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3ds Max Design Architectural Visualization by Brian L. Smith

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CHAPTER 19

Managing System Resources

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A FRUSTRATING REALITY OF WORKING in any 3D program is waiting on the computer to process information. 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. To work efficiently, we should do whatever we reasonably can to minimize our wait.

At 3DAS, we’re often asked what kind of hardware we use to create and render our scenes. Students are ...

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