Autodesk 3ds Max 2009 Help Volume 3 3dsmax En Vol3
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Autodesk 3ds Max ® ® 2009 Help: Volume 3 © 2008 Autodesk, Inc. All rights reserved. Except as otherwise permitted by Autodesk, Inc., this publication, or parts thereof, may not be reproduced in any form, by any method, for any purpose. Certain materials included in this publication are reprinted with the permission of the copyright holder. Portions Copyright © 2005 Microsoft Corporation. All rights reserved. Portions Copyright Max HTR created 2003-2005 by Motion Analysis. REALVIZ Copyright © 2006 REALVIZ S.A. All rights reserved. Portions of this software JSR-184 Exporter Copyright © 2004 Digital Element, Inc. JPEG software is copyright © 1991-1998, Thomas G. Lane. All Rights Reserved. This software is based in part on the work of the Independent JPEG Group. Portions Copyright © 2005 Blur Studio, Inc. Portions Copyright © 1999-2005 Joseph Alter, Inc. Credit to Joe Alter, Gonzalo Rueda, and Dean Edmonds. Certain patents licensed from Viewpoint Corporation. 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The following are registered trademarks or trademarks of Autodesk Canada Co. in the USA and/or Canada and other countries: Backburner, Discreet, Fire, Flame, Flint, Frost, Inferno, Multi-Master Editing, River, Smoke, Sparks, Stone, and Wire. All other brand names, product names or trademarks belong to their respective holders. Disclaimer THIS PUBLICATION AND THE INFORMATION CONTAINED HEREIN IS MADE AVAILABLE BY AUTODESK, INC. "AS IS." AUTODESK, INC. DISCLAIMS ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE REGARDING THESE MATERIALS. Material Editor, Materials, and Maps 19 Materials describe how an object reflects or transmits light. Within a material, maps can simulate textures, applied designs, reflections, refractions, and other effects. (Maps can also serve as environments and projections from lights.) The Material Editor is the dialog you use to create, alter, and apply the materials in your scene. Image by Michael McCarthy 5259 See also: ■ Designing Materials on page 5260 ■ Types of Materials on page 5379 ■ Material Editor on page 5284 ■ Types of Maps on page 5767 Designing Materials Materials make objects look more convincing. These topics give you an overview of using the Material Editor to design materials on page 8041. The Material Editor on page 5284 gives you a wide variety of options for designing material, as well as myriad controls. If you’re new to the Material Editor, read this topic for a general idea about working with materials, and what the most important options are. 5260 | Chapter 19 Material Editor, Materials, and Maps For more details, follow the links in the workflow outline. Workflow Outline In general, when you create a new material and apply it to an object, you follow these steps: 1 Make a sample slot on page 5262 active, and enter a name for the material you are about to design. 2 Choose the material type on page 5264. TIP 3ds Max provides two renderers: the default scanline renderer on page 6141 and the mental ray renderer on page 6230, each with distinctive capabilities. You choose a renderer for each scene based on its features. It is a good idea to design materials with a particular renderer in mind. The mental ray Connection rollout on page 5385 lets you add features unique to the mental ray renderer to basic 3ds Max materials. When rendering with mental ray, it’s highly recommended that you use the Arch & Design material on page 5544 whenever possible. This material is optimized for use with mental ray and offers a number of distinct advantages over other materials available with 3ds Max. 3 For a Standard or Raytrace material, choose the shading type on page 5265. 4 Enter settings for the various material components on page 5267: diffuse color, glossiness, opacity, and so on. NOTE Lights and Shading on page 5268 describes how lights affect the appearance of a material. Choosing Colors for Realism on page 5270 gives guidelines on getting good results from unmapped materials. 5 Assign maps on page 5274 to the components you want to map, and adjust their parameters. 6 Apply on page 5278 the material to the object. 7 If necessary, adjust the UV mapping coordinates on page 5279 in order to orient maps with objects correctly. 8 Save on page 5280 the material. Designing Materials | 5261 Sample Slots and Material Name The sample slots on page 5304 display previews of materials. They are the most prominent feature of the Material Editor interface. Below and to the right of the sample slots are various tool buttons on page 5317 for the Material Editor. Below the tool buttons is a name field that shows the name of the material. TIP Always give a material a unique, intelligible name as soon as you begin to work on it. By default, six sample slots are visible at once. The Material Editor actually holds 24 materials at one time. You can use the scroll bars to move among the sample slots, or you can change the number of sample slots visible at once to 15 or 24 slots. Seeing more slots at once can be helpful if you are working with a complex scene. 5262 | Chapter 19 Material Editor, Materials, and Maps IMPORTANT While the Material Editor can edit no more than 24 materials at a time, a scene can contain an unlimited number of materials. When you are through editing one material, and have applied it to objects in the scene, you can use that sample slot to get on page 5341 a different material from the scene (or create a new one) and then edit it. To increase the number of sample slots visible at once, right-click a slot and then choose 5 X 3 Sample Windows or 6 X 4 Sample Windows from the pop-up menu. NOTE The right-click menu also has an Options choice on page 5335. This displays a dialog with various options for sample display. Exploring these options can help you learn to preview materials effectively. However, keep in mind that these settings affect the sample display only. They change nothing in the 3ds Max scene. When more sample slots are visible, the images are smaller, but you can display a larger, floating, and resizable material sample by double-clicking the slot you want to see better. Click a sample slot to make it active. Now you can design a new material from scratch, or you can load a previously stored material by clicking Get Material on page 5341, which displays the Material/Map Browser. The Browser is a dialog that lets you choose materials and maps from a material library, from the scene, and so on. You can also copy a material from one sample slot to another. Drag the slot with the material to another slot. To avoid confusion, rename the copy in the new sample slot before you begin to make changes to it. Sample Slots and Material Name | 5263 Material Type Every material has a type. The default is Standard on page 5395, which is the material type you will probably use most often. In general, other material types are for special purposes. The other material types are: ■ Advanced Lighting Override on page 5734 Used to fine-tune the effects of a material on Advanced Lighting on page 6153, including light tracing on page 6154 and radiosity solutions on page 6168. Radiosity Override is not required for calculating advanced lighting, but it can enhance the result. ■ Blend on page 5708 Mixes two other materials together. Can use a mask or a simple amount control. ■ Composite on page 5711 Mixes up to 10 materials. ■ Double-Sided on page 5713 Contains two materials, one for the front and one for the back faces of an object. ■ Ink 'n Paint on page 5742 Creates cartoon effects with flat shading and “inked” borders. ■ Lightscape on page 5741 Supports import on page 7253 and export on page 7251 of data from the Lightscape product. ■ Matte/Shadow on page 5699 Displays the environment but receives shadows. This is a special-purpose material. The effect is similar to using a matte in filmmaking. ■ Morpher on page 5716 Lets you morph between materials using the Morpher modifier on page 1545. ■ Multi/Sub-Object on page 5720 Lets you apply multiple sub-materials to a single object's sub-objects. ■ Raytrace on page 5490 Supports the same kind of diffuse mapping as Standard material, but also provides fully raytraced reflections and refractions, along with other effects such as fluorescence. 5264 | Chapter 19 Material Editor, Materials, and Maps ■ Shell on page 5732 Contains a material that has been rendered to a texture on page 6371, as well as the original material upon which the texture is based. ■ Shellac on page 5727 Mixes two materials by applying a "shellac" material to another. ■ Standard on page 5395 Uses surface shaders to simulate materials. In general, the standard material is probably the best choice for a simple material if you choose to use standard light objects. If you use photometric lights, use the default Architectural material. ■ Top/Bottom on page 5729 Contains two materials, one for faces that point upward, the other for faces that point downward. Standard materials let you set values for components such as color, glossiness, and opacity. They also let you apply maps to the components, which can produce an enormous variety of effects. Some other material types have these features as well. Some materials, such as Multi/Sub-Object or Double Sided, have controls only for combining other materials. mental ray Materials A group of materials is provided for use with the mental ray renderer on page 6230. See mental ray Materials on page 5543. Shading Type The Standard and Raytrace materials let you specify a shading type. Shading types are handled by a "shader," which describes how the surface responds to light. WARNING When you change the shading type of a material, you lose the settings (including map assignments) for any parameters that the new shader does not support. If you want to experiment with different shaders for a material with the same general parameters, copy the material to a different sample slot on page 5304 before you change its shading type. That way, you can still use the original material if the new shader doesn't give you the effect you want. Shading Type | 5265 Samples of different shading for a standard material 1. Anisotropic 2. Blinn 3. Metal 4. Multi-layer 5. Oren-Nayar-Blinn 6. Phong 7. Strauss 8. Translucent Several different shaders are available. Some of these are not available for the Raytrace material, as indicated below. Blinn is the most general-purpose of 5266 | Chapter 19 Material Editor, Materials, and Maps these shaders. The others have special purposes, especially regarding how the material creates highlights. ■ Anisotropic on page 5424 Creates surfaces with noncircular, "anisotropic" highlights; good for modeling hair, glass, or metal. ■ Blinn on page 5426 Creates smooth surfaces with some shininess; a general-purpose shader. ■ Metal on page 5427 Creates a lustrous metallic effect. ■ Multi-Layer on page 5428 Creates more complex highlights than Anisotropic by layering two anisotropic highlights. Not available for Raytrace material. ■ Oren-Nayar-Blinn on page 5429 Creates good matte surfaces such as fabric or terra-cotta; similar to Blinn. ■ Phong on page 5426 Creates smooth surfaces with some shininess; similar to Blinn, but doesn't handle highlights (especially glancing highlights) as well. ■ Strauss on page 5431 Creates both nonmetallic and metallic surfaces; has a simple set of controls. Not available for Raytrace material. ■ Translucent on page 5434 Translucent shading is similar to Blinn shading, but it also lets you specify translucency, where light is scattered as it passes through the material. You can use translucency to simulate frosted and etched glass. Not available for the Raytrace material. Material Components A material's components describe its visual and optical properties. The components in the Architectural material on page 5526 are based on physical qualities; for example, diffuse color, shininess, transparency, and so on. The components in a Standard material on page 5395 include color components, highlight controls, self-illumination, and opacity. Like the Standard material, the Raytrace material on page 5490 uses a nonphysical model to describe surfaces. Material Components | 5267 Standard and Raytrace material components vary depending on which shader on page 5265 you use. You can assign maps to most components, including color components such as Diffuse, and value components such as Transparency or Opacity. Maps can increase the complexity and realism of the material's appearance. Lights and Shading Materials work in combination with lights on page 4970. The intensity of light that falls on a surface determines the intensity of color to display. Three factors contribute to the intensity of light where it falls on an object: ■ Light intensity: A light's original intensity at its point of origin. ■ Angle of incidence: The more a surface inclines away from the light source, the less light it receives and the darker it appears. The angle between a ray of light and the face normal on page 8059 of a surface is the angle of incidence for that face. When the angle of incidence is 0 degrees (that is, the light strikes the face perpendicularly), the face is illuminated at full intensity unless the light is attenuated. Full intensity is the light's Multiplier value times the value of the face's surface color. The Multiplier value is 1.0 by default; the surface value is the Value component of the surface color's HSV description on page 8105. As the angle of incidence increases, the intensity of the face illumination decreases. 5268 | Chapter 19 Material Editor, Materials, and Maps Angle of incidence affects intensity. ■ Distance: Light diminishes over distance. This effect is known as attenuation on page 7915. By default, attenuation is turned off, but you can turn it on and specify the distance over which it operates. Lights and the Component Colors of a Standard Material As the names of a standard material's color components on page 5267 imply, the kind of light that strikes a surface with a material determines how the surface appears when it is shaded. ■ Ambient color appears where the surface is lit by ambient light alone (where the surface is in shadow). ■ Diffuse color appears where light falls directly on the surface. It is called "diffuse" because light striking it is reflected in various directions. Highlights, on the other hand, are reflections of light sources. ■ Specular highlights appear where the viewing angle is equal to the angle of incidence. Glancing highlights appear where the angle of incidence is high, relative to the observer or camera (that is, the light ray is nearly parallel to the surface). Shiny surfaces usually have specular highlights. Glancing highlights are characteristic of metallic surfaces. Some surfaces are completely reflective, or nearly so. These reflect their environment as well as the light sources that illuminate them. To model Lights and Shading | 5269 such surfaces, you need to use reflection mapping on page 5964 or ray tracing (see Raytrace Material on page 5490). The three color components blend at the edges of their regions. Between ambient and diffuse, the blending is calculated by the shader. Between diffuse and specular, you set the amount of blending by using the standard material's highlight controls. Choosing Colors for Realism Materials add greater realism to a scene only if you choose their colors and other properties to appear like real-world objects. This topic presents some general guidelines for choosing standard material colors. When possible, you should also observe colors in the objects you are modeling, especially under different lighting conditions. For objects on which you want the viewer to focus attention, an unmapped standard material doesn't often provide the level of realistic detail you probably want. However, for distant and peripherally visible objects, as well as some kinds of real-world materials, such as molded plastic, an unmapped standard material can work well. Keeping the number of maps to a minimum can help keep down the file size. Indoor and Outdoor Lighting Whether a scene is indoors or outdoors affects your choice of material colors, just as it affects the way you set up lights on page 4970. Full sunlight is bright and unidirectional. Most indoor lighting is less intense and more even (that is, multidirectional) than daylight. However, some special indoor lighting (and nighttime outdoor lighting), as for the stage, also features intense, directional light. Direct sunlight has a yellow tint. Materials for objects to appear in daylight should have a specular color of a pale, unsaturated yellow (for example, RGB values of 240, 240, 188). The ambient color should be the complement of the specular: a deep, dark purple with a hint of the diffuse color. Materials for objects to appear under normal interior lighting should have a specular color that is close to white. (Our perception compensates for the yellow or green tint that is often present in artificial light.) The ambient color can often have the same hue as the diffuse color, but with a darker value. 5270 | Chapter 19 Material Editor, Materials, and Maps Materials for objects to appear under spotlights should follow the general guidelines for daylight materials. The specular color should match the spotlight's color, and the ambient color should be a very dark value of the spotlight color's complementary hue, mixed with a bit of the material's diffuse color. If you want to render an object under changing lighting conditions, you can choose colors that are a compromise between the optimal colors for each kind of lighting, or you can animate on page 5361 the material so that its colors change to suit the changing light. Representing Natural Materials Outdoor scene with natural materials Most natural materials have a matte surface with little or no specular color. For natural materials such as these, use the following guidelines: ■ Ambient color: The ambient color depends on whether the scene is indoors or outdoors, as previously described. ■ Diffuse color: Choose a color found in nature. It is best to use the observed color of the object itself, or a similar object. Choosing Colors for Realism | 5271 ■ Specular color: Make the specular color the same hue as the diffuse, but with a higher value and a lower saturation. ■ Glossiness: Set the Glossiness to a low value. Some foliage, bird feathers, fish scales, and so on, are shiny. For materials such as these, set the Glossiness to higher values. You might also want to change the specular color so it's closer to the lighting color than the surface's diffuse color. Water is reflective, and is best modeled by a color component in combination with a reflection map on page 5964 or a water map on page 5907. While metal is a natural material, its special visual characteristics are most apparent when it has been polished. Standard material represents this by using a special shading type, described later in this topic. Representing Manufactured Materials Indoor scene with manufactured materials 5272 | Chapter 19 Material Editor, Materials, and Maps Manufactured materials often have a synthetic color rather than an "earth tone." Also, many manufactured materials, such as plastics and porcelain glazes, are very shiny. For manufactured materials, use the following guidelines: ■ Ambient color: The ambient color depends on whether the scene is indoors or outdoors, as previously described. ■ Diffuse color: Although the diffuse color doesn't have to be an "earth tone," as with natural materials you should used the observed color of the object or a similar object. ■ Specular color: Make the specular color close to white, or to the color of the light source. White is especially characteristic of plastic materials. ■ Glossiness: Set the glossiness to a high value. Representing Metallic Objects Metallic cup and ice cream scoop Polished metal has a characteristic "glancing" highlight that appears where the light is at a high angle of incidence. To generate this effect, Metal shading uses the Cook/Torrance illumination model. Choosing Colors for Realism | 5273 For metallic materials, you can use the Metal shading type. This disables the specular color and highlight controls. The Metal shader calculates its own specular color, which can vary between the diffuse color and the color of the light. In the diffuse region of a metal material, the ambient component is greater than it is for other kinds of materials. The Anisotropic, Multi-Layer, and Strauss shaders give you further options for modeling polished metal. If the metallic object is the focus of the scene, you can improve realism by using a Blend material on page 5708 to combine metallic shading with a reflection map on page 5964. TIP When you preview metallic surfaces, it is useful to turn on a backlight. This displays the metal's glancing highlight. The Backlight button is to the right of the sample slots. Using Maps to Enhance a Material Maps provide images, patterns, color adjustments, and other effects you can apply to the visual/optical components of a material. Without maps, material design in 3ds Max is limited. Maps give the Material Editor its full flexibility, and can give you dramatic results. Spheres with various maps applied to them (as well as a reflection map applied to the surface beneath them) The simplest use of a map is to assign a pattern to a material's Diffuse color. Diffuse mapping on page 5460 is also known as "texture mapping." It applies an image or pattern to geometry the material is applied to. 5274 | Chapter 19 Material Editor, Materials, and Maps Example of designing a mapped material: 1. Choose a sample slot. 2. Increase the highlight. 3. Apply a checker map to the material's diffuse component. 4. Apply a bump map to give the material ridges. Using Maps to Enhance a Material | 5275 5. The checker map displays in viewports, but the bump map does not, by default. 6. Rendering the material shows the full effect of mapping. WARNING When you change the shading type on page 5265 of a standard material, you lose the settings (including map assignments) for any parameters that the new shader does not support. If you want to experiment with different shaders for a material with the same general parameters, copy the material to a different sample slot on page 5304 before you change its shading type. That way, you can still use the original material if the new shader doesn't give you the effect you want. Map Terminology The term "material map" is sometimes used to describe a map assigned in the material editor. A material map applies a color or pattern to a surface. This is different from maps used for displacement mapping with the Displace modifier on page 1344, environment mapping for backgrounds, or projection mapping from lights. The term "texture map" is sometimes used as well. It is interchangeable with "diffuse map"; that is, with a map that applies colors to geometry, as opposed to a map that create reflections, bumps, and so on. In the Material/Map Browser on page 5290, maps are categorized according to how the map software functions. The categories are: ■ 2D maps A bitmap on page 5795 is the prototypical 2D map. 2D maps apply pictures and patterns to the surface of objects. ■ 3D maps 3D maps are generated procedurally. 3D maps apply patterns throughout an object's geometry. ■ Compositors Compositors combine other maps. ■ Color Modifiers Color modifiers are usually composited with another map to adjust its color. The Vertex Color map is a special case that displays the colors you assign to vertices in a mesh. ■ Other "Other" maps include maps that simulate reflection or refraction. 5276 | Chapter 19 Material Editor, Materials, and Maps The names of individual map types describe the pattern or effect they create, such as Checker map, Bitmap, Gradient, Flat Reflection, and so on. NOTE In some cases the user interface also uses "map" to describe not the map type, but the visual component being mapped. For example, a "diffuse map" means a map of any type applied to a material's diffuse component. This is an ambiguity in the use of "map" that can be a bit confusing when you first encounter it. Assigning Maps For a standard material on page 5395, you assign maps using the Maps rollout. Click the Map button in line with the name of the visual component you want to map. The Material/Map Browser on page 5290 is displayed. Select the map type (for example, Bitmap) from the list of maps, and then click OK. Double-clicking the map's name in the Browser also assigns the map type. The Browse From group box in the Browser creates new maps by default. You can also use it to obtain maps from a library (see Saving A Material), from the current scene, from objects selected in the scene, or from elsewhere in the material editor. In the Browser, you can turn on icons of differing sizes to preview maps before you assign them. A Standard material's Basic Parameters rollout has shortcut buttons for assigning a map to some of the material's visual components. These small buttons are equivalent to the buttons in the Maps rollout. Assigning a map to a button in one rollout changes the corresponding button in the other. Each type of map has its own set of parameters and controls. If the map is a Checker map, for example, you can choose the colors of the checkers, and whether a checker color has a map of its own. You can change tiling values to affect the scale of the checkers, adjust noise parameters to make the checkers irregular, and so on. NOTE To save loading time, if a map with the same name is in two different locations (in two different paths), it is loaded only once. This poses a problem only if your scene includes two maps that have different content but the same name. In this case, only the first map encountered will appear in the scene. Navigating the Material/Map Tree When you build a material of any complexity, you are building a material/map tree. The root of the tree is the material itself. The branches are the maps you Using Maps to Enhance a Material | 5277 have assigned to the material's components. Some maps can themselves contain maps, as in a map applied to one color of a Checker material on page 5808, so the tree can be more than two levels deep, and can actually be as deep as you need it to be. The Material/Map Navigator on page 5357 is a dialog that displays the tree for the current material. It is useful for finding a map and displaying its parameters. Click the map to display its rollouts in the Material Editor. To copy a map to a different component of the same material, you can also drag the map's name from the Navigator to a map button in the Material Editor. The Go Forward To Sibling and Go To Parent buttons also navigate the map tree. Go Forward To Sibling moves laterally in the map tree, while Go To Parent moves up the tree. (To move down the tree, click a map button that has a map assigned to it.) Another way to move between parents and children in the tree is to drop down the material name field on page 5360 and click the name of a map or material. Applying a Material to an Object There are two ways to apply a material to an object: ■ If the sample slot is active and the object is already selected, click Assign Material To Selection on page 5344. ■ Drag from the sample slot to the object. As you drag, a tooltip appears over each object beneath the mouse, showing the object's name. You can apply the material whether the object is selected or not. Release the mouse to apply the material. Applying a material overrides any previous material assignment the object might have had. Once the material is applied, while the sample slot is active, the material is "hot" and changes you make to it affect the object automatically. See Sample Slots on page 5304 for more about hot and cold materials. The Undo command on page 262 works for material assignment. You can apply only one material to an object. To overcome this restriction, use a Multi/Sub-Object material on page 5720. This is a container for various sub-materials that correspond to specified sub-objects such as different faces in a mesh, NURBS surfaces in a NURBS model, and so on. 5278 | Chapter 19 Material Editor, Materials, and Maps You can apply the same material to multiple objects in the scene. See also: ■ Dragging and Dropping Maps and Materials on page 5310 ■ Drag and Drop Sub-Object Material Assignment on page 5312 Mapping Coordinates An object assigned a 2D mapped material (or a material that contains 2D maps) must have mapping coordinates. These coordinates specify how the map is projected onto the material, and whether it is projected as a "decal," or is tiled or mirrored. Mapping coordinates are also known as UV or UVW coordinates on page 8161. These letters refer to coordinates in the object's own space, as opposed to the XYZ coordinates that describe the scene as a whole. Most renderable objects have a Generate Mapping Coordinates parameter. This is on by default, but if it’s off and the object contains a mapped material, when you try to render, you get a warning. Some objects, such as editable meshes, don't have automatic mapping coordinates. For these types of objects, you can assign coordinates by applying a UVW Map Modifier on page 1931. If the material appears the way you want it with the default mapping, you don't need to adjust the mapping. If you need to adjust it, use the map's Coordinates rollout. There are two typical sets of coordinates parameters: one for 2D maps such as Bitmaps on page 5795, and another for 3D maps such as Noise on page 5886. See Coordinates Rollout (2D) on page 5782 and Coordinates Rollout (3D) on page 5861. NOTE The UVW Remove utility on page 5284 provides a way to remove mapping coordinates or an entire material from selected objects. Mapping Coordinates | 5279 Mapping coordinates shown as U and V axes local to a surface. Saving a Material While a material is in the Material Editor or applied to an object, it is part of the scene, and is saved with the scene. However, for complicated scenes it is inconvenient to have all materials active in the Material Editor. You can also save a material by putting it into a material library. Some libraries are provided in the \materiallibraries subdirectory. The file 3dsmax.mat is the default library. You can add your material to this library, or create your own libraries. Procedures To save a material in a library: This stores a material in the current material library. To use a different library, first open it using the Material/Map Browser on page 5290. 1 In the Material Editor, click the sample sphere for the material to save. 5280 | Chapter 19 Material Editor, Materials, and Maps 2 On the Material Editor toolbar, click Put to Library on page 5348. This opens the Put to Library dialog on page 5372. Change the material name or leave it as is, and then click OK. 3 Choose Rendering > Material/Map Browser, or, on the Material Editor toolbar, click Get Material on page 5341. The Material/Map Browser on page 5290 opens. 4 In the Browser > Browse From group, choose Mtl Library, if necessary. The stored material appears in the list. 5 In the Browser > File group, click Save to save the library with the current name (if any) or Save As to save it as a different file. TIP You can use the Merge function in the File group to add materials from the current library to another library. Material XML Exporter Utility Utilities panel > Utilities rollout > More button > Utilities dialog > Material XML Export You can export materials you create in 3ds Max to XML files, which can then be shared with other 3ds Max users or used in AutoCAD Architecture (formerly Autodesk Architectural Desktop) to modify material definitions. NOTE You can add an exported XML material to your 3ds Max scene by dragging and dropping from a Web site or Windows Explorer onto an object in your scene, or by importing it directly onto objects. Material XML Exporter Utility | 5281 Interface Selection Method group The Selection Method group lets you set the method for selecting the materials you wish to export. Material/Map Browser Lets you select a material to export from the Material/Map browser on page 5290. Object List Lets you specify objects using the Select Object For Material Modifier Export dialog, which works like the Select From Scene dialog on page 228. All materials assigned to the selected objects are exported. Pick Object in Scene Lets you select an object from your scene. Any materials assigned to the selected object are exported. All Objects in Scene Exports all of the assigned materials in your scene. 5282 | Chapter 19 Material Editor, Materials, and Maps Output Format group The Output Format group defines the format of the XML Material output. Native XML (vizML) Materials are exported as raw XML. TIP Use this format for sharing XML material files within 3ds Max. Tool Catalog Materials are exported to the ATC (Autodesk Tool Catalog) format. This file type is suitable for display in the AutoCAD Content Browser and the Autodesk VIZ Content Browser. NOTE This file type cannot be imported to 3ds Max unless you also have Autodesk VIZ Render installed on the same system. Specify XSLT This option lets you apply your own XSL transform to the XML output. Export group The Export group lets you define the parts of the material assignments to export. Material Exports the material definitions. Create Thumbnails Exports thumbnails for each material. NOTE Thumbnail images are referenced by the ATC and displayed in the AutoCAD Content Browser and Autodesk VIZ Content Browser. Mapping Modifiers Exports the mapping modifiers applied to specific objects. Export This button begins the XML export process, using the defined selection method, output format, and export parameters. Upon clicking Export, you are prompted to set the path or URL to store in the XML file as the path to any referenced bitmap files. The default is an empty string, which means no path will be prepended to the bitmap filenames when written to XML. When the material is later imported, it will be assumed that the referenced bitmap file can be found in the bitmap search path. If you have elected to export thumbnails or to apply your own XSL transform, you are then prompted to set a path to store the thumbnail files and to locate your XSLT file, respectively. Material XML Exporter Utility | 5283 UVW Remove Utility Utilities panel > Utilities rollout > More button > Utilities dialog > UVW Remove The UVW Remove utility removes mapping coordinates or materials from the currently selected objects. Interface UVW Click to remove UVW mapping from this object. NOTE The utility can remove UVW mapping only from collapsed editable mesh objects; that is, editable meshes with no modifiers. Materials Click to remove material assignment from the selected objects. Set Gray If this is on when you click the Materials button, the object color is set to a neutral gray. Default=off. Material Editor Main toolbar > Material Editor Rendering menu > Material Editor Keyboard > M The Material Editor provides functions to create and edit materials on page 8041 and maps on page 8036. 5284 | Chapter 19 Material Editor, Materials, and Maps Materials create greater realism in a scene. A material describes how an object reflects or transmits light. Material properties work hand-in-hand with light properties; shading or rendering combine the two, simulating how the object would look in a real-world setting. You apply materials to individual objects or selection sets; a single scene can contain many different materials. NOTE Creating a new material clears the Undo/Redo lists. Procedures To view the Material Editor: ■ Click the Material Editor button on the main toolbar, or press M. The Material Editor dialog has sample slots on page 5304 for viewing previews of materials. When you first view the Material Editor, the material previews have a uniform default color. To give a material a different name: ■ Edit the name field that appears below the Material Editor toolbar. The name of the active material appears in the title bar of the Material Editor dialog. The name of the material is not a file name: it can contain spaces, numbers, and special characters. The name field displays only 16 characters, but a material name can be longer than that. To make a copy of a preview material: On the Material Editor toolbar, click Make Material Copy on page ■ 5346. To get a material from a scene: If a material that you want to change has been saved in the scene, but not in the Material Editor, you can load the material by getting it from the scene. 1 Click a sample slot to make it active. Be careful not to click the sample slot of a material you want to use later. Material Editor | 5285 2 On the Material Editor toolbar, click Get Material on page 5341. A modeless Material/Map Browser on page 5290 is displayed. 3 In the Browse From group box at the upper left, make sure that either Selected or Scene is chosen. The Selected option lists only materials in the current selection. If no objects are selected, the list of materials is blank. The Scene option lists all the materials currently in the scene. 4 In the list of materials, double-click the name of the material you want. You can also drag the material name to the sample slot. The material you chose replaces the previous material in the active sample slot. WARNING When you get a material from a scene, it is initially a hot material on page 8006. To apply a material to objects in a scene: Drag the sample slot that contains the material you want to apply to an object in the scene. If the object isn't selected, or if it's the only object selected in the scene, the material is applied immediately. If the object is one of several selected objects in the scene, the software prompts you to choose whether to apply the material to the single object only or to the whole selection (the latter is the default choice). ■ You can also apply materials to a selection by clicking Assign Material To Selection on page 5344 on the Material Editor toolbar. NOTE When you apply a material to an object or selection, that material becomes a hot material on page 8006 (its sample slot is displayed with white corner brackets). When you change the properties of a hot material, the scene immediately updates to reflect those changes. Every object with that material changes its appearance, not just the objects in the current selection. To remove a material from an object: 1 On the Material Editor toolbar, click Get Material. 5286 | Chapter 19 Material Editor, Materials, and Maps The Material/Map Browser appears. 2 Drag the entry NONE from the top of the list in the Browser to the object. The object now has no material applied to it. To make a material no longer hot so it doesn't change the current scene, click Make Material Copy on page 5346. To put a material back into a scene: ■ On the Material Editor toolbar, click Put Material To Scene on page 5343. The material in the active sample slot is now a hot material on page 8006. The Put Material button is available only when (1) the material in the active sample slot has the same name as a material in a scene, and (2) the material in the active sample slot is not hot. In other words, this command is meant to fit into the following overall sequence of handling materials: ■ You create a hot material either by applying it to objects in the scene or by getting it from the scene. ■ You make a copy of the material. ■ You make changes to the copy of the material. ■ You update the scene by putting the changed material back into the scene. These steps are not as immediate as changing a material while it is hot, but they help you avoid changing the scene's materials unintentionally or in unexpected ways. When a material in the Material Editor is applied to objects in the scene, you can select the objects from the Material Editor. To select objects that have the same material applied: When a material in the Material Editor is applied to objects in the scene, you can select the objects from the Material Editor. 1 Click a sample slot that contains a material in the scene. Material Editor | 5287 White corner brackets indicate materials that are in the scene. 2 Click Select By Material on page 5340. This button is unavailable unless the active sample slot contains a material in the scene. The Select Objects dialog on page 228 opens. The names of objects with the active material applied are highlighted when the dialog appears. 3 Click Select to select objects that have the active material applied to them. You can also change the selection by choosing other objects. If you change the selection, you can then apply the active material to newly selected objects by clicking Assign Material To Selection on page 5344. To get a material from a library: 1 On the Material Editor toolbar, click Get Material on page 5341. A modeless Material/Map Browser on page 5290 is displayed. 2 In the Browse From group box at the upper left, choose Material Library if necessary. If you have opened a library, the list of materials shows the contents of the library. If you haven't opened a library, click Open in the File group on the Browser. This opens the Open Material Library file dialog; use it to open a material library. After you open the library, its contents appear in the list of materials. 3 In the list of materials, double-click the name of the material you want. You can also drag the name of the material to the sample slot. The material you chose replaces the previous material in the active sample slot. To save a material in a library: 1 Click the sample slot that has the material you want to save. 2 On the Material Editor toolbar, click Put To Library on page 5348. 3 A Put To Library dialog on page 5372 appears. 5288 | Chapter 19 Material Editor, Materials, and Maps 4 Change the material name or leave it as is, and then click OK. The material is saved in the currently open library. If no library is open, a new library is created. You can save the new library as a file using the Material/Map Browser on page 5290 file controls. Interface The Material Library interface consists of a menu bar at the top, sample slots (the spheres) below the menu bar, and toolbars along the bottom and side of the sample slots. For links to topics describing these interface elements as well as overviews of materials and maps, see the end of this section. The Material Library interface also includes a number of rollouts whose contents depend on the active material (click a material's sample slot to make it active). Each rollout contains standard controls such as drop-down lists, check boxes, numeric fields with spinners, and color swatches. In many cases, associated with a control (typically to its right) is a map shortcut button: a small, square, blank button, which you can click to apply a map to the control. If you have assigned a map to a control, the button displays the letter M. An uppercase M means that the corresponding map is assigned and active. A lowercase m means that the map is assigned but inactive (turned off). You turn maps on and off with the check boxes on the Maps rollout on page 5414 (see this procedure on page ? and the one following it). You can also right-click the map shortcut button to access functions such as copy and paste (see Copying and Pasting: Right-Click Menu for Materials, Maps, Bitmaps, and Colors on page 5301). Material Editor | 5289 For choosing materials, see Material/Map Browser on page 5290. For applying materials using drag and drop techniques, see Dragging and Dropping Maps and Materials on page 5310. For an overview of how to use the Material Editor, see Designing Materials on page 5260. For the user interface elements in Material Editor and the different materials and map types, see the following topics: Material Editor Menu Bar on page 5321 Sample Slots on page 5304 Material Editor Tools on page 5317 Types of Materials on page 5379 Types of Maps on page 5767 For information about how to animate materials, see Animating Materials on page 5361. Material/Map Browser Main toolbar > Material Editor > Get Material > Material/Map Browser Rendering menu > Material/Map Browser Material Editor > Click Material Type button or Map Type button. > Material/Map Browser Procedures on page 5293 Interface on page 5295 The Material/Map Browser lets you choose a material on page 8041, map on page 8036, or mental ray shader on page 5974. When you click Get Material on page 5341, the Browser that is displayed is modeless (you can leave it displayed while you do other work). However, when you display the Browser by clicking the Type on page 5361 button, a map assignment button in the Environment dialog on page 6689, or from a projector light (see Advanced Effects Rollout on page 5108), it appears as a modal dialog with OK and Cancel buttons. You can leave the modeless Browser displayed, and drag materials from its listings to material or map sample slots and buttons in the user interface. When the Browser displays a Material Library, you can also add materials to the library by dragging them from the Material Editor sample slots on page 5304. 5290 | Chapter 19 Material Editor, Materials, and Maps When you double-click a material, map, or shader in the Browser, it places that material, map, or shader in the Material Editor's active sample slot. It automatically chooses between an instance or a copy, as follows: ■ Browsing New Materials: Creates a new material. ■ Browsing a Library: Makes a copy. ■ Browsing the Material Editor, Scene, or Selected: Depends on the status of the map or material. When you browse the Material Editor, the Scene, or Selected objects, the choice between making a copy or an instance depends on the status of the material, as follows: ■ If the material or map is already in the active slot, the Browser does nothing. ■ If the material or map is in some other sample slot, the Browser puts a copy in the active slot. ■ In all other cases, the Browser makes an instance of the material or map. Browsing mental ray Materials and Maps When you use the mental ray renderer on page 6230, you might want to use the materials and shaders that provide effects for this renderer only. (The default scanline renderer renders these materials and shaders only as black or white, or it simply ignores their effects.) The Material/Map Browser lists mental ray maps and materials only if you assign the mental ray renderer as the currently active renderer. Once you have enabled the renderer, when you use the Browser, it shows mental ray materials and shaders. Materials are displayed with a yellow sphere, rather than blue for standard materials, and shaders are displayed with a yellow parallelogram, rather than green as for standard maps. Material/Map Browser | 5291 mental ray maps in the browser's list are shown with yellow icons. When you use the mental ray Connection rollout on page 5385, or other shader buttons specific to mental ray materials and shaders, the shaders that appear in the Browser's list are restricted to those that the mental ray renderer allows for that particular shader component. By default, only shaders that ship with 3ds Max are listed. If you have acquired other shader libraries, you might see the names of shaders that are not mentioned in this reference. NOTE You can see the listing of materials, maps, or shaders that are incompatible with the current renderer, if you turn on the Incompatible toggle in the Show group, as described under “Interface,” below. See also: ■ Material/Map Navigator on page 5357 5292 | Chapter 19 Material Editor, Materials, and Maps Procedures To navigate materials with the Browser: TIP Use the Browser primarily in Root Only mode, to see only the top levels of the materials. This provides a simpler view of your materials, and speeds redraws when you're using any of the icon display modes. (You can also create thumbnails to speed up redraws, as described below.) 1 In the Material Editor, choose any sample slot you want that contains a complex, multilevel material. 2 In the Browser > Browse From group, choose Active Slot mode to display all levels of the active sample slot. 3 Click any of the items in the Browser's material/map list to move to that level of the current material. 4 When you want to switch to a different material, select its sample slot in the Material Editor, and its hierarchy will appear in the Browser. 5 Again, click the items in the Browser to change levels. To delete an assigned map: 1 While viewing the map parameters, click the Map Type button. 2 In the Material/Map Browser, choose NONE as the new map type. TIP You can also remove a material or map by dragging the NONE item from the Browser over to the object or map button. To merge material libraries: 1 In the Browse From group, choose Mtl Library, and then click the Merge button. 2 In the Merge Material Library dialog on page 5371, select a material library other than the current library, or select a 3ds Max or VIZ Render (DRF on page 7167) scene. A Merge dialog on page 5370 is displayed, listing all materials in the specified library, or all materials assigned to the 3ds Max or VIZ Render file. Below the list are All and None buttons to help in the selection. Material/Map Browser | 5293 3 Select the materials in the list that you want to merge, and then click OK. The selected materials are merged into the current material library. 4 Save the library to save your changes. To save the sample spheres as thumbnail images: 1 Open the Browser. In the Browse From group, choose Mtl Library. 2 Choose View Small Icons. 3 Display all of the icons in the library by either scrolling through all of them, or by enlarging the Browser so that all of the icons have been displayed at least once. The action of displaying the icons automatically creates thumbnails in memory. IMPORTANT If you want to include thumbnails of the sub-materials and maps, be sure to turn off Root Only. 4 Save the library. When you save the library, you save the thumbnail images of the samples as they appeared in the Browser at that time. If you change any of the materials or maps later, you must re-save the library in order to update the thumbnails. If you do not re-save the library after altering or adding a materials, the icon of the material will still appear correctly, but it will be rerendered when it first appears in the Browser, while all the other icons will appear immediately. 5294 | Chapter 19 Material Editor, Materials, and Maps Interface Material/Map Browser | 5295 The Material/Map Browser contains the following controls: Material/Map list The main part of the Material/Map Browser dialog is a scrollable list of materials and maps. The list indicates a material with a blue sphere, and indicates a map with a green parallelogram. When you list both materials and maps, the materials are listed first. NOTE Icons of materials and maps for which Show Standard/Hardware Map in Viewport on page 5350 is on are red. Also, the names of instanced on page 8014 materials and maps appear in boldface. Both of these effects are shown in the following illustration: Text entry As you enter a material name in this field, the first matching text item is selected in the list. Press Enter to select the next matching name, and so on. For example, if you enter ch when the list includes the material names Cherry Red, Chrome Blue, and Chrome Zinc, Cherry Red is selected first. Press Enter, and the Chrome Blue is selected. Press Enter again, and Chrome Zinc is selected. The search is not case-sensitive. Sample slot Below the text-entry field is a single sample slot. This displays a sample of the current selection. You can drag the sample to any other sample slot or material button. The sample slot display is interruptible, so you can quickly click from one list item to the next without waiting. In addition, if you complete the display of one sample, then move on to another sample, when you return to the first sample, it displays instantly. Tool buttons The first part of this row of buttons controls how you view the list. The second part is for managing material libraries. 5296 | Chapter 19 Material Editor, Materials, and Maps To speed up the display of the sample spheres in the Browser, the smaller of the sample spheres (those displayed when you choose View Small Icons or View List + Icons) can be saved as thumbnail images in the material library file. (See the Procedures for this topic, above.) Keep in mind that the saved thumbnails increase the size of the material library file. View List Displays the materials and maps in list format. Blue spheres are materials. Green parallelograms are maps. The green parallelograms turn red if Show Map in Viewport is on for a material. View List + Icons Displays the materials and maps in a list with small icons. View Small Icons Displays the materials and maps as small icons. As you move the mouse over the icons, tooltip labels pop up, showing you the name of the material or map. View Large Icons Displays the materials and maps as large icons. The large icons are labeled with the name of the material or map and are displayed using progressive refinement—samples are rendered quickly, with large pixels, then rendered a second time in greater detail. Update Scene Materials from Library Updates materials in the scene with the materials of the same name stored in the library. When you click Update Scene Materials from Library, the Update Scene Materials dialog on page 5377 is displayed. This dialog lists materials in the library that have the same name as materials in the scene. In the list, select the materials you want to update in the scene, and then click OK. If no materials exist in the scene that match the names in the library, an alert informs you of this. This button is available only when the Browser is viewing a library. Delete from Library Removes the selected material or map from the library display. The library on disk is not affected until you save it. Use Open to reload the original library from disk. This button is only active when you select a named material that exists in the current library. Material/Map Browser | 5297 This button is available only when the Browser is viewing a library. Clear Material Library Removes all materials from the library display. The library on disk is not affected until you save it. Use Open to reload the original library from disk. This button is available only when the Browser is viewing a library. Browse From group The controls in this group choose the source of the materials displayed in the material/map list. Material Library Displays the contents of a material library file from disk. When you set this option, the buttons under File become active (see below). You can also load a library from a MAX file. When browsing from the Material Library in the Material/Map Browser, choose Open, and then choose 3ds Max (*.max) from Files of type. Select and load a .max file. All materials assigned in that scene are listed in the Browser. To convert the collection of materials to a library file, click Save, and save it as a MAT (.mat) file. Material Editor Displays the contents of the sample slots. Active Slot Displays the contents of the currently active sample slot. This option is unavailable in the modal version of the Browser. When you choose this mode, all check boxes in the Show group box are made available. The entire material and map tree of the active material is displayed, regardless of the state of these check boxes in other Browse From modes. You can also use Active Slot mode to navigate the hierarchy of the active material. When Active Slot is chosen, clicking an item in the material/map list moves Material Editor controls to that level of the material. Selected Displays the material applied to the selected objects. Scene Displays all materials applied to objects in the scene. All maps assigned to the scene, including Environment Background or spotlight projector maps, are displayed in the Browser list. New Displays the set of material/map types for you to create a new material. 5298 | Chapter 19 Material Editor, Materials, and Maps Show group These options filter what is displayed in the list. Either Materials or Maps is always on, and both can be on at the same time. The first two options can be unavailable, depending on the active Browse From and View settings. Materials Turns display of materials and sub-materials on or off. This is always unavailable in the modal version of the Browser. Maps Turns display of maps on or off. This is always unavailable in the modal version of the Browser. Incompatible When on, displays materials or maps and shaders that are incompatible with the currently active renderer. The incompatible materials are displayed in gray. You can still assign incompatible materials, maps, or shaders to buttons where they would be legal, but if you use the current renderer, the results might not be correct. Default=off. Root/Object group Root Only When on, the material/map list displays only the root of the material hierarchy. When off, the list displays the full hierarchy. The default state of Root Only depends on how you display the Browser. Generally, when you display the modeless Browser, you're selecting materials rather than maps (to begin with), so Root Only is on. However, when you display the modal Browser (by clicking a map button anywhere in the user interface), Root Only is off so you can see all the maps. By Object This is available only when you're browsing from either Scene or Selected. When on, the list displays materials by their object assignment in the scene. At the left are the names of the objects arranged alphabetically, with a yellow cube icons as in Track View on page 3503. Applied materials are shown as children of the objects. When off, the list displays only material names. Material/Map Browser | 5299 File group This button group is displayed when you've chosen Material Library, Material Editor, Selected, or Scene in the Browse From group. All four buttons are displayed only when browsing from the Material Library; otherwise, only the Save As button appears. Open Opens a material library. Merge Merges materials from another material library or scene. When you click Merge, the Merge Material Library dialog on page 5371 is displayed. This file dialog lets you choose a material library or a scene. When you choose a library or scene to merge, the Merge dialog on page 5370 is displayed. This lets you select which materials to merge. If there are duplicate names among the materials you're merging, the Duplicate Name dialog on page 5368 is displayed so you can resolve the name conflicts. Save Saves the open material library. Save As Saves the open material library under another name. Display group This group of radio buttons is displayed only when you've chosen New under Browse From. It controls what types of maps the Browser displays in the material/map list. (The Browser displays materials regardless of this setting.) 2D Maps Lists only 2D map types. 3D Maps Lists only 3D (procedural) on page 8097 map types. Compositors Lists only compositor map types. Color Mods Lists only color modifier map types. Other Lists reflection and refraction map types. 5300 | Chapter 19 Material Editor, Materials, and Maps All (The default.) Lists all map types. Copying and Pasting: Right-Click Menu for Materials, Maps, Bitmaps, and Colors Material Editor > Right-click a Type button, sub-materials button, map button, bitmap button, or color swatch. Elsewhere in the user interface > Right-click a map button or color swatch. A set of right-click pop-up menus in the Material Editor (and elsewhere in the program's user interface) lets you copy and paste, and otherwise manage materials, maps, bitmaps, and colors. You see these menus only if copy and paste actions are appropriate. For example, if you copy a material and then right-click a map button, nothing happens. Material Right-Click Menu When you right-click a button that represents a material, this menu appears. This includes the Type button on page 5361 for a material, and sub-material buttons such as you find in the Multi/Sub-Object material on page 5720, the Blend material on page 5708, and others. Cut Makes a copy of the material. If you right-click a sub-material button, this also removes the material from that sub-material component. If you right-click the Type button, Cut is equivalent to Copy. Copy Makes a copy of the material. Paste (Copy) Pastes a copy from the copy buffer. This item doesn't appear if you haven't yet copied a material. Paste (Instance) Pastes an instance from the copy buffer. Copying and Pasting: Right-Click Menu for Materials, Maps, Bitmaps, and Colors | 5301 This item doesn't appear if you haven't yet copied a material. Clear If you right-click a sub-material button, Clear removes the material from that sub-material component without making a copy of it. If you right-click the Type button, Clear has no effect. Map Right-Click Menu When you right-click the button for a map component (a “map slot”), the menu you see depends on whether a map has been assigned yet. When a Map Has Been Assigned The following menu appears if a map has been assigned: Cut Removes the assigned map, and puts a copy of it in the copy buffer. Copy Copies the map without removing it. Paste (Copy) Pastes a copy from the copy buffer. This item doesn't appear if you haven't yet copied a map. Clear Removes the assigned map without copying it. Open For bitmaps on page 5795, launches whichever application is associated with the currently assigned 2D map. This item does not appear for other map types such as procedural maps. Reveal Location in Explorer Launches a copy of Windows Explorer to display the folder where the map is saved. When No Map Has Been Assigned If no map has been assigned, all you can do is paste another: 5302 | Chapter 19 Material Editor, Materials, and Maps Paste (Copy) Pastes a copy from the copy buffer. Paste (Instance) Pastes an instance from the copy buffer. When No Map Has Been Either Assigned or Copied If no map has been assigned and you haven't copied a map yet, then no right-click menu appears at all. Bitmap Right-Click Menu This menu appears when you click a button that specifies an external bitmap on page 7926. See Bitmap 2D Map on page 5795. Copy Copies the bitmap. Paste Pastes the bitmap from the copy buffer. Open Launches whichever application is associated with the bitmap. Reveal Location in Explorer Launches a copy of Windows Explorer to display the folder where the bitmap is saved. Color Swatch Right-Click Menu This menu appears when you right-click a color swatch. NOTE This menu does not apply to the VertexPaint modifier's Color Palette on page 1984, which has its own right-click menu. Copying and Pasting: Right-Click Menu for Materials, Maps, Bitmaps, and Colors | 5303 Copy Copies the color. Pastes Pastes a color from the copy buffer. Sample Slots Material Editor > Sample slots display The sample slots let you maintain and preview materials on page 8041 and maps. on page 8036 Each slot previews a single material or map. You can change the material by using the Material Editor controls, and you can apply the material to objects in the scene. The easiest way to do this is to drag the material from the sample slot to objects in viewports. See Dragging and Dropping Maps and Materials on page 5310. IMPORTANT While the Material Editor can edit no more than 24 materials at a time, a scene can contain an unlimited number of materials. When you are through editing one material, and have applied it to objects in the scene, you can use that sample slot to get on page 5341 a different material from the scene (or create a new one) and then edit it. You can display a sample slot in a window of its own. This magnifies the sample slot, which can make it easier to preview the material. You can resize 5304 | Chapter 19 Material Editor, Materials, and Maps the magnified window to make it even larger. To magnify a sample slot, double-click it, or right-click and choose Magnify from the pop-up menu. See Sample Slot Right-Click Menu on page 5308. The Material Editor has 24 sample slots. You can view them all at once, six at a time (the default), or 15 at a time. When you view fewer than 24 slots at once, scroll bars let you move among them. See Material Editor Options on page 5335 and Sample Slot Right-Click Menu on page 5308. A material in a slot is shown on a sample object. By default, the object is a sphere. Use the Sample Type flyout on page 5328 to change the sample object. Sample slot showing a material By default, a standalone map in a slot fills the whole slot. This is when the slot shows only a standalone map at the top of a tree; when the map is assigned to a material, the slot shows it as part of the material, mapped to the sample object. See Get Material on page 5341 and Material Editor Options on page 5335. Sample slot showing a map The Material Editor renders only the active sample sphere for the current frame. Sample Slots | 5305 Hot and Cool Materials A sample slot is "hot" on page 8006 when the material in the slot is assigned to one or more surfaces in the scene. When you use the Material Editor to adjust a hot sample slot, the material in the scene changes at the same time. The corners of a sample slot indicate whether the material is a hot material: ■ No triangle: The material is not used in the scene. ■ Outlined white triangle: The material is hot. In other words, it's instanced in the scene. Changes you make to the material in the sample slot will change the material displayed in the scene. ■ Solid white triangle: The material is not only hot, but is applied to the currently selected object. Left: "Hot" material applied to currently selected object. Middle: "Hot" material assigned to scene but not to currently selected object. Right: "Cool" material: active but not assigned to scene. A material is "cool" on page 7943 if it is not applied to any object in the scene. To make a hot sample slot cool, click Make Material Copy on page 5346. This copies the material in the sample slot on top of itself so that it's no longer used in the scene. You can have the same material (with the same name) in more than one sample slot, but only one slot containing that material can be hot. You can have more than one hot sample slot, as long as each has a different material. If you drag to copy a material from a hot slot to another slot, the destination slot is cool, and the original slot remains hot. 5306 | Chapter 19 Material Editor, Materials, and Maps See also: ■ Sample Slot Right-Click Menu on page 5308 ■ Dragging and Dropping Maps and Materials on page 5310 ■ Creating a Custom Sample Object on page 5314 Procedures To use a sample slot: ■ Click the sample slot to make it active. The active sample slot is displayed with a white border around it. The sample slot shows a sample object shaded with a material. (By default, the sample object is a sphere.) The sample object is lit by a light source above it and slightly toward the viewer. For the sphere, the highlight is in the upper-left quadrant. The diffuse color shows most clearly above and to the left of the highlight, shading toward the ambient color at the sphere's lower right. To change the preview shape: 1 Make sure the sample slot of the material you want to view is active. 2 Use the Sample Type flyout on page 5328 to choose the shape you want to view. The flyout gives you three options: sphere (the default), cylinder, or box. The new shape is displayed in the sample slot, with the material mapped to it. To render the current mapping level: 1 Move to the level of the map hierarchy that you want to render. 2 Right-click in the sample slot, and choose Render Map from the pop-up menu. The Render Map dialog on page 5373 is displayed. 3 Choose Single or the range of frames you want to render. 4 In the Dimensions group box, specify the pixel resolution of the map. Sample Slots | 5307 5 Click the Files button, and specify a path and file name for the file. Make sure Save To File is on unless you want to see the image only in a Rendered Frame Window on page 6073. 6 Click Render. A Rendered Frame Window appears displaying the map. If Save To File is on, the image is also saved to disk. Sample Slot Right-Click Menu Material Editor > Right-click active sample slot. When you right-click the active sample slot, a pop-up menu is displayed. For other sample slots, click or right-click once to select them, then right-click to use the pop-up menu. The pop-up menu is available in magnified sample slot windows. See the "Magnify" option, below. Interface The pop-up menu has these options: Drag/Copy Sets dragging a sample slot to copy mode. When on, dragging a sample slot copies the material from one sample slot to another, or from the sample slot to an object in the scene or a material button. 5308 | Chapter 19 Material Editor, Materials, and Maps Drag/Rotate Sets dragging a sample slot to rotate mode. When on, dragging in the sample slot rotates the sample object. This helps you preview the material. Drag over the object to rotate it about its X or Y axis; drag in the corners of the sample slot to rotate the object about its Z axis. In addition, if you press Shift before dragging in the center, the rotation is constrained to the vertical or horizontal axis, depending on your initial drag direction. If you have a three-button mouse and are using Windows NT, the middle mouse button rotates the sample object while Drag/Copy mode is active. Reset Rotation Resets the sample object to its default orientation. Render Map Renders the current map, creating a bitmap or an AVI file (if the map is animated). Only the current map level renders. That is, the rendering shows the image displayed when Show End Result is turned off. If you're at a material level instead of a map level, this menu item is disabled. Options Displays the Material Editor Options dialog on page 5335. This is an alternative to clicking the Options button. Magnify Generates a magnified view of the current sample slot. The magnified sample is displayed in its own, floating (modeless) window. You can display up to 24 magnified windows, but you can't display the same sample slot in more than one magnified window at a time. You can resize magnify windows. Clicking a magnify window activates the sample slot, and vice versa. Shortcut Double-click a sample slot to display the magnified window. The magnify window's title bar displays the contents of the editable material name field on page 5360. It varies depending on which level of the material is active. Sample Slots | 5309 Auto Turn off to prevent the magnified window from updating automatically. This can save rendering time, especially when you have resized the magnified window to make it larger. Default=on. Update Click to update the magnified window. This button is unavailable unless Auto is turned off. Dragging a different sample slot to the magnify window changes the contents of the magnify window. Sample Windows options The Material Editor always has 24 sample slots available. You can choose to display fewer sample slots at a larger size. When you do, scroll bars let you move around among the sample slots. 3 X 2 Sample Windows Displays a 3 x 2 array of sample slots. (The default: 6 windows.) 5 X 3 Sample Windows Displays a 5 X 3 array of sample slots. (15 windows.) 6 X 4 Sample Windows Displays a 6 X 4 array of sample slots. (24 windows.) Dragging and Dropping Maps and Materials You can move materials from sample slots to objects using a drag-and-drop operation. You can also drag to and from map and material buttons. See the 5310 | Chapter 19 Material Editor, Materials, and Maps following lists to determine where in the interface you can drag from and drag to. When dragging materials, use the Undo command on page 262 to cancel material assignments. Where You Can Drag From ■ Sample Slots on page 5304 The content you drag from a sample slot is always at the top level of the sample slot, regardless of which level is currently displayed. If the sample slot contains a material, you can't drag from the sample slot to a map button, even if you're at the map level of the material. ■ Material preview and map preview ■ The Material Editor Type button on page 5361 ■ Material/Map Browser on page 5290 lists (text or icon lists) You can't drag from the modal version of the Browser (when OK and Cancel buttons are present). ■ The sample slot in the Browser ■ Material map buttons (see below) ■ A projector light map button (see Advanced Effects Rollout on page 5108) ■ The Environment Background on page 6689 map button ■ Fog on page 6707 Color and Opacity map buttons ■ Displace modifier on page 1344 map buttons Material Map Buttons The material map buttons you can drag from include: ■ The buttons in the Maps rollout on page 5414 ■ The small shortcut map buttons on the Basic Parameters rollouts on page 5406. ■ Any map buttons at any level. ■ Sub-material buttons, such as those found in the Multi/Sub-Object material on page 5720. Sample Slots | 5311 Where You Can Drag To ■ All of the items in the previous list. ■ Objects in viewports. Drag from a material button, sample slot, or Browser listing into the viewport and over an object. When you release the mouse, the material is applied. If you drag a material over two or more selected objects, an alert message asks if you want to apply the material to the object or to the selection. Choose the option you want, and click OK. ■ The Material Editor Type button on page 5361. You can drag to the Type button only from the Browser. If the Type button shows a standalone map, you can drag only a map to it. If it shows a material type, you can drag only a material to it. ■ All of the items in the previous list, except that you can drag to the Browser only when it displays a material library. When the Browser is set to browse from a Material Library, dragging materials and maps into the Browser adds them to the library. ■ Any palette in the Content Browser. You can drag individual materials, selections of materials, or entire panels or palettes into the Content Browser. ■ A Face, Polygon, Patch, or Element sub-object selection of an editable surfacemesh object (mesh, patch, or poly). ■ A Face, Polygon, Patch, or Element sub-object selection created by the Edit Mesh modifier on page 1353 or Edit Patch on page 1360; or by one of these selection modifiers: Mesh Select on page 1527, Patch Select on page 1592, or Poly Select on page 1613. See also: ■ Applying a Material to an Object on page 5278 ■ Drag and Drop Sub-Object Material Assignment on page 5312 Drag and Drop Sub-Object Material Assignment You can apply a material to a selection of renderable sub-objects, such as faces in a mesh. In the Material Editor, you can use Assign Material to Selection on 5312 | Chapter 19 Material Editor, Materials, and Maps page 5344. You can also drag the material from the Material Editor or the Material/Map Browser on page 5290 to the selected faces. This can create a new Multi/Sub-Object material on page 5720 on the fly. You can disable drag-and-drop of materials to sub-objects. To do so, go to the General tab on page 7744 of the Preferences dialog on page 7743, and in the Sub-Materials group, turn off Assign Automatically. This check box is on by default. How the Multi/Sub-Object Material Is Created The Multi/Sub-Object material is created in one of three ways, depending on what material is already applied to the selected sub-objects: ■ No material applied If the selected faces have no material applied, a new Multi/Sub-Object material is created. The dragged material becomes a sub-material in the new material. If material IDs already exist, they are preserved. ■ Existing material applied (other than Multi/Sub-Object material) A new Multi/Sub-Object material is created and applied to the selected faces. The existing material is moved into the Multi/Sub-Object material and becomes the first sub-material. Unselected faces get material ID #1, the selected faces get material ID #2, and the dragged material becomes part of the Multi/Sub-Object material. Existing material IDs are not preserved. ■ Multi/sub-object material applied If the existing Multi/Sub-Object material is already applied more than once in the scene, the material is copied and the new copy is applied to the selected faces. If the Multi/Sub-Object material is only applied once in the scene, then the existing material is used. The dragged material is added to the existing Multi/Sub-Object material. If the dragged material already is a part of the Multi/Sub-Object material, then the selected faces receive the corresponding material ID number. If the selected faces all have the same material ID number, and no unselected faces are already using this number, then this number is used and the new material replaces the old sub-material at this ID. Otherwise, a new material ID number is assigned to the faces, and used for the dragged material. In this case, any existing material IDs are preserved. Sample Slots | 5313 Procedures To drag materials onto sub-object selections: 1 In the Modify panel > Modifier Stack rollout, choose Face as the sub-object level. 2 Select faces of an editable mesh object. 3 Drag a material from a Material Editor sample slot to the selected faces. 4 In the Modifier Stack rollout, click to turn off Sub-Object and return to the object level. 5 On the Material Editor, click Pick Material From Object, then use the eyedropper to get the material from the sphere. The new Multi/Sub-Object material appears in the active sample slot. Creating a Custom Sample Object Material Editor > Right-click the active sample slot. > Right-click menu > Options > Material Editor Options dialog Material Editor > Material Editor Options > Material Editor Options dialog 5314 | Chapter 19 Material Editor, Materials, and Maps Custom sample object fits within a 100-unit cube By default, the sample object in a sample slot is a sphere. You can use the Sample Type flyout on page 5328 to change this to a cube or a cylinder. You can also create a custom sample object by creating a 3ds Max scene that shows the object. Overview of Using a Custom Sample Object See Procedures for more details. The scene you create should contain a single object that fits into an imaginary cube that is 100 units on each side. The object must be at the root level of the scene: it can't be linked to other objects. If more than one object is in the scene, only the first object listed in the Track View hierarchy is used as the sample object. If the object is of a type that doesn't have a Generate Mapping Coords check box, apply a UVW Map modifier on page 1931 to it. After you have saved the single-object scene as a MAX file, use the Custom Sample Object group in the Material Editor Options dialog on page 5335 to specify the file. When you specify the file, a new button is displayed at the Sample Slots | 5315 right of the Sample Type flyout. This button, which shows an object with a question mark, displays the sample object file you chose. If the sample object scene contains only the object, sample slots display it with default lighting. If the scene also contains a camera and lights, you can use the camera to specify the view, and the lights to light the object as you choose. Turn on Load Camera and/or Lights in the Custom Sample Object group. Procedures To set up a custom sample object: 1 Create a scene with a single object, such as a pyramid. The object should fit into an imaginary cube that is 100 units on each side. Also, the object must be at the root level of the scene: it can't be linked to other objects. If more than one object is in the scene, the Material Editor uses the first object listed in the Track View hierarchy. 2 If the object does not have built-in mapping coordinates (via a Generate Mapping Coords check box), then assign a UVW Map modifier on page 1931 to it to provide mapping coordinates. If the object has a Generate Mapping Coords check box, it's on by default, and the Material Editor uses those coordinates. If you want to use coordinates other than those built into the object, assign a UVW Map modifier and set up your own coordinates. 3 Save the scene as a MAX file. 4 In the Material Editor Options dialog, click the File Name button in the Custom Sample Object group box, and choose the file that contains your object. 5 Activate the sample slot in which you want to see the custom object, then choose the button at the far right of the Sample Type flyout. Your custom object is displayed in the sample slot. If the size of your object is not quite right for the sample slot, adjust its size and save the scene again. To update the sample slot so it uses the newly saved MAX file, open the Material Editor Options dialog, and then click OK. 5316 | Chapter 19 Material Editor, Materials, and Maps To use a camera and lights with the custom sample object: 1 Create a camera in the scene that contains your sample object, and then adjust the camera to show the object as you want it seen in sample slots. TIP Viewports have a different aspect ratio than sample slots, so using Zoom Extents on page 7594 on the sample object usually results in the object appearing smaller in a sample slot. Perform Zoom Extents on the object, and then before you save the file, zoom in a little farther so the object more than fills the viewport. The sample slot projection is based on the width of the sample object's geometry, not on the image in the viewport. If more than one camera is in the scene, the Material Editor uses the first camera listed in the Track View hierarchy. 2 If you want to use your own lighting rather than the default sample-slot lighting, set up as many lights as you need. If you want to use the sample-slot lighting, do not add any lights to the scene. 3 Save the MAX file. 4 In the Material Editor Options dialog, specify the file as the Custom Sample Object file. 5 Turn on Load Camera and/or Lights. Sample Slots set to use the custom object now display the object as seen through the camera. If lights are in the scene, those lights are used in the sample slot instead of the default lights. Material Editor Tools Main toolbar > Material Editor Material Editor Tools | 5317 Material Editor tools below and to the right of the sample slots Above the Material Editor sample slots on page 5304 is the menu bar. Below and to the right of the sample slots are buttons and other controls that you use to manage and change maps and materials. Material Editor Menu Bar on page 5321 Reflectance and Transmittance Display on page 5324 NOTE These fields are not displayed unless you change a toggle in Preferences > Advanced Lighting. Buttons below the sample slots (the "toolbar") Get Material on page 5341 Put Material to Scene on page 5343 5318 | Chapter 19 Material Editor, Materials, and Maps Assign Material to Selection on page 5344 Reset Map/Mtl to Default Settings on page 5345 Make Material Copy on page 5346 Make Unique on page 5346 Put to Library on page 5348 Material ID Channel on page 5348 Show Map in Viewport on page 5350 Show End Result on page 5356 Go to Parent on page 5356 Go Forward to Sibling on page 5357 Buttons to the right of the sample slots Sample Type on page 5328 Backlight on page 5329 Background on page 5329 Sample UV Tiling on page 5330 Video Color Check on page 5332 Material Editor Tools | 5319 Make Preview, Play Preview, Save Preview on page 5333 Material Editor Options on page 5335 Select By Material on page 5340 Material/Map Navigator on page 5357 Controls below the toolbar Pick Material from Object on page 5360 Material name field on page 5360 Material Type button on page 5361 Procedures To use the Material Editor Options dialog: 1 Click Options on page 5335 to the right of the sample slots. 2 Set the options as you want, and then click OK. To change the preview shape: 1 Activate the sample slot of the material you want to view. 2 Use the Sample Type flyout on page 5328 to choose the shape you want to view. The new shape is displayed in the sample slot, with the material mapped to it. The flyout gives you three options: sphere (the default), cylinder, or box. An additional custom object option is available if you define a custom object as described in Creating a Custom Sample Object on page 5314. 5320 | Chapter 19 Material Editor, Materials, and Maps Material Editor Menu Bar Material Editor > Menu bar The Material Editor menu bar appears at the top of the Material Editor window. It provides another way to invoke the various Material Editor tools. Material Menu The Material menu provides the most commonly used Material Editor tools. ■ Get Material on page 5341 ■ Pick from Object on page 5360 ■ Select By Material on page 5340 ■ Highlight Assets in ATS Dialog If the active material uses maps that are tracked assets on page 7099 (typically bitmap textures), opens the Asset Tracking dialog with the assets highlighted. ■ Assign to Selection on page 5344 ■ Put to Scene on page 5343 ■ Put to Library on page 5348 ■ Change Material/Map Type Button on page 5361. ■ Make Material Copy on page 5346 ■ Launch Magnify Window Equivalent to double-clicking the active sample slot on page 5304, or choosing Magnify on its right-click menu on page 5308. ■ Save as .FX File ■ Make Preview on page 5333 ■ View Preview on page 5333 ■ Save Preview on page 5333 ■ Show End Result on page 5356 ■ Show Materials in Viewport As on page 173 Equivalent to clicking the Material Type See DirectX Manager Rollout on page 5393. Material Editor Tools | 5321 ■ Reset Sample Slot Rotation Returns the active sample slot's object to its default orientation; equivalent to choosing Reset Rotation on the sample slot right-click menu on page 5308. ■ Update Active Material If Material Editor Options dialog on page 5335 > Update Active Only is on, choosing this updates the active material in its sample slot. Navigation Menu The Navigation menu provides tools that navigate a material's hierarchy. ■ Go to Parent on page 5356 ■ Go Forward to Sibling on page 5357 ■ Go Backward to Sibling Like Go Forward To Sibling, but navigates to the preceding sibling map in the tree instead of the succeeding one. Options Menu The Options menu provides some additional tools and display choices. ■ Propagate Materials to Instances on page 5328 ■ Manual Update Toggle Equivalent to the Manual Update toggle in the Material Editor Options dialog on page 5335. ■ Copy/Rotate Drag Mode Toggle Equivalent to choosing either Drag/Copy or Drag/Rotate on the sample slot right-click menu on page 5308. ■ Background on page 5329 ■ Custom Background Toggle If you have used the Material Editor Options dialog on page 5335 to assign a custom background, this toggles its display. ■ Backlight on page 5329 ■ Cycle 3X2, 5X3, 6X4 Sample Slots Cycles through the equivalent choices on the sample slot right-click menu on page 5308. ■ Options Opens the Material Editor Options dialog on page 5335. 5322 | Chapter 19 Material Editor, Materials, and Maps Utilities Menu The Utilities menu provides map rendering and selecting objects by material. ■ Render Map Equivalent to choosing Render Map on the sample slot right-click menu on page 5308. ■ Select Objects by Material on page 5340 ■ Clean MultiMaterial on page 6052 ■ Instance Duplicate Map on page 6058 ■ Reset Material Editor Slots Replaces all materials in the Material Editor with the default material type. This action is not undoable, but you can restore the previous state of the Material Editor with the Restore Material Editor Slots command (see below). ■ Condense Material Editor Slots Sets all unused materials in the Material Editor to the default type, retaining only materials in the scene and moving those materials to the first slots in the editor. This action is not undoable, but you can restore the previous state of the Material Editor with the Restore Material Editor Slots command (see below). ■ Restore Material Editor Slots When you use either of the two previous commands, 3ds Max saves the current state of the Material Editor in a buffer; using this command restores the state of the editor using the buffer contents. TIP The buffer that holds the material definitions survives the File menu > Reset command. Thus, if you use either the Reset Material Editor Slots or the Condense Material Editor Slots function, and then reset 3ds Max, you can then use Restore Material Editor Slots to bring all materials back into the Material Editor. This makes it easy to use the same materials in different projects. For best results, follow this procedure: 1 Save your scene. 2 Use the Reset Material Editor Slots or Condense Material Editor Slots function. 3 Reset 3ds Max. When prompted to save the scene, click No. Otherwise, you might lose material definitions in the Material Editor that were saved with the scene. 4 Open the Material Editor and choose Utilities menu > Restore Material Editor Slots. Material Editor Tools | 5323 The Material Editor status before step 2 is restored. Reflectance and Transmittance Display Material Editor > Reflectance and Transmittance fields (below the sample slots) These fields show the reflectance and transmittance of the active material. Both the average value and the maximum value are shown. NOTE These fields appear only when you turn on Material Editor > Display Reflectance & Transmittance Information on the Radiosity panel on page 7786 of the Preferences dialog. These fields can change according to the current Show End Result setting on page 5356. When Show End Result is off, the reflectance and transmittance show the properties of the current element in the material hierarchy, not the properties of the material overall. The reflectance and transmittance values of a material are particularly important when you are preparing a radiosity solution on page 6168 to obtain a physically accurate lighting simulation. If a material’s reflectance or transmittance values are not what your scene needs, you need to adjust these values. 5324 | Chapter 19 Material Editor, Materials, and Maps Materials and Radiosity Upper left: Washed-out walls due to high reflectance. Right: Better radiosity achieved by reducing the HSV Value (V) of materials in the scene. To get good radiosity results, keep these points in mind as you design materials: ■ Before you generate a radiosity solution, check the reflectance value of all materials in the scene, to make sure it is not too high. The reflectance of a material determines how much of the light energy it receives is subsequently used in the radiosity calculation. Keep this value within the range of the physical materials you are simulating. (See the table in the description of “Reflectance,” below.) ■ Don’t be concerned if a material preview seems too dark. For example, a white wall with the maximum recommended reflectance of 80% appears gray. The color balance will be adjusted correctly by the exposure control on page 6732 in the final rendering. ■ Bitmaps used as diffuse textures have already been illuminated by the scanner, digital camera, or paint program in which you created them. To bring them into the proper reflectance range, you might have to dim them Material Editor Tools | 5325 by reducing the RGB Level value in the bitmap’s Output rollout on page 5774. Left: Wood grain bitmap as originally photographed has too high a reflectance. Right: Reducing the RGB Level value reduces the map’s reflectance. Interface Reflectance Reflectance is the percentage of diffuse light energy that is reflected from a material. When you increase a material’s HSV value (V), the material reflects more diffuse light. Decreasing a material’s Opacity also decreases its reflectance. Typically, the reflectance of a material should never be greater than 85%. this is an unusually high value that will lead to poor-quality renderings. In the real world, even the whitest wall reflects no more than 80% of the light it receives. One source of high reflectance can be a map assigned to the material’s diffuse component. For example, a white tile bitmap might create high reflectance. In this case, you can reduce reflectance by reducing the RGB Level in the bitmap’s Output rollout. An alternate way to reduce a bitmapped material’s reflectance is to set the diffuse color of the material to black, and then reduce the diffuse map’s Amount (in the parent material’s Maps rollout on page 5414). You can use this method to reduce the reflectance of 3D procedural maps on page 5860 as well. 5326 | Chapter 19 Material Editor, Materials, and Maps Here are some typical reflectance ranges for common materials: Material Minimum Maximum Ceramic 20% 70% Fabric 20% 70% Masonry 20% 50% Metal 30% 90% Paint 30% 80% Paper 30% 70% Plastic 20% 80% Stone 20% 70% Wood 20% 50% Transmittance Transmittance is the amount of light energy transmitted through a material. A completely opaque material has 0% transmittance. When the material is transparent (like clear glass), the energy transmitted is specular, and light passes directly through the material (subject to refraction). The value of specular transmittance is an interaction between the material’s Opacity value on page 5442 and its filter color on page 7976. When the filter color is pure white, specular transmittance is the inverse of Opacity. When the material is translucent (like frosted glass), the energy transmitted is diffuse, and scattered in all directions. The value of diffuse transmittance is based on the HSV value (V) of the translucent color on page 5447. Diffuse transmittance happens only for materials that use the Translucent shader on page 5434, or Raytrace materials on page 5490, that specify translucency. Usually, when a material has high transmittance, it has low reflectance, and the other way around. Material Editor Tools | 5327 Sample Type Material Editor > Sample Type The Sample Type flyout lets you choose which geometry to display in the active sample slot on page 5304. This flyout has three buttons: ■ Sphere (the default) ■ Cylinder ■ Cube ■ Displays the material on a sphere. Displays the material on a cylinder. Displays the material on a cube. Custom Displays the material on a custom object. This button appears only if you have used the Material Editor Options dialog on page 5335 to specify a custom object for sample slots. See also: ■ Creating a Custom Sample Object on page 5314 Propagate Materials to Instances Material Editor > Options menu > Propagate Materials to Instances When Propagate Materials To Instances is on, any material assignment you make will be propagated to all instances on page 8014 of the object in your scene, including imported AutoCAD blocks and ADT style-based objects; these object types are common in DRF files on page 7167. Assignments are also propagated to instances of Revit objects and of other instances that you've made in the current scene. When Propagate Materials To Instances is off, materials are assigned in traditional 3ds Max fashion; each object has a unique material assignment. 5328 | Chapter 19 Material Editor, Materials, and Maps Backlight Material Editor > Backlight Material Editor menu > Options menu > Backlight Left: Backlight on Right: Backlight off Turning on Backlight adds a backlight to the active sample slot. This button is on by default. The effect is most easily seen with the sample spheres, where the backlight highlights the lower-right edge of the sphere. Backlight is especially useful whenever you're creating metal on page 5427 and Strauss on page 5431 materials. Backlight lets you see and adjust the specular highlight created by glancing light, which is much brighter on metals. Sample Slot Background Material Editor > Background Material Editor Tools | 5329 Material Editor menu > Options menu > Background Left: Background on Right: Background off Turning on Background adds a multicolored checkered background to the active sample slot. The pattern background is helpful when you want to see effects of opacity and transparency. The Material Editor Options dialog on page 5335 also lets you assign a bitmap to use as a custom background. Sample UV Tiling Material Editor > Sample UV Tiling 5330 | Chapter 19 Material Editor, Materials, and Maps 1x1, 2x2, and 3x3 sample tiling The buttons on the Sample UV Tiling flyout adjust the repetition of the map on page 8036 pattern on the sample object in the active sample slot. The tiling pattern you set with this option affects only the sample slot. It has no effect on the tiling on the geometry in the scene, which you control with parameters in the map's own coordinates rollout. ■ 1 x 1 (the default) Tile once in the U dimension and once in V. This is equivalent to no tiling at all. ■ 2x2 Tile twice in U and twice in V. ■ 3x3 Tile three times in U and three times in V. ■ 4x4 Tile four times in U and four times in V. The buttons specify the number of times the pattern repeats over the surface of the sample object. Because maps are mapped spherically around the sample sphere, the tiling on page 8148 repetition covers the entire surface of the sphere. The sample cylinder maps cylindrically. The sample cube uses box mapping: the tiling appears on each side of the cube. Custom sample objects use the Material Editor Tools | 5331 default mapping coordinates for that kind of object, unless the object has a UVW Map modifier on page 1931 applied to it, in which case the modifier controls the mapping. This flyout is unavailable when the sample slot displays a standalone (top-level) map. See also: ■ Creating a Custom Sample Object on page 5314 Video Color Check Material Editor > Video Color Check Left: Material with oversaturated colors Right: Video color check shows black areas that are beyond the video threshold Video Color Check checks the material on the sample object for colors that are beyond the safe NTSC on page 8059 or PAL on page 8078 threshold. Such colors tend to blur or fuzz when transferred from computer to video. Pixels containing these "illegal" or "hot" colors are flagged on the sample object. 5332 | Chapter 19 Material Editor, Materials, and Maps You can have 3ds Max correct illegal colors automatically when you render, depending on the settings in the Rendering tab on page 7768 of the Customize/Preferences dialog on page 7743. Use this option as a guide only. The colors in a rendered scene depend not only on the material color but also on the intensity and color of the lighting. A material that shows as safe in the sample slot might become illegal if rendered under several bright lights. A safe practice for video is to use colors whose saturation is less than 80 to 85 percent. Procedures To check for illegal video colors: 1 On the Material Editor, turn on Video Color Check on page 5332. The active sample slot now renders "illegal" pixels as black. Illegal pixels have a color that is beyond the safe video threshold. If Video Color Check detects illegal colors, try reducing the saturation of the material colors in question. 2 You can also check for legal video colors when you render a scene. To change the video system: NTSC on page 8059 is the default video system to check. You can change the video checking to PAL on page 8078. ■ In the Tools menu > Options > Options dialog > Rendering panel on page 7768 > Video Color Check group, change the setting to PAL. The sample slot does not automatically update when you change the video system preference. Turn video checking off and back on to see the change. NOTE The Rendering panel also shows options for choosing alternate ways to display illegal pixels. These apply to renderings only, not to the sample slots in the Material Editor. Make Preview, Play Preview, Save Preview Material Editor > Make/Play/Save Preview flyout Material Editor Tools | 5333 Material Editor menu > Material menu > Make Preview, View Preview, or Save Preview You can use animated maps to add movement to a scene. For example, to simulate a sky view, you could map an animation of moving clouds to a clerestory window. The Make Preview options let you experiment with the effect in the Material Editor before you apply it to your scene. The buttons on the Make Preview, Play Preview, Save Preview flyout let you preview the effect of an animated map on the object in a sample slot (see Sample Type on page 5328 for alternatives to the default sphere.) You can use an AVI file on page 7326, or IFL file on page 7339 as a source for the animation. The finished preview is saved as a new AVI file and automatically played back. You can also view the preview in a sample slot by dragging the time slider. This flyout has three options: ■ Make Preview Displays a Create Material Preview dialog on page 5366 to create an AVI file of the animated material. When the preview is complete, it is saved as _medit.avi in the \previews subdirectory. The file is then opened in the Windows Media Player and played back. Without this option, the only other way to preview a complex animated material in real time is to use the renderer on page 6121 to render an animated sequence and save it to an AVI file, a digital disk recorder, or a video tape recorder. ■ Play Preview Uses the Windows Media Player to play the current _medit.avi preview file in the \previews subdirectory. ■ Save Preview Saves the _medit.avi preview to an AVI file of a different name in the \previews subdirectory. Procedures To create a preview of an animated material: 1 Choose Make Preview from the flyout. 2 In the Create Material Preview dialog, set the preview conditions you want, and then click OK. 5334 | Chapter 19 Material Editor, Materials, and Maps The preview is created, and then plays. To play back a preview of an animated material: ■ Choose Play Preview from the flyout. The Material Editor starts the Windows Media Player. The Player then loads the current _medit.avi preview file in the \previews subdirectory and plays it in a separate window. To view an animated material in a sample slot: ■ Drag the time slider through the range of frames. By default, all sample slots with animated maps update at the same time. To change this, see Material Editor Options Dialog on page 5335. To save a preview under a different name: 1 Choose Save Preview from the flyout. The Material Editor displays a File Save dialog. 2 Enter a new name for the preview, and then click OK to save the file in the \previews subdirectory. To play a renamed preview: 1 Choose Tools menu > Display Image. 2 In the View File dialog, change to the \previews subdirectory. 3 Select the renamed preview file and click Open. The preview is played in a separate window. Material Editor Options Material Editor > Material Editor Options Material Editor menu > Options menu > Options This button displays the Material Editor Options dialog to let help you control how materials and maps are displayed in the sample slots on page 5304. Material Editor Tools | 5335 These settings are “sticky”; they survive a reset, and even quitting and restarting 3ds Max. NOTE The controls to assign a renderer for the sample slots are on the Assign Renderer rollout on page 6135. Interface 5336 | Chapter 19 Material Editor, Materials, and Maps Manual Update When on, the sample slots don't update their contents until you click them. This option affects only the updating of the sample slots; it doesn't affect the icon displays in the Browser. Default=off. Don't Animate When on, animated maps are not updated in the sample slots while you play an animation or drag the time slider. However, the animation is updated to the current frame when you stop the animation or release the time slider. An animated map can use an AVI file on page 7326 or IFL file on page 7339as a source. Default=off. Animate Active Only When on, only the active sample slot is animated when you play an animation or drag the time slider. This option is good for situations where you have multiple animated materials in the Material Editor, but you only need to see one at a time. This check box is unavailable when Don’t Animate is on. Default=off. Update Active Only When on, sample slots do not load or generate maps until you make one sample slot active. This can save time while you use the Material Editor, especially when your scene uses a lot of materials with maps. Default=off. Antialias Turns on antialiasing on page 7904in the sample slots. Default=off. If the mental ray renderer is used to render sample slots, this setting is disregarded. The mental ray renderer's sampling values control antialiasing. Progressive Refinement Turns on progressive refinement in the sample slots. When on, samples are rendered quickly, with large pixels, then rendered a second time in greater detail. Default=off. Simple Multi Display Below Top Level When on, the sample sphere for a Multi/Sub-Object material displays the multiple patches only at the top level of the material. The sub-materials are displayed over the entire sphere. When you use nested Multi/Sub-Object materials, the multiple patches again appear at the top level of the nested material, but the sample sphere is again whole when displaying any of the sub-materials. Default=on. Display Maps as 2D When on, sample slots display maps, including standalone maps, in 2D. The map fills the entire slot. When off, maps are displayed on the sample object, as materials are. Default=on. Custom Background Lets you specify a custom background for the sample slots, instead of the default checkers background. Click the file-assignment button to display a file dialog from which you can select the custom background. This can be any bitmap format supported by 3ds Max. Turn on Custom Background to use the new background instead of the checkered Material Editor Tools | 5337 background. The custom background is stored in the 3dsmax.ini on page 83 file, so it is available from session to session. Default=off. Display Multi/Sub-Object Material Propagation Warning Toggles display of warning dialog when you apply a Multi/Sub-Object material on page 5720 to an instanced ADT style-based object. Auto-Select Texture Map Size When on, and you have a material that uses a texture map set to Use Real-World Scale, ensures that the map will be displayed correctly on the sample sphere. Turn off to be able to enable Use Real-World Map Size For Geometry Samples (see following). NOTE If a material uses several texture maps at different levels, and only one is set to Use Real-World Scale, the sample sphere will render with real-world size coordinates. Use Real-World Map Size For Geometry Samples This is a global setting that allows you to manually choose which style of texture coordinates are used. When on, real-world coordinates are used for the sample slot display. Otherwise, the old style of 3ds Max mapping coordinates is active. When off, you must turn on Use Real-World Scale on the map's Coordinates rollout to see the sample sphere as you'd expect. Available only when Auto-Select Texture Map Size (above) is off. Default=off. Top Light color/Back Light color Specify the two lights used in the sample slots. Click the color swatch to alter the color of either light. Adjust the Multiplier spinners to multiply the values (intensity) of the lights. Use the Default buttons to return to the initial settings. Ambient Light Shows the color of ambient light on page 7906 used in the sample slots. Click the color swatch to change the color. When the lock button is on, changing the Ambient Light color here or on the Environment panel on page 6689 changes both; when off, changing one setting does not affect the other. Use the Default button to return to the initial setting. Background Intensity Sets the background intensity in the sample slots. The range is from 0 (black) to 1 (white). Default=0.2. Use the Default button to return to the initial setting. Render Sample Size Sets the scale of the sample sphere to any size, making it consistent with the object or objects in the scene that have the texture on them. This setting affects how 2D and 3D maps are displayed providing that the sample spheres are set to display real-world scale. 