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Scene Assembly

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Abstract

In the ideal 3D world, you could build all your scenes without regard to file size, available RAM, CPU speed, rendering times, or any number of things that complicate the design process. However, since most of us have to be aware of our computers’ limitations, we have to manage the way we build objects and assemble our scenes. I’ve already discussed how creating objects with unnecessary detail results in longer rendering times and refresh rates. Likewise, assembling a scene improperly can result in unnecessarily long moments of waiting on your computer to update.

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© 2006 Brian L. Smith

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(2006). Scene Assembly. In: Foundation 3ds Max 8 Architectural Visualization. Apress. https://doi.org/10.1007/978-1-4302-0158-8_23

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