Home / 3DsMax (page 3)

3DsMax

mental ray Materials 3ds Max

ysg1

For the most part, mental ray treats regular 3ds Max maps and materials the same way the Default Scanline Renderer does. However, a set of mental ray–specific materials exists to take further advantage of mental ray’s power. The mental ray Arch & Design material works great for most hard surfaces, ...

Read More »

themental ray Rendered Frame Window 3ds Max

ysf3

When you render a frame using the 3ds Max program, the Rendered Frame window opens, displaying the image you just rendered. When you render with mental ray, an additional Control panel is displayed under the Rendered Frame window, as shown in Figure 16.9. FIguRe 16.9 The Rendered Frame window now ...

Read More »

Advanced group 3ds Max

The Advanced group of settings gives you access to additional ways of controlling the quality of your Final Gather renders. Some are described next in brief. You should experiment with different settings as you gain more experience with Final Gather to see what settings work best for your scenes. Noise ...

Read More »

Basic group 3ds Max

ysf1

These are the most important parameters in the Basic section of the Final Gather rollout; they set the accuracy and precision of the light bounces, thereby controlling noise. FgPrecision Presets slider Sets the accuracy level of the Final Gather simulation by adjusting settings for the renderer such as Point Density, ...

Read More »

Final gather 3ds Max

ysd4

Final Gather is a method of mental ray rendering for estimating global illumination (GI). In short, global illumination is a way of calculating indirect lighting. This way, objects do not need to be in the direct path of a light (such as a spotlight) to be lit in the scene. ...

Read More »

mental ray sampling Quality 3ds Max

ysd1

Once the mental ray Renderer is enabled, click the Renderer tab in the Render Setup dialog box. The following is a brief explanation of the render settings most useful for you in your work. Under the Sampling Quality rollout, shown in Figure 16.3, are the settings that let you control ...

Read More »

enabling the mental ray Renderer 3ds Max

ysa4

To enable mental ray, in the main menu, choose Rendering aRender Setup to open the Render Setup dialog box. On the Common tab, scroll down to the Assign Renderer rollout, and then click the ellipsis button for the Production entry shown in Figure 16.1. This opens the Choose Renderer dialog ...

Read More »

outputting the Render 3ds Max

ysa3

You need to render out the entire 30 frames of the camera move. As you saw with the Bouncing Ball render earlier in the chapter, rendering out a sequence of images is done through the Common tab of the Render Setup dialog box. In the Time Output section, click to ...

Read More »

Adding Raytraced Reflections 3ds Max

ysa1

In Chapter 10, you used a reflect/refract map to add the reflections to some of the furniture. It is a way to add reflections but is not as accurate as the raytrace map. The raytrace map calculates reflections as they work in the real world, reflecting the object’s environment. Of ...

Read More »

Raytrace Mapping 3ds Max

tsc8

You can apply raytracing only to a specific map; you can’t apply it to the entire material. In this case, you will assign a raytrace map to the Reflection map channel of a material to get truer reflections in the scene and at a faster render time than when using ...

Read More »