5338 | Chapter 19 Material Editor, Materials, and Maps NOTE The size is scaled to use the current units. This is a global option that affects all the sample slots. Default=100.0 (Imperial units) and 2.54m (Metric units). Use the Default button to return to the initial setting. Default Texture Size Controls the initial size (both height and width) of a newly created real-world texture. You see the result of changing this option only when you create a new texture in a material; the change appears in the Coordinates rollout on page 5782. Default=48.0 (Imperial units) and 1.219m (Metric units). NOTE This setting applies to real-world textures only. For the default size to be applied to newly created textures, the Preferences dialog > General panel > Use Real-World Texture Coordinates check box must be on. Use the Default button to return to the initial setting. DirectX Shader group These options affect the viewport behavior of the DirectX 9 Shader material on page 5758. Force Software Rendering When on, forces DirectX 9 Shader materials to use the selected software render style for viewports. When off, the FX file specified in the DirectX 9 Shader is used unless the material's local Force Software Rendering toggle is on. Default=off. Shade Selected When Force Software Rendering is on, selected objects, and only selected objects, are shaded by the DirectX 9 Shader material. This toggle is unavailable unless Force Software Rendering is on. Default=off. Custom Sample Object group Controls in this group let you specify a custom sample object on page 5314 to use in the sample slots on page 5304. File Name Selects the MAX scene file. The scene should contain a single unlinked object that fits in an imaginary cube 100 units on a side. The object must be either a primitive with a Generate Mapping Coords. check box, or have a UVW Map modifier on page 1931 applied to it. The scene can contain a camera and lights. Load Camera and/or Lights Turn on to have sample slots use the camera and lights in the scene, instead of the default sample slot lighting. Material Editor Tools | 5339 Slots group These options let you choose how many sample slots to display at a time. The Material Editor always has 24 sample slots available. You can choose to display fewer sample slots at a larger size. When you do, scroll bars let you move around among the sample slots. 3 X 2 Specifies a 3 x 2 array of sample slots. (The default: 6 windows.) 5 X 3 Specifies a 5 X 3 array of sample slots. (15 windows.) 6 X 4 Specifies a 6 X 4 array of sample slots. (24 windows.) Apply Applies the current settings, except for changes to the Slots group, without leaving the Material Editor Options dialog. This is useful when you adjust lighting values for the sample slots. OK Closes the dialog and applies any changes you made. Cancel Closes the dialog and cancels any changes you made, including changes you applied with the Apply button. Select By Material Material Editor vertical toolbar > Select By Material button Material Editor > Material menu > Select by Material Material Editor > Utilities menu > Select Objects by Material Select By Material allows you to select objects based on the active material in the Material Editor. This command is unavailable unless the active sample slot contains a material used in the scene. Choosing this command opens the Select Objects dialog, which works like Select From Scene on page 228. All objects that have the selected material applied to them are highlighted in the list. NOTE Hidden objects don't appear in this list, even if the material is applied to them. However, in the Material/Map Browser on page 5290, you can choose Browse From: Scene, turn on By Object, and then browse from the scene. This lists all objects in the scene, hidden and unhidden, along with their assigned materials. 5340 | Chapter 19 Material Editor, Materials, and Maps Procedures To select objects that have the same material applied: 1 Click a sample slot that contains a material in the scene. White corner brackets indicate materials that are in the scene. 2 Click Select By Material on page 5340 in the Material Editor. This button is unavailable unless the active sample slot contains a material in the scene. The Select Objects dialog on page 228 opens. The names of objects with the active material applied are highlighted. 3 Click Select to select objects with the active material applied. You can also change the selection by choosing other objects. If you change the selection, you must then click Assign Material To Selection on page 5344 to apply the active material to newly selected objects. Get Material Material Editor > Get Material Material Editor menu > Material menu > Get Material Get Material displays the Material/Map Browser on page 5290 to allow you to choose a material on page 8041 or map on page 8036. Procedures To get a material from a scene: 1 Click a sample slot to make it active. Be careful not to click the sample slot of a material you want to use later. 2 On the Material Editor toolbar, click Get Material on page 5341. A modeless Material/Map Browser on page 5290 is displayed. 3 In the Browse From group box at the upper left, make sure that either Selected or Scene is chosen. Material Editor Tools | 5341 The Selected option lists only materials in the current selection. If no objects are selected, the list of materials is blank. The Scene option lists all the materials currently in the scene. 4 In the list of materials, double-click the name of the material you want to get. You can also drag the material name to the sample slot. The material you chose replaces the previous material in the active sample slot. WARNING When you get a material from a scene, initially it is a hot on page 8006 material. To get a material from a library: 1 On the Material Editor toolbar, click Get Material on page 5341. A modeless Material/Map Browser on page 5290 is displayed. 2 In the Browse From group box at the upper left, make sure that Material Library is chosen. If you have opened a library, the list of materials shows the contents of the library. If you haven't opened a library, click Open in the file area of the Browser. A file dialog is displayed. Choose a library. After you open the library, the list of materials updates to show the library contents. NOTE Open also lets you get materials from a 3ds Max scene (a .max file). 3 In the list of materials, double-click the name of the material you want to get. You can also drag the name of the material to the sample slot. The material you chose replaces the previous material in the active sample slot. To create a standalone map tree: 1 Activate a sample slot. 2 On the Material Editor toolbar, click Get Material. 5342 | Chapter 19 Material Editor, Materials, and Maps 3 In the Material/Map Browser on page 5290, make sure Browse From is set to New. 4 In the Show group box, turn off Materials so only maps are displayed in the list. 5 Double-click the name of the map type (not a material type) you want to use, or drag the map to a sample slot. The sample slot now contains a standalone map not associated with material parameters. 6 Use the Material Editor to modify the map as you would any other map. By default, the sample slots distinguish maps from materials by displaying maps as 2D surfaces without lighting or shading. To remove a material from an object: 1 On the Material Editor toolbar, click Get Material. The Material/Map Browser appears. 2 Drag the entry NONE from the top of the list in the Browser to the object. The object now has no material applied to it. Put Material to Scene Material Editor > Put Material to Scene Material Editor menu > Material menu > Put to Scene Put Material To Scene updates a material in the scene after you edit the material. Put Material To Scene is available only when: ■ The material in the active sample slot has the same name as a material in a scene. ■ The material in the active sample slot is not hot. Material Editor Tools | 5343 In other words, this command is intended to fit into the overall sequence of handling materials: ■ You create a hot material either by applying it to objects in the scene or by getting it from the scene. ■ You make a copy of the material. ■ You make changes to the copy of the material. ■ You update the scene by putting the changed material back into the scene. Notes ■ If you apply a mapped material to a parametric object whose Generate Mapping Coords option is off, the software automatically turns on mapping coordinates at render time. In addition, if you apply a mapped material with Show Map in Viewport active to an object, that object's Generate Mapping Coords option is turned on if necessary. ■ The Show Map In Viewport flag is now saved with individual materials, so you can drag mapped materials from the modeless Browser onto objects in your scene, and the mapping appears in the viewports. Procedures To put a material back into a scene: ■ On the Material Editor toolbar, click Put Material To Scene. The material in the active sample slot is now a hot material on page 8006. Assign Material to Selection Material Editor > Assign Material to Selection Material Editor menu > Material menu > Assign to Selection Assign Material to Selection applies the material in the active sample slot to the currently selected object or objects in the scene. At the same time, the sample slot becomes hot on page 8006. 5344 | Chapter 19 Material Editor, Materials, and Maps If you apply a mapped material to a parametric object whose Generate Mapping Coords option is off, the software automatically turns on mapping coordinates at render time. In addition, if you apply a mapped material with Show Map In Viewport on page 5350 active to a parametric object, that object's Generate Mapping Coords option is turned on if necessary. The Show Map In Viewport flag is saved with individual materials, so when you drag mapped materials from the modeless Browser on page 5290 onto objects in your scene, the mapping appears in the viewports. The Undo command works for material assignment. Procedures To apply a material to objects in a scene: 1 Select the sample slot that contains the material you want to apply. 2 Select the objects you want to apply the material to. 3 Do either of the following: ■ Drag from the sample slot to the objects. If more than one object is selected, you are asked whether you want to apply to the single object or to the whole selection. ■ Click Assign Material To Selection on page 5344 on the Material Editor toolbar. WARNING When you apply a material to an object or selection, that material becomes a hot material on page 8006. When you change the material's properties, the scene immediately updates to reflect those changes. Any object with that material will change its appearance, not just the objects in the current selection. When a material is hot, its sample slot is displayed with white corner brackets. To make a material no longer hot so it doesn't change the current scene, click Make Material Copy on page 5346. Reset Map/Mtl to Default Settings Material Editor > Reset Map/Mtl to Default Settings Material Editor Tools | 5345 Reset Map/Mtl to Default Settings resets the values for the map or material in the active sample slot. The material colors are removed and set to shades of gray. Glossiness, opacity, and so on are reset to their default values. Maps assigned to the material are removed. If you are at a map level, this button resets the map to default values. Reset changes the name on page 5360 only when this field names a material used in the scene. Make Material Copy Material Editor > Make Material Copy Material Editor menu > Material menu > Make Material Copy Make Material Copy "cools" on page 7943 the current hot on page 8006 sample slot by copying the material to itself. The sample slot is no longer hot, but the material retains its properties and name. You can adjust the material without affecting it in the scene. Once you've got what you want, you can click Put Material to Scene on page 5343 to update the material in the scene and change the sample slot to hot again. Make Unique (Material Editor) Material Editor > Make Unique Make Unique makes a map instance on page 8014 into a unique copy. It also makes an instanced sub-material into a unique, standalone sub-material. It gives the sub-material a new material name. A sub-material is a material within a Multi/Sub-Object material on page 5720. Using Make Unique prevents changes to the top-level material instance from affecting the sub-material instance within the Multi/Sub-Object material. You can also use Make Unique at the map level, when a map is instanced to different components of the same material. 5346 | Chapter 19 Material Editor, Materials, and Maps NOTE If you drag an instanced map to a Material Editor sample slot, the Make Unique button will not be available, because it is not clear from the context what it would be unique relative to. Instead, you need to bring one of the parent maps or materials into the Material Editor, browse down into the map, and then make the map unique relative to that parent. Procedures Example: Create an instanced sub-material: 1 Create a box and a sphere. 2 Open the Material Editor. 3 Choose a sample slot, click the Material Type button, choose Multi/Sub-Object in the Material/Map Browser, and then click OK. 4 Select the box, and then apply the new Multi/Sub-Object material to it. 5 Drag one of the Sub-Material buttons from the Material Editor to the sphere. 6 Choose a different sample slot, and use the Pick Material From Object button to get the sub-material applied to the sphere. At this point, the material applied to the sphere and the sub-material are instances of each other. 7 Go to the parameters for the instanced sub-material by clicking its Sub-Material button. 8 The Make Unique button is now available. Click it to make the sub-material unique again, and assign it a new material name. Make Unique is not available for the top-level instance of the sub-material. Material Editor Tools | 5347 Put to Library Material Editor > Put to Library Material Editor menu > Material menu > Put to Library Put to Library adds the selected material to the current library. A Put to Library dialog on page 5372 is displayed, which lets you enter a name for the material that’s different from the one you used in the Material Editor. The material becomes visible in the material library display in the Material/Map Browser on page 5290. The material is saved to the library file on disk. (You can also save a library by using the Save button in the Material/Map Browser.) Procedures To save a material in a library: 1 Click to select the sample slot that has the material you want to save. 2 On the Material Editor toolbar, click Put To Library on page 5348. 3 A Put To Library dialog on page 5372 is displayed. 4 Either change the material name or leave it as is, and then click OK. The material is saved in the currently open library. If no library is open, a new library is created. You can save the new library as a file using the Material/Map Browser on page 5290 file controls. Material ID Channel Material Editor > Material ID Channel The buttons on the Material ID Channel flyout tag a material as a target for a Video Post on page 6773 effect or a rendering effect on page 6583, or for storing with a rendered image saved in RLA on page 7364 or RPF on page 7366 file format (so that the channel value can be used in a post-processing application). The material ID value is the counterpart of a G-buffer value on page 7991 for objects. 5348 | Chapter 19 Material Editor, Materials, and Maps Zero (0), the default, indicates that no material ID channel is assigned. A value from 1 to 15 means to apply a Video Post or rendering effect that uses this channel ID to this material. For example, you might want a material to glow wherever it appears in the scene. The material is in the Material Editor and the glow comes from a rendering effect. First, you add a Glow rendering effect on page 6599 and set it up so that it operates on ID 1. Use Material ID Channel to give the material an ID number of 1, then apply the material to objects in the scene in the usual way. To save the channel data with the rendering, use the RLA or RPF format. WARNING The mental ray renderer on page 6230 does not recognize Z-depth with G-buffers. G-buffer data is saved on a single layer. Also, the mental ray renderer does not support the following effects: ■ Glow lens effect on page 6599 (rendering effect) ■ Ring lens effect on page 6606 (rendering effect) ■ Lens effects Focus filter on page 6871 (Video Post) Procedures To assign a material ID channel to a material: ■ Choose a channel number from the Material ID Channel flyout on page 5350. NOTE Giving a material a nonzero ID channel number tells the renderer to generate a material ID channel containing that value. This information is stored in images only if you save the rendered scene in RLA or RPF format. However, the ID channel data is available to rendering effects at render time. Material Editor Tools | 5349 Material ID Channel Flyout Material Editor > Tool buttons > Material ID Channel flyout The Material ID Channel on page 5348 flyout in the Material Editor on page 5284 lets you assign a material ID to the material. The ID value can associate a Video Post effect on page 6773 or rendering effect on page 6583 to objects assigned this material. The channel ID can also be saved if you render to a file in the RLA on page 7364 or RPF on page 7366 format. Saving the material ID in an image file lets you use the channel in post-processing applications, such as Autodesk Combustion. Zero (0), the default, indicates that no material ID channel is assigned. A value from 1 to 15 says that an effect that uses this material ID will be applied to this material. Show Standard/Hardware Map in Viewport Material Editor > Show Standard/Hardware Map in Viewport Material Editor menu > Material menu > Show Materials in Viewport As on page 173 5350 | Chapter 19 Material Editor, Materials, and Maps Left: Map shown on sample cube Right: Map shown in a viewport This control lets you switch between using software and hardware (DirectX 9.0c and above) for the viewport display, and also toggles the display of mapped materials on the surfaces of objects in shaded viewports with the interactive renderer on page 8164. The control is actually a flyout on page 7985 with four possible states: ■ Show Standard Map in Viewport [off]: Uses the legacy software display and disables viewport display of all maps for the active material. ■ Show Standard Map in Viewport [on]: Uses the legacy software display and enables viewport display of all maps for the active material. ■ Show Hardware Map in Viewport [off]: Uses the hardware display and disables viewport display of all maps for the active material. ■ Show Hardware Map in Viewport [on]: Uses the hardware display and enables viewport display of all maps for the active material. Material Editor Tools | 5351 Comparison of Standard and Hardware Displays The ability to render materials in the viewports using a hardware-based display mode lets you view and adjust certain parameters interactively without having to generate a final render, saving time when editing materials. The hardware display does not fully support all material parameters, however. When considering which display mode to use for a material, take these points into consideration: Software Display Hardware Display Supports all materials Supports only Standard and Arch & Design materials Supports Diffuse maps only Supports Diffuse, Specular, and Bump maps, as well as Anisotropy and BRDF settings No reflection Reflects the sky shader on page 5181 Calculates specularity on per-face basis Calculates specularity on per-pixel basis Faster, no special hardware requirements Slower but more accurate, requires a DirectX9.0c-compliant video card Renders faceted display modes correctly Renders faceted display modes as smoothed The following image, taken from the 3ds Max viewport, shows two spheres to which are applied two copies of an Arch & Design material with identical settings, including texture-mapped diffuse color and bump mapping, a high reflectivity level, and a Checker map applied to the Anisotropy channel. The scene also includes a Daylight system with mr Sun and Sky, with the Environment Map set to mr Physical Sky. The only difference is that the material on the left-hand sphere is set to Show Standard Map in Viewport, while the material on the right-hand sphere is set to Show Hardware Map in Viewport. The latter shows the bump mapping, reflection of the sky, and the checkered anisotropy in the specular highlight. The spheres render identically, and look similar to the right-hand sphere. 5352 | Chapter 19 Material Editor, Materials, and Maps Usage Notes Please observe the following important aspects of using these controls: ■ The hardware display applies only to the Standard on page 5395 and Arch & Design on page 5544 materials; when it’s active, 3ds Max still uses the software display to render all other materials. ■ Choosing the alternate flyout button does not toggle its state. For example, if Show Standard Map in Viewport is off for the active material, choosing Show Hardware Map in Viewport simply switches the material to hardware display mode; it does not turn on the maps. You must toggle the control explicitly. ■ This control is also available at the map level, where it functions only as a toggle for the option set at the material level, and applies only to the active map. So, for example, with the hardware display you could enable viewport display of the bump map while disabling display the diffuse map, although both would appear in the final rendered image. Changing the setting at the material level overrides any map-level settings. NOTE If the toggle is unavailable at a map level, it means viewport display of the map is unsupported. One possible reason is that the map is nested too deep in the material tree. Material Editor Tools | 5353 ■ Hardware viewport rendering requires a DirectX9.0c-compliant video card. Also, hardware viewport rendering is supported only by the Direct3D display driver on page 7802. ■ These options do not apply to XRef materials on page 5765, including materials from XRef objects on page 6936 and XRef scenes on page 6959 ■ Displaying mapped materials in a viewport can slow performance. If you don't need to view the map, turn off its viewport display. ■ You can toggle Show Standard/Hardware Map In Viewport for all materials by choosing Views menu > Show Materials in Viewport As on page 173. ■ The state of this button is saved with the material in the library. When you apply a mapped material while Show Map In Viewport is active, the object's Generate Mapping Coords. check box is turned on. This means that you can drag mapped materials from the Material Library in the Browser over objects in your scene, and have the mapped material appear in the viewports. ■ In the Material/Map Browser on page 5290 and Material/Map Navigator on page 5357, icons of materials and maps for which Show Map in Viewport is on are red, as shown in the following example: Requirements For mapped materials to display in the viewport, the following conditions must be met: ■ Mapping coordinates on page 8034 must be applied to the object. This is already the case with most primitive objects, which by default have Generate Mapping Coords on at creation. If an object doesn't have mapping coordinates, you can turn this on, or apply a mapped material to the object 5354 | Chapter 19 Material Editor, Materials, and Maps (if it has a Generate Mapping Coords check box), or apply a UVW Map modifier on page 1931 or an Unwrap UVW modifier on page 1841. ■ A mapped material must be applied to the object. ■ Show Map In Viewport must be on, either at the level of the material that contains the map on page 8036, or at the top level of the material. NOTE With the software display driver on page 7794, viewports don't accurately display a map with transparency that has UV tiling or mirroring. Also, this driver cannot display a map on a faceted material. 3D Maps in Viewports Show Map In Viewport works for 3D procedural maps as well as 2D maps. 3D map display in viewports is not necessarily accurate. To improve the 3D preview, you can use the Material Editor Options dialog on page 5335 to set the 3D Map Sample Scale to equal a main dimension of the object you are applying the map to. For example, if you want to use the planet map on a sphere with a radius of 20, change the map scale from 100 (the default) to 20. Particle Age and Particle MBlur maps do not preview in viewports. Multiple Maps in Viewports Viewports can display multiple maps. For multiple map display, the display driver must be OpenGL on page 7796 or Direct3D on page 7802. The software display driver on page 7794 does not support multiple map display. The composite map on page 5918 and mix map on page 5926 support multiple map display. In addition, turning on Show Map In Viewport at the top level of a standard material on page 5395 lets you view maps on both the diffuse and opacity components (though not on other mapped components). Procedures To view maps interactively: 1 Select an object. 2 In the object's creation parameters, make sure that Generate Mapping Coords. is on. (If this option isn't enabled, the object can't be mapped.) Material Editor Tools | 5355 If the object type does not have a mapping coordinates check box, apply a UVW Map on page 1931 modifier. 3 In the Material Editor, apply the mapped material to the object. 4 Turn on Show Standard Map In Viewport, or with the Standard or Arch & Design material, alternatively turn on Show Hardware Map in Viewport. The map appears on objects assigned the material in all shaded viewports. Now when you adjust a map, the viewports update to display the adjustments. To turn off interactive texture display: ■ Turn off Show Map In Viewport. The object is shaded but the map no longer appears. Show End Result Material Editor > Show End Result Material Editor menu > Material menu > Show End Result Show End Result lets you look at the material at the level you're on instead of looking at the end result of all the other maps on page 8036 and settings. When this button is off, the sample slot shows only the current level of the material. This tool is useful when you are working with compound materials on page 7938. It would be difficult to see exactly what effect you're creating on a particular level if you didn't have the ability to turn off the display of the other levels. Go to Parent Material Editor > Go to Parent 5356 | Chapter 19 Material Editor, Materials, and Maps Material Editor menu > Navigation menu > Go to Parent Go To Parent moves up one level in the current material. This button is available only when you are not at the top level of a compound material on page 7938. You can tell you're at the top level when this button is unavailable and the name in the edit field matches the name in the Material Editor title bar. A typical situation is one in which you have a material with a Diffuse map. The Material level is the parent and the Diffuse map is the child. The Go To Parent button becomes available at the level of the Diffuse map. TIP You can also navigate through the levels of a material with the Material/Map Navigator on page 5357. Go Forward to Sibling Material Editor > Go Forward to Sibling Material Editor menu > Navigation menu > Go Forward to Sibling Go Forward To Sibling moves to the next map or material at the same level in the current material. This button is available only when you are not at the top level of a compound material on page 7938, and there is more than one map or material at the current level. A typical situation is one in which you have a material with a Diffuse map, a Bump map, and a Glossiness map. The Material level is the parent and the Diffuse map, Bump map, and Glossiness map are its children. Go Forward To Sibling becomes available at the level of the children and allows you to go from one to another. You can also navigate through the levels of a material with the Material/Map Navigator on page 5357. Material/Map Navigator Material Editor > Material/Map Navigator Material Editor Tools | 5357 The Material/Map Navigator is a modeless dialog that provides quick navigation through the hierarchy of maps on page 8036 in a material on page 8041, or of sub-materials in a compound material on page 7938. The Navigator displays the material and maps in the currently active sample slot. You can navigate the hierarchy of the current material by clicking the material or map listed in the Navigator. Conversely, as you navigate the material in the Material Editor, the current level is highlighted in the Navigator. The selected material or map becomes active in the sample slot, while the rollouts for the selected material or map are displayed below. You can also drag from the Navigator to any valid sample slot or button in the user interface. Use the view buttons at the top to change the display. The list displayed in the Navigator is similar to the one displayed in the Track View hierarchy. See also: ■ Material/Map Browser on page 5290 Interface 5358 | Chapter 19 Material Editor, Materials, and Maps NOTE Icons of materials and maps for which Show Standard/Hardware Map in Viewport on page 5350 is on are red. Also, the names of instanced on page 8014 materials and maps appear in boldface. Both of these effects are shown in the following illustration: The view buttons are as follows: View List Displays the materials and maps in list format. Blue spheres are materials. Green parallelograms are maps. The green parallelograms turn red if Show Map in Viewport is on for a material. View List + Icons Displays the materials and maps as small icons in a list. View Small Icons Displays the materials and maps as small icons. As you move the mouse over the icons, tooltip labels show you the name of the material or map. View Large Icons Displays the materials and maps as large icons. As you move the mouse over the icons, tooltip labels show you the name of the material or map. The large icons are labeled with the name of the material or map and are displayed using progressive refinement. That is, samples are rendered quickly, with large pixels, then rendered a second time in greater detail. Material Editor Tools | 5359 Pick Material From Object (Eyedropper) Material Editor > Pick Material From Object Material Editor menu > Material menu > Pick from Object Pick Material From Object lets you select a material from an object in the scene. Click the eyedropper button, and then move the eyedropper cursor over the objects in the scene. When the eyedropper cursor is over an object containing a material, it fills with "ink" and a tooltip with the name of the object pops up. Click the object. The material is placed in the active sample slot. If the material is already in the active sample slot, the eyedropper has no effect. If the eyedropper cursor is over an editable mesh on page 2075 with faces selected at the sub-object level, and the mesh has a Multi/Sub-Object material on page 5720 applied to it, then the eyedropper picks up the sub-material. However, if the selected faces have more than one sub-material assigned to them, then the eyedropper picks up the entire Multi/Sub-Object material. Name Field (Materials and Maps) Material Editor > Material Name field The Name field displays the name of the material or map. Default material names are "01 − Default," and so on, the number changing to reflect the material's sample slot. Maps are named "Map #1," and so on. You can edit this field to change the name of the material in the active sample slot. You can also edit the names of maps and sub-materials assigned at lower levels of the map or material hierarchy. The name of the material is not a file name: it can contain spaces, numbers, and special characters. It can be of any length. This field also functions as a drop-down list. At the top level, it shows only the material or map name. At lower levels of the hierarchy, drop the list down to see the names of ancestors to the map or material. The top level is at the top of the list, the current level is at the bottom, and intermediate levels appear between them. 5360 | Chapter 19 Material Editor, Materials, and Maps Procedures To give a material a different name: ■ Edit the name field that appears below the Material Editor toolbar. The name of the active material appears in the title bar of the Material Editor dialog. Type Button (Materials and Maps) Material Editor > Type button Material Editor menu > Material menu > Change Material/Map Type Click the Type button to display the Material/Map Browser on page 5290 and choose which material type or map type to use. When changing a material's type, the original material type is replaced unless you choose a compound material on page 7938, in which case a Replace Material dialog on page 5376 is displayed. The Replace Material dialog lets you choose between discarding the original material or using it as a sub-material within the new material. For a standalone map (a map at the top level), clicking the Type button lets you change the map type instead of the material type. However, you can't use this button to make a map standalone. To make a standalone map, you have to click Get Material on page 5341 and choose a map from the Browser it displays. When you change the type of a standalone map, a Replace Map dialog on page 5376 is displayed. The Replace Map dialog lets you choose between discarding the original map or using it as a sub-map within the new map. Animating Materials This topic provides some suggestions about how to animate materials. Animating Basic Materials In general, you animate a basic material by changing its parameters in different keyframes while Auto Key is active. 3ds Max interpolates values between keyframes, as it does when you animate transforms and modifiers. Animating Materials | 5361 Be aware that the tracks for a material assigned to an object are distinct from the material tracks that belong to the Material Editor: animating a material in the Material Editor affects the scene only if the material is hot on page 8006. Animating Mapped Materials As with basic materials, you can create animation keys for map parameters. The noise parameters and the Noise map on page 5886 itself provide the Phase parameter specifically for animating the noise function. You can also produce an animated material by applying an animated bitmap as a map. This automated bitmap can be an AVI on page 7326 or MOV on page 7348 file, or an image sequence in the form of an IFL on page 7339 file. Changing One Material into Another Probably the easiest way to animate the change of one material into another is to create a Blend material on page 5708, make the two other materials its sub-materials, and then animate its Mix Amount parameter. Preview and Playback When you animate a material, or use an animated bitmap in a material, you can create and view a preview of this material before you decide to use it in a fully rendered animation. See also: ■ Creating and Playing Animated Material Previews on page 5362 ■ Synchronizing an Animated Bitmap with the Scene on page 5363 Creating and Playing Animated Material Previews You can create a preview movie of an animated material. Use Make Preview on page 5333 in the Material Editor. Clicking this button displays the Create Material Preview dialog on page 5366, which like the Renderer has controls for which frames to render, playback speed, and output size. The preview movie is saved in the \previews subdirectory in a file called _medit.avi. Each time you create a new preview, the Material Editor overwrites this file. To keep a preview movie on hand, save it under a different name by using the Save Preview button on the same flyout as Make Preview. 5362 | Chapter 19 Material Editor, Materials, and Maps Procedures To create a preview of an animated material: 1 Choose Make Preview from the flyout. 2 In the Create Material Preview dialog, set the preview conditions you want, and then click OK. The Material Editor creates the preview. To play back a preview of an animated material: 1 Choose Play Preview from the flyout. The Material Editor starts the Windows Media Player with the active preview movie loaded. 2 Click Play to view the preview movie. To save a preview movie under a different name: 1 Choose Save Preview from the flyout. The Material Editor displays a file save dialog. 2 Enter a new name for the preview, and then click OK. Synchronizing an Animated Bitmap with the Scene Material editor > Bitmap map > Time rollout Bitmaps on page 5795 have a Time rollout with controls that let you synchronize an animated bitmap with scene animation. Animating Materials | 5363 Interface Start Frame The frame number of the 3ds Max scene at which the bitmap animation begins to play. Playback Rate Sets the bitmap's playback rate. This value is a multiplier: 1.0 is one bitmap frame per scene frame, 2.0 is twice as fast, 3.33 is 1/3 as fast, and so on. Default=1.0. Sync Frames to Particle Age When on, the software synchronizes the frames of a bitmap sequence to the age of particles to which the map is applied. With this effect, each particle displays the sequence from the start when it is born, rather than being assigned whichever frame is current. Default=off. When using Particle Flow, assign the material containing the Bitmap map to a Material Dynamic operator. For more details and a procedure, see Material Dynamic Operator on page 2925. NOTE This functionality is not supported by the mental ray renderer. End Condition group Determines what happens after the last frame of the bitmap animation if the animation is shorter than the scene. Loop Causes the animation to repeat over and over again from the beginning. Ping-Pong Causes the animation to be played forward and then backward repeatedly, making every animated sequence "loop smoothly." Hold Freezes on the last frame of the bitmap animation. 5364 | Chapter 19 Material Editor, Materials, and Maps Material Editor Subdialogs Copy (Instance) Map Dialog Material Editor > Drag one map button to another. The Copy (Instance) Map dialog is displayed when you copy a map by dragging and dropping a map button. It gives you the choice of copying the map, making the newly assigned map an instance of the one you dragged, or swapping maps. You can drag map buttons in the Maps rollout, in the Basic Parameters rollout, or from one rollout to the other. TIP When you use the same map for multiple parameters, such as both self-illumination and opacity, it is usually easier to work with an instance rather than a copy. Interface Instance Makes an instance of the map you dragged. The newly assigned map is not independent. Adjusting the parameters of one map or the other changes both of them. Copy Copies the map you dragged. The newly assigned map is a copy whose parameters you can adjust independently. Material Editor Subdialogs | 5365 Swap Swaps the maps. This option isn't displayed when you drag from one rollout to another. Copy or Swap Colors Dialog Material Editor > Basic Parameters rollout or Extended Parameters rollout or both > Drag one color swatch to another. The Copy or Swap Colors dialog is displayed when you copy a color by dragging and dropping a color swatch. It gives you the choice of copying the color or swapping the colors, trading one for the other. Interface Swap Swaps the colors. Copy Copies the color you dragged. Create Material Preview Dialog Material Editor > Make/Play/Save Preview flyout > Make Preview The Create Material Preview dialog is displayed when you click Make Preview on page 5333 to preview an animated material. By default, the preview is saved in the \previews subdirectory with the name _medit.avi. You can use Save Preview to give the preview a different name so it won't be overwritten the next time you use Make Preview. 5366 | Chapter 19 Material Editor, Materials, and Maps Interface Preview Range group Active Time Segment Renders the active time segment on page 7898. Custom Range Renders a custom range from the start to the end frame you specify in the spinners below. Frame Rate group These controls specify the playback rate. Material Editor Subdialogs | 5367 Every Nth Frame Renders a regular sampling of the animation. For example, a value of 8 includes only every eighth frame in the preview. Default=1 (every frame). Playback FPS Specifies the playback rate in frames per second. Default=30 (full speed). Image Size group Percent of Output Specifies the resolution of the preview. This value is a percentage; 100 percent has a resolution of 101 x 99 pixels (the size of a sample slot in the 3 x 2 array). Default=100. Duplicate Name Dialog (Material Library) Material Editor > Get Material or Type button > Browse From group > Select Mtl Library. > File group > Open material library. > File group > Merge > Merge Material Library dialog > Open another material library or a 3ds Max scene. > Merge dialog > Select materials to merge > OK File > XRef Objects > XRef Objects dialog > Create XRef Record from File > Choose a file. > Select objects to XRef. > Duplicate Name dialog The Duplicate Name dialog is displayed if, after you click OK in the Merge dialog on page 5370, one or more materials to merge have the same name as materials in the open library. If this dialog appears while you are using XRef Objects on page 6936, in the XRef Objects dialog you can see the updated material name in the “Scene Name” column, while the original name in the source scene appears in the “Source Name” column. 5368 | Chapter 19 Material Editor, Materials, and Maps Interface Material name At the right, the dialog displays a duplicate material name. You can edit the name to make it unique before you merge it with the open (current) library by clicking the Merge button. Apply to All Duplicates If you turn this on before you use the buttons, all subsequent incoming materials with duplicate names are treated the same way as the current one, and no further alert messages are displayed. Use this option when you know that you've got several duplicate materials, and don't need constant reminders. This check box is unavailable if you edit the material name. Merge Merges the material with the open, current library. This button is unavailable unless you edit the duplicate name to be a different, unique name. Skip Skips this material and doesn't merge it with the open, current library. Delete Old Deletes the "old" material in the open, current library and replaces it with the material to merge. Auto-Rename Click to have 3ds Max automatically rename the material by appending a sequence number to the duplicate material name. Cancel Cancels further merging of materials with duplicate names. If you have already merged some materials, they appear in the open, current library. Material Editor Subdialogs | 5369 Merge Dialog (Material Library) Material Editor > Get Material or Type button > Browse From group > Select Mtl Library. > File group > Open material library. > File group > Merge > Merge Material Library dialog > Open another material library or a 3ds Max scene. The Merge dialog displays a list of materials to merge with the open library. The materials are from a different material library or from a 3ds Max or VIZ Render (DRF on page 7167) scene. Procedures To merge all materials: ■ Click All. To select a single material to merge: ■ Click the material's name. To select materials to merge one by one: 1 Click a material's name. 2 Hold down Ctrl, and click other material names. To select a group of contiguous materials to merge: 1 Click a material's name. 2 Hold down Shift, and click another material's name. The dialog selects the two materials you clicked, and all materials whose names lie between the two. 5370 | Chapter 19 Material Editor, Materials, and Maps Interface Material list Shows the names of all materials in the library or scene. All Selects all materials in the list. None Deselects all materials in the list. Merge Material Library Dialog Material Editor > Get Material or Type button > Material/Map Browser > Browse From group > Select Mtl Library. > File group > Open material library. > File group > Merge Material Editor Subdialogs | 5371 The Merge Material Library dialog lets you merge materials in the open material library with materials in another material library or another 3ds Max or VIZ Render (DRF on page 7167) scene. Interface This is a standard Windows file dialog. It lets you select either material library (MAT) files, 3ds Max (MAX), or VIZ Render (DRF on page 7167) scene files. When you click OK, a further Merge dialog on page 5370 is displayed. This lets you select by name the materials you want to merge with the open library. Put to Library Dialog Material Editor > Put To Library The Put To Library dialog is displayed when you want to save the material in an active sample slot on page 5304 into a material library file. It lets you change the material's name before you save it. 5372 | Chapter 19 Material Editor, Materials, and Maps Interface Name Shows the name of the material to save. You can edit this name to save it under a different name. Render Map Dialog Material Editor > Right-click a sample slot. > Render Map > Render Map dialog The Render Map dialog is displayed when you use Render Map on the Sample Slots Right-Click Menu on page 5308 to render the map displayed in a sample slot Material Editor Subdialogs | 5373 Interface Time Output group These controls specify how many frames to render. Single Renders a single frame. Every Nth Frame Renders a regular sampling of the animation. For example, a value of 8 includes only every eighth frame in the preview. Default=1 (every frame). Active Time Segment Renders the active time segment on page 7898. Range Renders a custom range from the start to the end frame you specify in the spinners below. 5374 | Chapter 19 Material Editor, Materials, and Maps Dimensions group These controls specify the size of the rendered frames, in pixels. Width Specifies the frame width, in pixels. Height Specifies the frame height, in pixels. Output group These controls let you save the rendered map to a file. Files Click to display a file dialog that lets you specify where to save the rendered map. When you click Save in the file dialog, you might see an additional dialog that gives you options specific to the file type you chose. These are the file formats available for a rendered map: AVI on page 7326 BMP on page 7328 Kodak Cineon on page 7328 Encapsulated Postscript on page 7332 JPEG on page 7347 PNG on page 7360 MOV (QuickTime) on page 7348 SGI on page 7369 RLA on page 7364 RPF on page 7366 Targa on page 7370 TIFF on page 7372 Save to File When on, the rendered map is saved to a file. When off, the map is rendered only to a Rendered Frame Window on page 6073. This check box is unavailable unless you use Files to specify a file name, when it defaults to on. File name field Displays the name of the file you chose. Render Renders the map to a feature-reduced version of the Rendered Frame Window on page 6073, and to a file if you chose one. Material Editor Subdialogs | 5375 Replace Map Dialog Material Editor > Go to a map level or a standalone map. > Type button > Material/Map Browser > Choose a compound map. The Replace Map dialog is displayed when you change a map type to any type of map that can have sub-maps. It gives you the choice of replacing the original ("old") map completely, or using the original map as a sub-map of the new map. Interface Discard old map Discards the old map. Keep old map as sub-map Retains the old map as a sub-map. Replace Material Dialog Material Editor > Type button > Material/Map Browser > Choose a compound material. The Replace Material dialog is displayed when you change a material type to one of the compound material types on page 5706. It gives you the choice of replacing the original ("old") material completely, or using the original material as a sub-material of the new material. 5376 | Chapter 19 Material Editor, Materials, and Maps Interface Discard old material Discards the old material. Keep old material as sub-material Retains the old material as a sub-material. Update Scene Materials Dialog Material Editor > Get Material > Material/Map Browser > Update Scene Materials from Library > Update Scene Materials dialog The Update Scene Materials dialog lets you use a library to update materials in the scene. It appears only when you click Update Scene Materials From Library in the Material/Map Browser on page 5290, and the scene contains materials that have the same name as materials in the library. Procedures To update a material in the scene and replace it with a material from the library: ■ In the Update Scene Materials dialog, select the name of the material, and then click OK. To leave a material in the scene unchanged, do one of the following: 1 In the Update Scene Materials dialog, make sure the name of the material is not selected, and then click OK. Material Editor Subdialogs | 5377 2 Click Cancel. Interface Material name list Shows the materials that have the same name in the library and in the scene. All Selects all material names in the list. None Deselects all material names in the list. 5378 | Chapter 19 Material Editor, Materials, and Maps Types of Materials Rendering menu > Material Editor > Type button > Material/Map Browser > In Show group, turn off Maps. > Material types are listed. Materials create greater realism in a scene. A material describes how an object reflects or transmits light. You assign materials to individual objects or selection sets; a single scene can contain many different materials. Different materials have different uses. ■ Standard material on page 5395 is the default material. This is a versatile surface model with a large number of options. ■ Raytrace material on page 5490 can create fully raytraced reflections and refractions. It also supports fog, color density, translucency, fluorescence, and other special effects. ■ mental ray materials on page 5543 are provided for use with the mental ray renderer on page 6230. Of particular importance in this category is the Arch & Design material on page 5544. ■ Architectural material on page 5526 provides a physically accurate material. It is especially intended for use with the default scanline renderer and radiosity on page 6168. ■ Matte/Shadow material on page 5699 is specifically for making an object into a matte object on page 8042 that reveals the current environment map on page 7964. A matte object is effectively invisible in the scene, but it can receive shadows cast onto it from other objects. ■ Shell material on page 5732 is for storing and viewing rendered textures on page 6371. ■ Advanced Lighting Override material on page 5734 is used to fine-tune the effects of a material on radiosity solutions on page 6168 or the Light Tracer on page 6154. This material is not required for calculating advanced lighting, but it can help improve the result. NOTE The Architectural material has its own controls for adjusting advanced lighting. ■ Lightscape material on page 5741 helps support import and export of data from the Lightscape product. ■ Ink 'n Paint material on page 5742 gives a cartoon appearance to objects. Types of Materials | 5379 ■ The DirectX 9 Shader material on page 5758 enables you to shade objects in viewports using DirectX 9 (DX9) shaders. To use this material, you must have a display driver that supports DirectX 9, and you must be using the Direct3D display driver. ■ The XRef material on page 5765 lets you externally reference a material in a different scene file. Other material types fall into the category of Compound materials on page 5706. Compound Materials Compound materials combine other materials in some way. ■ Blend on page 5708 material mixes two materials on a single side of a surface. ■ Composite on page 5711 material mixes up to 10 materials, using additive colors, subtractive colors, or opacity mixing. ■ Double-Sided on page 5713 material lets you assign different materials to the front and back faces of an object. ■ Morpher on page 5716 material uses the Morpher modifier on page 1545 to manage multiple materials over time. ■ Multi/Sub-Object on page 5720 material uses the sub-object level to assign multiple materials to a single object, based on material ID values. ■ Shellac on page 5727 material superimposes one material on another using additive composition. ■ Top/Bottom on page 5729 material lets you assign different materials to the top and bottom of faces of an object. Procedures To get a material: 1 Click Get Material on the Material Editor toolbar. The Material/Map Browser on page 5290 is displayed. 2 Double-click a material type (not a map type) in the list, or drag the material to a sample slot. 5380 | Chapter 19 Material Editor, Materials, and Maps The Material Editor replaces the original material. To change a material type: 1 At the level of a material, click the Type button below the Material Editor toolbar. A modal Material/Map Browser on page 5290 is displayed. If you were at a material when you clicked Type, the Browser lists only materials (if you were at a map, it lists only maps). 2 Choose a material from the list, and then click OK. If you choose a compound material, a Replace Material on page 5376 dialog is displayed. This dialog lets you choose whether to keep or discard the original material. The Material Editor now displays controls for the new material. SuperSampling Rollout Material Editor > Architectural material > SuperSampling rollout Material Editor > Raytrace material > SuperSampling rollout Material Editor > Standard material > SuperSampling rollout The SuperSampling rollout is used by Architectural, Raytrace, and Standard. It lets you choose a supersampling method on page 8141. Supersampling performs an additional antialiasing on page 7904 pass on the material. This requires more time but can improve image quality. Supersampling is especially helpful when you need to render very smooth specular highlights, subtle bump mapping, or high resolutions. In 3ds Max the default is to apply a single supersampling method to all materials in the scene. This feature gives you more control over your scenes, especially larger models that make use of many materials, by letting you control the supersampling at a global level from the Rendering dialog. You can override this locally by turning off Use Global Settings. It also gives you file compatibility and workflow replication with DRF files imported from VIZ Render. NOTE SuperSampling settings are ignored by the mental ray Renderer on page 6230, which has its own sampling method. SuperSampling Rollout | 5381 Use supersampling when you notice artifacts in your final renderings. For example, a thin bump map might produce scintillating, jagged bumps that supersampling can correct. Supersampling requires considerably more time to render, although it does not necessarily require any additional RAM. NOTE Supersampling is not processed when you turn off Antialiasing in the production renderer on page 6121. You can also globally disable supersampling for all materials using the parameters for the default scanline renderer on page 6141. Globally disabling supersampling can speed up test renderings. Supersampling uses smaller sampling points, and returns averaged values to increase the antialiasing effect. Supersampling and Antialiasing Supersampling is one of several antialiasing techniques. Textures, shadows, highlights, and raytraced reflections and refractions all have their own preliminary antialiasing strategies. Supersampling is an additional step that provides a "best guess" color for each rendered pixel. The supersampler's output is then passed on to the renderer, which performs a final antialiasing pass. 5382 | Chapter 19 Material Editor, Materials, and Maps A single rendered pixel represents an area of the scene's geometry. The pixel can stand in for multiple colors, especially when it appears at the edge of an object or a region of color. This is where aliasing effects occur. When supersampling is turned off, 3ds Max simply looks at the center of the geometry covered by the pixel, and uses that for the pixel color. When you turn on supersampling, a supersampler performs an additional antialiasing pass on the material. You can choose one of four supersamplers. As the name implies, a supersampler takes additional samples of geometry color in or near each pixel, in order to obtain a more accurate pixel color that is less prone to aliasing error. These are the supersampling methods: Name Description Adaptive Halton Spaces samples along both X and Y axes according to a scattered, "quasi random" pattern. Depending on Quality, the number of samples can range from 4 to 40. This method is adaptive, as described below. Adaptive Uniform Spaces samples regularly, from a minimum quality of 4 samples to a maximum of 36. The pattern is not square, but skewed slightly to improve accuracy in the vertical and horizontal axes. This method is adaptive, as described below. Hammersley Spaces samples regularly along the X axis, but along the Y axis it spaces them according to a scattered, "quasi random" pattern. Depending on Quality, the number of samples can range from 4 to 40. This method is not adaptive. MAX 2.5 Star The sample at the center of the pixel is averaged with four samples surrounding it. The pattern is like the SuperSampling Rollout | 5383 Name Description fives on dice. This is the supersampling method that was available in 3ds Max 2.5. Regular sampling, as performed by the Adaptive Uniform and MAX 2.5 Star methods, is more prone to aliasing than the irregular patterns performed by the Adaptive Halton and Hammersley methods. You can set a variable Quality value for the Adaptive Halton, Adaptive Uniform, and Hammersley methods. Quality can range from 0.0 to 1.0. A quality of 0.0 is minimal, with about four samples per pixel. A quality of 1.0 is the highest possible, with between 36 and 40 samples per pixel. High-quality supersampling is very time consuming. Another setting for the Adaptive Halton and Adaptive Uniform supersamplers is the Adaptive toggle, which works in conjunction with the Threshold spinner. When Adaptive is on, these methods take fewer samples unless a change in color is greater than the Threshold value. In that case, they take the full number of samples specified by the Quality. To reduce the amount of time the supersampler spends, leave the Adaptive check box on. Interface Use Global Settings When on, the material uses the supersampling options set in the Default Scanline Renderer rollout on page 6141. Default=on. Enable Local Supersampling When on, applies supersampling to the material. Default=off 5384 | Chapter 19 Material Editor, Materials, and Maps Sampler drop-down list Lets you choose which supersampling method to apply. The list is not active unless Use Global Settings is turned off. Default=Max 2.5 Star. Supersample Maps When on, the maps applied to the material are supersampled as well. When off, the supersampler uses pixel averages for maps. This switch is active only when Use Global Settings is turned off. Default=on. Quality Adjusts the quality of supersampling by controlling the number of samples used for each pixel. At the minimum value, 0.0, four samples are taken per pixel. At the maximum value, 1.0, about 40 samples are taken per pixel (the value varies depending on which shader is active). Range=0.0 to 1.0. Default=0.5. This spinner is unavailable for the Max 2.5 Star method. Adaptive Visible only for the Adaptive Halton and Adaptive Uniform methods. When on, these methods take fewer samples than the Quality specifies unless samples show a change in color greater than the Threshold value. In that case, they take all the samples specified by the Quality. Turning on Adaptive On can reduce the amount of time required to supersample. Default=on. Threshold Controls the Adaptive methods. Visible only for the Adaptive Halton and Adaptive Uniform methods. A change in color greater than the Threshold value causes the adaptive methods to take the full number of samples specified by the Quality. If the color does not change as much, the adaptive method takes fewer samples and does not require as much processing time. Can range from 0.0 to 1.0. Setting Threshold to 0.0 has the same effect as turning off Adaptive On. Default=0.1. mental ray Connection Rollout Material Editor > Click a sample slot that contains a material other than a Multi/Sub-Object or a mental ray material. > mental ray Connection rollout The mental ray Connection rollout is available for all types of materials except the Multi/Sub-Object material and the mental ray materials themselves (for which it would be redundant). With this rollout you can add mental ray shading to conventional 3ds Max materials. These effects are visible only when you use the mental ray renderer on page 6230. mental ray Connection Rollout | 5385 IMPORTANT The mental ray Connection rollout does not appear unless you have enabled the mental ray extensions by using the mental ray Preferences panel on page 7787. In addition, you can't assign shaders to the options in this rollout unless the mental ray renderer is the currently active renderer. Interface For each kind of shader on this rollout, there is a toggle and a button. ■ The toggle controls whether the assigned shader is active or not. If no shader is assigned, the toggle has no effect. 5386 | Chapter 19 Material Editor, Materials, and Maps ■ The button lets you assign a shader to the component type. Clicking it displays the Material/Map Browser on page 5290: assigning a shader is just like assigning a map to a component of a standard material. While a shader is assigned, its name appears on the button. ■ In addition to the toggle and button, some of the shader types have a lock button to the right. When button is on, the component is inherited from the base material, and you can't assign a shader. For example, by default the Surface component is locked, and the surface is shaded using the settings of the 3ds Max material (basic parameters, maps, and so on). Turn off this button to replace the base material's settings with a mental ray shader. NOTE Using a shader for the Surface component can result in a material whose appearance in mental ray renderings is completely different from the appearance it has in the sample slot, viewports, and scanline renderings. Basic Shaders group Surface Shades the surface of objects that have this material. Default=locked to parent material. In addition to any of the usual 3ds Max materials, the surface component can be assigned the following mental ray materials or shaders: Shader Library Bump on page 5986 3ds Max DGS Material on page 5615 3ds Max Dielectric base Dielectric Material on 3ds Max page 5992 Edge lume Facade lume mental ray Connection Rollout | 5387 Shader Library Glass lume Glow lume Landscape lume Material to Shader on 3ds Max page 6001 Metal lume Ocean lume Opacity base Reflect base Refract base Shader List on page 6003 3ds Max Stain lume Translucency lume Transmat physics Transparency base Two Sided base UV Generator on page 6005 3ds Max 5388 | Chapter 19 Material Editor, Materials, and Maps Shader Library Water Surface lume Wet-Dry Mixer lume XYZ Generator on page 3ds Max 6013 NOTE Unlike a standard 3ds Max material, if you assign the Surface component a bitmap with tiling turned off, the original surface color does not “show through.” In renderings, you see only the untiled map, and none of the rest of the object. Shadow Assigns a shadow shader. Default=locked to parent material. The shadow component can be assigned the following shaders: Shader Library Edge Shadow lume Facade lume Glass lume Glow lume Material to Shader on page 6001 3ds Max Metal lume Shader List on page 6003 3ds Max Shadow Transparency base Translucency lume Transmat physics mental ray Connection Rollout | 5389 Shader Library Water Surface Shadow lume Caustics and GI group Photon Assigns a photon shader. Photon shaders affect how object surfaces respond to photons; that is, they control how the surfaces behave when generating caustics and global illumination. Default=locked to parent material. The photon component can be assigned the following shaders: Shader Library DGS Material on page 5615 3ds Max Dielectric Material Photon on page 5992 3ds Max Edge lume Glow lume Material to Shader on page 6001 3ds Max Metal lume Photon Basic base Translucency lume Transmat physics Photon Volume Assigns a photon volume shader. Photon volume shaders affect how an object's volume responds to photons; that is, they control how the volume behaves when generating caustics and global illumination. 5390 | Chapter 19 Material Editor, Materials, and Maps The photon volume component can be assigned the following shaders: Shader Library Material to Shader on page 6001 3ds Max Parti Volume Photon physics Shader List on page 6003 3ds Max Extended Shaders group Displacement Assigns a displacement shader on page 6268. Default=locked to parent material. The displacement component can be assigned the following shaders: Shader Library 3D Displacement on page 5983 3ds Max Material to Shader on page 6001 3ds Max Ocean lume Volume Assigns a volume shader on page 6265. The volume component can be assigned the following shaders: Shader Library Beam lume Material to Shader on page 6001 3ds Max Mist lume Parti Volume Photon physics Shader List on page 6003 3ds Max mental ray Connection Rollout | 5391 Shader Library Submerge lume Environment Assigns an environment shader. The environment shader provides an environment local to the material. It is visible if the material is reflective or transparent. The environment component can be assigned the following shaders: Shader Library Environment on page 5995 3ds Max Material to Shader on page 6001 3ds Max Shader List on page 6003 3ds Max Advanced Shaders group Contour Assigns a contour shader on page 6269. The contour component can be assigned the following shaders: Shader Library Combi contour Curvature contour Depth Fade contour Factor Color contour Layer Thinner contour Simple contour Width From Color contour 5392 | Chapter 19 Material Editor, Materials, and Maps Shader Library Width From Light contour Width From Light Dir contour Light Map Assigns a light map shader. WARNING No light map shaders are provided with 3ds Max. This option is for users who have access to light map shaders via other shader libraries or custom shader code. Optimization group Flag Material as Opaque When on, indicates that the material is fully opaque. This tells the mental ray renderer that it doesn't need to process transparency for this material, or to use the shadow shader. This can improve rendering time. Default=off. DirectX Manager Rollout Material Editor > DirectX Manager rollout Lets you select a DirectX viewport shader for viewing Direct3D hardware shaders. DirectX shaders require the Direct3D graphics driver on page 7802, which uses DirectX. With DirectX shading, materials in a viewport more accurately represent how the material will appear in another application, or on other hardware such as a game engine. DirectX viewport shaders are especially useful for previewing texture-baked materials on page 6371. 3ds Max provides two DirectX shaders: ■ LightMap shader on page 5760 ■ Metal Bump shader on page 5761 NOTE This rollout does not appear for Multi/Sub-Object and Shell materials, which are simply containers of other materials. DirectX Manager Rollout | 5393 See also: ■ DirectX 9 Shader Material on page 5758 Interface DX Display of Standard Material When on, displays the active material as a DX shader. You can save the material as an FX file by clicking Save As .FX File. For full support of this feature, DX9 must be active. WARNING Not all standard 3ds Max features can be represented by DX shaders, and you it is possible to create a standard material that is more complex than a DX video card can display. DX shaders do support the most commonly used material components: diffuse color (or texture), specular highlights, opacity, bump mapping, and reflections. Save as .FX File Click to display a Save Effect File dialog that lets you save the active material as an FX file on page 7990. Enable Plugin Material Turn on to use the chosen DirectX shader in shaded viewports. Default=off. When not enabled, viewports continue to use the default viewport (interactive) renderer on page 8164 (or the ActiveShade renderer on page 6102, if that has been chosen). This toggle is unavailable if no shader plug-in has been chosen from the drop-down list, and when DX Display Of Standard Material is on. Plug-in drop-down list Use the drop-down list to choose a DirectX viewport shader. The list is unavailable when DX Display Of Standard Material is on. 5394 | Chapter 19 Material Editor, Materials, and Maps Standard Material Material Editor > Type button > Material/Map Browser > Standard Scooter rendered with the default standard material The Standard material type provides a fairly straightforward way to model surfaces. In the real world, the appearance of a surface depends on how it reflects light. In 3ds Max, a standard material simulates a surface's reflective properties. If you don't use maps on page 8036, a standard material gives an object a single, uniform color. Standard material is the default material in the Material Editor sample slots. This topic introduces the controls for Standard material, exclusive of mapping. TIP The Standard material supports hardware-based viewport display for improved feedback while editing its parameters. For more infomation, see Show Standard/Hardware Map in Viewport on page 5350. Standard Material | 5395 Standard Color Components A surface of a "single" color usually reflects many colors. Standard materials typically use a four-color model to simulate this. (This can vary, depending on which shader on page 5397 you use.) ■ Ambient color on page 7906 is the color of the object in shadow. ■ Diffuse on page 7955 is the color of the object in direct, "good" lighting. ■ Specular on page 8133 is the color of shiny highlights. NOTE Some shaders generate the specular color procedurally, rather than letting you choose it. ■ Filter on page 7976 is the color transmitted by light shining through the object. The Filter color component isn't visible unless the material's Opacity is less than 100 percent. NOTE The Raytrace material on page 5490 uses a different, six-color model to simulate surfaces. Several components are similar to those in the Standard Material, but they behave differently in Raytrace. When we describe an object's color in conversation, usually we mean its diffuse color. The choice of an ambient color depends on the kind of lighting. For moderate indoor lighting, it can be a darker shade of the diffuse color, but for bright indoor lighting and for daylight, it should be the complement of the primary (key) light source. The specular color should be either the same color as the key light source, or a high-value, low-saturation version of the diffuse color. For more tips on choosing color components, see Choosing Colors for Realism on page 5270. WARNING When you change the shading type of a material, you lose the settings (including map assignments) for any parameters that the new shader does not support. If you want to experiment with different shaders for a material with the same general parameters, copy the material to a different sample slot on page 5304 before you change its shading type. That way, you can still use the original material if the new shader doesn't give you the effect you want. 5396 | Chapter 19 Material Editor, Materials, and Maps Other Standard Material Components A standard material's specular color appears in highlights. You can control the size and shape of the highlight. A polished surface has a small and strong highlight. A matte surface has a large, weak highlight, or no highlight at all. Standard materials also have controls for making the object appear transparent, and for making it self-illuminating so that it appears to glow. Along with the material's color components, components also refers to the parameters that control highlights, transparency, self-illumination, and so on. See also: ■ Material Components on page 5267 ■ Choosing Colors for Realism on page 5270 Interface The interface for a standard material is organized into several rollouts: Shader Basic Parameters Rollout on page 5397 Basic Parameters Rollout (Standard Material) on page 5406 Extended Parameters Rollout (Standard Material) on page 5408 SuperSampling Rollout on page 5381 Maps Rollout (Standard Material) on page 5414 Dynamics Properties Rollout on page 5423 DirectX Manager Rollout on page 5393 Shader Basic Parameters Rollout Material Editor > Standard material > Shader Basic Parameters rollout > Choose shader from drop-down list. The Shader Basic Parameters rollout lets you choose the type of shader to use with a Standard on page 5395 material. Some additional controls affect how the material appears. Standard Material | 5397 Procedures To set a material's shading type: 1 On the Shader Basic Parameters rollout, open the shader drop-down list. 2 Click the name of the shader type to use for the active material. To use Wire mode: ■ On the Shader Basic Parameters rollout, turn on Wire. The material is now shaded as a wireframe mesh. The wire portions of the geometry do not change; color components, shininess, and so on, remain the same. For a wireframe material, turn on the 2-Sided option as well. You have two choices for how wireframe materials are rendered. The controls for tuning wireframe shading are on the Extended Parameters on page 5408 rollout. If you choose Pixels, the thickness of the wires maintains the same apparent thickness regardless of the scale of the geometry or how near or far the object is positioned. In other words, pixel wires have a constant display size as if the wires were traced over an image.If you choose Units, the wires behave as if they were modeled in the geometry. They appear thinner at a distance and thicker at close range. Scaling a wireframe object does scale wire width. Interface [shader drop-down list] Chooses a shader. The material's Basic Parameters rollout can change to show the controls for the shader you choose. Default shader=Blinn There are seven different shaders. Some are named for what they do; others are named for their creators. These are the basic material shaders: ■ Anisotropic on page 5424: For surfaces with elliptical, "anisotropic" highlights. These highlights are good for modeling hair, glass, or brushed metal. 5398 | Chapter 19 Material Editor, Materials, and Maps ■ Blinn on page 5426: For rounder, softer highlights than Phong shading ■ Metal on page 5427: For metallic surfaces ■ Multi-Layer on page 5428: For surfaces with more complex highlights than Anisotropic ■ Oren-Nayar-Blinn on page 5429: For matte surfaces such as fabric or terra-cotta ■ Phong on page 5430: For surfaces with strong, circular highlights ■ Strauss on page 5431: For metallic and nonmetallic surfaces. The Strauss shader has a simpler interface than other shaders. ■ Translucent on page 5434: Similar to Blinn shading, the Translucent shader also lets you specify translucency, where light is scattered as it passes through the material. For more information about the shaders, including illustrations, see Understanding Shaders on page 5399. Wire Renders the material in wireframe mode on page 8172. You can set the size of the wire in Extended Parameters on page 5408. 2-Sided Makes the material 2-sided on page 7893. Applies the material to both sides of selected faces. Face Map Applies the material to the faces of the geometry. If the material is a mapped material, it requires no mapping coordinates on page 8034. The map is automatically applied to each facet of the object. Faceted Renders each face of a surface as if it were flat. Understanding Shaders For standard materials, a shader is an algorithm that tells 3ds Max how to calculate surface rendering. Each shader has a unique set of characteristics in order to serve a particular purpose. Some are named for what they do well, such as the Metal shader. Others are named for the person who developed them, such as the Blinn and Strauss shaders. The default shader in 3ds Max is the Blinn shader. NOTE In addition to the shaders listed below, 3ds Max supports plug-in shader types. Standard Material | 5399 The following list describes the shaders supplied with the software: ■ Anisotropic: Used for brushed metal or hair. Creates a highlight that is stretched and angled, rather than the standard circular highlight. ■ Blinn: Has the same features as the Phong shader, but its mathematics are more accurate. This is the default shader for Standard materials. ■ Metal: Used for making metals. 5400 | Chapter 19 Material Editor, Materials, and Maps ■ MultiLayer: Two anisotropic shaders in one. Used to make two different highlights with independent controls. Simulates materials such as a metal that is covered with a shiny coat of wax. ■ Oren-Nayar-Blinn: An adaptation of the Blinn shader. It gives objects a porous, non-plastic appearance, and is suitable for surfaces like skin. Standard Material | 5401 ■ Phong: A classic shading method that was the first to enable specular highlights. Suitable for plastic surfaces. ■ Strauss: Suitable for metals. Allows you to control the degree of metallic characteristics of the material. 5402 | Chapter 19 Material Editor, Materials, and Maps ■ Translucent Shader: Translucent shading is similar to Blinn shading, but it also lets you specify translucency. A translucent object allows light to pass through, and also scatters light within the object. You can use translucency to simulate frosted and etched glass. Comparing Shader Parameters A shader is an algorithm that tells the program how to calculate surface rendering. Each shader has a unique set of characteristics in order to serve a particular purpose. Compare the parameters of different shader types: 1 Open the Material Editor and click an available sample slot. 2 In the list on the Shader Basic Parameters rollout, change Blinn to Anisotropic. Standard Material | 5403 The Blinn Basic Parameters rollout changes to the Anisotropic Basic Parameters rollout. Observe the differences in the available basic parameters. 5404 | Chapter 19 Material Editor, Materials, and Maps 3 Select each shader type from the list and compare its parameters with the others. Some parameters are shared in common, but each shader has its own unique combination of settings. For more information on shader types, see Shader Basic Parameters Rollout on page 5397. Standard Material | 5405 Basic Parameters Rollout (Standard Material) Material Editor > Standard material > Basic Parameters rollout for the shader you've chosen The Basic Parameters rollouts for Standard materials contain controls that let you set the color of your material, the shininess, the transparency, and so on, and specify maps on page 8036 to use for the various components of the material. Example: The Basic Parameters rollout for the Anisotropic shader. Basic Parameters rollouts vary depending on which shader is chosen. The Basic Parameters rollout changes depending on which kind of shader you choose in the Shader Basic Parameters on page 5397. NOTE The Strauss shader’s Basic Parameters rollout is simpler than those for other shaders. See Strauss Shader on page 5431 for a description. 5406 | Chapter 19 Material Editor, Materials, and Maps Component Controls The first part of the Basic Parameters rollout contains controls for overall material components. They are described in the following topics: ■ Color Controls on page 5436 let you choose the material’s color components, or replace them with maps. ■ Self-Illumination on page 5440 makes a material appear lit from within. Self-illumination is not available for the Strauss shader on page 5431. ■ Opacity on page 5442 controls how opaque or transparent a material is. ■ Diffuse Level on page 5444 controls the brightness of the diffuse color component. Diffuse Level is available only for the Anisotropic on page 5424, Multi-Layer on page 5428, and Oren-Nayar-Blinn on page 5429 shaders. ■ Roughness on page 5446 controls how quickly the diffuse component blends into the ambient component. Roughness is available only for the Multi-Layer on page 5428 and Oren-Nayar-Blinn on page 5429 shaders. Highlight Controls The second part of the Basic Parameters rollout contains controls for specular highlights, which in some ways are the greatest difference between the various shaders. See these topics for a description: ■ Anisotropic Highlights on page 5424 ■ Blinn, Oren-Nayar-Blinn, and Phong Highlights on page 5451 ■ Metal Highlights on page 5452 ■ Multi-Layer Highlights on page 5454 For information on highlights with the Strauss shader, see Strauss Shader on page 5431. Translucency Controls For the Translucent shader on page 5434, an additional group on the Basic Parameters rollout contains controls for translucency on page 5447. Standard Material | 5407 Extended Parameters Rollout (Standard Material) Material Editor > Standard material > Extended Parameters rollout The Extended Parameters rollout is the same for all shading types of Standard material. It has controls related to transparency and reflection, as well as options for Wire mode. This topic contains tables of the Index of Refraction for some common physical materials. These can be used to create Standard materials with realistic transparency. Additive Opacity and the Alpha Channel By default, additive opacity does not generate an alpha value. In other words, the alpha value is zero, indicating no transparency. This gives correct results with backgrounds in renderings, but if you want to composite objects with additive opacity using video post on page 6773 or a different compositing program, you might want to have additive opacity render with transparency. To do so, add the following line to the [Renderer] section of the 3dsmax.ini file, and then restart 3ds Max: AlphaOutOnAdditive=1 To revert to the default method of rendering additive opacity, in the 3dsmax.ini file, change the value of AlphaOutOnAdditive back to 0 (zero), and then restart 3ds Max. Interface Advanced Transparency group These controls affect the opacity falloff on page 8068 of a transparent material. NOTE For the Translucent shader on page 5434, these controls do not appear. They are replaced by the Translucency controls on page 5447 on the Basic Parameters rollout. Falloff Chooses whether falloff is in or out, and how great it is. ■ In Increases transparency toward the inside of the object, as in a glass bottle. ■ Out Increases transparency toward the outside of the object, as in a cloud of smoke. 5408 | Chapter 19 Material Editor, Materials, and Maps Amt (Amount) Specifies the amount of transparency at the outside or inside extreme. Type These controls choose how transparency is applied. ■ Filter on page 7976 computes a filter color that it multiplies by the color behind the transparent surface. Click the color swatch to change the filter color. Click the button to assign a map to the filter color component. The filter, or transmissive color, is the color transmitted through transparent or semi-transparent materials such as glass. You can use the filter color with volumetric lighting to create effects such as colored light through a stained-glass window. Ray-traced shadows on page 8103 cast by transparent objects are tinted with the filter color. A shadow's color is changed with a red filter color. ■ Subtractive on page 8140 subtracts from the color behind the transparent surface. ■ Additive on page 7901 adds to the color behind the transparent surface. Index of Refraction Sets the index of refraction (IOR) used by refraction maps and raytracing. The IOR controls how severely the material refracts transmitted Standard Material | 5409 light. Left at 1.0, the IOR of air, the object behind the transparent object does not distort. At 1.5 the object behind distorts greatly, like a glass marble. At an IOR slightly less than 1.0, the object reflects along its edges, like a bubble seen from under water. Default=1.0. Common IORs (assuming the camera is in air or a vacuum) are: Material IOR Value Vacuum 1.0 (exactly) Air 1.0003 Water 1.333 Glass 1.5 (clear glass) to 1.7 Diamond 2.417 In the physical world, the IOR results from the relative speeds of light through the transparent material and the medium the eye or the camera is in. Typically this is related to the object's density; the higher the IOR, the denser the object. You can also use a map to control the index of refraction. IOR maps always interpolate between 1.0 (the IOR of air) and the setting in the IOR parameter. For example, if the IOR is set to 3.55 and you use a black-and-white Noise map to control IOR, the IORs rendered on the object will be set to values between 1.0 and 3.55; the object will appear denser than air. If, on the other hand, your IOR is set to 0.5, then the same map values will render between 0.5 and 1.0, as if the camera were under water and the object was less dense than the water. Here are some more IOR values for various materials: Material IOR Value Carbon Dioxide, Liquid 1.200 Ice 1.309 Acetone 1.360 5410 | Chapter 19 Material Editor, Materials, and Maps Material IOR Value Ethyl Alcohol 1.360 Sugar Solution 30% 1.380 Alcohol 1.329 Flourite 1.434 Quartz, Fused 1.460 Calspar2 1.486 Sugar Solution 80% 1.490 Glass, Zinc Crown 1.517 Glass, Crown 1.520 Sodium Chloride 1.530 Sodium Chloride (Salt) 1 1.544 Polystyrene 1.550 Quartz 2 1.553 Emerald 1.570 Glass, Light Flint 1.575 Lapis Lazuli 1.610 Topaz 1.610 Standard Material | 5411 Material IOR Value Carbon Bisulfide 1.630 Quartz 1 1.644 Sodium Chloride (Salt) 2 1.644 Glass, Heavy Flint 1.650 Methylene Iodide 1.740 Ruby 1.770 Sapphire 1.770 Glass, Heaviest Flint 1.890 Crystal 2.000 Chromium Oxide 2.705 Copper Oxide 2.705 Amorphous Selenium 2.920 Iodine Crystal 3.340 Wire group Size Sets the size of the wire in wireframe mode on page 8172. You can set either pixels or current units. In Chooses how to measure wire. ■ Pixels (The default.) Measures wire in pixels. With pixels, wires maintain the same apparent thickness regardless of the scale of the geometry or how near or far the object is positioned. 5412 | Chapter 19 Material Editor, Materials, and Maps ■ Units Measures wire in 3ds Max units. With units, the wires appear thinner at a distance and thicker at close range, as if they were modeled in the geometry. Reflection Dimming group These controls dim reflection maps that are in shadow. Reflection dimming Above: None Below: 0.0 (100% dimming) Apply Turn on to use reflection dimming. When off, the reflection-mapped material is not affected by the presence or absence of direct light. Default=off. Standard Material | 5413 Dim Level The amount of dimming that takes place in shadow. At 0.0, the reflection map is completely dark in shadow. At 0.5, the reflection map is half dimmed. At 1.0, the reflection map is not dimmed and the material appears as if Apply were turned off. Default=0.0. Refl. Level Affects the intensity of the reflection that is not in shadow. The Reflection Level value multiplies the illumination level of the lit area of the reflection, to compensate for dimming. In most cases, the default value of 3.0 keeps the reflection in the lit area at about the same level it would appear if reflection dimming were not on. Maps Rollout (Standard Material) Material Editor > Standard material > Maps rollout A material's Maps rollout lets you access and assign maps on page 8036 to various components of the material. You can choose from a large variety of map types. To find descriptions of these types, and how to set their parameters, see Map Types on page 5767. Assigning the Same Map to Different Parameters Applying the same map to different parameters is useful in some cases. For example, using a pattern to map both self-illumination and opacity can make the pattern appear to glow and hover in space. Blending Map Amounts for Opacity and Other Material Components When you map a scalar component (such as Specular Level, Glossiness, Self-Illumination, and Opacity), the component's value in the Basic Parameters on page 5406 rollout is blended with its associated map Amount in the Maps rollout. For example, when the Opacity spinner is set to 0, the map Amount spinner completely controls Opacity. That is, reducing the Amount value increases the transparency of the entire surface. On the other hand, when Opacity is 100, reducing the map's Amount value increases the opacity of the entire surface. You can adjust a Checker Opacity map so that the opaque areas remain opaque, while the transparent areas become semi-transparent. Other scalar components behave in the same way. Setting the map's Amount to 100 applies all of the map. Setting the Amount to 0 is the equivalent of 5414 | Chapter 19 Material Editor, Materials, and Maps turning the map off. Intermediate Amount values are blended with the value of the scalar component. When you load old 3ds Max files or bring earlier materials from the Browser into the Materials Editor, the spinner values for Opacity, Specular Level, Glossiness, and Self-Illumination are altered, where necessary, to maintain the equivalent material effect. Ambient and Diffuse Map Lock In the Maps rollout, the lock button to the right of the Diffuse Color map button locks ambient mapping to diffuse mapping. It is on by default. Usually it makes sense to use the same map for the ambient and diffuse components. To use different maps for ambient and diffuse, turn off the lock button. The map button for Ambient Color becomes available. Procedures To assign a map: 1 In the Maps rollout, click a map button. A modal Material/Map Browser on page 5290 is displayed. 2 Use the Browse From buttons to choose where you want to look. If you choose Material Library and the dialog's display area is blank, you need to open a library file. Click the Open button and then choose the library to browse. 3 Use the display buttons to choose how you view maps. ■ View List shows each map by name. ■ View List + Icons shows a small preview and each map's name. ■ View Small Icons shows a small preview for each map. ■ View Large Icons shows a large preview for each map, along with the map's name. Standard Material | 5415 TIP You can resize the Browser dialog to increase the size of the display area. This is especially useful when you view large icons. 4 Double-click the map you want. To use the same map for different parameters: 1 In the Maps rollout, use a map button to assign a map. The Material Editor is now at the map level, and displays controls for the map parameters. 2 Click Go To Parent to return to the material level, and then open the Maps rollout. 3 Drag the assigned map button to another map button. The Copy (Instance) Map dialog on page 5365 is displayed. 4 Choose Copy or Instance, and then click OK. If you choose Swap, the Material Editor swaps the two button assignments. To view the parent material's parameters: ■ If you are currently at the map level in the Material Editor, click Go To Parent. The parameters for the map's parent material are displayed. Also, the Show End Result and Go To Parent buttons become unavailable. To view a map's parameters: ■ If you are currently at the material level in the Material Editor, click the button that corresponds to the map. The parameters for the map are displayed. Also, the Show End Result on page 5356 and Go To Parent on page 5356 buttons become available. In the Basic Parameters rollout, if a map has been assigned to a color component or parameter, the corresponding button displays a letter M. In the Maps rollout, if a map has been assigned, the corresponding button displays the map name. 5416 | Chapter 19 Material Editor, Materials, and Maps To view a map's location: Click Material/Map Navigator to view the Navigator. The Material/Map Navigator on page 5357 displays the hierarchy of the current material, which contains the map. ■ To go to a map using the Navigator: In the Material/Map Navigator on page 5357, click the name of the map, or the green or red parallelogram to the left of the map's name. The Navigator goes to the level of the map, and the Material Editor displays the controls for the map you clicked. ■ As the Navigator's map tree shows, maps for basic material components and parameters are one level below the material itself. To preview a map in a sample slot: 1 Go to the level of the map, as described in previous procedures. The Material Editor displays the map's parameters. 2 Turn off Show End Result on page 5356. The sample slot shows the map instead of the material. If the map contains sub-maps, these are also visible. By default, the sample slot displays a map with no three-dimensional shading. You can change this in the Material Editor Options dialog on page 5335. To view the map interactively: 1 Select an object. 2 In the object's creation parameters, make sure that Generate Mapping Coords is on. If the object type does not have a Generate Mapping Coordinates toggle, you need to assign mapping coordinates by applying a UVW Map modifier on page 1931. 3 In the Material Editor, assign the mapped material to the object. 4 If you are at the material level (the top level), click the appropriate map button to go to the map level. Standard Material | 5417 5 Turn on Show Map In Viewport on page 5350. The map appears on objects assigned the material in all shaded viewports. Now when you adjust the map, the viewports update to display the adjustments. Turning on Show Map In Viewport for one map automatically turns this button off for all other maps the material has. Viewports can display 2D maps such as Checker and Bitmap. Viewports can also display most kinds of 3D maps. The exceptions are Particle Age and Particle MBlur. Also, the appearance of the Falloff map in viewports give only a vague indication of how it will appear when rendered. Show Map In Viewport is unavailable if the active map type cannot display in viewports. Displaying mapped materials in a viewport can slow performance. If you don't need to view the texture, turn off its viewport display. To turn off interactive texture display: 1 Go to the map level. If you are at the material level, click the appropriate map button to go to the map level. 2 Turn off Show Map in Viewport on page 5350. The object is shaded but the map no longer appears. To turn a map off: ■ On the Maps rollout, turn off the map's check box. The check box is to the left of the map's name. When a map is off, a lowercase m appears on the corresponding map button. 5418 | Chapter 19 Material Editor, Materials, and Maps To turn a map on: ■ In the Maps rollout, turn on the map's check box. The check box is to the left of the map's name. When a map is on, an uppercase M appears on the corresponding map button. To change a map's strength: ■ In the Maps rollout, adjust the map's Amount spinner. The material's sample slot reflects the change. NOTE Adjusting a map's output (in the map's Output rollout) can also change the map's strength. To move directly to an ancestor: 1 Below the Material Editor toolbar, click the arrow to the right of the map's name field on page 5360. A drop-down list of ancestors is displayed. 2 Click a name in the Ancestor list. With this list, you can skip intermediate levels in the tree. The Ancestor drop-down list shows only part of the tree. It does not show side branches and siblings. To view these, use the Material/Map Navigator on page 5357 or the Go Forward To Sibling on page 5357 and Go To Parent on page 5356 buttons on the Material Editor toolbar. To change a map type: 1 At the level of a map, click the button labeled Type below the Material Editor toolbar. Standard Material | 5419 A modal Material/Map Browser on page 5290 is displayed. If you were at a map, it lists only maps (if you were at a material when you clicked Type, the Browser lists only materials). 2 Choose a map type from the list, and then click OK. If you change a map type and the new map type can have component maps, a Replace Map dialog is displayed. This dialog gives you a choice between discarding the original map or using it as a component map. If the new map type does not have components, it simply replaces the original map type. To create a standalone map tree: 1 Activate a sample slot. 2 Click Get Material on page 5341. 3 In the Material/Map Browser on page 5290, make sure Browse From is set to New. 4 Double-click the name of the map type (not a material type) you want to use, or drag the map to a sample slot. The sample slot now contains a standalone map not associated with material parameters. 5 Use the Material Editor to modify the map as you would any other map. By default, the sample slot displays a map with no three-dimensional shading. You can change this in the Material Editor Options dialog on page 5335. 5420 | Chapter 19 Material Editor, Materials, and Maps Interface The Maps rollout contains a wide button for each map type. Click this button to select a bitmap file stored on disk or to select a procedural map type on page 8097. After you select a map, its name and type appears on the button. Use the check box to the left of the button to turn the effect of the map off and on. When the check box is off, the map is not computed and has no effect in the renderer. Standard Material | 5421 The Amount spinner determines the amount that the map affects the material expressed as a percentage of full intensity. For example, a diffuse map at 100% is completely opaque and covers the base material. At 50%, it is semi-transparent and the base material (the diffuse, ambient, and other colors of the material without mapping) shows through. Ambient Color Mapping on page 5458 Diffuse Color Mapping on page 5460 Diffuse Level Mapping on page 5462 Diffuse Roughness Mapping on page 5464 Specular Color Mapping on page 5465 Glossiness Mapping on page 5467 Glossiness and Specular Level Settings on page 7999 Self-Illumination Mapping on page 5469 Opacity Mapping on page 5470 Filter Color Mapping on page 5471 Anisotropy Mapping on page 5473 Orientation Mapping on page 5474 Metalness Mapping on page 5476 Bump Mapping on page 5478 Reflection Mapping on page 5480 Refraction Mapping on page 5483 Displacement Mapping on page 5487 The Maps rollout can have unused, disabled control rows at the bottom. This is because the number of components that can be mapped varies depending on the current shader on page 5397. The last four rows are always Bump, Reflection, Refraction, and Displacement, in that order. NOTE The sub-material and sub-map buttons for most materials and maps have check boxes beside each button. These turn that branch of the material or map off or on. For example, in the Top/Bottom material, the Top Material and Bottom Material buttons each have check boxes. Similarly, the Checker map has two map buttons, one for each color. Each button has check box beside it that lets you turn off that color's map. 5422 | Chapter 19 Material Editor, Materials, and Maps Dynamics Properties Rollout Material Editor > Standard material > Dynamics Properties rollout The Dynamics Properties rollout lets you specify surface properties that affect the animation of an object upon collision with another object. If there are no collisions in your simulation, these settings have no effect. The dynamics properties are used by the Dynamics utility on page 3852. Since the Dynamics Properties rollout is available at the top level of any material (including submaterials), you can specify different surface dynamic properties for each face in an object. There are also controls in the Dynamics utility that let you adjust the surface properties at the object level, but only the Materials Editor lets you alter the surface properties at the sub-object level, through use of a Multi/Sub-Object material on page 5720. As a default, the values in the Dynamics Properties rollout provide a surface that's similar to Teflon-coated hardened steel. Interface Bounce Coefficient Sets how far an object bounces after hitting a surface. The higher the value, the greater the bounce. A value of 1 represents a "perfectly elastic collision," or a bounce in which no kinetic energy is lost. Default=1.0. If you've seen the desktop toy with four ball bearings swinging back and forth on strings and hitting one another, you've seen an example that comes very close to a bounce coefficient of 1. Generally, hardened steel or a super ball have a bounce near 1, while lead has a bounce near 0. Static Friction Sets how difficult it is for the object to start moving along a surface. The higher this value, the more difficult. Default=0.0. If something weighs ten pounds and sits on Teflon (a static friction of near 0), it takes almost no force to make it move sideways. On the other hand, if it sits on sandpaper, then the static friction might be very high, on the order Standard Material | 5423 of 0.5 to 0.8. A static friction near 1 is very difficult to create in the real world without adhesives or friction material. Sliding Friction Sets how difficult it is for the object to keep moving over a surface. The higher this value, the more difficult for the object to keep moving. Default=0.0. Once two objects begin to slide over one another, static friction disappears and sliding friction takes over. Generally, sliding friction is lower than static friction due to surface tension effects. For example, once steel starts sliding over brass (a value of static friction that might run from 0.05 to 0.2), the sliding friction drops to a significantly lower value, on the order of .01 to 0.1. For some materials, such as specific friction materials like brake linings, sliding friction is just as high as static friction because it is used in conjunction with a nearly frictionless material such as hardened polished steel. Basic Material Shaders Anisotropic Shader Material Editor > Standard material > Shader Basic Parameters rollout > Anisotropic shader > Anisotropic Basic Parameters rollout The Anisotropic shader creates surfaces with elliptical, "anisotropic" highlights. These highlights are good for modeling hair, glass, or brushed metal. The basic parameters are similar to those for Blinn or Phong shading on page 5426, except for the Specular Highlight parameters, and Diffuse Level controls such as those for Oren-Nayar-Blinn shading on page 5429. 