or we can hold down the Shift key. Got all those selected now. And we'll create a new layer.

Contain those objects, and we'll call this one hands and markers. All right, and what remains here is just the body of the watch. We've got the outer ring, the knob, the inner ring, and the watch body itself, and those we can just go ahead and Shift-select here. Select them, and then create a new layer. We'll call that one watch body. Now we're left with this one here. We can just go ahead and delete that. Alright, and in the default layer, we still have our point helper. That's fine. We can leave that in there. And you'll notice this little check box here.

That indicates the active layer. So when you create a layer, it's made active automatically. Which means that any new objects you create will be placed into that layer. What we want to do here is actually make the default layer active, so any new objects we make, including cameras and lights, we put into the default layer. Alright, so now we have control over our scene. We can hide things as you can see here. We can hide all the hands and markers. We can freeze them, and when they're frozen, if we look at this in the shaded view with F3, when they're frozen by default they'll be displayed in gray.

We can change that behavior if we want. What you want to do is right-click on the layer and go to Layer Properties and turn off Show Frozen in Gray. And that way when you freeze it, it won't be grayed out and you'll still be able to see its material. So, I want to do that actually for all these layers. Turn off Show Frozen in Gray. That's just a preference of mine. Layer Properties > Shown Frozen in Gray off on all layers. And that way I can actually freeze all this geometry and now, I can't select it. It's untouchable. So, I can't break anything. Okay, so we've created our display layers

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This video is part of

Image for Creating Product Shots in 3ds Max
Creating Product Shots in 3ds Max

42 video lessons · 1413 viewers

Aaron F. Ross

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  1. 5m 50s
    1. Welcome
      1m 1s
    2. Using the exercise files
      4m 49s
  2. 32m 32s
    1. Setting the Customize UI and Defaults Switcher
      1m 43s
    2. Choosing units and grid options
      1m 13s
    3. Importing a CAD file
      5m 12s
    4. Managing the scene hierarchy
      7m 46s
    5. Managing display layers
      3m 52s
    6. Working with Body objects
      2m 53s
    7. Modeling an environment sphere
      4m 17s
    8. Creating a camera
      2m 44s
    9. Framing the shot
      2m 52s
  3. 16m 46s
    1. Creating mental ray area spot lights
      4m 31s
    2. Creating photometric spot lights
      5m 9s
    3. Setting exposure for studio lighting
      3m 9s
    4. Controlling Final Gather
      3m 57s
  4. 1h 1m
    1. Creating Arch & Design materials
      7m 26s
    2. Creating an environment material
      6m 14s
    3. Enabling self-illumination
      5m 33s
    4. Applying procedural textures
      7m 20s
    5. Working with reflectivity
      7m 10s
    6. Creating a metal material
      4m 33s
    7. Adjusting highlights
      5m 4s
    8. Varying highlights with a bump map
      6m 43s
    9. Working with transparency
      4m 44s
    10. Adding ambient-occlusion nodes
      6m 40s
  5. 37m 47s
    1. Understanding image-based lighting
      2m 42s
    2. Creating a skylight
      2m 10s
    3. Adding a spherical environment map
      2m 51s
    4. Controlling bitmap coordinates
      4m 5s
    5. Setting exposure for image-based lighting
      7m 36s
    6. Adjusting materials
      5m 38s
    7. Modeling environment geometry
      5m 42s
    8. Self-illuminated image-based lighting
      7m 3s
  6. 50m 6s
    1. Controlling mental ray Sampling Quality
      5m 18s
    2. Rendering to the high-dynamic-range EXR format
      5m 52s
    3. Defining After Effects color settings
      4m 0s
    4. Adjusting the image
      10m 4s
    5. Setting up render elements
      7m 51s
    6. Creating ambient-occlusion materials
      6m 9s
    7. Layering specularity and reflections
      3m 47s
    8. Adding all render-element layers
      7m 5s
  7. 49s
    1. Goodbye

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