5424 | Chapter 19 Material Editor, Materials, and Maps Anisotropic highlights are elliptical, with differing U and V dimensions. Anisotropy measures the difference between sizes of the highlight as seen from two perpendicular directions. When anisotropy is 0, there is no difference at all. The highlight is circular, as in Blinn or Phong shading. When anisotropy is 100, the difference is at its maximum. In one direction the highlight is very sharp; in the other direction it is controlled solely by Glossiness. For more complex highlights, see the Multi-Layer shader on page 5428. See also: ■ Shader Basic Parameters Rollout on page 5397 ■ Basic Parameters Rollout (Standard Material) on page 5406 ■ Anisotropic Highlights on page 5449 Standard Material | 5425 Blinn Shader Material Editor > Standard material > Shader Basic Parameters rollout > Blinn shader > Blinn Basic Parameters rollout Blinn shading is a subtle variation on Phong shading. The most noticeable difference is that highlights appear rounder. In general, you don't need to use the Soften parameter (described in Blinn, Oren-Nayar-Blinn, and Phong Highlights on page 5451) as often as you do with Phong shading. Blinn shading tends to have soft, round highlights. With Blinn shading, you can obtain highlights produced by light glancing off the surface at low angles. These highlights are lost when you increase the value of Soften using Phong shading. The Blinn and Phong shaders have the same basic parameters on page 5406. See also: ■ Shader Basic Parameters Rollout on page 5397 ■ Basic Parameters Rollout (Standard Material) on page 5406 5426 | Chapter 19 Material Editor, Materials, and Maps ■ Blinn, Oren-Nayar-Blinn, and Phong Highlights on page 5451 Metal Shader Material Editor > Standard material > Shader Basic Parameters rollout > Metal shader > Metal Basic Parameters rollout Metal shading provides realistic-looking metallic surfaces and a variety of organic-looking materials. Metal shading has a distinct curve for specular highlights. Metal surfaces also have glancing highlights. Metal materials calculate their own specular color, which can vary between the material's diffuse color and the color of the light. You can't set a metal material's specular color. Metal shading has distinctive highlights. Because there's no separate specular highlight, the two specular highlight spinners behave differently than the spinners for Blinn and Phong shading on page 5426. The Specular Level spinner still controls intensity, but the Glossiness spinner affects both the intensity and size of the specular areas. Standard Material | 5427 TIP When you create a metal material, make sure the backlight on page 5329 is on in the sample slot. See also: ■ Shader Basic Parameters Rollout on page 5397 ■ Basic Parameters Rollout (Standard Material) on page 5406 ■ Metal Highlights on page 5452 Multi-Layer Shader Material Editor > Standard material > Shader Basic Parameters rollout > Multi-Layer shader > Multi-Layer Basic Parameters rollout Upper left: No highlights Upper right: Single highlight Lower middle: Multiple highlights from the multi-layer shader The Multi-Layer shader is similar to the Anisotropic shader on page 5424, but it has a set of two specular highlight controls. The highlights are layered, letting you create complex highlights that are good for highly polished surfaces, special effects, and so on. 5428 | Chapter 19 Material Editor, Materials, and Maps Highlights in the Multi-Layer shader can be anisotropic. Anisotropy measures the difference between sizes of the highlight as seen from two perpendicular directions. When anisotropy is 0, there is no difference at all. The highlight is circular, as in Blinn or Phong shading. When anisotropy is 100, the difference is at its maximum. In one direction the highlight is very sharp; in the other direction it is controlled solely by Glossiness. See also: ■ Shader Basic Parameters Rollout on page 5397 ■ Basic Parameters Rollout (Standard Material) on page 5406 ■ Multi-Layer Highlights on page 5454 Oren-Nayar-Blinn Shader Material Editor > Standard material > Shader Basic Parameters rollout > Blinn shader > Oren-Nayar-Blinn shader > Oren-Nayar-Blinn Basic Parameters rollout The Oren-Nayar-Blinn shader is a variant of the Blinn shader on page 5426. It contains additional "advanced diffuse" controls, Diffuse Level and Roughness, that you can use to give the material a matte effect. This shader is good for matte surfaces such as fabric, terra-cotta, and so on. Standard Material | 5429 Oren-Nayar-Blinn shading typically has a matte appearance. See also: ■ Shader Basic Parameters Rollout on page 5397 ■ Basic Parameters Rollout (Standard Material) on page 5406 ■ Blinn, Oren-Nayar-Blinn, and Phong Highlights on page 5451 Phong Shader Material Editor > Standard material > Shader Basic Parameters rollout > Phong shader > Phong Basic Parameters rollout Phong shading smoothes the edges between faces and renders highlights realistically for shiny, regular surfaces. This shader interpolates intensities across a face based on the averaged face normals of adjacent faces. It calculates the normal for every pixel of the face. 5430 | Chapter 19 Material Editor, Materials, and Maps Phong-shaded highlights are typically less regular than Blinn highlights. Phong shading can accurately render bump, opacity, shininess, specular, and reflection maps. The Blinn and Phong shaders have the same basic parameters on page 5406. See also: ■ Shader Basic Parameters Rollout on page 5397 ■ Basic Parameters Rollout (Standard Material) on page 5406 ■ Blinn, Oren-Nayar-Blinn, and Phong Highlights on page 5451 Strauss Shader Material Editor > Standard material > Shader Basic Parameters rollout > Strauss shader > Strauss Basic Parameters rollout The Strauss shader is for modeling metallic surfaces. It uses a simpler model and has a simpler interface than the Metal shader on page 5427. Standard Material | 5431 Sample of Strauss shading NOTE The Strauss shader’s Basic Parameters rollout differs a great deal from the Basic Parameters rollouts for other shaders, and is described in this topic. See also: ■ Shader Basic Parameters Rollout on page 5397 Procedures To change the color of a Strauss material: 1 Click the Color swatch. The Color Selector on page 391 is displayed. Right-clicking the color swatch also displays the Color Selector. 2 In the Color Selector, change the values of the color. As you change color values, the color also changes in the sample in the sample slot. 5432 | Chapter 19 Material Editor, Materials, and Maps To reduce a material's opacity: ■ Change Opacity to a value less than 100%. The material becomes more transparent. A fully transparent object (0% Opacity) is nearly invisible except for the light it reflects: the specular highlights. To preview transparency in the sample slots, view the sample object against a background. Click the checkered Background on page 5329 button to the right of the sample slots. Transparent materials render more realistically when you turn on 2-Sided in the material's Shader Basic Parameters on page 5397. To increase or decrease the size and intensity of highlights: ■ Change the Glossiness value. The width of the Highlight curve and the highlights in the preview change. At 0% glossiness, the curve is at its maximum width. At 100% glossiness, the curve is extremely narrow. Increasing Glossiness also dims the diffuse color. To make the material appear more metallic: 1 Increase the Glossiness value. The metallic effect requires visible highlights. 2 Increase the value of Metalness. Highlights become more focused, and the (diffuse) color component is dimmed. Interface Standard Material | 5433 Color Controls the color of the material. This corresponds to the diffuse color on page 7955 you specify for other kinds of shaders. With the Strauss shader, you control only this color. The shader calculates the ambient and specular color components. Click the map button to assign a map to the color component. See Diffuse Mapping on page 5460. This button is a shortcut: you can also assign color mapping in the Maps on page 5414 rollout. Glossiness Affects the size and intensity of the specular highlight. As you increase the value, the highlight gets smaller and the material appears shinier. Default=25. Glossiness also controls the strength of reflection maps assigned to a Strauss material. Click the map button to assign a map to the glossiness component. See Glossiness Mapping on page 5467. This button is a shortcut: you can also assign glossiness mapping in the Maps on page 5414 rollout. Metalness Changes the metallic appearance of a material. Increasing the Metalness value increases the metallic appearance, with glancing as well as primary highlights. Because a metallic appearance principally depends on highlights, the Metalness value has little effect unless you also increase the Glossiness value. Default=0. TIP When you create a metal material, make sure the backlight on page 5329 is on in the sample slot. Opacity Sets the opacity/transparency of the material as a percentage. The effect is best previewed against a pattern background on page 5329 in the sample slot. You can control opacity falloff on page 8068 in the Extended Parameters. Default=100. Click the map button to assign a map to the opacity component. See Opacity Mapping on page 5470. This button is a shortcut: you can also assign opacity mapping in the Maps rollout on page 5414. Highlight graph This curve shows the effect of adjusting the value of Glossiness. As you decrease Glossiness, the curve grows shorter; as you increase it, the curve grows taller. Translucent Shader Material Editor > Standard material > Shader Basic Parameters rollout > Translucent shader > Translucent Basic Parameters rollout 5434 | Chapter 19 Material Editor, Materials, and Maps The bust on the right has been made translucent. Translucent shading is similar to Blinn shading, but it also lets you specify translucency. A translucent object allows light to pass through, and also scatters light within the object. You can use translucency to simulate frosted and etched glass. Translucency is inherently a two-sided effect: with the translucent shader, backface illumination appears on front faces. To generate translucency, both sides of the material receive diffuse light, though only one side is visible in renderings and shaded viewports unless you turn on 2-Sided (in the Shader Basic Parameters rollout). If you use radiosity on page 6168, it will process light transmitted by translucency. The accuracy of this depends on the mesh: the more subdivided the faces are, the more accurate the solution will be (at a cost of processing time). For specular highlights, you have a choice: to model materials like translucent plastic, you can choose to have highlights on both sides; to model materials like frosted glass, which is reflective on one side only, you can choose to have highlights on only one side. This is controlled by the Backside Specular toggle in the translucent highlight controls. Standard Material | 5435 TIP To simulate frosted glass, a fine-grained bump map can also help. The translucent effect appears only in renderings. It does not appear in shaded viewports. NOTE The translucent shader does not simulate the scattering of light within the object. Because of this, it is better at simulating thin objects such as glass or paper, than at thick objects. For thicker objects, the light passing through might saturate excessively. To avoid this, try reducing the HSV Value of the material's Translucent Color. Translucent materials also capture shadows cast on the backfaces of the material. However, because the translucent shader doesn't scatter light, for thicker objects the effect is not an accurate simulation of real-world translucency. WARNING Do not use shadow maps with the translucent shader. Shadow maps result in artifacts at the edge of translucent objects. See also: ■ Shader Basic Parameters Rollout on page 5397 ■ Basic Parameters Rollout (Standard Material) on page 5406 ■ Translucency Setting on page 5447 ■ Translucent Highlights on page 5457 Basic Parameters for Standard Materials Color Controls Material Editor > Standard material > Anisotropic, Blinn, Metal, Multi-Layer, Oren-Nayar-Blinn, or Phong Basic Parameters rollout > First group in the rollout (unlabeled) Color controls set the colors for different color components. You can set the color by clicking the color swatch to display the Color Selector on page 391. 5436 | Chapter 19 Material Editor, Materials, and Maps NOTE The Metal shader does not have a Specular component, because it generates the specular color automatically. The Multi-Layer shader can have two different Specular color components, so for this material the Specular color swatches are found in the Specular Highlights group. The Strauss shader has only a single color component, which corresponds to Diffuse. 1. Specular color 2. Diffuse color 3. Ambient color Copying and Locking Color Components For convenience in changing color components, the Material Editor lets you copy one color component to another by dragging, and to lock two color components together with the lock buttons to the left of the Ambient and Diffuse, and Diffuse and Specular color swatches. When you drag and drop a color swatch, the Copy or Swap Colors dialog on page 5366 asks if you want to copy the color or swap the two colors. In general, materials with two identical color components do not look realistic, and except for materials that are close to solid black, you should avoid using Standard Material | 5437 copied or locked color components in materials you use in a scene. Color copying and locking are best used as conveniences when you design a new basic material. Shortcut Map Buttons The small buttons to the right of the color swatches access the Material/Map Browser on page 5357, where you select a map for that component. These buttons are shortcuts: you can also use the corresponding buttons in the Maps rollout on page 5414 If you have assigned a map to one of these color components, the button displays the letter M. An uppercase M means that the corresponding map is assigned and active. A lowercase m means that the map is assigned and inactive (turned off). The lock button to the right of the Diffuse map button locks Ambient mapping to Diffuse mapping. It is on by default. Usually it makes sense to use the same map for the ambient and diffuse components. To use different maps for ambient and diffuse, turn off the lock button. A map shortcut button for Ambient appears. Procedures To change a color component: 1 Click the color swatch next to the color component you want to change. The Material Editor displays a Color Selector on page 391. Right-clicking the color swatch also displays the Color Selector. 2 Use the Color Selector to change the values of the color component. As you change color values, the color component also changes in the sample slot. To copy one color component to another: 1 Drag the color swatch of the color you want to copy to the color swatch of the other color component. A Copy or Swap Colors dialog on page 5366 is displayed. 2 Click Copy to replace the second color swatch with the color you dragged. Click Swap to swap the two color components. 5438 | Chapter 19 Material Editor, Materials, and Maps To lock two color components: 1 Click the lock button between Ambient and Diffuse or between Diffuse and Specular. The Material Editor displays an alert that asks whether you want to lock the two color components. 2 Click Yes. The color above replaces the color below. In other words, Ambient replaces Diffuse and Diffuse replaces Specular. If two colors are locked, and you lock the other two, all three component colors are replaced by the active color. While two colors are locked, adjustments to one color component affect the other as well. To unlock two color components: ■ Click the lock button to turn it off. The two colors remain the same until you change one of them, or both. Interface Ambient Controls the ambient color on page 7906. The ambient color is the color in shadow (indirect light). Diffuse Controls the diffuse color on page 7955. The diffuse color is the color in direct light. Specular Controls the specular color on page 8133. The specular color is the color of the highlight on a shiny object. You can control the size and shape of highlights in the Specular Highlights group, described below. Standard Material | 5439 Self-Illumination Setting Material Editor > Standard material > Anisotropic, Blinn, Metal, Multi-Layer, Oren-Nayar-Blinn, or Phong Basic Parameters rollout > Self-Illumination group These controls make the material self illuminated on page 8122. Self-illumination creates the illusion of incandescence by replacing shadows on the surface with the diffuse color. As you increase self-illumination, the self-illumination color takes over from the ambient color. At a setting of 100, the material shows no shaded areas, although it can show specular highlights. The self-illumination color appears in viewports. (In releases prior to 3ds Max 5,, viewports showed the self-illumination value but not the color.) NOTE The Strauss shader on page 5431 does not have self-illumination. There are two ways to specify self-illumination. You can turn on the check box and use a self-illumination color, or turn off the check box and use a monochrome spinner, which is comparable to using a gray scale self-illumination color. Self-illuminated materials do not show shadows cast onto them, and they are unaffected by the lights in the scene. The brightness (Value in the HSV color description on page 8105) remains the same regardless of the scene's lighting. To make a visible light source in a scene, you can combine a geometric object with a light object, and give the geometric object a self-illuminating surface. For example, you could create a lofted light bulb shape, assign it a self-illuminating white or yellowish material, and place an omni light in the same location. To make a material both self-illuminating and transparent, use the Additive transparency type in combination with self-illumination. See Extended Parameters on page 5408. 5440 | Chapter 19 Material Editor, Materials, and Maps A self-illuminated object using a percentage value and a color Procedures To make a material self-illuminating: 1 Click the color swatch in the Self-Illumination group. 2 In the Color Selector on page 391, choose a color for self-illumination. 3 Use the color's Value parameter (in the HSV model) to increase or decrease the amount of self-illumination on page 8122. You can also set self-illumination with a monochrome spinner. To do so, turn off the self-illumination check box and adjust the spinner. The self-illumination color is mixed with the material's diffuse color. The closer to black the self-illumination color, the more diffuse color is used. As self-illumination increases, the sample object appears flatter and more luminous. Standard Material | 5441 Interface Color check box When on, the material uses a special self-illumination color. When off, the material uses the diffuse color for self-illumination, and displays a spinner to control the self-illumination amount. Default=off. Color swatch When Color is on, the color swatch shows the self-illumination color. To change the color, click the swatch and then use the Color Selector on page 391. Adjusting the Value (in the color's HSV description on page 8105) adjusts the amount of self-illumination. The greater the Value, the more the self-illumination color dominates both the ambient and diffuse color components. Mono spinner When Color is off, the diffuse component is used as the self-illumination color, and this spinner lets you adjust the amount of self-illumination. At 0, there is no self-illumination. At 100, the diffuse color takes over from the ambient color. Click the map button to assign a map to the self-illumination component. See Self-Illumination Mapping on page 5469. This button is a shortcut: you can also assign self-illumination mapping in the Maps rollout on page 5414. Opacity Material Editor > Standard material > Anisotropic, Blinn, Metal, Multi-Layer, Oren-Nayar-Blinn, or Phong Basic Parameters rollout > Opacity group (unlabeled) Opacity controls whether a material is opaque, transparent, or translucent. (A more physically accurate way to generate translucency is to use the Translucent shader on page 5434.) 5442 | Chapter 19 Material Editor, Materials, and Maps Controlling opacity using the Opacity setting (left) or an opacity map (right). Procedures To reduce a material's opacity: ■ Change Opacity to a value less than 100%. The material becomes more transparent. A fully transparent object (0% Opacity) is nearly invisible except for the light it reflects (the specular highlights). To preview transparency in the sample slots, view the sample object against a background. Click the checkered Background button on page 5329 to the right of the sample slots. Transparent materials render more realistically when you turn on 2-Sided in the material's Shader Basic Parameters on page 5397. Standard Material | 5443 Interface Opacity Sets the opacity/transparency of the material as a percentage. The effect is best previewed against a pattern background on page 5329 in the sample slot. You can control opacity falloff on page 8068 in the Extended Parameters. Click the map button to assign a map to the opacity component. See Opacity Mapping on page 5470. This button is a shortcut: you can also assign opacity mapping in the Maps rollout on page 5414. Diffuse Level Material Editor > Standard material > Anisotropic, Multi-Layer, or Oren-Nayar-Blinn Basic Parameters rollout > Diffuse Level group (unlabeled) or Advanced Diffuse group Diffuse Level controls the brightness of the material's diffuse component. 5444 | Chapter 19 Material Editor, Materials, and Maps NOTE The Blinn, Metal, Phong, and Strauss shaders do not have Diffuse Level control. Adjusting diffuse level Procedures To adjust the diffuse level: ■ Change the value of Diffuse Level. The material grows lighter or darker. Lowering the Diffuse Level dims the material's diffuse color without affecting the specular highlight. Diffuse Level is intended primarily so you can create a map on page 5462 that makes portions of the material very dark. Interface Standard Material | 5445 Diffuse Level Increasing this value increases diffuse brightness, and decreasing it reduces diffuse brightness without affecting the specular highlight. You can increase the diffuse level over and above the diffuse color's Value (in its HSV description on page 8105). This parameter can range from 0 to 400. Default=100. Click the map button to assign a map to the diffuse level parameter. See Diffuse Level Mapping on page 5462. This button is a shortcut: you can also assign diffuse level mapping in the Maps rollout on page 5414. Roughness Material Editor > Standard material > Multi-Layer or Oren-Nayar-Blinn Basic Parameters rollout > Advanced Diffuse group (unlabeled for Multi-Layer) Roughness controls the rate at which the diffuse component blends into the ambient component. NOTE The Roughness parameter is available only with the Oren-Nayar-Blinn on page 5429 and Multi-Level on page 5428 shaders, and with the Arch & Design material (mental ray) on page 5544. Increasing the blending area between ambient and diffuse with Roughness 5446 | Chapter 19 Material Editor, Materials, and Maps Procedures To adjust the roughness: ■ Change the value of Roughness. Increasing roughness makes the material have a flatter, more matte appearance. Interface Roughness As you increase this value, the matte appearance of the material increases. It also grows darker and appears more flat. At 0, the roughness is the same as it is with Blinn shading on page 5426. Range (Oren-Nayar-Blinn and Multi-Layer)=0 to 100. Range (Arch & Design material)=0.0 to 1.0. Default=0. Click the map button to assign a map to Roughness. This button is a shortcut: you can also assign Diffuse Roughness mapping on the Maps rollout on page 5414 (Oren-Nayar-Blinn and Multi-Layer) or General Maps rollout on page 5579 (Arch & Design material). See Diffuse Roughness Mapping on page 5464. Translucency Setting Material Editor > Standard material > Shader Basic Parameters rollout > Translucent shader > Translucent Basic Parameters rollout > Translucency group The translucency controls are available for the Translucent shader on page 5434. WARNING Do not use shadow maps with the translucent shader. Shadow maps result in artifacts at the edge of translucent objects. Procedures To make a material translucent: ■ Increase the HSV Value (V) on page 8105 of the Translucent Color. As the Value increases, the material becomes more translucent. The Hue of the Translucent Color tints the light that is scattered within the material. Standard Material | 5447 Translucent materials render more realistically when you turn on 2-Sided in the material's Shader Basic Parameters on page 5397. The translucent effect does not appear in shaded viewports. Example of translucency Interface Translucent Clr (Color) Specifies a translucency color. This is the color of light that is scattered within the material. It does not need to be the same as the filter color, which is light transmitted by the material. The two color values are multiplied. Click the color swatch to change the translucent color. Click the button to assign a map to the translucent color component. Filter Color Specifies a filter color on page 7976 that is multiplied by the translucent color. Click the color swatch to change the filter color. Click the button to assign a map to the filter color component. The filter, or transmissive color, is the color transmitted through transparent or semi-transparent materials such as glass. You can use the filter color with volumetric lighting to create effects such as colored light through a stained-glass window. Ray-traced shadows on page 8103 cast by transparent objects are tinted with the filter color. Opacity Sets the opacity/transparency on page 5442 of the material as a percentage. The effect is best previewed against a pattern background on page 5329 in the sample slot. Click the map button to assign a map to the opacity component. See Opacity Mapping on page 5470. This button is a shortcut: you can also assign opacity mapping in the Maps rollout on page 5414. 5448 | Chapter 19 Material Editor, Materials, and Maps Specular Highlight Controls Anisotropic Highlights Material Editor > Standard material > Anisotropic Basic Parameters rollout > Specular Highlight group Material Editor > Raytrace material > Raytrace Basic Parameters rollout > Shading: Anisotropic > Specular Highlight group Anisotropic highlights are good for modeling hair, glass, or brushed metal. NOTE For the Raytrace material on page 5490, the Specular Color component appears in the Specular Highlight group. Also, highlight controls that don’t pertain to the current shader are labeled “N / A.” Procedures To increase or decrease the size of a highlight: ■ Change the Glossiness value. The width of the Highlight curves and the highlights in the preview change. At 0% glossiness, the curves are at their maximum width. At 100% glossiness, both curves are extremely narrow. To increase or decrease the strength of a highlight: ■ Change the value of Specular Level. The intensity of the Highlight curves and the highlights in the preview change. At 0% specular level, there is no highlight. At 100% specular level, the curves are at their maximum height with no overloading. At values greater than 100%, the curves are overloaded: they grow wider, and a wider area is at the maximum highlight intensity. The shape of the Highlight curves affects the blending between the specular and diffuse color regions of the material. The steeper the curve, the less blending there is and the sharper the edge of the specular highlight. To adjust the shape (anisotropy) of the highlight: ■ Change the value of Anisotropy. The width of the white highlight curve and the highlights in the preview change. At 0% anisotropy, both highlight curves are the same and the Standard Material | 5449 highlight is circular, as in Blinn and Phong shading. At 100% anisotropy, the white highlight curve and the highlights are extremely narrow. To adjust the orientation of the highlight: ■ Change the value of Orientation. Highlights in the preview show the change in orientation. The display of the highlight curve does not change. Interface Specular Level Affects the intensity of the specular highlight. As you increase the value, the highlight grows brighter. Default=5. Click the map button to assign a map to the specular level component. See Specular Level Mapping on page 5466. This button is a shortcut: you can also assign specular level mapping in the Maps rollout on page 5414. Glossiness Affects the size of the specular highlight. As you increase the value, the highlight gets smaller and the material appears shinier. Default=25. Click the map button to assign a map to the glossiness component. See Glossiness Mapping on page 5467. This button is a shortcut: you can also assign specular level mapping in the Maps rollout on page 5414. Anisotropy Controls the anisotropy, or shape, of the highlight. At 0, the highlight is round. At 100, the highlight is extremely narrow. One axis of the Highlight graph changes to show changes in this parameter. Default=50. Orientation Changes the orientation of the highlight. The sample slot shows changes in orientation. This is a value in degrees that can range from 0 to 9,999. Default=0. Highlight graph These two intersecting curves show the effect of adjusting the values of Specular Level, Glossiness, and Anisotropy. As you decrease Glossiness, the curves grow wider; as you increase Specular Level, the curves 5450 | Chapter 19 Material Editor, Materials, and Maps grow taller. As you adjust Anisotropy, the white curve changes to show how wide or narrow the highlight is. Blinn, Oren-Nayar-Blinn, and Phong Highlights Material Editor > Standard material > Blinn, Oren-Nayar-Blinn, or Phong Basic Parameters rollout > Specular Highlight group Material Editor > Raytrace material > Raytrace Basic Parameters rollout > Shading: Blinn, Oren-Nayar-Blinn, or Phong > Specular Highlight group The Blinn on page 5426, Oren-Nayar-Blinn on page 5429, and Phong on page 5430 shaders all have circular highlights and share the same highlight controls. Blinn and Oren-Nayar-Blinn highlights are somewhat softer and rounder than Phong highlights. NOTE For the Raytrace material on page 5490, the Specular Color component appears in the Specular Highlight group. Also, highlight controls that don’t pertain to the current shader are labeled “N/A.” Procedures To increase or decrease the strength of a highlight: ■ Change the value of Specular Level. The intensity of the Highlight curve and the highlight in the preview change. At 0% specular level, there is no highlight. At 100% specular level, the curve is at its maximum height with no overloading. At values greater than 100%, the curve is overloaded: it grows wider, and a wider area is at the maximum highlight intensity. The shape of the Highlight curve affects the blending between the specular and diffuse color regions of the material. The steeper the curve, the less blending there is and the sharper the edge of the specular highlight. To increase or decrease the size of a highlight: ■ Change the Glossiness value. The width of the Highlight curve and the highlight in the preview change. At 0% glossiness, the curve is at its maximum width. At 100% glossiness, the curve is extremely narrow. Standard Material | 5451 Interface Specular Level Affects the intensity of the specular highlight. As you increase the value, the highlight grows brighter. Default=5. Click the map button to assign a map to the specular level component. See Specular Level Mapping on page 5467. This button is a shortcut: you can also assign specular level mapping in the Maps rollout on page 5414. Glossiness Affects the size of the specular highlight. As you increase the value, the highlight gets smaller and the material appears shinier. Default=25. Click the map button to assign a map to the glossiness component. See Glossiness Mapping on page 5467. This button is a shortcut: you can also assign specular level mapping in the Maps rollout on page 5414. Soften Softens the effect of specular highlights, especially those formed by glancing light. When Specular Level is high and Glossiness is low, you can get harsh backlights on surfaces. Increase the value of Soften to mitigate this effect. At 0, there is no softening. At 1.0, the maximum amount of softening is applied. Default=0.1. NOTE The Soften control was a check box in releases prior to 3ds Max 2. When you load a material created in an earlier version of 3ds Max, if Soften was originally off, the new Soften value is 0.0. If Soften was originally on, the new Soften value is 0.6. Highlight graph This curve shows the effect of adjusting the values of Specular Level and Glossiness. As you decrease Glossiness, the curve grows wider; as you increase Specular Level, the curve grows taller. Metal Highlights Material Editor > Standard material > Metal Basic Parameters rollout > Specular Highlight group 5452 | Chapter 19 Material Editor, Materials, and Maps Material Editor > Raytrace material > Raytrace Basic Parameters rollout > Shading: Metal > Specular Highlight group Metal-shaded materials generate their own specular color. Also, the highlight curve for the Metal shader differs in shape from the curve for Blinn Oren-Nayar-Blinn, and Phong highlights on page 5451. NOTE For the Raytrace material on page 5490, the Specular Color component appears in the Specular Highlight group. Also, highlight controls that don’t pertain to the current shader are labeled “N/A.” Procedures To increase or decrease the size and intensity of a highlight: ■ Change the Glossiness value. The width of the Highlight curve and the highlights in the preview change. At 0% glossiness, the curve is at its maximum width. At 100% glossiness, the curve is extremely narrow. To increase or decrease the strength of a highlight: ■ Change the value of Specular Level. The intensity of the Highlight curve and the highlight in the preview change. At 0% specular level, there is no highlight. At 100% specular level, the curve is at its maximum height with no overloading. At values greater than 100%, the curve is overloaded: it grows wider, and a wider area is at the maximum highlight intensity. Increasing the Specular Level also dims the diffuse color. The shape of the Highlight curve affects the blending between the specular and diffuse color regions of the material. The steeper the curve, the less blending there is and the sharper the edge of specular and glancing highlights. Standard Material | 5453 Interface Specular Level Affects the intensity of the specular highlight. As you increase the value, the highlight grows brighter and the diffuse color grows dimmer. Default=5. Click the map button to assign a map to the specular level component. See Specular Level Mapping on page 5466. This button is a shortcut: you can also assign specular level mapping in the Maps on page 5414 rollout. Glossiness Affects the size of the specular highlight. As you increase the value, the highlight curve grows narrower and the highlight gets smaller. Default=25. Click the map button to assign a map to the glossiness component. See Glossiness Mapping on page 5467. This button is a shortcut: you can also assign specular level mapping in the Maps on page 5414 rollout. Highlight graph This curve shows the effect of adjusting the values of Specular Level and Glossiness. As you decrease Glossiness, the curve grows wider; as you increase Specular Level, the curve grows taller. Multi-Layer Highlights Material Editor > Standard material > Multi-Layer Basic Parameters rollout > First Specular Layer/Second Specular Layer groups Multi-layer highlights consist of two layers, each of them anisotropic. The highlights are transparent to each other. Where they overlap, the Multi-Layer shader blends their colors. Procedures To increase or decrease the size of a highlight (specular) layer: ■ Change the Glossiness value. 5454 | Chapter 19 Material Editor, Materials, and Maps The width of the Highlight curves and the highlights in the preview change. At 0% glossiness, the curves are at their maximum width. At 100% glossiness, both curves are extremely narrow. To increase or decrease the strength of a highlight (specular) layer: ■ Change the value of Specular Level. The intensity of the Highlight curves and the highlights in the preview change. At 0% specular level, there is no highlight. At 100% specular level, the curves are at their maximum height with no overloading. At values greater than 100%, the curves are overloaded: they grow wider, and a wider area is at the maximum highlight intensity. The shape of the Highlight curves affects the blending between the specular and diffuse color regions of the material. The steeper the curve, the less blending there is and the sharper the edge of the specular highlight. To adjust the shape (anisotropy) of a highlight (specular) layer: ■ Change the value of Anisotropy. The width of the white highlight curve and the highlights in the preview change. At 0% anisotropy, both highlight curves are the same and the highlight is circular, as in Blinn and Phong shading. At 100% anisotropy, the white highlight curve and the highlights are extremely narrow. To adjust the orientation of a highlight (specular) layer: ■ Change the value of Orientation. Highlights in the preview show the change in orientation. The display of the highlight curve does not change. Standard Material | 5455 Interface The First Specular Layer and Second Specular Layer groups have identical controls, which can have different settings. Color Controls the specular color on page 8133 of this highlight. The specular color is the color of the highlight on a shiny surface. Level Affects the intensity of this specular highlight. As you increase the value, the highlight grows brighter. Default: First layer=5, Second layer=0. Click the map button to assign a map to the specular level component. See Specular Level Mapping on page 5466. This button is a shortcut: you can also assign specular level mapping in the Maps rollout on page 5414. Glossiness Affects the size of this specular highlight. As you increase the value, the highlight gets smaller and the material appears shinier. Default=25. Click the map button to assign a map to the glossiness component. See Glossiness Mapping on page 5467. This button is a shortcut: you can also assign specular level mapping in the Maps rollout on page 5414. 5456 | Chapter 19 Material Editor, Materials, and Maps Anisotropy Controls the anisotropy, or shape, of this highlight. At 0, the highlight is round. At 100, the highlight is extremely narrow. One axis of the Highlight graph changes to show changes in this parameter. Default=0. Orientation Changes the orientation of this highlight. The sample slot shows changes in orientation. This is a value in degrees that can range from 0 to 9,999. Default=0. Highlight graph These two intersecting curves show the effect of adjusting the values of Level, Glossiness, and Anisotropy. As you decrease Glossiness, the curves grow wider; as you increase Specular Level, the curves grow taller. As you adjust Anisotropy, the white curve changes to show how wide or narrow the highlight is. Translucent Highlights Material Editor > Standard material > Translucent Basic Parameters rollout > Specular Highlight group Like the Blinn shader, the Translucent shader has circular highlights. Procedures To increase or decrease the strength of a highlight: ■ Change the value of Specular Level. The intensity of the Highlight curve and the highlight in the preview change. At 0% specular level, there is no highlight. At values greater than 100%, the curve is overloaded: it grows wider, and a wider area is at the maximum highlight intensity. At 100% specular level, the curve is at its maximum height with no overloading. The shape of the Highlight curve affects the blending between the specular and diffuse color regions of the material. The steeper the curve, the less blending there is and the sharper the edge of the specular highlight. To increase or decrease the size of a highlight: ■ Change the Glossiness value. The width of the Highlight curve and the highlight in the preview change. At 0% glossiness, the curve is at its maximum width. At 100% glossiness, the curve is extremely narrow. Standard Material | 5457 Interface Specular Level Affects the intensity of the specular highlight. As you increase the value, the highlight grows brighter. Default=0. Click the map button next to the spinner to assign a map to the specular level component. See Specular Level Mapping on page 5466. This button is a shortcut: you can also assign specular level mapping in the Maps rollout on page 5414. Glossiness Affects the size of the specular highlight. As you increase the value, the highlight gets smaller and the material appears shinier. Default=10. Click the map button next to the spinner to assign a map to the glossiness component. See Glossiness Mapping on page 5467. This button is a shortcut: you can also assign specular level mapping in the Maps rollout on page 5414. Backside specular When on, both sides of the material receive a specular highlight. When off, only the front side of the material receives a highlight. Default=on. Leave Backside Specular on to model materials like translucent plastic. Turn it off to model materials like frosted glass. TIP When Backside Specular is turned off, the front side is always the one that receives a specular highlight. You can change this by reversing the normals of surfaces that have the translucent-shaded material. Mapping Standard Material Components Ambient Color Mapping Material Editor > Standard material > Maps rollout > Ambient button 5458 | Chapter 19 Material Editor, Materials, and Maps Mapping the ambient color You can select a bitmap file or procedural map on page 8097 to map an image to the material's ambient color on page 7906. The image is painted on the shaded parts of the object. By default, diffuse mapping maps the ambient component as well, so you seldom need to use a different map for diffuse and ambient components. If you do want to apply a separate ambient map, first click to turn off the lock button to the right of the long Map buttons in the Maps rollout on page 5414. This unlocks ambient and diffuse mapping. The Map button for ambient color becomes available. You can then click the ambient button to select a map. NOTE Ambient color mapping is not visible in viewports or renderings unless the level of ambient light is greater than default value of black. Choose Rendering > Environment, then adjust the level of ambient light using the Environment dialog on page 6689. Standard Material | 5459 Procedures To map the ambient color: 1 Make sure the ambient and diffuse components have their maps unlocked. Click to turn off the lock button. The Map button for ambient color becomes available. 2 Click the Map button for Ambient color. The Material/Map Browser on page 5357 is displayed. 3 Choose from the list of map types, and then click OK. The Material Editor is now at the map level, and displays controls for the map parameters. 4 Use the map controls to set up the map. Diffuse Color Mapping Material Editor > Standard material > Maps rollout > Diffuse button (or Color button for the Strauss shader) 5460 | Chapter 19 Material Editor, Materials, and Maps Applying a texture by mapping the diffuse color You can select a bitmap file or procedural map on page 8097 to assign a pattern or texture to a material's diffuse color on page 7955. The colors of the map replace the material's diffuse color component. This is the most common kind of mapping. Mapping the diffuse color is like painting an image on the surface of the object. For example, if you want a wall to be made out of brick, you can choose a map with an image of bricks, such as Bricks on page 5851. By default, diffuse mapping applies the same map to the ambient color on page 7906 as well. You seldom need to use a different map for diffuse and ambient components. It isn't strictly necessary to lock the ambient and diffuse maps. By turning the lock off and using a different map for each component, you can obtain interesting blend effects. But in general, the purpose of diffuse mapping is to simulate a single surface that is more complex than a basic material, and for this purpose the lock should be on. Standard Material | 5461 Procedures To map the diffuse color: 1 Make sure the ambient and diffuse components have their maps locked. This button is to the right of the map shortcut buttons for Ambient and Diffuse on the Basic Parameters rollout, and on the Maps rollout in a similar position. It is on by default. When it is on, the map button for the ambient color component is unavailable. 2 Click the Map button for Diffuse color. The Material/Map Browser on page 5357 is displayed. 3 Choose from the list of map types, and then click OK. The Material Editor is now at the map level, and displays controls for the map parameters. 4 Use the map controls to set up the map. Diffuse Level Mapping Material Editor > Standard material > Shader Basic Parameters rollout > Anisotropic, Oren-Nayar-Blinn, or Multi-Level shader > Maps rollout > Diffuse Level button 5462 | Chapter 19 Material Editor, Materials, and Maps Mapping diffuse level Top: No mapping Bottom: Mapping diffuse level with a bitmap You can select a bitmap file or procedural map on page 8097 to control the Diffuse Level parameter. White pixels in the map leave the diffuse level unchanged. Black pixels reduce the diffuse level to 0. Intermediate values adjust the diffuse level accordingly. The diffuse level parameter is available with the Anisotropic on page 5424, Oren-Nayar-Blinn on page 5429, and Multi-Level on page 5428 shaders. Standard Material | 5463 Reducing the Amount of the diffuse level map reduces the map's effect, and increases the effect of the Diffuse Level value on the Basic Parameters rollout. When the Amount is 0 percent, the map isn't used at all. Procedures To map the diffuse level value: 1 Click the Map button for Diffuse Level. The Material/Map Browser on page 5357 is displayed. 2 Choose from the list of map types, and then click OK. The Material Editor is now at the map level, and displays controls for the map parameters. 3 Use the map controls to set up the map. Diffuse Roughness Mapping Material Editor > Standard material > Shader Basic Parameters rollout > Oren-Nayar-Blinn or Multi-Level shader > Maps rollout > Diff. Roughness button You can select a bitmap file or procedural map on page 8097 to control the Roughness parameter on the Basic Parameters rollout. White pixels in the map increase roughness. Black pixels reduce roughness to 0. Intermediate values adjust roughness accordingly. NOTE The Roughness parameter is available only with the Oren-Nayar-Blinn on page 5429 and Multi-Level on page 5428 shaders, and with the Arch & Design material (mental ray) on page 5544. Reducing the Amount of the Diffuse Roughness map reduces the map's effect, and increases the effect of the Roughness value on the Basic Parameters rollout. When the Amount is 0 percent, the map isn't used at all. Procedures To map the roughness value: 1 Click the Map button for Diffuse Roughness (Diff. Roughness). The Material/Map Browser on page 5357 is displayed. 5464 | Chapter 19 Material Editor, Materials, and Maps 2 Choose from the list of map types, and then click OK. The Material Editor is now at the map level, and displays controls for the map parameters. 3 Use the map controls to set up the map. Specular Color Mapping Material Editor > Standard material > Maps rollout > Specular button Mapping the specular highlight You can select a bitmap file or procedural map on page 8097 to apply an image to the material's specular color component on page 8133. The map's image appears only in the specular highlight areas. When the amount spinner is at 100, all specular color is provided by the map. Specular mapping is used primarily for special effects such as placing an image in a reflection. The important thing to remember is that, unlike Specular Level or Glossiness mapping, which alter the intensity and location of specular highlights, specular mapping alters the color of specular highlights. Standard Material | 5465 Procedures To map the specular color: 1 Click the Map button for Specular color. The Material/Map Browser on page 5357 is displayed. 2 Choose from the list of map types, and then click OK. The Material Editor is now at the map level, and displays controls for the map parameters. 3 Use the map controls to set up the map. Specular Level Mapping Material Editor > Standard material > Maps rollout > Specular Level button Mapping the specular level: the sea reflects more than the land. You can select a bitmap file or procedural map on page 8097 to alter the intensity of specular highlights, based on the intensity of the bitmap. White pixels in 5466 | Chapter 19 Material Editor, Materials, and Maps the map produce full specular highlights. Black pixels remove the specular highlights completely, and intermediate values reduce the specular highlights accordingly. Mapping the specular level component is different from mapping specular color. Mapping the specular level alters the intensity of highlights, while specular mapping alters the color of highlights. Specular level mapping usually works best when you assign the same map to both Specular Level and Glossiness. (In the Maps on page 5414 rollout, you can do this by dragging from one map button to another.) Procedures To map the specular level value: 1 Click the Map button for the Specular Level value. The Material/Map Browser on page 5357 is displayed. 2 Choose from the list of map types, and then click OK. The Material Editor is now at the map level, and displays controls for the map parameters. 3 Use the map controls to set up the map. Glossiness Mapping Material Editor > Standard material > Maps rollout > Glossiness button Standard Material | 5467 An object with glossiness mapping. The sea appears more reflective than the land. You can select a bitmap file or procedural map on page 8097 that affects where specular highlights appear. A map assigned to glossiness determines which areas of the whole surface are more glossy and which areas are less glossy, depending on the intensity of colors in the map. Black pixels in the map produce full glossiness. White pixels remove glossiness completely, and intermediate values reduce the size of the highlight. Mapping the glossiness component is different from mapping specular color. Mapping glossiness alters the location of highlights, while specular mapping alters the color of highlights. Glossiness mapping usually works best when you assign the same map to both Glossiness and Specular Level. (In the Maps rollout, you can do this by dragging from one map button to the other.) Procedures To map the glossiness value: 1 Click the Map button for the Glossiness value. The Material/Map Browser on page 5357 is displayed. 5468 | Chapter 19 Material Editor, Materials, and Maps 2 Choose from the list of map types, and then click OK. The Material Editor is now at the map level, and displays controls for the map parameters. 3 Use the map controls to set up the map. Self-Illumination Mapping Material Editor > Standard material > Maps rollout > Self-Illumination button Mapping self-illumination You can select a bitmap file or procedural map on page 8097 to map the self-illumination on page 8122 value. This makes portions of an object appear to glow. White areas of the map render as fully self illuminating. Black areas render with no self-illumination. Gray areas render as partially self illuminating, depending on the grayscale value. Self-illumination means that the glowing area is not affected by lights in the scene (its ambient color component goes away), and does not receive shadows. Standard Material | 5469 Procedures To map the self-illumination value: 1 Click the Map button for Self-Illumination. The Material/Map Browser on page 5357 is displayed. 2 Choose from the list of map types, and then click OK. The Material Editor is now at the map level, and displays controls for the map parameters. 3 Use the map controls to set up the map. Opacity Mapping Material Editor > Standard material > Maps rollout > Opacity button The gray levels of an opacity map determine the amount of opacity. 5470 | Chapter 19 Material Editor, Materials, and Maps You can select a bitmap file or procedural map on page 8097 to make an object partially transparent. Lighter (higher-value) areas of the map render as opaque; darker areas render as transparent; and values in between are semi-transparent. Setting the opacity map's Amount to 100 applies all of the map. Transparent areas are fully transparent. Setting the Amount to 0 is the equivalent of turning the map off. Intermediate Amount values are blended with the Opacity value on the Basic Parameters rollout. Transparent areas of the map become more opaque. Specular highlights are applied to transparent areas of the opacity map, as well as to opaque areas, creating the effect of glass. If you want the transparent areas to look like holes, map the specular level on page 5467 as well. Procedures To map the opacity value: 1 Click the Map button for Opacity. The Material/Map Browser on page 5357 is displayed. 2 Choose from the list of map types, and then click OK. The Material Editor is now at the map level, and displays controls for the map parameters. 3 Use the map controls to set up the map. Filter Color Mapping Material Editor > Standard material > Maps rollout > Filter Color button Standard Material | 5471 Mapping filter color The filter, or transmissive color, is the color transmitted through transparent or semi-transparent materials such as glass. You can select a bitmap file or procedural map on page 8097 to map the filter color component. This map applies a transparent-color effect based on the intensity of the map's pixels. You can combine a mapped filter color with volumetric lighting on page 6721 to create effects such as colored light through a stained-glass window. Ray-traced shadows on page 8103 cast by transparent objects are tinted by the filter color. Procedures To map the filter color: 1 Click the Map button for Filter color. The Material/Map Browser on page 5357 is displayed. 2 Choose from the list of map types, and then click OK. 5472 | Chapter 19 Material Editor, Materials, and Maps The Material Editor is now at the map level, and displays controls for the map parameters. 3 Use the map controls to set up the map. Anisotropy Mapping Material Editor > Standard material > Shader Basic Parameters rollout > Anisotropic or Multi-Level shader > Maps rollout > Anisotropy button Mapping anisotropy. The stretch of the highlight depends on the level of gray in the map. You can select a bitmap file or procedural map on page 8097 to control the Anisotropy parameter. The map controls the shape of the anisotropic highlight, roughly (but not necessarily) within the area specified by the glossiness parameter. Black and white values have little effect. Maps with a good deal of grayscale values, such as Noise on page 5886 or Falloff on page 5877, can be very effective. The anisotropy parameter is available with the Anisotropic on page 5424 and Multi-Level on page 5428 shaders. Standard Material | 5473 The effect of mapping anisotropy is not very apparent unless the specular level is fairly high and glossiness is fairly low. Reducing the Amount of the anisotropy map reduces the map's effect, and increases the effect of the Anisotropy value on the Basic Parameters rollout. When the Amount is 0 percent, the map isn't used at all. Procedures To map the anisotropy value: 1 Click the Map button for Anisotropy. The Material/Map Browser on page 5357 is displayed. 2 Choose from the list of map types, and then click OK. The Material Editor is now at the map level, and displays controls for the map parameters. 3 Use the map controls to set up the map. Orientation Mapping Material Editor > Standard material > Shader Basic Parameters rollout > Anisotropic or Multi-Level shader > Maps rollout > Orientation button 5474 | Chapter 19 Material Editor, Materials, and Maps Mapping anisotropy orientation You can select a bitmap file or procedural map on page 8097 to control the Orientation parameter. Orientation controls the position of the anisotropic highlight. Mapping orientation changes the highlight's position. Black and white values have little effect. Maps with a good deal of grayscale values, such as Noise on page 5886 or Falloff on page 5877, can be very effective. You can also get a good effect using the same map for orientation mapping and bump mapping on page 5478. The orientation parameter is available with the Anisotropic on page 5424 and Multi-Level on page 5428 shaders. Reducing the Amount of the orientation map reduces the map's effect, and increases the effect of the Orientation value on the Basic Parameters rollout. When the Amount is 0 percent, the map isn't used at all. The effect of mapping orientation, like anisotropy, is not very apparent unless the specular level is fairly high and glossiness is fairly low. TIP Using an instance of the same map to control both anisotropy and orientation can give you good control over anisotropic highlights. Standard Material | 5475 Procedures To map the orientation value: 1 Click the Map button for Orientation. The Material/Map Browser on page 5357 is displayed. 2 Choose from the list of map types, and then click OK. The Material Editor is now at the map level, and displays controls for the map parameters. 3 Use the map controls to set up the map. Metalness Mapping Material Editor > Standard material > Shader Basic Parameters rollout > Strauss shader > Maps rollout > Metalness button 5476 | Chapter 19 Material Editor, Materials, and Maps Mapping metalness Top: No mapping Bottom: Mapping metalness with noise map You can select a bitmap file or procedural map on page 8097 to control the Metalness parameter. White pixels in the map increase metalness. Black pixels reduce metalness to 0. Intermediate values adjust metalness accordingly. The metalness parameter is available with the Strauss shader on page 5431. Reducing the Amount of the metalness map reduces the map's effect, and increases the effect of the Metalness value on the Basic Parameters rollout. When the Amount is 0 percent, the map isn't used at all. Standard Material | 5477 Procedures To map the metalness value: 1 Click the Map button for Metalness. The Material/Map Browser on page 5357 is displayed. 2 Choose from the list of map types, and then click OK. The Material Editor is now at the map level, and displays controls for the map parameters. 3 Use the map controls to set up the map. Bump Mapping Material Editor > Standard material > Maps rollout > Bump button An object with two different bump maps. You can select a bitmap file or procedural map on page 8097 to use for bump mapping. Bump mapping makes an object appear to have a bumpy or irregular 5478 | Chapter 19 Material Editor, Materials, and Maps surface. When you render an object with a bump-mapped material, lighter (whiter) areas of the map appear to be raised, and darker (blacker) areas appear to be low. NOTE The effect of a bump map is not previewed in viewports. You must render the scene to see the bump effect. Bump mapping uses the intensity of the map to affect the surface of the material. In this case, the intensity affects the apparent bumpiness of the surface: white areas protrude, and black areas recede. Use bump maps when you want to take the smoothness off a surface, or to create an embossed look. Keep in mind, however, that the depth effect of a bump map is limited. If you want extreme depth in a surface, you should use modeling techniques instead. For example, the Displace modifier on page 1344 pushes surfaces or faces in and out based on the intensity of a bitmap image. (Displacement mapping on page 5487 is another way to do emboss a surface.) Grayscale images can make effective bump maps. Maps that shade between white and black generally work better than maps with hard edges between the white and black areas. The bump map Amount adjusts the degree of bumpiness. Higher values render as higher relief; low values render as low relief. The bumps are a simulation created by perturbing face normals before the object is rendered. Because of this, bumps don't appear on the silhouette of bump-mapped objects. TIP If you render a bump-mapped material and notice aliasing in the highlights, try turning on supersampling on page 5381 and rendering again. NOTE Most controls on the Output rollout on page 5774 don't affect bump mapping. Only the Invert toggle is considered; it reverses the direction of the bumps. Procedures To assign a bump map: 1 Click the Map button labeled Bump. The Material/Map Browser on page 5290 is displayed. 2 Choose from the list of map types on page 5767, and then click OK. The Material Editor is now at the map level, and displays controls for the map parameters. Standard Material | 5479 (If you choose Bitmap as the map type, you first see a file dialog that lets you choose the image file.) 3 Use the map controls to set up the map. TIP To avoid aliasing caused by a 2D bump map, go to the bump map's Coordinates rollout. Set Blur to be in the range 0.3 to 0.6, and increase Blur Offset to be greater than 0.0. The default Blur and Blur Offset values work well for mapping other material components, but for bump mapping, lower Blur and higher Blur Offset values give better results. To remove a bump map from a material: TIP You can disable the map without removing it. Simply turn off the toggle immediately to the left of the map button on the Special Effects rollout. 1 If the Material Editor is displaying the map controls, click the Type button on page 5361 to display the Material/Map Browser. If the map controls aren't visible, click the Bump map button to display them, and then click the Type button. 2 In the Browser, choose NONE as the map type, and then click OK. The map is removed. Reflection Mapping Material Editor > Standard material > Maps rollout > Reflection button 5480 | Chapter 19 Material Editor, Materials, and Maps Reflection created by mapping You can select a bitmap file or procedural map on page 8097 to use as a reflection map. You can create three kinds of reflection: basic reflection maps, automatic reflection maps, and flat-mirror on page 7982 reflection maps. ■ A basic reflection map creates the illusion of chrome, glass, or metal by applying a map to the geometry so that the image looks like a reflection on the surface. ■ An automatic reflection map uses no mapping at all, but looks outward from the center of the object, and maps what it sees onto the surface. Another way to generate reflections automatically is to assign a Raytrace map on page 5952 to be the reflection map. ■ A flat-mirror reflection map is applied to a series of coplanar faces and reflects objects facing it, exactly like a real mirror. Reflection maps don't need mapping coordinates on page 8034 because they're locked to the world, not to the geometry. The illusion of a reflection is created because the map doesn't move with the object, but with changes in the view, as do real reflections. Standard Material | 5481 The most common use of reflection maps in a realistic scene is to add just a touch of reflection to an otherwise non-reflective surface. By default, reflection map strength is 100 percent, as it is for other maps. For many kinds of surfaces, however, reducing the strength gives the most realistic result. A polished table top, for example, primarily shows a wood grain; the reflections are secondary. Reflection maps look more realistic if you increase the Glossiness and Specular Level values in the Basic Parameters rollout on page 5406. They are also affected by the diffuse on page 7955 and ambient on page 7906 color values. The darker the color, the stronger the mirror effect. Even when the Amount spinner is at 100, the reflection map is tinted by the ambient, diffuse, and specular on page 8133 colors. In metal materials, the Diffuse color tints the reflection map. Specifically, the color from the reflection map is multiplied by the diffuse color (including a diffuse map, if one exists). The value (in the HSV on page 8105 description) of the diffuse color controls the reflection map intensity. If the diffuse color value is 255, the reflection is at full intensity; if the value is 0, the map is not visible. In non-metal materials, the Specular color multiplies only reflection maps. The value (in the HSV on page 8105 description) of the specular color affects the reflection intensity. If the specular color value is 255, the reflection is at full intensity; if the value is 0, the map is not visible. Procedures To create an automatic reflection: 1 In the Maps rollout, click the Map button labeled Reflection. 2 In the Material/Map Browser on page 5357, choose the Reflect/Refract map type, and then click OK. Adjusting the map's Strength slider in the parent material's Maps rollout controls how reflective the material is. At 100 percent, the material is fully reflective. To assign a bitmap as a reflection map: 1 In the Maps rollout, click the Map button labeled Reflection. In the Material/Map Browser on page 5357, double-click Bitmap. 2 In the Bitmap Parameters rollout, click the Bitmap button. 3 Use the file dialog to choose the bitmap file. 5482 | Chapter 19 Material Editor, Materials, and Maps 4 Reduce the Reflection map's Amount to get the effect you want. Refractions are similar to reflections. Bitmaps simulate reflections, while Reflect/Refract maps generate them based on the scene's background and geometry. Refraction Mapping Material Editor > Standard material > Maps rollout > Refraction button Refractions show the scene or background through a refractive object. You can select a bitmap file or a procedural map on page 8097 such as Reflect/Refract on page 5964 to use for refraction mapping. Refraction mapping is similar to reflection mapping. It maps the view onto the surface in such a way that the image looks like you're seeing it through the surface, rather than being reflected off it. Like a reflection map, a refraction map's orientation is locked to the view rather than to the object. That is, as you move or rotate the object, the position of the refracted image remains fixed. Standard Material | 5483 Setting the Index of Refraction The physical properties of refractive objects often distort the image. A special parameter adjusts this distortion. It is in the parent material's Extended Parameters rollout on page 5408. Index of Refraction The index of refraction (IOR) controls how severely the material refracts transmitted light. Left at 1.0, the IOR of air, the object behind the transparent object does not distort. At 1.5 the object behind distorts greatly (like a glass marble). At an IOR slightly less than 1.0, the object reflects along its edges (like a bubble seen from under water). Default=1.5 (the IOR of typical glass). Common IORs (assuming the camera is in air or a vacuum) are: Material IOR Value Vacuum 1.0 (exactly) Air 1.0003 Water 1.333 Glass 1.5 to 1.7 Diamond 2.419 In the physical world, the IOR results from the relative speeds of light through the transparent material and the medium the eye or the camera is in. Typically this is related to the object's density. The higher the IOR, the denser the object. You can also use a map to control the index of refraction. IOR maps always interpolate between 1.0 (the IOR of air) and the setting in the IOR parameter. For example, if you set the IOR to 3.55 and use a black-and-white Noise map to control IOR, the IORs rendered on the object will be set to values between 1.0 and 3.55; the object will appear denser than air. If, on the other hand, you set the IOR to 0.5, then the same map values will render between 0.5 and 1.0: as if the camera is under water and the object is less dense than the water. Here are some more IOR values for various materials: Material IOR Value Carbon Dioxide, Liquid 1.200 5484 | Chapter 19 Material Editor, Materials, and Maps Material IOR Value Ice 1.309 Acetone 1.360 Ethyl Alcohol 1.360 Sugar Solution 30% 1.380 Alcohol 1.329 Flourite 1.434 Quartz, Fused 1.460 Calspar2 1.486 Sugar Solution 80% 1.490 Glass 1.500 Glass, Zinc Crown 1.517 Glass, Crown 1.520 Sodium Chloride 1.530 Sodium Chloride (Salt) 1 1.544 Polystyrene 1.550 Quartz 2 1.553 Emerald 1.570 Standard Material | 5485 Material IOR Value Glass, Light Flint 1.575 Lapis Lazuli 1.610 Topaz 1.610 Carbon Bisulfide 1.630 Quartz 1 1.644 Sodium Chloride (Salt) 2 1.644 Glass, Heavy Flint 1.650 Methylene Iodide 1.740 Ruby 1.770 Sapphire 1.770 Glass, Heaviest Flint 1.890 Crystal 2.000 Diamond 2.417 Chromium Oxide 2.705 Copper Oxide 2.705 Amorphous Selenium 2.920 Iodine Crystal 3.340 5486 | Chapter 19 Material Editor, Materials, and Maps Tip: The Reflect/Refract on page 5964 map type used as a Refraction map doesn't effectively model a material surrounding an object, such as a pencil in a glass of water. For this effect, use either the Thin Wall Refraction on page 5971 or the Raytrace map type on page 5952. Procedures To create an automatic refraction: 1 In the Maps rollout, click the Map button labeled Refraction. 2 In the Material/Map Browser on page 5357, choose the Reflect/Refract on page 5964 map type, and then click OK. At a Refraction Amount of 100 percent, the material is extremely refractive, regardless of the material's Opacity setting. At a Refraction Amount of 0 percent, the map is turned off. When the Amount is less than 100 percent, both the Reflect/Refract map and the Opacity setting control transparency. To assign a bitmap as a refraction map: 1 In the Maps rollout, click the Refraction map button. 2 Use the Material/Map Browser on page 5357 to choose the Bitmap type. 3 Use the file dialog to choose the bitmap file. For bitmapped refractions, you don't necessarily want to reduce the map strength. Displacement Mapping Material Editor > Standard material > Maps rollout > Displacement button Standard Material | 5487 Using displacement mapping to alter a surface A displacement map displaces the geometry of surfaces. The effect is similar to using the Displace on page 1344 modifier. Unlike bump mapping on page 5478, displacement mapping actually changes the geometry of the surface or patch tessellation. Displacement maps apply the gray scale of the map to generate the displacement. Lighter colors in the 2D image push outward more strongly than darker colors, resulting in a 3D displacement of the geometry. WARNING A displacement map generates many triangular faces per surface, sometimes over 1M faces per surface. While displacement mapping can create good effects, there is a large cost in terms of time and memory. The displacement Amount is measured as a percentage of the diagonal of the bounding box for the object that contains the patch or surface. This makes the displacement effect consistent for all surfaces in an object, and it also means that when you scale the object, the displacement is scaled with it. You can apply a displacement map directly to the following kinds of objects: ■ Bezier patches on page 2067 ■ Editable meshes on page 2075 ■ Editable polymeshes on page 2123 5488 | Chapter 19 Material Editor, Materials, and Maps ■ NURBS surfaces on page 2237 For other kinds of geometry such as primitives, extended primitives, compound objects, and so on, you can't apply displacement mapping directly. To use displacement mapping with these kinds of objects, apply a Disp Approx on page 1340 (Displacement Approximation) modifier. This makes the object's surface displaceable. Disp Approx works with any kind of object that you can convert to an editable mesh. Displacement mapping isn't visible in viewports unless you apply a modifier to make it so. ■ For NURBS surfaces, you can make displacement mapping visible in viewports and editable as a mesh object by using the Displace NURBS on page 1117 world space modifier. ■ For editable meshes and objects with Disp Approx applied to them, use the Displace Mesh on page 1115 modifier to obtain the same effect. NOTE If you apply a UVW Map on page 1931 modifier to the surface, all maps obtain their coordinates from the modifier except for the displacement map, which always obtains its coordinates from the original surface or the Disp Approx modifier. Under certain circumstances, such as when the underlying mesh is fairly simple, displacement mapping of an editable mesh can cause problems because of the way the underlying mesh is tessellated. (These problems don't occur when you apply displacement mapping to a NURBS surface.) When this happens, smoothing does not work properly and you can see the underlying wireframe mesh in the surface itself. To correct this problem, use these techniques: ■ Avoid applying displacement mapping to large areas of a single color. Map the diffuse color and use a small amount of variation, such as slight amount of noise, in the map you use for the diffuse color. ■ Add a small amount of noise to the map you use for displacement. This can complicate the tessellation enough to ease the problem. ■ Add detail to the mesh. The more initial faces, and the smoother the mesh curvature, the more even the displacement mapping will be. Standard Material | 5489 Procedures To apply a displacement map to a NURBS surface, editable mesh, or patch: 1 In a material's Maps rollout, click the map button for Displacement. The Material/Map Browser on page 5357 is displayed. 2 Choose from the list of map types, and then click OK. The Material Editor is now at the map level, and displays controls for the map parameters. 3 Use the map controls to set up the map. To apply a displacement map to other kinds of objects: 1 Select the object. Go to the Modify panel and choose Disp Approx from the Modifiers drop-down list. You can adjust the Disp Approx modifiers parameters, or you can leave them at their default settings. 2 Go to the Material Editor. 3 In a material's Maps rollout, click the map button for Displacement. The Material/Map Browser on page 5357 is displayed. 4 Choose from the list of map types, and then click OK. The Material Editor is now at the map level, and displays controls for the map parameters. 5 Use the map controls to set up the map. For example, if you chose Bitmap as the map type, you now need to select the bitmap file to use. Raytrace Material Material Editor > Type button > Material/Map Browser > Raytrace 5490 | Chapter 19 Material Editor, Materials, and Maps Balls using raytrace material to reflect each other Raytrace material is an advanced surface shading material. It supports the same kinds of diffuse surface shading that a standard material does. It can also create fully raytraced reflections and refractions. It also supports fog, color density, translucency on page 8158, fluorescence on page 7984, and other special effects. The reflections and refractions Raytrace material generates are more accurate than those produced by the Reflect/Refract on page 5964 map. Rendering raytraced objects can be slower than using Reflect/Refract. On the other hand, Raytrace is optimized for rendering 3ds Max scenes. You can further optimize it for your scene by excluding specific objects from raytracing. NOTE If you want accurate, raytraced reflections or refractions in a standard material you can use the Raytrace map on page 5952, which uses the same raytracer. The Raytrace map and material share global parameter settings. IMPORTANT Raytrace map and Raytrace material use a surface's normal to decide whether a ray is entering or exiting a surface. If you flip the normals of an object, you can get unexpected results. Making the material 2-Sided doesn't correct the problem as it often does with reflections and refractions in Standard materials. In some cases, the colors in the Basic Parameters rollout of Raytrace material behave differently from colors in standard materials. Standard material has a diffuse shading model that does an excellent job of rendering solid, nonreflective objects such as plastic, ceramic, and so on. In effect, this model applies color to the object. The color components in Raytrace material, on the other hand, attempt to model their physical counterparts in nature. Raytrace Material | 5491 In Raytrace material, the surface reflects its Diffuse color component without specular reflection, while the Reflect color component controls the amount of specular reflection. These two material components are layered together. The results you see depend on the layering effect. For example, if the material is not transparent and completely reflective, no diffuse color is visible. If the material is not transparent and completely nonreflective, only the diffuse color is visible. The Dynamics Properties rollout for the Raytrace material contains the same controls as the dynamics properties for a standard material on page 5395. Raytrace material has a large user interface with a lot of controls. In general, if you are using Raytrace to create reflections and refractions, the controls in the Basic Parameters rollout are the only ones you need to adjust. The Extended Parameters rollout for Raytrace has controls for special effects. The Raytracer Controls rollout affects the raytracer itself. Use the Raytracer Controls to turn the raytracer on or off, and to toggle other options. Use the Raytracer Global Parameters rollout on page 6221 (Rendering > Raytrace Globals) to set options globally (for all Raytrace materials and maps in the scene), including recursion depth. Interface Raytrace material has the following rollouts, which are described in these topics: Raytrace Basic Parameters Rollout on page 5493 Raytrace Extended Parameters Rollout on page 5502 Raytracer Controls Rollout on page 5506 SuperSampling Rollout on page 5381 Raytrace Maps Rollout on page 5509 Raytrace Dynamics Properties Rollout on page 5516 The following are also part of the Raytrace material’s interface: Raytracer Global Parameters rollout on page 6221 Raytracing Acceleration Parameters Dialog on page 5518 Raytrace Exclude/Include Dialog on page 5519 Raytrace Antialiaser Dialog: Fast Adaptive Antialiaser on page 5522 Raytrace Antialiaser Dialog: Multiresolution Adaptive Antialiaser on page 5524 5492 | Chapter 19 Material Editor, Materials, and Maps Raytrace Basic Parameters Rollout Main toolbar > Material Editor > Type button > Material/Map Browser > Choose Raytrace. > Raytrace Basic Parameters rollout The Raytrace Basic Parameters rollout for a Raytrace material on page 5490 controls the material's shading, color components, reflectivity or refractivity, and bumps. Interface The basic parameters in this rollout are similar to the basic parameters for standard materials, but the color components of a Raytrace material behave differently. As with standard materials, you can use a map for Raytrace color components and various other parameters. The small buttons to the right of the color Raytrace Material | 5493 swatches and parameters take you to the Material/Map Browser on page 5290, where you select a map of corresponding type. These are shortcuts that also have corresponding buttons in the Maps rollout. If you have assigned a map to one of these colors, the button displays the letter M. An uppercase M means that the corresponding map is assigned and active. A lowercase m means that the map is assigned and inactive (turned off). Shading drop-down list Chooses a shader. Depending on the shader you choose, the Specular Highlight can change to show the controls for that shader. The alternatives are: ■ Anisotropic: on page 5449 For surfaces with elliptical, "anisotropic" highlights. ■ Blinn: on page 5451 For rounder, softer highlights than Phong shading. ■ Metal: on page 5452 For metallic highlights. ■ Oren-Nayar-Blinn: on page 5451 For matte surfaces such as fabric or terra-cotta. ■ Phong: on page 5451 For surfaces with strong, circular highlights. Phong is the default shading type. 2-Sided Same as for standard materials. When on, shades and raytraces both sides of faces. By default, objects are one-sided in order to speed up rendering. If you have a 2-sided, reflective and refractive object, and you use the raytrace map on page 5952 rather than the material, the raytracer runs until it hits the maximum recursion level. This can be time-consuming. Wire Same as for standard materials. When on, renders the material in wireframe mode on page 8172. You can specify the wire size in the Extended Parameters rollout. With pixels, wires maintains the same apparent thickness regardless of the scale of the geometry or how near or far the object is positioned. With units, the wires appear thinner at a distance and thicker at close range, as if they were modeled in the geometry. Face Map Applies the material to the faces of the geometry. If the material is a mapped material, it requires no mapping coordinates on page 8034. The map is automatically applied to each facet of the object. Faceted Renders each face of a surface as if it were flat. NOTE Raytrace material has the same SuperSampling on page 5381 options as a Standard material. 5494 | Chapter 19 Material Editor, Materials, and Maps Ambient This is not the same as the standard ambient color. For Raytrace material, this controls an ambient absorption factor: that is, how much the material absorbs ambient light. Setting Ambient to white is the same as locking the ambient and diffuse colors in a standard material. Default=black. ■ Ambient Color check box When on, the material uses an ambient color. When off, the material uses a spinner to set a grayscale value only. Default=on. ■ Color swatch When on, the color swatch shows the ambient color. To change the color, click the swatch and then use the Color Selector on page 391. ■ Mono spinner When the check box is off, the ambient component is gray, and this spinner lets you adjust the gray value. Click the map button to assign a map to the ambient component. See Ambient Mapping on page 5458. This button is a shortcut: you can also assign ambient mapping on the Raytrace Maps rollout on page 5509. Diffuse Sets the diffuse color. This is the same as the standard diffuse color. It is the color that the object reflects, without specular reflection. Reflection and transparency effects are layered on top of the diffuse result. When Reflect is 100% (pure white), the diffuse color isn't visible. (This differs from the standard material.) Default=50% gray. Reflect Sets the specular reflection color. This is the color that the reflected environment (that is, the rest of the scene) is filtered through. The color's Value controls the amount of reflection. If your reflect color is saturated and the diffuse color is black, the effect is like colored chrome (for example, colored Christmas tree balls). Default=black (no reflection). If raytracing is off (on the Raytracer Controls rollout), the object still reflects the environment, but ignores other objects in the scene. The environment can be the background color, the environment map, or the map in the Raytrace material's Environment component. TIP If you turn off raytraced reflections, set the Reflect color to a color other than black, and use a Reflect/Refract map for the local environment (see the Environment parameter, below), you get the same effect as a reflection map in a standard material. This can improve rendering time. Raytrace Material | 5495 NOTE Raytrace reflects and transmits the IDs in material effects channel on page 5348 (G-buffer on page 7991), so it can create glowing reflections, and so on. ■ Reflect Color check box When on, the material uses a reflection color. When off, the material uses a spinner to set a grayscale value only. Default=on. ■ Color swatch When the check box is on, the color swatch shows the reflection color. To change the color, click the swatch and then use the Color Selector on page 391. ■ Mono spinner When the check box is off, the reflection color component is gray, and this spinner lets you adjust the gray value. ■ Fresnel Clicking the check box a second time displays this option. When active, applies a Fresnel effect to the reflection. This can add a bit of refraction to the reflecting object, depending on the viewing angle of the object. Click the map button to assign a map to the reflect component. This button is a shortcut: you can also assign reflect mapping in the Raytrace Maps rollout on page 5509. Luminosity Similar to the Standard material's self-illumination component, except that it does not depend on the diffuse color. You can have a blue diffuse object with red luminosity. Default=black. NOTE When Luminosity is off, the name of this control changes to Self-Illum (Self-Illumination). ■ Luminosity check box When on, the material uses a luminosity color. When off, the material uses a spinner to set a grayscale value only for self-illumination. Default=on. ■ Color swatch When the check box is on, the color swatch shows the luminosity color. To change the color, click the swatch and then use the Color Selector on page 391. ■ Mono spinner When the check box is off, the luminosity color component is gray, and this spinner lets you adjust the gray value. Click the map button to assign a map to the luminosity component. This button is a shortcut: you can also assign reflect mapping in the Raytrace Maps rollout on page 5509. 5496 | Chapter 19 Material Editor, Materials, and Maps Transparency Similar to the standard material's filter color for transmitted light, combined with the standard material's opacity controls. This color filters scene elements that are behind the object with Raytrace material. Black is opaque, white is fully transparent, and any value in between filters objects behind the raytraced object. A fully saturated color in both the diffuse and transparency components gives the effect of tinted glass. If you want more of an opaque look, pick the color you want as a transparent color, copy it to the diffuse color, make the diffuse color fully saturated, and then adjust the transparency to get the effect you want. Default=black (no transparency). If raytracing is turned off (in the Raytracer Controls rollout), the object still refracts the environment mapping, but ignores other objects in the scene. NOTE By separating the diffuse, reflect, and transparency components, Raytrace material gives you a great deal of control over how the object reacts to its environment. For example, an object might diffusely reflect red, specularly reflect green, and transmit blue. This is not a real-world effect, but it can be useful. ■ Transparency Color check box When on, the material uses a transparency color. When off, the material uses a spinner to set a grayscale value only. Default=on. ■ Color swatch When the check box is on, the color swatch shows the transparency color. To change the color, click the swatch and then use the Color Selector on page 391. ■ Mono spinner When the check box is off, the transparency color component is gray, and this spinner lets you adjust the gray value. Click the map button to assign a map to the transparency component. See Filter Color Mapping on page 5471. This button is a shortcut: you can also assign reflect mapping in the Raytrace Maps rollout on page 5509. Index of Refr. (Refraction) The index of refraction (IOR) controls how severely the material refracts transmitted light. At 1.0, the IOR of air, the object behind the transparent object does not distort. At 1.5, the object behind distorts greatly, like a glass marble. At an IOR slightly less than 1.0, the object reflects along its edges, like a bubble seen from under water. Default=1.0. Common IORs (assuming the camera is in air or a vacuum) are: Material IOR Value Vacuum 1.0 (exactly) Raytrace Material | 5497 Material IOR Value Air 1.0003 Water 1.333 Glass 1.5 to 1.7 Diamond 2.419 In the physical world, the IOR results from the relative speeds of light through the transparent material and the medium the eye or the camera is in. Typically this is related to the object's density, and the higher the IOR, the denser the object. You can also use a map to control the IOR. IOR maps always interpolate between 1.0 (the IOR of air) and the setting in the IOR parameter. For example, if the IOR is set to 3.55 and you use a black-and-white Noise map to control IOR, the IORs rendered on the object will be set to values between 1.0 and 3.55. The object will appear denser than air. If, on the other hand, your IOR is set to 0.5, then the same map values will render between 0.5 and 1.0, as if the camera were under water and the object was less dense than the water. Here are some more IOR values for various materials: Material IOR Value Carbon Dioxide, Liquid 1.200 Ice 1.309 Acetone 1.360 Ethyl Alcohol 1.360 Sugar Solution 30% 1.380 Alcohol 1.329 Flourite 1.434 5498 | Chapter 19 Material Editor, Materials, and Maps Material IOR Value Quartz, Fused 1.460 Calspar2 1.486 Sugar Solution 80% 1.490 Glass 1.500 Glass, Zinc Crown 1.517 Glass, Crown 1.520 Sodium Chloride 1.530 Sodium Chloride (Salt) 1 1.544 Polystyrene 1.550 Quartz 2 1.553 Emerald 1.570 Glass, Light Flint 1.575 Lapis Lazuli 1.610 Topaz 1.610 Carbon Bisulfide 1.630 Quartz 1 1.644 Sodium Chloride (Salt) 2 1.644 Raytrace Material | 5499 Material IOR Value Glass, Heavy Flint 1.650 Methylene Iodide 1.740 Ruby 1.770 Sapphire 1.770 Glass, Heaviest Flint 1.890 Crystal 2.000 Diamond 2.417 Chromium Oxide 2.705 Copper Oxide 2.705 Amorphous Selenium 2.920 Iodine Crystal 3.340 Specular Highlight group The controls in this group affect the appearance of specular highlights. Specular highlights simulate the surface of the raytraced object reflecting the lights in the scene. Changing the color or intensity of lights in the scene can change the appearance of specular highlights. As in standard materials, as you adjust the values in this group the highlight curve at the right changes to give you an idea of the effect. The material preview in the sample slot also updates. Specular Color Sets the specular color on page 8133, assuming there are white lights in the scene. Click the color swatch to display the Color Selector on page 391 and change the highlight color. 5500 | Chapter 19 Material Editor, Materials, and Maps Click the map button to assign a map to the specular color. See Specular Mapping on page 5465. This button is a shortcut: you can also assign specular level mapping in the Raytrace Maps rollout on page 5509. The remaining controls in the Specular Highlight group depend on the active shader, as shown next to “Shading:” at the top of this rollout. These highlight controls are the same as for the Standard material shaders. These are the highlight controls available to Raytrace materials: ■ Anisotropic highlights on page 5449 ■ Blinn, Oren-Nayar-Blinn, and Phong highlights on page 5451 ■ Metal highlights on page 5452 NOTE Highlight controls that don’t pertain to the current shader are labeled “N/A.” Environment Specifies an environment map that overrides the global environment map. Both Reflect and Transparency use the scene-wide environment map unless you use this button to specify another map. With this control, you can use different environment maps on a per-object basis, or provide an environment to specified objects when the scene as a whole has none. This map overrides the scene-wide environment for both reflection and refraction. To override for refraction alone, see the Transparency Environment control in the Extended Parameters rollout. Use the check box to turn this map on or off. TIP You can use any map as the Raytrace environment, including the Reflect/Refract on page 5964 map. Reflect/Refract map is often adequate for getting the required look, and it usually renders more quickly than raytracing the entire scene, especially if the Raytrace material is transparent. If you are using Raytrace material just to get the glass to look right on a car's headlight or on a light bulb hanging in the middle of a room, turn off the raytracer and use an environment map instead. Lock button Locks the Environment map to the Transparency Environment map (found on the Extended Parameters rollout on page 5502). When on, the Transparency Environment map controls are disabled, and a map applied to the Raytrace Environment applies to the Transparency Environment as well. When off, the Transparency Environment map controls are enabled, and the Transparency Environment can have a different map assigned to it. Default=on. Changing this button’s setting here also changes it on the Extended Parameters rollout on page 5502 and the Maps rollout on page 5509. Raytrace Material | 5501 Bump This is the same as bump mapping on page 5478 for Standard materials. Click the button to assign the map. Use the spinner to change the bump Amount. Use the check box to turn the map on or off. Raytrace Extended Parameters Rollout Material Editor > Type button > Material/Map Browser > Raytrace > Extended Parameters rollout The Extended Parameters rollout for a Raytrace material on page 5490 controls the material's special effects, transparency properties, and advanced reflectivity. Interface 5502 | Chapter 19 Material Editor, Materials, and Maps Except for the wireframe controls, the controls in the Extended Parameters rollout for Raytrace material are specific to the Raytrace material. Special Effects group The controls in this group are special effects. They are powerful, but you might need to experiment to use them effectively. Object with raytrace material using translucency and fluorescence Extra Lighting Adds light to the surface of objects with the Raytrace material. You can view this as an ambient lighting color that you can control on a per-material basis, but don't confuse it with the ambient absorption from the Basic Parameters rollout. By mapping this parameter, you can simulate radiosity: the ambient light that results from reflected light in a scene. One effect of radiosity is color bleeding. For example, in strong light a white shirt next to an orange wall will show a reflected orange color. Raytrace Material | 5503 Translucency Creates a translucent effect on page 8158. The Translucency color is a non-directional diffuse reflection. The diffuse color on an object depends upon the angle between the surface normal and the position of the light source. By ignoring the surface normal alignment, this color component simulates translucent materials. For thin objects, the appearance can be like shining a light on the back of a piece of rice paper. You can cast shadows onto the back of the paper and see them projected through the paper; this works well with a projector light. On thicker objects, you can get some good wax-like effects. Fluorescence and Fluor. Bias Creates an effect similar to black light on a black light poster. The light from a black light is largely ultraviolet, outside the visible spectrum. Under black light, fluorescent on page 7984 paints flare or glow. The fluorescence in Raytrace material takes whatever light it sees in the scene, applies the Bias to it, and then, regardless of the color of the lights in the scene, illuminates the fluorescent material as if it were lit by white light. At 0.5, The Bias makes Fluorescence behave just like diffuse coloring. Bias values higher than 0.5 increase the fluorescent effect, making the object brighter than other objects in the scene. Bias values lower than 0.5 make the object dimmer than other objects in the scene. You can get some chromatic shifting effects with this. TIP Full saturation and value for the Fluorescence color help give the effect of commercial fluorescent paints. TIP A slight amount of Fluorescence can add to the realism of skin and eyes. Wire group Size Sets the size of the wire in wireframe mode on page 8172. You can set either pixels (the default) or current units. In Chooses how to measure wire. With pixels, wires maintain the same apparent thickness regardless of the scale of the geometry or how near or far the object is positioned. With units, the wires appear thinner at a distance and thicker at close range, as if they were modeled in the geometry. Pixels (The default.) Measures wire in pixels. Units Measures wire in 3ds Max units. Advanced Transparency group The controls in this group let you further tune transparency effects. 5504 | Chapter 19 Material Editor, Materials, and Maps Transp. (Transparency Environment) Similar to the environment map in Basic Parameters, but overrides the scene's environment map for transparency (refraction) only. Transparent objects refract this map, while reflections still reflect the scene (or the Basic Parameters Environment map, if one is chosen). Click the button to choose the Transparency Environment map. Use the check box to toggle the effect of the map. Lock button Locks the Transparency Environment map to the Environment map (found on the Basic Parameters rollout on page 5493). When on, the Transparency Environment map controls are disabled, and a map applied to the Raytrace Environment applies to the Transparency Environment as well. When off, the Transparency Environment map controls are enabled, and the Transparency Environment can have a different map assigned to it. Default=on. Changing this button’s setting here also changes it on the Basic Parameters rollout on page 5493 and the Maps rollout on page 5509. Density The density controls are for transparent materials. If the material is opaque (the default), they have no effect. Color Sets a transmission color based on thickness. While filter (Transparency) color tints objects behind the transparent object, the density color gives the appearance of color within the object itself, like tinted glass. To use, first make sure the object is transparent. Click the color swatch to display the Color Selector. Choose a color, and then turn on the check box. The Amount controls the amount of density color. Reducing this value reduces the density color effect. Range=0 to 1.0. Default=1.0. A thin piece of tinted glass is mainly clear, while a thick piece of the same glass has more color. The Start and End controls help you simulate this effect. They are expressed in world units. Start is the position in the object where the density color begins to appear. (Default=0.0.) End is the position in the object where the density color reaches its full Amount value. (Default=25.0) To have a lighter effect, increase the End value. To have a heavier effect, reduce the End value. The object must be at least as thick as the Start value before the density color is visible. You can map this color component. Fog Density fog is also a thickness-based effect. It fills the object with a fog that is both opaque and self illuminated. The effect is like smoke trapped in a glass, or wax at the tip of a candle. Colored fog in tubular objects can resemble neon tubes. To use, first make sure the object is transparent. Click the color swatch to display the Color Selector. Choose a color, and then turn on the check box. Raytrace Material | 5505 The Amount controls the amount of density fog. Reducing this value reduces the density fog effect and makes the fog translucent. Range=0 to 1.0. Default=1.0. The Start and End controls let you adjust the fog effect based on the object's dimensions. They are expressed in world units. Start is the position in the object where the density fog begins to appear. (Default=0.0.) End is the position in the object where the density fog reaches its full Amount value. (Default=25.0) To have a lighter effect, increase the End value. To have a heavier effect, reduce the End value. You can map this color component. Render objects inside raytraced objects Turns the rendering of objects inside raytraced objects on or off. Default=on. Render atmospherics inside raytraced objects Turns the rendering of atmospheric effects inside raytraced objects on or off. Atmospheric effects include fire, fog, volume light, and so on. Default=on. Reflections group Controls in this group give you finer control over reflections. Type When set to Default, reflections are layered with the Diffuse color. For example, if the material is not transparent and completely reflective, no diffuse color is visible. When set to Additive, reflections are added to the Diffuse color, as in Standard materials on page 5395. The diffuse component is always visible. Gain Controls reflection brightness. The lower the gain value, the brighter the reflection. At a gain of 1.0, no reflection is visible. Default=0.5. Raytracer Controls Rollout Material Editor > Type button > Material/Map Browser > Raytrace material > Raytracer Controls rollout The Raytracer Controls rollout for a Raytrace material on page 5490 controls affect the operation of the raytracer itself. It can help you improve rendering performance. 5506 | Chapter 19 Material Editor, Materials, and Maps Interface Local Options group Enable Raytracing Turns the raytracer on or off. Default=on. Even with raytracing off, Raytrace material and Raytrace map still reflect and refract the environment, including both the environment map for the scene, and the environment map assigned to the Raytrace material. Raytrace Atmospherics Turns the raytracing of atmospheric effects on or off. Atmospheric effects include fire, fog, volume light, and so on. Default=on. Enable Self Reflect/Refract Turns self reflection/refraction on or off. Default=on. Can an object reflect itself? For example, a teapot's body reflects the teapot's handle, but a sphere will never reflect itself. If you don't need this effect, you can improve render time by turning off this toggle. Raytrace Material | 5507 TIP If you have a transparent object such as glass, and Enable Self Reflect/Refract is on, you don't have to make the object 2-sided on page 7893. The raytracer sees back faces when exiting refractive objects. Reflect/Refract Material IDs When on, the material reflects effects assigned to material IDs in the renderer's G-buffer on page 7991 on or off. Default=on. By default, Raytrace material and Raytrace map reflect effects assigned to a material's ID, so that G-buffer effects are not lost. For example, if a raytraced object reflects a lamp made to glow with the Video Post Glow filter (Lens Effects Glow), the reflection glows as well. Raytracer Enable group These two check boxes turn raytracing of reflections or refractions on or off for this material. If you are using the Raytrace material to create only reflections or refractions, turn off the one you aren't using to improve rendering time. Raytrace Reflections Turns raytracing of reflective objects on or off. Default=on. Raytrace Refractions Turns raytracing of transparent objects on or off. Default=on. Local Exclude Displays the local Exclude/Include dialog on page 5519. An object that is excluded locally is excluded from this material only. TIP Using exclusion lists is one of the best and simplest ways to speed up the raytracer. Bump Map Effect Adjusts the effect of bump maps on raytraced reflections and refractions. Default=1.0. Falloff End Distance group Reflect Dims reflections to black at this distance. Default=100.0. Refract Dims refractions to black at this distance. Default=100.0. NOTE The toggles for Reflect Falloff and Refract Falloff aren't animatable. Raytraced Reflection and Refraction Antialiaser group Controls in this group let you override the global antialiasing settings for raytraced maps and materials. They are unavailable if antialiasing is turned 5508 | Chapter 19 Material Editor, Materials, and Maps off globally. To turn on antialiasing globally, choose Rendering > Raytrace Globals to display the Raytracer Global Parameters rollout on page 6221. On When on, uses antialiasing. Default=unavailable unless global antialiasing is on; on if global antialiasing is turned on. Drop-down list Chooses which antialiasing settings to use. There are three options: ■ Use Global Antialiasing Settings (The default.) Uses the global antialiasing settings. Click ... to open the Raytracer Global Parameters rollout on page 6221. ■ Fast Adaptive Antialiaser Uses the Fast Adaptive antialiaser, regardless of the global setting. Click ... to open the Fast Adaptive Antialiaser dialog on page 5522. ■ Multiresolution Adaptive Antialiaser Uses the Multiresolution Adaptive antialiaser, regardless of the global setting. Click ... to open the Multiresolution Adaptive Antialiaser dialog on page 5524. When you change settings for an antialiaser locally, you don't affect the global settings for that antialiaser. Raytrace Maps Rollout Material Editor > Type button > Material/Map Browser > Raytrace material > Maps rollout As with a standard material, the Maps rollout for a Raytrace material on page 5490 contains map buttons for the components of the Raytrace material that can be mapped. You can choose from a large variety of map types. See Map Types on page 5767 to find descriptions of these types, and how to set their parameters. Assigning the Same Map to Different Parameters Applying the same map to different parameters is useful in some cases. For example, using a pattern as both a self-illumination map and an opacity map can make the pattern appear to glow and hover in space. Raytrace Material | 5509 Blending Map Amounts for Opacity and Other Material Components The Specular Level, Glossiness, Self-Illumination, and Opacity values in the four spinners in the Basic Parameters rollout are blended with their associated map Amount values in the Maps rollout. When the Opacity spinner is set to 0, the map Amount spinner completely controls Opacity. That is, reducing the Amount value increases the transparency of the entire surface. On the other hand, when Opacity is 100, reducing the map Amount value increases the opacity of the areas where the Opacity map is less than 1. For example, you can now adjust a Checker Opacity map so that the solid areas remain solid, while the clear areas are semi-transparent. The Specular Level, Glossiness, and Self-Illumination channels all behave in the same way. A setting of 100 applies all of the map; a setting of 0 is the equivalent of turning the map off. When you load old 3ds Max files or bring earlier materials from the Browser into the Materials Editor, the spinner values for Opacity, Specular Level, Glossiness, and Self-illumination are altered, where necessary, to maintain the equivalent material effect. Procedures To assign a map: 1 Click a map button. A modal Material/Map Browser on page 5290 is displayed. 2 Use the Browse From buttons to choose where you want to look. If you choose Material Library and the dialog's display area is blank, you need to open a library file. Click the Open button and then choose the library to browse. 3 Use the display buttons to choose how you view maps. ■ View List shows each map by name. ■ View List + Icons shows a small preview and each map's name. ■ View Small Icons shows a small preview for each map. ■ View Large Icons shows a large preview for each map, along with the map's name. 5510 | Chapter 19 Material Editor, Materials, and Maps TIP You can resize the Browser dialog to increase the size of the display area. This is especially useful when you view large icons. 4 Double-click the map you want. To use the same map for different parameters: 1 In the Maps rollout, use a map button to assign a map. The Material Editor is now at the map level, and displays controls for the map parameters. 2 Click Go To Parent to return to the material level, and then open the Maps rollout. 3 Drag the assigned map button to another map button. The Copy (Instance) Map dialog on page 5365 is displayed. 4 Choose Copy or Instance, and then click OK. If you choose Swap, the Material Editor swaps the two button assignments. To view the parent material's parameters: ■ If you are currently at the map level in the Material Editor, click Go To Parent. The parameters for the map's parent material are displayed. Also, the Show End Result and Go to Parent buttons become unavailable. To view a map's parameters: ■ If you are currently at the material level in the Material Editor, click the button that corresponds to the map. The parameters for the map are displayed. Also, the Show End Result on page 5356 and Go to Parent on page 5356 buttons become available. In the Basic Parameters rollout, if a map has been assigned to a color component or parameter, the corresponding button displays a letter M. In the Maps rollout, if a map has been assigned, the corresponding button displays the map name. Raytrace Material | 5511 To view a map's location: Click Material/Map Navigator to view the Navigator. The Material/Map Navigator on page 5357 displays the hierarchy of the current material, which contains the map. ■ To go to a map using the Navigator: In the Material/Map Navigator on page 5357, click the name of the map, or the green or red parallelogram to the left of the map's name. The Navigator goes to the level of the map, and the Material Editor displays the controls for the map you clicked. ■ As the Navigator's map tree shows, maps for basic material components and parameters are one level below the material itself. To preview a map in a sample slot: 1 Go to the level of the map, as described in previous procedures. The Material Editor displays the map's parameters. 2 Turn off Show End Result on page 5356. The sample slot shows the map instead of the material. If the map contains sub-maps, these are also visible. By default, the sample slot displays a map with no three-dimensional shading. You can change this in the Material Editor Options dialog on page 5335. To view the map interactively: 1 Select an object. 2 In the object's creation parameters, make sure that Generate Mapping Coords is on. If the object type does not have a Generate Mapping Coordinates toggle, you need to assign mapping coordinates by applying a UVW Map modifier on page 1931. 3 In the Material Editor, assign the mapped material to the object. 4 If you are at the material level (the top level), click the appropriate map button to go to the map level. 5512 | Chapter 19 Material Editor, Materials, and Maps 5 Turn on Show Map in Viewport on page 5350. The map appears on objects assigned the material in all shaded viewports. Now when you adjust the map, the viewports update to display the adjustments. Turning on Show Map In Viewport for one map automatically turns this button off for all other maps the material has. Viewports can display 2D maps such as Checker and Bitmap. They cannot display other kinds of maps such as 3D maps. Show Map in Viewport is unavailable if the active map type cannot display in viewports. TIP Displaying mapped materials in a viewport can slow performance. If you don't need to view the texture, turn off its viewport display. To turn off interactive texture display: 1 Go to the map level. If you are at the material level, click the appropriate map button to go to the map level. 2 Turn off Show Map in Viewport on page 5350. The object is shaded but the map no longer appears. To turn a map off: ■ Turn off the map's check box. The check box is to the left of the map's name on the Maps rollout. To turn a map on: ■ Turn on the map's check box. The check box is to the left of the map's name on the Maps rollout. To change a map's strength: ■ Adjust the map's Amount spinner in the Maps rollout. The material's sample slot reflects the change. NOTE Adjusting a map's output (in the map's Output rollout) can also change the map's strength. Raytrace Material | 5513 To move directly to an ancestor: 1 Click the arrow to the right of the map's name on page 5360 field. A drop-down list of ancestors is displayed. 2 Click a name in the Ancestor list. With this list, you can skip intermediate levels in the tree. The Ancestor drop-down list shows only part of the tree. It does not show side branches and siblings. To view these, use the Material/Map Navigator on page 5357. You can also use the Go Forward to Sibling on page 5357 and Go to Parent on page 5356 buttons. To change a map type: 1 At the level of a map, click the button labeled Type below the Material Editor toolbar. A modal Material/Map Browser on page 5290 is displayed. If you were at a map, it lists only maps (if you were at a material when you clicked Type, the Browser lists only materials). 2 Choose a map type from the list, and then click OK. If you change a map type and the new map type can have component maps, a Replace Map dialog is displayed. This dialog gives you a choice between discarding the original map or using it as a component map. If the new map type does not have components, it simply replaces the original map type. 5514 | Chapter 19 Material Editor, Materials, and Maps Interface The Maps rollout for Raytrace contains a wide button for each map type. Click this button to select a bitmap file stored on disk or to select a procedural-map type on page 8097. After you select a map, its name and type appears on the button. Use the check box to the left of the button to turn the effect of the Raytrace Material | 5515 map off and on. When the check box is off, the map is not computed and has no effect in the renderer. The Amount spinner determines the amount that the map affects the material, expressed as a percentage of full intensity. For example, a diffuse map at 100% is completely opaque and covers the base material. At 50%, it is semi-transparent and the base material (the diffuse, ambient, and other colors of the material without mapping) shows through. Lock button Locks the Environment map to the Transparency Environment map. When on, the Transparency Environment map controls are disabled, and a map applied to the Raytrace Environment applies to the Transparency Environment as well. When off, the Transparency Environment map controls are enabled, and the Transparency Environment can have a different map assigned to it. Default=on. Changing this button’s setting here also changes it on the Basic Parameters rollout on page 5493, and the Extended Parameters rollout on page 5502. Diffusion Mapping The Diffusion map component lets you apply an additional, second texture to modify the Diffuse component. Typically, you will want to reduce the Amount of this map to allow the main Diffuse map to show through. For example, you might have a clean, bright image for a billboard. You use this image as the Diffuse map, and then use a second map as a Diffusion map to apply soot and city grime. TIP Animating the Amount can change the appearance of the material over time, letting the Diffusion map either conceal or reveal the underlying Diffuse map. NOTE Show Map In Viewport does not display the Diffusion map. Raytrace Dynamics Properties Rollout Material Editor > Type button > Material/Map Browser > Raytrace material > Dynamics Properties rollout As with a standard material, the Dynamics Properties rollout for a Raytrace material on page 5490 lets you specify surface properties that affect the animation of an object upon collision with another object. If there are no collisions in your simulation, these settings have no effect. 5516 | Chapter 19 Material Editor, Materials, and Maps Since the Dynamics Properties rollout is available at the top level of any material (including sub-materials), you can specify different surface dynamic properties for each face in an object. There are also controls in the Dynamics utility that let you adjust the surface properties at the object level, but only the Materials Editor lets you alter the surface properties at the sub-object level, through use of a Multi/Sub-Object material on page 5720. As a default, the values in the Dynamics Properties rollout provide a surface that's similar to Teflon-coated hardened steel. Interface Bounce Coefficient Sets how far an object bounces after hitting a surface. The higher the value, the greater the bounce. A value of 1 represents a "perfectly elastic collision," or a bounce in which no kinetic energy is lost. Default=1.0. If you've seen the desktop toy with four ball bearings swinging back and forth on strings and hitting one another, you've seen an example that comes very close to a bounce coefficient of 1. Generally, hardened steel or a super ball have a bounce near 1, while lead has a bounce near 0. Static Friction Sets how difficult it is for the object to start moving along a surface. The higher this value, the more difficult. Default=0.0. If something weighs ten pounds and sits on Teflon (a static friction of near 0), it takes almost no force to make it move sideways. On the other hand, if it sits on sandpaper, then the static friction might be very high, on the order of 0.5 to 0.8. A static friction near 1 is very difficult to create in the real world without adhesives or friction material. Sliding Friction Sets how difficult it is for the object to keep moving over a surface. The higher this value, the more difficult for the object to keep moving. Default=0.0. Once two objects begin to slide over one another, static friction disappears and sliding friction takes over. Generally, sliding friction is lower than static friction due to surface tension effects. For example, once steel starts sliding Raytrace Material | 5517 over brass (a value of static friction that might run from 0.05 to 0.2), the sliding friction drops to a significantly lower value, on the order of .01 to 0.1. For some materials, such as specific friction materials like brake linings, sliding friction is just as high as static friction because it is used in conjunction with a nearly frictionless material such as hardened polished steel. Raytracing Acceleration Parameters Dialog Rendering menu > Raytracer Settings > Render Setup dialog > Raytracer panel > Raytracer Global Parameters rollout > Global Raytrace Engine Options group > Acceleration Controls button The controls in this dialog let you override the default acceleration values and specify your own requirements. Typically you don't need to use them, but if you are familiar with the requirements of your scene, they can help you optimize raytrace rendering for your specific needs and time constraints. Raytracing subdivides the scene, organizing it into a tree for raytrace purposes. A node in this tree is known as a "voxel." Voxel trees are dynamic, and you can't explicitly specify the structure of the tree. (If you set Max. Divisions to 2, the tree is an octree, which is possibly a more familiar data structure.) TIP If your scene is particularly unbalanced (for example, it has a giant planet object and a cluster of small spacecraft objects) keep the Balance setting low. Interface Face Limit Sets the maximum number of faces allowed in a lattice voxel before it is subdivided. Default=10. Balance Determines the sensitivity of the subdivision algorithm. Increasing this value uses more memory but can increase performance. Default=4.0. 5518 | Chapter 19 Material Editor, Materials, and Maps Max. Divisions Sets the initial lattice dimension. For example, 4 is a 4 x 4 x 4 lattice. Default=30. Max. Depth Sets the maximum number of lattice subdivisions. Default=8. Raytrace Exclude/Include Dialog Rendering menu > Raytrace Global Include/Exclude Material Editor > Raytrace material > Raytracer Controls rollout > Local Exclude button Material Editor > Raytrace map > Raytracer Parameters rollout > Local Exclude button Rendering menu/main toolbar > Raytracer Settings > Render Setup dialog > Raytracer panel > Raytracer Global Parameters rollout > Global Raytrace Engine Options group > Exclude button Upper left: Bottle excluded from both mirrors Upper right: Bottle reflected by both mirrors Lower middle: Bottle excluded from one mirror Raytrace Material | 5519 These dialogs let you specify which objects the raytracer will and won't see. This is a good optimization when you are working with complex scenes and all you really need is for an object to reflect itself or some other, simpler elements in the scene. The global dialog affects all Raytrace materials and Raytrace maps in your scene. The local dialog affects only the current material or map. TIP Another good use for exclusion can be when you are working on a scene where the world-space scale of objects is not realistic. For example, consider an animation of a space dog-fight, with a planet and its moon in the background. You would use a planet that was actually much smaller, relative to the fighters, than an actual planet. (For example, the planet might be only five times bigger than the fighters, and the moon only half as big as the fighters.) If the fighters are reflective, the reflections of the planet and moon will be incorrect and will give away the fact that you are using miniatures. In this case, raytrace the reflective fighters, and laser blasts, and so on, but exclude the planet and moon props from the raytracer. Create an environment map that represents the planet and moon at their correct scale, and make that the Raytrace material's local environment. When you render, the scale of the planet and moon geometry appears to be correct, and the reflections on the fighters will behave as your eye expects. 5520 | Chapter 19 Material Editor, Materials, and Maps Interface Both the Global and the Local Exclude/Include dialogs contain the following controls: Exclude/Include Choose whether raytracing will exclude or include the objects named in the list on the right. Illumination / Shadow Casting / Both For the raytracer, this is turned off (always set to Illumination). Scene Objects Select objects from the Scene Objects list on the left, then use the arrow buttons to add them to the exclusion list on the right. The Exclude/Include dialog treats a group as an object: you can exclude or include all objects in a group by selecting the group's name in the Scene Objects list. If a group is nested within another group, it isn't visible in the Scene Objects list. Raytrace Material | 5521 Search Field The edit box above the Scene Objects list lets you search for object names by entering names that use wildcards. Display Subtree When on, indents the list according to the object hierarchy. Case Sensitive When on, uses case sensitivity when searching object names. Selection Sets Displays a list of named selection sets. Choosing a selection set from this list selects those objects in the Scene Objects list. Clear Clears all entries from the Exclude/Include list on the right. OK Closes the dialog and retains the exclude or include operations you performed. Cancel Closes the dialog and cancels the exclude or include operations you performed. Raytrace Antialiaser Dialog: Fast Adaptive Antialiaser Rendering menu > Raytracer Settings > RaytracerGlobal Parameters dialog > Global Ray Antialiaser group > Turn on global ray antialiasing. > Choose Fast Adaptive Antialiaser from the drop-down list. > ... button Material Editor > Type button > Material/Map Browser > Raytrace material > Raytracer Controls rollout > Raytraced Reflection and Refraction Antialiaser group (enabled only if antialiasing is globally enabled) > Choose Fast Adaptive Antialiaser from the drop-down list. > ... button Material Editor > Type button > Material/Map Browser > Raytrace map > Raytracer Parameters rollout > Raytraced Reflection and Refraction Antialiaser group (enabled only if antialiasing is globally enabled) > Choose Fast Adaptive Antialiaser from the drop-down list. > ... button The Fast Adaptive Antialiaser dialog changes settings for the Raytrace material and maps Fast Adaptive antialiaser. You can use this dialog either globally, from the Raytracer Global Parameters rollout on page 6221, or locally, from the Raytracer Controls rollout on page 5506. When you locally change settings for an antialiaser, you don't affect the global settings for that antialiaser. 5522 | Chapter 19 Material Editor, Materials, and Maps Interface Blur / Defocus (Distance Blur) group Blur Offset is similar to blur offset for Bitmaps, while defocus is based on distance. Blur Offset Affects the sharpness or blurriness of the reflections or refractions without regard to distance. You can use Blur Offset to soften or defocus the details of a reflection or refraction. The value is specified in pixels. Default=0.0. TIP The default Blur Offset setting usually produces good results. If you see aliasing in reflections or refractions, increase its value in increments of 0.5 until the aliasing goes away. See Blur/Blur Offset on page 7928. Blur Aspect This is an aspect ratio that changes the shape of the blur. Usually you will not need to change it. Default=1.0. Raytrace Material | 5523 TIP If you see aliasing that occurs mostly along horizontal lines, try increasing Blur Aspect to 1.5. This changes the shape of the blurred effect. The reverse is also true. If aliasing occurs mostly along vertical lines, try decreasing Blur Aspect to 0.5. Defocusing Defocusing is a blur based on distance. With Defocus, objects near the surface are not blurred, but objects farther away are blurred. The rays cast are spread as they leave the Raytrace material object's surface. Default=0.0. TIP Increasing the value of Defocusing can give a good distance blurring effect. Small adjustments are usually adequate. Try starting with a value less than 0.1, and increase or decrease it as necessary. Also try adjusting Reflect Falloff in Raytrace material or Attenuation in Raytrace map to get the best distance blurring effect. Defocus Aspect This is an aspect ratio that changes the shape of the defocusing. Usually you will not need to change it. Default=1.0. Raytrace Antialiaser Dialog: Multiresolution Adaptive Antialiaser Rendering menu > Raytracer Settings > Render Setup dialog > Raytracer panel > Raytracer Global Parameters rollout > Raytracer Global Parameters > Global Ray Antialiaser group > Turn on global antialiasing. > Choose Multiresolution Adaptive Antialiaser from the drop-down list. > ... button Material Editor > Type button > Material/Map Browser > Raytrace material > Raytracer Controls rollout > Raytraced Reflection and Refraction Antialiaser group (enabled only if antialiasing is globally enabled) > Choose Multiresolution Adaptive Antialiaser from the drop-down list. > ... button The Multiresolution Adaptive Antialiaser dialog changes settings for the Raytrace material and maps Multiresolution Adaptive antialiaser. You can use this dialog either globally, from the Raytracer Global Parameters rollout on page 6221, or locally, from the Raytracer Controls rollout on page 5506. When you locally change settings for an antialiaser, you don't affect the global settings for that antialiaser. 5524 | Chapter 19 Material Editor, Materials, and Maps Interface Adaptive Control group Initial Rays Sets the initial number of rays cast per pixel. Default=4. Threshold Determines the sensitivity of the adaptation algorithm. It can range from 0 to 1, where 0 always casts the maximum number of rays and 1 always casts only the minimum number of rays. Default=0.1. Max. Rays (Maximum Rays) Sets the maximum number of rays the algorithm will cast. Default=32. Raytrace Material | 5525 Blur / Defocus (Distance Blur) group Blur Offset is similar to blur offset on page 7928 for bitmaps, while Defocusing is based on distance. Blur Offset Affects the sharpness or blurriness of the reflections or refractions without regard to distance. You can use Blur Offset to soften or defocus the details of a reflection or refraction. The value is specified in pixels. Default=0.0. TIP The default Blur Offset setting usually produces good results. If you see aliasing in reflections or refractions, increase its value in increments of 0.5 until the aliasing goes away. Blur Aspect This is an aspect ratio that changes the shape of the blur. Usually you will not need to change it. Default=1.0. TIP If you see aliasing that occurs mostly along horizontal lines, try increasing Blur Aspect to 1.5. This changes the shape of the blurred effect. The reverse is also true. If aliasing occurs mostly along vertical lines, try decreasing Blur Aspect to 0.5. Defocusing Defocusing is a blur based on distance. With Defocus, objects near the surface are not blurred, but objects farther away are blurred. The rays cast are spread as they leave the Raytrace material object's surface. Default=0.0. TIP Increasing the value of Defocusing can give a good distance blurring effect. Small adjustments are usually adequate. Try starting with a value less than 0.1, and increase or decrease it as necessary. Also try adjusting Reflect Falloff in Raytrace material or Attenuation in Raytrace map to get the best distance blurring effect. Defocus Aspect This is an aspect ratio that changes the shape of the defocusing. Usually you will not need to change it. Default=1.0. Architectural Material The settings for an Architectural material are physical properties, so it provides the greatest possible realism when used with photometric lights on page 5005 and radiosity on page 6168. With this combination of features, you can create lighting studies with a high degree of accuracy. It is not recommended that you use the Architectural material with standard 3ds Max lights in the scene, or with the Light Tracer. The point of this material is to provide accurate modeling. Use it with photometric lights and radiosity. 5526 | Chapter 19 Material Editor, Materials, and Maps The mental ray renderer, on the other hand, can render the Architectural material, with some limitations described below. TIP If you don't need the degree of realism that the Architectural material provides, you can use a standard material on page 5395 or other material type. Material Templates When you create a new material, you can choose from a variety of templates. A template is simply a set of preset material parameters, which approximates the kind of material you want to create, and gives you a starting point. See Templates Rollout on page 5528. Rendering Architectural Materials with the mental ray Renderer The mental ray Renderer on page 6230 can render Architectural materials. There are some limitations, as follows: ■ Emit Energy (Based on Luminance): This setting is ignored. The Architectural material does not contribute to the scene's lighting. ■ Sampling Parameters: These settings are ignored, as the mental ray renderer uses its own sampling. TIP When rendering with mental ray, instead of the Architectural material, we highly recommend that you use the Arch & Design material on page 5544. This material was designed especially for mental ray and provides superior flexibility, rendering characteristics, and speed. Interface Templates Rollout on page 5528 Physical Qualities Rollout on page 5530 Special Effects Rollout on page 5534 Advanced Lighting Override Rollout on page 5536 SuperSampling Rollout on page 5381 mental ray Connection Rollout on page 5385 Architectural Material | 5527 Templates Rollout Material Editor > Architectural material > Templates rollout The Templates rollout gives you a list of material types to choose from. A template is simply a set of preset parameters for the Physical Qualities rollout, which approximates the kind of material you want to create, and gives you a starting point. Once you choose a template, you can adjust its settings and add maps on page 5767 to enhance realism and improve the material's appearance. The templates do not affect the Diffuse Color on the Physical Qualities rollout, only the numeric settings. Interface Template drop-down list Chooses the kind of material you are designing. Each template provides preset values for the various material parameters. These are the material templates provided with 3ds Max. The purpose of most templates is clear, so the table doesn't comment on all of them. Template Comments Ceramic Tile - Glazed Fabric Glass - Clear Glass - Translucent Ideal Diffuse A neutral white material Masonry A good base for a diffuse map Metal Shiny and reflective 5528 | Chapter 19 Material Editor, Materials, and Maps Template Comments Metal - Brushed Less shiny Metal - Flat Even less shiny Metal - Polished Highly shiny Mirror Completely shiny Paint Flat Another neutral white material Paint Gloss Also white, but shiny Paint Semi-Gloss Also white, only slightly shiny Paper Paper - Translucent Plastic Stone A good base for a diffuse map Stone Polished Has a bit of shininess; also a good base for a diffuse map User Defined Neutral; a good base for a diffuse map User-Defined Metal Somewhat shiny; also a good base for a diffuse map Water Completely clear and shiny Wood Unfinished Neutral; a good base for a map Architectural Material | 5529 Template Comments Wood Varnished Physical Qualities Rollout Material Editor > Architectural material > Physical Qualities rollout When you create a new Architectural material on page 5526 or edit an existing one, the settings on the Physical Qualities rollout are the ones you are most likely to need to adjust. Procedures To match a material's luminance to a light: WARNING Only photometric lights give correct luminance. Also, the mental ray renderer disregards the Emit Energy setting. ■ Click to turn on Set Luminance From Light (below the Luminance setting), then in a viewport, click the light. After you choose the light, the button turns off once more. TIP If you are using a radiosity solution on page 6168, make sure to turn on Emit Energy (Based On Luminance) for any material whose luminance is greater than zero. This control is on the Advanced Lighting Override rollout on page 5536. 5530 | Chapter 19 Material Editor, Materials, and Maps Interface Diffuse Color Controls the diffuse color on page 7955. The diffuse color is the color this material has in direct light. Click the color swatch to display the Color Selector on page 391 and change the diffuse color. Set color to texture average Click to change the diffuse color to an average of the colors in the current diffuse map. (If no map is assigned, this button has no effect.) This button is useful when you are going to reduce the diffuse map’s Amount. When the diffuse map pattern appears over an average of itself, for most kinds of materials the effect is more realistic than when the pattern appears over an unrelated color. WARNING This button will change the diffuse color even if the diffuse map is turned off. Diffuse Map These controls assign a map to the material’s diffuse component. To assign a map, click the oblong button (labeled “None” by default). This displays the Material/Map Browser. In the Browser, choose the map type, and then click OK. If you choose Bitmap as the map type, an additional dialog prompts you to choose the particular bitmap file to use. Architectural Material | 5531 While a map is assigned to the material, its name appears as the map button’s label. ■ Amount spinner The spinner at the left sets the amount of diffuse map to use. This value is a percentage: at 100.0, only the map is visible; at lower amounts, the diffuse color shows through; at 0.0, the map is not visible at all. ■ On/off The check box between the spinner and the map button is an on/off switch. When on, the map appears in the material. When off, the map does not appear. Shininess Sets the shininess of the material. This value is a percentage: at 100.0, the material is as shiny as possible; at lower values, it is less shiny; at 0.0, it is not shiny at all. In general, the shinier a material is, the smaller its specular highlights appear. Specular highlights are reflections of the lights that illuminate the material. (The index of refraction can also affect the size of highlights.) Shininess also controls how much the material reflects other objects in the scene. NOTE Shininess alone is not sufficient to produce specular reflections and highlights on a surface. You must also consider the Index Of Refraction (IOR), described below. The amount spinner for a shininess map scales the map. If no map is assigned, the spinner value is used by itself. Transparency Controls how transparent the material is. This value is a percentage: at 100.0, the material is completely transparent; at lower values, the material is partly opaque; and at 0.0, the material is completely opaque. TIP The effect of transparency is best previewed against a pattern background. If the material preview doesn’t show a pattern of colored checks, right-click the material preview or the map preview, and choose Background from the pop-up menu. The amount spinner for a transparency map scales the map. If no map is assigned, the spinner value is used by itself. Translucency Controls how translucent the material is. A translucent object transmits light, but also scatters it within the object. This value is a percentage: 5532 | Chapter 19 Material Editor, Materials, and Maps at 0.0, the material is completely opaque; at 100.0, the material is as translucent as possible. The amount spinner for a translucency map scales the map. If no map is assigned, the spinner value is used by itself. Index of Refraction The index of refraction (IOR) controls how severely the material refracts transmitted light, and how reflective the material appears. At 1.0, the IOR of air, the object behind the transparent object does not distort. At 1.5, the object behind distorts greatly, like a glass marble. Range=1.0 to 2.5. Common IORs (assuming the camera is in air or a vacuum) are: Material IOR Value Vacuum 1.0 (exactly) Air 1.0003 Water 1.333 Glass 1.5 to 1.7 Diamond 2.419 In the physical world, the IOR results from the relative speeds of light through the transparent material and the medium the eye or the camera is in. Typically this is related to the object's density: the higher the IOR, the denser the object. The IOR affects how shiny a material appears; or, in the case of transparent materials such as water or glass, the amount of distortion. For nontransparent materials, the higher the IOR, the more light is reflected from the material, and the shinier the material appears. A refractive index of 1.0 means that all light is transmitted into the material. In this case, even if the material has a high Shininess value, the surface appears perfectly diffuse, and shows no specular highlights. Luminance cd/m2 When its luminance is greater than 0.0, the material appears to glow, and if you turn on Emit Energy (see below), it contributes energy to the radiosity solution on page 6168. Luminance is measured in candelas per meter squared. The amount spinner for a luminance map scales the map. If no map is assigned, the spinner value is used by itself. Architectural Material | 5533 Set luminance from light Obtains the material’s luminance from a light in the scene. Click to turn on this button, then click a light in a viewport. The material’s luminance is set to match the luminance of the light, and the button is turned off once more. 2-Sided When on, makes the material 2-sided on page 7893. Applies the material to both sides of selected faces. Raw Diffuse Texture When on, excludes the material from lighting and exposure control. This makes the material render with a completely flat look, using the pure RGB values of the diffuse color or map. Default=off. Special Effects Rollout Material Editor > Architectural material > Special Effects rollout When you create a new Architectural material on page 5526 or edit an existing one, the settings on the Special Effects rollout let you assign maps that create bumps or displacement, adjust light intensity, or control transparency. Interface Bump controls These controls assign a bump map on page 5478 to the material. To assign a map, click the oblong button (labeled “None” by default). This displays the Material/Map Browser. In the Browser, choose the map type, and then click OK. If you choose Bitmap as the map type, an additional dialog prompts you to choose the particular bitmap file to use. While a map is assigned to the material, its name appears as the map button’s label. 5534 | Chapter 19 Material Editor, Materials, and Maps ■ Amount spinner The spinner at the left sets the amount of bump mapping to use. At 1000.0, bump mapping has its greatest effect; at lower amounts, the bumps are less pronounced; at 0.0, the bumps are not visible at all. Negative values reverse the direction of the bump effect. Range: –1000.0 to 1000.0. ■ On/off The check box between the spinner and the map button is an on/off switch. When on, the map is used in the material. When off, the map is not used. Displacement controls These controls assign a displacement map on page 5487 to the material. To assign a map, click the oblong button (labeled “None” by default). This displays the Material/Map Browser. In the Browser, choose the map type, and then click OK. If you choose Bitmap as the map type, an additional dialog prompts you to choose the particular bitmap file to use. While a map is assigned to the material, its name appears as the map button’s label. ■ Amount spinner The spinner at the left sets the amount of displacement mapping to use. At 1000.0, displacement mapping has its greatest effect; at lower amounts, the displacement is less pronounced; at 0.0, the displacement are not visible at all. Negative values reverse the direction of the displacement. Range: –1000.0 to 1000.0. ■ On/off The check box between the spinner and the map button is an on/off switch. When on, the map is used in the material. When off, the map is not used. Intensity controls These controls assign an intensity map to the material, modulating the material's brightness. The map is treated as a black-and-white scale of intensity values. TIP Applying a low-frequency Noise map on page 5886 to the intensity can help reduce the “computer-generated” look of a texture, and add a natural feel to surfaces such as bricks and carpets lit by daylight. To assign a map, click the oblong button (labeled “None” by default). This displays the Material/Map Browser. In the Browser, choose the map type, and Architectural Material | 5535 then click OK. If you choose Bitmap as the map type, an additional dialog prompts you to choose the particular bitmap file to use. While a map is assigned to the material, its name appears as the map button’s label. ■ Amount spinner The spinner at the left sets the amount of intensity mapping to use. At 100.0, intensity mapping has its greatest effect; at lower amounts, the effect is less pronounced; at 0.0, the map has no effect; and at values less than 0.0, the material is dimmed. Range: –100.0 to 100.0. ■ On/off The check box between the spinner and the map button is an on/off switch. When on, the map is used in the material. When off, the map is not used. Cutout controls These controls assign a cutout map on page 5541 to the material. To assign a map, click the oblong button (labeled “None” by default). This displays the Material/Map Browser. In the Browser, choose the map type, and then click OK. If you choose Bitmap as the map type, an additional dialog prompts you to choose the particular bitmap file to use. While a map is assigned to the material, its name appears as the map button’s label. ■ Amount spinner The spinner at the left sets the amount of cutout mapping to use. This value is a percentage: at 100.0, the map has its full effect; lower amounts have the effect of darkening the map, reducing its effect and increasing transparency. At 0.0, the map is completely black, making objects with this material completely transparent. ■ On/off The check box between the spinner and the map button is an on/off switch. When on, the map is used in the material. When off, the map is not used. Advanced Lighting Override Rollout Material Editor > Architectural material > Advanced Lighting Override rollout 5536 | Chapter 19 Material Editor, Materials, and Maps When you create a new Architectural material on page 5526 or edit an existing one, the settings on the Adjust Radiosity rollout let you adjust how the material behaves in a radiosity solution on page 6168. Obtaining a Better Image Materials with a bright diffuse color or high shininess can be highly reflective. This can lead to overexposed or washed-out radiosity solutions. In general, the best way to adjust this is to reduce the HSV Value (V) of a material's diffuse color; or, for a material with a diffuse map, reduce the map's RGB level. In some situations, the controls on this rollout can improve the appearance of the radiosity solution. Examples of situations where the material's radiosity settings can help include color bleeding and large dark areas: ■ You might want to reduce Reflectance Scale or Color Bleed Scale when a large area of color (for example, a red carpet in a room with white walls) creates excessive color bleeding. This might be physically accurate, but the eye adjusts for such effects, and the radiosity result might look better with less reflectance or less color bleeding. Left: Excessive bleeding of the floor color onto the walls and ceiling. Right: Reducing the floor's Reflectance Scale causes less bleeding. ■ You might want to increase Reflectance Scale when the scene includes a large dark area (for example, a black floor). This can lead to a very dark radiosity result. You can maintain the floor’s color but increase reflectance, giving the solution the colors you want while increasing its brightness. Architectural Material | 5537 The room is lit only by spotlights pointed at the floor. Increasing reflectance of the floor brightens the entire room. TIP Check the reflectance and transmittance display on page 5324 to get an idea of how the current material will affect the radiosity solution. Interface WARNING There is no problem with reducing the default scale, but increasing it for any of these parameters might cause colors to “burn out”: if the scale is too great, they render as pure white, appearing overexposed. Emit Energy (Based on Luminance) When on, the material contributes energy to the radiosity solution, based on the material’s luminance value (see above). 5538 | Chapter 19 Material Editor, Materials, and Maps NOTE The mental ray renderer on page 6230 does not use this setting. The Architectural material does not contribute to the scene's lighting. Increasing the Luminance (above 0.0) makes an object appear to glow in ordinary renderings, but does not contribute energy to the radiosity solution. To have radiosity processing take a self-illuminating material into account, turn on Emit Energy (Based On Luminance). Upper left: By default, luminous neon lights do not influence the scene light. Right: With Emit Energy on, the radiosity solution takes luminance into account. TIP When you increase luminance to achieve a special effect in the rendering (for example, to make the globe surrounding a lamp appear to be glowing), probably you shouldn't turn on Emit Energy (in the example, both the globe and lamp would then add light to the scene). When you increase luminance because the object really glows (for example a neon light tube), then you should turn on Emit Energy, so that the object contributes light to the scene. Color Bleed Scale Increases or decreases the saturation of reflected color. Range=0.0 to 100.0. Default=100.0. Architectural Material | 5539 Color Bleed increases or decreases the saturation of reflected color. Indirect Bump Scale Scales the effect of the base material’s bump mapping on page 5478 in areas lit by indirect light. When this value is zero, no bump mapping is done for indirect light. Increasing Indirect Light Bump Scale increases the bump effect under indirect lighting. This value does not affect the Bump amount in areas where the base material is lit directly. Range=–999.0 to 999.0. Default=100.0. TIP This parameter is useful because indirect bump mapping is simulated and not always accurate. Indirect Light Bump Scale lets you adjust the effect by hand. Reflectance Scale Increases or decreases the amount of energy the material reflects. Range=0.0 to 100.0. Default=100.0. Reflectance Scale increases or decreases the energy of reflected rays. TIP Don’t use this control to increase self-illumination. Use the material's Luminance instead. The Luminance control is on the Physical Qualities rollout on page 5530. 5540 | Chapter 19 Material Editor, Materials, and Maps Transmittance Scale Increases or decreases the amount of energy the material transmits. Range=0.1 to 5.0. Default=1.0. Transmittance Scale increases or decreases the energy of transmitted rays. Cutout Mapping Material Editor > Architectural material > Special Effects rollout > Cutout map button Assigning a bitmap on page 5795 or procedural map on page 8097 to the Cutout component of an Architectural material on page 5526 makes the material partially transparent. Lighter (higher-value) areas of the map render as opaque; darker areas render as transparent; and values in between are semi-transparent. Setting the cutout map's Amount to 100 applies all of the map. Transparent areas are fully transparent. Setting the Amount to 0 is the equivalent of turning the map off. Intermediate Amount values are blended with the Transparency value on the Physical Qualities rollout. Transparent areas of the map become more opaque. Architectural Material | 5541 The gray levels of a cutout map determine the amount of transparency. Procedures To use a cutout map: 1 Click the Cutout map button. The Material/Map Browser on page 5290 is displayed. 2 Choose from the list of map types on page 5767, and then click OK. The Material is now at the map level, and displays map controls. (If you choose Bitmap as the map type, you first see a file dialog that lets you choose the image file.) 3 Use the map controls to set up the map. 5542 | Chapter 19 Material Editor, Materials, and Maps To remove a cutout map from a material: TIP You can disable the map without removing it. Simply turn off the toggle immediately to the left of the map button on the Special Effects rollout. 1 If the Material Editor is displaying the map controls, click the Type button on page 5361 to display the Material/Map Browser. If the map controls aren't visible, click the Cutout map button to display them, and then click the Type button. 2 In the Browser, choose NONE as the map type, and then click OK. The map is removed. mental ray Materials 3ds Max comes with several materials created specifically for use with the mental ray renderer on page 6230. These materials are visible in the Material/Map Browser on page 5290 when mental ray is the active renderer. ■ Arch & Design on page 5579 The Arch & Design material is a monolithic material shader designed to support most materials used in architectural and product-design renderings. For most applications this is the recommended material. ■ Car Paint on page 5607 Car Paint, available as both a material and a shader, has components for a paint layer with embedded metal flakes, a clear-coat layer, and a Lambertian dirt layer. ■ DGS on page 5615 DGS stands for Diffuse, Glossy, and Specular. This material behaves in a physically realistic way. ■ Glass on page 5619 The Glass material simulates both the surface properties and the light-transmitting (photon) properties of glass. ■ Matte/Shadow/Reflection on page 5622 The Matte/Shadow/Reflection (mi) material is used to create “matte objects”; that is, objects that represent real-world objects in a photograph used as the scene background. The material provides a wealth of options for marrying a photographic background with the 3D scene, including support for bump mapping, ambient occlusion, and indirect illumination. mental ray Materials | 5543 ■ mental ray on page 5638 The mental ray material has components for the surface shader, and for the other nine optional shaders that make up a material in mental ray. ■ Subsurface Scattering Materials on page 5693 The subsurface scattering materials, supported by a shader library from mental images, can model skin and similar organic materials. ■ ProMaterials on page 5647 model materials commonly used in construction, design, and the environment. ■ Utility mental ray Materials on page 5695 The utility mental ray materials allow you to combine a material with multiple maps. NOTE When you wire the parameters of an object with a mental ray material assigned, the names of material parameters might differ from those in the Material Editor interface. Also, parameters not supported by 3ds Max might appear as blanks in the wiring menu. Arch & Design Material (mental ray) Material Editor > Type button > Material/Map Browser > Arch & Design Material Material Editor > any material > Click a Map button. > Material/Map Browser > Car Paint Shader Note: The Arch & Design material appears in the Browser only if the mental ray renderer is the currently active renderer. The mental ray Arch (architectural) & Design material improves the image quality of architectural renderings and improves workflow and performance in general and for glossy surfaces such as floors in particular. Special features include self-illumination, advanced options for reflectivity and transparency, ambient occlusion settings, and the ability to round off sharp corners and edges as a rendering effect. TIP The Arch & Design material supports hardware-based viewport display for improved feedback while editing its parameters. For more infomation, see Show Standard/Hardware Map in Viewport on page 5350. 5544 | Chapter 19 Material Editor, Materials, and Maps TIP The Arch & Design material interface has built-in descriptions of all of its important parameters. To view a tooltip describing a parameter of interest, position the mouse cursor over the control's spinner, color swatch, check box, etc. See also: ■ Arch & Design Material (mental ray): Overview on page 5579 ■ Arch & Design Material (mental ray): Tips and Tricks on page 5593 Procedures To create a physically correct, self-illuminated surface: An example of this application is a realistic halogen pendant luminaire with a translucent shade, such as frosted glass. 1 Create your geometry and obtain or create a photometric file of the luminaire. Determine the lamp color and intensity, as measured or provided by the manufacturer; for example: 1,500 cd/m2 and 3,700 degrees Kelvin. Enable tone mapping on page 6732 and global illumination on page 6261. 2 Create a photometric light (the halogen lamp) and set its color and intensity. 3 Turn off the light source's Affect Specular property. 4 Create and place the light-shade geometry and apply an Arch & Design material to it. 5 On the Self Illumination (Glow) rollout, set the same color and intensity you applied to the light source. Also turn off the Illuminates The Scene (When Using FG) check box in the Glow Options group. mental ray Materials | 5545 6 Render the scene. Interface Main material parameters rollout on page 5547 BRDF rollout on page 5557 Self Illumination (Glow) rollout on page 5559 Special Effects rollout on page 5563 Advanced Rendering Options rollout on page 5568 Fast Glossy Interpolation rollout on page 5574 Special Purpose Maps rollout on page 5577 General Maps rollout on page 5579 Templates rollout Provides access to Arch & Design material presets for quickly creating different types of materials such as wood, glass, and metal. You can also use these as starting points for generating customized materials. Choose a template from the drop-down list; a description of the material then appears in the left-hand pane. NOTE The Arch & Design material works only with the mental ray renderer, so in order to see it represented accurately in the sample slots, you must first set mental ray to render in the Material Editor. For details, see Assign Renderer Rollout on page 6135. 5546 | Chapter 19 Material Editor, Materials, and Maps Main material parameters rollout Diffuse group Diffuse Level Diffuse Level on page 5444 controls the brightness of the diffuse color component. Range=0.0 to 1.0. Default=1.0. NOTE Because the material is energy conserving, the actual diffuse level used depends on the reflectivity and transparency, as discussed in the introductory section, above. Color Controls the diffuse color on page 7955. The diffuse color is the color in direct light. Default=50% gray. Roughness Roughness on page 5446 controls how quickly the diffuse component blends into the ambient component. Range=0.0 to 1.0. Default=0.0. The diffuse component uses the Oren-Nayar shading model. When the Roughness value is 0.0 this is identical to classical Lambertian shading, but with higher values the surface gets a more “powdery” look, as shown in the following illustration. mental ray Materials | 5547 Left: Roughness=0.0; Center: 0.5; Right: 1.0 Reflection group Reflectivity The overall level of reflectivity. Range=0.0 to 1.0. Default=0.6. The Reflectivity and Color values combine to define the level of reflections as well as the intensity of the traditional highlight, also known as the specular highlight. This value is the maximum value; the actual value also depends on the angle of the surface and comes from the BRDF curve. This curve (see BRDF rollout on page 5557) lets you define 0–degree reflectivity for surfaces facing the view and 90–degree reflectivity for surfaces perpendicular to the view. Left: No reflectivity, with a purely diffuse material 5548 | Chapter 19 Material Editor, Materials, and Maps Center: Angle-dependent reflectivity, with 0–degree reflectivity of 0.1 and a 90–degree reflectivity of 1.0 Right: Constant reflectivity, with both 0–degree reflectivity and 90–degree reflectivity of 0.9 NOTE In the preceding illustration, the high reflectivity automatically “subtracts” from the white diffuse color. If this didn’t happen, the material would become unrealistically overbright, and would break the laws of physics. Color The overall color of reflected light. Default=white. Glossiness Defines the surface “glossiness,” ranging from 1.0 (a perfect mirror) to 0.0 (a diffusely reflective surface). Default=1.0. Left: Glossiness=1.0; Center, 0.5; Right, 0.25 Glossy Samples Defines the maximum number of samples (rays) that mental ray shoots to create glossy reflections. Higher values cause slow rendering but create a smoother result. Lower values render faster but create a grainier result. Generally 32 is enough for most cases. Available only when Glossiness does not equal 1.0. Because a Glossiness value of 1.0 creates a “perfect mirror,” it is meaningless to shoot multiple rays for this case, hence only one reflection ray is shot. NOTE If you set Glossy Samples to 0, the reflections take the form of a “perfect mirror” and only one ray is shot, regardless of the actual value of Glossiness . You can use this to boost performance for surfaces with very weak reflections. The highlight still respects the Glossiness value. mental ray Materials | 5549 Glossy reflections need to trace multiple rays to yield a smooth result, which can affect performance. For this reason, the material includes the following two special features designed to enhance performance: Fast (interpolate) When on, a smoothing algorithm allows rays to be reused and smoothed. The result is faster and smoother glossy reflections at the expense of accuracy. Interpolation is explained in greater detail in the section on the Fast Glossy Interpolation rollout on page 5574. NOTE This method works best on flat surfaces. Highlights+FG only When on, mental ray traces no actual reflection rays. Instead, only the highlights are shown, as well as soft reflections emulated with the help of using Final Gathering. The Highlights+FG Only mode takes no additional rendering time compared to a non-glossy (diffuse) surface, yet can yield surprisingly convincing results. While it might not be completely convincing for “hero” objects in a scene, it can work very well for less-essential scene elements. It tends to work best on materials with weak reflections or extremely glossy (blurred) reflections, as shown in the following illustration: The two cups on the left use real reflections, while those on the right use Highlights+FG Only. Metal material Metallic objects actually influence the color of their reflection, whereas other materials do not. For example, a gold bar will have gold colored reflections, but a red glass orb does not have red reflections. This is supported through the Metal Material option: ■ When off, the Reflection Color parameter defines the color, and the Reflectivity parameter together with the BRDF settings defines the intensity and colors of reflections. 5550 | Chapter 19 Material Editor, Materials, and Maps ■ When on, the Diffuse Color parameter defines the color of reflections, and Reflectivity parameter sets the “weight” between diffuse reflections and glossy (metallic) reflections. Left: Non-metallic reflections (Metal Material is off). Reflections clearly contain the color of the objects they reflect and are not influenced by the color of the materials. Center: Metallic reflections (Metal Material is on). Now the color of reflections are influenced by the color of the object. Right: A variant of this with Reflectivity=0.5, creating a 50:50 mix between colored reflections and diffuse reflections Refraction group Transparency Defines the level of refraction. Range=0.0 to 1.0. Default=0.0. Due to the material's energy-conserving nature, the value set in the Transparency parameter is the maximum value; the actual value depends on the reflectivity as well as the BRDF curve. Color Defines the color of refraction. While this color can be used to create “colored glass,” a slightly more accurate method to do this is described in the Colored Glass section on page 5595 of the Tips & Tricks topic. Glossiness Defines the sharpness of the refraction/transparency, ranging from 1.0 (completely clear transparency) to 0.0 (extremely diffuse or blurry transparency). Default=1.0. mental ray Materials | 5551 Left: Refraction Glossiness=1.0; Center: 0.5; Right: 0.25 Glossy refraction needs to trace multiple rays to yield a smooth result, which can affect performance. For this reason, the material includes the following special feature designed to enhance performance: Fast (interpolate) When on, a smoothing algorithm allows rays to be reused and smoothed. The result is faster and smoother glossy refraction at the expense of accuracy. Interpolation is explained in greater detail in the section on the Fast Glossy Interpolation rollout on page 5574. NOTE This method works best on flat surfaces. Glossy Samples Defines the maximum number of samples (rays) that mental ray shoots to create glossy refraction. Higher values cause slow rendering but create a smoother result. Lower values render faster but create a grainier result, like frosted glass. Generally 32 is enough for most cases. Available only when Glossiness does not equal 1.0. Because a Glossiness value of 1.0 creates a perfectly clear (non-blurry) transparency, it is meaningless to shoot multiple rays for this case, hence only one refraction ray is shot. NOTE If you set Glossy Samples to 0, the refraction takes the form of a “perfect lens” and only one ray is shot, regardless of the actual value of Glossiness. You can use this to boost performance for draft renderings. IOR The Index of Refraction, which is a measurement of how much a ray of light bends when entering a material. The direction in which light bends depends on whether it is entering or exiting the object. The Arch & Design material use the direction of the surface normal 5552 | Chapter 19 Material Editor, Materials, and Maps as the primary cue for figuring out whether it is entering or exiting. It is therefore important to model transparent, refractive objects with the surface normals pointing in the proper direction. The IOR can also be used to define the BRDF curve, which is what happens in the class of transparent materials known as “dielectric” materials, and is illustrated here: Left: IOR=1.0; Center: 1.2; Right: 1.5 The leftmost cup looks completely unrealistic and is almost invisible. Because an IOR of 1.0, which equals that of air, is impossible in solid matter, we get no change in reflectivity across the material and hence perceive no edges or changes of any kind. On the other hand, the center and rightmost cups have realistic changes in reflectivity guided by the IOR. Instead of basing the reflectivity on the IOR, you can instead use the BRDF mode to set it manually: mental ray Materials | 5553 Different types of transparency As in the previous illustration, the leftmost cup acquires its curve from the index of refraction. The center cup has a manually defined curve, which has been set to a 90 degree reflectivity of 1.0 and a 0 degree reflectivity of 0.2; this looks a bit more like metallized glass. The rightmost cup uses the same BRDF curve, but instead is set to thin-walled transparency on page 5571. Clearly, this method is better for making non-refractive objects than simply setting IOR to 1.0, as we tried above. Translucency group Translucency is handled as a special case of transparency; in order to use translucency there must first exist some level of transparency. The implementation of translucency in the Arch & Design material is a simplification concerned solely with the transport of light from the back of an object to its front faces and is not true SSS (subsurface scattering) effect. You can create an SSS-like effect by using glossy transparency coupled with translucency, but this is neither as fast nor as powerful as the dedicated SSS shaders on page 5693. Translucency When on, the remaining Translucency become available and take effect when rendering. Weight Determines how much of the existing transparency is used as translucency. For example, if Weight=0.0, all of the transparency is used as transparency. If Weight=0.3, 30 percent of the transparency is used as translucency. 5554 | Chapter 19 Material Editor, Materials, and Maps All: Transparency=0.75. Left: Weight=0.0; Center: Weight=0.5; Right: Weight=1.0 Translucency is intended for use primarily in thin-walled mode on page 5571, as in the example above) to model things like curtains, rice paper, and similar effects. In thin-walled mode it simply allows the shading of the reverse side of the object to bleed through. The shader also operates in solid mode on page 5571, but, as explained above, the SSS shaders are better suited for such purposes. Solid translucency with: Left: Weight=0.0; Center: Weight=0.5; Right: Weight=1.0 Color The translucency color. mental ray Materials | 5555 Anisotropy group Anisotropy Controls the anisotropy, or shape, of the highlight. At 1.0, the highlight is round; that is, no anisotropy. At 0.01, the highlight is elongated. One axis of the highlight graph changes to show changes in this parameter. Default=1.0. Left: Anisotropy=1.0; Center: Anisotropy=4.0; Right: Anisotropy=8.0 Rotation Changes the orientation of the highlight. The sample slot shows changes in orientation. This value can range from 0.0 to 1.0, with 1.0=360 degrees. So, for example, 0.25=90 degrees and 0.5=180 degrees. Default=0.0. Left: Anisotropy Rotation=0.0; Center: Anisotropy Rotation=0.25; Right: Anisotropy Rotation=[texture map] 5556 | Chapter 19 Material Editor, Materials, and Maps TIP When using texture-mapped Anisotropy Rotation, make sure the texture is not antialiased (filtered). You can achieve this by setting the map's Blur parameter to 0.0. Otherwise the antialiased pixels cause local vortices in the anisotropy that appear as seam artifacts. Automatic/Map Channel Lets you optionally apply anisotropy to a specific map channel. If the Map Channel setting is Automatic, the base rotation follows the object's local coordinate system. If it is any other value (in other words, a specific map channel), the space that defines the stretch directions of the highlights is derived from that channel's texture space. WARNING Deriving the anisotropy from the texture space creates only one space per triangle and can cause visible seams between triangles. Also see Brushed Metal on page 5605. BRDF rollout BRDF stands for bidirectional reflectance distribution function. As explained in the introduction on page 5586, this property lets the material's reflectivity be ultimately guided by the angle from which the object surface is viewed. mental ray Materials | 5557 0 degree (green) and 90 degree (red) view angles [BRDF method] Lets you choose how the BRDF curve is defined: ■ By IOR (fresnel reflections) How the reflectivity depends on the angle is guided solely by the material's index of refraction. This is known as Fresnel reflections and follows the behavior of most dielectric materials such as water and glass. ■ Custom Reflectivity Function When chosen, the following settings determine reflectivity based on angle of view. ■ 0 deg. refl. Defines the reflectivity for surfaces directly facing the viewer (or incident ray). ■ 90 deg. refl. viewer. Defines the reflectivity of surfaces perpendicular to the ■ Curve shape Defines the falloff of the BRDF curve. This mode is used for most hybrid materials or for metals. Most materials exhibit strong reflections at grazing angles; hence the 90 degree reflectivity parameter can generally be kept at 1.0, using the Reflectivity parameter to guide the overall reflectivity instead. Metals tend to be fairly uniformly 5558 | Chapter 19 Material Editor, Materials, and Maps reflective and the 0 degree reflectivity value is high (0.8–1.0), but many other layered materials, such as linoleum and lacquered wood have lower 0 degree reflectivity values, in the range 0.1–0.3). For further information, see Quick Guide to Some Common Materials on page 5593. Reflectivity vs. Angle graph Depicts the combined Custom Reflectivity Function settings. Self Illumination (Glow) rollout These parameters let you specify luminous surfaces within the Arch & Design material, such as a translucent lamp shade. Such a surface does not actually cast light, but it can optionally act as a source of indirect light when Final Gather on page 6295 is in effect, and thus can have an impact on scene lighting in the rendered image. The optimal settings for self-illuminated surfaces depend on the lighting conditions and desired effects. This table provides recommended initial settings for lights and the glow options under different circumstances: Light Object Self-Illuminated Surface Affect Specular Affect Diffuse Visible in Reflections Illuminates with FG Area Lights Off On On Off Point Lights On On Off Off Glowing Object not applicable not applicable On On TIP The easiest way to toggle the Affect Specular and Affect Diffuse switches for a light source is to select it in the viewport, right-click it, and then use the Tools 1 quadrant settings. This applies to only one light source at a time. mental ray Materials | 5559 Self Illumination (Glow) When on, the material is set to be self-illuminating, and the remaining rollout settings become available. Default=off. Color group To set the illumination color, choose either option and adjust its parameter: ■ Light Pick a common lamp specification to approximate the spectral character of the desired illumination. ■ Kelvin Set the color of the self-illuminated surface by adjusting the color temperature spinner. The color temperature is displayed in degrees Kelvin. Filter Use a color filter to simulate the effect of a color filter placed over the self-illuminated surface. For example, a red filter over a white luminance source casts red light. Set the filter color by clicking the color swatch to display the Color Selector on page 391. Default=white (RGB=255,255,255; HSV=0,0,255). Luminance To set the brightness of the illuminated surface, choose either option and then adjust the numeric setting. ■ Physical Units Sets the brightness in candelas per square meter. This is a physical value that takes the physical scale into account. ■ Unitless Uses an arbitrary numeric value to represent the brightness. 5560 | Chapter 19 Material Editor, Materials, and Maps [numeric value spinner] When Physical Units is chosen, sets the brightness in cd/m2. When Unitless is chosen, sets the brightness as an arbitrary value. The following table shows some representative real-world luminance values. Object Brightness in cd/m2 Cathode-ray tube (CRT) television screen 250 Liquid-crystal diode (LCD) television screen 140 Bright light-emitting diode (LED) panel on 100 an electronic device such as a DVD player Frosted lens in front of a desk lamp 10,000 (average) Frosted lens in front of a residential re- 10,000 (average) cessed halogen lamp Exterior of a ceramic lamp shade on a 1300 decorative fixture Interior of a ceramic lamp shade on a dec- 2500 orative fixture Frosted incandescent bulb inside a decor- 210,000 ative fixture Cloudy sky in the afternoon 8,000 White ceiling in a brightly daylit room on 140 a cloudy day, oriented north Reflection from a cloudy sky on a varnished 875 wooden floor Dark asphalt on a cloudy afternoon, out- 115 doors mental ray Materials | 5561 Glow Options Visible in Reflections When on, the illumination produced by the settings on this rollout appears in reflections on other surfaces. When off, the object is still reflected, but the illumination is not. Illuminates the Scene (when using FG) When on, and Final Gather on page 6295 is in effect, the self-illuminated surface acts as an indirect light source and contributes to the final gather lighting in the scene. When off, has no effect on final gather. Self-illuminated spheres not illuminating the scene 5562 | Chapter 19 Material Editor, Materials, and Maps Self-illuminated spheres illuminating the scene Special Effects rollout mental ray Materials | 5563 Provides settings for ambient occlusion on page 5589 (AO) and round corners/edges. Ambient Occlusion group Ambient occlusion helps emulate the look of global illumination by creating darker areas where light doesn’t reach without actually generating shadows. With the Arch & Design material, you can specify ambient occlusion on a per-material basis. The following illustration depicts a model helicopter that is lit almost exclusively by indirect light. Note how the helicopter does not feel “grounded” in the left-hand image and the shadows under the landing skids are too vague. The right-hand image uses AO to “punch out” the details and the contact shadows. Left: Without AO; Right: With AO Ambient Occlusion When on, enables ambient occlusion (AO) and makes the remaining group controls available. Samples The number of samples (rays) shot for creating AO. Higher values yield smoother results but render more slowly, while lower values render faster but look grainier. Values in the range 16–64 cover most situations. Max Distance Defines the radius within which mental ray looks for occluding objects. Smaller values restrict the AO effect to small crevices only but are much faster to render. Larger values cover larger areas but render more slowly. The following illustrations show the raw AO contribution with two different distances: 5564 | Chapter 19 Material Editor, Materials, and Maps Left: Higher Max Distance value; Left: Lower Max Distance value TIP To specify an infinite radius, set Distance to 0.0. Use Color From Other Materials (Exact AO) When on, derives the AO coloring from surrounding materials, for more accurate overall results (also known as color bleeding). For example, a glowing material would return a brighter color than a dark material. NOTE When this parameter is on, the function of the Shadow Color setting (see following) changes to let you specify the extent of color bleeding from nearby materials. In the following pair of illustrations, the first image shows the problem with the traditional AO: It applies to all indirect illumination and always makes it darker. It is most noticable on the glowing sphere, which has a dark spot under it, but can also be perceived on the floor in front of the cube which is suspiciously dark, even though the cube is strongly lit on the front, as well as between the legs of the horse and the underside of the red sphere. In contrast, the second image has Use Color From Other Materials on for all materials, so the floor is lit correctly by the glowing ball, there is a hint of white bounce light on the floor from the cube, and light appears between the legs of the horse and on the underside of the red ball. mental ray Materials | 5565 Use Color From Other Materials is off Use Color From Other Materials is on If you find that using AO creates a “dirty” look with excessive darkening in corners, or dark rims around self-illuminated objects, turn on Use Color From Other Materials for a more accurate result. Shadow Color When Use Color From Other Materials (see preceding) is off, sets the darkness of the AO shadows. It is used as the multiplier value for completely occluded surfaces. In practice, a black color makes the AO effect very dark; a middle-gray color makes the effect less noticeable (brighter), and so on. 5566 | Chapter 19 Material Editor, Materials, and Maps When Use Color From Other Materials is on, this setting determines the ratio between the standard AO functionality with Shadow Color set to black and the color bleeding from other materials. For example, at the default setting, RGB=0.2, 20 percent of the AO shadow color is derived from black and 80 percent is derived from the color of the nearby material. If you set Shadow Color to RGB=0.0 (black), then 100 percent of the shadow color comes from nearby materials. If you set Shadow Color to RGB=1.0 (white), then 100 percent of the shadow color comes from black; this is the same as turning off Use Color From Other Materials and setting Shadow Color to black. Custom/Global Ambient Light Color You can specify a color for the ambient light used in AO, or use the global color specified on the Environment panel on page 6689 > Common Parameters rollout. This parameter is used for doing more traditional AO; that is, supplying an imagined “ever-present ambient light” that is then attenuated by the AO effect to create shadows. While traditional AO is generally used when rendering without other indirect light, you can also combine it with existing indirect light. Bear in mind that this “ever-present ambient light” is inherently non-physical, but can possibly help lighten some troublesome dark corners. Round Corners group This effect rounds off corners and straight edges as a rendering effect only; it has no effect on geometry. The rounding effect happens to convex corners and surfaces that actually intersect. Concave corners that merely touch will not display the effect. To get the effect to work in concave corners the objects must be pushed into each other a little. The effect is intended for straight edges and is not guaranteed to work properly for highly curved, complex intersections. Round Corners When on, rounds off corners and straight edges at render time. Fillet Radius Specifies the radius of the filleted corners and/or edges. Blend With Other Materials By default, the rounding effect happens only between surfaces of the same material, but if you turn this on the filleting is performed against any material. In the following image, the molten chocolate is rounded off against the submerged objects even though they use different materials. In actuality, the molten chocolate is a completely flat plane. mental ray Materials | 5567 Objects in molten chocolate Advanced Rendering Options rollout These parameters define performance-boosting options. 5568 | Chapter 19 Material Editor, Materials, and Maps Reflections group Max Distance Allows limiting reflections to a certain distance, which both speeds up rendering and avoids pulling distant objects into extremely glossy reflections. Fade to end color When on, reflections fade to this color. When off, reflections fade to the environment color. The former tends to be more useful for indoor scenes; the latter, for outdoor scenes. Available only when Max Distance is on. Left: Full reflections (Max Distance=off); Center: 100mm; Right: 25mm Max Trace Depth When this trace depth is reached, the material behaves as if the Highlights+FG Only switch is on; that is, it shows only highlights and “emulated” reflections created with the help of Final Gathering. Cutoff Threshold The level at which reflections are rejected; that is, not traced. It’s a relative value: For example, the default setting of 0.01 means that rays that contribute less than 1 percent to the final pixel are ignored. A setting of 0.25 means that mental ray discards rays that contribute less than a quarter of the value of the final pixel. Refraction group The optimization settings for refraction (transparency) are nearly identical to those for reflections. The exception is that of Color At Max Distance, which behaves differently. Max Distance Allows limiting refraction to a certain distance. mental ray Materials | 5569 Color at Max Distance When on, the material simulates physically correct absorption. At the distance specified by Max Distance, the refracted image has the color given by Color At Max Distance, but the rays are not limited in reach. At twice the distance, the influence of Color At Max Distance is double, at half the distance half, etc. When off, transparency rays simply fade to black. This is like smoked glass and other highly absorbent materials. Transparency just stops at the specified distance. This has the same performance advantage as using the Max Distance for reflections: Tracing shorter rays is much faster. Available only when Max Distance is on. Left: No limit (Max Distance=off); Center: Fade to black; Right: Fade to blue Max Trace Depth When this trace depth is reached, the material refracts black. Cutoff Threshold The level at which refraction is rejected; that is, not traced. It’s a relative value: For example, the default setting of 0.01 means that rays that contribute less than 1 percent to the final pixel are ignored. A setting of 0.25 means that mental ray discards rays that contribute less than a quarter of the value of the final pixel. Advanced Reflectivity Options group Visible area lights cause no Highlights When on, mental ray area lights (Omni on page 5070 and Spotlight on page 5073) with the Show Icon In Renderer property on create no specular highlights. Default=on. The Show Icon In Renderer check box is found on the light's Area Light Parameters rollout. When on, the light is visible and reflects in any glossy, 5570 | Chapter 19 Material Editor, Materials, and Maps reflective objects. If both the reflection of the visible area light and the highlight is rendered, the light is added twice, causing an unrealistic brightening effect. When on, this switch causes visible area lights to lose their highlights and instead only appear as reflections. Note that this does not apply to the Highlights+FG Only on page 5550 mode, which doesn’t actually reflect anything. Skip reflections on inside (except total internal reflection) Most reflections inside transparent objects are very faint, except in the special case that occurs at certain angles known as total internal reflection (TIR). When on, this option saves rendering time by ignoring the weak reflections completely but retaining the TIRs. Default=on. Relative Intensity of Highlights Defines the intensity of specular highlights vs. the intensity of true reflections. When the value is 1.0, the two intensities are equal. A lower value subdues the intensity of highlights compared to reflections, while a higher value intensifies the highlights. Advanced Transparency Options group The options give you control over some of the deepest details of the Arch & Design material. Glass/Translucency treat objects as... ■ Solid The object behaves as if it is made of a solid, transparent substance. ■ Thin-walled The object behaves as if made of wafer-thin sheets of a transparent material. For more information, see Solid versus Thin-Walled on page 5588. mental ray Materials | 5571 Left: Solid; Right: Thin-walled When Caustics are enabled, transparent objects: When not rendering caustics, the Arch & Design material uses a shadow shader to create transparent shadows. For objects such as window panes this is perfectly adequate, and actually creates a better result than using caustics, because the direct light is allowed to pass more or less undisturbed through the glass into a space such as a room. Traditionally, enabling caustics in mental ray causes all materials to stop casting transparent shadows and instead start to generate refractive caustics. In most architectural scenes this is undesirable; you might want a glass decoration on a table to generate caustic effect, but still want the windows to the room to let in normal direct light. This switch makes this possible at the material level. ■ Refract light and generate Caustic effects generates caustics. The material refracts light and ■ Use Transparent Shadows No caustics are produced; the material and object simply transmit the light, with greater shadowing in thicker areas. In the following illustration, the left side shows the result with Use Transparent Shadows chosen, and the right side shows the result with Refract Light And Generate Caustic Effects chosen. You can freely mix the two modes in the same rendering. Photons are automatically treated accordingly by the built-in photon shader, shooting straight through as direct light in the former case, and being refracted as caustics in the latter. 5572 | Chapter 19 Material Editor, Materials, and Maps Left: Using transparent shadows; Right: Using refractive caustics. Back Face Culling When on, enables a special mode that makes surfaces invisible to the camera when seen from the reverse side. You can use this to create “magic walls” in a room. If all walls are planes with the normals facing inwards, the Back Face Culling switch allows the room to be rendered from “outside.” The camera can see into the room, but the walls will still exist and cast shadows, bounce photons, etc. while being invisible when the camera goes outside. Left: Back Face Culling=off; Right: Back Face Culling=on Transparency propagates Alpha channel Defines how transparent objects treats any alpha channel information in the background. When on, refraction and other transparency effects propagate the alpha of the background “through” the transparent object. When off, transparent objects have an opaque alpha. mental ray Materials | 5573 Indirect Illumination Options FG/GI multiplier Allows tweaking of how strongly the material responds to indirect light. FG Quality A local multiplier for the number of final gather rays shot by the material. Fast Glossy Interpolation rollout Glossy reflections and refraction can be interpolated, which causes them to render faster and look smoother. Interpolation works by precalculating glossy reflection in a grid across the image. The number of samples (rays) taken at each point is govern by the Reflection > Glossy Samples on page 5549 or Refraction > Glossy Samples on page 5552 parameters, as in the non-interpolated case. Note that interpolation can cause artifacts. Because it is done on a low-resolution grid, it can lose details. And because it blends neighbors of this low-resolution grid, it can cause oversmoothing. For this reason it is useful primarily with flat surfaces. Interpolation does not work well with wavy, highly detailed surfaces or surfaces that use bump maps. Interpolation grid density The resolution of the grid used for interpolating glossy reflections and refraction. Choose a setting from the drop-down list. Within the grid, data is stored and shared across the points. Using a lower grid resolution is faster, but causes greater loss of detail information. 5574 | Chapter 19 Material Editor, Materials, and Maps Reflective interpolation group Neighboring points to look up Defines how many stored grid points (in an N by N group around the currently rendered point) is looked up to smooth out reflective glossiness. The default is 2, and higher values will “smear” the glossiness more, but are hence prone to more oversmoothing artifacts. In the following illustration, the reflection of the left cup in the floor does not use interpolation, and some grain is evident (here intentionally exaggerated). The floor tiles under the other two cups use a half-resolution interpolation with point lookup set to 2 (center) and 4 (right), respectively. Left: No interpolation; Center: Looking up two points; Right: Looking up four points. The preceding image also illustrates one of the consequences of using interpolation: The foot of the left cup, which is near the floor, is reflected quite sharply, and only the parts of the cup far from the floor are blurry. However, the interpolated reflections of the right cups have a base level of blurriness, due to the smoothing of interpolation, which makes even the closest parts somewhat blurry. In most scenes with weak glossy reflections this discrepancy will never be noticed, but in other cases this can make things like legs of tables and chairs feel “unconnected” with a glossy floor, if the reflectivity is high. To resolve this, you can use the High Detail Distance setting (see following). High detail distance Allows tracing of a second set of detail rays to create a “clearer” version of objects within the specified radius. In the following illustration, all three floor tiles use interpolation but the two on the right use different distances for the detail distance. mental ray Materials | 5575 Left: No detail distance; Center: 25mm detail distance; Right: 150mm detail distance This also allows an interesting trick: Set Reflection > Glossy Samples to 0, which renders reflections as if they were mirror-perfect, but also use interpolation to introduce blur into this reflection, and perhaps use High Detail Distance to make nearby parts less blurry. This is a fast way to obtain a glossy reflection. The floor tiles in the following illustration are rendered with mirror reflections, and the blurriness comes solely from the interpolation. This renders as fast as or faster than pure mirror reflections, yet gives a satisfying illusion of true glossy reflections, especially when utilizing the High Detail Distance option, as on the right. Left: No detail distance; Right: With detail distance 5576 | Chapter 19 Material Editor, Materials, and Maps Single Sample from Environment Creating realistically blurry glossy reflections normally requires taking multiple samples from the environment, which can result in grainy, slow-rendering environment reflections. With this check box on, mental ray instead takes only one sample, thus preventing the grain. This also prevents blurring the environment, so it is best used together with a local, “pre-blurred" environment map. You can do the pre-blurring in an image-processing program or with the Material Editor > Coordinates rollout on page 5782 > Blur and Blur Offset settings. Refractive interpolation group Neighboring points to look up Defines how many stored grid points (in an N by N group around the currently rendered point) are looked up to smooth out refractive glossiness. The default is 2; higher values tend to “smear” the glossiness more, but are hence prone to more oversmoothing artifacts. Special Purpose Maps rollout Lets you apply bump, displacement, and other maps. Each left-justified setting has a check box for enabling and disabling the map, and a button for defining the map. Bump Lets you apply a bump map and multiplier. Do not apply bumps to the diffuse shading When off, the bumps apply to all shading components: diffuse, highlights, reflections, refractions, etc. When on, bumps are applied to all components except the diffuse. This means bumps are seen in reflections, highlights, etc. but the diffuse shading shows no bumps. It is as if the material's diffuse surface is smooth, but is covered by a bumpy lacquer coating. mental ray Materials | 5577 Left: Do Not Apply Bumps ...=off; Right: Do Not Apply Bumps ...=on Displacement Lets you apply a displacement map and multiplier. Cutout Lets you apply an opacity map to completely remove parts of objects. A classic example is to map an image of a tree to a flat plane and use opacity to cut away the parts of the tree that are not there. Left: Mapped transparency; Right: Using Cutout Environment Lets you apply an environment map and shader. Additional Color/Self illum. Lets you apply any shader. The output of this shader is added on top of the shading done by the Arch & Design material 5578 | Chapter 19 Material Editor, Materials, and Maps and can be used for self-illumination-type effects, as well as adding any additional shading you want. General Maps rollout This rollout enables application of maps or shaders to any of the Arch & Design material parameters. Of course, you can apply a shader to a parameter at its standard location in the user interface by clicking its Map button, so the principal value of this rollout is that it also lets you toggle a parameter's shader, using the check box, without removing the map. Arch & Design Material (mental ray): Overview This topic serves as an introduction to the Arch & Design material for mental ray. For a detailed reference to the material interface, see Arch & Design Material (mental ray) on page 5544. For a variety of suggestions for using the material to create specific effects, see Arch & Design Material (mental ray): Tips and Tricks on page 5593. mental ray Materials | 5579 A range of material effects available with the Arch & Design material What Is the Arch & Design Material? The mental ray Arch & Design material is a monolithic material shader designed to support most materials used in architectural and product-design renderings. It supports most hard-surface materials such as metal, wood and glass. It is especially tuned for fast glossy reflections and refractions (replacing the DGS material on page 5615) and high-quality glass (replacing the dielectric material on page 5992). The major features are: ■ Easy to use, yet flexible - controls are arranged logically in a most-used-first fashion. 5580 | Chapter 19 Material Editor, Materials, and Maps ■ Templates - allow fast access to settings combinations for common materials. ■ Physically accurate - the material is energy conserving, making it impossible to create shaders that break the laws of physics. ■ Glossy performance - advanced performance boosts including interpolation, emulated glossiness, and importance sampling. ■ Tweakable BRDF (bidirectional reflectance distribution function) - the user can define how reflectivity depends on angle. ■ Transparency - “Solid” or “thin” materials: transparent objects such as glass can be treated as either solid (refracting, built out of multiple faces) or thin (nonrefracting, can use single faces). ■ Round corners - simulate fillets to allow sharp edges to still catch the light in a realistic fashion. ■ Indirect Illumination control - set the final gather accuracy or indirect illumination level on a per-material basis. ■ Oren-Nayar diffuse - allows “powdery” surfaces such as clay. ■ Built-in Ambient Occlusion - for contact shadows and enhancing small details. ■ All-in-one shader - photon and shadow shader built in. ■ Waxed floors, frosted glass and brushed metals - all fast and easy to set up. Physics and the Display The Arch & Design material attempts to be physically accurate, hence its output has a high dynamic range. How visually pleasing the material looks depends on how colors inside the renderer are mapped to colors displayed on the screen. When rendering with the Arch & Design material it is highly recommended that you operate through a tone mapper/exposure control such as the mr Photographic Exposure Control on page 6744 in conjunction with gamma correction on page 7758, or at the very least use gamma correction. mental ray Materials | 5581 A Note on Gamma Describing all the details of gamma correction is beyond the scope of this topic; this is just a brief overview. The color space of a normal, off-the-shelf computer screen is not linear. The color with RGB value 200 200 200 is not twice as bright as a color with RGB value 100 100 100, as one might expect. This is not a bug because, due to the fact that our eyes see light in a nonlinear way, the former color is actually perceived to be about twice as bright as the latter. This makes the color space of a normal computer screen roughly perceptually uniform. This is a good thing, and is actually the main reason 24-bit color (with only 8 bits or 256 discrete levels for each of the red, green and blue components) looks as good as it does to our eyes. The problem is that physically correct computer graphics operates in a true linear color space where a value represents actual light energy. If one simply maps the range of colors output to the renderer naively to the 0–255 range of each RGB color component it is incorrect. The solution is to introduce a mapping of some sort. One of these methods is called gamma correction. Most computer screens have a gamma of about 2.2 (known as the sRGB color space), but 3ds Max defaults to a gamma of 1.8, which makes everything look too dark (especially midtones), and light does not “add up” correctly. Using a gamma of 2.2 is the theoretically correct value, making the physically linear light inside the renderer appear in a correct linear manner on screen. However, because the response of photographic film isn’t linear either, users find that this theoretically correct value looks too bright and washed out. A common compromise is to render to the default gamma of 1.8, making things look more photographic; that is, as if the image had been shot on photographic film and then developed. However, when exporting and importing images (for example, as texture maps) with external image-editing programs, for best results set all gamma values on Preferences > Gamma and LUT Preferences on page 7758 to 2.2. Tone Mapping Another method for mapping the physical energies inside the renderer to visually pleasing pixel values is known as tone mapping. You can accomplish this either by rendering to a floating-point file format and using external software, or with a plug-in that allows the renderer to do it on the fly. In 3ds 5582 | Chapter 19 Material Editor, Materials, and Maps Max such plug-ins are known as exposure controls and are accessed from the Environment dialog. Use Final Gathering and Global Illumination The Arch & Design material is designed to be used in a realistic lighting environment; one that incorporates full direct and indirect illumination. mental ray provides two basic methods for generating indirect light: Final Gathering and Global Illumination. For best results, be sure to use at least one of these methods. At the very least, enable Final Gathering, or use Final Gathering combined with Global Illumination (photons) for quality results. Performance tips for using Final Gather and Global Illumination can be found here on page 5593. If you use an environment for your reflections, make sure the same environment (or a blurred copy of it) is used to light the scene through Final Gathering. In 3ds Max this means you should include a Skylight on page 5065 in your scene set to Use Scene Environment, or use Daylight system on page 5139 with Skylight set to mr Sky. Use Physically Correct Lights Traditional computer-graphics light sources live in a cartoon universe where the intensity of the light doesn’t change with the distance. The real world doesn’t agree with that simplification. Light decays when leaving a light source due to the fact that light rays diverge from their source and the intensity of the light changes over distance. This decay of a point light source is 1/d2; in other words, light intensity is proportional to the inverse of the square of the distance to the source. One of the reasons for this traditional oversimplification is the fact that in the early days of computer graphics, tone mapping was not used and problems of colors blowing out to white in the most undesirable ways was rampant. (Raw clipping in sRGB color space is displeasing to the eye, especially if one color channel clips earlier than the others. Tone mapping generally solves this by “soft clipping” in a more suitable color space than sRGB.) However, as long as only Final Gathering (FG) is used as indirect illumination method, such traditional simplifications still work. Even light sources with no decay still create reasonable renderings. This is because FG is concerned only with the transport of light from one surface to the next, not with the transport of light from the light source to the surface. mental ray Materials | 5583 It’s when working with Global Illumination (GI) (that is, with photons) the troubles arise. When GI is enabled, light sources shoot photons. For the Arch & Design material (or any other mental ray material) to be able to work properly, it is imperative that the energy of these photons to match the direct light cast by that same light. And since photons model light in a physical manner, decay is built in. Hence, when using GI: ■ Light sources must emit photons at the correct energy. ■ The direct light must decay in a physically correct way to match the decay of the photons. Therefore it is important to make sure the light shader and the photon emission shader of the lights work well together. In 3ds Max this is most easily solved by using the photometric lights on page 5005. All of these lights are guaranteed to have their photon energy in sync with their direct light. It is built in and automatic and one does not need to worry about it. Features The Shading Model From a usage perspective, the shading model consists of three components: ■ Diffuse - diffuse channel /including Oren Nayar “roughness”). ■ Reflections - glossy anisotropic reflections (and highlights). ■ Refraction - glossy anisotropic transparency (and translucency). 5584 | Chapter 19 Material Editor, Materials, and Maps The Arch & Design material shading model Direct and indirect light from the scene cause diffuse reflections as well as translucency effects. Direct light sources also create specular highlights. Ray tracing is used to create reflective and refractive effects, and advanced importance-driven multi-sampling is used to create glossy reflections and refraction. The rendering speed of the glossy reflections/refraction can further be enhanced by interpolation as well as “emulated” reflections with the help of Final Gathering. Conservation of Energy One of the most important features of the material is that it is automatically energy conserving. This means that it makes sure that diffuse + reflection + refraction <= 1. In other words, no energy is magically created and the incoming light energy is properly distributed to the diffuse, reflection and refraction components in a way that maintains the first law of thermodynamics. In practice, this means, for example, that when adding reflectivity, the energy must be taken from somewhere, and hence the diffuse level and the transparency will be automatically reduced accordingly. Similarly, adding transparency happens at the cost of the diffuse level. mental ray Materials | 5585 The rules are as follows: ■ Transparency takes energy from diffuse; that is, at 100% transparency, there is no diffuse at all. ■ Reflectivity takes energy from both diffuse and transparency; that is, at 100% reflectivity there is neither diffuse nor transparency. ■ Translucency is a type of transparency, and the Translucency Weight parameter defines the percentage of transparency vs. translucency. From left to right: Reflectivity=0.0, 0.4, 0.8, and 1.0 From left to right: Transparency=0.0, 0.4, 0.8, and 1.0 Conservation of energy also means that the level of highlights is linked to the glossiness of a surface. A high Reflection Glossiness value causes a narrow, intense highlight, while a lower value causes a wider, less intense highlight. This is because the energy is now spread out and dissipated over a larger area. BRDF: How Reflectivity Depends on Angle In the real world, the reflectivity of a surface is often view-angle dependent. A fancy term for this is bidirectional reflectance distribution function (BRDF); that is, a way to define how much a material reflects when seen from various angles. 5586 | Chapter 19 Material Editor, Materials, and Maps The reflectivity of the wood floor depends on the view angle. Many materials exhibit this behavior. The most obvious examples are glass, water, and other dielectric materials with Fresnel effects (where the angular dependency is guided strictly by the index of refraction), but other layered materials such as lacquered wood and plastic display similar characteristics. The Arch & Design material allows this effect to be defined by the index of refraction, and also allows an explicit setting for the two reflectivity values for: ■ 0 degree faces (surfaces directly facing the camera) ■ 90 degree faces (surfaces 90 degrees to the camera) For more information, see BRDF rollout on page 5557. Reflectivity Features The final surface reflectivity is in reality caused by the sum of three components: ■ The diffuse effect ■ The actual reflections ■ Specular highlights that simulate the reflection of light sources Diffuse, reflections, and highlights mental ray Materials | 5587 In the real world, highlights are just glossy reflections of the light sources. In computer graphics it’s more efficient to treat these separately. However, to maintain physical accuracy the material automatically keeps highlight intensity, glossiness, anisotropy, etc. in sync with the intensity, glossiness and anisotropy of reflections. Thus, there are no separate controls for these as both are driven by the reflectivity settings. Transparency Features The material supports full glossy anisotropic transparency and includes a translucent component, described in detail here on page 5554. Translucency Solid versus Thin-Walled The transparency/translucency property can treat objects as either solid or thin-walled. If all objects were treated as solids at all times, every window pane in an architectural model would have to be modeled as two faces: an entry surface that refracts the light slightly in one direction, and immediately following it an exit surface, where light is refracted back into the original direction. Not only does this entail additional modeling work, it is a waste of rendering power to simulate refraction that has very little net effect on the image. Hence the material allows modeling the entire window pane as a single flat plane, foregoing any actual refraction of light. 5588 | Chapter 19 Material Editor, Materials, and Maps Solid vs. thin-walled transparency and translucency In the preceding illustration the helicopter canopy, the window pane, the translucent curtain, and the right-hand sphere all use thin-walled transparency or translucency, whereas the glass goblet, the plastic horse, and the left-hand sphere all use solid transparency or translucency. Cutout Opacity Beyond the “physical” transparency, which models an actual property of the material, the material provides a completely separate, non-physical “cutout opacity” channel to allow “billboard” objects such as trees, or to cut out objects such as a chainlink fence with an opacity mask. Special Effects Built-in Ambient Occlusion Ambient Occlusion (AO) is a method spearheaded by the film industry for emulating the look of true global illumination by using shaders that calculate the extent to which an area is occluded, or prevented from receiving incoming light. mental ray Materials | 5589 Used alone, an AO shader, such as the separate mental ray Ambient/Reflective Occlusion shader, creates a grayscale output that is dark in areas light cannot reach and bright in areas where it can: The following image illustrates the main results of AO: dark crevices and areas where light is blocked by other surfaces, and bright areas that are exposed to the environment. An example of AO applied to a scene One important aspect of AO is that the user can how far it looks for occluding geometry. 5590 | Chapter 19 Material Editor, Materials, and Maps AO looked up within a shorter radius Using a radius creates a localized AO effect: Only surfaces within the given radius are considered as occluders. This also speeds up rendering. The practical result is that the AO provides nice “contact shadow” effects and makes small crevices visible. The Arch & Design material gives you two ways to utilize its built-in AO: ■ Traditional AO for adding an omnipresent ambient light that is then attenuated by the AO to create details. ■ Use AO for detail enhancement together with existing indirect lighting methods such as Final Gathering or photons. The latter method is especially interesting when using a highly smoothed indirect illumination solution, such as a high photon radius or an extremely low final gather density, which could otherwise lose small details. By applying the AO with short rays these details can be brought back. mental ray Materials | 5591 Round Corners Computer-generated imagery tends to look unrealistic, partly because edges of objects are geometrically sharp, whereas most edges in the real world are slightly rounded, chamfered, worn, or filleted in some manner. This rounded edge tends to “catch the light” and create highlights that make edges more visually appealing. The Arch & Design material can create the illusion of rounded edges at render time. This feature is intended primarily to speed up modeling, so that you need not explicitly fillet or chamfer edges of objects such as a tabletop. Left: No round corners; Right: Round corners The function is not a displacement; it is merely a shading effect, like bump mapping, and is best suited for straight edges and simple geometry, not advanced, highly curved geometry. Performance Features Finally, the Arch & Design material contains a large set of built-in functions for optimal performance, including but not limited to: ■ Advanced importance sampling with ray rejection thresholds ■ Adaptive glossy sample count ■ Interpolated glossy reflection/refraction with detail enhancements ■ Ultra-fast emulated glossy reflections (Highlights+FG Only mode) ■ The option to ignore internal reflections for glass objects ■ The choice between traditional transparent shadows, suitable for objects such as a window pane, and refractive caustics, suitable for solid glass objects, on a per-material basis. 5592 | Chapter 19 Material Editor, Materials, and Maps Arch & Design Material (mental ray):Tips and Tricks This topic contains information to help you more effectively use the Arch & Design material on page 5544 for mental ray. See also: ■ Arch & Design Material (mental ray): Overview on page 5579 ■ Arch & Design Material (mental ray) on page 5544 Final Gather Performance The final gather algorithm in mental ray 3.5 is vastly improved from earlier versions, especially in its adaptiveness. This means you can often use much lower ray counts and much lower densities than in previous versions of mental ray. In many cases, you can render still images with such extreme settings as 50 rays and a density of 0.1. If this causes “oversmoothing” artifacts, you can use the built-in ambient occlusion on page 5564 to solve those problems. When using final gather together with GI (photons), make sure the photon solution is fairly smooth by first rendering with Final Gather disabled first. If the photon solution is noisy, increase the photon search radius until it “calms down,” and then enable Final Gather. Quick Guide to Some Common Materials Following are some quick rules of thumb for creating various materials. Each assumes the basic default settings as a starting point. General Rules of Thumb for Glossy Wood, Flooring, and So On These are the kind of “hybrid” materials you might require for architectural renderings; lacquered wood, linoleum, etc. For these materials, set BRDF to Custom Reflectivity Function; that is, you'll define a custom BRDF curve. Start out with 0 degree reflectivity of 0.2, 90 degree reflectivity of 1.0, and apply a suitable texture map to the Diffuse Color. Set Reflectivity between 0.6 and 1.0. mental ray Materials | 5593 How glossy is the material? Are reflections clear or blurry? Are they strong or weak? ■ For clear, fairly strong reflections, keep Reflection Glossiness at 1.0. ■ For slightly blurry but strong reflections, set a lower Reflection Glossiness value. If performance becomes an issue try turning on Fast (interpolate). ■ For slightly blurry but also very weak reflections, you can “cheat” by applying a lower Reflection Glossiness value for broader highlights while setting Reflection Glossy Samples to 0. This shoots only one mirror ray for reflections, but if they are very weak, the viewer can often not really tell. ■ For moderately blurry surfaces, set an even lower Reflection Glossiness value and maybe increase the Reflection Glossy Samples value. Again, for improved performance turn on Fast (interpolate). ■ For extremely blurry surfaces or surfaces with very weak reflections, try turning on Highlights+FG Only. A typical wooden floor could use Reflection Glossiness of 0.5, Reflection Glossy Samples of 16, Reflectivity of 0.75, a nice wood texture for Diffuse Color, perhaps a slight bump map. If bumpiness should appear only in the lacquer layer, turn on Special Purpose Maps rollout > Do Not Apply Bumps To The Diffuse Shading. Linoleum flooring could use the same settings but with a different texture and bump map, and probably with slightly lower Reflectivity and Reflection Glossiness values. Ceramics Ceramic materials are glazed; that is, they're covered by a thin layer of transparent material. They follow rules similar to the general materials mentioned above, but set the BRDF method on page 5557 to By IOR (fresnel reflections) and set IOR to about 1.4 and Reflectivity to 1.0. Set the Diffuse Color to a suitable texture or color, such as white for white bathroom tiles. Stone Materials A stone object usually has a fairly matte finish, or has reflections that are so blurry they are nearly diffuse. You can simulate the “powdery” character of stone with the Diffuse Roughness parameter; try 0.5 as a starting point. Porous stone such as brick would have a higher value. 5594 | Chapter 19 Material Editor, Materials, and Maps Stone would have a very low Reflection Glossiness (lower than 0.25) and one can most likely use Highlights+FG Only to good effect for very good performance. Use a nice stone texture for Diffuse Color, some kind of bump map, and perhaps a map that varies the Reflection Glossiness value. The Reflectivity would be around 0.5-0.6 with By IOR (fresnel reflections) off and 0 degree reflectivity at 0.2 and 90 degree reflectivity at 1.0 Glass Glass is a dielectric, so By IOR (fresnel reflections) should definitely be on. The IOR of standard glass is 1.5. Set Diffuse Level to 0.0, Reflectivity to 1.0 and Transparency to 1.0. This is enough to create basic, completely clear refractive glass. If this glass is for a window pane, turn Thin-walled on. If this is a solid glass block, turn Thin-walled off and consider if caustics are necessary or not, and set Refractive Caustics accordingly. If the glass is frosted, set Refraction Glossiness to a suitable value. Tune the Refraction Samples for good quality or turn on Fast (interpolate) for performance. Colored Glass For clear glass, use the tips in the preceding section. Colored glass, however, is a different story. Many shaders set the transparency at the surface of the glass. And indeed this is what happens if one simply sets a Refractive Color to some value, such as blue. For glass with Thin-walled turned on this works perfectly. But for solid glass objects this is not an accurate representation of reality. The scene in following illustration contains two glass blocks of different sizes, a sphere with a spherical hole inside it, and a glass horse. NOTE The spherical hole was created by inserting a second sphere with its normals flipped inside the outer sphere. Don’t forget to flip the normals of such surfaces or they will not render correctly. mental ray Materials | 5595 With a blue refraction color: Glass with color changes at the surface The problems are evident: ■ The two glass blocks are of different thicknesses, yet they are exactly the same level of blue. ■ The inner sphere is darker than the outer one. Why does this happen? Consider a light ray that enters a glass object. If the color is located at the surface, the ray is colored somewhat as it enters the object, retains this color through the object, and receives a second coloration (attenuation) when it exits the object: 5596 | Chapter 19 Material Editor, Materials, and Maps Diagram for glass with color changes at the surface In the above illustration the ray enters from the left, and at the entry surface it drops in level and gets slightly darker (the graph illustrates the level schematically). It retains this color throughout its travel through the medium and then drops in level again at the exit surface. For simple glass objects this is quite sufficient. For any glass using Thin-walled on page 5571it is by definition the correct thing to do, but for any complex solid it is not. It is especially wrong for negative spaces inside the glass (like the sphere in our example) because the light rays have to travel through four surfaces instead of two, getting two extra steps of attenuation at the surface. In real colored glass, light travels through the medium and is attenuated as it goes. In the Arch & Design material this is accomplished by turning on mental ray Materials | 5597 Advanced Rendering Options > Refraction > Max Distance, setting the Color At Max Distance, and setting the Refraction Color to white. This is the result: Glass with color changes within the medium The result is clearly much more satisfactory: The thick glass block is a deeper blue than the thin one, and the hollow sphere now looks correct. In diagram form it looks as follows: 5598 | Chapter 19 Material Editor, Materials, and Maps d=Max Distance where attenuation is Color at Max Distance The ray enters the medium and is attenuated throughout its travel. The strength of the attenuation is such that precisely the Max Distance (d in the figure) the attenuation matches that of Color At Max Distance. In other words, at this depth the attenuation is the same as was received immediately at the surface with the previous scene. The falloff is exponential, so at double the Max Distance value the effect is that of Color At Max Distance squared, and so on. There is one minor tradeoff: To render the shadows of a material correctly using this method, you must either use caustics or make sure mental ray is rendering shadows in Segments mode (see Shadows & Displacement Rollout (mental ray Renderer) on page 6292). mental ray Materials | 5599 Using caustics naturally gives the most correct-looking shadows (the above image was rendered without caustics), but requires that the scene has caustic photons enabled and contains a physical light source that shoots caustic photons. On the other hand, the mental ray Segments shadows have a slightly lower performance than the more widely used Simple shadow mode. But if it is not used, the shadow intensity will not take the attenuation through the media into account properly. However, the image might still look pleasing. Water and Liquids Water, like glass, is a dielectric with an IOR of 1.33. Hence, the same principles as for glass (above) apply to bodies of water, which truly need to refract their environment. An example is water running from a tap. Colored liquids use the same principles as colored glass. Water into wine To create a liquid in a container, as in the preceding image, it is important to understand how the Arch & Design material handles refraction through multiple surfaces vs. the real-world behavior of light in such circumstances. What is important for refraction is the transition from one medium to another with a different IOR. Such a transition is known as an interface. For lemonade in a glass, imagine a ray of light travelling through the air (IOR=1.0). When it enters the glass, it is refracted by the IOR of the glass (1.5). The ray then leaves the glass and enters the liquid; that is, it passes through an interface from a medium of IOR 1.5 to another medium of IOR 1.33. 5600 | Chapter 19 Material Editor, Materials, and Maps One way to model this in computer graphics is to make the glass one separate closed surface, with the normals pointing outward from the surface of the glass and an IOR of 1.5, and a second, closed surface for the liquid, with the normals pointing outward and an IOR of 1.33, leaving a small air gap between the container and the liquid. This approach works, but can cause a problem: When light goes from a higher IOR to a lower there is a chance of an effect known as total internal reflection (TIR). This is the effect you see when diving into a swimming pool and then looking up: You can see the objects above the surface only in a small circle straight above. Anything below a certain angle shows only a reflection of the pool and things below the surface. The larger the difference in the IOR of the two media, the greater the chance of TIR. So in our example, as the ray goes from glass (IOR=1.5) to air, there is a large chance of TIR. But in reality the ray would move from a medium of IOR=1.5 to one of IOR=1.33, which is a much smaller step with a much smaller chance of TIR. This looks different: Left: Correct refraction; Right: the “air gap” method The result on the left is the correct one, but how it is obtained? The solution is to rethink the modeling, and not to think in terms of media, but in terms of interfaces. In our example, we have three different interfaces, where we can consider the IOR as the ratio between the IORs of the outside and inside media: ■ air-glass interface (IOR=1.5/1.0=1.5) ■ air-liquid interface (IOR=1.33/1.0=1.33) mental ray Materials | 5601 ■ glass-liquid interface (IOR=1.33/1.5=0.8) In the most common case of an interface with air, the IOR to use is the IOR of the media (because the IOR of air is 1.0), whereas in an interface between two different media, the situation is different. To correctly model this scenario, then, we need three surfaces, each with a different Arch & Design material applied: ■ the air-glass surface (blue), with normals pointing out of the glass, covering the area where air directly touches the glass, having an IOR of 1.5 ■ the air-liquid surface (green), with normals pointing out of the liquid, covering the area where air directly touches the liquid, having an IOR of 1.33 ■ the glass-liquid surface (red), with normals pointing out of the liquid, covering the area where the glass touches the liquid, having an IOR of 0.8 The three interfaces for a liquid in a glass By setting suitable Max Distance and Color At Max Distance values for the two liquid materials (to get a colored liquid), we obtain the glass on the left in the preceding rendered image. Ocean and Water Surfaces A water surface is a slightly different matter than a visibly transparent liquid. The ocean isn’t blue; it is reflective. Not much of the light that penetrates the surface of the ocean gets anywhere of interest. A small amount of light is scattered back up again, doing a bit of literal subsurface scattering. 5602 | Chapter 19 Material Editor, Materials, and Maps To make an ocean surface with the Arch & Design material, follow these steps: 1 Set Diffuse Level to 0.0, Reflectivity to 1.0, and Transparency to 0.0. That's right: No refraction is necessary. 2 Set IOR to 1.33 and turn on By IOR (fresnel reflections). Apply an interesting wobbly shader to Bump (Ocean (lume) works well here) and your ocean is basically done. This ocean has reflections guided only by the IOR. But this might work fine; try it. Just make sure there is something there for it to reflect. Add a sky map, objects, or a just a blue gradient background. There must be something or it will be completely black. The ocean isn’t blue; the sky is. For a more tropical look, try setting Diffuse Color to a slightly blue-green color, set the Diffuse Level to a fairly low number such as 0.1, and turn on Do Not Apply Bumps To The Diffuse Shading. Now you have a base color in the water that emulates the small amount of scattering that occurs in the top level of the ocean. mental ray Materials | 5603 Enjoy the tropics. Metal Metals are reflective, which means they need something to reflect. The best looking metals come from having a true HDRI environment, either from a spherically mapped HDRI photo, or something like the mental ray physical sky. To create classic chrome, turn off By IOR (fresnel reflections), set Reflectivity to 1.0, 0 degree reflectivity to 0.9 and 90 degree reflectivity to 1.0. Set Diffuse Color to white, and turn on Metal Reflections. This creates an almost completely reflective material. Tweak the Reflection Glossiness parameter for various levels of blurry reflections. Also consider using the Round Corners effect on page 5567, which tends to work very well with metallic objects. Metals also influence the color of their reflections. Because you turned on Metal Reflections, this is already happening; try setting the Diffuse Color to a golden color to create gold. Try various levels of Reflection Glossiness (with the help of Fast (interpolate) for performance, when necessary). You can also change the Reflectivity value. This has a slightly different meaning when Metal Material is on; it blends between the reflections (colored by the Diffuse Color) and normal diffuse shading. This allows a blend between the glossy reflections and the diffuse shading, both driven by the same color. For 5604 | Chapter 19 Material Editor, Materials, and Maps example, an aluminum material would need a bit of diffuse blended in, whereas chrome would not. Gold, silver, and copper Brushed Metal Brushed metal is an interesting special case. In some cases, creating a brushed metal requires only turning down the Reflection Glossiness to a level where you obtain a very blurred reflection. This is sufficient when the brushing direction is random or the brushes are too small to be visible even as an aggregate effect. For materials that have a clear brushing direction and/or where the actual brush strokes are visible, creating a convincing look is slightly more involved. The tiny grooves in a brushed metal surface all work together to cause anisotropic reflections. This can be illustrated by the following schematic, which simulates the brush grooves by modeling many tiny adjacent cylinders, shaded with a simple Phong shader: mental ray Materials | 5605 Many small adjacent cylinders As you can see, the specular highlights in the cylinders work together to create an aggregate effect which is the anisotropic highlight. Also note that the highlight isn’t continuous; it is actually broken up into small, adjacent segments. So the primary visual cues that a material is brushed metal are: ■ Anisotropic highlights that stretch out in a direction perpendicular to the brushing direction ■ A discontinuous highlight with breaks in the brushing direction Many attempts to simulate brushed metals have looked only at the first effect: the anisotropy. Another common mistake is to think that the highlight stretches in the brushing direction. Neither is true. Hence, to portray brushed metals, it is necessary to simulate these two visual cues. The first is simple: Use Anisotropy and Anisotropy Rotation to make anisotropic highlights. The second can be done in several ways: ■ with a bump map ■ with a map that varies the Anisotropy or Reflection Glossiness values ■ with a map that varies the Reflection Color 5606 | Chapter 19 Material Editor, Materials, and Maps Each has advantages and disadvantages, but the one we suggest here is the last one. The reason for choosing this method is that it works well with interpolation. 1 Create a map for the brush streaks. The possible ways to do this include painting a map in a paint program, or using a Noise map that has been stretched heavily in one direction. The map should vary between middle-gray and white. 2 Apply this map to the Reflection Color in a scale suitable for the brushing. 3 Set Diffuse Color to white (or the color of the metal) but set Diffuse Level to 0.0 (or a small value). 4 Make sure Metal Material is on. 5 Set Reflection Glossiness to 0.75. 6 Set Anisotropy to 0.1 or a similar value. Use Anisotropy Rotation to align the highlight properly with the map. If necessary use Anisotropy Channel to base it on the same texture space as the map. Brushed metal Car Paint Material/Shader (mental ray) Material Editor > Type button > Material/Map Browser > Car Paint Material Material Editor > any material > Click a Map button. > Material/Map Browser > Car Paint Shader mental ray Materials | 5607 Note: The Car Paint material and shader appear in the Browser only if the mental ray renderer is the currently active renderer. Car Paint is available as both a mental ray material and shader; both have identical parameters, and support the following unique characteristics of real-world car paint: ■ The lowest surface, applied directly to the car body, is a thin layer of pigment. The properties of this layer are such that the perceived color changes depending on the viewing angle as well as the incident angle of the incoming light. ■ Tiny metal flakes are suspended within this layer. The flakes reflect light and can be seen glittering on a sunny day, due to individual flakes reflecting sunlight directly at the observer. ■ On top of this is a clear-coat layer, which can be more or less reflective and more or less glossy, depending on the quality of the layer and any added wax coating. Most notably, this layer tends to exhibit a pronounced Fresnel effect, reflecting more light at glancing angles. ■ An optional, topmost Lambertian dirt layer can help give an "unwashed" look. 5608 | Chapter 19 Material Editor, Materials, and Maps Interface Diffuse coloring rollout Ambient/Extra light The ambient light component. NOTE This parameter is treated differently from the ambient/ambience parameter pair of many other base shaders in that it is influenced by the additional Diffuse Coloring parameters, and hence represents incoming light, rather than the object's "ambient color." Base color The base diffuse color of the material. Edge color The color seen at glancing angles (that is, edges), which tends to appear much darker. For deep metallic paints seen on sports cars it tends to be almost black. Edge bias The falloff rate of the color towards the edge. Higher values make the edge region narrower; lower values make it wider. The useful range is 0.0 to approximately 10.0, where the value 0.0 turns the effect off. Color shift due to view angle, shifting between a red base color and a blue edge color (atypical colors chosen for demonstration purposes) with varying Edge Bias values Light facing color The color of the area facing the light source. Light facing color bias The falloff rate of the color towards the light. Higher values make the colored region facing the light smaller/narrower; lower values mental ray Materials | 5609 make it larger/wider. The useful range is 0.0 to approximately 10.0, where the value 0.0 turns the effect off. Color shift due to view angle, shifting between a red base color and a green light facing color (atypical colors chosen for demonstration purposes) with varying Light Facing Color Bias values Diffuse weight Controls the overall level of the Diffuse Coloring parameters. Diffuse bias Modifies the falloff of the diffuse shading. Higher values push the diffuse peak towards the light source, and lower values flatten the diffuse peak. The useful range is approximately 0.5 to 2.0, where 1.0 represents standard Lambertian shading. Flakes rollout Flake color The color (reflectivity) of the flakes, which is generally white. Flake weight A scalar multiplier for the flake color. Flake reflections (ray traced) The amount of ray-traced reflection in the flakes, which allows glittery reflections of, for example, an HDRI environment. The value 0.0 turns the effect off. This effect should generally be very subtle; a value of 0.1 is often enough. The final intensity of reflections also depends on the Flake Color and Flake Weight values. Flake specular exponent The Phong specular exponent for the flakes. 5610 | Chapter 19 Material Editor, Materials, and Maps Flake density The density of the flakes. The useful range is from 0.1 to approximately 10.0, where lower values indicate sparser flakes and higher values indicates denser flakes. Flake decay distance The distance at which the influence of the flakes fades out. A value of 0.0 disables fading. Any positive value causes the Flake Weight value to be modulated so that it reaches zero at this distance. Because flakes are relatively small, using can introduce rendering artifacts if their visual density becomes significantly smaller than a pixel. If the oversampling of the rendering is set high, small flakes can also potentially trigger massive oversampling and hence overlong rendering times needlessly, because the averaging caused by the oversampling will essentially cancel out the flake effect. If you experience these issues, use Flake Decay Distance to counteract them. Flakes at different distances with no flake decay. The farthest flakes might cause flicker in animations, or trigger unnecessary oversampling and long render times (rendered here with low oversampling for illustrative purposes). Using flake decay. The flake strength diminishes with distance. The same intentionally low oversampling as in the previous image has been used. mental ray Materials | 5611 Flake strength The difference between the orientation of the flakes. The useful range is 0.0 to 1.0 where 0.0 means that all flakes are parallel to the surface, while higher values vary the orientation of flakes increasingly. Flake scale The size of the flakes. The procedural texture is calculated in object space, and will hence follow the object. Thus, the scale is influenced by any scale transformation on the object. Specular reflections rollout Specular Color #1 The color of the primary specular highlight. Specular Weight #1 A scalar multiplier applied to Specular Color #1. Specular exponent #1 The Phong exponent of Specular Color #1. Specular Color #2 The color of the secondary specular highlight. Specular Weight #2 A scalar multiplier applied to Specular Color #2. Specular exponent #2 The Phong exponent of Specular Color #2. Glazed specularity #1 Enables a special mode on the primary specular highlight called glazing. By applying a threshold to the specular highlight, it makes the surface appear more polished and shiny. For a new sports car with a lot of wax, turn this on. For a beat-up car in the junkyard, turn it off. Left to right: Flake specularity only; standard specularity; "glazed" mode enabled; "glazed" mode specularity with flakes 5612 | Chapter 19 Material Editor, Materials, and Maps Reflectivity rollout Reflection color The color of the reflections in the clear-coat layer. This is generally white. Edge factor Clear coat tends to reflect more at glancing angles (edges). This parameter defines the "narrowness" of this edge. Edge reflections weight The reflective strength at the edge (generally 1.0). Facing reflections weight The reflective strength at facing angles (generally low: 0.1 - 0.3). Glossy reflection samples Enables a glossy clear coat. This parameter sets the number of glossy reflection rays traced. A value of 0 disables glossiness. Glossy reflections spread Sets the amount of glossiness. Cars are generally near-mirrors so this value should be kept small. Max distance Limits the reach of reflective rays. Single environment sampling Optimizes lookup of environment maps. mental ray Materials | 5613 Dirty layer (lambertian) rollout Real cars are rarely clean. This shows the dirt layer (hand-painted dirt-placement map), including a bump map applied in the dirty regions. A simple Lambertian dirt layer covers the underlaying paint and clear-coat layers. Dirt color The color of the dirt. Dirt weight The amount of dirt in the layer. This is typically connected to a texture shader to obtain variations in the dirt across the surface. If the value is 0.0, no dirt is added. Advanced options rollout 5614 | Chapter 19 Material Editor, Materials, and Maps Irradiance weight (indirect illumination) The influence of indirect light (photons and final gathering) on the surface. It is internally divided by pi (3.14159); for example, a value of 1.0 means the standard 1.0/pi weight. Global weight A global tuning parameter that affects the entire diffuse, flake, and specular subsystems. It does not affect reflections or dirt. Shaders rollout This rollout enables application of maps or shaders to any of the Car Paint parameters. Of course, you can apply a shader to a parameter by clicking its Map button, so the principal value of this rollout is that it also lets you toggle a parameter's shader, using the check box, without removing the map. DGS Material (mental ray) Material Editor > Type button > Material/Map Browser > DGS Material (physics_phen) Note: The DGS material appears in the Browser only if the mental ray renderer is the currently active renderer. DGS stands for Diffuse, Glossy, Specular. This material is a mental ray phenomenon (a scripted shader tree) that provides a physically accurate simulation of a surface. Using DGS materials with the mental ray renderer is comparable to using the Architectural material on page 5526 with the default scanline renderer. The DGS material's basic components appear on the Parameters rollout. You can assign shaders to these components, creating a material of greater complexity. Buttons for assigning shaders are on both the Parameters rollout and the Shaders rollout. mental ray Materials | 5615 Interface Parameters rollout NOTE The button to the right of each control is a shortcut shader button. Clicking one of these buttons displays the Material/Map Browser on page 5290 so you can assign a shader to this component. When a map or a shader has been assigned to a component, this button displays the letter “M,” and the comparable button on the Shaders rollout displays the map or shader name. Diffuse Click the color swatch to display a Color Selector on page 391 and change the material's diffuse color. Glossy Highlights Click the color swatch to display a Color Selector and change the color of glossy highlights. Specular Click the color swatch to display a Color Selector and change the color of mirror reflections. When the specular color is white, the material is 100 percent reflective, like a mirror. When the specular color is black, the material does not reflect any of its surroundings. Shiny Sets the width of glossy highlights. The larger this value, the smaller the highlights. Default=30.0. Transparency Specifies the transparency. The effective range of Transparency is from 0.0 to 1.0. At 0.0 the material is fully opaque. At 1.0 it is fully transparent. Default=0.0. 5616 | Chapter 19 Material Editor, Materials, and Maps WARNING You can set the value of Transparency to be greater than 1.0, but this has no effect. An anomaly of the user interface for shaders in the mental ray and lume libraries is that spinner values are not “clamped” to lie within their effective ranges, as they are for controls in 3ds Max. The value of Transparency also indirectly specifies the reflectivity of the material, which is calculated as 1.0 minus the Transparency value. Index Of Refraction Specifies the IOR. In the physical world, the IOR results from the relative speeds of light through the transparent material and the medium the eye or the camera is in. Typically this is related to the object's density. The higher the IOR, the denser the object. Default=1.5. See Extended Parameters Rollout (Standard Material) on page 5408 for a list of IOR values for commonly encountered materials. NOTE When the IOR equals 1.0, there is no refraction, and calculating the transparency can take less time than when the material is refractive. Shaders rollout The controls on this rollout let you assign a map or shader to one of the basic parameters of the DGS material. This is comparable to mapping a component of a standard material; by adding shaders, you can create a shader tree that generates complex effects. Click the button for a component to display the Material/Map Browser on page 5290 and assign the map or shader. Use the toggle at the left to turn the effect of the map off or on. mental ray Materials | 5617 The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. IMPORTANT UV Coordinates on page 6013 and XYZ Coordinates on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. For all the DGS material components, the available mental ray shaders are the same: Shader Library Bump on page 5986 3ds Max DGS Material on page 5987 3ds Max Dielectric base Dielectric Material on page 5992 3ds Max Edge lume Facade lume Glass lume Glow lume Landscape lume Material to Shader on page 6001 3ds Max Metal lume 5618 | Chapter 19 Material Editor, Materials, and Maps Shader Library Ocean lume Opacity base Reflect base Refract base Shader List on page 6003 3ds Max Stain lume Translucency lume Transmat physics Transparency base Two Sided base UV Generator on page 6005 3ds Max Water Surface lume Wet-Dry Mixer lume XYZ Generator on page 6013 3ds Max Glass Material (mental ray) Material Editor > Type button > Material/Map Browser > Glass (physics_phen) Note: The Glass material appears in the Browser only if the mental ray renderer is the currently active renderer. mental ray Materials | 5619 The Glass material simulates both the surface properties and the light-transmitting (photon) properties of glass. It is a mental ray phenomenon (a scripted shader tree) that is equivalent to a mental ray material on page 5638 with a Dielectric Material shader on page 5992 assigned to both its Surface and Photon components, with the parameter settings identical for both. A dielectric material, such as glass, is a material whose surface transmits most light that strikes it at angles close to perpendicular (90 degrees), but reflects most light that strikes at glancing angles (close to zero degrees). NOTE This material does not use a shadow shader, so shadows will always be opaque unless you generate caustics. Adjacent Refractive Materials Two controls, Outside Light Persistence and Index Of Refraction (Out), are for situations where you are modeling two adjacent refractive materials. Consider a drink in a martini glass. The glass has an index of refraction (IOR) of 1.5, while the alcohol in the glass has an IOR of about 1.3. To create a physically accurate model of this situation, use three glass materials: one for the glass itself, one for the alcohol, and a third material for the surfaces where they touch each other. For this third material, set the “inside” IOR to 1.3, and the outside IOR to 1.5. 5620 | Chapter 19 Material Editor, Materials, and Maps Interface Light Persistence In conjunction with the Persistence Distance, controls the percentage of light that the volume transmits. For example, if the color is set to R=G=B=0.5 and the Persistence Distance is set to 2.0, then objects with a thickness of 2.0 units will appear 50 per cent transparent. Default=white (R=G=B=1.0). Because transparency depends on the thickness of the object, objects with varying thickness show different transparency depending on the angle from which they are viewed. Index Of Refraction Specifies the Index Of Refraction (IOR). In the physical world, the IOR results from the relative speeds of light through the transparent material and the medium the eye or the camera is in. Typically this is related to the object's density. The higher the IOR, the denser the object. Default=1.5. See Extended Parameters Rollout (Standard Material) on page 5408 for a list of IOR values for commonly encountered materials. Outside Light Persistence In conjunction with the Persistence Distance, controls the percentage of light transmitted on the other side of a surface. When set to the default of black, this control has no effect. See the section “Adjacent Refractive Materials,” above. Default=black (R=G=B=0.0). mental ray Materials | 5621 Index Of Refraction (out) Sets the IOR on the other side of a surface. When set to the default of zero, this control has no effect. See the section “Adjacent Refractive Materials,” above. Default=0.0. Persistence Distance In conjunction with the Light Persistence color, controls the percentage of light that the volume transmits. It is the distance at which light transmission is reduced to the percentage specified by the Light Persistence RGB values. Default=1.0. If you specify an Outside Light Persistence color, that setting also uses the Persistence Distance. Ignore Normals When on, the renderer does not use normals to decide whether a light ray is entering or leaving the object. Normally, the material uses normals to decide whether a ray is entering or leaving an object. (It is entering if the normal points toward the ray, leaving if the normal points away from the ray.) This can present a problem for rendering objects whose normals are not unified. When Ignore Normals is on, the material determines whether a ray is entering or leaving the object by counting the number of times the ray has intersected the object. Default=off. Opaque Alpha When on, refracted rays that touch the environment don't generate a transparent alpha value. (This is how 3ds Max usually treats the environment.) When off, refracted rays that touch the environment render a transparent alpha value, which can help if you plan to use the rendering as part of a composite. Default=off. Phong Coefficient When greater than zero, generates Phong highlights on the material. The highlights appear in the sample slot. In general this value must be greater than 10 for highlights to be apparent. Default=0.0. Matte/Shadow/Reflection (mi) Material Material Editor > Type button > Material/Map Browser > Matte/Shadow/Reflection (mi) Note: The Matte/Shadow/Reflection (mi) material appears in the Browser only if the mental ray renderer is the currently active renderer. The Matte/Shadow/Reflection (mi) material, part of the Production Shaders on page 6017 library, is used to create “matte objects”; that is, objects that represent real-world objects in a photograph used as the scene background (also known as the plate). The material provides a wealth of options for 5622 | Chapter 19 Material Editor, Materials, and Maps marrying a photographic background with the 3D scene, including support for bump mapping, ambient occlusion, and indirect illumination. Applications include: ■ Blocking another 3D object from the camera view, thus allowing the 3D object to appear to be behind the object in the photo. ■ Allowing 3D objects to cast shadows and occlusion on and receive shadows from objects in the photo. ■ Adding reflections of 3D objects to objects in the photo. ■ Allowing the interplay of indirect light between 3D objects and objects in the photo. In all these cases the material is applied to a matte object that represents an object in the background plate, and the 3D object uses a traditional material. For additional information, see Help menu > Additional Help > mr Production Shader Library > Matte/Shadow Objects and CameraMaps, as well as the Tech Note (following). Tech Note The Matte/Shadow/Reflection shader works by doing a form of differential shading. In other words, it determines the amount of light a point would receive if it were not in shadow, compares it to the amount of light the point actually receives, and shades it by the relative difference. This means that any point that is fully lit, unshadowed by any object, returns the same color it already had, completely disregarding the actual intensity of that light. If half of the incoming light is blocked, the point will be shaded at 50 percent intensity, regardless of the full-intensity amount in an absolute sense. An important feature of the Matte/Shadow/Reflection material is that it is non-self-shadowing, non-self-occluding, non-self- reflecting, and does not cast indirect light onto itself. Because it is designed to act as a stand-in for objects present in a photographic plate, which already contains self-shadowing, self-reflection, and so on, the material automatically excludes these effects. However, it is still able to cast shadows on other objects, receive shadows from other objects, reflect other objects, and so on, withouth creating unwanted double shadows or double reflections for such effects already present in the plate. mental ray Materials | 5623 Procedure This multi-part procedure provides step-by-step instructions for a simple case of combining a 3D object with a photograph using the Matte/Shadow/Reflection material, the Environment/Background Camera Map shader, and the Environment Probe/Chrome Ball shader. Prerequisites: ■ A photo of a background ■ A photo of a chrome ball, also known as a light probe, shot from the same camera angle and cropped so the edges touch the image. 5624 | Chapter 19 Material Editor, Materials, and Maps Ideally, these should be HDR photos, but non-HDR images can also work well. To use the production shaders to marry a 3D scene with a photographic background: 1 First set up the viewport: 1 Make sure mental ray is the active renderer. 2 Activate a Perspective viewport. 3 Use Viewport Background on page 148 to set the background image (see the procedure introduction, above) . 4 On the Viewport Background dialog, make sure both Display Background and Match Rendering Output are on. mental ray Materials | 5625 5 Click OK to continue. 2 Open the Environment And Effects dialog to the Environment panel (press 8). 3 On the Common Parameters rollout, click the Environment Map button (reads “None”). 4 From the list that opens, choose Environment/Background Switcher (mi) 5 Open the Material Editor. 6 Drag the Environment Map button from the Environment And Effects dialog to a sample slot in the Material Editor. Use the Instance option. 7 On the Material Editor > Environment/Background Switcher (mi) Parameters rollout, click the Background map button (all the way to the right of the parameter). 8 From the list that opens, choose Environment/Background Camera Map (mi). 9 On the Environment/Background Camera Map (mi) Parameters rollout, click the Browse button and again open the background image. 10 In the Material Editor, click the Go To Parent button to return to the Switcher map. 11 Click the map button to the right of Environment/Reflections. 12 From the list that appears, choose Environment Probe/Chrome Ball (mi). 13 On the Environment Probe/Chrome Ball (mi) Parameters rollout, click the Browse button and open the image containing the cropped photo of the chrome ball. If the two photos have different exposures, use the Multiplier setting for either or both maps to match them. Next you’ll make a rudimentary model that represents objects already present in the background. At the very least you need a simple plane for the "ground" to place things on. NOTE It is easier to see if you maximize the viewport and use wireframe display mode. 5626 | Chapter 19 Material Editor, Materials, and Maps 14 Align the viewport so it matches the angle of the photograph as closely as possible. 15 From the Create menu, choose Lights > Standard Lights > Skylight and then click in the Perspective viewport to add a Skylight to the scene. 16 On the Skylight Parameters rollout for the light, set Sky Color to Use Scene Environment. This retrieves the appropriate ambient color from the chrome ball photo. 17 Create some geometry. For this example, add a plane to represent the ground. 18 Add a teapot on top of the plane. You’ll use this temporarily to tune the shadows. 19 In the Material Editor, create an Arch & Design material, change the color to white, and apply it to the teapot. 20 Select the ground plane. Next you’ll set up the Matte/Shadow/Reflection material. 21 In the Material Editor, activate the existing Environment/Background Switcher map. 22 Right-click the Background map button and choose Copy. 23 Activate an unused sample sphere and create a new Matte/Shadow/Reflection material. 24 On the Matte/Shadow/Reflection Parameters rollout, right-click the Camera Mapped Background map button and choose Paste (Instance). This places the same background map that is used in the environment switcher into the background map in the material as an instance. This completes the basic setup. If you render now, you should see the teapot superimposed over the background image. The teapot should have a soft shadow underneath, which comes from the ambient occlusion. mental ray Materials | 5627 Part 2: Marrying 3D with a photo: Now you’ll tune the lighting in the scene. Generally you need at least one key light to cast a directional shadow. 1 Add a light source such as mr Area Omni and place it in a location similar to where the main light seems to be coming from in the photo. 2 Tune the light so that the lighting direction and intensity on the teapot seems reasonable compared to the objects in the photo, and so the shadow directions seem to match. For now, ignore the shadow intensity; just consider the lighting on the teapot itself. 5628 | Chapter 19 Material Editor, Materials, and Maps 3 Now tune the overall intensity of the shadow with the Ambient/Shadow Intensity parameter to match existing shadows in the photo. If the shadow needs tinting, use the Ambient/Shadow Color setting. You might also need to modify the AO Max Distance value to make contact shadows more or less pronounced. 4 You can adjust the shadow softness with the mr Area Omni light’s Radius setting, on the Area Light Parameters rollout. mental ray Materials | 5629 The scene is now set up, although further tuning might be necessary. 5 Delete the teapot. 6 Add any objects you want to use to the scene. 7 Add any additional stand-in matte objects that you can use to occlude objects, receive and cast shadows, etc., to the scene, and apply the same Matte/Shadow/Reflection material to them. 5630 | Chapter 19 Material Editor, Materials, and Maps Part 3: Prepare for compositing: So far the rendered 3D content has been added on top of the background directly in the renderer. Generally, you want to do this in an external compositing program, as follows: 1 Open the Material Editor. 2 Activate the Environment/Background Switcher shader (the one you instanced from the Environment panel). 3 Right-click the Background map button and choose Cut. 4 Click the color swatch next to Background and make sure the color is transparent black; in other words, Red, Green, Blue, and Alpha all equal 0.0. These are the default values, so no changes should be necessary. Close the Color Selector dialog. 5 Activate the Matte/Shadow/Reflection material and cut the Camera Mapped Background map. 6 To the Matte/Shadow/Reflection material > Camera Mapped Background map, apply a new Environment/Background Switcher shader. mental ray Materials | 5631 7 Right click the Environment/Reflection map button (not the Background map button) and choose Paste (Instance) to apply the previously used map. 8 Click the Background color swatch and make sure the color is transparent black as well. The scene now contains two Switcher nodes: one used in the environment (switching between transparent black and the chrome ball) and one in the material (switching between transparent black and the camera map). If you render now, the resulting image still properly contains all the reflections, light, etc., from the background, but not the background itself. Shadows exist in the alpha channel, so the image is suitable for compositing directly on top of the background image. A Note on Gamma The preceding procedure did not mention gamma. If you use a gamma-correct workflow, which yields a superior result, with literal mental ray textures (that is, you use the big Browse button to reffer directly to a bitmap file, rather than inseriting a Bitmap map), you must set 5632 | Chapter 19 Material Editor, Materials, and Maps the gamma of this bitmap explicitly in the appropriate Reverse Gamma Correction parameters. NOTE Intentionally exaggerating the Reverse Gamma Correction setting on the chrome ball photo can turn a low-dynamic-range photo into a “faux” HDR image by artificially exaggerating its contrast. Interface Matte/Shadow/Reflection Parameters rollout Camera Mapped Background Sets the color or map for the matte material. To use the scene background, click the map button, browse from the scene, and choose the background map. NOTE Unlike the standard Matte/Shadow material on page 5699, this material does not automatically pick the background (that is, the scene environment) as its color; rather, it’s necessary to provide the background explicitly. There are several ways to do this: ■ The most common method is to use a screen-projected map. However, using a Bitmap map with Screen environment mapping will not work correctly, because it does not handle reflections correctly. Instead, for this purpose, we recommed using the Environment/Background Camera Map shader on page 6020. This shader projects the texture back from the current rendering camera. ■ Alternatively, you can apply the color in any applicable UV texture space, perhaps if you previously projected the texture into that texture space. ■ A third option is to project the background at render time with the Camera Map Per Pixel map on page 6035. Mask/Opacity The opacity of the material. mental ray Materials | 5633 TIP One use case for the Mask/Opacity setting on page 5633 is to refine a rough stand-in object. For example, the plate might contain a person’s arm, and you want to put in a CG object that goes behind the person’s arm and/or has shadows thrown onto it by the person’s arm. You could create simple stand-in geometry (maybe even a cylinder) and then use a screen-projected opacity map that defines the exact edges of the arm. Also, if the arm in the plate is motion-blurred or out of focus, you can feather the opacity mask accordingly. Bump Specifies a bump map for the material. Bump Amount The multiplier for the bump map. Shadows rollout Receive Shadows When on, the surface can receive shadows. If Shadow Casting Lights List is off, all lights cast shadows on the surface. Ambient/Shadow Intensity The amount of environmental light in the scene, which in a practical sense is how dark the shadows are. The Matte/Shadow/Reflection material does not use Skylights to generate shadows; any such shadows must come from the ambient occlusion feature. So when the shader is used together with a Skylight, this value should be similar to the level of light the Skylight provides. The units value for this setting depends on the lighting unit. If you use the mr Photographic Exposure Control on page 6744, and set Physical Scale to Physical Units (cd/m2), this value will be in physical values, and might need to be in the hundreds (or thousands for an outdoor shot lit by mental ray Sun 5634 | Chapter 19 Material Editor, Materials, and Maps and Sky on page 5161). However, if you don’t use the exposure control, or set it Physical Scale to Unitless, this parameter is in a "traditional" unit space where 0 is black and 1 is white. NOTE This "ambient" light is affected by ambient occlusion, so it is darkened by the occlusion at contact points and in areas hidden under objects. Ambient/Shadow Color Setting a color or map here tints the shadows. For accurate shadow tint, use a neutral color. Shadow Casting Lights List When on, you can use the Add/Replace/Delete buttons to edit the list, specifying lights that are to cast shadows on the surface. For the lights list to be in effect, Receive Shadows must also be on. When off, and Receive Shadows is on, all lights in the scene cast shadows on the surface. NOTE Shadow-casting lights act as representations of any real-world lights in the background plate, such as the sun or any artificial light sources. For further information, see Direct Illumination rollout on page 5637, following. Ambient Occlusion rollout Use Ambient Occlusion (AO) When on, ambient occlusion affects the surface. AO Samples The number of ambient-occlusion rays that are shot. AO Max Distance The reach of ambient-occlusion rays. At 0, the ray distance is not limited. Using short rays increases performance but localizes the ambient-occlusion effect. AO Shadow Strength The darkness of shadows the ambient occlusion causes. The default value is black, but you can cause a less-pronounced shading effect by using a lighter color. mental ray Materials | 5635 Reflections rollout Receive Reflections When on, the surface reflects its surroundings. Reflection Color Reflections are tinted this color. For accurate reflections, use a neutral color. Reflections (Subtractive Color) The subtractive color for reflections. This amount is removed from the plate before reflections are added. If black, nothing is removed, and reflections are added purely additively on top of the plate. If 50% gray, the plate pixels are attenuated to 50% of their intensity, and the reflections are added on top of that, and so on. Use this setting is used if the plate contains an area with many reflections that need to be removed before the new, synthetic reflection is added. Glossiness The glossiness of reflections. Glossy Samples The number of glossy-reflection samples. Max Distance At values other than 0, limits the distance from which reflections are cast. Max Distance Falloff The falloff curve for reflections at Max Distance. Lower values cause more rapid falloff. 5636 | Chapter 19 Material Editor, Materials, and Maps Indirect Illumination rollout Receive Indirect Illumination When on, indirect light (final gather and global illumination) is gathered and scaled by the Indirect Illumination Multiplier value (see following). Indirect Ilumination Multiplier The multiplier for gathered indirect light. Direct Illumination rollout NOTE The lights specified on this rollout actually illuminate the background, unlike shadow-casting lights on page 5635. Thus, for the effect to be correct, make sure no light source exists in both lists. Receive Direct Illumination When on, the surface renders where struck by direct illumination. If Illuminating Lights List is off, all lights in the scene illuminate the surface. Illuminating Lights List When on, you can use the Add/Replace/Delete buttons to edit the list, specifying lights that are to illuminate the surface. For the lights list to be in effect, Receive Direct Illumination must also be on. mental ray Materials | 5637 Maps Rollout This rollout enables application of maps or shaders to the applicable material parameters. Of course, you can apply a shader to a parameter at its standard location in the user interface by clicking its map button (square button at the right side of the parameter), so the principal value of this rollout is that it also lets you toggle a parameter's shader, using the check box, without removing the map. mental ray Material Material Editor > Type button > Material/Map Browser > mental ray Note: The mental ray material appears in the Browser only if the mental ray renderer is the currently active renderer. The mental ray material lets you create a material exclusively for use by the mental ray renderer on page 6230. A mental ray material consists, at the top level, of from one to 10 kinds of shaders, or shading components. IMPORTANT You must assign a shader to the material's Surface component. Otherwise, the mental ray material will not be visible when you render. Interface The interface to the mental ray material consists of two rollouts: ■ Material Shaders Rollout (mental ray Material) on page 5638 ■ Advanced Shaders Rollout (mental ray Material) on page 5646 Material Shaders Rollout (mental ray Material) Material Editor > Type button > Material/Map Browser > mental ray > Material Shaders rollout Note: The mental ray material appears in the Browser only if mental ray is the active renderer. The mental ray material lets you create a material exclusively for use by the mental ray renderer on page 6230. The Material Shaders rollout provides controls for the main kinds of component shaders you are likely to assign. 5638 | Chapter 19 Material Editor, Materials, and Maps IMPORTANT You must assign a shader to the material's Surface component. Otherwise, the mental ray material will not be visible when you render. See also: ■ Advanced Shaders Rollout (mental ray Material) on page 5646 Interface Each shader component has a toggle at the left of its name. When the toggle is on, the shader is used in rendering. When the toggle is off, the shader is not used, even if it has been assigned. Clicking the button to the right of the component name displays the Material/Map Browser on page 5290 so you can assign a particular shader to the component. mental ray Materials | 5639 Basic Shaders group Surface Shades the surface of objects that have this material. In addition to any of the usual 3ds Max materials, the surface component can be assigned the following mental ray materials or shaders: Shader Library Ambient/Reflective Occlu- base1 (see note, below) sion Bump on page 5986 3ds Max Car Paint Shader (mi) on 3ds Max page 5607 DGS Material on page 5615 3ds Max Dielectric base Dielectric Material on 3ds Max page 5992 Edge lume Facade lume Glass lume Glow lume Landscape lume Material to Shader on 3ds Max page 6001 Metal lume 5640 | Chapter 19 Material Editor, Materials, and Maps Shader Library mr Physical Sky on page 3ds Max 5181 Ocean lume Opacity base Reflect base Refract base Shader List on page 6003 3ds Max SSS Physical Material subsurface scattering Stain lume Texture Wave base Translucency lume Transmat physics Transparency base Two Sided base UV Generator on page 3ds Max 6005 Water Surface lume Wet-Dry Mixer lume mental ray Materials | 5641 Shader Library XYZ Generator on page 3ds Max 6013 NOTE As of the current version of 3ds Max, the Ambient/Reflective Occlusion shader has been updated to support certain capabilities for texture baking (see this note on page 6381). If you load a file containing a material that uses the older version of the shader, that same version is still used in the scene, and the shader is renamed "Ambient/Reflective Occlusion (base) (old)". The old version of the shader continues to be used in the scene until you reapply it in the Material Editor. NOTE Unlike a standard 3ds Max material, if you assign the Surface component a bitmap with tiling turned off, the original surface color does not “show through.” In renderings, you see only the untiled map, and none of the rest of the object. Shadow Assigns a shadow shader. The shadow component can be assigned the following shaders: Shader Library Edge Shadow lume Facade lume Glass lume Glow lume Material to Shader on page 6001 3ds Max Metal lume Shader List on page 6003 3ds Max Shadow Transparency base Translucency lume 5642 | Chapter 19 Material Editor, Materials, and Maps Shader Library Transmat physics Water Surface Shadow lume Caustics and GI group Photon Assigns a photon shader. Photon shaders modify the appearance of caustics and global illumination. They modify light energy (luminous flux) rather than color (radiance). The photon component can be assigned the following shaders: Shader Library DGS Material on page 5615 3ds Max Dielectric Material Photon on page 5992 3ds Max Edge lume Glow lume Material to Shader on page 6001 3ds Max Metal lume Photon Basic base SSS Physical Material subsurface scattering Translucency lume Transmat physics Photon Volume Assigns a photon volume shader. Like a photon shader, a photon volume shader modifies caustics and global illumination, but it affects mental ray Materials | 5643 photons that pass through the inside of the object, rather than photons that collide with its surface. The photon volume component can be assigned the following shaders: Shader Library Material to Shader on page 6001 3ds Max Parti Volume Photon physics Shader List on page 6003 3ds Max Extended Shaders group Bump Assigns a bump shader. Bump shading for mental ray materials is similar to bump mapping on page 5478 for standard materials. The bump component can be assigned the following shaders: Shader Library Bump on page 5986 3ds Max Ocean lume Shader List on page 6003 3ds Max Displacement Assigns a displacement shader on page 6268. The displacement component can be assigned the following shaders: Shader Library 3D Displacement on page 5983 3ds Max Material to Shader on page 6001 3ds Max Ocean lume Volume Assigns a volume shader on page 6265. 5644 | Chapter 19 Material Editor, Materials, and Maps The volume component can be assigned the following shaders: Shader Library Beam lume Material to Shader on page 6001 3ds Max Mist lume Parti Volume Photon physics Shader List on page 6003 3ds Max Submerge lume Environment Assigns an environment shader. Like an environment you assign using the Render Setup dialog, the environment shader changes the scene background. The environment component can be assigned the following shaders: Shader Library Environment on page 5995 3ds Max Material to Shader on page 6001 3ds Max Shader List on page 6003 3ds Max Optimization group Flag Material as Opaque When on, indicates that the material is fully opaque. This tells the mental ray renderer that it doesn't need to process transparency for this material, or to use the shadow shader (if one has been assigned). This can improve rendering time. Default=off. mental ray Materials | 5645 Advanced Shaders Rollout (mental ray Material) Material Editor > Type button > Material/Map Browser > mental ray > Advanced Shaders rollout Note: The mental ray material appears in the Browser only if the mental ray renderer is the currently active renderer. The mental ray material lets you create a material exclusively for use by the mental ray renderer on page 6230. The Advanced Shaders rollout provides controls for two component shaders that aren't always used. Interface Each shader component has a toggle at the left of its name. When the toggle is on, the shader is used in rendering. When the toggle is off, the shader is not used, even if it has been assigned. Clicking the button to the right of the component name displays the Material/Map Browser on page 5290 so you can assign a particular shader to the component. Contour Assigns a contour shader on page 6269 to the material. The contour component can be assigned the following shaders: Shader Library Combi contour Curvature contour Depth Fade contour Factor Color contour Layer Thinner contour 5646 | Chapter 19 Material Editor, Materials, and Maps Shader Library Simple contour Width From Color contour Width From Light contour Width From Light Dir contour NOTE Contours don't render unless you have also enabled them on the Render Setup dialog > Renderer panel > Camera Effects rollout on page 6283. Light Map Assigns a light map shader to the material. WARNING No light map shaders are provided with 3ds Max. This option is for users who have access to light map shaders via other shader libraries or custom shader code. ProMaterials ProMaterials™ are mental ray materials that model materials commonly used in construction, design, and the environment. They correspond to Autodesk Revit materials, so they provide a way to share surface and material information if you also use that application. ProMaterials are based on the Arch & Design material on page 5544. Like that material, they work best when used with physically accurate (photometric) lights, and geometry that is modeled in real-world units. On the other hand, the interface of each ProMaterial is much simpler than the Arch & Design material interface, and lets you achieve realistic, physically correct results with comparitively little effort. mental ray Materials | 5647 NOTE The ProMaterials library is a set of mental ray material libraries based on manufacturing-supplied data and professional images. This includes building and design materials such as professional wall paint with glossy or matte finishes, solid glass, and concrete. These materials provide a convenient way of creating realistic textures. There is actually one library (MAT) file that corresponds to each ProMaterial: when you use the Material/Map Browser to browse library files, you see library names such as autodesk.max.promaterials.ceramic.mat, autodesk.max.profmaterials.concrete.mat, and so on. Ceramic ProMaterial (mental ray) Material Editor > Type button > Material/Map Browser > Choose ProMaterials: Ceramic, and then click OK. Note: The Ceramic material appears in the Browser only if mental ray is the active renderer. This material has the appearance of glazed ceramic, including porcelain. Interface Parameters rollout Type The type of ceramic material (Ceramic or Porcelain). Default=Ceramic. 5648 | Chapter 19 Material Editor, Materials, and Maps Color (Reflectance) The color of the rendered appearance of the material. ■ Map button Click to assign a map to this component. TIP To specify a grout color, use an image file that shows both the tile color and the grout color. Surface Finish The texture of the finished surface (High Gloss, Satin, or Matte). Default=High Gloss. Surface Bumps Bump pattern to use on the finished surface (for example, to represent the surface roughness). Can be None, Wavy, or Custom. Default=None. To define bumps using an image, select Custom and then assigna map. ■ Custom Map Click to assign a bump map. ■ Amount Adjusts the amount of mapping. Default=0.05. Tiling Pattern An additional bump pattern, superimposed on the Finish Bumps pattern (for example, to define grout lines). To define bumps using an image, select Surface Bumps > Custom. ■ Custom Map Click to assign a tiling pattern map. ■ Height Adjusts the height of the tiling. Default=0.25. Special Effects rollout See Ambient Occlusion Controls on page 5685 and Round Corners on page 5690. mental ray Materials | 5649 Performance Tuning Parameters rollout See Performance Tuning Controls on page 5692. Maps rollout Ceramic Material Parameters > Color (Reflectance) Lets you assign a map to the Color component. The toggle at the left controls whether the map is active; when you assign a map, it turns on by default. Special Effects > Fillet Radius See Round Corners on page 5690. The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. IMPORTANT UV Coordinates on page 6013 and XYZ Coordinates on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. 5650 | Chapter 19 Material Editor, Materials, and Maps Concrete ProMaterial (mental ray) Material Editor > Type button > Material/Map Browser > Choose ProMaterials: Concrete, and then click OK. Note: The Concrete material appears in the Browser only if mental ray is the active renderer. This material has the appearance of concrete. Interface Parameters rollout Color (Reflectance) The color of the rendered appearance of the material. ■ Map button Click to assign a map to this component. Surface Finish Texture of the finished surface: Straight Broom, Curved Broom, Smooth, Polished, or Custom. Default = Straight Broom. To define the finish using an image, select Surface Finish > Custom, and then assign a texture map. ■ Custom Map Click to assign a bump map. ■ Amount Adjusts the amount of bump mapping. Default=0.3. Sealant The substance used to seal the surface: None, Epoxy, or Acrylic. Default=None. mental ray Materials | 5651 Brightness Variations Simulates discoloration due to weather: None, Automatic, or Custom. Default=None. To define a weathering pattern using an image, select Brightness Variations > Custom, and then assign a map. ■ Custom Map Click to assign a brightness map. Special Effects rollout See Ambient Occlusion Controls on page 5685 and Round Corners on page 5690. (Texture) Coordinates for Built-In Textures rollout Specifies how to map the Surface Finish texture. UV Channel Specifies the map channel ID to use. Default=1. Tiling Scales the built-in texture to the geometry. The default value of 1.0 is a one-to-one mapping. Larger values tile the texture. Default=1.0. 5652 | Chapter 19 Material Editor, Materials, and Maps Performance Tuning Parameters rollout See Performance Tuning Controls on page 5692. Maps rollout Concrete Material Parameters > Color (Reflectance) Lets you assign a map to the Color component. The toggle at the left controls whether the map is active; when you assign a map, it turns on by default. Special Effects > Fillet Radius See Round Corners on page 5690. The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. IMPORTANT UV Coordinates on page 6013 and XYZ Coordinates on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. mental ray Materials | 5653 Generic ProMaterial (mental ray) Material Editor > Type button > Material/Map Browser > Choose ProMaterials: Generic, and then click OK. Note: The Generic material appears in the Browser only if mental ray is the active renderer. This material is a generic interface for creating a custom appearance. Interface Parameters rollout Diffuse Color (Reflectance) The color of the rendered appearance of the material. ■ Map button Click to assign a map to this component. Reflectivity Perpendicular to Surface Measurement of how much the material reflects when the surface is directly facing the camera. Enter a value between 0 (no reflections) and 1 (maximum reflections). Default=0.2. ■ Map button Click to assign a map to this component. Reflectivity Parallel to Surface Measurement of how much the material reflects when the surface is at an angle to the camera. Enter a value between 0 (no reflections) and 1 (maximum reflections). Default=1.0. ■ Map button Click to assign a map to this component. 5654 | Chapter 19 Material Editor, Materials, and Maps Surface Glossiness Measurement of the glossy quality of the surface, which affects the size and intensityof highlights. Enter a value between 0 (dull) and 1.0 (a perfect mirror). Default=1.0. ■ Map button Click to assign a map to this component. Surface Imperfections Click to assign a bump map to the surface. Surface Imperfections (Bump) Amount Adjusts the amount of bump mapping. Default=0.3. Transparency rollout Transparency Measurement of how much light passes through the material. Enter a value between 0 (completely opaque) and 1 (completely transparent). When Transparency is 0, Translucency and Index Of Refraction are ignored. Default=0.0. ■ Map button Click to assign a map to this component. Translucency Measurement of how much light is scattered by the material, so that objects behindthe material cannot be seen clearly. Enter a value between 0 (not translucent) and 1 (completely translucent). Default=0.0. ■ Map button Click to assign a map to this component. Index of Refraction Measurement of how much a ray of light bends when entering the material. Enter a value between 0 (no refraction) and 5 (the most refraction). Default=1.52 (a typical value for transparent glass). Cutout Opacity Specifies shapes cut into the surface of the material. Click the map button to specify cut-outs using an image. The value is the amount mental ray Materials | 5655 of transparency of the cutouts. Range: 0.0 to 1.0. Default=1.0 (completely transparent). ■ Map button Click to assign a map to this component. Backface Cull When on, faces whose normal points away from the camera are ignored when creating cutouts. Default=off. ■ Map button Click to assign a map to this component. Self Illumination rollout Luminance (cd/m^2) Light emitted by the surface, measured in candelas per square meter. Default=0.0. Color Temperature (Kelvin) The color of the self-illumination, described in terms of degrees Kelvin (K). This is useful for describing color values that are close to white. Default=6500.0 (close to overcast daylight). Filter Color The color transmitted through the material if it is transparent or translucent. ■ Map button Click to assign a map to this component. Ambient Occlusion rollout See Ambient Occlusion Controls on page 5685. 5656 | Chapter 19 Material Editor, Materials, and Maps Round Corners rollout See Round Corners on page 5690. Performance Tuning Parameters rollout See Performance Tuning Controls on page 5692. mental ray Materials | 5657 Maps rollout Simple Generic Material Parameters group Diffuse Color (Reflectance) Lets you assign a map to the Color component. The toggle at the left controls whether the map is active; when you assign a map, it turns on by default. Reflectivity Perpendicular Lets you assign a map to the Reflectivity Perpendicular To Surface component. Reflectivity Parallel Lets you assign a map to the Reflectivity Parallel To Surface component. Surface Glossiness Lets you assign a map to the Surface Glossiness component. Transparency group Transparency Lets you assign a map to the Transparency component. Translucency Lets you assign a map to the Translucency component. 5658 | Chapter 19 Material Editor, Materials, and Maps Cutout Opacity Lets you assign a map to the Cutout Opacity component Backface Cull Lets you assign a map to the Backface Cull component. Self Illumination group Filter Color Lets you assign a map to the Filter Color component. Round Corners group Fillet Radius See Round Corners on page 5690. The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. IMPORTANT UV Coordinates on page 6013 and XYZ Coordinates on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. Glazing ProMaterial (mental ray) Material Editor > Type button > Material/Map Browser > Choose ProMaterials: Glazing, and then click OK. Note: The Glazing material appears in the Browser only if mental ray is the active renderer. This material has a glazed appearance. It is more general purpose than the Ceramic material. mental ray Materials | 5659 Interface Parameters rollout Color (Transmittance) The color of the glass. Can be Clear, Green, Gray, Blue, Blue-Green, or Custom Color. Default=Clear. Custom Color When you set Color (Transmittance) to Custom Color, you can use this color swatch to assign a color other than one of the predefined choices. ■ Map button Click to assign a map to this component. Refraction Levels (N. Poly to Traverse) The number of layers in the glazing. Range: 1 to 6. Default=2. Reflectance The normalized percentage of light striking the glass that bounces off again (like a reflection) rather than being absorbed or passing through (transmittance). Enter a value between 0.001 and 1.0 (100 per cent). Default=0.1. Performance Tuning Parameters rollout See Performance Tuning Controls on page 5692. 5660 | Chapter 19 Material Editor, Materials, and Maps Maps rollout Glazing Material Parameters > Custom Color When you set Color (Transmittance) to Custom Color, you can assign a map to the color component. The toggle at the left controls whether the map is active; when you assign a map, it turns on by default. The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. IMPORTANT UV Coordinates on page 6013 and XYZ Coordinates on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. Hardwood ProMaterial (mental ray) Material Editor > Type button > Material/Map Browser > Choose ProMaterials: Hardwood, and then click OK. Note: The Hardwood material appears in the Browser only if mental ray is the active renderer. The Hardwood material has the appearance of wood. NOTE In Revit, this material is simply called “Wood.” mental ray Materials | 5661 Interface Parameters rollout Base Hardwood Click to select an image used to represent the surface of the wood. Stain Application Specifies whether the wood is stained: can be either None or Enabled. Default=None. ■ Color Shows the color of the stain used when Stain Application = Enabled. Click the color swatch to change the stain color. Surface Finish Texture of the finished surface. Can be Glossy, Semi-Glossy, Satin, or Unfinished. Default=Glossy. Application Type The purpose of the wood (what it is used for): either Flooring or Furniture. Default=Flooring. Surface Imperfections Bump pattern to use on the finished surface. Can be None, Automatic, or Custom. Default=None. ■ Custom Map When Surface Imperfections = Custom, click to choose the bump map. ■ Amount The amount of bump mapping. Default=0.2. 5662 | Chapter 19 Material Editor, Materials, and Maps Special Effects rollout See Ambient Occlusion Controls on page 5685 and Round Corners on page 5690. Performance Tuning Parameters rollout See Performance Tuning Controls on page 5692. Maps rollout Special Effects > Fillet Radius See Round Corners on page 5690. The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. mental ray Materials | 5663 Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. IMPORTANT UV Coordinates on page 6013 and XYZ Coordinates on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. Masonry/CMU ProMaterial (mental ray) Material Editor > Type button > Material/Map Browser > Choose ProMaterials: Masonry/CMU, and then click OK. Note: The Masonry/CMU material appears in the Browser only if mental ray is the active renderer. This material has the appearance of concrete masonry units (CMUs) or masonry. Interface Parameters rollout Type The type of masonry material: CMU or Masonry. Default=CMU. Color (Reflectance) The color of the rendered appearance of the material. ■ Map button Click to assign a map to this component. 5664 | Chapter 19 Material Editor, Materials, and Maps Surface Finish Texture of the finished surface. Can be Glossy, Matte, or Unfinished. Default=Glossy. Pattern Bump pattern to use on the finished surface. Can be None or Custom. Default=None. ■ Custom Map When Pattern = Custom, click to choose the bump map. ■ Height The amount of bump mapping. Default=0.25. Special Effects rollout See Ambient Occlusion Controls on page 5685 and Round Corners on page 5690. Performance Tuning Parameters rollout See Performance Tuning Controls on page 5692. mental ray Materials | 5665 Maps rollout Masonry/CMU Material Parameters > Color (Reflectance) Lets you assign a map to the Color component. The toggle at the left controls whether the map is active; when you assign a map, it turns on by default. Special Effects > Fillet Radius See Round Corners on page 5690. The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. IMPORTANT UV Coordinates on page 6013 and XYZ Coordinates on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. Metal ProMaterial (mental ray) Material Editor > Type button > Material/Map Browser > Choose ProMaterials: Metal, and then click OK. Note: The Metal material appears in the Browser only if mental ray is the active renderer. This material has the appearance of metal. 5666 | Chapter 19 Material Editor, Materials, and Maps Interface Parameters rollout Type The type of metal: Aluminum, Anodized Aluminum, Chrome, Copper, Brass, Bronze, Stainless Steel, or Zinc. Default=Aluminum. Color (Reflectance) The color of the metal when Type equals Anodized Aluminum. Patina For Copper or Bronze, the degree of discoloration due to oxidation or the application of a chemical compound. Enter a value between 0.0 (none) and 1.0 (full). Default=0.0. NOTE The Patina renders correctly only on curved surfaces. Surface Finish Texture of the finished surface. Can be Polished, Semi-Polished, Satin, or Brushed. Default=Polished. Relief Pattern Decorative design pressed onto the surface of the metal (in effect, a bump map). Select a pattern, or select Custom to define the relief pattern using an image. Can be None, Knurl, Diamond Plate, Checker Plate, or Custom. Default=None. ■ Pattern Height Height of the relief pattern. Enter 0.0 to make the surface flat. Enter a value up to 2.0 to increase the depth of the relief pattern. Default=0.3. mental ray Materials | 5667 ■ Custom Map When Relief Pattern = Custom, click to choose the bump map. Cutouts/Perforations Shapes cut into the surface of the metal. Can be None, Round Holes, Square Holes, or Custom. Select a shape, or select Custom to define cut-outs using an image. Default=None. ■ Custom Map When Cutouts/Perforations = Custom, click to choose the map that specifies holes in the metal. Special Effects rollout See Ambient Occlusion Controls on page 5685 and Round Corners on page 5690. Performance Tuning Parameters rollout See Performance Tuning Controls on page 5692. 5668 | Chapter 19 Material Editor, Materials, and Maps (Texture) Coordinates for Built-In Textures rollout Specifies how to map the Surface Finish, Relief Pattern, and Cutout textures. UV Channel Specifies the map channel ID to use. Default=1. Tiling Scales the built-in textures to the geometry. The default value of 1.0 is a one-to-one mapping. Larger values tile the textures. Default=1.0. Maps rollout Round Corners > Fillet Radius See Round Corners on page 5690. The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. IMPORTANT UV Coordinates on page 6013 and XYZ Coordinates on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. Metallic Paint ProMaterial (mental ray) Material Editor > Type button > Material/Map Browser > Choose ProMaterials: Metallic Paint, and then click OK. mental ray Materials | 5669 Note: The Metallic Paint material appears in the Browser only if mental ray is the active renderer. This material has the appearance of metallic paint, as on an automobile. Interface Parameters rollout Color (Reflectance) Color of the metallic paint. ■ Map button Click to assign a map to this component. Surface Finish Texture of the finished surface. Can be Glazed, Glossy, or Satin. Default=Glazed. Flakes When set to Enable, adds flakes or flecks to the paint. Default=None. Flakes Color Color of the flakes, when Flakes equals Enabled. Special Effects rollout 5670 | Chapter 19 Material Editor, Materials, and Maps See Ambient Occlusion Controls on page 5685 and Round Corners on page 5690. Performance Tuning Parameters rollout See Performance Tuning Controls on page 5692. Maps rollout Metallic Paint Material Parameters > Color (Reflectance) Lets you assign a map to the Color component. The toggle at the left controls whether the map is active; when you assign a map, it turns on by default. Round Corners > Fillet Radius See Round Corners on page 5690. The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. IMPORTANT UV Coordinates on page 6013 and XYZ Coordinates on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. mental ray Materials | 5671 Mirror ProMaterial (mental ray) Material Editor > Type button > Material/Map Browser > Choose ProMaterials: Mirror, and then click OK. Note: The Mirror material appears in the Browser only if mental ray is the active renderer. This material acts as a mirror. Interface Parameters rollout Tint Color (Reflectance) Color of the mirror surface. Special Effects rollout See Round Corners on page 5690. Performance Tuning Parameters rollout See Performance Tuning Controls on page 5692. 5672 | Chapter 19 Material Editor, Materials, and Maps Maps rollout Special Effects > Fillet Radius See Round Corners on page 5690. The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. IMPORTANT UV Coordinates on page 6013 and XYZ Coordinates on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. Plastic/Vinyl ProMaterial (mental ray) Material Editor > Type button > Material/Map Browser > Choose ProMaterials: Plastic/Vinyl, and then click OK. Note: The Plastic/Vinyl material appears in the Browser only if mental ray is the active renderer. This material has a synthetic appearance, as of plastic or vinyl. mental ray Materials | 5673 Interface Parameters rollout Color (Reflectance) The color of the rendered appearance of the material. ■ Map button Click to assign a map to this component. Type The type of material. Can be Plastic (Solid), Plastic (Transparent), or Vinyl. Default=Plastic (Solid). Surface Finish Texture of the finished surface. Can be Polished, Glossy, or Matte. Default=Polished. Surface Bumps Bump pattern to use on the finished surface. Can be None or Custom. Default=None. ■ Custom Map When Surface Bumps = Custom, click to choose the bump map. ■ Amount The amount of bump mapping. Default=0.05. Pattern An additional bump pattern, superimposed on the Finish Bumps pattern. Can be None or Custom. Default=None. ■ Custom Map When Pattern = Custom, click to choose the bump map. ■ Height The amount of bump mapping. Default=0.05. 5674 | Chapter 19 Material Editor, Materials, and Maps Special Effects rollout See Ambient Occlusion Controls on page 5685 and Round Corners on page 5690. Performance Tuning Parameters rollout See Performance Tuning Controls on page 5692. Maps rollout mental ray Materials | 5675 Plastic/Vinyl Material Parameters > Color (Reflectance) Lets you assign a map to the Color component. The toggle at the left controls whether the map is active; when you assign a map, it turns on by default. Special Effects > Fillet Radius See Round Corners on page 5690. The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. IMPORTANT UV Coordinates on page 6013 and XYZ Coordinates on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. Solid Glass ProMaterial (mental ray) Material Editor > Type button > Material/Map Browser > Choose ProMaterials: Solid Glass, and then click OK. Note: The Solid Glass material appears in the Browser only if mental ray is the active renderer. This material has the appearance of glass. 5676 | Chapter 19 Material Editor, Materials, and Maps Interface Parameters rollout CColor (Transmittance) The color of the glass. Can be Clear, Green, Gray, Blue, Blue-Green, Bronze, or Custom Color. Default=Clear. ■ Custom Map When Color (Transmittance) equals Custom Color, you can either click the color swatch to assign the glass material a custom color, or click the map button to assign a map to this component. Reflectance Sets the reflectivity of the glass. Default=0.05. Index of Refraction Sets the Index Of Refraction (IOR). Default=1.52 (a typical value for glass). Reference Thickness Sets the apparent thickness of the glass: this value is independent of the geometry to which the material is applied. Default=6.0. Surface Roughness Sets the roughness of the glass surface. Default=0.0. Surface Imperfections Sets a surface pattern for the glass. Can be None, Rippled, Wavy, or Custom. Default=None. ■ Custom Map When Surface Imperfections = Custom, click to choose the bump map. ■ Amount The amount of bump mapping. Default=0.3. mental ray Materials | 5677 Special Effects rollout See Round Corners on page 5690. Performance Tuning Parameters rollout See Performance Tuning Controls on page 5692. Maps rollout Solid Glass Material Parameters > Custom Map Lets you assign a map to the Color (Transmittance) component. The toggle at the left controls whether the map is active; when you assign a map, it turns on by default. Special Effects > Fillet Radius See Round Corners on page 5690. 5678 | Chapter 19 Material Editor, Materials, and Maps The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. IMPORTANT UV Coordinates on page 6013 and XYZ Coordinates on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. Stone ProMaterial (mental ray) Material Editor > Type button > Material/Map Browser > Choose ProMaterials: Stone, and then click OK. Note: The Stone material appears in the Browser only if mental ray is the active renderer. This material has the appearance of stone. Interface Parameters rollout mental ray Materials | 5679 Color (Reflectance) The color of the material. ■ Map button Click to assign a map to this component. Surface Finish Texture of the finished surface. Can be Polished, Glossy, Matte, or Unfinished. Default=Polished. Surface Bumps Bump pattern to use on the finished surface. Can be None , Polished Granite, Stone Wall, Glossy Marble, or Custom. Default=None. ■ Custom Map When Surface Bumps = Custom, click to choose the bump map. ■ Amount The amount of bump mapping. Default=0.5. Pattern An additional bump pattern, superimposed on the Surface Bumps pattern. Can be None or Custom. Default=None. ■ Custom Map When Pattern = Custom, click to choose the bump map. ■ Height The amount of bump mapping. Default=0.25. Special Effects rollout See Ambient Occlusion Controls on page 5685 and Round Corners on page 5690. 5680 | Chapter 19 Material Editor, Materials, and Maps Performance Tuning Parameters rollout See Performance Tuning Controls on page 5692. (Texture) Coordinates for Built-In Textures rollout Specifies how to map the Surface Finish, Surface Bumps, and Pattern textures. UV Channel Specifies the map channel ID to use. Default=1. Tiling Scales the built-in textures to the geometry. The default value of 1.0 is a one-to-one mapping. Larger values tile the textures. Default=1.0. Maps rollout Stone Material Parameters > Color (Reflectance) Lets you assign a map to the Color component. The toggle at the left controls whether the map is active; when you assign a map, it turns on by default. Special Effects > Fillet Radius See Round Corners on page 5690. mental ray Materials | 5681 The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. IMPORTANT UV Coordinates on page 6013 and XYZ Coordinates on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. Wall Paint ProMaterial (mental ray) Material Editor > Type button > Material/Map Browser > Choose ProMaterials: Wall Paint, and then click OK. Note: The Wall Paint material appears in the Browser only if mental ray is the active renderer. This material has the appearance of a painted surface. NOTE In Revit, this material is simply called “Paint.” Interface Parameters rollout Color (Reflectance) Color of the paint. Surface Finish Texture of the paint. Can be Gloss, Semi-Gloss, Pearl, Platinum, Eggshell, or Flat. Default=Flat. Application Method The method used to apply the paint to the surface. Can be Roller, Brush, or Spray. Default=Roller. 5682 | Chapter 19 Material Editor, Materials, and Maps Special Effects rollout See Ambient Occlusion Controls on page 5685 and Round Corners on page 5690. Performance Tuning Parameters rollout See Performance Tuning Controls on page 5692. Maps rollout Special Effects > Fillet Radius See Round Corners on page 5690. The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. mental ray Materials | 5683 Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. IMPORTANT UV Coordinates on page 6013 and XYZ Coordinates on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. Water ProMaterial (mental ray) Material Editor > Type button > Material/Map Browser > Choose ProMaterials: Water, and then click OK. Note: The Water material appears in the Browser only if mental ray is the active renderer. This material has the appearance of water. Interface Parameters rollout Type Type of water source. Can be Swimming Pool, Reflecting Pool, Stream/River, Pond/Lake, or Sea/Ocean. Default = Swimming Pool. Color Color of the water (ignored when the Type equals Swimming Pool). Select a predefined water color, or select Custom to specify a color. Can be Tropical, Algae/Green, Murky/Brown, Reflecting Pool, Stream/River, Pond/Lake, Sea/Ocean, or Custom Color. Default=Tropical. ■ Custom Color When Color equals Custom_Color, click to change the water color. 5684 | Chapter 19 Material Editor, Materials, and Maps Wave Height Relative height of waves in the water. Enter a value between 0 (no waves) and 5 (big waves). Default=0.5. Performance Tuning Parameters rollout See Performance Tuning Controls on page 5692. Common ProMaterials Controls These topics describe controls that are common to all or most of the materials in the ProMaterials library. Ambient Occlusion Controls Material Editor > Type button > Material/Map Browser > Choose a ProMaterials material, and then click OK. > Special Effects rollout or Ambient Occlusion rollout > Ambient Occlusion controls Note: ProMaterials (marked “adsk”) appear in the Browser only if mental ray is the active renderer. Not all ProMaterials support ambient occlusion. Ambient Occlusion (AO) is a method spearheaded by the film industry for emulating the look of true global illumination by using shaders that calculate the extent to which an area is occluded, or prevented from receiving incoming light. Used alone, an AO shader, such as the separate mental ray Ambient/Reflective Occlusion shader, creates a grayscale output that is dark in areas light cannot reach and bright in areas where it can. mental ray Materials | 5685 The following image illustrates the main results of AO: dark crevices and areas where light is blocked by other surfaces, and bright areas that are exposed to the environment. An example of AO applied to a scene One important aspect of AO is that the user can see how far it looks for occluding geometry. 5686 | Chapter 19 Material Editor, Materials, and Maps AO looked up within a shorter radius Using a radius creates a localized AO effect: only surfaces within the given radius are considered as occluders. This also speeds up rendering. The practical result is that the AO provides nice “contact shadow” effects and makes small crevices visible. Interface Depending on the material, the ambient occlusion controls appear either on the Special Effects rollout or the Ambient Occlusion rollout. Not all ProMaterials support ambient occlusion. The following illustration depicts a model helicopter that is lit almost exclusively by indirect light. Note how the helicopter does not feel “grounded” in the left-hand image and the shadows under the landing skids are too vague. The right-hand image uses AO to “punch out” the details and the contact shadows. mental ray Materials | 5687 Left: Without AO Right: With AO There are four controls for ambient occlusion: Ambient Occlusion When on, enables ambient occlusion (AO) and makes the remaining group controls available. Default=off. Samples The number of samples (rays) shot for creating AO. Higher values yield smoother results but render more slowly, while lower values render faster but look grainier. Values in the range 16–64 cover most situations. Default=16. Max Distance Defines the radius within which mental ray looks for occluding objects. Smaller values restrict the AO effect to small crevices only but are much faster to render. Larger values cover larger areas but render more slowly. Default=4.0. The following illustrations show the raw AO contribution with two different distances: Left: Higher Max Distance value Right: Lower Max Distance value 5688 | Chapter 19 Material Editor, Materials, and Maps TIP To specify an infinite radius, set Distance to 0.0. Use Color from Other Mats (Exact AO) When on, derives the AO coloring from surrounding materials, for more accurate overall results (also known as color bleeding). For example, a glowing material would return a brighter color than a dark material. In the following pair of illustrations, the first image shows the problem with the traditional AO: it applies to all indirect illumination and always makes it darker. It is most noticable on the glowing sphere, which has a dark spot under it, but can also be perceived on the floor in front of the cube which is suspiciously dark, even though the cube is strongly lit on the front, as well as between the legs of the horse and the underside of the red sphere. In contrast, the second image has Use Color From Other Mats on for all materials, so the floor is lit correctly by the glowing ball, there is a hint of white bounce light on the floor from the cube, and light appears between the legs of the horse and on the underside of the red ball. Use Color From Other Mats is off mental ray Materials | 5689 Use Color From Other Mats is on If you find that using AO creates a “dirty” look with excessive darkening in corners, or dark rims around self-illuminated objects, turn on Use Color From Other Mats for a more accurate result. Round Corners Material Editor > Type button > Material/Map Browser > Choose a ProMaterials material, and then click OK. > Special Effects rollout or Round Corners rollout > Round Corners controls Note: ProMaterials (marked “adsk”) appear in the Browser only if mental ray is the active renderer. Not all ProMaterials support round corners. Computer-generated imagery tends to look unrealistic, partly because edges of objects are geometrically sharp, whereas most edges in the real world are slightly rounded, chamfered, worn, or filleted in some manner. This rounded edge tends to “catch the light” and create highlights that make edges more visually appealing. Many ProMaterials can create the illusion of rounded edges at render time. This feature is intended primarily to speed up modeling, so that you need not explicitly fillet or chamfer edges of an object such as a tabletop. 5690 | Chapter 19 Material Editor, Materials, and Maps Left: No round corners Right: Round corners The function is not a displacement; it is merely a shading effect, such as bump mapping, and it is best suited for straight edges and simple geometry, not for advanced, highly curved geometry. Interface Depending on the material, the round corner controls appear either on the Special Effects rollout or the Round Corners rollout. Not all ProMaterials support round corners. This effect rounds off corners and straight edges as a rendering effect only; it has no effect on geometry. The rounding effect happens to convex corners and surfaces that actually intersect. Concave corners that merely touch will not display the effect. To get the effect to work in concave corners the objects must be pushed into each other a little. The effect is intended for straight edges and is not guaranteed to work properly for highly curved, complex intersections. There are three controls for round corners: Round Corners When on, rounds off corners and straight edges at render time. Default=off. NOTE For some ProMaterials, there is no Round Corners toggle. In this case, the Fillet Radius defaults to 0.0. To enable rendering with round corners, increase the Fillet Radius value. Fillet Radius Specifies the radius of the filleted corners and/or edges. Default=0.25. mental ray Materials | 5691 You can apply a map to this parameter, to create variations in the amount of corner rounding. Blend With Other Materials By default, the rounding effect happens only between surfaces of the same material, but if you turn this on the filleting is performed against any material. Default=off. In the following image, the melted chocolate is rounded off against the submerged objects even though they use different materials. In actuality, the melted chocolate is a completely flat plane. Objects in melted chocolate Performance Tuning Controls Material Editor > Type button > Material/Map Browser > Choose a ProMaterials material, and then click OK. > Performance Tuning Parameters rollout Note: ProMaterials (marked “adsk”) appear in the Browser only if mental ray is the active renderer. The performance tuning parameters let you tune performance by limiting the amount of calculation a ProMaterial has to perform. There are four parameters, but for each material, only the relevant settings appear in the interface. Reflection Glossy Samples Defines the maximum number of samples (rays) that mental ray shoots to create glossy reflections. Higher values cause slow rendering but create a smoother result. Lower values render faster but create 5692 | Chapter 19 Material Editor, Materials, and Maps a grainier result. Generally 32 is enough for most cases. Default=8 for most ProMaterials, 0 for Mirror. NOTE When Reflection Glossy Samples equals 0, the reflections take the form of a “perfect mirror” and only one ray is shot, regardless of the actual value of Glossiness . You can use this to boost performance for surfaces with very weak reflections. Refraction Glossy Samples Defines the maximum number of samples (rays) that mental ray shoots to create glossy refraction. Higher values cause slow rendering but create a smoother result. Lower values render faster but create a grainier result, like frosted glass. Generally 32 is enough for most cases. Default=8. NOTE When Refraction Glossy Samples equals 0, the refraction takes the form of a “perfect lens” and only one ray is shot. You can use this to boost performance for draft renderings. Reflection Max Trace Depth When this trace depth is reached, mental ray stops calculating reflections. Default=0. Refraction Max Trace Depth When this trace depth is reached, mental ray stops calculating refractions. Default=0. Subsurface Scattering (SSS) Materials Material Editor > Type button > Material/Map Browser > Choose SSS Fast Material (mi), SSS Fast Skin Material (mi), SSS Fast Skin Material+Displace (mi), or SSS Physical Material (mi), and then click OK. Note: The SSS materials appear in the Browser only if mental ray is the active renderer. The subsurface scattering (SSS) materials are provided especially to model skin and other organic materials whose appearance depends on more than one layer of light scattering. 3ds Max provides four of these materials. Each material is a top-level wrapper (a “phenomenon”) for shaders whose controls are documented in the Standard mental ray Shader Libraries document. Click a link to see the mental images documentation for the shader. mental ray Materials | 5693 TIP When you follow a link to the documentation for mental images library shaders, scroll up a bit in your browser. The links tend to go past the title of the section, and there might be introductory content above the link location. If the link goes to the beginning of a section, scroll down instead. Material Name mi Library Shader Name SSS Fast Material (mi) misss_fast_simple_phen SSS Fast Skin Material (mi) misss_fast_skin_phen SSS Fast Skin Material+Displace (mi) misss_fast_skin_phen_d SSS Physical Material (mi) misss_physical Also see Subsurface Scattering Shaders and the topics that follow it for more general information. See Physically Correct Subsurface Scattering for background information and tips about the Physical material. NOTE The SSS Physical Material can also be used as a shader for the Surface and Photon components of a mental ray material on page 5638. For a downloadable tutorial offering a practical demonstration of using the SSS Fast Skin material, see http://www.autodesk.com/3dsmax-mentalray-sssskin-tutorialthis Web page. Light Controls for the SSS Physical Material The SSS Physical material includes light controls that correspond to the lights array in the parameters for the misss_physical shader. Lights When on, the material is illuminated only by those lights specified in the list. When Lights is turned off, all lights in the scene affect the material. Default=off. The remaining light controls are available only when Lights is on. ■ List of lights material. Displays the lights you have chosen to illuminate this ■ Add Adds a light to the list. Click Add to turn it on, then click the light object in a viewport. 5694 | Chapter 19 Material Editor, Materials, and Maps ■ Replace Replaces a light in the list. Highlight a light's name in the list, click Replace to turn it on, then click the replacement light object in a viewport. ■ Delete Deletes a light from the list. Highlight a light's name in the list, then click Delete. Utility mental ray Materials The utility mental ray materials allow you to combine a material with multiple maps. Utility Bump Combiner Material (mental ray) Material Editor > Type button > Material/Map Browser > Utility Bump Combiner (adsk) Note: The Bump Combiner material appears in the Browser only if the mental ray renderer is the currently active renderer. The Bump Combiner lets you combine a material with up to three separate bump maps. mental ray Materials | 5695 Interface Parameters rollout Shading Click the button to specify a base material. This can be any material that mental ray supports. Global Multiplier Adjusts the strength of bump mapping for the material as a whole. This value overrides the individual bump map multiplier values. Can range from 0.0 to 20.0. Default=1.0. Map button Click to apply a map to the Global Multiplier value. Bump 1, Bump 2, and Bump 3 Click to add a bump map to the material. Multiplier Adjusts the strength of the bump map. Can range from 0.0 to 20.0. Default=1.0. Map button Click to apply a map to the Multiplier value. Maps rollout 5696 | Chapter 19 Material Editor, Materials, and Maps Global Multiplier Lets you assign a map to the Global Multiplier. The toggle at the left controls whether the map is active; when you assign a map, it turns on by default. Multiplier 1, Multiplier 2, and Multiplier 3 Let you assign maps to the three bump map Multiplier values. The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. Utility Displace Combiner Material (mental ray) Material Editor > Type button > Material/Map Browser > Utility Displace Combiner (adsk) Note: The Displace Combiner material appears in the Browser only if the mental ray renderer is the currently active renderer. The Displace Combiner lets you combine a material with up to three separate displacement maps. mental ray Materials | 5697 Interface Parameters rollout Shading Click the button to specify a base material. This can be any material that mental ray supports. Global Multiplier Adjusts the strength of displacement mapping for the material as a whole. This value overrides the individual displacement shader multiplier values. Can range from 0.0 to 20.0. Default=1.0. Map button Click to apply a map to the Global Multiplier value. Displace Shader 1, Displace Shader 2, and Displace Shader 3 Click to add a displacement map to the material. Multiplier Adjusts the strength of the displacement map. Can range from 0.0 to 20.0. Default=1.0. Map button Click to apply a map to the Multiplier value. Maps rollout 5698 | Chapter 19 Material Editor, Materials, and Maps Global Multiplier Lets you assign a map to the Global Multiplier. The toggle at the left controls whether the map is active; when you assign a map, it turns on by default. Multiplier 1, Multiplier 2, and Multiplier 3 Let you assign maps to the three displacement shader Multiplier values. The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. Matte/Shadow Material Material Editor > Type button > Material/Map Browser > Matte/Shadow The Matte/Shadow material allows you to make whole objects (or any subsets of faces) into matte objects on page 8042 that reveal the current background color or environment map on page 7964. Matte/Shadow Material | 5699 Simply rendering the framed photo against a background shows the photo in front of the background. 5700 | Chapter 19 Material Editor, Materials, and Maps A matte object hides parts of the photo, revealing the background to make it appear the photo is behind the goblets. It can also receive shadows cast on it from non-matte objects in the scene. Using this technique, you can cast shadows on backgrounds by building matte proxy objects and placing them in front of similarly shaped objects in the background. Matte/Shadow Material | 5701 Creating a matte object for casting shadows against a background image Matte/Shadow materials can also have reflections. NOTE The Matte/Shadow effect is visible only when you render the scene. It isn't visible in viewports. TIP When rendering with mental ray, for best results and greater flexibility use the Matte/Shadow/Reflection (mi) material on page 5622 instead of this one. Because of the availability of the mental ray-specific material, the Matte/Shadow material is designated Incompatible on page 5299 when mental ray is active. 5702 | Chapter 19 Material Editor, Materials, and Maps Procedures To render objects seamlessly against a background environment: There are three ways you can render objects to blend seamlessly into a background environment: ■ Assign a Matte/Shadow Material. ■ Assign a 100% self-illuminated diffuse texture to an object using Camera Mapping. ■ Assign a 100% self-illuminated diffuse texture using Environment/Screen projection. Use the Plate Match/MAX R2.5 antialiasing whenever you are trying to match foreground objects with an unfiltered background, or trying to match the antialiasing qualities of the 3ds Max 2.5 renderer. See the description of Antialiasing Filter in the description of the Default Scanline Renderer on page 6141. Example: To see the effect of Affect Alpha and Matte Reflection: 1 Create a scene with one or more objects on a box platform, and one or more shadow-casting spotlights. TIP If you use only one spotlight, increase its Multiplier value. 2 Assign a Matte/Shadow material to the box, and render the scene with default Matte/Shadow parameters (Opaque Alpha is on, and Affect Alpha is off). 3 On the Rendered Frame Window on page 6073 that opens, turn on Display Alpha Channel. The objects all appear as white silhouettes, including the platform. 4 On the Matte/Shadow Basic Parameters rollout, turn off Opaque Alpha, and turn on Receive Shadows and Affect Alpha. 5 Press F9 (Render Last on page 6117). The silhouette of the box no longer appears, but the other objects and their shadows appear. Matte/Shadow Material | 5703 6 On the Matte/Shadow Basic Parameters rollout, click the Map button in the Reflection group, and use the Material/Map Browser on page 5290 to assign a Flat Mirror on page 5946 map to the box's material. On the Flat Mirror Parameters rollout, turn on Render group > Assign To Faces With ID and leave the value set to 1. 7 Press F9 (Render Last on page 6117). 8 On the Rendered Frame Window, turn off Display Alpha Channel. The reflections of the objects appear on the box, even though the box itself is invisible. Interface 5704 | Chapter 19 Material Editor, Materials, and Maps Matte group Opaque Alpha Determines whether or not the matte material appears in the alpha channel. If you turn off Opaque Alpha, the matte object will not make an alpha channel, and the image can be used for compositing, just as if there are no matte objects in the scene. Default=off. Atmosphere group These options determine whether fog effects are applied to the matte surfaces, and how they are applied. Apply Atmosphere Turns the fogging of matte objects on and off. When applying fog, you can choose between two different methods. You can either apply fog as if the matte surface is at an infinite distance from the camera or you can apply it as if the matte surface is actually at that point on the object being shaded. In other words, you can apply the fog to the matte surface in either 2D or 3D. The following controls determine how this is applied: At Background Depth This is the 2D method. The scanline renderer on page 8116 fogs the scene, and then renders its shadows. In this case, the shadows won't be lightened by the fog. If you want to lighten the shadows, you need to turn up the shadow brightness. At Object Depth This is the 3D method. The renderer first renders the shadows, and then fogs the scene. Since this varies the amount of fog over the 3D matte surface, the generated matte/alpha channels don't blend perfectly into the background. Use At Object Depth when the matte object is meant to be a 3D object in the scene that the 2D background represents. Shadow group This group determines whether the matte surfaces receive shadows that are cast upon them, and how they receive them. Receive Shadows Renders shadows on the matte surfaces. Default=on. Affect Alpha When on, shadows cast on a matte material are applied to the alpha channel. This lets you render bitmaps with alpha channels that you can composite later. Default=on. Affect Alpha is available only when Opaque Alpha (in the Matte group box) is turned off. Matte/Shadow Material | 5705 When Affect Alpha is on, the higher the Shadow Brightness value, the more transparent the shadow, allowing the background to show through more, and making the shadow appear brighter. Shadow Brightness Sets shadow brightness. At 0.5, the shadows will not be attenuated on the matte surface; at 1.0, the shadows are brightened to the color of the matte surface; and at 0.0 they are darkened to completely obliterate the matte surface. Color Displays a Color Selector on page 391 to let you choose the color of the shadow. Default=black. Setting shadow color is especially useful when you're using a Matte/Shadow material to composite your shadows against a background image, such as video. It lets you tint your shadows to match pre-existing shadows in the image. Reflection group Controls in this group determine whether the matte surfaces can have reflections. You create matte reflections using a shadow map. TIP Matte reflections don't successfully create an alpha channel unless you render them against a black background. Amount Controls the amount of reflection to use. This is a percentage that can range from 0 to 100. This control is unavailable unless you have assigned a map. Default=50. You can animate this parameter. Map Displays the Material/Map Browser on page 5290 so you can assign a map to use for reflections. The reflection is independent of the environment unless you choose a Reflect/Refract on page 5946 or Flat Mirror map on page 5946. Compound Materials Compound materials combine two or more sub-materials. Compound materials are similar to compositor maps on page 5918, but they exist at the material level. Applying a compound material to an object creates a compound effect that often uses mapping. You load or create compound materials using the Material/Map Browser. Using a filter control, you can choose whether the Browser lists maps or materials or both. 5706 | Chapter 19 Material Editor, Materials, and Maps Different types of materials create different effects, behave in particular ways, or are provided as ways to combine multiple materials. NOTE The sub-material buttons and sub-map buttons for most materials and maps have check boxes beside each button. These let you turn that branch of the material or map on or off. For example, in the Top/Bottom material, the Top Material and Bottom Material buttons each have check boxes. Similarly, the Checker map has two map buttons, one for each color. Each button has a check box beside it that lets you disable that color's map. These are the different types of compound materials: Blend on page 5708: Combines two materials by mixing their pixel colors, as Mix maps do. Composite on page 5711: Mixes up to 10 materials, using additive colors, subtractive colors, or opacity mixing. Double-Sided on page 5713: Stores two materials. One material is rendered on the object's outer faces (the usual side for one-sided materials, as determined by face normals), and the other is rendered on the object's inner faces. Morpher Material on page 5716: Morpher materials use the Morpher modifier on page 1545 to manage multiple materials over time. Multi/Sub-Object on page 5720: Lets you assign more than one material to the same object. Stores two or more sub-materials, which you assign at the sub-object level by using the Mesh Select on page 1527 modifier. You can also assign the sub-materials to whole objects by using the Material modifier on page 1517. Shellac on page 5727: Superimposes one material on another. Top/Bottom on page 5729: Stores two materials. One material is rendered on an object's top faces and the other is rendered on the object's bottom faces, depending on whether a face normal points up or down. Procedures To have the Browser list only materials: ■ At the top of the Show group, leave Materials on and turn off Maps. NOTE This option is available only at the material level in the Material Editor. Compound Materials | 5707 Blend Material Material Editor > Type button > Material/Map Browser > Blend Blend material combines bricks and stucco. The Blend material lets you mix two materials on a single side of the surface. Blend has an animatable Mix Amount parameter that lets you draw material morphing on page 8049 function curves to control the way that the two materials are blended over time. NOTE If even one sub-material has its shading set to Wire (see Shader Basic Parameters Rollout on page 5397), the entire material displays and renders as a wire material. Procedures To create a Blend material: 1 Activate a sample slot in the Material Editor. 2 Click the Type button. 3 In the Material/Map Browser on page 5290, choose Blend and then click OK. 5708 | Chapter 19 Material Editor, Materials, and Maps A Replace Map on page 5376 dialog is displayed. This dialog asks whether you want to discard the original material in the slot, or retain it as a sub-material. Blend materials have similar controls to Mix maps. To specify a component material: ■ In the Blend Basic Parameters rollout, click one of the two material buttons. The parameters for the sub-material are displayed. By default, a sub-material is a Standard material with Blinn shading. To control the mix amount: ■ In the Basic Parameters rollout, adjust the Mix Amount value. You can also control the mix amount by using a map. Map used to reveal brick beneath stucco To control the mix amount using a map: ■ In the Basic Parameters rollout, click the map button next to Mask. The Browser is displayed so you can select a map type. The intensity of pixels in this mixing map controls the mix. When the intensity is close to zero, one of the component colors or maps is visible; when it is close to full intensity, the other component is visible. Compound Materials | 5709 TIP Using a Noise map for the mixing map can give good effects that have a natural appearance. Mix Amount is unavailable while a map is assigned to this parameter. If Use Curve is turned off, the mixing map is used as is. If Use Curve is on, you can shift the effect of the mixing map's gradient ramp to reveal more of one material and less of the other. Interface Material 1/Material 2 Set the two materials to be blended. Use the check boxes to turn the materials on and off. Interactive Chooses which of the two materials is displayed on object surfaces in viewports by the interactive renderer. If one material has Show Map in Viewport on page 5350 on, this takes precedence over the Interactive setting. Only one map at a time can be displayed in viewports. 5710 | Chapter 19 Material Editor, Materials, and Maps Mask Sets a map to use as a mask. The degree of blending between the two materials depends on the intensity of the mask map. Lighter (whiter) areas of the mask show more of Material 1, while darker (blacker) areas of the mask show more of Material 2. Use the check box to turn the mask map on or off. Mix Amount Determines the proportion of the blend (percentage). 0 means only Material 1 is visible on the surface; 100 means only Material 2 is visible. Unavailable if you have assigned a mask map and the mask's check box is on. You can animate this parameter. Create Material Preview on page 5333 is useful for testing the effect. Mixing Curve group The mixing curve affects how gradual or how sharp the transition between the two colors being blended will be. It affects the blend only when a mask map is assigned. TIP For mottled effects, blend two standard materials using a noise map as a mask. Use Curve Determines whether the Mixing Curve affects the mix. This control is available only when a mask is assigned and active. Transition Zone These values adjust the level of the Upper and Lower limits. If the two values are the same, the two materials meet at a definite edge. Wider ranges give more gradual blending from one sub-material to the other. The mixing curve displays the effect of changing these values. Composite Material Material Editor > Type button > Material/Map Browser > Composite Composite material composites on page 7937 up to 10 materials. The materials are superimposed from top to bottom, as listed in the rollout. Materials are combined using additive opacity on page 7901, subtractive opacity on page 8140, or mixed using an Amount value. NOTE If even one sub-material has its shading set to Wire (see Shader Basic Parameters Rollout on page 5397), the entire material displays and renders as a wire material. See also: ■ Composite Map on page 5918 Compound Materials | 5711 Interface Base Material Displays the Material/Map Browser on page 5290, where you assign the base material. By default, the base material is a Standard material. 5712 | Chapter 19 Material Editor, Materials, and Maps The other materials are composited by superimposing them on top of this material, in order from top to bottom. Mat 1 through Mat 9 Each of these nine groups contains controls for a material to composite. By default, no materials are assigned. Check box When on, uses the material in the composite. When off, doesn't use it. Default=on. Button Displays the Material/Map Browser on page 5290, where you assign a material to composite. ASM buttons These buttons control how the material is composited. Default=A. ■ A This material uses additive opacity on page 7901. Colors in the material are summed based on their opacity. ■ S This material uses subtractive opacity on page 8140. Colors in the material are subtracted based on their opacity. ■ M This material mixes materials based on the Amount value (see following). Both color and opacity are blended as they are when you use a Blend material on page 5708 with no mask. Amount Controls the amount of mixing. Default=100.0. For additive (A) and subtractive (S) compositing, the Amount value can range from 0 to 200. When the Amount is 0.0, no compositing happens, and the material below is not visible. When the Amount is 100.0, the composite is complete. When the amount is greater than 100.0, compositing is "overloaded": transparent portions of the material become more opaque, until the material below is no longer visible. For mix (M) compositing, the Amount can range from 0.0 to 100.0. When the Amount is 0.0, no compositing happens, and the material below is not visible. When the amount is 100.0, compositing is complete, and only the material below is visible. Double-Sided Material Material Editor > Type button > Material/Map Browser > Double-Sided Compound Materials | 5713 On the right, a double-sided material creates a pattern for the inside of the trash can. The Double-Sided material lets you assign two different materials to the front and back faces of an object. NOTE If even one sub-material has its shading set to Wire (see Shader Basic Parameters Rollout on page 5397), the entire material displays and renders as a wire material. Procedures To create a double-sided material: 1 Activate a sample slot in the Material Editor. 2 Click the Type button. 3 In the Material/Map Browser, choose Double-Sided and then click OK. A Replace Map dialog on page 5376 is displayed. This dialog asks whether you want to discard the original material in the slot, or retain it as a sub-material. 5714 | Chapter 19 Material Editor, Materials, and Maps The Double-Sided material controls let you choose the two materials, and the translucency of the material overall. To choose the outer material: ■ Click the button labeled Facing Material. The parameters for the sub-material are displayed. By default, a sub-material is a Standard material with Blinn shading. To choose the inner material: 1 Go back to the parent material (parameters for the Double-Sided material). 2 On the Double-Sided Basic Parameters rollout, click the button labeled Back Material. The parameters for the sub-material are displayed. By default, a sub-material is a Standard material with Blinn shading. To make the material translucent: ■ Set Translucency to a value greater than 0. The Translucency control affects the blending of the two materials. When Translucency is 0, there is no blend. When Translucency is 100.0 percent, the outer material is visible on inner faces and the inner material is visible on outer faces. At intermediate values, the specified percentage of the inner material "bleeds through" and is visible on outer faces. Interface Translucency Sets the amount that one material shows through the other. This is a percentage that can range from 0.0 to 100.0. At 100 percent, the outer material is visible on inner faces and the inner material is visible on outer Compound Materials | 5715 faces. At intermediate values, the specified percentage of the inner material "bleeds through" and is visible on outer faces. Default=0.0. You can animate this parameter. Facing Material and Back Material Click to display the Material/Map Browser on page 5290 and choose a material for one side or the other. Use the check boxes to turn the materials on or off. Morpher Material Material Editor > Type button (labeled Standard by default) > Material/Map Browser > Morpher material Procedures on page 5717 Interface on page 5718 The Morpher material works hand-in-hand with the Morpher modifier. You can use it to make the cheeks of a character blush, or to wrinkle a character's forehead when the eyebrows are raised. With the Morpher modifier's channel spinners, you can blend materials the same way you morph the geometry. The Morpher material has 100 material channels that map directly to the 100 channels in the Morpher modifier. After you apply the Morpher material to an object and bind it to the Morpher modifier, you use the channel spinners in the Morpher modifier to morph materials and geometry. Empty channels in the Morpher modifier, with no geometry morph data, can be used to morph materials only. NOTE The mental ray renderer on page 6230 does not support the Morpher material. NOTE If even one sub-material has its shading set to Wire (see Shader Basic Parameters Rollout on page 5397), the entire material displays and renders as a wire material. See also: ■ Morpher Modifier on page 1545 5716 | Chapter 19 Material Editor, Materials, and Maps Applying the Morpher Material An object must have at least one Morpher modifier in its modifier stack. You can assign the material to an object and bind it to the object's Morpher modifier in either of two ways. ■ After the Morpher modifier is applied to an object, use the Assign New Material command in the Global Parameter rollout of the Morpher modifier. This is the simplest way, and applies the Morpher Material to the object and binds the material to the Morpher modifier at the same time. ■ Open the Material Editor, select the Morpher material, and click Choose Morph Object in the Parameters rollout, then click the object in the viewports. After clicking the object, a dialog displays in the viewports, select the Morpher modifier from the dialog (an object may have multiple Morpher modifiers). This binds the Morpher material to the Morpher modifier. NOTE You can bind a Morpher material to only one Morpher modifier. Procedures Example: To apply and use the Morpher material: 1 Create a sphere in the Perspective viewport. 2 On the Modify panel, right-click the sphere's entry in the modifier stack display, and choose Convert To: Editable Mesh. 3 From the Modifier List, choose Morpher. This applies the Morpher modifier to the sphere. 4 On the Morpher modifier's Global Parameters rollout, click Assign New Material. The Morpher material is now applied to the object and bound to the Morpher modifier. 5 Open the Material Editor, and click Pick Material from Object (the eyedropper), then click the sphere in the viewports. The Material Editor displays the Morpher material parameters. 6 On the Morpher Material Parameters rollout, click the Mat 1 slot. Compound Materials | 5717 7 On the Material/Map Browser choose Standard. 8 On the Basic Parameters rollout, click the Diffuse color swatch. 9 On the Color Selector, choose a bright yellow, and close the color selector. Leave the Material Editor open. 10 Turn on the Auto Key button, then move the time slider to frame 50. 11 Select the sphere, and then open the Modify panel. 12 On the Morpher modifier's Channel List rollout, set the channel 1 spinner to 100. In the Material Editor, the color of the sample sphere changes to yellow. 13 On the main toolbar, click Render. The sphere is yellow. If you render an animation the sphere changes from a grey color to yellow. Interface The Morpher material interface is on a Parameters rollout in the Material Editor. 5718 | Chapter 19 Material Editor, Materials, and Maps Modifier Connection group Choose Morph Object Click this option, then select an object in the viewports that has a Morpher modifier applied to it. Clicking an object in the viewports displays the Choose Morpher modifier dialog. Choose a Morpher modifier, and click Bind. Name Field Displays the name of object to which the Morpher material is applied. If no object has been specified, the field displays "No Target". Refresh Updates the channel data. Marker List This list is identical to the marker list in the Morpher modifier. Markers you save in the Morpher modifier appear here. Base Material group Base material button Click to apply a base material to the object. The base material represents what the model looks like before any channel blending takes place. Channel Material Setup group Map # 100 material channels are available. The scroll bar allows you to scroll through all the channels. Double-click a channel to jump to the material parameters for that channel. Compound Materials | 5719 There is a one-to-one correspondence between the channels in the Morpher material and the Morpher modifier. A material in channel 1 of the Morpher material is controlled by the channel 1 spinner in the Morpher modifier. Material on/off toggle Turns a channel on and off. Channels that are off do not affect the morph result. Mixing Calculation Options group The system can slow down if there are many active materials being blended. Options in this group allow you to control when the morph result will be computed. Constantly Choose to compute the material morph result all the time. When Rendering Choose to compute the material morph result at render time. Never Calculate Choose to bypass material blending. Multi/Sub-Object Material Material Editor > Type button > Material/Map Browser > Multi/Sub-Object 5720 | Chapter 19 Material Editor, Materials, and Maps Figure mapped using a Multi/Sub-Object material The Multi/Sub-Object material lets you assign different materials at the sub-object level of your geometry. You create a multi-material, assign it to an object, and then use the Mesh Select modifier on page 1527 to select faces and choose which of the sub-materials in the multi-material are assigned to the selected faces. If the object is an editable mesh on page 2075, you can drag and drop materials to different selections of faces, building a Multi/Sub-Object material on the fly. See Drag and Drop Sub-Object Material Assignment on page 5312. You can also create a new Multi/Sub-Object material by dragging to faces selected with the Edit Mesh modifier on page 1353. Sub-material IDs do not depend on the order of the list, and you can enter new ID values. The Make Unique button on page 5346 in the Material Editor lets you make an instanced sub-material into a unique copy. At the Multi/Sub-Object material level, the sample slot's sample object shows a patchwork of the sub-materials. When you edit a sub-material, the sample Compound Materials | 5721 slot display depends on the setting of the Simple Multi Display Below Top Level toggle in the Material Editor Options dialog on page 5335. Using Multi/Sub-Object Materials Here are some usage tips with regards to mesh editing and managing sub-materials. ■ When working at sub-object levels of Editable Meshes, Polys, Patches and Splines, or with objects that have Edit Mesh, Spline or Patch modifiers applied to them, you can browse by sub-material names if the object has a multi-sub-object material applied to it. ■ Sub-materials that are not assigned to an object, or surface of an object, can be 'cleaned' from the Multi-Sub-Object material by using the Clean MultiMaterial utility on page 6052. ■ Duplicate maps, assigned to materials, can be changed to instances by using the Instance Duplicate Maps utility on page 6058. Procedures To create a Multi/Sub-Object material: 1 Activate a sample slot in the Material Editor. 2 Click the Type button. 3 In the Material/Map Browser on page 5290, choose Multi/Sub-Object and then click OK. A Replace Map dialog on page 5376 is displayed. This dialog asks whether you want to discard the original material in the slot, or retain it as a sub-material. The controls for a Multi/Sub-Object material are essentially a list of the sub-materials it contains. To assign a sub-material: ■ On the Multi/Sub-Object Basic Parameters rollout, click a sub-material button. The parameters for the sub-material appear. By default, a sub-material is a Standard material with Blinn shading. 5722 | Chapter 19 Material Editor, Materials, and Maps To make one of the sub-materials a solid color: On the Multi/Sub-Object Basic Parameters rollout, click the color swatch next to the sub-material button. In the Color Selector on page 391, choose a color. ■ The color swatches for sub-materials are shortcuts. They assign the color you choose to the sub-material's Diffuse component. To assign one of the sub-materials to a sub-object selection: 1 Select the object, and assign a Multi/Sub-Object material to it. 2 On the Modify panel on page 7633, apply Mesh Select on page 1527 to the object. 3 Click Sub-Object and choose Face as the sub-object category. 4 Select the faces to which you will assign a sub-material. 5 Apply a Material modifier on page 1517, and set the material ID value to the number of the sub-material you want to assign. The viewport updates to show the sub-material assigned to the selected faces. The material ID values in the Multi/Sub-Object material and the material ID numbers in the Select Face rollout correspond. If you set the ID to a number that doesn't correspond to a material contained in the Multi/Sub-Object material, the faces render as black. WARNING Some geometric primitives do not use 1 as the default material ID, and some, such as hedra or box, have multiple material IDs by default. TIP You can also use the Edit Mesh modifier on page 1353 to assign a contained material to selected faces. Apply Edit Mesh to the object, go to the Face sub-object level, and select the faces to assign. Then on the Edit Surface rollout, set the material ID value to the ID of the sub-material. (You can drag and drop on page 5312 a Multi/Sub-Object material to an Edit Mesh modifier as you can to an editable mesh object.) To add a new sub-material: ■ Click Add. Compound Materials | 5723 A new sub-material is added to the end of the list. By default, the new sub-material's ID number is one greater than the highest material ID already in use. To remove a sub-material: 1 Select the sub-material by clicking its small sample sphere in the Multi/Sub-Object Basic Parameters rollout. The small sample sphere is surrounded by a black and white border to show the sub-material is selected. If the list of sub-materials is longer than the rollout will hold, you can use the scroll bar at the right to display other parts of the list. 2 Click Delete. The sub-material is removed. Deleting a sub-material is an undoable operation. 5724 | Chapter 19 Material Editor, Materials, and Maps Interface Number This field displays the number of sub-materials contained in the Multi/Sub-Object material. Set Number Sets the number of sub-materials make up the material. At the Multi/Sub-Object material level, the sample slot's sample object shows a patchwork of the sub-materials. (When you edit a sub-material, the sample slot display depends on the setting of the Simple Multi Display Below Top Level toggle on the Material Editor Options dialog on page 5335.) Compound Materials | 5725 Reducing the number of sub-materials removes sub-materials from the end of the list. You can undo Set Number when you have used it to delete materials. Add Click to add a new sub-material to the list. By default, the new sub-material's ID number is one greater than the highest material ID already in use. Delete Click to delete the currently chosen sub-material from the list. You can undo deleting a sub-material. Sort list controls These buttons appear above three of the columns in the sub-materials list. ID Click to sort the list so it begins with the sub-material that has the lowest material ID, and ends with the sub-material that has the highest material ID. Name Click to sort the list by the names you have entered in the Name column. Sub-Material Click to sort the list by the sub-material names that appear on the Sub-Material buttons. List of sub-materials Each sub-material has a single entry in this list. The rollout displays up to 10 sub-materials at a time. If the Multi/Sub-Object material contains more than 10 sub-materials, you can scroll the list using the scrollbar at the right. Each sub-material in the list has the following controls: Small sample sphere The small sample sphere is a "mini-preview" of the sub-material. Click it to select this sub-material. You must select a sub-material before you delete it. ID Shows the ID number assigned to this sub-material. You can edit this field to change the ID number. If you assign two sub-materials the same ID, a warning message appears at the top of the rollout. When the Multi/Sub-Object material is applied to an object, faces in the object assigned the same material ID number render with this sub-material. You can click Sort by ID to sort the sub-material list by this value, from lowest to highest. NOTE Sometimes the Sub-Material button shows a material number. This is not the sub-material ID. 5726 | Chapter 19 Material Editor, Materials, and Maps Name Lets you enter a custom name for the material. A sub-material name appears in the Name on page 5360 field when you're at the level of the sub-material. It also appears in the Browser and the Navigator. Sub-Material button Click the sub-material button to create or edit one of the sub-materials. Each of the sub-materials is a complete material in its own right, with as many maps on page 8036 and levels as you want. By default, each sub-material is a Standard material on page 5395 with Blinn shading on page 5426. Color swatch Click the color swatch to the right of the Sub-Material button to display the Color Selector on page 391 and choose a diffuse color for the sub-material. On/Off toggle Turns the sub-material on or off. When a sub-material is off, it appears black in the sample slot and on objects in the scene. Default=on. Shellac Material Material Editor > Type button > Material/Map Browser > Shellac Shellac material mixes two materials by superimposing one over the other. Colors in the superimposed material, called the "shellac" material, are added to colors in the base material. A Shellac Color Blend parameter controls the amount of color mixing. Compound Materials | 5727 Top: Base material Middle: Shellac material Bottom: Materials combined with a shellac color blend value of 50% 5728 | Chapter 19 Material Editor, Materials, and Maps NOTE If even one sub-material has its shading set to Wire (see Shader Basic Parameters Rollout on page 5397), the entire material displays and renders as a wire material. Interface Base Material Goes to the level of the base sub-material. By default, the base material is a Standard material with Blinn shading. Shellac Material Goes to the level of the shellac material. By default, the shellac material is a Standard material with Blinn shading. Shellac Color Blend Controls the amount of color mixing. At 0.0, the shellac material has no effect. Increasing the Shellac Color Blend value increases the amount of shellac material color blended into the base material color. There is no upper limit on this parameter. Large values "overload" the shellac material colors. Default=0.0. You can animate this parameter. Top/Bottom Material Material Editor > Type button > Material/Map Browser > Top/Bottom Compound Materials | 5729 Top/bottom material gives the pot a charred bottom. The Top/Bottom material lets you assign two different materials to the top and bottom portions of an object. You can blend the materials into one another. The object's top faces are those whose normals point up. The bottom faces have normals that point down. You can choose whether "up" and "down" refer to the scene's world coordinates or to the object's local coordinates. NOTE If even one sub-material has its shading set to Wire (see Shader Basic Parameters Rollout on page 5397), the entire material displays and renders as a wire material. Procedures To create a top/bottom material: 1 Activate a sample slot in the Material Editor. 2 Click the Type button. 5730 | Chapter 19 Material Editor, Materials, and Maps 3 In the Material/Map Browser on page 5290, choose Top/Bottom and then click OK. A Replace Map on page 5376 dialog is displayed. This dialog asks whether you want to discard the original material in the slot, or retain it as a sub-material. The Top/Bottom material controls let you choose the two materials, and also the transition between them. To choose the top or bottom material: ■ On the Top/Bottom Basic Parameters rollout, click the Top Material button or the Bottom Material button. The parameters for the sub-material appear. By default, a sub-material is a Standard material with Blinn shading. To swap the two component materials: ■ In the Basic Parameters rollout, click Swap. The remaining controls, described in the "Interface" section, affect the transition between top and bottom. Interface Compound Materials | 5731 Top Material and Bottom Material Click to display the parameters for the top or bottom sub-material. By default, a sub-material is a Standard material with Blinn shading. The check box to the right of each button lets you turn off that material, making it invisible in the scene and in the sample slot. Swap Swaps the position of the top and bottom materials Coordinates group Controls in this group let you choose how the software determines the boundary between top and bottom. World Faces point up or down according to the scene's world coordinates. When you rotate the object, the boundary between top and bottom faces remains in place. Local Faces point up or down according to the object's local coordinates. When you rotate the object, the material rotates with it. Blend Blends the edge between the top and bottom sub-materials. This is a percentage that can range from 0 to 100. At 0, there is a sharp line between the top and bottom sub-materials. At 100, the top and bottom sub-materials tint each other. Default=0. You can animate this parameter. Position Determines where the division between the two materials lies on an object. This is a percentage that can range from 0 to 100. 0 is at the bottom of the object, and displays only the top material. 100 is at the top of the object, and displays only the bottom material. Default=50. You can animate this parameter. Shell Material Render to a texture. > Material Editor > Pick Material from Object > Click object with “baked” material. The Shell material is for use with texture baking on page 6371. When you use Render To Texture to bake a texture, it creates a Shell material that contains two materials: the original material used in the rendering, and the baked material. The baked material is a bitmap that is saved to disk by Render To Texture. It is “baked,” or attached to an object in the scene. 5732 | Chapter 19 Material Editor, Materials, and Maps The Shell material is a container for other materials, like Multi/Sub-Object. It also lets you control which material is used in which renderings. NOTE The Material/Map Browser lists the Shell material when you assign a new material. You can apply two materials to a single object this way, but changing a material's type to Shell does not generate a baked texture that is saved to disk. Procedures To load a shell material into a sample slot: 1 Click an unused sample slot. 2 Click Pick Material From Object. 3 In a viewport, click an object that has a baked material. The sample slot now contains the baked material, and the Shell Material Parameters rollout is displayed. Interface Original Material Displays the name of the original material. Click the button to view that material and adjust its settings. Baked Material Displays the name of the baked material. Click the button to view that material and adjust its settings. In addition to the color and mapping of the original material, the baked material can include shadows from lighting, and other information. Also, a baked material has a fixed resolution. Shell Material | 5733 Viewport Use these buttons to choose which material appears in shaded viewports: the original material (upper button) or the baked material (lower button). Render Use these buttons to choose which material appears in renderings: the original material (upper button) or the baked material (lower button). Advanced Lighting Override Material Material Editor > Type button > Material/Map Browser > Advanced Lighting Override This material lets you directly control the radiosity properties of a material. Advanced Lighting Override is always a supplement to a base material, which can be any renderable material. The Advanced Lighting Override material has no effect on ordinary renderings. It affects the radiosity solution on page 6168 or light tracing on page 6154. Advanced Lighting Override has two main uses: ■ Adjusting the material properties used in a radiosity solution or light tracing ■ Creating special effects such as having self-illuminating objects contribute energy to the radiosity solution As the rollout for the Advanced Lighting Override material states, you don’t have to apply this material to obtain a radiosity solution, and most models will never require it. IMPORTANT The mental ray renderer on page 6230 does not support the Advanced Lighting Override material. Obtaining a Better Image Materials that use default settings can be highly reflective. This can lead to overexposed or washed-out radiosity solutions. In general, the best way to adjust this is to reduce the HSV Value (V) of a material color; or, for a bitmapped material, reduce the RGB Level. In some situations, Radiosity Override can improve the appearance of the radiosity solution. Examples of situations where Radiosity Override can help include color bleeding and large dark areas: ■ You might want to reduce Reflectance Scale or Color Bleed when a large area of color (for example, a red carpet in a room with white walls) creates excessive color bleeding. This might be physically accurate, but the eye 5734 | Chapter 19 Material Editor, Materials, and Maps adjusts for such effects, and the radiosity result might look better with less reflectance or less color bleeding. Left: Excessive bleeding of the floor color onto the walls and ceiling. Right: Radiosity Override material reduces the floor’s reflectance, causing less bleeding. ■ You might want to increase Reflectance Scale when the scene includes a large dark area (for example, a black floor). This can lead to a very dark radiosity result. You can maintain the floor’s color but increase reflectance, giving the solution the colors you want while increasing its brightness. The room is lit only by spotlights pointed at the floor. Increasing reflectance of the floor brightens the entire room. Advanced Lighting Override Material | 5735 TIP Check the reflectance and transmittance display on page 5324 to get an idea of how the current material will affect the radiosity solution or light-traced rendering. Creating Special Effects Self-illumination on page 5440 makes an object appear to glow in ordinary renderings, but does not contribute energy to the radiosity solution. To have radiosity processing take a self-illuminating material into account, make this material the base material of Advanced Lighting Override, then increase the value of Luminance Scale. Upper left: By default, self-illuminated neon lights do not influence the scene light. Right: Advanced Lighting Override material scales the neon lights’ Luminance so the radiosity solution can take it into account. Luminance scale takes self-illumination mapping on page 5469 into account. You can use this to model effects such as a computer monitor in a darkened room. 5736 | Chapter 19 Material Editor, Materials, and Maps The Special Effects group of the Advanced Lighting Override material also has a control for adjusting the quality of bump mapping on page 5478 in areas of indirect lighting. Procedures To adjust a material’s reflectance and transmittance: 1 Create a material for your scene. 2 Click the Type button and choose Advanced Lighting Override. 3 In the Replace Material dialog on page 5376, choose Keep Old Material As Sub-Material, and click OK. 4 Adjust the Reflectance Scale and Transmittance Scale parameters. As you do, watch the Reflectance and Transmittance display, and make sure the values are good for a radiosity solution. For example, 85 percent reflectance is about the highest that will work with radiosity. Most real-world materials have much lower reflectance. See Reflectance and Transmittance Display on page 5324 for some reflectance properties of real-world materials. To make a self-illuminating material emit radiosity energy: 1 Create a material that is self-illuminating. 2 Click the Type button and choose Advanced Lighting Override. 3 In the Replace Material dialog on page 5376, choose Keep Old Material As Sub-Material, and click OK. 4 Increase the value of Luminance Scale to have the material emit energy for radiosity processing. Advanced Lighting Override Material | 5737 Interface Override Material Physical Properties group These parameters directly control the base material’s advanced lighting properties. WARNING There is no problem with reducing the default scale, but increasing it for any of these parameters might cause colors to “burn out”: if the scale is too great, they render as pure white, appearing overexposed. Reflectance Scale Increases or decreases the amount of energy the material reflects. Range=0.1 to 5.0. Default=1.0. 5738 | Chapter 19 Material Editor, Materials, and Maps Reflectance Scale increases or decreases the energy of reflected rays. TIP Don’t use this control to increase self-illumination. Use the Luminance Scale instead. Luminance Scale is in the Special Effects group (below). Color Bleed Increases or decreases the saturation of reflected color. Range=0.0 to 1.0. Default=1.0. Color Bleed increases or decreases the saturation of reflected color. Transmittance Scale Increases or decreases the amount of energy the material transmits. Range=0.1 to 5.0. Default=1.0. Advanced Lighting Override Material | 5739 Transmittance Scale increases or decreases the energy of transmitted rays. NOTE This parameter affects only radiosity. It has no effect on light tracing. Special Effects group These parameters relate to specific components in the base material. Luminance Scale (cd/m^2) When greater than zero, scales the self-illumination component on page 5440 of the base material. Use this parameter to have self-illuminating objects contribute energy to the radiosity or light-traced solution. Cannot be less than zero. Default=0.0. Typically, a value of 500 or more will give good results. Indirect Light Bump Scale Scales the effect of the base material’s bump mapping on page 5478 in areas lit by indirect light. When this value is zero, no bump mapping is done for indirect light. Increasing Indirect Light Bump Scale increases the bump effect under indirect lighting. This value does not affect the Bump amount in areas where the base material is lit directly. Cannot be less than zero. Default=1.0. TIP This parameter is useful because indirect bump mapping is simulated and not always accurate. Indirect Light Bump Scale lets you adjust the effect by hand. Base Material Click to go to the base material and adjust its components. You can also replace the base material with a different material type. To return from the base material to the Advanced Lighting Override level, click Go To Parent. 5740 | Chapter 19 Material Editor, Materials, and Maps Lightscape Material Material Editor > Type button > Material/Map Browser > Lightscape Mtl The Lightscape material lets you set radiosity behavior for 3ds Max materials you want to use in existing Lightscape radiosity meshes. NOTE This material is for use with Lightscape. It is not meant for use with the advanced lighting solution in 3ds Max. For adjusting a material's radiosity properties in 3ds Max, use the Advanced Lighting Override material on page 5734. IMPORTANT The mental ray renderer on page 6230 does not support the Lightscape material. Interface Radiosity Mapping group Brightness Controls the brightness of the displayed image on your monitor. The setting of this control does not affect the actual lighting levels in the model. Note: The default value is exactly the same as the values set in the Import Lightscape Solution dialog. Lightscape Material | 5741 Contrast Controls the contrast between light and dark regions in the model. Note: The default value is exactly the same as the values set in the Import Lightscape Solution dialog. Ambient Light Controls the amount of 3ds Max ambient light that will be mixed in with the radiosity calculations. If the value is 0, none of the 3ds Max ambient light is used. If the value is 1, the 3ds Max ambient light value is added into the radiosity calculations. Default=0.0. Bump Amount This value controls the strength of the bump map that is applied to the lighting from Lightscape, as opposed to lighting done by 3ds Max. It can be separately controlled from the bump amount in the 3ds Max material, so you can adjust the bumps in Lightscape lighting to match the bumps in 3ds Max lighting. Default=5.0. Daylight Determines whether you want natural daylight to be used in the calculation. Note: The default value is exactly the same as the values set in the Import Lightscape Solution dialog. Exterior Scene Used for exterior daylight simulations. Note: The default value is exactly the same as the values set in the Import Lightscape Solution dialog. Apply Changes to All Lightscape Materials Determines whether or not the changes you make in this dialog are applied to every Lightscape Radiosity material. Default=off. Disable Radiosity Determines whether or not the radiosity is calculated. This option provides a quick way to see the effect of the Lightscape-specific illumination. Default-off. Base Material Displays the base 3ds Max material to which the radiosity illumination is applied. (The base material displays on the object while the Lightscape Radiosity material adds radiosity effects.) Use this button to change the base material on the object. Ink 'n Paint Material Material Editor > Type button > Material/Map Browser > Ink 'n Paint The Ink 'n Paint material creates cartoon effects. Rather than the three-dimensional, realistic effect most other materials provide, Ink 'n Paint provides flat shading with “inked” borders. 5742 | Chapter 19 Material Editor, Materials, and Maps Snake rendered with ink 'n paint Because Ink 'n Paint is a material, you can create a scene that combines 3D-shaded objects with flat-shaded cartoon objects. Ink 'n Paint Material | 5743 Rendering that combines realistic shading with cartoon shading In the Ink 'n Paint material, ink and paint are two separate components, with customizable settings. 5744 | Chapter 19 Material Editor, Materials, and Maps Left: The paint component only Right: The ink component only TIP Ink 'n Paint uses the raytracer settings on page 6221, so adjusting raytrace acceleration can have an effect on the speed of Ink 'n Paint. Also, while you work with Ink 'n Paint, disabling antialiasing can speed up the material, until you're ready to create final renderings. (Turning off Ink really speeds it up.) NOTE Motion blur does not work with Ink 'n Paint. (Typically, hand-drawn cartoons are not motion blurred.) NOTE Shadows don't appear on objects shaded with Ink 'n Paint unless the value of Paint Levels is 4 or greater. WARNING Ink 'n paint will only give correct results when rendered from a camera or perspective view. It does not work in orthographic views. Ink 'n Paint Material | 5745 Using Ink 'n Paint You can use Ink 'n Paint on multiple objects, but in general, it tends to work best if you do the following: 1 Collect the objects for cartoon rendering into a single surface model such as an Editable Mesh. 2 Assign different material ID values on page 8038 to portions of the model you want to color differently. Typically, you would do this at the Element sub-object level, although you can certainly apply different material IDs to faces and polygons as well. 3 Create a Multi/Sub-Object material on page 5720. In it, create a sub-material for each of the colors in the model. Make each sub-material an Ink 'n Paint material, then assign colors and maps using each sub-material's Paint controls. If necessary, adjust the Ink controls as well. TIP ActiveShade on page 6102 works with the Ink 'n Paint material, and can be a good way to preview the material's effect. Troubleshooting Here are some commonly encountered problems, and potential solutions: ■ Internal ink lines are missing. The Overlap bias is probably too high. Decrease it. If Underlap is turned on, this might also have too high a bias. Another possible reason is that you have a self-intersecting object, or an object built by attaching smaller objects, thus creating intersecting faces. In this case, set up the objects to use the Mat ID or SmGroup ink components. If elements already have differing material IDs, try turning off Only Adjacent Faces. ■ Ink looks sloppy on sloping parts of the object. The Overlap or Underlap bias might be too low. Try increasing it. ■ Ink looks sloppy between interpenetrating objects. Find out which ink component is the sloppy one. Then adjust its bias control. ■ Ink lines disappear or are too narrow when Variable Width is on. 5746 | Chapter 19 Material Editor, Materials, and Maps Turn on Clamp. You can also try to see if reducing the lighting level helps. Or, you can try turning off Variable Width, then assigning a Falloff map on page 5877 to the Ink Width component. TIP To isolate which ink component is causing a problem, you can try assigning each component a different, distinctive (and easy to read) color, then rendering the image. WARNING Ink 'n paint will only give correct results when rendered from a camera or perspective view. It does not work in orthographic views. Interface Basic Material Extensions rollout 2-Sided Makes the material 2-sided on page 7893. Applies the material to both sides of selected faces. Face Map Applies the material to the faces of the geometry. If the material is a mapped material, it requires no mapping coordinates on page 8034. The map is automatically applied to each facet of the object. Faceted Renders each face of a surface as if it were flat. Fog BG when not painting When paint is turned off, the painted areas of the material color are the same as the background. This toggle, when on, lets the background in paint areas be affected by fog between the camera and the object. Default=off. Opaque alpha When on, the alpha channel is opaque even if ink or paint is turned off. Default=off. Ink 'n Paint Material | 5747 Bump Adds bump mapping to the material. ■ Toggle When on, enables the bump map. ■ Spinner Controls the bump map amount. ■ Map button Click to assign a map to use for bump mapping. Displacement Adds displacement mapping to the material. ■ Toggle When on, enables the displacement map. ■ Spinner Controls the displacement map amount. ■ Map button Click to assign a map to use for displacement mapping. Paint Controls rollout Paint is the main color of the material. There are three main components of the “paint” of Ink 'n Paint. Each has several associated controls, most of which are documented toward the end of this section. Lighted The fill color for the lighted side of objects. Default=light blue. Turning off this component makes the object invisible, except for the ink. Default=on. 5748 | Chapter 19 Material Editor, Materials, and Maps Left: A lighted character Right: Lighted and Highlight both turned off to render only the ink ■ Paint Levels The number of shades of color that are rendered, from light to dark. Lower values make objects look flatter. Range=1 to 255. Default=2. Increasing the value of Levels increases the number of shades of the basic color seen in the lighted area. Shaded The value in the spinner at the left is the percent of the Lighted color that appears on the unlighted side of objects. Default=70.0. Turning off this component displays a color swatch, which you can use to assign a distinct color to shaded areas. Default=on. Ink 'n Paint Material | 5749 Increasing the value of Shaded increases the saturation of the shaded area. You can also use Shaded to assign a distinct color for shading. Highlight The color of the specular highlight. Default=white. When this component is off, there is no specular highlight. Default=off. TIP A specular highlight can destroy the illusion of 2D. Use this component sparingly. Left: No highlights 5750 | Chapter 19 Material Editor, Materials, and Maps Right: Highlight on ■ Glossiness The size of the specular highlight. The greater the Glossiness, the smaller the highlight. Default=50.0. Increasing glossiness decreases the size of the highlight. Color component controls: These are the controls that are duplicated for each of the paint components. Each has an on/off toggle, a main control, and then on the right, a set of map controls. ■ Check box The check box at the left of the rollout enables or disables that particular component. In the case of Shaded, it toggles between a percentage value (of the Lighted color) or a distinct Shaded color. ■ Color swatch or spinner The main control for each component. Click a color swatch to display a Color Selector on page 391 and set the color of the component. In the case of Shaded, this control can also be a percentage spinner. ■ Map spinner The spinner to the right of the main control is the percentage of the map to use. Default=100.0. Ink 'n Paint Material | 5751 Mapping the Lighted component Right rear: The original, unmapped material Left: Lighted component with a falloff map applied Right front: Lighted component with a bitmap applied ■ Map check box The check box between the spinner and the button enables or disables the map. Default=off until a map is assigned, then on. ■ Map button Click the button to assign a map to this component. While a map is assigned and enabled, at 100 percent it completely overrides the main color component. At lower percentages, the map is blended with the color. Ink Controls rollout Ink is the linework, the outlines, in the material. 5752 | Chapter 19 Material Editor, Materials, and Maps Except for Ink Width, each of the ink components has an on/off toggle and a color swatch. Click the color swatch to display a Color Selector on page 391 and change the ink component's color. Each ink component, Ink Width included, also has a set of map controls. Ink When on, the rendering is “inked.” When off, no ink lines appear. Default=on. Ink 'n Paint Material | 5753 Left: Rendering with ink Right: Ink turned off Ink Quality Affects the shape of the brush and the number of samples it uses. When Quality equals 1, the brush is a “+” shape, and samples are taken over an area of 5 pixels. When Quality equals 2, the brush is octagonal and the samples are taken over an area of 9 to 15 pixels. When Quality equals 3, the brush is nearly circular, and samples are taken over an area of 30 pixels. Range=1 to 3. Default=1. TIP For most models, increasing the Quality value introduces only a very subtle change, and can take considerably longer to render. Do so only when a sub-object's ink shows too many artifacts in the finished rendering, using the default Ink Quality. (Don't rely on the ActiveShade preview, which will tend to be aliased.) Ink Width The width of the ink, in pixels. This is specified by the spinner labeled Min (minimum) unless Variable Width is on. When Variable Width is on, the Max (maximum) spinner is also enabled, and the ink width can vary between the minimum and maximum values. Default: Min=2.0, Max=4.0. 5754 | Chapter 19 Material Editor, Materials, and Maps Left: One-pixel ink width Middle: Five-pixel ink width Right: Ink width varies from one to five pixels. Variable Width When on, the ink's width can vary between the minimum and maximum Ink Width values. Ink with Variable Width looks a bit more streamlined than ink with a constant width. Default=off. The thickness of ink can be mapped. Left: Thickness mapped with a gradient map Right: Thickness mapped with a noise map Clamp When Variable Width is on, sometimes the scene lighting causes some ink lines to become so thin they nearly disappear. If this happens, turn on Clamp, which forces the ink width to always remain between the Min and Max values, regardless of the lighting. Default=off. Outline The ink where the outer edges of the object appear against the background or in front of a different object. Default=on. Ink 'n Paint Material | 5755 Left: Rendering the outline only Right: Rendering only the overlap and underlap ■ Intersection Bias Use this to adjust artifacts that might appear when two objects intersect each other. In effect, this moves the inked object closer to the rendering point of view, or farther away, so Ink 'n Paint can decide which object is in front. Positive values push the object away from the point of view, negative values pull it closer. Default=0.0. Overlap The ink used when a portion of an object overlaps itself. Default=on. ■ Overlap Bias Use this to adjust artifacts that might appear in ink that traces the overlap. It says how far the overlap has to be in front of the rear surface for Overlap ink to turn on. Positive values push the object away from the point of view, negative values pull it closer. Default=10.0. Underlap Similar to Overlap, but applies ink to the farther surface rather than the nearer one. Default=off. ■ Underlap Bias Use this to adjust artifacts that might appear in ink that traces the underlap. It says how far the underlap has to be behind the front surface for Underlap ink to turn on. Positive values push the object away from the point of view, negative values pull it closer. Default=0.0. SmGroup The ink drawn between the boundaries of smoothing groups on page 8130. In other words, it inks the edges of the object that have not been smoothed. Default=on. 5756 | Chapter 19 Material Editor, Materials, and Maps Mat ID The ink drawn between different material ID values on page 8038. Default=on. TIP If two Ink 'n Paint materials overlap in the viewport, and both have Mat ID on, you will often get a doubly thick ink line where they overlap. To correct this, turn off the Mat ID component for one of these materials. Inking the edges between sub-materials ■ Only Adjacent Faces When on, inks the material ID edge between adjacent faces, but not between one object and another. When off, inks the material ID edge between two objects or other non-adjacent faces. Default=on. ■ Intersection Bias When Only Adjacent Faces is turned off, use this to adjust any artifacts that appear at the boundary between two objects with different material IDs. Default=0.0. Map controls There are map controls for each of the ink components: Width, Outline, Overlap, Underlap, SmGroup, and Mat ID. These work the same as they do for the material's paint components, as described above. Ink 'n Paint Material | 5757 Mapping the outline and overlap components to simulate the look of drawing on paper DirectX 9 Shader Material Material Editor > Type button > Material/Map Browser > DirectX 9 Shader Note: Typically, this material is visible in the Browser only if DirectX 9 is available on your system, and you are using the Direct3D display driver with DirectX 9.0 chosen as the Direct3D version. If this material is not visible, you can see it (in gray) by turning on Incompatible in the Show group. The DirectX 9 Shader material enables you to shade objects in viewports using DirectX 9 (DX9) shaders. With DirectX shading, materials in a viewport more accurately represent how the material will appear in another application, or on other hardware such as a game engine. You can use this material only 5758 | Chapter 19 Material Editor, Materials, and Maps when you are using the Direct3D Display driver on page 7802 and DirectX 9.0 is chosen as the Direct3D version. DX9 shaders are FX files. Several sample FX files are provided in the \fx folder in the 3ds Max program directory. See also: ■ DirectX Shader group on page 5339 ■ FX File on page 7990 Interface DirectX 9 Shader rollout Shader button Click to display a file dialog that lets you select a DX9 FX effect (FX) file. By default, the default.fx file is chosen. Reload Click to reload the active FX file. To update an FX file, you can edit it and then click Reload. You don't have to restart 3ds Max to see the effect of the changes to the shader. Shader-specific rollouts The rollouts that appear below the DirectX 9 Shader rollout and above the Software Rendering rollout are the interface to the shader you chose. These rollouts are specific to each shader. Software Rendering rollout Specifies a material that controls software shading and rendering of objects to which the DirectX 9 Shader material is applied. Viewports use DX9 shading DirectX 9 Shader Material | 5759 unless the Software or OpenGL driver is active. Renderings always use software shading. Usually you will want to choose a material that clearly identifies which objects in your scene have the DirectX 9 Shader material applied. NOTE The DirectX 9 Shader material has no specific settings for software shading. Any type of 3ds Max material will do. Scenes from previous versions that used DX9-specific settings are assigned a Standard material with equivalent rendering properties. NOTE If DirectX 9 is not available on your system, but you assign the DirectX 9 Shader material anyway (by using the Material/Map Browser's Incompatible option), this is the only rollout that appears in the Material Editor. DirectX Viewport Shaders LightMap Shader Rollout Material Editor > Viewport Manager rollout > Choose LightMap from the drop-down list. > LightMap Shader rollout appears. When you have chosen LightMap as the DirectX viewport shader on page 5393, this rollout appears. The LightMap shader can display both a base texture and a lighting map. Typically both these maps come from rendering to textures (texture baking) on page 6371 The base texture typically would be a completed map, a blend map, or a diffuse map. You can choose these map types, as well as lighting map, to render as elements of a baked texture on page 6376. NOTE In order to use the LightMap shader, you must have 3ds Max configured to use the Direct3D graphics driver. To change the graphics driver configuration, refer to the Viewport Preferences on page 7753 topic. 5760 | Chapter 19 Material Editor, Materials, and Maps Interface Base Texture group Button Shows the name of the base texture. Click the button to display that material's parameters, and adjust them if necessary. Toggle When on, shaded viewports display the base texture. When off, it is not displayed. If both the Base Texture and Light Map toggles are off, the material appears black in viewports. Mapping Channel Shows the map channel on page 8032 this texture uses. Light Map group Button Shows the name of the lighting map. Toggle When on, shaded viewports display the lighting map. When off, it is not displayed. If both the Base Texture and Light Map toggles are off, the material appears black in viewports. Mapping Channel Shows the map channel this texture uses. Metal Bump Shader Rollout Material Editor > Viewport Manager rollout > Choose LightMap from the drop-down list. > Metal Bump Shader rollout appears. DirectX Viewport Shaders | 5761 When you have chosen Metal Bump as the DirectX viewport shader on page 5393, this rollout appears. The Metal Bump shader can display a variety of texture-baked maps on page 6371, including normal maps for an embossed effect. It is good for displaying shiny surfaces. NOTE In order to use the Metal Bump shader, you must have 3ds Max configured to use the Direct3D graphics driver. To change the graphics driver configuration, refer to the Viewport Preferences on page 7753 topic. The Metal Bump shader's results are alway visible in viewports, regardless of the object type. WARNING The Metal Bump shader lets you adjust settings to get various effects in shaded viewports. These settings will not necessarily apply when you display the texture-baked object on other Direct3D devices. See also: ■ Baked Texture Elements on page 6376 5762 | Chapter 19 Material Editor, Materials, and Maps Interface DirectX Viewport Shaders | 5763 Ambient & Diffuse group Ambient Color When not black, tints the object's ambient color. Click the color swatch to display a Color Selector on page 391 and choose the ambient color. Default=black. Diffuse Color When not white, tints the diffuse color. Click the color swatch to display a Color Selector and choose the diffuse color. Default=white. Texture 1 Displays a texture map for the diffuse color. Typically this would be a texture-baked diffuse map, completed map, or blend map. See the section “Map Controls,” below, for a description of the individual controls. Texture 2 Displays a second texture map for the diffuse color. Typically this would be a texture-baked lighting map or shadows map. See the section “Map Controls,” below, for a description of the individual controls. Use Alpha When on, displays the alpha channel. When off, does not. Default=off. Mix Amount Adjusts the mixing of the two texture maps in shaded viewports. Specular group Enable When on, enables specular highlights for the object. Default=off. Specular Color Specifies a specular color for the object. Click the color swatch to display a Color Selector and choose a color. Default=white. Texture Displays a specular map for the object. Typically this would be a texture-baked specular map. See the section “Map Controls,” below, for a description of the individual controls. Bump group Normal Displays a normal map for the object. Typically this would be a texture-baked normals map. See the section “Map Controls,” below, for a description of the individual controls. Bump Displays a bump map for the object. Typically this would be a bump map used for the original material. 5764 | Chapter 19 Material Editor, Materials, and Maps See the section “Map Controls,” below, for a description of the individual controls. Bump Intensity Adjusts the intensity of the bumps in shaded viewports. Reflection group Cubemap Displays a reflection map projected cubically (around the scene). Typically this would be an environment map. Reflection Intensity Adjusts the intensity of reflections in shaded viewports. Pick object and create Click to choose an object and have the program generate the reflections used in the viewport. Sync Standard Material When on, adjustments you make to the Metal Bump shader update settings in the active standard material, letting you save the changes you made. When off, the standard material is unchanged. Default=off. Map Controls In this rollout, all texture maps have the same general controls. The rollout appears only when you are using the DirectX viewport shader. Toggle When on, the map is used in viewports. When off, it is not used. Default=on if a map is assigned, off otherwise. Map button Click to choose the texture map to use for this component of the object. Map Channel Specifies the map channel on page 8032 used by this map. This control is not present for the cubic reflection map. XRef Material Material Editor > Type button > Material/Map Browser > XRef Material The XRef material lets you externally reference a material applied to an object in another scene file. As with XRef objects on page 6936, the material resides in a separate source file. You can set the material properties only in the source file. When you change them in the source file and then save it, the material's appearance can change in the master file that contains the XRef. XRef Material | 5765 NOTE If an XRef object has a material applied to it in the original source file (and Merge Materials is turned off when you reference the source file), then that material is automatically externally referenced in the scene, and can be loaded in the Material Editor if you browse from the scene. When you explicitly use the Material Editor to create an XRef material, you don't have to have any XRef objects from that particular source file. However, the record's source file and material do appear in the XRef Objects dialog on page 6941. The Show Map In Viewport button works for an XRef material only if the same button is turned on in the source file. Otherwise, it is disabled. Interface Highlight Corresponding XRef Record in the XRef Objects Dialog Click to open the XRef Objects dialog on page 6941 that highlights the source file's current record with its object displayed in the XRef Entities list. If no file and object have yet been selected for the material, the XRef Objects dialog is displayed, and lets you browse for the file and material to use. File name field Displays the path and file name of the scene file containing the source of the XRef material. You can edit this to point to a different path and file. 5766 | Chapter 19 Material Editor, Materials, and Maps File name display Displays the file name only, without the path. Path button Click to display the Open File dialog from which you can specify a different path and file name for the source file. After you choose the file, 3ds Max displays the XRef Merge dialog on page 6956 that lets you choose the object whose material you want to reference. Object name field Displays the name of the source object pointed to in the source file. Object name and material Displays the name of the source object followed by the material name in parentheses. For example, “Shaker ( Chrome ).” Path button Click to display the XRef Merge dialog on page 6956 pointing to the scene in the XRef File Name field. Here, you can specifiy a different object whose material you want to reference. Status line Displays the status of the material. For example, if the file and object are both found, this field says “Status: XRef Resolved.” Types of Maps The most common use for maps on page 8036 is to improve the appearance and realism of Materials on page 8041. You can also use maps to create environments on page 6689 or projections from lights (see Advanced Effects Rollout on page 5108 ). Maps can simulate textures, applied designs, reflections, refractions, and other effects. Used with materials, maps add details without adding complexity to the geometry of an object. (Displacement mapping on page 5487 can add complexity.) Accessing Map Types You use the Material/Map Browser on page 5290 to load a map or create a map of a particular type. The Browser groups maps into categories according to their type. You can choose whether the Browser lists maps, materials, or both; you can choose which map types. Types of Maps | 5767 To list map types by category: 1 2 Open the Material Editor. Click Get Material to display the Material/Map Browser. 3 On the left side of the Material/Map Browser, in the Show group, turn off Materials. Leave Maps turned on. 4 In the lower set of buttons, choose the category you want listed, or choose All to show all map types. The list is displayed in the right panel of the Browser. To open the Browser from the Material Editor: As you work with materials, you can open the Material/Map Browser from the Material Editor. 1 2 Open the Material Editor. On the Material Editor toolbar, click Get Material to display the Material/Map Browser. Understanding Map Types Different types of maps create different effects and behave in particular ways. ■ 2D maps on page 5782 are two-dimensional images that are typically mapped onto the surface of geometric objects, or used as environment maps to create a background for the scene. The simplest 2D maps are bitmaps; other kinds of 2D maps are generated procedurally. ■ 3D maps on page 5860 are patterns generated procedurally in three dimensions. For example, Marble has a grain that goes through the assigned geometry. If you cut away part of an object with Marble assigned as its texture, the interior matches the exterior. ■ Compositors on page 5918 are for compositing other colors or maps. ■ Color Modifiers on page 5933 alter the colors of pixels in a material. 5768 | Chapter 19 Material Editor, Materials, and Maps ■ The "Other" category includes maps that create reflections and refractions on page 5946. It also includes mental ray shaders on page 5974, Normal Bump maps on page 6033, and Camera Per-Pixel Projection maps on page 6035. Maps and mental ray Shaders When the mental ray renderer on page 6230 is active, the Material/Map Browser also lists mental ray shaders. Shaders are similar to maps, but use yellow icons. You assign them the way you do maps. The mental ray shaders don't fit into the map categories described in the previous section, and aren't described in this topic. See mental ray Shaders on page 5974 for links to shader descriptions. mental ray maps in the browser's list are shown with yellow icons. TIP When the default scanline renderer is active, you can view mental ray shaders in the Browser list, and assign them, by turning on Incompatible in the Show group. Incompatible shaders in the list are displayed in gray. Maps and Mapping Coordinates Maps have a spatial orientation. When you apply a material with maps in it to an object, the object must have mapping coordinates. These are specified in terms of UVW axes local to the object. Most objects have a Generate Mapping Coordinates toggle. You can turn this on to provide default mapping coordinates. If the object has this toggle, it is Types of Maps | 5769 also turned on automatically when you render the scene, or use Show Map In Viewport on page 5350. Some objects, such as editable meshes, don't have automatic mapping coordinates. For these types of objects, you can assign coordinates by applying a UVW Map modifier on page 1931. If you assign a map that uses a mapping channel, but don't apply a UVW Map modifier to the object, the renderer displays a warning that lists objects that require mapping coordinates. You can also use UVW Map to change an object's default mapping. See Mapping Coordinates on page 5279. UVW Mapping Coordinate Channels Each object can have from 1 to 99 UVWmapping coordinate channels. The default mapping (from the Generate Mapping Coordinates toggle) is always UVW 1. The UVW Map modifier can send coordinates to any of these channels. Each map in a material can use any UVW channel (if present), or other type of mapping that depends on whether the map is 2D or 3D. You can set the mapping channel used by NURBS surface on page 2275 sub-objects in their creation or modification parameters. Mapping for 2D Maps You can position a 2D map on the surface of an object by using a map channel, any assigned vertex color, or the local or world coordinate systems. You can also choose different environment mappings. See Coordinates Rollout (2D) on page 5782. Mapping for 3D Maps You can position a 3D map within the volume of an object by using a map channel, any assigned vertex color, or the local or world coordinate systems. See Coordinates Rollout (3D) on page 5861. Noise for Maps Random noise values increase the complexity of maps and can give them a more natural look. For 2D maps, see Noise Rollout (2D) on page 5793. For 3D maps, you can assign a separate Noise map. See Noise Map on page 5886. 5770 | Chapter 19 Material Editor, Materials, and Maps Real-World Mapping Real-world mapping is an alternative mapping paradigm in 3ds Max that is off by default. The idea behind real-world mapping is to simplify the correct scaling of texture-mapped materials applied to geometry in the scene. This feature lets you create a material and specify the actual width and height of a 2D texture map in the Material Editor. When you assign that material to an object in the scene, the texture map appears in the scene with correct scaling. For real-world mapping to work, two requirements must be met. First, the correct style of UV texture coordinates must be assigned to the geometry. Essentially, the size of the UV space needs to correspond to the size of the geometry. To this end, a new option called Real-World Map Size has been added to many of the dialogs and rollouts that let you generate texture coordinates (see list at the end of this topic). Any dialog or rollout that lets you turn on Generate Mapping Coords also lets you enable Real-World Map Size. Also, you can toggle this option globally on the Preferences dialog > General panel on page 7744. Most object parameters settings now include a Real-World Map Size toggle. The second requirement is available in the Material Editor. All 2D texture maps, such as Bitmap, provide a Use Real-World Scale check box on the Coordinates rollout on page 5782. Like Real-World Map Size, this check box is off by default, but when on, the U/V parameter names change to Width/Height Real-World Mapping | 5771 and the Tiling label changes to Size. You can then specify the horizontal/vertical offsets and size of the texture map in current system units on page 7812. 2D map coordinates settings now include a Use Real-World Scale toggle. Following is a list of affected features (note links to topics with more extensive information): ■ Bevel Modifier ■ Bevel Profile Modifier ■ Box Primitive ■ Capsule Extended Primitive ■ C-Ext Extended Primitive ■ ChamferBox Extended Primitive Create panel > Geometry button ■ ChamferCyl Extended Primitive ■ Cone Primitive ■ CV Curve ■ Cylinder Primitive Create panel ■ Doors 5772 | Chapter 19 Material Editor, Materials, and Maps ■ Editable Spline ■ Extrude Modifier ■ Gengon Extended Primitive ■ GeoSphere Primitive ■ Importing AutoCAD Drawing ■ Importing DXF Files ■ Lathe Modifier ■ L-Ext Extended Primitive ■ L-Type Stair ■ Loft > Surface Parameters Rollout ■ Material Editor Coordinates Rollout ■ Material Editor Options on page 5335 ■ OilTank Extended Primitive ■ Plane Primitive ■ Point Curve ■ Pyramid Primitive ■ Railing ■ Renderable Spline Modifier ■ Sphere Primitive ■ Spindle Extended Primitive ■ Spline Rendering File Link Settings ■ Splines and Extended Splines ■ Stairs ■ Sweep Modifier ■ Teapot Primitive ■ Torus Primitive ■ Tube Primitive Real-World Mapping | 5773 ■ UVW Map Modifier on page 1931 ■ Wall ■ Windows Output Rollout Material Editor > Select sample slot. > Get Material > Material/Map Browser > Turn on 2D Maps and 3D Maps. > Choose a map type (Bitmap, Cellular, Falloff, Gradient, Gradient Ramp, Mix, Noise, or Output). > Double-click a map type to apply it to sample slot. > Output rollout (displayed near the bottom of the Material Editor) After applying a map and setting its internal parameters, you can adjust its output parameters to determine the final appearance of the map. NOTE Most controls on the Output rollout are for color output, and don't affect bump mapping on page 5478. Only the Invert toggle is considered; it reverses the direction of the bumps. 5774 | Chapter 19 Material Editor, Materials, and Maps Interface These controls appear on the Output rollout for a number of 2D and 3D maps: Invert Reverses the hues of the map, like a negative color photo. Default=off. Output Rollout | 5775 Clamp When on, this parameter limits the values of the colors to no greater than 1.0. Turn this on when you're increasing the RGB Level, but don't want the map to appear self-illuminated. Default=off. NOTE If you set the RGB Offset to a value greater than 1.0 while Clamp is on, all colors become white. Alpha from RGB Intensity When on, an alpha channel is generated based on the intensity of the RGB channels in the map. Black becomes transparent and white becomes opaque. Intermediate values are translucent according to their intensity. Default=off. Enable Color Map Turn on to use the Color Map. See “Color Map group.” Default=off. Output Amount Controls the amount of the map being mixed into a composite material. Affects the saturation and alpha value of the map. Default=1.0. RGB Offset Adds to the RGB values of the map colors by the amount set by the spinner, which affects the tonal value of the colors. Eventually the map becomes white and self-illuminated. Lowering the value decreases the tonal value toward black. Default=0.0. RGB Level Multiplies the RGB values of the map colors by the amount set by the spinner, which affects the saturation of the color. Eventually the map becomes fully saturated and self-illuminated on page 8122. Lowering the value decreases the saturation and makes the map colors grayer. Default=1.0. Bump Amount Adjusts the amount of bumpiness. This value has an effect only when the map is used as a bump map. Default=1.0. For example, suppose you have a map instanced for both the Diffuse and the Bump components. If you want to adjust the amount of bumpiness without affecting the Diffuse colors, adjust this value, which changes the amount of bumpiness without affecting the map's use in other material components. Color Map group At the bottom of the Output rollout, the Color Map group is inactive until you turn on Enable Color Map. 5776 | Chapter 19 Material Editor, Materials, and Maps The Color Map graph lets you adjust the tonal range of an image. The point at 1,1 controls highlights, the point at 0.5,0.5 controls midtones, and the point at 0,0 controls shadows. You adjust the shape of the graph by adding points to the line and moving or scaling them. You can add Corner, Bezier-Smooth, or Bezier-Corner points. When a move or scale option is active, points can be selected much like objects in a viewport, by clicking a point, dragging a region around one or more points, and holding down Ctrl to add or subtract from the selection. When you select an individual point, its exact coordinates are displayed in the two fields below the graph at the lower left. You can enter values directly in these fields, but the values are automatically constrained as they are when you manually move or scale a point. You can zoom into the graph to make detailed adjustments. As you zoom in, the graph updates to show decimal measurements along the left vertical axis. Output Rollout | 5777 You can pan anywhere on the graph with the horizontal and vertical scroll bars, use a button option, or the middle mouse button. Points can be deleted, and you can reset the graph to its default at any time. RGB/Mono Specifies a map curve to either filter the RGB channels separately (RGB) or in combination (Mono). Copy CurvePoints When turned on, points added to a Mono graph are copied when you switch to an RGB graph. If you start with an RGB graph, the points are copied to a Mono graph. You can animate the control points but not the Bezier handles. IMPORTANT When Copy CurvePoints is on, animation created in Mono mode is carried over to RGB mode and you can switch channels. The reverse doesn’t work. The following controls affect the points on the graph: Move flyout Moves a selected point in any direction, limited by the unselected points on either side. Constrains movement to the horizontal. Constrains movement to the vertical. On a Bezier smooth point, you can move the point or either handle. Scale Point Changes the output amount of control points while maintaining their relative position. On a Bezier corner point, this control is effectively the same as a vertical move. On a Bezier smooth point, you can scale the point itself or either handle. As with the move controls, scale is limited by the unselected points on either side. Add Point flyout Adds a Bezier corner point anywhere on the graph line. The point makes a sharp angle when moved. 5778 | Chapter 19 Material Editor, Materials, and Maps Adds a Bezier smooth point anywhere on the graph line. Handles attached to the point create smooth curves when moved. When either Add Point button is active, you can use Ctrl+click to create the other type of point. This eliminates the need to switch between buttons. Delete Point Removes selected points. Reset Curves Returns graph to its default, a straight line between 0,0 and 1,1. The following controls affect the view of the graph. The change in view does not affect the graph’s results. Pan Drags the graph in any direction within the viewing window. Zoom Extents Shows the entire graph. Zoom Horizontal Extents Shows the entire horizontal range of the graph. The scale of the curve will be distorted. Zoom Vertical Extents Shows the entire vertical range of the graph. The scale of the curve will be distorted. Zoom Horizontally Compresses or expands the graph in a horizontal direction. Zoom Vertically Compresses or expands the view of the graph in a vertical direction. Zoom Zooms in or out around the cursor. Zoom Region Draws a rectangular region around any area of the graph, then zooms to that view. Output Rollout | 5779 Missing Map Coordinates Dialog Material Editor > Assign a mapped material to an object that has no UVW Map modifier. > Map level > Coordinates rollout > Change Map Channel to a value other than 1. > Render Menu bar > File menu > Open > One or more maps in MAX file can’t be found. The Missing Map Coordinates dialog is displayed when you attempt to render one or more objects with materials whose maps use a map channel on page 8032 other than channel 1. (Channel 1 is an exception because channel 1 mapping coordinates are automatically turned on when you assign a mapped material to an object.) Only maps with Show Map In Viewport toggled on are listed as missing. To use other map channels, you must assign a UVW Map modifier on page 1931 to the object. In UVW Map, set Map Channel to match the value used in the material. If the material has multiple maps that use multiple channels, you must assign a separate UVW Map modifier for each channel besides channel 1. If the object is a NURBS surface sub-object on page 2423, you don't need to use UVW Map. Instead, set the map channel on the surface sub-object's Material Properties rollout on page 2364. The Missing Map Coordinates dialog is also displayed when you open a MAX file that references bitmaps that can’t be found in their original location, or are at a location not specified via the Configure User Paths dialog on page 7729. To open the MAX file, click the Browse button on the Missing Map Coordinates dialog. This opens the Configure User Paths dialog so you can assign one or more paths for the MAX file to access. These settings are then stored with the MAX file. NOTE When you open a MAX file that references bitmaps that can’t be found, you might also see a Missing Map/Photometric Files dialog on page 7130, which lets you browse for the missing files. 5780 | Chapter 19 Material Editor, Materials, and Maps Interface The list shows the map channel followed by the name of the object. Continue Proceeds with the rendering. The objects listed will not show maps in the material assigned to them, and might not be visible at all. Cancel Cancels rendering. Missing Map Coordinates Dialog | 5781 2D Maps 2D Maps are two-dimensional images that are typically mapped onto the surface of geometric objects, or used as environment maps to create a background for the scene. The simplest 2D maps are bitmaps; other kinds of 2D maps are generated procedurally. Bitmap on page 5795: An image saved as an array of pixels in one of a number of still-image file formats, such as .tga, .bmp, and so on, or an animation file such as .avi, .mov, or .ifl. (An animation is essentially a sequence of still images.) You can use any bitmap (or animation) file type that 3ds Max supports as a bitmap in a material. Checker on page 5808: Combines two colors in a checker pattern. You can replace either color with a map. Combustion on page 5811: Works in conjunction with the Autodesk Combustion product. You can paint directly on a bitmap or object and have the result update in the Material Editor and viewports. The map can include other Combustion effects. Painting and other effects can be animated. Gradient on page 5835: Creates a linear or radial ramp of three colors. Gradient Ramp on page 5840: Creates a great variety of ramps, using as many colors, maps, and blends as you choose. Swirl on page 5848: Creates swirled (spiraling) patterns of two colors or maps. Tiles on page 5851: Creates bricks or other tiled materials with colors or material mappings. Includes commonly defined architectural brick patterns, but you can also customize patterns. Coordinates Rollout (2D) Material Editor > Select sample slot. > Get Material > Material/Map Browser > Turn on 2D Maps. > Double-click a map type to apply it to sample slot. > Coordinates rollout is displayed on the Material Editor. In the Coordinates rollout, by adjusting coordinate parameters, you can move a map relative to the surface of the object to which it is applied and achieve other effects. 5782 | Chapter 19 Material Editor, Materials, and Maps Tiling Often when you apply a bitmap, especially as a texture pattern, you want the pattern to repeat. This effect is known as tiling, as in a tiled floor or fountain. You control tiling directly from the Coordinates rollout for any 2D map. Tiling a map In default mapping, tiling is active, but because the map is scaled to fit the object, you don't see the effect of tiling unless you offset the UV coordinates or rotate the map. In this case, the portions of the surface from which the bitmap has moved away are filled by other portions of the map. Tiling wraps the object with the map image. Mirroring Mirroring a map is an effect related to tiling. It repeats the map and flips the repeated copy. As with tiling, you can mirror in the U dimension, the V dimension, or both. The Tiling parameter for each dimension specifies how many copies of the map are shown. Each copy is flipped relative to its neighbors. 2D Maps | 5783 Mirroring a map Tiling and Mirroring Combined Because mirroring defaults to two reflected images of the map, the meaning of the Tiling value differs when Mirror is set. In a single mapping dimension (U or V), a value of 1.0, the default, shows two copies of the bitmap; a value of 2.0 shows four copies; a value of 1.5 shows three copies; and so on. Mirroring in both dimensions multiplies the effect. 5784 | Chapter 19 Material Editor, Materials, and Maps Mirroring and tiling a map Decals Decals are useful for mapping single designs, small elements such as stickers, or light switches. A 2D map used as a decal appears only once and is not repeated as with tiling. Wherever the decal doesn't appear on the surface, the surface is rendered as a basic material, with the component colors specified at the material level. With map trees, a decal might appear on top of a different bitmap or other map type. 2D Maps | 5785 Decal mapping Procedures To set tiling: 1 In the Coordinates rollout, make sure Use Real-World Scale is turned off and Tile is turned on for the U or V coordinate, or for both. 2 In the Coordinates rollout, make sure Tile is turned on for the U or V coordinate, or for both. 3 Set the Tiling value for the corresponding coordinates. In the Material Editor, the sample slot changes to show the tiling value you chose. ■ The Tiling value is the number of times the bitmap repeats along the specified dimension. A value of 1.0, the default, maps the bitmap exactly once; a value of 2.0 maps the bitmap twice, and so on. Fractional values map a fractional portion of the bitmap in addition to copies of the whole map. For example, a value of 2.5 maps the bitmap two and a half times. ■ Tiling values less than one increase the size of the map relative to the object. For example, a value of 0.5 maps half of the bitmap. ■ Tiling is uniform if both the U and V dimensions are tiled by the same amount. 5786 | Chapter 19 Material Editor, Materials, and Maps To preview the effect of tiling: ■ In the Material Editor, use the Tiling flyout to choose a 1x, 2x, 3x, or 4x tiling preview. The button you choose changes tiling in the active sample slot to 1.0, 2.0, 3.0, or 4.0 in both U and V. The flyout setting has no effect on the material or its mapping. It does not change the Tiling value or the check box setting. It only helps you preview the effect of changing these settings. To set mirroring: 1 On the Coordinates rollout, make sure Mirror is turned on for the U or V coordinate, or both. Mirror and Tile are exclusive settings: if one is set when you choose the other, the original setting turns off. 2 Set the Mirror value for the corresponding coordinate or coordinates. The material preview changes to show the Mirror value you chose. To create a decal: 1 In the Material Editor, choose a bitmap as a diffuse map. 2 On the map's Coordinates rollout, turn off both Mirror and Tile for both the U and V coordinates. Change the mapping to Planar from Object XYZ. 3 Adjust the U and V Tiling parameters to scale the decal. Changing the Tiling value changes the size of the mapped bitmap as it does when you tile the map, but with Mirror and Tile turned off, the bitmap appears only once. 4 Adjust the U and V Offset parameters to position the decal. NOTE You can also use the Parameters rollout's Cropping and Placement controls to achieve a decal effect. To offset the position of a map: 1 In the Coordinates rollout, make sure Use Real-World Scale is turned on. 2D Maps | 5787 2 On the Coordinates rollout, set the U and V values to be between 0.0 and 100, or between -100 and 0.0. 3 Set the Offset Width and Height values to be between 0.0 and 100, or between -100 and 0.0. On the surface of the object, the map shifts in the directions you chose. UV offsets are especially useful when you have turned tiling off and want the bitmap to appear in a single location. To rotate the map: ■ On the Coordinates rollout, set the Angle U, V, and W spinners. Positive angles rotate the map in the clockwise direction; negative angles rotate it counterclockwise. The angle can be up to 360 degrees, which rotates the map completely and has no visible effect unless you are animating the map's rotation. You can also click Rotate to use the Rotate Mapping Coordinates dialog, which lets you change the rotation by dragging the mouse. To increase or decrease antialiasing: ■ On the map's Coordinates rollout, increase or decrease the Blur value. For diffuse maps and other maps besides bump maps, the Blur value is most effective in the 0.5-20 range. Lower values decrease antialiasing; higher values increase it. The Blur Offset parameter adjusts the image before antialiasing Blur is applied. If all you need is antialiasing, leave Blur Offset at its default of 0.0. To make a map image fuzzier: ■ On the map's Coordinate's rollout, increase the Blur Offset value. Blur Offset is a very strong parameter. The Blur Offset spinner has increments of 0.001 Values greater than 0.1 are likely to be too high. To make a map image sharper: ■ On the map's Coordinates rollout, decrease the Blur Offset value to a value below 0.0. The negative Blur Offset value sharpens the image. 5788 | Chapter 19 Material Editor, Materials, and Maps Interface These controls appear on the Coordinates rollout for many 2D maps: Texture Applies the map as a texture map to a surface. Select the type of coordinates from the Mapping list: Environ Uses the map as an environment map on page 7964. Select the type of coordinates from the Mapping list: Mapping list Options vary depending on choice of Texture or Environ mapping: ■ Explicit Map Channel Uses any map channel. When selected, the Map Channel field becomes active, and you can choose any channel from 1 to 99. ■ Vertex Color Channel Uses assigned vertex colors as a channel. See Editable Mesh on page 2075 for details on assigning vertex color. See also Vertex Color Map on page 5943 and Assign Vertex Colors Utility on page 6038. ■ Planar from Object XYZ Uses planar mapping based on the object's local coordinates (disregarding the pivot point location). For rendering purposes, planar mapping doesn't project through to the back of the object unless you turn on Show Map On Back. ■ Planar from World XYZ Uses planar mapping based on the scene’s world coordinates (disregarding the object’s bounding box). For rendering 2D Maps | 5789 purposes, planar mapping doesn't project through to the back of the object unless you turn on Show Map On Back. ■ Spherical Environment, Cylindrical Environment, Shrink-wrap Environment Project the map into the scene as though it were mapped to an invisible object in the background. See Environment Map on page 7964. ■ Screen Projects as a flat backdrop in the scene. Show Map on Back When on, planar mapping (Planar from Object XYZ, or with the UVW Map modifier) projects through to render on the back of the object. When off, planar mapping doesn't render on the object's back. Default=on. This toggle is available only when Tiling is off in both dimensions. Its effect is visible only when you render the scene. NOTE In viewports, planar mapping always projects to the back of the object, whether Show Map On Back is turned on or not. To override this, turn off Tiling. Use Real-World Scale When turned on, applies the map to objects using the real-world Width and Height values instead of UV values. Default=on. When Real-World Scale is on, the texture placement is relative to the corner of the texture map so alignment with architectural objects likes walls is more efficient. When off, the texture placement is relative to the center of the texture map. Offset Changes the position of the map in UV coordinates on page 8161. The map moves in relation to its size. For example, if you want to shift the map its full width to the left, and half its width downward from its original position, you enter -1 in the U Offset field and 0.5 in the V offset field. UV/VW/WU Changes the mapping coordinate on page 8034 system used for the map. The default UV coordinates project the map onto the surface like a slide projector. The VW and WU coordinates rotate the map so that it is perpendicular to the surface. Tiling Determines the number of times the map is tiled on page 8148 (repeated) along each axis. Mirror Mirrors on page 8148 the map left-to-right (U axis) and/or top-to-bottom (V axis). Tile Turns tiling on or off in the U or V axis. 5790 | Chapter 19 Material Editor, Materials, and Maps When Use Real-World Scale is off Offset (UV) Changes the position of the map in UV coordinates on page 8161. The map moves in relation to its size. For example, if you want to shift the map its full width to the left, and half its width downward from its original position, you enter -1 in the U Offset field and 0.5 in the V offset field. UV/VW/WU Changes the mapping coordinate on page 8034 system used for the map. The default UV coordinates project the map onto the surface like a slide projector. The VW and WU coordinates rotate the map so that it is perpendicular to the surface. Tiling Determines the number of times the map is tiled on page 8148 (repeated) along each axis. Mirror Mirrors on page 8148 the map left-to-right (U axis) and/or top-to-bottom (V axis). Tile Turns tiling on or off in the U or V axis. 2D Maps | 5791 When Use Real-World Scale is on Offset (Width/Height) Move the map horizontally or vertically along the width or height of the object to which the material is applied. The offset distance is relative to the lower-left corner of the map. UV/VW/WU Changes the mapping coordinate on page 8034 system used for the map. The default UV coordinates project the map onto the surface like a slide projector. The VW and WU coordinates rotate the map so that it is perpendicular to the surface. Size Determines the real world width and height of the map. For example, if you scan a piece of marble that is 12” x 8” and then assign this image as the Diffuse Map, you can type 12” (or 1') and 8” as the Width and Height. This ensures that the scale of the marble is correct in the rendered scene. NOTE The default setting for the texture size can be set using the Default Texture Size option in the Material Editor Options Dialog on page 5335. Mirror Mirrors on page 8148 the map horizontally and/or vertically. Tile Turns horizontal and/or vertical tiling on or off. 5792 | Chapter 19 Material Editor, Materials, and Maps NOTE If the Use Real-World Size switch is turned off in the Material Editor, the Real-World Map Size settings in modifiers like UVW Map or for primitives like Box will not work. Likewise, moving vertices at a sub-object level or scaling an object, in general, will not honor the Use Real-World Scale settings. Angle U/V/W Rotates the map about the U, V, or W axis (in degrees). Rotate Displays a schematic Rotate Mapping Coordinates dialog that lets you rotate the map by dragging on an arcball diagram (similar to the arcball used to rotate viewports, although dragging inside the circle rotates along all three axes, and dragging outside it rotates about the W axis only). The Angle UVW values change as you drag in the dialog. Blur Affects the sharpness or blurriness of the map based on its distance from the view. The farther away the map is, the greater the blurring. The Blur value blurs maps in world space. Blur is primarily used to avoid aliasing on page 7904. Blur Offset Affects the sharpness or blurriness of the map without regard to its distance from the view. Blur Offset blurs the image itself in object space. Use this option when you want to soften or defocus the details in a map to achieve the effect of a blurred image. See Blur/Blur Offset on page 7928. Noise Rollout (2D) Material Editor > Select sample slot. > Get Material > Material/Map Browser > Turn on 2D Maps. > Select a map type. > Drag map from Browser thumbnail to sample slot. > Noise rollout is displayed in the Material Editor. You can add a random noise to the appearance of your material. Noise perturbs the UV mapping of pixels by applying a fractal noise function. Noise patterns can be very complex and are a versatile way to create apparently random patterns. They are also good for simulating surfaces found in nature, as is characteristic of fractal images. Noise parameters interact closely with each other. Slight variations in each can create noticeably different effects. NOTE Noise settings aren't displayed in viewports. 2D Maps | 5793 Above: A checker map and a bitmap Below: The same maps with noise applied Procedures To add noise to a material: 1 In the Noise rollout, select On. 2 Adjust the three noise parameters to get an effect you like. To remove noise from a material: ■ In the Noise rollout, turn off On. Noise is no longer applied to the map. To animate the noise effect: 1 Turn on the Auto Key button. 2 Move to a non-zero frame. 3 In the Noise rollout, turn on Animate. 5794 | Chapter 19 Material Editor, Materials, and Maps By default, animation keys are set at either end of the active frame range. 4 Change the Phase value at different keyframes. Interface These controls appear on the Noise rollout for many 2D maps: On Determines whether the Noise parameters affect the map. Amount Sets the strength of the fractal function, expressed as a percentage. If the amount is 0 there is no noise. If the amount is 100 the map becomes pure noise. Default=1.0. Levels Or iterations: the number of times the function is applied. The effect of the level is dependent on the Amount value. The stronger the amount, the greater the effect of increasing the Levels value. Range=1 to 10; Default=1. Size Sets the scale of the noise function relative to geometry. At very small values, the noise effect becomes white noise. At large values, the scale can exceed the scale of the geometry, in which case it has little or no effect. Range=0.001 to 100; Default=1.0. Animate Determines whether animation is on the noise effect. This parameter must be turned on if you intend to animate the noise. Phase Controls the speed of the animation of the noise function. Bitmap 2D Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Bitmap 2D Maps | 5795 Bitmaps shown in Material Editor sample slots A bitmap is an image produced by a fixed matrix of colored pixels, like a mosaic. Bitmaps are useful for creating many kinds of materials, from wood grains and wall surfaces to skin and feathers. You can also use an animation or video file instead of a bitmap to create an animated material. When you assign the Bitmap map, the Select Bitmap Image File dialog on page 5804 opens automatically. Use this dialog to specify a file or sequence as the bitmap image. The Bitmap map can synchronize the frames of a bitmap sequence to the age of particles to which the map is applied. With this effect, each particle displays the sequence from the start when it is born, rather than being assigned whichever frame is current. This is achieved by turning on the Sync Frames To Particle Age check box on page 5364. Also, when using Particle Flow, assign the material containing the Bitmap map to a Material Dynamic operator. For more details and a procedure, see Material Dynamic Operator on page 2925. NOTE To save loading time, if a map with the same name is in two different locations (in two different paths), it is loaded only once. This poses a problem only if your scene includes two maps that have different content but the same name. In this case, only the first map encountered will appear in the scene. 5796 | Chapter 19 Material Editor, Materials, and Maps Supported File Types The Material Editor supports the following file formats: AVI files on page 7326 BMP files on page 7328 CIN files (Kodak Cineon) on page 7328 DDS files on page 7330 GIF files on page 7334 IFL files on page 7339 JPEG files on page 7347 MOV files (QuickTime Movies) on page 7348 MPEG files on page 7348 PNG files on page 7360 PSD files on page 7361 RGB files (SGI format) on page 7369 RLA files on page 7364 RPF files on page 7366 TGA files (Targa) on page 7370 TIFF files on page 7372 YUV files on page 7374 NOTE If your scene includes animated bitmaps with materials, projector lights, or environments, the animation file is reloaded once per frame. If your scene uses multiple animations, or if the animations are large files, rendering will be slower. See also: ■ Coordinates Rollout (2D) on page 5782 ■ Noise Rollout (2D) on page 5793 ■ Output Rollout on page 5774 2D Maps | 5797 Procedures To crop an image: 1 On the Bitmap Parameters rollout, click the Bitmap button and assign a bitmap. 2 In the Cropping/Placement group, turn on Apply to see the results of cropping in the sample slot (and in shaded viewports, if Show Map In Viewport is active). 3 Turn on Crop. 4 Click View Image to display the bitmap. A frame window appears, displaying the image surrounded by a region outline (a dashed line at the outer edges of the image, with handles on the sides and corners). 5 Specify a cropping region by adjusting the spinners at the top of the window, or by dragging the region outline. To place an image: 1 On the Bitmap Parameters rollout, click the Bitmap button and assign a bitmap. 2 In the Cropping/Placement group, turn on Apply to see the results of cropping in the sample slot (and in shaded viewports if Show Map In Viewport is active). 3 Turn on Place. 4 Click View Image. A frame window appears, displaying the image surrounded by a region outline (a dashed line at the outer edges of the image, with handles on the sides and corners). 5 Move the image by adjusting the spinners at the top of the window, or by dragging the region outline. The reduced image "decals" on the sample sphere. The diffuse color is visible around the image. To use the alpha channel that is part of the bitmap: 1 On the Maps rollout, assign the map to the Opacity component. 5798 | Chapter 19 Material Editor, Materials, and Maps (You can assign a copy or instance of this map to other components, such as Diffuse, as well.) 2 Click the map button for the Opacity component. This lets you adjust the settings for the Opacity map. 3 In the Bitmap Parameters rollout > Alpha Source group, choose Image Alpha. This option is not available if the bitmap does not have an alpha channel. 4 In the Bitmap Parameters rollout > Mono Channel Output group, choose Alpha. This option is not available if the bitmap does not have an alpha channel. The bitmapped material will now have the transparency specified by the alpha channel. This will appear in renderings. Transparency does not appear in viewports or ActiveShade renderings. To create an alpha channel based on intensity: ■ In Bitmap Parameters rollout > Alpha Source group, turn on RGB Intensity. The software creates an alpha channel. Full-intensity areas of the image are opaque, zero-intensity areas are transparent, and intermediate colors become partially transparent. To use a completely opaque bitmap: ■ In Bitmap Parameters rollout > Alpha Source group, turn on None (opaque). The software ignores the bitmap's alpha channel, if present, and does not create a new one. 2D Maps | 5799 Interface Bitmap Parameters rollout Bitmap Selects the bitmap using the standard file browser. After selection, the full path name appears on this button. Reload Reloads the bitmap file using the same name and path. You don’t need to use the file browser to reload the bitmap after you've updated it in your paint program. Clicking reload for any instance of the map updates the map in all sample slots and in the scene. Filtering group Filtering on page 7977 options let you select the method of pixel averaging used in antialiasing on page 7904 the bitmap. 5800 | Chapter 19 Material Editor, Materials, and Maps Pyramidal Requires less memory and is adequate for most purposes. Summed Area Requires much more memory, but yields generally superior results. None Turns off filtering. Mono Channel Output group Some parameters, such as opacity or specular level are a single value as opposed to a material's three-value color components. Controls in this group determine the source of the Output mono channel in terms of the input bitmap. RGB Intensity Uses the intensity of the red, green, and blue channels for mapping. The color of the pixels is ignored and only the value or luminance of the pixels is used. The colors are computed as gray values in the range between 0 (black) and 255 (white). Alpha Uses the intensity of the alpha channel on page 7905 for mapping. RGB Channel Output group The RGB Channel Output determines where the output RGB part comes from. The controls in this group affect only maps for material components that display color: Ambient, Diffuse, Specular, Filter Color, Reflection, and Refraction. RGB Displays the full color values of the pixels. (Default) Alpha as Gray Displays tones of gray based on the levels of the alpha channel. Cropping/Placement group The controls in this group let you crop the bitmap or reduce its size for custom placement. Cropping a bitmap means to reduce it to a smaller rectangular area than it originally had. Cropping doesn't change the scale of the bitmap. Placing a bitmap lets you scale the map and place it anywhere within its tile. Placing can change the bitmap's scale, but shows the entire bitmap. The four values that specify the placement and size of the cropping or placement region are all animatable. Cropping and placement settings affect the bitmap only as it's used for this map and any instances of the map. They have no effect on the bitmap file itself. Apply Turn on to use the cropping or placements settings. 2D Maps | 5801 View Image Opens a window that shows the bitmap surrounded by a region outline with handles at its sides and corners. To change the size of the crop area, drag the handles. To move the region, position the mouse cursor inside it and drag. To see the results of editing the region, turn on Apply (see preceding). This shows changes in the region as you make them. The bitmap window has U/V and W/H (width/height) controls on its toolbar. Use these to adjust the location and size the image or crop area. When Place is chosen, dragging the region area handles changes the scale of the bitmap (hold down Ctrl to preserve the bitmap's aspect ratio), and dragging the image changes its location within the tile area. The UV/XY button at the right of the window toolbar lets you switch between using UV or XY coordinates in the toolbar spinners (Default=UV). . Crop Makes cropping active. Place Makes placement active. U/V Adjusts the bitmap location. W/H Adjusts the width and height of the bitmap or crop area. Jitter Placement Specifies the amount of random offset. At 0, there is no random offset. Range = 0.0 to 1.0 When Place is turned on, the size and position specified by the spinners or editing window are ignored. The software then chooses a random size and tile position for the image. Alpha Source group Controls in this group determine the source of the Output alpha channel in terms of the input bitmap. Image Alpha Uses the image's alpha channel (disabled if the image has no alpha channel). RGB Intensity Converts the colors in the bitmap to grayscale tonal values and uses them for transparency. Black is transparent and white is opaque. None (Opaque) Does not use transparency. Premultiplied Alpha Determines how alpha is treated in the bitmap. When turned on, the default, premultiplied alpha on page 8096 is expected in the file. When turned off, the alpha is treated as non-premultiplied, and any RGB values are ignored. 5802 | Chapter 19 Material Editor, Materials, and Maps TIP If you apply an alpha image as a Diffuse map, for example, and it doesn't decal correctly, the bitmap file probably contains non-premultiplied alpha; the RGB values are maintained separately from the alpha values. To correct this, turn off Premultiplied Alpha. Time rollout These controls let you change the start time and speed of animation (AVI on page 7326 or MOV on page 7348) files used as animated texture maps. They make it easier to use sequences of images as maps in scenes, because you can control the timing very precisely Start Frame Specifies the frame where the playback of the animated map will begin. Playback Rate Lets you speed up and slow down the rate that the animation is applied to the map (for example, 1.0 is normal speed, 2.0 is twice as fast, .333 is 1/3 as fast). Sync Frames to Particle Age When on, the software synchronizes the frames of a bitmap sequence to the age of particles to which the map is applied. With this effect, each particle displays the sequence from the start when it is born, rather than being assigned whichever frame is current. Default=off. When using Particle Flow, assign the material containing the Bitmap map to a Material Dynamic operator. For more details and a procedure, see Material Dynamic Operator on page 2925. NOTE This functionality is not supported by the mental ray renderer. 2D Maps | 5803 End Condition group Determines what happens after the last frame of the bitmap animation if the animation is shorter than the scene. Loop Causes the animation to repeat over and over again from the beginning. Ping-Pong Causes the animation to be played forward and then backward repeatedly, making every animated sequence "loop smoothly." Hold Freezes on the last frame of the bitmap animation. Select Bitmap Image File Dialog Material Editor > Maps Rollout > Click any map selector button. > Material/Map Browser > Double-click Bitmap. > Select Bitmap Image. Material Editor > Bitmap map > Bitmap Parameters rollout > Bitmap button The Select Bitmap Image dialog allows you to choose a file or sequence of files for a map. If a sequence of files is selected by turning on Sequence, the Image File List Control dialog on page 7342 is opened when you click Setup or Open. Procedures To select a bitmap image for a map: 1 In the Material Editor, open the Maps rollout. 2 Click any button in the Map column. This adds a map into the channel you've selected. For example, clicking in the Map column of the Diffuse channel creates a diffuse or texture map. The Material Map Browser is displayed. 3 In the Material/Map Browser, double-click Bitmap. The Select Bitmap Image dialog is displayed. 4 In the Select Bitmap Image dialog, navigate the Look In field to select the appropriate directory. NOTE The Select Bitmap Image File dialog uses the last location where a bitmap was chosen, rather than the default bitmap path defined in Customize > Configure User Paths. 5804 | Chapter 19 Material Editor, Materials, and Maps 5 Highlight the file name in the file list window. 6 Click Open to close the dialog. To select a set of still images as a bitmap sequence: 1 In the Material Editor, open the Maps rollout. 2 Click any button in the Map column. This adds a map into the channel you've selected. For example, clicking in the Map column of the Diffuse channel creates a diffuse or texture map. The Material Map Browser is displayed. 3 In the Material/Map Browser, double-click Bitmap. The Select Bitmap Image dialog is displayed. 4 In the Select Bitmap Image dialog, navigate the Look in field to select the directory containing the sequence of files. 5 If necessary, change file type to match the file extension of the sequence, or choose All Formats. 6 Turn on Sequence, and choose the name of the first sequential file. 7 Click the Setup button. The Image File List Control Dialog opens. 8 Click the Browse button and set the Target path to a writable directory on your hard disk. Do not set the path to a CD-ROM drive. 9 Choose the options you want and click OK. The IFL file is written to the target directory. Interface TIP You can resize the dialog by dragging an edge or a corner. 2D Maps | 5805 History Displays a list of the most recent directories searched. Whenever an image is selected, the path used is added to the top of the history list as the most recently used path. The history information is saved in the 3dsmax.ini on page 83 file. Look In Opens a navigation window to browse other directories or drives. Up One Level Moves you up a level in the directory structure. Create New Folder Lets you create a new folder while in this dialog. 5806 | Chapter 19 Material Editor, Materials, and Maps List Displays the contents of a directory without the details. Details Displays the contents of a directory with all the details. List Window When details are turned on, the contents of the directory are displayed with Name, Size, Type, Date Modified, and Attributes. You can sort based on each of these columns by clicking the column label. File Name Displays the file name of the file selected in the list. Files of Type Displays all the file types that can be displayed. This serves as a filter for the list. Open Selects the highlighted file and closes the dialog. Cancel Cancels the selection and closes the dialog. Devices Lets you choose the hardware output device, for example, a digital video recorder. The device, its driver, and its 3ds Max plug-in must all be installed on your system to use the device. Setup When Sequence is turned on, and there are sequential files in the directory displayed, this Setup displays an Image File List Control dialog on page 7342 to create an IFL file. Info Displays expanded information about the file, such as frame rate, compression quality, file size, and resolution. The information here depends on the type of information that is saved with the file type. View Displays the file at its actual resolution. If the file is a movie, the Media Player is opened so the file can be played. Gamma Group These controls are unavailable unless Enable Gamma Correction is turned on in the Gamma panel on page 7758 of the Preferences dialog. Gamma Selects the type of gamma to be used for the selected file. Use Image’s Own Gamma Uses the gamma of the incoming bitmap. Use System Default Gamma Ignores the image’s own gamma and uses the system default gamma instead, as set in the Gamma panel of the Preferences dialog. 2D Maps | 5807 Override Defines a new gamma for the bitmap that is neither the image’s own, nor the system default. NOTE In general, it is less confusing to use the System Default Gamma for incoming bitmaps. But if you are using bitmaps created (or edited) by a variety of other programs, and need to adjust gamma differently for each program, then use Override. Sequence Creates an "Image File List " using the given information. Note that each time an image is selected, an evaluation is done to see if an IFL sequence can be created. If the selected image does not yield a list, this option box is unavailable. In the past, it was necessary to enter a wild card in order to create a list. Now it is possible to use wild card to filter files in the file selector. Preview Displays the image as a thumbnail in the image window. Image Window Displays a thumbnail of the selected file. Statistics Displays the resolution, color depth, file type, and number of frames of the selected file. Location Displays the full path for the file. With this information at the bottom of the dialog, you always know exactly where you are. Checker Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Checker 5808 | Chapter 19 Material Editor, Materials, and Maps Checker map used for the tablecloth and (in a composite) for the floor of the ice-cream shop The Checker map applies a two-color checkerboard pattern to the material. The default checker map is a pattern of black and white squares. Checker maps are 2D procedural maps. The component checkers can be either colors or maps. TIP Turning on Noise for a Checker map can be an effective way to create irregular patterns with a natural appearance. See also: ■ Coordinates Rollout (2D) on page 5782 ■ Noise Rollout (2D) on page 5793 Procedures To create a Checker map: 1 Click a map button to assign a map. 2D Maps | 5809 2 Choose Checker in the Material/Map browser, and then click OK. To change the color of one set of squares: 1 In the Checker Parameters rollout, click a color swatch to display the Color Selector on page 391. 2 Adjust the color. 3 Click Close. To use a map for one set of squares: ■ In the Checker Parameters rollout, click a map button to assign a map to a color. To soften the edge between the two checker colors: ■ In the Checker Parameters rollout, increase the value of Soften. When Soften equals 0.0, there is a hard edge between the checker colors. Low positive values soften or blur the checker boundary. Larger Soften values can blur the entire material. To swap the two checker components: ■ In the Checker Parameters rollout, click Swap. Interface Soften Blurs the edges between the checkers. A little blurs a lot. Swap Switches the position of the two checkers. 5810 | Chapter 19 Material Editor, Materials, and Maps Color #1 Sets the color of one of the checkers. Click to display the Color Selector on page 391. Color #2 Sets the color of one of the checkers. Click to display the Color Selector on page 391. Maps Selects a map to use within the area of the checker color. For example, you could put an additional checkerboard within one of the checker colors. The check boxes enable or disable their associated map. Combustion Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Combustion With the Combustion map, you can create maps interactively using the Autodesk Combustion software and 3ds Max at the same time. You use Combustion to paint on a bitmap, and the material updates automatically in the Material Editor and in shaded viewports. IMPORTANT The Combustion map works only if Autodesk Combustion is installed on your system. Only Combustion 2.1 and later formats are supported. Maps in the Combustion 1 format are not supported in 3ds Max. IMPORTANT The mental ray renderer on page 6230 does not support the Combustion map. See also: ■ CWS (Combustion Workspace) Files on page 7329 ■ Noise Rollout (2D) on page 5793 About the 3ds Max and Combustion Integration You can use Combustion as a material map in 3ds Max. With a Combustion map, you can create a material from a Paint or composite operator, and in turn apply that material to objects in a 3ds Max scene. The Combustion map can include Combustion effects, and it can be animated. 2D Maps | 5811 In addition, with Combustion you can import 3ds Max scenes that have been rendered to a rich pixel file on page 7366 (RPF on page 7366 or RLA on page 7364 file). The imported rich pixel rendering becomes an element of your composite. You can adjust its 3D position relative to video elements of the composite, and you can apply Combustion 3D Post effects to objects within it. See the Combustion User’s Guide for more information. NOTE Because 3ds Max runs only on Windows, you cannot use Combustion to create material maps on a Macintosh. 3ds Max Materials and the Combustion Map In 3ds Max, a material on page 8041 is data that you assign to the surface or faces of an object so that it appears a certain way when rendered. Materials affect the color of objects, their shininess, their opacity, and so on. The Material Editor on page 5284 is the portion of 3ds Max that creates and manages materials. In the Material Editor, you can assign maps to a material's color components and to its numeric components such as opacity. Maps add images, patterns, color adjustments, and other effects to the visual properties of the material. In the 3ds Max Material Editor, you assign a map by clicking the map button for a component color or other component. This displays the Material/Map Browser, which lets you choose the map type. 3ds Max provides several types of maps on page 8036. The most basic is a 2D map, a two-dimensional image that is typically mapped onto the surface of geometric objects. Other uses of 2D maps are as environments to create a background for the scene, as projections from lights, and as displacements to "emboss" geometry. A Combustion map is a 2D map on page 5782. It is a Combustion project used by the 3ds Max Material Editor, so like any Combustion project, it is vector-based, animatable, and fully editable. From within the Material Editor, you can have Combustion create a new project from scratch, or use an existing composite or Paint branch. You can synchronize the Combustion Timeline with the 3ds Max time slider so animated materials synchronize with your 3D scene. With a Combustion map, you can paint in either program: that is, you can paint either in the Combustion viewport or on 3ds Max objects. Both programs update the paint display. You also have the option of using Combustion to paint on an "unwrapped" projection of 3ds Max object geometry. 5812 | Chapter 19 Material Editor, Materials, and Maps In addition, with Combustion effects that require you to pick a point, such as Lens Flare or Ripple, you can use either program, Combustion or 3ds Max, to pick the point. Tips for Working with a Combustion Map in 3ds Max ■ If you have a dual-screen configuration, you can set it up so you can see both the 3ds Max and the Combustion windows at the same time. Otherwise, you need to use Alt+Tab to switch between the two windows. ■ To work with Combustion, the 3ds Max object must have mapping coordinates on page 8034. Primitive objects have a Generate Mapping Coordinates toggle, which is automatically enabled when you assign a mapped material to the object. Some objects, such as editable meshes, do not have a Generate Mapping Coordinates toggle. For these kinds of objects, go to the Modify panel and apply a UVW Map modifier on page 1931. ■ Sometimes it can be hard to see how the Combustion operator is oriented to the 3ds Max object's mapping coordinates. It can help to paint some temporary strokes in Combustionto see how they are aligned in 3ds Max viewports. Displaying the mapping coordinates in Combustion can help. See the procedure, "To display an unwrapped mesh." It can also help to paint directly on the object in a 3ds Max viewport. See the procedure, "To paint directly on the 3D object." Procedures To create a new Combustion map: 1 Open the Material Editor. 2 Drag an unused sample slot from the Material Editor to the object you want to paint. 3 In the Material Editor, click the map button for the Diffuse Color component. This button is on the material’s Basic Parameters rollout. 2D Maps | 5813 All standard materials have a Basic Parameters rollout, whose controls vary depending on the chosen shader. The Strauss shader has only one color component, labeled Color. The Material/Map Browser appears. 4 In the Material/Map Browser, choose Combustion, and click OK. A Combustion map is assigned to the Diffuse Color, and a black material map appears in the active sample slot. 5 Click to turn on Show Map In Viewport. In the scene, the object turns black in shaded viewports. 6 In the Parameters rollout, click Edit. This launches Combustion, which displays the New Workspace dialog. 7 Set up the new project. 5814 | Chapter 19 Material Editor, Materials, and Maps The composite or Paint branch that you create in Combustion appears on the object in 3ds Max viewports, as well as in the sample slot for the material with the Combustion map. The workspace name and path are assigned to the material, and appear on the Project button in the material’s Combustion Parameters rollout. For example, you can use the Paint operator in Combustion. When you release the mouse, the stroke appears on the 3ds Max object. Paint operator in Combustion 2D Maps | 5815 Painted object in 3ds Max To display an unwrapped mesh: In the 3ds Max Material Editor, you can use the Unwrap Mesh feature to display your 3D object as a 2D mesh in Combustion. You can adjust the color and size of the mesh. The mesh display is only an overlay to help you orient paint strokes and other Combustion effects. It is displayed in Combustion but is not a part of the composite or the map. 1 Create a Combustion map. 2 In the 3ds Max Material Editor, enable Unwrap Selected in the Live Edit group. 5816 | Chapter 19 Material Editor, Materials, and Maps In Combustion, a mesh appears. This is an "unwrapped" projection of the 3D object. 3D object in 3ds Max Corresponding mesh in Combustion 2D Maps | 5817 To set the mesh parameters: ■ In Combustion, choose File > Preferences > Mesh. Use To Anti-Alias Mesh Remove jaggies from the mesh. Display During Playback Display the mesh when you play back the animation. Color Click the color box to set the color of the mesh using a color picker. To paint directly on the 3D object: 1 Create a Combustion map. 2 In Combustion, select one of the following drawing tools: ■ Freehand ■ Straight Line ■ Rectangle ■ Ellipse 3 In the 3ds Max Material Editor, enable Paint in the Live Edit group of the Combustion Parameters rollout. 5818 | Chapter 19 Material Editor, Materials, and Maps In the 3ds Max viewport, a pen cursor appears. Drag the cursor over the object to paint on it. When you release the cursor, the Paint object also appears in Combustion. To animate Combustion Paint strokes: 1 Create a Combustion map. 2 In Combustion, set the time scale to start at frame number 0. Choose File > Preferences. In the Preferences dialog select General, set Display Time As to Frames (From 0), and then click OK. 3 In the 3ds Max Material Editor, enable Track Time in the Live Edit group of the Combustion Parameters rollout. Now the time slider in 3ds Max controls the Timeline indicator in Combustion. 4 In 3ds Max, move the time slider to a frame and create a Paint object. The Paint object appears on that frame in both Combustion and 3ds Max. 5 Move to another frame and use Combustion to modify the Paint object. Combustion uses interpolation to determine the appearance of the Paint object between keyframes. If you add a new Paint object, that object simply appears, starting on the frame where you created it. 2D Maps | 5819 6 Continue advancing in the clip, adding and modifying Paint strokes and effects to create your animated material. For more information on animating objects in Combustion, refer to the Combustion User’s Guide. You can add Paint strokes in either program, but to modify them you must use Combustion. NOTE Remember, Combustion tracks the time slider in 3ds Max, but 3ds Max does not track the Timeline indicator in Combustion. If the 3ds Max viewport does not appear to be updating as you paint in Combustion, you might be painting on a different frame than the one displayed in 3ds Max. To find your Paint objects, move to the correct frame in 3ds Max. To use an existing Combustion workspace as a material map in 3ds Max: 1 Open the Material Editor and select an unused sample slot. 2 In the Material Editor, expand the Maps rollout, and click the Map button next to the Diffuse Color component. 5820 | Chapter 19 Material Editor, Materials, and Maps The Material/Map Browser appears. 3 In the Material/Map Browser, choose Combustion, and click OK. A Combustion map is assigned to the Diffuse Color, and a black material map appears in the active sample slot. 4 In the Combustion Parameters rollout, click the Project bar. 2D Maps | 5821 The Open Project dialog appears. 5 Browse for the workspace file (.cws) that you want to use as a map, and click the Open button. The Combustion workspace name and path appear in the Project button. To apply the map to an object, drag the sample slot from the Material Editor to the object in a 3ds Max viewport. To edit the map, click the Edit button in the Parameters rollout. In Combustion, the workspace corresponding to the selected map opens, and you can edit the image. To paint geometry with a bitmapped material already assigned to it: 1 In 3ds Max, select the object that you want to paint. 2 In the Material Editor, select an unused sample slot. 3 Click the Pick Material From Object button, then click the object in the viewport to put the object's material in the selected sample slot. 4 Open the Maps rollout and note the name of the bitmap file. Click Map to go to the bitmap level of the material. 5 Click the map's Type button. The Material/Map Browser appears. 6 In the Material/Map Browser, choose Combustion to change the type from Bitmap to a Combustion map. 7 On the Paint Parameters rollout, click the blank Project button, and then choose the same bitmap. 8 Click Edit. 5822 | Chapter 19 Material Editor, Materials, and Maps Combustion is launched and the Import Footage dialog appears. Import the same bitmap. To paint on the bitmap, select Paint. You can also key or color correct the bitmap, or use it to build a composite. For more information, see the Combustion User's Guide. 9 In the 3ds Max Material Editor, click Show Map In Viewport. In the scene, the object is mapped in shaded viewports. Object with original bitmap Object with painted bitmap 2D Maps | 5823 To paint selected faces: Use a Multi/Sub-Object material to control the location of your painting. Any sub-material can have a Combustion map, so you can use Combustion to affect only the selected faces. 1 In 3ds Max, select the object you want to paint. 2 In the Modify panel, apply an Edit Mesh modifier to the object. (Choose Edit Mesh from the Modifier drop-down list.) If you are working with an editable mesh object, or a patch or NURBS surface, skip step 2. For geometry primitives, an option is to convert the object to a mesh, patch, or NURBS surface before step 3. However, you then lose the ability to adjust object parameters (for example, the radius of a sphere, the height of a box). 3 Choose Face as the sub-object selection level. Select the faces on which you want to paint. 4 Drag a material from a sample slot in the Material Editor onto the selected faces. 5824 | Chapter 19 Material Editor, Materials, and Maps 5 In the modifier stack display, choose the object again, to disable sub-object selection. 6 In the Material Editor, use Pick Material From Object to grab the material from the geometry. You now have a new Multi/Sub-Object material. The original material appears as a sub-material applied to the selected faces. 7 In the Multi/Sub-Object material, go to the material assigned to the faces you want to paint. A Multi/Sub-Object material is simply a container for multiple sub-materials assigned to different faces of the same object. Click a Sub-Material button to go to a sub-material. 2D Maps | 5825 8 Assign a Combustion map to the Diffuse component of the sub-material applied to the selected faces. 9 Click Edit to launch Combustion. 10 Use the tools in Combustion to modify the material. To modify a Combustion map: 1 In the Material Editor, select the material you want to modify. 5826 | Chapter 19 Material Editor, Materials, and Maps Material maps created in Combustion are vector-based and fully modifiable. 2 In the Combustion Parameters rollout, click the Edit button. The workspace corresponding to the Combustion map opens in Combustion. As you modify the workspace in Combustion the map is updated in 3ds Max. 3 In Combustion, save the workspace before you disable the Edit button in 3ds Max. To create a displacement map: In 3ds Max, the Displace modifier on page 1344 acts as a force field to push and reshape an object's geometry. You can apply its variable force directly from the modifier gizmo, from a bitmap image, or from a Combustion workspace. The grayscale component of the image is used to generate the displacement. Lighter colors in the image push outward more strongly than darker colors, resulting in a 3D displacement of the geometry. 1 In 3ds Max, select the object to which you want to apply the displacement map. In this example, the displacement is applied to a box primitive. In the object's Parameters rollout, increase the number of Length and Width Segments. The closer the number of segments approaches the resolution of the displacement map, the more accurate is the result. In the example, 150 by 150 gives good results. 2 Apply a Displace modifier: in the Modify panel, choose Displace from the Modifier drop-down list. 2D Maps | 5827 3 In the Parameters rollout, Image group, click the Map button. 4 The Material/Map Browser appears. Select Combustion and click OK. The Map button now reads Map #1 (Combustion). 5 Open the Material Editor, and then click and drag the Map #1 (Combustion) button to an unused sample slot in the Material Editor. An Instance (Copy) Map dialog is displayed. 5828 | Chapter 19 Material Editor, Materials, and Maps 6 Select Instance and click OK. 7 In the Material Editor, Combustion Parameters rollout, click Edit. This launches Combustion. In the New dialog, set the Type To Paint, and create a grayscale image to use as a displacement map. For more information, see the Combustion User's Guide. 8 In 3ds Max, increase the Displacement strength in the modifier Parameters rollout. As you increase the strength, you can see the result of the displacement map on the selected object. 2D Maps | 5829 9 In Combustion, save your project, then in 3ds Max, disable Edit in the Combustion Parameters rollout to exit Edit mode. Interface 2D Mapping Coordinates Like any 2D map in 3ds Max, mapping coordinates control how a Combustion map is positioned on objects. For geometric primitives, mapping coordinates are usually provided automatically. For some kinds of geometry, such as meshes on page 2075, patches on page 2067, and NURBS surfaces on page 2237, you must apply a UVW Map modifier on page 1931 to provide mapping coordinates. Controls in a 2D map's Coordinates rollout on page 5782 affect how the map is positioned. 5830 | Chapter 19 Material Editor, Materials, and Maps When you work with a Combustion map, these are the important points to remember: ■ When you apply a Combustion map to an object, leave mapping set to the default values of Texture and Explicit Map Channel. ■ When you use a Combustion map as an environment map, set mapping to Environ and then choose the mapping shape from the Mapping drop-down list. ■ The offset, tiling, mirror, and angle controls are useful especially when the size of the projected Combustion map is smaller than the geometry. ■ You can choose between UV, VW, and WU projections. (You can also do this from the Combustion Parameters rollout, as described below.) UV projects onto the surface of geometry like a slide projector. VW and WU project the map at right angles to the geometry. With a Combustion map, UV is almost always the most useful choice. Combustion Parameters rollout The Combustion Parameters rollout appears when you assign a Combustion map to a material. 2D Maps | 5831 Project Loads the file to use in Combustion. You can load only file types supported by Autodesk Combustion, such as Combustion workspace files (cws), or footage and image file formats supported by Combustion (see the Combustion User's Guide for information on supported footage formats). Edit Launches Combustion from the 3ds Max Material Editor. If a project is loaded, it is opened in Combustion. If no project is loaded, Combustion displays the New dialog. This dialog lets you specify a project type, name, video format, duration, and background color. Live Edit group These controls affect how you use Combustion with 3ds Max. Operator Switches control to Combustion, where you can select an operator. The results of the operator appear as the image in the Combustion map. The operator does not have to be the last operator in the pipe. While Combustion is active, you can also adjust the operator. The Combustion map updates to show the results. 5832 | Chapter 19 Material Editor, Materials, and Maps Unwrap Selected Takes the current UVW mapping coordinates of the currently selected 3D object (or the current Face sub-object selection), and displays them in Combustion. This can help you coordinate the map and the mesh as you paint. The Unwrap display is only an overlay. It is displayed in Combustion but is not a part of the composite or the map. UV List Changes the mapping coordinate system (the direction in which the map is projected) from UV to VW or UW. UV projects onto the surface of geometry like a slide projector. VW and WU project the map at right angles to the geometry. With a Combustion map, UV is almost always the most useful choice. UV Specifies which mapping channel to unwrap and paint. Range=1 to 99. Track Time Links the Timeline in Combustion to the time slider in 3ds Max. When Track Time is enabled, you can use the time slider in 3ds Max to navigate between frames in Combustion. NOTE This control is not bidirectional; changing the frame in Combustion does not change the frame in 3ds Max. Paint When enabled, displays a paint cursor in 3ds Max viewports. You can then paint directly on the 3D geometry. Dragging the cursor in the viewport over the geometry in 3ds Max creates paint strokes inside Combustion. Constrain To UV When enabled, constrains paint strokes to remain within the edges of the UV mapping coordinates. When paint strokes are unconstrained on an object such as a box, they can jump to the other side of the map when you cross a map’s edge. This can give erratic results. To prevent this, enable Constrain To UV. In general, use the Constrain To UV option when you paint on boxes and other objects with planar maps. Disable this option when you want to paint on spherical maps or anywhere else the mapping has a singularity (where the edges of the map converge to a single point). Selected Faces Constrains the Combustion image to only the faces selected. This gives additional control or masking based on faces rather than UV mapping. Project Info group These readouts display the format of the Combustion Paint or composite operator. They are active when a Combustion workspace is loaded or Edit mode is active. Width Sets horizontal resolution of the frame in pixels. 2D Maps | 5833 Height Sets vertical resolution of the frame in pixels. Frames Sets number of frames in the Combustion workspace. Rate Sets playback speed in frames per second. Custom Resolution group With these controls, you can customize the resolution of the Combustion map. Enable Enables the Width and Height controls. Width and Height Width changes the horizontal resolution of the map. Height changes the vertical resolution of the map. Time group These controls relate frames in the Combustion workspace to frames in the Combustion map. See the controls under "End Condition Group" for how to handle the map when it contains fewer frames than the 3ds Max scene. Start Frame Determines which frame of the Combustion sequence is used as the first frame of the Combustion map in 3ds Max. Duration Sets how many frames of the Combustion file sequence are used by the Combustion map in 3ds Max. Filtering group These controls determine the method for calculating antialiasing on page 7904: Pyramidal Sets the default antialiasing method. This method is faster than Summed Area filtering. Summed Area Implements a better method of antialiasing. Summed Area filtering uses more memory than Pyramidal. If it has to use virtual memory, it can dramatically increase rendering time. None Performs no antialiasing. This option takes the least time to render, but yields the lowest quality results. End Condition group These controls define what the 3ds Max renderer should do when the duration of the Combustion project (or the range of frames used in the Combustion map) is shorter than the rendering sequence in 3ds Max. 5834 | Chapter 19 Material Editor, Materials, and Maps Loop Plays the Combustion project animation repeatedly until the rendering sequence ends. Ping Pong Plays the animation forward, then backward, and repeatedly plays forward and backward until the rendering sequence is completed. Hold Plays the animation once, then repeatedly displays the last frame of the project until the rendering sequence is completed. Gradient Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Gradient Gradient maps used for the stoplight lamps, and for the background of the scene Gradients shade from one color to another. You specify two or three colors for the gradient; the software interpolates intermediate values. Gradient maps are 2D maps. 2D Maps | 5835 TIP You can swap colors by dragging one color swatch over another, then clicking Swap in the Copy or Swap Colors dialog. To reverse the overall direction of the gradient, swap the first and third colors. Gradient-mapped material tiled (left) and with noise (right) See also: ■ Coordinates Rollout (2D) on page 5782 ■ Noise Rollout (2D) on page 5793 ■ Output Rollout on page 5774 Procedures To create a Gradient map: 1 Click a map button to assign a map. 2 Choose Gradient in the Material/Map Browser, and then click OK. To change a gradient color: 1 In the Gradient Parameters rollout, click a color swatch to display the Color Selector on page 391. 2 Adjust the color. 3 Click one of the other color swatches. 4 Adjust the color. 5836 | Chapter 19 Material Editor, Materials, and Maps To choose the kind of gradient: ■ Choose either Linear or Radial. A linear gradient shades from one color to another along a line. A radial gradient has one color on the inside and another on the outside, shading in a circular pattern. To use a map for a color in the gradient: ■ In the Gradient Parameters rollout, click a map button to assign a map to a color. To adjust the position of the second color: ■ Change the Color 2 Position value. At the default value of 0.5, the second color is between the first and third colors. For a linear gradient, the second color's position ranges from the bottom at 0.0 to the top at 1.0. For a radial gradient, the second color's position ranges from the inside at 0.0 to the outside at 1.0. 2D Maps | 5837 Interface Color #1-3 Sets the three colors that the gradient interpolates between. Displays the Color Selector on page 391. You can drag and drop the colors from one swatch to another. Maps Displays a map on page 8036 instead of the color. Maps are blended into the gradient in the same way that the gradient colors are blended. You can add nested procedural gradients in each window to make 5-, 7-, 9-color gradients, or more. The check boxes enable or disable their associated maps. Color 2 Position Controls the center point of the middle color. The position ranges from 0 to 1. When it is 0, color 2 replaces color 3. When it is 1, color 2 replaces color 1. Gradient Type Linear interpolates the color based on the vertical position (V coordinate) while radial interpolates based on the distance from the center of 5838 | Chapter 19 Material Editor, Materials, and Maps the map (center is: U=0.5,V=0.5). With both of these, you can rotate the gradient using the angle parameter under Coordinates, which is animatable. Noise group Amount When nonzero (ranges from 0 to 1), applies a noise effect. This perturbs the color interpolation parameter using a 3D noise function based on U, V, and Phase. For example, a given pixel is halfway between the first and second color (the interpolation parameter is 0.5). If noise is added, the interpolation parameter would be perturbed by some amount so that it may become less or more than 0.5. Regular Generates plain noise. This is the same as Fractal noise with the Levels setting at 1. When the noise type is set to Regular, the Levels spinner becomes disabled (because Regular is not a fractal function). Fractal Generates noise using a fractal algorithm. The Levels option sets the number of iterations for the fractal noise. Turbulence Generates fractal noise with an absolute value function applied to it to make fault lines. The noise amount must be greater than 0 to see any effects of turbulence. Size Scales the noise function. Smaller values give smaller chunks of noise. Phase Controls the speed of the animation of the noise function. A 3D noise function is used for the noise. The first two parameters are U and V and the third is phase. Levels Sets the number of fractal iterations or turbulence (as a continuous function). Noise Threshold group When the noise value is above the Low threshold and below the High threshold, the dynamic range is stretched to fill 0–1. This produces a smaller discontinuity at the threshold transition and thus causes less potential aliasing. Low Sets the low threshold. High Sets the high threshold. Smooth Helps make a smoother transition from the threshold value to the noise value. When smooth is 0, no smoothing is applied. When it is 1, the maximum amount of smoothing is applied. 2D Maps | 5839 Gradient Ramp Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Gradient Ramp Gradient ramp used for the layers of the cake Gradient Ramp is a 2D map similar to the Gradient map. It shades from one color to another. In this map, however, you can specify any number of colors or maps for the gradient. There are a variety of controls, making highly customized gradients possible. Almost any parameter of Gradient Ramp can be animated. See also: ■ Coordinates Rollout (2D) on page 5782 ■ Noise Rollout (2D) on page 5793 ■ Output Rollout on page 5774 5840 | Chapter 19 Material Editor, Materials, and Maps Procedures To create a material with a Gradient Ramp map: 1 Open the Material Editor, and choose an unused sample slot. 2 Close the Basic Parameters rollout, and open the Maps rollout. 3 Click the Map button for Diffuse to display the Material/Map Browser. 4 In the Browser list, click Gradient Ramp. The map appears in the upper-left of the Browser window. Click OK. Gradient Ramp map is applied to the sample slot as the Browser closes. 5 In the Material Editor, under its toolbar, give the material a name to identify its use in your scene. When you replace an existing map with a gradient ramp map, choosing to Keep Old Map as Submap in the Replace Map dialog, the old map becomes assigned to the first flag as a texture. 2D Maps | 5841 Gradient Ramp-mapped material with a colored gradient 5842 | Chapter 19 Material Editor, Materials, and Maps Interface Gradient bar shows default gradient and interpolation types Gradient bar Presents an editable representation of the gradient being created. The effect of the gradient moves from left (start point) to right (end point). By default, three flags appear along the bottom edge of a red/green/blue gradient. Each flag controls a color (or map). The currently selected flag is green, and its RGB value and its position in the gradient (in the range 0 to 100) appear above the gradient bar. Each gradient can have any number of flags. The gradient bar has the following features: ■ Click anywhere along the bottom edge to create additional flags. ■ Drag any flag to adjust the position of its color (or map) within the gradient. The start and end flags (Flag #1 at 0 and Flag #2 at 100) cannot be moved. However, other flags can occupy these positions and still be moved. 2D Maps | 5843 ■ More than one flag can occupy a given position. If two flags are at the same position, a slight edge appears between the colors. With three or more flags at the same position, the edge is a hard line. Right-click options for gradient bar Right-click in the gradient bar to display a menu with these options: Reset Returns gradient bar to defaults. Load Gradient Loads an existing gradient (DGR) file into the gradient bar. Save Gradient Loads your current gradient bar as a DGR file. Copy, Paste Copies a gradient and pastes it into another Gradient Ramp map. Load UV Map Selects a UV map. Load Bitmap Selects a bitmap. Flag Mode Toggles flag display. Right-click options for flags Right-click any flag to display a menu with the following options: Copy and Paste Lets you copy the current key and paste it to replace another key. The other key could be in another Gradient Ramp as well as the current one. Edit Properties Choose this option to display the Flag Properties dialog on page 5846. Delete Deletes the flag. Gradient Type Chooses the type of gradient. The following Gradient types are available. These affect the entire gradient. ■ 4 Corner An asymmetrical linear transition of colors. ■ Box ■ Diagonal ■ Lighting Based on the light intensity value. No light=far left; brightest light=far right. ■ Linear ■ Mapped Lets you assign a map to use as the gradient. Enables the Source Map controls for specifying the map and turning it on and off. A box. A linear diagonal transition of colors. A smooth, linear transition of colors. 5844 | Chapter 19 Material Editor, Materials, and Maps ■ Normal Based on the angle between the vector from the camera to the object and the surface normal vector at the sample point. The leftmost flag of the gradient is 0 degrees; the rightmost flag is 90 degrees. ■ Pong ■ Radial A radial transition of colors. ■ Spiral A smooth, circular transition of colors. ■ Sweep A linear sweep transition of colors. ■ Tartan A plaid. A diagonal sweep that repeats in the middle. Interpolation Chooses the type of interpolation. The following Interpolation types are available. These affect the entire gradient. NOTE Gradients are ordered from left to right. The “next” flag is to the right of the current flag; the “previous” flag is to the left. Custom Sets an individual interpolation type for each flag. Right-click the flag to display the Flag Properties dialog on page 5846 and set the interpolation. Ease In Weighted more toward the next flag than the current flag. Ease In Out Weighted more toward the current flag than the next flag. Ease Out Weighted more toward the previous flag than the next flag. Linear Constant from one flag to the next. (Default.) Solid No interpolation. Transitions are a sharp line. Source Map Click to assign a map to a mapped gradient. The check box turns the map on or off. The Source Map controls are available only when Mapped is the chosen gradient type. Noise group Amount When nonzero, a random noise effect is applied to the gradient, based on the interaction of the gradient ramp colors (and maps, if present). The higher this value, the greater the effect. Range=0 to 1. Regular Generates plain noise. Basically the same as fractal noise with levels disabled (because Regular is not a fractal function). 2D Maps | 5845 Fractal Generates noise using a fractal algorithm. The Levels option sets the number of iterations for the fractal noise. Turbulence Generates fractal noise with an absolute value function applied to it to make fault lines. Note that the noise amount must be greater than 0 to see any effects of turbulence. Size Sets the scale of the noise function. Smaller values give smaller chunks of noise. Phase Controls the speed of the animation of the noise function. A 3D noise function is used for the noise; the first two parameters are U and V and the third is phase. Levels Sets the number of fractal iterations or turbulence (as a continuous function). Noise Threshold group When the noise value is above the Low threshold and below the High threshold, the dynamic range is stretched to fill 0 to 1. This causes a smaller discontinuity at the threshold transition and produces less potential aliasing. High Sets the high threshold. Low Sets the low threshold. Smooth Helps make a smoother transition from the threshold value to the noise value. When Smooth is 0, no smoothing is applied. When Smooth is 1, the maximum amount of smoothing is applied. Flag Properties Dialog Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Gradient Ramp > Gradient Ramp Parameters rollout > Right-click a flag at the bottom of the gradient bar. > Edit Properties > Flag Properties dialog By setting parameters on the Flag Properties dialog, you can customize the effect of each flag on the Gradient Ramp map. You have access to all flags from this dialog. See also: ■ Gradient Ramp Map on page 5840 5846 | Chapter 19 Material Editor, Materials, and Maps Interface Name field Select any flag with the spinners. The selected flag turns green on the gradient bar. Use this field to rename a flag to represent its use in the gradient. Interpolation Disabled unless the Interpolation type for the Gradient Ramp map is set to Custom. The available interpolation types for flags are similar to the corresponding ones in the Gradient Ramp map: NOTE Gradients are ordered from left to right. The “next” flag is to the right of the current flag; the “previous” flag is to the left. Ease In Weighted more toward the next flag than the current flag. Ease In Out Weighted more toward the current flag than the next flag. Ease Out Weighted more toward the previous flag than the next flag. Linear Constant from one flag to the next. (Default.) Solid No interpolation. Transitions are a sharp line. Texture Assigns a map in place of a color. When unselected, the flag turns blue to indicate a map assignment. 2D Maps | 5847 Color Click the color swatch to change the color controlled by the selected flag. Position Shows the current position of the selected flag. Use the spinners to reposition the flag, or enter a value directly. Position is not available for the start and end flags, because these flags can’t be moved. Animation keys Animation keys are created by default for Color and Position, and the keys are active, indicated by the green triangles next to the Color and Position labels. You can turn these keys off if you don’t intend to animate the gradient. Swirl Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Swirl Swirl used to create the whirlpool 5848 | Chapter 19 Material Editor, Materials, and Maps Swirl is a 2D procedural map that generates patterns similar to the swirls in two-flavor ice creams. Like other two-color maps, either color can be replaced with other maps, so it’s possible to swirl marble with wood, for example. See also: ■ Coordinates Rollout (2D) on page 5782 ■ Noise Rollout (2D) on page 5793 Procedures To create a Swirl-mapped material: 1 Open the Material Editor, and choose an unused sample slot. 2 Close the Basic Parameters rollout, and open the Maps rollout. 3 Turn on Diffuse Color. Click its Map button to display the Material/Map Browser. 4 In the Browser list, click Swirl. The map appears in the upper-left of the Browser window. Click OK. Swirl map is applied to the sample slot as the Material/Map broswer closes. 5 In the Material Editor, under its toolbar, give the material a name to identify its use in your scene. 2D Maps | 5849 Interface Swirl Color Setup group Base The underlying layer for the swirl effect. Click the color swatch to change. Click None to assign a map in place of a color. The check box enables or disables the map. Swirl Mixed with the Base color or map, produces the swirl effect. Click the color swatch to change this color. Click None to assign a map in place of a color. Swap Reverses the color or map assignments for Base and Swirl. Color Contrast Controls the contrast between Base and Swirl. At 0, the swirl is blurred. Higher values increase the contrast until all colors become black and white, even if Swirl Intensity and Swirl Amount are very high. Range=0 to 4.0; Default=0.4. 5850 | Chapter 19 Material Editor, Materials, and Maps Swirl Intensity Controls the intensity of the swirl color. Higher values create a more vibrant mix of colors. At 0, the swirl effect disappears. Range=-10 to 10.0; Default=2.0. Swirl Amount Controls the quantity of the Swirl color that gets mixed into the Base color. If set to 0, only the base color is used. Range=0 to 3.0; Default=1.0. Swirl Appearance group Twist Changes the number of spirals in the swirl effect. Higher values increase the number of spirals. Negative values change the direction of the twist. At 0, the colors are randomly distributed, not swirled. Range=-20.0 to 20.0; Default=1.0. Constant Detail Changes the level of detail within a swirl. Lower values minimize the level of detail within the swirl. At 0, all detail is lost. Higher values increase detail until the swirl effect disappears. Values are in whole numbers. Range=0 to 10; Default=4. Swirl Location group Center Position X and Y Adjusts the location of the swirl’s center on the object. Lock X and Y values remain identical as you adjust them. By turning off Lock and adjusting either the X or Y position, you can “slide” the swirl effect across the object. Default=on. Configuration group Random Seed Sets a new starting point for the swirl effect. Changes the swirl pattern while maintaining other parameters. Range=0 to 65,535; No default. Tiles Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Tiles 2D Maps | 5851 Tiles used for the walls of a house Using the Tiles procedural map, you can create brick or stacked tiling of colors or material mappings. There are commonly defined architectural brick patterns available, or you can design custom patterns. With the Tiles map, you can: ■ Assign many of the maps available through the Material Editor. ■ Load textures and use colors in the pattern. ■ Control the number of tiles in columns and rows. ■ Control the size of the grout gap and its roughness. ■ Apply random variance in the pattern. ■ Control the stacking layout by shifting how the tiles line up. See also: ■ Coordinates Rollout (2D) on page 5782 ■ Noise Rollout (2D) on page 5793 5852 | Chapter 19 Material Editor, Materials, and Maps Procedures Example: To create a brick wall: 1 Create a wall using a Box primitive, or use an existing surface in one of your scenes. 2 Open the Material Editor on page 5284. Select an unused sample slot. 3 Click the Maps rollout to open it. Click the Map button for Diffuse to display the Material/Map Browser. 4 In the map list, select Tiles, then click OK. The Tiles map is now assigned to the sample slot. On the Material Editor, you see new rollouts appear for this map. 5 On the Standard Controls rollout, use Preset Type to select the type of tiles for the wall. Stack Bond is the default. 6 On the Material Editor toolbar, click Assign Material To Selection to apply the tile map to the wall. Then click Show Map In Viewport to see the applied map. 7 Open the Advanced Controls rollout. Under Tiles Setup, adjust Horizontal and Vertical Count. The default is eight rows high, with three repeats of the pattern in each row. Visually scale the size of the tiles to your scene. Also adjust Texture as well as Color and Fade Variance to fine-tune the appearance of the tiles. 8 Under Grout Setup, adjust parameters for the texture of the grout, gap spacing between tiles, and roughness of the grout. You can also create missing bricks in the map by setting % Holes to a value above 0. 9 Under Miscellaneous, you can vary the color of the tiles by using the Random Seed option. Example: To match the tiles on the top and side of a wall: 1 Select a wall mapped with tile. 2 On the Modify panel, choose Editable Mesh. 3 Turn on Sub-Object > Face. 4 Select the top face of the wall. 2D Maps | 5853 5 Open the Material Editor. Drag the wall’s tile material to an unused sample slot to duplicate the material. 6 Under Tiles Setup, adjust the horizontal and vertical count of the new material to match the side of the wall. 7 Apply the new tile material to the selected faces on the top of the wall. 8 Under Stacking Layout, align the tiles by using the Line Shift option. Interface Standard Controls rollout Preset Type Lists the commonly defined architectural tile bonds, or patterns, plus a custom pattern, which you design by selecting options under the Advanced Controls and Stacking Layout rollouts. The following illustrations show some of the different bonds: Common Flemish 5854 | Chapter 19 Material Editor, Materials, and Maps Fine Running Fine Stack 1/2 Running 2D Maps | 5855 Running Stack 5856 | Chapter 19 Material Editor, Materials, and Maps Advanced Controls rollout Show Texture Swatches Updates to show the texture assigned by a map for Tiles or Grout. 2D Maps | 5857 Tiles Setup group Texture Controls the display of the current texture map for the tiles. When on, the texture is used as the tile pattern instead of the color swatch. When turned off, the color of the tiles is displayed; clicking the color swatch displays the Color Selector on page 391. None Acts as a target where you drag and drop maps for the tiles. When you click this button with a map assigned, the software displays the rollout for the map. You return this button to None (removing the assigned map) by dragging and dropping a None map from the Map/Material Browser. Horiz. Count Controls the number of tiles in a row. Vert. Count Controls the number of tiles in a column. Color Variance Controls the color variation among the tiles. Fade Variance Controls the fading variation among the tiles. Grout Setup group Texture Controls the display of the current texture map for the grout. When on, the texture is used as the grout pattern instead of the color swatch. When off, the color of the grout is displayed, and clicking the color swatch displays the Color Selector on page 391. None Acts as a target where you drag and drop maps for the grout. When you click this button with a map assigned, the software displays the rollout for the map. You return this button to None (removing the assigned map) by dragging and dropping a None map from the Map/Material Browser. Horizontal Gap Controls the horizontal size of the grout between the tiles. This value is locked by default to the vertical gap, so that both values change as you edit one or the other. To unlock them, click the lock icon. Vertical Gap Controls the vertical size of the grout between the tiles. This value is locked by default to the horizontal gap, so that both values change as you edit one or the other. To unlock them, click the lock icon. % Holes Sets the percentage of holes in the tiled surface caused by missing tiles. The grout shows through the holes. Rough Controls the roughness of the edges of the grout. 5858 | Chapter 19 Material Editor, Materials, and Maps Miscellaneous group Random Seed Randomly applies patterns of color variation to the tiles. Does not require any other setting to generate completely different patterns. Swap Texture Entries Swaps the texture maps or colors between the tiles and the grout. Stacking Layout group NOTE This group of controls is active only when Custom Tiles is selected in Standard Controls rollout > Pattern Setup > Preset Type. Line Shift Shifts every second row of tiles a distance of one unit. Random Shift Randomly shifts all rows of tiles a distance of one unit. Row and Column Editing group NOTE This group of controls is enabled only when Custom Tiles is selected in Standard Controls rollout > Pattern Setup > Preset Type. Row Modify When on, creates a custom pattern for rows, based on the values of Per Row and Change. Default=off. ■ Per Row Specifies which rows to change. When Per Row equals 0, no rows change. When Per Row equals 1, every row changes. When Per Row is a value greater than 1, the change appears every N rows: a value of 2 changes every second row, a value of three changes every third row, and so on. Default=2. ■ Change Changes the width of tiles in the affected rows. A value of 1.0 is the default tile width. Values greater than 1.0 increase the width of tiles, and values less than 1.0 decrease it. Range=0.0 to 5.0. Default=1.0. A value of 0.0 is a special case: When the Change value is 0.0, no tiles appears in that row, and the underlying material shows through. Column Modify When on, creates a custom pattern for columns, based on the values of Per Column and Change. Default=off. ■ Per Column Specifies which columns to change. When Per Column equals 0, no columns change. When Per Column equals 1, every column changes. When Per Column is a value greater than 1, the change appears every N columns: a value of 2 changes every second column, a value of three changes every third column and so on. Default=2. 2D Maps | 5859 ■ Change Changes the height of tiles in the affected columns. A value of 1.0 is the default tile height. Values greater than 1.0 increase the height of tiles, and values less than 1.0 decrease it. Range=0.0 to 5.0. Default=1.0. A value of 0.0 is a special case: When the Change value is 0.0, no tile appears in that column, and the underlying material shows through. 3D Maps 3D maps are patterns generated procedurally in three dimensions. For example, Marble has a grain that goes through the assigned geometry. If you cut away part of an object with marble assigned as its texture, the grain in the cutaway portion matches the grain on the object's exterior. The following 3D maps are available in 3ds Max: Cellular on page 5862: Generates a cellular pattern that's useful for a variety of visual effects, including mosaic tiling, pebbled surfaces, and ocean surfaces. Dent on page 5869: Generates three-dimensional bumps over a surface. Falloff on page 5877: Generates a value from white to black based on the angular falloff of the face normals on the surface of the geometry. The Falloff map provides greater flexibility when creating opacity falloff effects. Other effects include Shadow/Light, Distance Blend, and Fresnel. Marble on page 5883: Simulates the grain of marble with two explicit colors and a third intermediate color. Noise on page 5886: Noise is a turbulence pattern in three dimensions. Like Checker in 2D, it is based on two colors, either of which can be mapped. Particle Age on page 5889: Alters the color (or map) of a particle based on the particle's life. Particle MBlur on page 5891: (MBlur is short for Motion Blur.) Alters the opacity of the leading and trailing ends of particles based on their rate of movement. Perlin Marble on page 5893: An alternative, procedural marble map with a turbulence pattern. Planet on page 5896: Simulates the contours of a planet as seen from space. Smoke on page 5898: Generates fractal-based turbulence patterns to simulate the effects of smoke in a beam of light, or other cloudy, flowing mapping effects. Speckle on page 5901: Generates a speckled surface for creating patterned surfaces that can simulate granite and similar materials. 5860 | Chapter 19 Material Editor, Materials, and Maps Splat on page 5902: Generates a fractal pattern similar to splattered paint. Stucco on page 5904: Generates a fractal pattern similar to stucco. Waves on page 5907: Creates watery or wavy effects by generating a number of spherical wave centers and randomly distributing them. Wood on page 5909: Creates a 3D wood grain pattern. Coordinates Rollout (3D) Material Editor > Select sample slot. > Get Material > Material/Map Browser > Turn on 3D Maps. > Double-click a map type to apply it to sample slot. > Coordinates rollout is displayed in Material Editor. By adjusting coordinate parameters, you can move a map relative to the volume of the object to which it is applied. Interface Source Chooses the coordinate system to use. There are four options: ■ Object XYZ Uses the object’s local coordinate system. ■ World XYZ Uses the scene’s world coordinate system. ■ Explicit Map Channel Activates the Map Channel field. You can choose any channel from 1 to 99. 3D Maps | 5861 ■ Vertex Color Channel Assigns vertex colors as a channel. See Editable Mesh on page 2075 for details on assigning vertex color. See also Vertex Color Map on page 5943. When one of the map channels is set, it locks the map into position on the vertices of the object so that the map "sticks" to the object as it deforms during animation. When an object is deforming through its own local space (for example, when it is bending or twisting), the object appears to move through the map, because it passes through the XYZ coordinates of the 3D texture. Map Channel Unavailable unless the source is Explicit Map Channel. When available, you can choose any channel from 1 to 99. Offset Moves the map pattern along the specified axis. Tiling Tiles on page 8148 the map pattern along the specified axis and makes the pattern narrower. Angle Rotates the map pattern along the specified axis. Blur Affects the sharpness or blurriness of the map based on its distance from the view. The farther away the map is, the greater the blurring. The Blur value blurs maps in world space. Blur is primarily used to avoid aliasing on page 7904. Blur Offset Affects the sharpness or blurriness of the map without regard to its distance from the view. Blur Offset blurs the image itself in object space. Use when you want to soften or defocus the details in a map to achieve the effect of a blurred image. Cellular Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Cellular 5862 | Chapter 19 Material Editor, Materials, and Maps Cellular maps create the goblet textures. The Cellular procedural map generates a pattern that's useful for a variety of visual effects, including mosaic tiling, pebbled surfaces, and even ocean surfaces. TIP The Material Editor sample slot doesn't show the cellular effect very clearly. For a better visual aid to getting the effect you want, assign the map to geometry and render the scene. See also: ■ Coordinates Rollout (3D) on page 5861 ■ Output Rollout on page 5774 Procedures Example: To create confetti: 1 Assign the Cellular map as a Diffuse map. 2 Set the parameters as follows: 3D Maps | 5863 Cell Color (use RGB values after clicking color swatch): 202, 75, 171 Variation: 55 Division Colors (use RGB values after clicking the color swatch): ■ First: 127, 150, 197 ■ Second: 0, 119, 163 Cell Characteristics: ■ Circular ■ Size: 2.4 ■ Spread: 0.43 ■ Fractal: off Thresholds: ■ Low: 0.19 ■ Mid: 0.65 ■ High: 0.86 Example: To create alien skin: 1 Assign the Cellular map as a Diffuse map. 2 Set the parameters as follows: Cell Color (use RGB values after clicking the color swatch): 52, 107, 58 Variation: 0.0 Division Colors (use RGB values after clicking the color swatch): ■ First: 112, 119, 64 ■ Second: 143, 137, 112 Cell Characteristics: ■ Circular ■ Size: 7.9 ■ Spread: 0.61 ■ Fractal: on 5864 | Chapter 19 Material Editor, Materials, and Maps ■ Iterations: 2.0 Thresholds: ■ Low: 0.17 ■ Mid: 0.64 ■ High: 1.0 3 Copy the Diffuse map to the Bump map. If you increase the Bump amount, increase the Cellular bump map's Bump Smoothing value as well. Example: To create a tile mosaic: 1 Assign the Cellular map as a Diffuse map. 2 Set the parameters as follows: Cell Color (use RGB values after clicking the color swatch): 141, 120, 87 Variation: 54 Division Colors (use RGB values after clicking the color swatch): ■ First: 128, 128, 128 ■ Second: 221, 221, 221 Cell Characteristics: ■ Chips ■ Size: 7.0 ■ Spread: 0.35 ■ Fractal: off Thresholds: ■ Low: 0.42 ■ Mid: 0.76 ■ High: 1.0 3 Assign a Mix map as the Bump map. 3D Maps | 5865 4 Click Material/Map Navigator to display the Navigator. Copy the Cellular Diffuse map by dragging it from the Navigator to the Color #2 map window of the Mix map. 5 A dialog is displayed. You are asked if this should be an instance or a copy. Select Copy and click OK. 6 Assign a Noise map to the Color #1 map window of the Mix map. 7 Set the Noise parameters as follows: Noise Type: Fractal Levels: 6.0 Size: 9.3 8 In the Mix Parameters rollout of the Mix map, set the Mix Amount to 0.5. 9 Go to top level of the material. In the Maps rollout, set Bump Amount to 82. 5866 | Chapter 19 Material Editor, Materials, and Maps Interface Cell Color group These controls specify the color of the cells. Color swatch Displays the Color Selector on page 391. Choose a color for the cells. Map button Assigns a map to the cells, rather than a solid color. 3D Maps | 5867 Check box When on, enables the map. When off, disables the map (cell color reverts to the color swatch). Variation Varies the color of the cells by randomly altering RGB values. The higher the variation, the greater the random effect. This percentage value can range from 0 to 100. At 0, the color swatch or the map completely determines the cell color. Default=0. Division Colors group These controls specify the color of the divisions between cells. Cell divisions are a ramp between two colors or two maps. Color swatches Display the Color Selector for choosing a cell division color. Map buttons Assigns a map to one of the cell division colors. Check boxes When on, enables the associated map. When off, disables the associated map (the division color reverts to the color swatch). Cell Characteristics group These controls change the shape and size of the cells. Circular/Chips Lets you choose how cell edges look. With Circular, the cells are circular. This gives a more organic, or bubbly look. With Chips, the cells have linear edges. This gives a more chipped or mosaic appearance. Default=Circular. Size Alters the overall scale of the map. Adjust this value to fit the map to your geometry. Default=5.0. Spread Alters the size of individual cells. Default=0.5. Bump Smoothing When you use a cellular map as a bump map on page 5478, you might encounter aliasing or jagginess at the boundaries of the cells. If this occurs, increase this value. Default=0.1. Fractal Defines the cellular pattern as a fractal, thus enabling the three following additional parameters. Default=off. Iterations Sets the number of times the fractal function is applied. Caution: Increasing this value increases rendering time. Default=3.0. Adaptive When on, the number of fractal iterations is set adaptively. That is, the number of iterations increases the closer the geometry is to the scene's point of view, and decreases in the distance. This reduces aliasing and also saves time while rendering. Default=on. 5868 | Chapter 19 Material Editor, Materials, and Maps Roughness When you use the Cellular map as a bump map on page 5478, this parameter controls how rough the bumps are. When Roughness is zero, each iteration is half the strength of the previous iteration, and half the size. As Roughness increases, each iteration is closer in strength and size to the previous iteration. When Roughness is at its maximum value of 1.0, each iteration is the same size and strength as the previous. In effect, this turns off the fractalization. Roughness has no effect unless Iterations is greater than 1.0. Default=0.0. Thresholds group These controls affect the relative size of cells and divisions. They are expressed as normalized percentages (0 to 1) of the sizes specified by the default algorithm. Low Adjusts the size of the cells. Default=0.0. Mid Adjusts the size of the first division color, relative to the second. Default=0.5. High Adjusts the overall size of divisions. Default=1.0. Dent Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Dent 3D Maps | 5869 Dent map gives texture to the cup on the left; cup on the right has same pattern, but without dents. Dent is a 3D procedural map. During scanline rendering, Dent creates a random pattern based on fractal noise. The effect of the pattern depends on the map type. Effect of default parameters Defaults: Iterations=2, Size=200, Strength=20 Dent was designed to be used primarily as a bump map, and its default parameters are optimized for this usage. As a bump map, Dent renders three-dimensional dents over the surface of an object. Editable parameters control the size, depth, and complexity of the denting effect. 5870 | Chapter 19 Material Editor, Materials, and Maps Dent can also be used with other maps. With a diffuse color map, for example, the two colors assigned to Dent mix in random swirls over the surface of the object. Either of the colors can be replaced by other maps. Dent bump maps At left, default parameters produce fairly uniform dents over surface. At right, increased Strength parameter creates a deeper and more irregular pitting effect. Dent diffuse maps At left, Dent as a two-color diffuse map. At right, colors replaced with Dent and Marble maps. See also: ■ Coordinates Rollout (3D) on page 5861 Procedures To make a Dent map: 1 In the Material Editor, click a sample slot to make it active. 2 Open the Maps rollout. 3 Click Bump or other map button to display the Material/Map Browser. 4 Double-click Dent in the list of map types. The Material Editor displays the Coordinates and Dent Parameters rollouts. 5 Set parameters on the Dent Parameters rollout. 3D Maps | 5871 The active sample slot updates to show the Dent effect. To replace a color: 1 Click a color swatch labeled Color #1 or Color #2. 2 In the standard Color Selector on page 391, choose a replacement color. The color updates in the color box and sample slot. To swap a color: ■ Click Swap. The position of the two colors is reversed in the color boxes and sample slot. To replace a color with a map: 1 Click a Map bar marked None next to one of the color swatches. The Material/Map Browser is displayed. 2 Select a map from the list. The sample slot updates to show the map in place of the color. Interface Size Sets the relative size of dents. As the size increases, the number of dents decreases when other settings are the same. Default=200. Decreasing Size creates the appearance of tiny dents spaced fairly evenly. The effect can resemble a "sand-covered" surface. 5872 | Chapter 19 Material Editor, Materials, and Maps Increasing Size creates the appearance of distinct grooves and gouges on a surface. The effect sometimes has a "hardened lava" look. Size=10, 500, and 1000 Iterations=1, Strength=20 (default) Size=10, 500, and 1000 Iterations=3, Strength=20 (default) Each set of three spheres uses the same size range, but varies the number of iterations. Strength is held constant in both sets. Strength Determines the relative coverage of the two colors. Higher values increase the coverage of Color #2, while lower values increase the coverage of Color #1. Default=20. When using Dent as a bump map, increasing the Strength value typically makes the dents look deeper. In the following illustrations, each set of three spheres uses the same Strength range, but varies the Size value between the two sets. The Iterations value is the same in both sets. 3D Maps | 5873 Size=10, Iterations=3 Strength=5, 20 (default), and 100 Size=1000, Iterations=3 Strength=5, 20 (default), and 100 Iterations Sets the number of calculations used to create the dents. Default=2. Dent is based on a fractal-noise equation. During rendering, a dented surface is calculated one or more times to produce the finished effect. Each calculation pass is an iteration. As a surface is calculated, each iteration adds to the number of dents and the complexity and randomness of the final surface (dents become dented). The Dent texture requires heavy calculation, especially at higher iterations. This can slow down rendering time considerably. Iterations=1, 3, and 6 Size=500, Strength=20 5874 | Chapter 19 Material Editor, Materials, and Maps The three spheres have uniform settings for size and strength. Only the number of iterations varies. Swap Reverses the position of colors or maps. Colors Allows choice of two colors where appropriate for a color component (such as Diffuse). Defaults=black for Color #1 and white for Color #2. Dent can create patterns in an object's color as well as its surface. By using Dent as a diffuse color map, the entire surface is affected. Size=500, Strength=60 Iterations=2 Two colors are mixed to produce a random pattern, governed by size, strength, and iteration settings. The default colors are black and white, but either can be replaced or swapped. Left sphere: Sets the color to black and white. Middle sphere: Replaces white with red. Right sphere: Swap black and red. By adjusting Strength, Size, and Iterations parameters, you vary the Dent patterns on a diffuse color map. ■ Size sets the density of the dent pattern. At low settings, the pattern is dense. As Size increases with other settings held constant, the pattern becomes increasingly sparse. ■ Strength sets the color strength in the dent pattern. At low settings, Color #1 (black) dominates the pattern. As Strength increases, Color #2 (white) replaces Color #1. ■ Iterations sets the color iterations in the dent pattern. At low settings, Color #1 is dominant. As iterations increase, Color #2 gradually increases in the pattern. Dent is applied as a diffuse map in the following examples. Colors are default black and white. 3D Maps | 5875 Size=100, 500, and 1000 Strength=20, Iterations=2 Color #1, #2=black, white (defaults) Strength=20, 50, and 100 Size=500, Iterations=2 Iterations=2, 4, and 8 Size=500, Strength=20 Maps Replaces colors with maps in the dent pattern. The check boxes enable or disable their associated map. You can assign maps to one or both of the Dent color slots. Any kind of map can be used, including Dent. The map overrides the assigned color, which has no effect. In the three spheres below, the assigned colors are progressively replaced with maps. Parameters of the original Dent map are the same for all spheres. 5876 | Chapter 19 Material Editor, Materials, and Maps Size=500, Strength=60, Iterations=2 Left sphere: Applies Dent as a diffuse map. Color #1 is black; Color #2 is red. Middle sphere: Replaces black with Dent map (all defaults). Right sphere: Replaces red with Marble map (all defaults). Falloff Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Falloff Falloff map creates the appearance of translucency. 3D Maps | 5877 The Falloff map generates a value from white to black, based on the angular falloff of the face normals on the surface of the geometry. The direction used to specify the angular falloff varies, depending on the methods you choose. However, with the default settings, the map generates white on faces whose normals point outward from the current view, and black on faces whose normals are parallel to the current view. Falloff map provides a greater variety of opacity falloff effects than those in the Falloff settings in a standard material's Extended Parameters rollout on page 5408. You assign the Falloff map as an opacity map on page 5470. However, you can also use Falloff for special effects, such as an iridescent look. NOTE When old files that use Falloff maps are brought into 3ds Max, the old Falloff interface is displayed, replacing the new Falloff interface. See also: ■ For functionality shared with other 3D maps, see Output Rollout on page 5774 Procedure To control opacity using a Falloff map: 1 Assign the Falloff map as an opacity map. 2 Render to see the effect. 3 Adjust the falloff parameters to vary the effect. 5878 | Chapter 19 Material Editor, Materials, and Maps Interface Falloff Parameters rollout Front : Side By default, "Front : Side" is the name of the group at the top of this rollout. Front : Side indicates Perpendicular/Parallel falloff. This name changes depending on the falloff type selected. In all cases, the name on the left refers to the top set of controls, and the name on the right to the bottom set. The controls are as follows: ■ Click the color swatches to assign colors. ■ Use the numeric fields and spinners to adjust the relative strength of the colors. 3D Maps | 5879 ■ Click the buttons marked None to assign maps. ■ Turn on the check boxes to activate the maps; otherwise the colors are used. These are on by default. ■ Click Swap Colors/Maps (the curved arrow) to exchange the assignments. Falloff Type Chooses the kind of falloff. Five options are available: ■ Perpendicular/Parallel Sets the angular falloff ranges between face normals that are perpendicular to the falloff direction and normals that are parallel to the falloff direction. The falloff range is based on a 90-degree change in face normal direction. (Default.) ■ Towards/Away Sets the angular falloff ranges between face normals that face toward (parallel to) the falloff direction and normals that face away from the falloff direction. The falloff range is based on a 180-degree change in face normal direction. ■ Fresnel Based on adjustments to the Index of Refraction (IOR). Results in dim reflections on surfaces facing the view, with much brighter reflections on angled faces, creating highlights like those on the sides of a glass. ■ Shadow/Light Adjusts between two subtextures based on how much light is falling on the object. ■ Distance Blend Adjusts between two subtextures based on Near Distance and Far Distance values. Uses include reducing aliasing on large terrain objects and controlling the shading in non-photorealistic environments. Falloff Direction Chooses the direction of falloff. Five options are available: ■ Viewing Direction (Camera Z-Axis) Sets the falloff direction relative to the camera (or screen). Changing object orientation doesn't affect the falloff map. (Default.) ■ Camera X/Y Axis Similar to Camera Z-Axis. For example, using Camera X-Axis with the Toward/Away falloff type runs the gradient from left (Toward) to right (Away). ■ Object Uses an object whose position determines the falloff direction. Click the wide button next to Object in the Mode Specific Parameters group, and then pick an object in the scene. The falloff direction is the direction from the point being shaded toward the object's center. Points 5880 | Chapter 19 Material Editor, Materials, and Maps on the side toward the object center get the Towards value, and those away from the object get the Away value. ■ Local X/Y/Z Axis Sets the falloff direction to one of the object's local axes. Changing the orientation of the object changes the falloff direction. ■ World X/Y/Z Axis Sets the falloff direction to one of the world coordinate system axes. Changing object orientation doesn't affect the falloff map. When no object is chosen, the falloff direction uses the local X, Y, or Z axis of the object being shaded. Mode Specific Parameters group The first parameter applies and is available only when you set Falloff Direction on page 5880 to Object: Object Picks object from scene and puts its name on the button. The following are parameters for the Fresnel falloff type: Override Material IOR Allows change to the Index of Refraction set by the material. Index of Refraction Sets a new Index of Refraction. This option is unavailable unless Override Material IOR is turned on. The following are parameters for the Distance Blend falloff type: Near Distance Sets the distance at which the blend effect begins. Far Distance Sets the distance at which the blend effect ends. Extrapolate When on, the effect continues beyond the Near and Far distances. 3D Maps | 5881 Mix Curve rollout Using the graph on the Mix Curve rollout, you can precisely control the gradient produced by any falloff type. You see the resulting gradient in the bar below the graph. Move flyout Moves a selected point in any direction, limited by the unselected points on either side. Constrains movement to the horizontal. Constrains movement to the vertical. Scale Point Scales the selected point within the range of its gradient. On a Bezier corner point, this control is effectively the same as a vertical move. On a Bezier smooth point, you can scale the point itself or either handle. As with the move controls, scale is limited by the unselected points on either side. 5882 | Chapter 19 Material Editor, Materials, and Maps Add Point flyout Adds a Bezier corner point anywhere on the graph line. The point makes a sharp angle when moved. Adds a Bezier smooth point anywhere on the graph line. Handles attached to the point create smooth curves when moved. On a Bezier smooth point, you can move the point or either handle. Delete Point Removes selected points. Reset Curves Returns graph to its default, a straight line between 0 and 1. Marble Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Marble 3D Maps | 5883 Marble map used for the balusters The Marble map produces a marbled surface with colored veins against a colored background. A third color is automatically generated. NOTE Another way to create marble is to use the Perlin Marble Map on page 5893. See also: ■ For functionality shared with other 3D maps, see Coordinates Rollout (3D) on page 5861. Procedures To create a Marble map: 1 Click a map button to assign a map. 2 Choose Marble in the Material/Map Browser, and then click OK. 5884 | Chapter 19 Material Editor, Materials, and Maps To adjust the size of Marble veins: ■ In the Marble Parameters rollout, change the Size value to change the overall scale of the vein pattern, and change Vein Width to change the width of veins relative to the overall scale. The larger the Size value, the wider the veins. The larger the Vein Width value, the more veins appear relative to the overall pattern. To change vein color: 1 In the Marble Parameters rollout, click a color swatch to display the Color Selector on page 391. 2 Adjust the color. 3 Click Close to dismiss the dialog. To use a map for a vein: ■ In the Marble Parameters rollout, click a map button to assign a map to a color. To swap the two vein colors: ■ In the Marble Parameters rollout, click Swap. To adjust mapping coordinates: ■ In the Coordinates rollout, adjust Offset, Tiling, or Angle. Interface Size Sets the spacing between the veins. 3D Maps | 5885 Vein Width Sets the width of the veins. Swap Switches the position of the two colors or maps. Color # 1 and Color # 2 Displays the Color Selector on page 391. Select one color for the veins (color 1) and another for the background (color 2). A third color is generated from the two colors you select. Maps Selects the bitmaps or procedural maps on page 8097 to appear in the veins or in the background color. Turn on the check boxes to make the maps active. Noise Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Noise Noise map used for the edges of the street The Noise map creates random perturbation of a surface based on the interaction of two colors or materials. 5886 | Chapter 19 Material Editor, Materials, and Maps See also: ■ Coordinates Rollout (3D) on page 5861 ■ Output Rollout on page 5774 Procedures To change a component color: 1 In the Noise Parameters rollout, click a color swatch to display the Color Selector on page 391. 2 Adjust the color. 3 Click OK to dismiss the dialog. To use a map for a component: ■ In the Noise Parameters rollout, click a map button to assign a map to a color. To swap the two component colors: ■ In the Noise Parameters rollout, click Swap. To adjust mapping coordinates: ■ In the Coordinates rollout, adjust Offset, Tiling, or Angle. Interface NOTE For the Noise map, the tiling and mirroring controls are disabled in the Texture Tiling And Output rollout. 3D Maps | 5887 Noise Type ■ Regular (The default.) Generates plain noise. Basically the same as fractal noise with the Levels setting at 1. When the noise type is set to Regular, the Levels spinner is inactive (because Regular is not a fractal function). ■ Fractal Generates noise using a fractal algorithm. The Levels option sets the number of iterations for the fractal noise. ■ Turbulence Generates fractal noise with an absolute value function applied to it to make fault lines. Regular, Fractal, Turbulence Size Sets the scale of the noise function, in 3ds Max units. Default=25.0. Noise Threshold When the noise value is above the Low threshold and below the High threshold, the dynamic range is stretched to fill 0 to 1. This creates 5888 | Chapter 19 Material Editor, Materials, and Maps a smaller discontinuity (technically, 1st order instead of 0 order) at the threshold transition and produces less potential aliasing on page 7904. ■ High ■ Low Sets the high threshold. Default=1.0. Sets the low threshold. Default=0.0. Levels Determines how much fractal energy is used for the Fractal and Turbulence noise functions. You can set the exact amount of turbulence you want, and also animate the number of fractal levels. Default=3.0. Phase Controls the speed of the animation of the noise function. Use this option to animate the noise function. Default=0.0. Swap Switches the position of the two colors or maps. Color # 1 and Color # 2 Display the Color Selector on page 391 so you can choose one or the other of the two principal noise colors. Intermediate color values are generated from the two colors you select. Maps Select the bitmaps or procedural maps to appear in one or the other noise color. Turn on the check boxes to make the maps active. Particle Age Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Particle Age 3D Maps | 5889 Particle age changes the appearance of particles over time. The Particle Age map is for use with particle systems on page 8083. Typically you assign the Particle Age map as a Diffuse map on page 5460, or in Particle Flow with the Material Dynamic operator on page 2925. It alters the color (or map) of a particle based on the particle's life. The particles in a system begin as one color. At a specified age, they begin changing (by interpolation) to a second color, and then they change again to a third color before they die out. TIP This map works well with the Particle MBlur map on page 5891. For example, you could assign Particle Age as a diffuse map on page 5460 and Particle MBlur as an Opacity map on page 5470. Another way to use Particle Age is in the mask channel of a Blend on page 5708 material. In this case, you could set up two of the colors to white, and one to black, which would make the particles change materials over their age. In addition, you could set up one of the two materials with an effects channel on page 7991 and use a Glow on page 6857 filter on it through Video Post. See also: ■ For functionality shared with other 3D maps, see Output Rollout on page 5774. 5890 | Chapter 19 Material Editor, Materials, and Maps Interface Color #1 Sets the color of a particle at its birth. Click the button to the right of the color swatch to assign a map instead of a solid color. The check box turns the map on or off. Age #1 Sets the age where a particle starts changing from Color #1 to Color #2, expressed as a percentage of the particle's entire life. Color #2 Sets the color of a particle in mid-life. You can also assign a map to this color. Age #2 Sets the age where a particle's color equals Color #2, expressed as a percentage of the particle's entire life. Color #3 Sets the color of a particle at its death. You can also assign a map to this color. Age #3 Sets the age where a particle changes to Color #3, expressed as a percentage of the particle's entire life. Particle MBlur Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Particle MBlur 3D Maps | 5891 Particle MBlur makes particles blur as they move. The Particle MBlur (Motion Blur) map is for use with particle systems on page 8083. The map alters the opacity of the leading and trailing ends of particles based on their rate of motion. The map is usually applied as an opacity map, but you can use it as a diffuse map for special effects. The following conditions must be in effect to achieve particle motion blur: ■ The Particle MBlur map must be in the same material that is assigned to the particles. For best results, it should be assigned as an opacity map ■ The particle system must support the Particle MBlur map. Particle systems that support Particle MBlur include PArray, PCloud, Super Spray, and Spray. ■ In the particle system's Particle Rotation rollout, in the Spin Axis Controls group, the Direction of Travel/MBlur option must be on. ■ In this same group, the Stretch spinner must be greater than 0 to stretch the particles as a percent of their length based on the particle Speed setting. ■ The correct type of particle must be used. MBlur works on all particle types except Constant, Facing, Metaparticles, and PArray Object Fragments. Also, 5892 | Chapter 19 Material Editor, Materials, and Maps in the Standard Particles category, MBlur does not support the Triangle and SixPoint particle types. ■ The material assigned to the particle system must not be a Multi/Sub-Object material. Interface Color #1 A particle approaches this color as it reaches its slowest speed. By default, this color is white to provide the opaque end of the range for an opacity map. Color #2 A particle approaches this color as it speeds up. As a default, this color is black to provide transparency in an opacity map. Typically, you don't need to change either of these two colors. Sharpness Controls the transparency, relative to the speed. If Sharpness is set to 0, the entire particle is blurry and transparent, no matter how slow it is traveling. The default works well in many cases. Default=2.0. Perlin Marble Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Perlin Marble 3D Maps | 5893 Perlin marble used for the texture of the goblet The Perlin Marble map generates a marble pattern using the Perline Turbulence algorithm. This map is an alternative to Marble on page 5883, which is also a 3D material. See also: ■ Coordinates Rollout (3D) on page 5861 5894 | Chapter 19 Material Editor, Materials, and Maps Interface Size Sets the size of the marble pattern. Change this to change the scale of marble, relative to the object's geometry. Default=50. Levels Sets the number of times the turbulence algorithm is applied. Can range from 1.0 to 10.0. The higher the value, the more complicated the marble pattern. Default=8.0. Color 1 and Color 2 groups The controls in these groups are identical. They determine the two main colors of the marble. Color swatch Click to display the Color Selector on page 391. and change the color. Map Click to assign a map instead of a solid color. The check box turns the map on or off. Saturation Controls the saturation of the color in the map, without altering the color displayed in the color swatch. Lower values darken the color, and 3D Maps | 5895 higher values lighten it. Range=1 to 100; Default=85 for Color 1, 70 for Color 2. Swap Click to swap Color 1 and Color 2. Planet Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Planet Planet map used to create another world Planet is a 3D map that uses fractal math to simulate the colors on the surfaces of a planet. You can control the size of continents, percent of ocean coverage, and so on. This map is meant to be used as a diffuse map. It does not work well as a bump map. 5896 | Chapter 19 Material Editor, Materials, and Maps TIP The Material Editor's sample slot doesn't show the planet effect very clearly. To help get the effect you want, double-click the sample slot to get a larger sample slot, or assign the map to geometry and render the scene. Another way to preview the planet map is to use the Material Editor Options dialog on page 5335 to set the 3D Map Sample Scale to equal a main dimension of the object you are applying the map to. For example, if you want to use the planet map on a sphere with a radius of 20, change the map scale from 100 (the default) to 20. See also: ■ Coordinates Rollout (3D) on page 5861 Interface Continent Size Sets the size of the fractal noise pattern used to generate the continents. The higher the value, the larger the continents. Default=40. Island Factor Sets the size of the fractal noise pattern used to generate islands and mountains. Can range from 0 to 100. At 0, the geography is very low. Higher settings create a more rugged landscape. Default=0.5. 3D Maps | 5897 Ocean % Sets the percentage of the planet's surface that is covered by water. Default=60.0. Random Seed Sets the seed for pseudo-random generation of the pattern. Changing this number can change the pattern completely, even if other settings remain the same. On the other hand, a different Planet map with the same settings including the same Random Seed will appear the same. Water Colors group The colors in these three swatches are applied to the water areas of the planet surface. Water colors Click a swatch to display the Color Selector on page 391 and change the color. Color #1 is the "center" area of the water mass, Color #2 surrounds Color #1, and Color #3 surrounds Color #2, meeting the land. Land Colors group The colors in these five swatches are applied to the land areas of the planet surface. Their arrangement continues that of the water colors. Land colors Click a swatch to display the Color Selector on page 391 and change the color. Color #4 is the shoreline of the land, meeting the water; Color #5 comes next, working toward the center of the land mass. Color # 8 is at the center of the land mass. Blend Water/Land When on, the boundary between water and land is blended, giving a hazy appearance. When off, the boundary between water and land is sharp. Smoke Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Smoke 5898 | Chapter 19 Material Editor, Materials, and Maps Smoke map used to create clouds in the sky Smoke is a 3D map that generates amorphous, fractal-based turbulent patterns. It's primarily designed for animated opacity mapping on page 5470 to simulate the effects of smoke in a beam of light, or other cloudy, flowing mapping effects. See also: ■ Coordinates Rollout (3D) on page 5861 3D Maps | 5899 Interface Size Changes the scale of the smoke "clumps." Default=40. # Iterations Sets the number of times the fractal function is applied. The higher the value, the more detail within the smoke, but the longer the calculation time. Default=5. Phase Shifts the turbulence within the smoke pattern. Animate this parameter to animate the movement of the smoke. Default=0.0. Exponent Makes color #2, representing the smoke, sharper and more wispy. As this value increases, the smoke "tendrils" become smaller within the pattern. Default=1.5. Swap Exchanges the colors. Color #1 Represents the smokeless portion of the effect. Color #2 Represents the smoke. Because this map is usually used as an opacity map, you can adjust the luminance of the color values to alter the contrast of the smoke effect. ■ Click a color swatch to change the color. Usually you only need to do this to adjust luminance. ■ Click a map button to assign a map instead of a solid color. Turn on the check box to activate the map. 5900 | Chapter 19 Material Editor, Materials, and Maps Speckle Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Speckle Speckle map used for rocks Speckle is a 3D map that generates a speckled surface pattern that's useful for diffuse mapping on page 5460 and bump mapping on page 5478 to create granite-like and other patterned surfaces. See also: ■ Coordinates Rollout (3D) on page 5861 3D Maps | 5901 Interface Size Adjusts the size of the speckles. Use this to make the speckles match your geometry. Default=60. Swap Exchanges the two color components. Color #1 Represents the color of the speckles. Color #2 Represents the color of the background. Click one of the swatches to display the Color Selector on page 391 and change one of these component colors. Maps Click a button to assign a map that replaces one of the color components. Turning off the check box turns off the associated map (the Speckle map reverts to the associated color component). Splat Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Splat 5902 | Chapter 19 Material Editor, Materials, and Maps Splat map used for the patterns in ice cream Splat is a 3D map that generates a fractal surface pattern that is useful as a Diffuse map on page 5460 for creating a pattern similar to splattered paint. See also: ■ Coordinates Rollout (3D) on page 5861 3D Maps | 5903 Interface Size Adjusts the size of the splats. Use this to make the splats match your geometry. Default=40. # Iterations Sets the number of times the fractal function is evaluated. The higher the number, the more detailed the splats, but the longer the calculation time. Default=4. Threshold Determines how much of Color #1 is mixed with Color #2. At 0, only Color #1 is displayed; at 1, only Color #2 is displayed. Default=0.2. Swap Exchanges the two color components. Color #1 Represents the color of the background. Color #2 Represents the color of the splats. Click one of the swatches to display the Color Selector on page 391 and change one of these colors. Maps Assigns a map to replace one of the color components. Turning off the check box turns off the associated map (the Splat map reverts to the associated color component). Stucco Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Stucco 5904 | Chapter 19 Material Editor, Materials, and Maps Stucco map used for a plaster wall Stucco is a 3D map that generates a surface pattern that is useful for bump mapping on page 5478 for creating the effect of a stuccoed surface. See also: ■ Coordinates Rollout (3D) on page 5861 3D Maps | 5905 Interface Size Adjusts the size of the indentations. Use this to make the scale of the stucco match your geometry. Default=20. Thickness Blurs the border between the two colors. At 0, the borders are sharp. The higher the Thickness, the more the borders are blurred and the less distinct the indentations are. When you use Stucco as a bump map, the indentations are very faint at 0.5 and disappear at values not much greater. Default=0.15. Threshold Determines how much of Color #1 is mixed with Color #2. At 0, only Color #2 is displayed; at 1, only Color #1 is displayed. Default=0.57. Swap Exchanges the two color components. Color #1 Represents the color of the indentations. Color #2 Represents the background stucco color. Click one of the swatches to display the Color Selector on page 391 and change one of these component colors. TIP Because the Stucco map is meant to be used as a bump map, usually you don't need to adjust the default colors. Maps Assigns a map to replace one of the color components. Turning off the check box turns off the associated map (the Stucco map reverts to the associated color component). 5906 | Chapter 19 Material Editor, Materials, and Maps Waves Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Waves Waves map used for the pool in the fountain Waves is a 3D map that creates watery or wavy effects. It generates a number of spherical wave centers and randomly distributes them over a sphere. You can control the number of wave sets, the amplitude, and the speed of the waves. This map works effectively as both a diffuse and bump map at the same time. It can also be useful in combination with an opacity map. 3D Maps | 5907 Interface Num Wave Sets Specifies how many wave sets are used in the pattern. Wave sets are groups of radially symmetrical waves that originate from randomly computed points along the surface of an imaginary sphere inside the object (a circle, in the case of 2D wave distribution). For calm water, set this to a low number. Use a high number for choppy water. Range= 1 to 50; Default=10. Wave Radius Specifies the radius, in 3ds Max units, of the imaginary sphere (3D distribution) or circle (2D distribution) whose surface is the origin of each wave set. A large radius produces large circular wave patterns, while a small radius produces dense, smaller waves. Default=800. Wave Len Max and Wave Len Min Define the interval used to randomly chose each wave center. If these two values are close together, the water appears more regular. If they're farther apart, the water is less regular. Default Max=50.0; Default Min=5.0. Amplitude Adjusts the strength and the depth of the waves by increasing the contrast between the two colors. Default=1.0. Phase Shifts the wave pattern. Animate this parameter to animate the motion of the pattern. Distribution 3D/2D 3D distributes the wave centers on the surface of an imaginary sphere, affecting all sides of a 3D object. 2D distributes the wave in circles centered on the XY plane, which is more appropriate for flat water surfaces such as oceans and lakes. 5908 | Chapter 19 Material Editor, Materials, and Maps Random Number Seed Provides a seed number to generate the water pattern. The pattern changes with each seed, but all other settings are maintained. Swap Exchanges the colors. Color #1 and #2 Click the color swatches to change the colors used in the pattern. Use one color for the wave troughs and the other for the wave peaks. You can also click the map buttons to replace one or both colors with a mapped pattern. The check box enables or disables the map. Wood Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Wood Wood map used for the seat of the bench Wood is a 3D procedural map that renders a wavy grain-like pattern throughout the volume of an object. You can control the direction, thickness, and complexity of the grain. 3D Maps | 5909 Wood is primarily intended as a diffuse color map. Two colors assigned to Wood mix to form the grain pattern. Either of the colors can be replaced by other maps. Wood can also be applied to other map types. When used as a bump map, Wood renders the grain pattern as a three-dimensional engraving of the surface. Wood mapped to a box and cylinder Wood used as a bump map Procedures To replace a color: 1 Click a color swatch labeled Color #1 or Color #2. 2 In the standard Color Selector on page 391, choose a replacement color. The color updates in the color box and sample slot. To exchange colors: ■ Click Swap. 5910 | Chapter 19 Material Editor, Materials, and Maps The position of the two colors is reversed in the color boxes and sample slot. To replace a color with a map: 1 Click a Map bar marked None next to one of the color swatches. This displays the Material/Map Browser. 2 Select a map from the list. The sample slot updates to show the map in place of the color. Interface Coordinates rollout Tiling Controls grain complexity or "distortion." By increasing this parameter along a given axis, the grain becomes increasingly compressed and wavy along that axis. Default=1.0 (X, Y, and Z axes). Box A shows the default on all three axes. Boxes B and C show progressively higher Tile settings for the X axis. Increasing Tile on other axes produces similar effects. 3D Maps | 5911 A: Tile, X axis=1.0 (default) B: Tile, X axis=4.0 C: Tile, X axis=8.0 Grain Thickness=3 Tile, X axis=4.0 for both Axial Noise=1 (left), 4 (right) Grain Thickness=3 By combining Tile with Axial Noise, even greater distortion is possible. The bottom left box is the same as B, with Tile at 4.0 on the X axis. The bottom right box adds Axial Noise at 4.0. Angle Controls grain direction. Default Grain: Wood is rendered with the grain running along the X axis of the object. This is illustrated by the left cube below. The default angle is 0 for X, Y, and Z axes. Rotated Grain: By rotating the direction of the grain around an axis, you change the rendered effect. In the right cube, the Y axis is set to 90. This rotates 5912 | Chapter 19 Material Editor, Materials, and Maps the grain direction 90 degrees around the Y axis so that the grain is now running along the Z axis. Other Angle Effects: Varying a single angle can create distorted grain effects (cylinder at left). Varying the three angles by a uniform amount keeps the grain running parallel through an object (cylinder at right). Angle=0,0,0 (defaults) and 0,90,0 Radial, Axial Noise=1 (defaults) Grain Thickness=3 Angle=0,30,0 and 30,30,30 Radial, Axial Noise=1 (defaults) Grain Thickness=3 (See Coordinates Rollout (3D) on page 5861 for a description of the other parameters in this rollout.) 3D Maps | 5913 Wood Parameters rollout Defaults: Grain Thickness=7, Radial Noise=1.0, Axial Noise=1.0 Grain Thickness Sets the relative thickness of the color bands that make up the grain. Default=7. The effect of thickness is relative to the context of the object. A grain that appears unrealistically wide on a small table might be acceptable on a large overhead beam. Decreasing Grain Thickness creates grain lines that are closer together. The effect can resemble the fine grain of slow-growth hardwoods. At 0, grain disappears, resulting in what can look like composition board made from sawdust. Increasing Grain Thickness creates grain lines that are farther apart. The effect can resemble tropical woods that grow continuously. Grain thickness is shown increasing with identical noise settings. 5914 | Chapter 19 Material Editor, Materials, and Maps Grain Thickness=1, 3 Radial, Axial Noise=1 (defaults) Grain Thickness=7 (default), 14 Radial, Axial Noise=1 (defaults) Radial Noise Sets the relative randomness of the pattern on a plane perpendicular to the grain, the circular ring structure (cylinder B). Default=1.0. Axial Noise Sets the relative randomness of the pattern on a plane parallel with the grain, along the length of the grain (cylinder A). Default=1.0. Noise settings let you set the randomness or "irregularity" of the grain pattern in two directions. Without any noise, rings and grain are uniform and look inorganic (upper-left cylinder). The defaults for both parameters produce moderate irregularities (upper-right cylinder). Radial, Axial Noise=0,0 and 1,1 Angle Y=90, Grain Thickness=3 3D Maps | 5915 A: Radial, Axial Noise=0,2 B: Radial, Axial Noise=2,0 C: Radial, Axial Noise=2,2 Angle Y=90, Grain Thickness=3 Cylinders A and B show each parameter acting alone. Cylinder C shows the combination of the same settings. Swap Exchanges the position of the colors. Colors Selects any two colors for the grain pattern. Defaults=brownish yellow for Color #1 and dark brown for Color #2. Either color can be replaced or swapped. The choice of colors, along with grain pattern, is the primary way to represent different types of wood. In fairly uniform woods like yellow pine or redwood, the two colors are often near the same settings (examples B and C). Lighting also makes a difference in the apparent colors. 5916 | Chapter 19 Material Editor, Materials, and Maps A: Default colors B: Color #1=RGB 160,125,50 Color #2=RGB 170,135,25 C: Color #1=RGB 140,90,0 Color #2=RGB 130,80,50 Grain Thickness=3 Other settings at defaults Maps Replace colors with maps. The check boxes enable or disable their associated maps. You can assign maps to one or both of the Wood color slots. Any kind of map can be used, including Wood. The map overrides the assigned color, which has no effect. The left box uses defaults. The right box is the same, except that Color #1 has been replaced with a Checker map, whose colors have been changed to wood tones. Left: Default Right: Color #1 replaced with Checker map 3D Maps | 5917 Grain Thickness=3 Other settings at defaults Compositor Maps Compositors are meant specifically for compositing other colors or maps. In image processing, compositing images refers to superimposing two or more images to combine them. The following compositor maps are supplied with the software: Composite on page 5918: Composites multiple maps. Unlike Mix, Composite doesn't have explicit controls for the amount of mixing. Instead, it bases the mix amount on the maps' alpha channel. Mask on page 5925: A mask is a map itself, used in this case to control where a second map is applied to the surface. Mix on page 5926: Mix mixes two colors or two maps. You can adjust the amount of mixing using a blend level you specify. The blend level can be mapped. RGB Multiply on page 5930: Combines two maps by multiplying their RGB and alpha values. Composite Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Composite 5918 | Chapter 19 Material Editor, Materials, and Maps Composite map combines stars, moon, and a glow into the sky. The Composite map type is made up of other maps on page 8036, which you layer atop each other using the alpha channel on page 7905 and other methods. For this type of map, you can use overlay images that already contain an alpha channel, or employ built-in masking tools for overlaying only certain parts of a map. The controls for a Composite map include the list of the maps it combines along with a blend mode, opacity setting, and mask for each. Viewports can display the multiple maps in a composite map. For multiple map display, the display driver must be OpenGL on page 7796 or Direct3D on page 7802. The software display driver on page 7794 does not support multiple map display. Compositor Maps | 5919 NOTE The Composite map in Autodesk 3ds Max 2009 is a completely revamped version of the previous Composite map, and contains additional functionality including the ability to apply masks and use color correction on both maps and masks, and to use blend modes for different methods of combining the layers. Procedures To assign a map or mask: 1 On a Layer rollout, click an empty map or mask button. These are the large, square buttons labeled “None.” The map button is on the left side; the mask button is on the right. The Material/Map Browser opens. 2 Choose a map type either by double-clicking its name in the list, or by highlighting its name and then clicking OK. Make any further changes as necessary for the map type, such as assigning an image file for a Bitmap map. To change the number of map layers: ■ To increase the number of layers, on the Composite Layers rollout, click the button. The read-only Total Layers numeric field displays the current number of layers. ■ To decrease the number of layers, find the layer to delete and click its (Delete this layer) button. To change the order of layers: ■ Drag a layer by its title bar to a new location. As you drag the layer, a blue line appears where it will be repositioned. This works the same way as reordering any rollouts. After you move a layer, the layers are renumbered to remain in order. For example, if there are four layers, and you move Layer 4 above Layer 1, Layer 4 becomes Layer 2, Layer 2 becomes Layer 3, and Layer 3 becomes Layer 4. 5920 | Chapter 19 Material Editor, Materials, and Maps Interface Composite Layers rollout Total Layers The numeric field shows the number of map layers. To add a layer at the top of the stack of layers, click the button. Layer rollout The Composite map uses a separate rollout for each layer’s controls, with as many rollouts as there are layers. Each layer rollout is titled with the optional name first, followed by “Layer” and then the layer number. The layers are applied in order of increasing number; the layering in the material reflects the order of layers in the interface. Layer 1 is lowest; layer 2 is immediately above layer 1, and so on. The map composites layers in the same order. Layer 2 modifies the output of Layer 1; Layer 3 modifies the output of Layer 2, and so on. Compositor Maps | 5921 Hide this layer When on, the layer is hidden and has no effect on the output. When a layer is hidden, the button looks like this: Color Correct This Texture Applies a Color Correction map on page 5933 to the map and opens the Color Correction map interface. You can use its controls to modify the map colors. To return to the Composite map interface, click the Material Editor toolbar. (Go To Parent) on After the Color Correction map is assigned, you can return to it from the Composite map interface by clicking this button again. [map] To assign a map to the layer, click this button and then use the Material/Map Browser. Before assigning a map, the button reads “None.” When a map is assigned, the button image is a thumbnail of the map, and clicking it takes you to the parameters for the map. Delete this layer Deletes the layer. This function is undoable. Available only when the map contains more than one layer. Rename this layer Opens a small dialog for naming or renaming the layer. By default, each layer is named “Layer #” where # is the layer number. If you name a layer, the text you enter precedes this default name; for example, “Decal Layer 3.” The space between the custom name and the default name is inserted automatically. If you’ve already named a layer, that name appears in the renaming dialog when you open it. Duplicate this layer Creates an exact copy of the layer and inserts it immediately adjacent to the layer. Opacity The relative transparency of the unmasked portions of the layer. At 100, the layer is completely opaque. As you lower the Opacity value, more of the underlying layers show through. 5922 | Chapter 19 Material Editor, Materials, and Maps [mask map] To assign a mask map to the layer, click this button and then use the Material/Map Browser. The mask works the same as the Mask map on page 5925: Black areas are transparent; white areas are opaque; and gray areas allow degrees of transparency. So, for example, if the layer is to be a decal, the decal image area would be white and the rest of the image map would be black, so underlying layers can show through. After a mask map is assigned, the button image is a thumbnail of the map, and clicking it takes you to the parameters for the map. Hide the mask of this layer To turn off the mask temporarily, click this button. When a mask is hidden, the button looks like this: Color Correct This Mask Applies a Color Correction map on page 5933 to the mask map and opens the Color Correction map interface. You can use its controls to modify the map colors. To return to the Composite map interface, click the Material Editor toolbar. (Go To Parent) on After the Color Correction map is assigned, you can return to it from the Composite map interface by clicking this button again. [blend mode] Use the drop-down list to choose how the layer pixels interact with those in underlying layers. In the following descriptions, A refers to the current (front) layer and B refers to the result or output of underlying layers. NOTE Because Layer 1 has no underlying layers, its blend mode setting has no effect. ■ Normal Displays A without any blending. This is the default setting. ■ Average Adds A and B and then divides by 2. ■ Addition Adds each A and B pixel. ■ Subtract Subtracts A from B. ■ Darken Compares the values of A and B, and, for each pixel, uses the darker of the two. Compositor Maps | 5923 ■ Multiply Multiplies the color values of each A and B pixel. Because non-white color channels have values of less than 1.0 (using a range of 0.0 to 1.0), multiplying them tends to darken colors. ■ Color Burn ■ Linear Burn ■ Lighten Compares the A and B pixels at each location and uses the lighter of the two. ■ Screen Makes the light areas much lighter, and the darker areas somewhat lighter. ■ Color Dodge Colorizes lighter pixels from B with the A color. ■ Linear Dodge Same as Color Dodge but with lower contrast. ■ Spotlight ■ Spotlight Blend to B. ■ Overlay ■ Soft Light If the A color is lighter than mid-gray, the image is lightened. If the A color is darker than mid-gray, the image is darkened. ■ Hard Light If a pixel color is lighter than mid-gray, screen mode is applied. If a pixel color is darker than mid-gray, multiply mode is applied. ■ Pinlight Replaces the B colors depending on the brightness of the A color. If the A color is lighter than mid-gray, B colors darker than the A color are replaced. And vice-versa: If the A color is darker than mid-gray, B colors lighter than the A color are replaced. ■ Hard Mix Produces either white or black, depending on similarities between A and B. ■ Difference one. ■ Exclusion ■ Hue B. ■ Saturation Colorizes darker pixels from B with the color from A. Same as Color Burn but with less contrast. Like Multiply but with twice the brightness. Same as Spotlight but also adds ambient illumination Darkens or lightens the pixels depending on the B color. For each pixel pair, subtracts the darker one from the brighter Similar to Difference but with lower contrast. Uses the color from A; the value (brightness) and saturation from Uses the saturation from A; the value and hue from B. 5924 | Chapter 19 Material Editor, Materials, and Maps ■ Color Uses the hue and saturation from A; the value from B. ■ Value Uses the value from A; the hue and saturation from B. Mask Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Mask Mask map applies labels to the fire extinguisher. With the Mask map, you can view one material through another on the surface. The mask controls where a second map is applied to the surface. By default, lighter (whiter) areas of the mask are opaque, showing the map. Darker (blacker) areas of the mask are transparent, showing the underlying material. You can use Invert Mask to reverse the mask's effect. Compositor Maps | 5925 Interface These are the controls for the Mask map: Map Selects or creates the map to be viewed through the mask. Mask Selects or creates the map to use as a mask. Invert Mask Inverts the effect of the mask. Mix Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Mix 5926 | Chapter 19 Material Editor, Materials, and Maps Mix map blends skull and crossbones with the reflected scene. With the Mix map, you can combine two colors or materials on a single side of the surface. You can also animate the Mix Amount parameter, and draw map morphing on page 8049 function curves to control how the two maps are blended over time. Viewports can display both maps in a mix map. For multiple map display, the display driver must be OpenGL on page 7796 or Direct3D on page 7802. The software display driver on page 7794 does not support multiple map display. See also: ■ Output Rollout on page 5774 Procedures To change a component color: 1 In the Mix Parameters rollout, click one of the two color swatches to display the Color Selector on page 391. 2 Adjust the color. Compositor Maps | 5927 To use a map as a component: 1 In the Mix Parameters rollout, click a map button next to one of the two color swatches. The Material/Map Browser is displayed. 2 Select a map type. To exchange the two component colors: ■ In the Mix Parameters rollout, click Swap. To control the mix amount: ■ In the Mix Parameters rollout, adjust the Mix Amount value. Mix Amount is the percentage of Color #2 used in the mix. You can also control the mix amount by using a map. To control the mix amount using a map: 1 In the Mix Parameters rollout, click the map button next to Mix Amount. The Browser appears so you can 2 Select a map type. The intensity of pixels in this mixing map controls the mix. When the intensity is close to 0, one of the component colors or maps is visible; when it is close to full intensity, the other component is visible. TIP Using a Noise map for the mixing map can give good effects that have a natural appearance. In the Mix Parameters rollout, Mix Amount is inactive while a map is assigned to this parameter. If Use Curve is off, the mixing map is used as is. If Use Curve is on, you can shift the effect of the mixing map's gradient ramp, offsetting it one way or the other and revealing more or less of the mix components. To control the mix amount using the mix curve: 1 In the Mixing Curve group, turn on Use Curve. 2 Change the shape of the curve by adjusting the Transition Zone values. 5928 | Chapter 19 Material Editor, Materials, and Maps Interface Swap Exchanges the two colors or maps. Color # 1, Color # 2 Displays the Color Selector on page 391 to select the two colors to be mixed. Maps Select or create the bitmaps or procedural maps to be mixed instead of each color. The check boxes enable or disable their associated maps. Black areas of the map reveal color #1, and white areas of the map reveal color #2. Gray values reveal intermediate mixes. Mix Amount Determines the proportion of the mix. 0 means only Color 1 is visible on the surface, 1 means only Color 2 is visible. You can also use a map instead of the mix amount. The two colors will mix in greater or lesser degree according to the intensity of the map. Compositor Maps | 5929 Mixing Curve group These parameters control how gradual or how sharp the transition between the two colors being mixed will be. (This really only has meaning when you have a map applied to Mix Amount.) TIP Try mixing two standard materials using a noise map as a mask for some interesting mottled effects. Use Curve Determines whether the Mixing Curve effects the mix. Transition Zone Adjusts the level of the upper and lower limits. If the two values are the same, the two materials will meet at a definite edge. Wider ranges give more gradual mixing. RGB Multiply Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > RGB Multiply 5930 | Chapter 19 Material Editor, Materials, and Maps RGB Multiply enhances the texture of the ashtray. The RGB Multiply map is typically used for bump maps on page 5478, where you might want to combine two maps to achieve the correct result. This map combines two maps by multiplying their RGB values. For each pixel, the red of one map is multiplied times the red of the second map, the blue times the blue, and the green times the green. If the maps have alpha channels, RGB Multiply can output either map's alpha channel, or a new alpha channel created by multiplying the alpha channel values of the two maps. You can also make one of the maps a solid color. This tints the other map. Compositor Maps | 5931 Interface Color #1, Color #2 Click a map button to assign one of the maps. The check box disables or enables the map. To tint one of the maps, turn off the other map and click its color swatch to choose the tint color, using the Color Selector on page 391. Alpha From group The buttons in this group let you determine how to generate alpha for the map. If neither map has an alpha channel, these options have no effect. Map #1 Uses the first map's alpha channel. Map #2 Uses the second map's alpha channel. Multiply Alphas Generates a new alpha channel by multiplying the alpha channels of the two maps. 5932 | Chapter 19 Material Editor, Materials, and Maps Color Modifier Maps Color Modifier maps alter the colors of pixels in a material. Each of the following maps uses a specific method to modify the color: Color Correction on page 5933: Adjusts colors with a variety of manipulation methods, using a stack-based approach. Output on page 5939: Applies bitmap output functions to parametric maps, such as Checker, that don't have these settings. These functions adjust the colors of the map. RGB Tint on page 5942: Tints the color of a map based on red, green, and blue values. Vertex Color on page 5943: Displays the effects of assigned vertex colors in the rendered scene. You assign vertex colors from the editable mesh. Color Correction Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Color Correction The Color Correction map provides an assortment of tools for modifying the colors of an incorporated, underlying map, using a stack-based method. Tools for correcting color include monochrome, inversion, custom rewiring of color channels, hue shift, and adjustment of saturation and lightness. Color-adjustment controls in many cases mirror those found in Autodesk Toxik and Autodesk Combustion. Color Modifier Maps | 5933 Interface IMPORTANT The Color Correction map uses a stack-based approach, with modifications applied per rollout, starting at the top of the interface and ending at the bottom. Settings from the Texture rollout are applied first, then the Channels rollout settings are applied to the output of the Texture rollout, and so on. The order is: 1 Texture rollout 2 Channels rollout 3 Color rollout 4 Lightness rollout Because of this enforced order, it is not possible to reorder the rollouts for this map. 5934 | Chapter 19 Material Editor, Materials, and Maps Texture rollout [color swatch] The software uses this color if no map is specified. To change the color, click the swatch and use the Color Selector on page 391 controls. [map button] To specify a map, click this button, initially labeled “None.” After you specify a map using the Material/Map Browser on page 5290, the button label shows the name and type of the map. Color Modifier Maps | 5935 TIP If you replace an existing map with the Color Correction map, the software prompts you to choose whether to keep the old map as a sub-map. If you do so, the old map is placed in this slot. Channels rollout [channel operation] Choose the initial operation to be performed on the map color channels: ■ Normal Passes the color channels unaltered to the Color rollout controls. ■ Monochrome ■ Invert Replaces the red, green, and blue color channels with their inverses. The inverse for each channel is calculated by subtracting the value from the maximum value: 1.0 in the case of floating-point colors, or 255 for eight-bit channels. So, for example, red changes to cyan (green + blue); green changes to magenta (red +blue); and blue changes to yellow (red + green). ■ Custom Lets you apply different settings to each channel using the remaining controls on the rollout. Converts all color channels to shades of gray. TIP You can use one of the preset channel operations (Normal/Monochrome/Invert) as a starting point for customization. Choose the preset, and then choose Custom. The previous settings remain active and available for changing. Red/Green/Blue/Alpha Lets you specify channel operations on a per-channel basis. Available only when Custom is the active choice. Otherwise these fields show the current setting, such as Monochrome for the RGB channels. Use the drop-down list to choose an replacement value or channel for each channel: ■ Red/Green/Blue/Alpha Replaces the channel with the channel you choose. For example, if you set Blue=Red, the blue component of each pixel takes on the current value of the red component of that pixel. ■ Red (Inverse)/Green (Inverse)/Blue (Inverse)/Alpha (Inverse) Replaces the channel with the inverse of the channel you choose. For example, if you set Blue=Red (Inverse), the blue component of each pixel takes on the inverse of the current value of the red component of that pixel. The inverse for each channel is calculated by subtracting the value from the maximum value: 1.0 in the case of floating-point colors, or 255 for eight-bit channels. So, for example, red changes to cyan (green + blue); 5936 | Chapter 19 Material Editor, Materials, and Maps green changes to magenta (red + blue); and blue changes to yellow (red + green). ■ Monochrome Converts the color channel to grayscale. To determine the grayscale value for a channel, the software adds the values of of the red, green, and blue channels for each pixel and then divides by three. For example, if the RGB values are 0.5, 0.4, and 0.0, then the monochrome value for any channel of that pixel would be 0.3. ■ One Sets the channel to the highest possible value; in effect, turns it all the way on. For example, if the original color of a pixel in a 24-bit or 32-bit map is R=50; G=75; and B=100, then the result of setting Green=One would be R=50; G=255; and B=100. ■ Zero Sets the channel to the lowest possible value; in effect, turns it off. For example, if the original color of a pixel is R=50; G=75; and B=100, then the result of setting Green=Zero would be R=50; G=0; and B=100. Color rollout This rollout gives you three controls for overall color conversion. These controls work on the output of the Channels rollout. To use the original map, make sure the Channels rollout is set to Normal. Hue Shift Lets you change colors using a standard Hue spectrum. Use the slider or the numeric control to determine how to remap colors in the map. To reset to 0, right-click the slider. Range=-180 to 180. This control works the same as the Hue Shift control in Autodesk Combustion and Autodesk Toxik. Saturation The intensity or purity of the map colors. Lowering the Saturation value removes color, causing the image to tend toward grayscale, while raising it intensifies the color. To modify the value, use the slider or the numeric control. To reset to 0, right-click the slider. Range=-100 to 100. This control works the same as the Saturation control in Autodesk Combustion and Autodesk Toxik. Hue Tint Colorizes all non-white map pixels according to the color swatch value. Grayscale values, including black and white, have no effect. Strength The degree to which the Hue Tint setting affects the map pixels. Range=0 to 100. Color Modifier Maps | 5937 Lightness rollout: Standard The Standard option on the Lightness rollout gives you two easy-to-use controls: Brightness The overall luminance of the map image. To modify the value, use the slider or the numeric control. To reset to 0, right-click the slider. Range=-100 to 100. Contrast The difference between brighter and darker portions of the map image. To modify the value, use the slider or the numeric control. To reset to 0, right-click the slider. Range=-100 to 100. Lightness rollout:Advanced The Advanced controls are similar to those available in the Photo Lab feature of Autodesk Toxik. This tool lets you simulate camera exposure and photo-development changes in maps. You can change the exposure to brighten or darken a map in incremental steps,providing perceptually relative uniform changes in luminance. Photo-development adjustments can produce images with different color distribution. [exposure method] Choose from the drop-down list the method by which to express exposure: ■ Gain The pixel color values are multiplied by this value. ■ F-Stop As in photography, increasing by 1 doubles the luminance, and increases gain by a factor of 2. 5938 | Chapter 19 Material Editor, Materials, and Maps ■ Printer Lights A definable setting (see Printer Lights per Stop) where increasing this value by the value of the Printer Lights per Stop setting (N) doubles the luminance (N printer lights=1 f-stop) RGB/R/G/B You can change the settings for all three color channels simultaneously (RGB) and for each channel individually. In addition, you can toggle the settings for the individual channels with the check boxes. Gamma/Contrast The amount of gamma correction can be expressed in terms of contrast or in terms of the usual gamma exponent. Increasing the gamma exponent decreases contrast. Pivot Gamma correction is applied about a pivot value. That is, pixel values equal to the pivot value are left unchanged. This is useful when you want to use gamma correction to change the contrast of an map but do not want to affect a particular luminance level. Lift/Offset The lift is simply a uniform offset added to all the pixel values (different offsets for different color components). Lift is usually applied as the last step of the process and can be used to control the overall brightness of the map. Printer Lights per Stop When using the Printer Lights exposure method, this setting determines the number of printer lights equivalent to one f-stop; that is, the number required to double or halve the exposure. Output Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Output With Output map, you can apply output settings to procedural maps, such as Checker or Marble, that don't have these settings. Color Modifier Maps | 5939 Interface Output Parameters rollout In this rollout, you choose the map to apply the output controls to. Map Displays a modal version of the Material/Map Browser so you can choose the map type. The check box turns the map on or off. Output rollout The controls in this rollout are the same as for maps with a built-in output option. See Output Rollout on page 5774. 5940 | Chapter 19 Material Editor, Materials, and Maps Color Modifier Maps | 5941 RGB Tint Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > RGB Tint RGB Tint map RGB Tint adjusts the value of the three color channels in an image. Three color swatches represent these channels. Changing a color swatch adjusts the value of its associated color channel. The channels are named Red, Green, and Blue for their default colors, but you can assign them any color. You are not limited to variations of red, green, and blue. Procedures To tint a map: 1 In the RGB Tint Parameters rollout, click the Map button marked None. The Material/Map Browser is displayed. 2 Select the map you want to tint 3 Click the R, G, or B color swatch. The Color Selector on page 391 is displayed. 4 Choose a new color. The red, green, or blue value of each pixel in the underlying map changes accordingly. 5942 | Chapter 19 Material Editor, Materials, and Maps To change the saturation of one color in an image: 1 Click the R, G, or B color swatch. 2 On the Color Selector, increase or decrease Value to vary the color from light to dark. To replace one color with another: 1 Click the R, G, or B color swatch. 2 On the Color Selector, increase or decrease Hue to change the color. Interface R/G/B The red, green, and blue on page 8105 color swatches display the Color Selector on page 391 to adjust the value of the specific channel. Map Displays the Material/Map Browser to select the map to be tinted. The check box turns the effect of the map on or off. Vertex Color Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Vertex Color Color Modifier Maps | 5943 Mapping vertex colors Vertex Color map makes any vertex coloring applied to an object available for rendering. You can assign vertex colors using the VertexPaint Modifier on page 1959, the Assign Vertex Colors utility on page 6038, or the vertex controls for an editable mesh on page 2086, editable patch on page 2032, or editable poly on page 2140. While vertex color assignment is primarily used for special applications, such as game engines or radiosity renderers, you can also use it to create colorful, gradient surface effects. You can also use it in design visualization: Use the VertexPaint Modifier on page 1959 to paint your landscape different colors to represent grass, shrubbery, parking areas, etc., and then use Vertex Color map to use the vertex coloring in your rendered images. Incidentally, when you use the Terrain object's on page 774 Color By Elevation function, the software assigns a material that uses a Vertex Color map as the diffuse component. TIP To view vertex colors in a viewport, right-click the object, choose Properties from the quad menu, and then turn on Vertex Channel Display in the Display Properties group. Procedures To use the vertex color map: 1 Assign vertex colors to an object. 2 Assign a material to the object, then assign a Vertex Color map to the material's diffuse component. 3 Optionally, if manipulating the map channels with the Channel Info utility on page 6047, choose a map channel or sub-channel to render. 4 Render the scene. 5944 | Chapter 19 Material Editor, Materials, and Maps Interface These parameters let you define which map channel or sub-channel is to be rendered. One application is to support usage of the Vertex Color map in conjunction with the Channel Info utility on page 6047. The settings are interlinked; changing one parameter will change the other two, as appropriate. Map Channel Lets you specify which map channel to use. Range=0 to 99. Default=0. Notes regarding this setting: ■ If you set Map Channel to a channel that doesn't contain any vertex coloring data, attempting to render will generate a Missing Map Coordinates error message. To resolve this, apply vertex coloring to that channel. ■ By default, the vertex coloring in map channel 1 is a color gradient derived from the UVW texture coordinates by converting UVW values to RGB values. Thus, at UV=0,0 (the lower-left corner of the map), the coloring is black; at UV=1,0, the coloring is red, and at UV=1,1 (the upper-right corner), the coloring is yellow (red + green=yellow). You can change these colors with a tool such as VertexPaint modifier on page 1959. ■ Map Channel cannot be set to a negative value, thus the map doesn't support rendering of the vertex illumination (-1) or vertex alpha (-2) channel. Sub Channel Lets you can specify that the map will use either the Red, Green, or Blue sub-channel of the specified map channel, or all sub-channels. Channel Name After assigning the material with the Vertex Color map to an object with named map or vertex-color channels (see Channel Info Utility on Color Modifier Maps | 5945 page 6047), you can click Update, and then, from this drop-down list, choose a named map channel from the object. Update Refreshes the contents of the Channel Name drop-down list. Use Update after applying the material to an object, or after adding channels to the object. NOTE There could be conflicts if one material with a Vertex Color map is assigned to objects with different named Map Channels, where one channel's name may be displayed in preference to another's. Reflection and Refraction Maps These maps, grouped as "Other" in the Material/Map Browser on page 5290, are maps that create reflections and refractions. Each of the following maps has specific uses: Flat Mirror on page 5946: Generates reflections for flat surfaces. You assign it to faces rather than to the object as a whole. Raytrace on page 5952: Creates accurate, fully raytraced reflections and refractions. Reflect/Refract on page 5964: Generates reflections or refractions automatically, based on surrounding objects and the environment. Thin Wall Refraction on page 5971: Generates refractions automatically, simulating objects and the environment seen through a refractive material such as glass or water. Flat Mirror Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Flat Mirror 5946 | Chapter 19 Material Editor, Materials, and Maps Flat mirror map reflects the ice-cream shop's interior. The Flat Mirror on page 7982 map produces a material that reflects surrounding objects when it is applied to a collection of coplanar faces. You assign it as a material's reflection map on page 5480. Reflect/Refract maps don't work well for flat surfaces because each face reflects part of the environment based on where its surface normal points. Using this technique, a large flat face can reflect only a small part of the environment. Flat Mirror automatically generates a reflection that encompasses a larger part of the environment, to better simulate a mirror-like surface. Rules for Using Flat Mirror Flat Mirror cannot generate reflections correctly unless you observe these rules: ■ Assign Flat Mirror to selected faces only. There are two ways to do this. You can make the Flat Mirror material a sub-material of a Multi/Sub-Object on page 5720 material, or you can use the Apply To Faces With ID control. ■ If you assign Flat Mirror to multiple faces, the faces must lie in a plane. Reflection and Refraction Maps | 5947 ■ Non-coplanar faces in the same object cannot have the same Flat Mirror material. In other words, if you want two different planes of an object to have flat reflections, you must use a Multi/Sub-Object material. Assign Flat Mirror to two different sub-materials, and assign different material IDs to the to different planar faces. ■ The material ID used by the Flat Mirror sub-material must be unique to the coplanar faces in the object. If you assign Flat Mirror using Apply to Faces with ID, faces without that ID display the nonreflective components (diffuse color, and so on) of the material with the Flat Mirror reflection map. Procedures To assign a flat mirror to one face of an object: 1 In the Material Editor, create a standard material. 2 Assign a Flat Mirror map as the material's reflection map. 3 In the Flat Mirror Parameters rollout > Render group, turn on Apply To Faces With ID, and choose the material ID number the mirrored face will have. 4 Follow the next set of steps for assigning the material to the object. To assign the mirror to a flat surface: 1 Select an object. 2 In the Modify command panel, apply Edit Mesh to the object. 3 Make sure Sub-Object is selected, and choose Face as the sub-object level. 4 Select a single face or multiple faces that lie in a single plane. 5 Assign the faces the material ID you chose for the Flat Mirror map. 6 Assign the material to the object. To assign a flat mirror using a Multi/Sub-Object material: 1 In the Material Editor, create a Multi/Sub-Object material. 2 Click one of the unused material buttons in the Multi/Sub-Object material's parameters. 5948 | Chapter 19 Material Editor, Materials, and Maps 3 In the new Standard sub-material, open the Maps rollout and click the map button for Reflection. 4 In the Material/Map Browser, choose Flat Mirror, and then click OK. Flat Mirror controls are similar to those for automatic reflection and refraction. 5 Apply Edit Mesh to the object, and then in the stack view area of the modifier stack display on page 7635, choose Face as the sub-object level. 6 Select a single face or multiple faces that lie in a single plane. 7 Assign the faces the material ID corresponding to the Flat Mirror sub-material slot. Using a Multi/Sub-Object material, you can apply Flat Mirror to different faces of the object that are not coplanar. However, faces that are not coplanar must use different sub-material slots, otherwise the software doesn't correctly generate the flat mirror reflections. Reflection and Refraction Maps | 5949 Interface Blur group Apply Blur Turns on filtering to blur the maps. Antialiasing is also applied to the Distortion effect, if any, when Apply Blur is turned on. 5950 | Chapter 19 Material Editor, Materials, and Maps Blur Affects the sharpness or blurriness of the generated map based on its distance from the object. The farther away the map is, the greater the blurring. Blur is primarily used to avoid aliasing on page 7904. It's a good idea to use a small amount of blurring for all maps in order to avoid the scintillation or aliasing that can occur when pixel details are reduced off in the distance. Default=1.0. Render group First Frame Only The renderer creates the automatic flat mirror only on the first frame. Every Nth Frame The renderer creates the automatic flat mirror based on the frame rate on page 7987 set by the spinner. Use Environment Map When off, environment maps are ignored by the mirror during rendering. It's useful to turn this off when you have mirrors in the scene and you're rotoscoping against a flat screen environment map. A screen environment map does not exist in 3D space the way the other environment-map types do, and will not render properly. Default=on. Apply to Faces with ID Specifies the material ID number where you want the mirror assigned. You can assign a flat-mirror material to an object without having to make it a component of a Multi/Sub-Object on page 5720 material. The restriction is that the other faces on the object must be able to use the nonmirrored properties of the same material (its diffuse color, and so on). If the other faces need completely different material characteristics, you need to use a Multi/Sub-Object material. For example, if you have an object, such as a box, with unique material IDs for each side, you can use Apply To Faces With ID to specify the side of the box that will show the mirror reflection. The remaining sides of the box will have the same material characteristics, but without the reflection. Distortion group To simulate irregular surfaces, you can distort the flat-mirror reflections. Distortion can be based on a bump map or on noise controls built into Flat Mirror material. None No distortion. Use Bump Map Distorts the reflection using the material's bump map. A flat mirror surface that has a Bump map will appear bumpy, but its reflection won't be distorted by the bumps unless you use this option. Reflection and Refraction Maps | 5951 Use Built-In Noise Distorts the reflection using the settings in the Noise group. Distortion Amount Adjusts the amount of distortion to the reflected image. This is the only value that affects the amount of distortion. No matter how high the Bump map's Amount spinner is set, or how extreme the Noise settings, if this Distortion Amount is set to 0, no distortion appears in the reflection itself. This control is inactive when None is chosen. Noise group The controls in this group are inactive unless you choose Use Built-In Noise as the active distortion type. Regular Generates plain noise. Basically the same as Fractal noise with the Levels setting at 1. When the noise type is set to Regular, the Levels spinner is inactive (because Regular is not a fractal function). Fractal Generates noise using a fractal algorithm. The Levels setting determines the number of iterations for the fractal noise. Turbulence Generates fractal noise with an absolute value function applied to it to make fault lines. Phase Controls the speed of the animation of the noise function. A 3D noise function is used for the noise, so that the first two parameters are U and V and the third is phase. You can animate this parameter to animate the noise effect. Size Sets the scale of the noise function. Smaller values give smaller chunks of noise. Levels Sets the number of fractal iterations or turbulence (as a continuous function). Raytrace Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Raytrace 5952 | Chapter 19 Material Editor, Materials, and Maps Raytrace map creates highly reflective and refractive surfaces. Raytrace map provides fully raytraced reflections and refractions. The reflections and refractions it generates are more accurate than those produced by the reflect/refract map on page 5964. Rendering raytraced objects is slower than using Reflect/Refract. On the other hand, Raytrace is optimized for rendering 3ds Max scenes, and you can further optimize it for your scene by excluding specific objects or effects from raytracing. You can also use the Raytrace material on page 5490, which uses the same raytracer to generate accurate, raytraced reflections and refractions. The differences between Raytrace map and Raytrace material are: ■ You use Raytrace map as you do other maps. This means you can add raytraced reflections or refractions to any kind of material. ■ You can assign Raytrace map to material components other than reflect or refract, although these are the main ways to use this map. ■ Raytrace map has more extensive attenuation controls than Raytrace material. ■ Raytrace map often renders more quickly than Raytrace material. Reflection and Refraction Maps | 5953 Raytrace Map and Raytrace material have the same name because they use the same raytracer and share global parameters. NOTE Raytracing does not always work correctly in orthogonal viewports (left, front, and so on). It works correctly in perspective viewports and camera viewports. Interface The interface for the Raytrace map is contained in four rollouts: Raytracer Parameters Rollout on page 5954 Raytrace: Attenuation Rollout on page 5957 Raytrace: Basic Material Extensions Rollout on page 5960 Raytrace: Refractive Material Extensions Rollout on page 5962 Raytracer Parameters Rollout Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Raytrace > Raytracer Parameters rollout This rollout contains the main controls for the Raytrace map on page 5952. 5954 | Chapter 19 Material Editor, Materials, and Maps Interface Local Options group Enable Raytracing Turns the raytracer on or off. Default=on. Even with raytracing off, Raytrace material and Raytrace map still reflect and refract the environment, including both the environment map for the scene, and the environment map assigned to the Raytrace material. Raytrace Atmospherics Turns the raytracing of atmospheric effects on or off. Atmospheric effects include fire, fog, volume light, and so on. Default=on. Enable Self Reflect/Refract Turns self reflection/refraction on or off. Default=on. Can an object reflect itself? For example, a teapot's body reflects the teapot's handle, but a sphere will never reflect itself. If you don't need this effect, you can improve render time by turning off this toggle. Reflection and Refraction Maps | 5955 TIP If you have a transparent object such as glass, and have self reflect/refract turned on, you don't have to make the object 2-sided on page 7893. The raytracer sees back faces when exiting refractive objects. Reflect/Refract Material IDs When on, the material reflects effects assigned to material IDs in the renderer's G-buffer on page 7991 on or off. Default=on. By default, Raytrace material and Raytrace map reflect effects assigned to a material's ID, so that G-buffer effects are not lost. For example, if a raytraced object reflects a lamp made to glow with the Video Post Glow filter (Lens Effects Glow), the reflection glows as well. Trace Mode group With options in this group, you select whether to cast reflected or refracted rays. Auto Detect If assigned to the material's Reflection component, the raytracer will reflect. If assigned to Refraction, it will refract. If you assign Raytrace to any other component, you have to manually specify whether you want reflected rays or refracted rays. (Default.) NOTE Auto Detect might fail when you use Raytrace map in a material with a strong bump map. When you use a strong bump map, choose one of the explicit options. Reflection Casts reflected rays off the object's surface. Refraction Casts refracted rays into or through the object's surface. NOTE Raytrace reflects and transmits the IDs in material effects channel on page 5348 (G-buffer on page 7991), so it can create glowing reflections, and so on. Local Exclude Click to display the local Include/Exclude dialog on page 5519. An object that is excluded locally is excluded from this map only. TIP Using exclusion lists is one of the best and simplest ways to speed up the raytracer. Background group Use Environment Settings Respects the environment settings of the current scene. Color Swatch Overrides the environment settings with the specified color. 5956 | Chapter 19 Material Editor, Materials, and Maps Map Button Overrides the environment settings with the specified map. By specifying an environment map, you override the environment map for the scene as a whole. Both reflection and refraction use the scene-wide environment map unless you use this option to specify another map. With this control, you can use different environment maps on a per-object basis, or provide an environment to specified objects when the scene as a whole has none. Raytraced Reflection and Refraction Antialiaser group Controls in this group let you override the global antialiasing settings for raytraced maps and materials. They are unavailable if antialiasing is turned off globally. To turn on antialiasing globally, choose Rendering > Raytracer Settings to open the Raytracer Global Parameters rollout on page 6221. On When on, uses antialiasing. Default=unavailable unless global antialiasing is turned on; on if global antialiasing is turned on. Drop-down list Chooses which antialiasing settings to use. There are three options: ■ Use Global Antialiasing Settings (The default.) Uses the global antialiasing settings. Click ... to open the Raytracer Global Parameters rollout on page 6221. ■ Fast Adaptive Antialiaser Uses the Fast Adaptive antialiaser, regardless of the global setting. Click ... to open the Fast Adaptive Antialiaser dialog on page 5522. ■ Multiresolution Adaptive Antialiaser Uses the Multiresolution Adaptive antialiaser, regardless of the global setting. Click ... to open the Multiresolution Adaptive Antialiaser dialog on page 5524. When you change settings for an antialiaser locally, you don't affect the global settings for that antialiaser. Raytrace:Attenuation Rollout Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Raytrace > Attenuation Rollout When a ray is reflected off an object or refracted through it, by default the ray travels through space forever, with no attenuation on page 7915. The controls Reflection and Refraction Maps | 5957 in this rollout allow you to attenuate rays, so their strength diminishes over distance. In the Raytrace map on page 5952, attenuation is implemented by a clipping algorithm. Objects beyond the maximum attenuation range aren't even considered by the raytracer. Because of this, assigning attenuation can speed up rendering time. Interface Falloff Type Choose the falloff to use. ■ Off Turns off attenuation. (Default.) ■ Linear Sets linear attenuation. Linear attenuation is calculated between the start and end range values. ■ Inverse Square Sets inverse square attenuation. Inverse square attenuation is calculated beginning at the start range, and doesn't use the end range. Inverse square is the actual attenuation rate for light in the real world. However, it doesn't always give the effect you want in a rendered scene. 5958 | Chapter 19 Material Editor, Materials, and Maps ■ Exponential Sets exponential attenuation. Exponential attenuation is calculated between the start and end range values. You also specify the exponent to use. ■ Custom Falloff Specifies a custom curve to use for attenuation (falloff). Start Range The distance in world units where attenuation begins. Default=0.0. End Range Sets the distance in world units where the ray is fully attenuated. Default=100.0. This is not used by inverse square attenuation. Exponent Sets the exponent used in exponential falloff. Default=2.0. This is used only by exponential attenuation. Color These controls affect the behavior of light rays as they attenuate out. By default, as a ray fades out, it is rendered as the background color. You can set a custom color instead. Background As the ray attenuates out, returns the background (either the scene's background or the background specified locally in the Raytracer Parameters rollout) rather than the actual color of what the reflected/refracted ray sees. (Default.) Specify Sets the color that is returned by the ray as it attenuates out. If you choose not to use the background color, black or gray usually work best as the attenuation color, Custom Falloff group These controls are inactive unless the Falloff Type is set to Custom Falloff. Custom Falloff Uses the falloff curve to determine the falloff between the start and the end ranges. These are the controls for custom attenuation. The custom attenuation curve is at the left. The gray scale bar below the curve shows how the curve will affect the falloff as light rays diminish in strength. Near Sets the strength of the reflected/refracted ray at the start range distance. This is a normalized percentage that can range from 0.0 to 1.0. Default=1.0. Control 1 Controls the shape of the curve near the curve start. Default=0.667. Reflection and Refraction Maps | 5959 Control 2 Controls the shape of the curve near the curve end. Default=0.333. Far Sets the strength of the reflected/refracted ray at the end range distance. This is a normalized percentage that can range from 0.0 to 1.0. Default=0.0. Raytrace: Basic Material Extensions Rollout Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Raytrace > Basic Material Extensions Rollout This rollout contains controls for fine-tuning the effect of the Raytrace map on page 5952. Interface Reflectivity/Opacity These controls affect the intensity of the raytracer's results. ■ Spinner Controls the amount of raytracing used by the material it is assigned to. Analogous to the Output Amount parameter in the Output rollout of the Bitmap map type on page 5795. ■ Map button Assigns a map that controls the amount of raytracing. You can vary the amount of raytracing used over the surface of the object. ■ Check box Enables or disables the map. Tint With these controls, you can tint the colors returned by the raytracer. Tinting applies only to reflected colors; it doesn't affect the material's diffuse component. ■ Check box Turns basic tinting on or off. Default=off. ■ Color swatch Assigns a tint color for reflections. Default=white. 5960 | Chapter 19 Material Editor, Materials, and Maps ■ Amount spinner Sets the amount of tinting used. Default=1.0. ■ Map button Assigns a map to use for tinting. You can vary the tint colors over the surface of the object. ■ Check box Enables or disables the map. Bump Map Effect Controls the effect of a bump map on rays that the surface reflects and refracts. For example, you might want to make a glass object highly bumpy, but reduce the bump effect on refracted parts of the scene. Bump Map Effect equals 1.0. The refraction of tiles behind the glass is distorted by the bump map. Reflection and Refraction Maps | 5961 Bump Map Effect equals 0.0. The refraction of tiles behind the glass is not distorted. Bump Map Effect is active only when raytracing is enabled. Raytrace: Refractive Material Extensions Rollout Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Raytrace > Refractive Material Extensions Rollout With the controls in this rollout, you can fine-tune the effect of the Raytrace map on page 5952 on a material's refraction component. 5962 | Chapter 19 Material Editor, Materials, and Maps Interface Internal Density Effects Color With these controls, you can specify a transmission color based on thickness. The density color gives the appearance of color within the object itself, like tinted glass. ■ Enable Turns color density on or off. ■ Color swatch Displays a Color Selector on page 391. Choose the transmission color. ■ Amount Controls the amount of density color. Reducing this value reduces the density color effect. Range=0 to 1.0. Default=1.0. ■ Color Map Assigns a map to the density color component. Use the check box to enable or disable the map. ■ Start and End A thin piece of tinted glass is mainly clear, while a thick piece of the same glass has more color. Start and End Distance, expressed in world units, controls help you simulate this effect. Start is the position in the object where the density color begins to appear (Default=0.0). End Reflection and Refraction Maps | 5963 is the position in the object where the density color reaches its full Amount value. To have a lighter effect, increase the End value. To have a heavier effect, reduce the End value. Fog Density fog is also a thickness-based effect. It fills the object with a fog that is both opaque and self illuminated. The effect is like smoke trapped in a glass, or wax at the tip of a candle. Colored fog in tubular objects can resemble neon tubes. ■ Enable Turns fog on or off. ■ Color swatch color. ■ Amount Controls the amount of density fog. Reducing this value reduces the density fog effect and makes the fog translucent. Range=0 to 1.0. Default=1.0. ■ Color Map Assigns a map to the fog component. Use the check box to enable or disable the map. ■ Start and End Start and End Distance controls, expressed in world units, adjust the fog effect based on the object's dimensions. Start is the position in the object where the density fog begins to appear (default=0.0). End is the position in the object where the density fog reaches its full Amount value. To have a lighter effect, increase the End value. To have a heavier effect, reduce the End value. Displays a Color Selector on page 391 for choosing the fog Render objects inside raytraced objects Turns the rendering of objects inside raytraced objects on or off. Default=on. Render atmospherics inside raytraced objects Turns the rendering of atmospheric effects inside raytraced objects on or off. Atmospheric effects include fire, fog, volume light, and so on. Default=on. Treat Refractions as Glass (Fresnel effect) When on, applies a Fresnel effect to the refraction. This can add a bit of reflection to the refracting object, depending on the viewing angle of the object. When off, the object is refractive only. Default=on. Reflect/Refract Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Reflect/Refract 5964 | Chapter 19 Material Editor, Materials, and Maps Reflect/Refract map used for the balloons The Reflect/Refract map produces a reflective or refractive surface. To create reflection, assign this map type as the material's reflection map on page 5480. To create refraction, assign it as the refraction map on page 5483. NOTE A reflective object can reflect another reflective object. In the real world, this creates a virtually infinite number of interreflections. In 3ds Max, you can set the number of interreflections within a range from 1 to 10. You set this Rendering Iterations parameter on the Render Setup dialog on page 6092. This map works by using six renderings in the form of a cube that surrounds the objects. Reflect/Refract views the cubic maps from the perspective of the pivot point on page 8091 of the object, mapping them onto the object's surface as a spherical reflection map. You can choose to generate the cubic maps automatically, or to load previously created maps. A reflective surface reflects the surrounding maps like a mirror. A refractive surface creates the illusion that the surrounding maps are seen through the surface. Reflection and Refraction Maps | 5965 NOTE Reflect/Refract is meant to be used with curved or irregularly shaped objects. For mirror-like flat surfaces that you want to reflect the environment accurately, use Flat Mirror on page 5946 material. For more accurate refractions, especially for an object in a refractive medium (such as a pencil in a glass of water), use Thin Wall Refraction material on page 5971. Automatic Cubic Maps When you choose automatic cubic maps, 3ds Max generates the maps based on the perspective of the mapped object's pivot point. Automatic maps are based on the geometry of the scene. The advantage to using automatic maps is that the six views are automatically generated at rendering time and can be easily updated for each frame of an animation. The disadvantage is that regenerating the maps increases rendering time. In addition, the maps exist only for the rendering and can't be edited or otherwise manipulated. In the Material Editor, automatic reflections or refractions reflect or refract the background of the sample slot. Assigning Cubic Maps When you choose to load cubic maps from files, you use the controls in the From File group. The advantage to using From File is that the bitmap files already exist and take less rendering time. In addition, you can edit the bitmap images. The disadvantage is that it's more difficult to use bitmaps to render an animation because first you need to create the animated bitmaps. IMPORTANT Assigned cubic maps must be square, and each of the six maps must be the same size. You can automatically load six bitmaps at once if the six bitmaps have valid cubic-map file names. The first part of all six file names must be the same, and the last part is an underscore followed by a two-letter abbreviation of the map position, as shown in the following table: Last Part of Cubic Map File Name Meaning _UP Up _DN Down 5966 | Chapter 19 Material Editor, Materials, and Maps Last Part of Cubic Map File Name Meaning _LF Left _RT Right _FR Front _BK Back For example, if you have six bitmaps on disk, labeled view_up.bmp, view_fr.bmp, view_lf.bmp, and so on, when you click one of the file buttons and choose the bitmap for that position, all six views are loaded. If you select a bitmap whose name doesn't follow the convention, or you select one with a valid cubic-map name but assign it to the wrong button, only that bitmap will be loaded. Since all assigned bitmaps must be the same size, when you assign a new bitmap to one of the windows, the sample slot doesn't update automatically. This avoids generating an error message each time you assign a bitmap. Once you've assigned all six maps and are sure they are square and the same size, click the Reload button to update all of the maps and redisplay the sample slot. You can also use the Reload button to see your changes after you've edited one of the cubic maps by using a paint program. Rendering Cubic Maps The controls in the Render Cubic Map Files group let you generate the maps automatically and save them to disk. Use the To File button to specify the folder and file name of the Up (_UP) bitmaps. Click Pick Object and Render Maps, and then click the object to map. The software creates the files and also assigns them to the six From File map buttons. Rendering cubic maps has the same effect as automatic with the advantage that map rendering doesn't have to take place at scene rendering time. The disadvantage is that you can't create an automatically animated reflections or refractions this way. Reflection and Refraction Maps | 5967 Using Animated Cubic Maps The cubic maps can be animations instead of bitmaps. Be sure that each is square and all have the same resolution. If you want the animated reflections to match animated changes in the scene, use automatic maps and set them to render every Nth frame. Procedures To generate and save cubic maps: 1 In the Source group, choose From File. 2 In the Render Cubic Map Files group, click the button next to To File. A file dialog is displayed. Type a name for one of the six cubic bitmap files. You're specifying the name of the Up bitmap. There are two ways to do this: ■ Specify the entire file name; for example, myview_up.bmp. ■ Specify the file prefix and extension only; for example, myview.bmp. IMPORTANT You must specify at least a prefix and extension. The "_UP" is added automatically. 3 Click Pick Object and Render Maps. 4 Click an object in your scene where you want the six views rendered. This is usually the same object where you will apply the material, but it doesn't have to be. After selecting the object, a window opens temporarily that shows the six views as they render and are saved to disk. Their file names then appear on the six buttons in the From File group. Each of the six file names is identical, except for a two-letter suffix indicating the direction of the rendered view. 5968 | Chapter 19 Material Editor, Materials, and Maps Interface Source Chooses the source of the six cubic maps. Automatic Automatically generates by looking out in six directions from the pivot of the object with the material, then mapped onto the surface during Reflection and Refraction Maps | 5969 rendering. When on, the options in the Automatic group are active, letting you choose whether the maps will be generated only once, or regenerated at specified frames in the animation. From File When on, you can specify the bitmaps to use. When From File is active, the controls in the Render Cubic Map Files group are also available. You can generate the six cubic reflection maps automatically and save them to files, where you can load them with the From Files controls. Size Sets the size of the Reflect/Refract maps. The default value of 100 produces distinct images. Lower values lose progressively more detail. Use Environment Map When off, environment maps are ignored by Reflect/Refract map during rendering. It's useful to turn this off when you have mirrors in the scene and you're rotoscoping against a flat screen environment map. A screen environment map does not exist in 3D space the way the other environment-map types do, and will not render properly. Blur group Apply Turns on filtering to blur the maps. Blur Offset Affects the sharpness or blurriness of the map without regard to its distance from the object. Use Blur Offset when you want to soften or defocus the details in a map to achieve the effect of a blurred image. Blur Affects the sharpness or blurriness of the generated map based on its distance from the object. The farther away the map is, the greater the blurring. Blur is primarily used to avoid aliasing on page 7904. It's a good idea to use a small amount of blurring for all maps in order to avoid the scintillation or aliasing that can occur when pixel details are reduced off in the distance. Default=1. Atmosphere Ranges group If your scene contains environmental Fog on page 6707, the cubic maps must have near and far range settings to properly render the fog from the point of view of the object assigned the material. The Near and Far spinners in this group let you specify a fog range relative to the object. Near Sets the near range for fog. Far Sets the far range for fog. Get From Camera Uses the Near and Far atmosphere range settings of a camera in the scene. Click this option, and then select the camera. 5970 | Chapter 19 Material Editor, Materials, and Maps These values aren't dynamically linked to the camera object. They are simply copied from the camera's range values at the time you click the camera. If the camera's range values later change, the map's Near and Far values remain the same. Automatic group This controls are active only when Automatic is the active source for the Reflect/Refract maps. First Frame Only Tells the renderer to create automatic maps only on the first frame. Every Nth Frame Tells the renderer to create animated auto maps based on the frame rate on page 7987 set by the spinner. From File group These controls are active when From File is active as the Reflect/Refract source. Here you assign the six bitmaps to be used as the cubic maps. Up / Down / Left / Right / Front / Back Assigns one of the six cubic maps. If the map is one of a set of six with the correct file name, all six are loaded. If the map doesn't follow file naming conventions, or you assign it to a button of a different position (_UP to Front, for example), only that map is assigned. You must assign the others manually. Reload Reloads the assigned maps and updates the sample slot. You can edit one or more of the cubic maps using a paint program, then click Reload to update the material and the scene. Render Cubic Map Files group To File Choose a file name for the Up map (_UP). Pick Object and Render Maps Active when you choose a file. Click to turn on, then select the mapped object to render the six cubic maps. Assign the cubic maps to the six From File buttons. Thin Wall Refraction Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Thin Wall Refraction Reflection and Refraction Maps | 5971 Thin wall refraction Thin Wall Refraction simulates the "jog," or offset effect, you find when you view part of an image through a plate of glass. For objects that model glass, such as a Box in the shape of a window pane, this map is faster, uses less memory, and provides a much better visual effect than the Reflect/Refract map. TIP At 100% refraction and opacity, you can see no diffuse color or mapping, and there is not much illusion of a refractive material. The effect is invisible. In the Maps rollout of the parent material, set Refraction Amount to 50%, and in the Basic Parameters rollout, set Opacity to a value greater than 0. Procedures To assign the Thin Wall Refraction map to a material: 1 Click the Map button for Refraction in the material's Maps rollout. 2 In the Material/Map Browser, choose Thin Wall Refraction. 3 Adjust the map's parameters. 5972 | Chapter 19 Material Editor, Materials, and Maps 4 In the parent material, set the Refraction Map Amount to 50%. 5 Assign the material to an object. Interface Blur group These controls are for antialiasing. Apply Blur Turns on filtering to blur the maps. Blur Affects the sharpness or blurriness of the generated map based on its distance from the object. The farther away the map is, the greater the blurring. Blur is primarily used to avoid aliasing on page 7904. It's a good idea to use a small amount of blurring for all maps in order to avoid the scintillation or aliasing that can occur when pixel details are reduced off in the distance. Default=1.0. Render group These controls affect how the refraction should behave in animations. First Frame Only Tells the renderer to create the refracted image only on the first frame. Reflection and Refraction Maps | 5973 This is the fastest option. You can use it if the camera and refractive object don't move. Every Nth Frame Tells the renderer to regenerate the refracted image based on the frame rate on page 7987 set by the spinner. Every single frame provides the most accurate result, but takes longest to render. Use Environment Map When off, environment maps are ignored by the refraction during rendering. It's useful to turn it this off when you have refractions in the scene and you're rotoscoping against a flat screen environment map. A screen environment map does not exist in 3D space the way the other environment map types do, and will not render properly. Default=on. Refraction group These controls are specific to the Thin Wall Refraction effect: Thickness Offset Affects the size of the refractive offset, or jog effect. At 0, there's no offset, and the object can appear invisible in the rendered scene. At 10.0, the offset is at its greatest. Range from 0.0 to 10.0; Default=0.5. NOTE The IOR (index of refraction) spinner in the parent material's Extended Parameters rollout also affects the offset effect. Bump Map Effect Affects the magnitude of refraction due to the presence of a bump map. This parameter multiplies the current bump map Amount in the parent material. Reduce this value to reduce the effect of the secondary refraction; increase this value to increase the effect. If there is no bump map assigned, this value has no effect. Default=1.0. If there is unevenness in the surface of the glass, there is a secondary refraction. Thin Wall Refraction generates this secondary refraction if the material also has a bump map present. The algorithm guesses at the scaling of the secondary refraction, and can create too large an effect. If this happens, scale the effect down by reducing this value to less than one. mental ray Shaders In mental ray, a shader is a function that calculates light effects. There can be shaders for lights, cameras (lens shaders), materials, shadows, and so on. 5974 | Chapter 19 Material Editor, Materials, and Maps NOTE In 3D modeling, the term “shader” typically refers to an algorithm that specifies how a surface responds to light. (The shaders for standard 3ds Max fall into this category.) With the mental ray renderer, “shader” has a more general sense of any algorithm used in rendering. The mental ray renderer on page 6230 can render most types of 3ds Max materials and maps. See 3ds Max Materials in mental ray Renderings on page 6239. In addition, if you have enabled mental ray extensions (see mental ray Preferences on page 7787), you can apply a variety of shaders to materials. Materials designed for use with the mental ray renderer have specific components to which you can assign a shader. And for standard 3ds Max material types, the mental ray Connection rollout on page 5385 lets you add mental ray shading. WARNING When you use the scanline renderer, mental ray shaders typically appear as black or white surfaces, or they are ignored entirely. You assign a mental ray shader the same way you do a map. In the Material/Map Browser on page 5290, mental ray shaders appear with a yellow icon, instead of the green icon used for maps. mental ray maps in the browser's list are shown with yellow icons. The shaders listed in the Browser depend on which type of shader component you have chosen in the Material Editor. For example, when you assign a Surface shader, the Browser lists a variety of shaders and standard 3ds Max maps. But when you assign a more special-purpose Contour shader, the Browser lists only those shaders that generate contour lines. mental ray Shaders | 5975 NOTE Other kinds of special-purpose shaders include shaders for cameras and lights. Buttons to assign camera shaders are found on the Render Setup dialog > Camera Effects rollout on page 6283, and the controls to assign light shaders are on a light object's mental ray Light Shader rollout on page 5115. This rollout appears only on the Modify panel, not the Create panel. The shaders listed in the Browser come from several libraries that are provided with 3ds Max. Shaders created specifically for 3ds Max are described in this document. Shaders provided with the mental images or lume shader libraries have their own online documentation. The following topics link to the descriptions of specific shaders: ■ 3ds Max Custom Shaders on page 5982 links to descriptions of the shaders provided in the product-specific library, 3dsmax.mi. ■ mental images Shader Libraries on page 5977 links to descriptions of the shaders provided in the three standard mental ray libraries from mental images: base.mi, contour.mi, and physics.mi. ■ Shaders in the LumeTools Collection on page 5980 includes links to descriptions of shaders in the lume library, lume.mi. ■ The Production Shaders on page 6017 library includes several special-purpose texture shaders, a lens shader, and two output shaders. ■ The Car Paint on page 5607 material is also available as a shader, with the same set of parameters. ■ The mr Sun on page 5173, mr Sky on page 5176, and mr Physical Sky on page 5181 shaders are components of the mental ray Sun and Sky on page 5161 solution. NOTE When you wire the parameters of an object whose material has mental ray shaders assigned, names of shader parameters might differ from those in the Material Editor interface. Also, parameters not supported by 3ds Max might appear as blanks in the wiring menu. mental ray Shaders not Provided with 3ds Max If your installation includes shader libraries other than those listed in this reference (whether obtained from a third-party source, or custom written), then the Browser might list those shaders as well. Documentation for third-party or custom shaders should come from the shader's provider. 5976 | Chapter 19 Material Editor, Materials, and Maps Where Shaders Are Installed Shaders provided with 3ds Max are installed in the subdirectory \mentalray\shaders_standard\, below the 3ds Max root directory. The \include folder is for the MI include files, and the \shaders folder is for the DLLs. Third-party shaders should not be installed in \shaders_standard. They should be installed either in \shaders_3rdparty or \shaders_autoload. If a third-party shader is present in \shaders_autoload, it is loaded automatically when you start 3ds Max. If a third-party shader is present in \shaders_3rdparty, you must update the file 3rdparty.mi so it explicitly loads the shader. The MI file \shaders_3rdparty\3rdparty.mi contains comments that explain how to add load statements. NOTE Shaders listed in the MI file are loaded in reverse order: that is, from the bottom of the list to the top. mental images Shader Libraries Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Pick a mental ray shader other than a custom 3ds Max shader or a lume shader. Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. The shaders provided with standard libraries from mental images are meant for use with the mental ray renderer on page 6230. There are three standard libraries: Base Shaders (base.mi), Physics Shaders (physics.mi), and Contour Shaders (contour.mi). NOTE In the mental image libraries, the names of base shaders have the prefix “mib_” and the names of contour shaders have the prefix “contour_”. These prefixes don't appear in the 3ds Max user interface or in the table that follows. (Names of physics shaders have no conventional prefix.) The following table lists the mental images library shaders provided with 3ds Max. mental ray Shaders | 5977 TIP When you follow a link to the documentation for mental images library shaders, scroll up a bit in your browser. The links tend to go directly to the shader's declaration code, and often there are some introductory paragraphs directly above the code. If the link goes to the beginning of a section, scroll down instead. Shader Library Ambient/Reflective Occlusion base Combi contour Contour Composite contour Contour Contrast Function Levels contour Contour Only contour Contour PS (PostScript) contour Contour Store Function contour Curvature contour Depth Fade contour DGS Material Photon physics Dielectric base Factor Color contour Layer Thinner contour Light Infinite base Light Point base 5978 | Chapter 19 Material Editor, Materials, and Maps Shader Library Light Spot base Opacity base Parti Volume physics Photon Basic base Reflect base Refract base Shadow Transparency base Simple contour Texture Remap base Texture Rotate base Texture Wave base Transmat physics Transmat Photon physics Transparency base Two Sided base Width From Color contour Width From Light contour Width From Light Dir contour mental ray Shaders | 5979 NOTE You can also access the mental images shader help by choosing Help > Additional Help, opening the mental ray 3.6 Reference, and then highlighting mental ray Shader Reference on the Contents panel. Shaders in the LumeTools Collection Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Pick a shader with “(lume)” in its name. Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. The LumeTools Collection of shaders provide a variety of naturalistic effects when used with the mental ray renderer on page 6230. In the Material/Map Browser, the name of these shaders is followed by “(lume).” These are the lume shaders provided with 3ds Max: ■ Beam ■ Distortion ■ Edge and Edge Shadow ■ Facade ■ Glass ■ Glow ■ Landscape ■ Metal ■ Mist ■ Night ■ Ocean ■ Stain ■ Submerge ■ Translucency ■ Water Surface ■ Wrap Around 5980 | Chapter 19 Material Editor, Materials, and Maps ■ Wet-Dry Mixer NOTE You can also access the lume shader help by choosing Help > Additional Help, opening the mental ray Reference, and then highlighting LumeTools Collection on the Contents panel. Connect Parameter to Shader Dialog (mental ray) Material Editor > mental ray Connection rollout > Click a shader button. > Material/Map Browser > Pick a mental ray shader that returns multiple values. Material Editor > Shader controls > Click a shader button. > Material/Map Browser > Pick a mental ray shader that returns multiple values. Material Editor > DGS material > Click a shader button. > Material/Map Browser > Pick a mental ray shader that returns multiple values. Material Editor > Shader controls > Click a shader return parameter button (to the right of the main shader button). Note: The mental ray Connection rollout is available in the Material Editor only if you have enabled the mental ray extensions by using the mental ray Preferences panel. In addition, shaders don't appear unless the mental ray renderer is the currently active renderer. Some mental ray shaders return multiple values. If you choose one of these, a Connect Parameter To Shader dialog appears. Choose one of the return values in the list, and then click OK. IMPORTANT UV Coordinates on page 6013 and XYZ Coordinates on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. The components for some mental ray materials and shaders can be assigned other shaders. For these components, the main shader button is accompanied on the right by a small button. If no shader is assigned, or the shader assigned has only a single return value, the button is disabled and shows a dot in the middle. If the shader assigned can return multiple values, text appears in this button, and a tooltip shows the parameter name. Clicking the button displays the Connect Parameter To Shader dialog, allowing you to change the parameter being used. mental ray Shaders | 5981 Interface List of return values Lists the parameters that the shader returns. The type of each parameter is indicated in parentheses, following the parameter's name. Show Compatible Only When on the list shows only the return values whose type is compatible with the component the shader is assigned to. When off, shows all return values from the shader, whether they are compatible or not. Default=on. 3ds Max Custom Shaders Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Pick a mental ray shader other than a mental images library shader or a lume shader. Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. For use with the mental ray renderer on page 6230, 3ds Max provides the following custom shaders: 5982 | Chapter 19 Material Editor, Materials, and Maps 3D Displacement Shader (mental ray) Material Editor > mental ray Connection rollout > For the Displacement component, turn off the lock button. > Click the button for the Displacement component. > Material/Map Browser > 3D Displacement (3dsmax) Material Editor > mental ray material > Click the button for the Displacement component. > Material/Map Browser > 3D Displacement (3dsmax) Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. A 3D Displacement shader displaces the geometry of surfaces. The effect is similar to displacement mapping of a standard material. You can apply mental ray displacement to any kind of object, unlike standard displacement mapping, which is restricted to surface models (meshes, patches, polys, and NURBS surfaces). Displaced surfaces are smooth if the displaced polygons share normals; otherwise, the displaced surfaces are faceted. Also, unless normals are shared, faces can become separated in the displaced mesh. To prevent this, make sure adjacent surfaces belong to the same shading group. When the mental ray renderer is the active renderer, mental ray displacement is the only displacement method used, unless your scene includes a Displace modifier on page 1344, which always uses standard 3ds Max displacement. TIP Before you render, you can disable or enable displacement by using the Displacement toggle in the Options group on the Common Parameters rollout on page 6121. Global settings for the mental ray displacement method are in the Displacement group on the Render Setup dialog > Renderer panel > Shadows And Displacement rollout on page 6292. See also: ■ mental ray Displacement on page 6268 ■ mental ray Connection Rollout on page 5385 ■ mental ray Material on page 5638 mental ray Shaders | 5983 Interface 3D Displacement (3dsmax) Parameters rollout NOTE The button to the right of the Factor and Direction Strength controls is a shortcut shader button. Clicking one of these buttons displays the Material/Map Browser on page 5290 so you can assign a shader to this component. When a map or a shader has been assigned to a component, this button displays the letter “M,” and the comparable button on the Shaders rollout displays the map or shader name. Object Independent When on, the displacement effect is independent of the size of the object's bounding box. When off, the displacement effect is scaled according to the size of the object. Default=on. Scaling the displacement based on object size is the standard behavior for regular 3ds Max displacement mapping. Displacement Length This is the length of displacement when Object Independent is on, the extrusion map is at 100 per cent (white) and the Extrusion Strength equals 1.0. Lower gray levels in the extrusion map, or other 5984 | Chapter 19 Material Editor, Materials, and Maps values of Extrusion Strength, scale the amount of displacement. When Object Independent is off, this value is disregarded. Default=1.0. Extrusion Strength Controls the height of the displacement. This value is a multiplier: at the default value of 1.0, the map's effect is unchanged. Greater values increase the effect of the map, and lower values decrease it. Default=1.0. Extrusion Map Click to display the Material/Map Browser on page 5290 and choose a map to use for the displacement. Displacement maps apply the gray scale of the map to generate the displacement. Lighter colors in the 2D image push outward more strongly than darker colors, resulting in a 3D displacement of the geometry. Direction Strength Controls the strength of the direction shader. Default=0.0. IMPORTANT Adding a direction shader has no visible effect unless you set Direction Strength to be greater than its default value of zero. (Direction Strength values less than zero have no effect.) Direction Map Click to display the Material/Map Browser on page 5290 and choose a shader to use for the map direction. The direction of the displacement is perturbed according to the RGB values of the shader output or map pixels. Red values offset in the U axis, Green values offset in V, and Blue values offset in W (using the object-local UVW coordinates). Shaders rollout The controls on this rollout let you assign a map or shader to the Factor or Direction Strength parameters. Click the button for a component to display the Material/Map Browser on page 5290 and assign the map or shader. Use the toggle at the left to turn the effect of the map off or on. The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. IMPORTANT UV Coordinate on page 6013 and XYZ Coordinate on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. mental ray Shaders | 5985 Bump Shader (mental ray) Material Editor > mental ray material > Click the button for the Surface or Bump component. > Material/Map Browser > Bump (3dsmax) Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. The Bump shader provides bump mapping for the mental ray renderer. Bumps are created by perturbing face normals before the object is rendered, using the same method as bump mapping on page 5478 for the scanline renderer. WARNING Although you can assign a Bump shader to the Surface component, if you assign only a Bump shader, the surface will render as black. For the Surface component, use the Bump shader in a Shader List on page 6003, or for the mental ray material on page 5638, use the Bump component itself. Interface Bump (3dsmax) Parameters rollout Multiplier Adjust the bump effect by multiplying the map values. Negative Multiplier values reverse the bump effect: hollow areas now protrude, and raised areas become hollow. Default=1.0. Map Click to display the Material/Map Browser on page 5290 and choose a map to use for generating bumps. Bump mapping uses the intensity of the map to affect the surface of the material. The intensity affects the apparent bumpiness of the surface: white areas protrude, and black areas recede. 5986 | Chapter 19 Material Editor, Materials, and Maps Shaders rollout The controls on this rollout let you assign a map or shader to the Multiplier parameter. Click the button for a component to display the Material/Map Browser on page 5290 and assign the map or shader. Use the toggle at the left to turn the effect of the map off or on. The button to the right of the main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. IMPORTANT UV Coordinate on page 6013 and XYZ Coordinate on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. DGS Material Shader (mental ray) Material Editor > mental ray Connection rollout > Unlock the Surface or Photon component. > Click the shader button for the Surface or Photon component. > Material/Map Browser > DGS Material (3dsmax) Material Editor > mental ray material > Click the button for the Surface or Photon component. > Material/Map Browser > DGS Material (3dsmax) Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. DGS stands for Diffuse, Glossy, Specular. This shader is a mental ray phenomenon (a scripted shader tree) that provides a physically accurate simulation of a surface. With the mental ray Connection rollout of a basic 3ds Max material, or a mental ray material, you can assign the DGS Material shader to either the Surface or Photon component. Despite the similarity in name, this shader is distinct from the DGS material on page 5615. Both, in turn, provide a custom 3ds Max interface to the “DGS Material Photon” shader that is part of the mental images physics library. mental ray Shaders | 5987 Interface Parameters rollout NOTE The button to the right of the first six controls is a shortcut shader button. Clicking one of these buttons displays the Material/Map Browser on page 5290 so you can assign a shader to this component. When a map or a shader has been assigned to a component, this button displays the letter “M,” and the comparable button on the Shaders rollout displays the map or shader name. Diffuse Click the color swatch to display a Color Selector on page 391 and change the material's diffuse color. Glossy Highlights Click the color swatch to display a Color Selector and change the color of glossy highlights. 5988 | Chapter 19 Material Editor, Materials, and Maps Specular Click the color swatch to display a Color Selector and change the color of mirror reflections. When the specular color is white, the material is 100 percent reflective, like a mirror. When the specular color is black, the material does not reflect any of its surroundings. Shiny Sets the width of glossy highlights. The larger this value, the smaller the highlights. Default=30.0. Transparency Specifies the transparency. The effective range of Transparency is from 0.0 to 1.0. At 0.0 the material is fully opaque. At 1.0 it is fully transparent. Default=0.0. WARNING You can set the value of Transparency to be greater than 1.0, but this has no effect. An anomaly of the user interface for shaders in the mental ray and lume libraries, is that spinner values are not “clamped” to lie within their effective ranges, as they are for controls in 3ds Max. The value of Transparency also indirectly specifies the reflectivity of the material, which is calculated as 1.0 minus the Transparency value. Index Of Refraction Specifies the IOR. In the physical world, the IOR results from the relative speeds of light through the transparent material and the medium the eye or the camera is in. Typically this is related to the object's density. The higher the IOR, the denser the object. Default=1.5. See Extended Parameters Rollout (Standard Material) on page 5408 for a list of IOR values for commonly encountered materials. NOTE When the IOR equals 1.0, there is no refraction, and calculating the transparency can take less time than when the material is refractive. Lights When on, the material is illuminated only by those lights specified in the list. When Lights is turned off, all lights in the scene affect the material. Default=off. The remaining light controls are unavailable unless Lights is turned on. ■ List of lights material. Displays the lights you have chosen to illuminate this ■ Add Adds a light to the list. Click Add to turn it on, then click the light object in a viewport. ■ Replace Replaces a light in the list. Highlight a light's name in the list, click Replace to turn it on, then click the replacement light object in a viewport. mental ray Shaders | 5989 ■ Delete Deletes a light from the list. Highlight a light's name in the list, then click Delete. Shaders rollout The controls on this rollout let you assign a map or shader to one of the basic parameters of the DGS Material shader. This is comparable to mapping a component of a standard material; by adding shaders, you can create a shader tree that generates complex effects. Click the button for a component to display the Material/Map Browser on page 5290 and assign the map or shader. Use the toggle at the left to turn the effect of the map off or on. The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. IMPORTANT UV Coordinates on page 6013 and XYZ Coordinates on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. 5990 | Chapter 19 Material Editor, Materials, and Maps For all the DGS Material shader components, the available mental ray shaders are the same: Shader Library Bump on page 5986 3ds Max DGS Material (this shader) 3ds Max Dielectric base Dielectric Material on page 5992 3ds Max Edge lume Facade lume Glass lume Glow lume Landscape lume Material to Shader on page 6001 3ds Max Metal lume Ocean lume Opacity base Reflect base Refract base Shader List on page 6003 3ds Max mental ray Shaders | 5991 Shader Library Stain lume Translucency lume Transmat physics Transparency base Two Sided base UV Generator on page 6005 3ds Max Water Surface lume Wet-Dry Mixer lume XYZ Generator on page 6013 3ds Max Dielectric Material Shader (mental ray) Material Editor > mental ray Connection rollout > Unlock the Surface or Photon component. > Click the shader button for the Surface or Photon component. > Material/Map Browser > Dielectric Material (3dsmax) or Dielectric Material Photon (3dsmax) Material Editor > mental ray material > Click the button for the Surface or Photon component. > Material/Map Browser > Dielectric Material (3dsmax) or Dielectric Material Photon (3dsmax) Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. The Dielectric Material shader creates transparent, refractive materials that are physically accurate. A dielectric material, such as glass, is a material whose surface transmits most light that strikes it at angles close to perpendicular (90 degrees), but reflects most light that strikes at glancing angles (close to zero degrees). 5992 | Chapter 19 Material Editor, Materials, and Maps When applied to the Surface component, this shader affects the surface's appearance. When applied to the Photon component, it affects its photon behavior for caustics and global illumination. (The Glass material is a mental ray phenomenon (a scripted shader tree) that is equivalent to a mental ray material on page 5638 with a Dielectric Material shader assigned to both its Surface and Photon components, with the parameter settings identical for both.) NOTE This material does not use a shadow shader, so shadows will always be opaque unless you use a Dielectric Material shader for the Photon component, and generate caustics when you render. Adjacent Refractive Materials Two controls, Outside Light Persistence and Index Of Refraction (Out), are for situations where you are modeling two adjacent refractive materials. Consider a drink in a martini glass. The glass has an index of refraction (IOR) of 1.5, while the alcohol in the glass has an IOR of about 1.3. To create a physically accurate model of this situation, use three glass materials: one for the glass itself, one for the alcohol, and a third material for the surfaces where they touch each other. For this third material, set the “inside” IOR to 1.3, and the outside IOR to 1.5. mental ray Shaders | 5993 Interface Light Persistence In conjunction with the Persistence Distance, controls the percentage of light that the volume transmits. For example, if the color is set to R=G=B=0.5 and the Persistence Distance is set to 2.0, then objects with a thickness of 2.0 units will appear 50 per cent transparent. Default=white (R=G=B=1.0). Because transparency depends on the thickness of the object, objects with varying thickness show different transparency depending on the angle from which they are viewed. Index Of Refraction Specifies the Index Of Refraction (IOR). In the physical world, the IOR results from the relative speeds of light through the transparent material and the medium the eye or the camera is in. Typically this is related to the object's density. The higher the IOR, the denser the object. Default=1.5. See Extended Parameters Rollout (Standard Material) on page 5408 for a list of IOR values for commonly encountered materials. Outside Light Persistence In conjunction with the Persistence Distance, controls the percentage of light transmitted on the other side of a surface. When set to the default of black, this control has no effect. See the section “Adjacent Refractive Materials,” above. Default=black (R=G=B=0.0). 5994 | Chapter 19 Material Editor, Materials, and Maps Index Of Refraction (out) Sets the IOR on the other side of a surface. When set to the default of zero, this control has no effect. See the section “Adjacent Refractive Materials,” above. Default=0.0. Persistence Distance In conjunction with the Light Persistence color, controls the percentage of light that the volume transmits. It is the distance at which light transmission is reduced to the percentage specified by the Light Persistence RGB values. Default=1.0. If you specify an Outside Light Persistence color, that setting also uses the Persistence Distance. Ignore Normals When on, the renderer does not use normals to decide whether a light ray is entering or leaving the object. Normally, the shader uses normals to decide whether a ray is entering or leaving an object. (It is entering if the normal points toward the ray, leaving if the normal points away from the ray.) This can present a problem for rendering objects whose normals are not unified. When Ignore Normals is on, the shader decides whether a ray is entering or leaving the object by counting the number of times the ray has intersected the object. Default=off. Opaque Alpha When on, refracted rays that touch the environment don't generate a transparent alpha value. (This is how 3ds Max usually treats the environment.) When off, refracted rays that touch the environment render a transparent alpha value, which can help if you plan to use the rendering as part of a composite. Default=off. Phong Coefficient When greater than zero, generates Phong highlights on the surface. The highlights appear in the sample slot. In general this value must be greater than 10 for highlights to be apparent. Default=0.0. Environment Shader (mental ray) Material Editor > mental ray Connection rollout > Assign a shader to the Environment component. > Material/Map Browser > Environment (3dsmax) Material Editor > mental ray material > Assign a shader to the Environment component. > Material/Map Browser > Environment (3dsmax) Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. The Environment shader lets you specify an environment that is local to the material. Controls for the Environment shader are similar to those for a scene's environment on the Render Setup dialog > Environment panel. However, the mental ray Shaders | 5995 local Environment shader doesn't affect the scene background. Instead, it provides an environment that the material can reflect or refract. If an environment map is present, it generates the reflections or refractions, and they are not ray traced. Interface Parameters rollout NOTE The buttons to the right of the UseAlpha and Color controls are shortcut shader buttons. Clicking one of these buttons displays the Material/Map Browser on page 5290 so you can assign a shader to this component. When a map or a shader is assigned to a component, this button displays the letter “M,” and the comparable button on the Shaders rollout displays the map or shader name. UseAlpha When on, uses the map's alpha channel, if it has one. The alpha channel specifies those portions of the map that are transparent or translucent. Default=off. Color Click the color swatch to display a Color Selector on page 391 and choose a color to use as the environment. Map Click the button to display a Material/Map Browser on page 5290 and choose a map to use as the environment. 5996 | Chapter 19 Material Editor, Materials, and Maps Shaders rollout The controls on this rollout let you assign a map or shader to the UseAlpha and Color parameters. Click the button for a component to display the Material/Map Browser on page 5290 and assign the map or shader. Use the toggle at the left to turn the effect of the map off or on. The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. IMPORTANT UV Coordinates on page 6013 and XYZ Coordinates on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. Glare Shader (mental ray) Render Setup dialog > Renderer panel > Camera Effects rollout > Camera Shaders group > Click the Output button. > Material/Map Browser > Glare The Glare shader, when used as a camera output shader on page 6289, creates a halo around very bright areas in the rendered image. It’s applied in two dimensions after rendering, so it can partially obscure darker objects between the bright area and the camera for greater realism. Interior lit by mr Sky Portal; no glare Interior with Glare shader for output; default Glare settings mental ray Shaders | 5997 NOTE The glare effect from this shader is intended purely for illustrative purposes. It is not designed to be physically accurate and is not suited for precise simulation purposes. Procedure To use the Glare shader: Using and adjusting the Glare output shader requires first assigning it on the Render Setup dialog, and then instancing it in the Material Editor. This procedure delineates the steps for doing so. 1 Make sure mental ray is the assigned renderer. 2 Open the Render Setup dialog (press F10), and on the Renderer panel, go to the Camera Effects rollout. 3 On the Camera Effects rollout, click the Output button (labeled “None” by default). This opens the Material/Map Browser dialog. 4 In the shader list, double-click the Glare entry. This assigns the shader and closes the browser. 5 Render the scene. If the results are satisfactory, you can stop here. The remaining steps concern adjusting the shader settings. 6 Open the Material Editor (press M), and, if necessary, the Render Setup dialog. 7 Drag the Output button from the Camera Shaders group on the Render Setup dialog to a sample slot on the Material Editor. When the Instance (Copy) Map dialog prompts you, choose Instance, if necessary, and click OK. This places an instance of the Glare shader in the sample slot. Editing this instance also modifies the output shader you originally assigned. 8 Adjust the Glare Parameters as necessary, rendering as you go to view the results. 5998 | Chapter 19 Material Editor, Materials, and Maps Interface Quality Lets you set the tradeoff between detail and speed. Lower Quality settings cause Glare to run more quickly, but can result in a boxy-looking glare halo, while a higher Quality value gives a better overall effect at the cost of rendering time. A mid-level setting is appropriate for most scenes. Spread Controls how sensitive Glare is to bright objects. Lower values for Spread produce smaller glare halos while higher values cause larger glare halos. Very high values can cause dark objects to have halos. TIP The best way to enlarge an object's halo is to increase its brightness, not to increase the Spread value. Streaks When on, uses an image file you specify to create a streaking effect, such as is visible when looking at bright images through glass or, in photographs, through a camera lens. Streak Image Click to choose an image file to be used to create the streak effect. This file takes effect only when Streaks is on. Streaks Weight Controls the blending between the "normal" glare and the streaks image. A value of 0.0 disables streaks, while a value of 1.0 makes the streaks fully visible. Resolution for Glare Processing An absolute value specifying the image size, in pixels, on which the Glare computation occurs. If you image is rendered at 5000 x 5000 and Resolution for Glare Processing is set to 350, Glare will effectively compute on a 350 x 350 image internally and reapplied on the final image, possibly resulting in an inadeqate glare effect. mental ray Shaders | 5999 Replace Rendered Image with Glare Only Generates an overlay image of the glare effect only; the original underlying image is removed. This mode is useful when render speed is critical, so that Glare can be run on a lower-resolution image to produce an overlay, which you can then composite with a higher-resolution underlying image. Height Map Displacement Shader (mental ray) Material Editor > mental ray Connection rollout > For the Displacement component, turn off the lock button. > Click the button for the Displacement component. > Material/Map Browser > Height Map Displacement (3dsmax) Material Editor > mental ray material > Click the button for the Displacement component. > Material/Map Browser > Height Map Displacement (3dsmax) Note: Shaders don't appear unless the mental ray renderer is the currently active renderer. The Height Map Displacement shader displaces the geometry of surfaces, and is specifically intended for use with height maps generated by normal mapping; see Creating and Using Normal Bump Maps on page 6384. IMPORTANT When applying a material containing this map to an object, the mental ray Displacement > Smoothing option must be off. If such materials are applied to all objects in the scene, you can turn off Smoothing globally on page 6294. Otherwise, turn off smoothing for each object whose material uses a height map via the Object Properties > mental ray panel on page 322 (turn off Use Global Settings and then turn off Smoothing). TIP Avoid the temptation to apply MeshSmooth to a model when creating a height map for it. This changes the shape of the model so the height values will not be correct. The low-res model must have exactly the same shape when the map is created and when it is used for displacement. Also, MeshSmooth does not use the same algorithm as the mental ray displacement smoothing, so using both forms of smoothing won't work perfectly. The best results are obtained by not smoothing the low-res model when the map is created and also not using mental ray smoothing. Also, avoid using a paint program to modify the height map. The values in the height map depend on the shape of both the low-res and high-res models, and it's easy to damage the mathematical accuracy. If you paint any changes onto the map, you must be careful to preserve the faceted look, and avoid the temptation to blur away the facets. 6000 | Chapter 19 Material Editor, Materials, and Maps You might try painting in Additive and Subtractive mode to add or subtract to the displacement, because Normal mode will set a fixed displacement, making it difficult for an artist to control the result. See also: ■ 3D Displacement Shader (mental ray) on page 5983 ■ mental ray Displacement on page 6268 ■ mental ray Connection Rollout on page 5385 ■ mental ray Material on page 5638 Interface Height Map Displacement (3dsmax) Parameters rollout Be sure to enter the same values for Minimum and Maximum Height as the equivalents on the Projection Options dialog, as specified below. Minimum Height The “Min Height” value specified on the Render to Texture: Projection Options dialog on page 6416 when creating the height map. Default=-10.0. Maximum Height The “Max Height” value specified on the Render to Texture: Projection Options dialog on page 6416 when creating the height map. Default=10.0. Height Map The height map itself (usually a bitmap). Material to Shader (mental ray) Material Editor > mental ray Connection rollout > Assign a shader. > Material/Map Browser > Material to Shader mental ray Shaders | 6001 Material Editor > mental ray or DGS material > Assign a shader. > Material/Map Browser > Material to Shader Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. Lets you use a regular 3ds Max material as a shader. Depending on the component to which this shader is assigned (Surface, Shadow, Displacement, Volume, and so on), the mental ray renderer uses the appropriate material component. For example, if you want a mental ray material's Surface component to look like a standard material you have, assign Material To Shader as the Surface shader, and then assign it the standard material. NOTE Material To Shader doesn't work as an environment background. Use the original 3ds Max material, instead. TIP To edit the material assigned to Material To Shader, you can drag the button to an unused sample slot in the Material Editor (be sure to choose Instance when prompted). Or you can follow these steps: 1 In an unused sample slot, create the material and adjust its settings. 2 Save the material to a library. 3 Assign the Material To Shader to its component. 4 When you click the Material To Shader's shader button, browse from the library and load the material you prepared in advance. If you need to further adjust the material, you can repeat these steps (without having to reassign the Material To Shader). Interface Material button Click to display the Material/Map Browser on page 5290 and choose the material to use for shading. 6002 | Chapter 19 Material Editor, Materials, and Maps mr Labeled Element Shader (mental ray) Material Editor > any material > Click a map button > Material/Map Browser > mr Labeled Element Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. The mr Labeled Element shader doesn’t actually function as a shader, but instead works in conjunction with the mr Labeled Element render element on page 6363 to let you output any branch of a shader tree (a string of nested maps) as a render element. For example, if you use the Checker map as a diffuse map, and you use a Perlin Marble map as one of the two checker colors, you can render only the checker-map components that contain the marble map to a custom element for subsequent compositing. For details on using the mr Labeled Element shader, see To use the mr Labeled element: on page 6363. Interface Shader/Map to Store (Passthrough) Click the map button to assign a shader or map or shader/map branch to be passed to the render element. If a shader or map is already assigned, the button is labeled “M”; click the button to edit the shader or map. Label Enter the same name as that assigned to the render element. Shader List (mental ray) Material Editor > mental ray Connection rollout > Assign a shader. > Material/Map Browser > Shader List Material Editor > mental ray, DGS, or Glass material > Assign a shader. > Material/Map Browser > Shader List mental ray Shaders | 6003 Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. The Shader List shader provides an interface for constructing a mental ray shader list. A shader list combines the effect of multiple shaders: each shader is called in turn, the first one's output being treated as input to the next, and so on. Interface List of shaders Shows the names of the shaders in the list. Highlight a shader's name to alter its position in the list, or to access its parameters. Each active shader in the list is called in order, from top to bottom. Up Moves the selected shader up in the list. Down Moves the selected shader down in the list. Add Shader Displays a Material/Map Browser on page 5290 so you can choose a shader to add to the list. Remove Selected Removes the selected shader from the list. 6004 | Chapter 19 Material Editor, Materials, and Maps Selection group On When on, the shader is active. When off, the shader is inactive and isn't called. You can use this toggle to disable a shader without removing it from the list entirely. Shader button Shows the name of the currently selected shader. Click the button to view that shader's parameters in the Material Editor. When you are done adjusting an individual shader's parameters, you can click Go To Parent to return to the Shader List Parameters rollout. UV Generator Shader (mental ray) Material Editor > Any shader with a Coords parameter (or other vector value). > Click the shader button. > Material/Map Browser > UV Generator (3dsmax) Material Editor > mental ray Connection rollout > Unlock the Surface component and click the shader button. > Material/Map Browser > UV Generator (3dsmax) Material Editor > DGS material > Assign a shader to any component. > Material/Map Browser > UV Generator (3dsmax) Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. The UV Generator shader returns 2D mapping coordinates. You can use its settings to adjust a 2D map. The parameters for this shader are equivalent to parameters on the Coordinates rollout for 2D maps on page 5782. Interface The interface for this shader consists of two rollouts: UV Generator Parameters Rollout on page 6006 Shaders Rollout (UV Generator) on page 6010 mental ray Shaders | 6005 UV Generator Parameters Rollout Material Editor > Any shader with a Coords parameter (or other vector value). > Click the shader button. > Material/Map Browser > UV Generator (3dsmax) > UV Generator (3dsmax) Parameters rollout Material Editor > mental ray Connection rollout > Unlock the Surface component and click the shader button. > Material/Map Browser > UV Generator (3dsmax) > UV Generator (3dsmax) Parameters rollout Material Editor > DGS material > Assign a shader to any component. > Material/Map Browser > UV Generator (3dsmax) > UV Generator (3dsmax) Parameters rollout Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. The parameters for this shader are equivalent to parameters on the Coordinates rollout for 2D maps on page 5782. 6006 | Chapter 19 Material Editor, Materials, and Maps Interface mental ray Shaders | 6007 MapSlotType Chooses whether the map is applied as an environment map or a texture map. Default=0 (Texture). ■ 0 is for a Texture map. ■ 1 is for an Environment map. EnvType If the map is applied as an environment map, this value chooses the mapping type. If the map is applied as a texture map, this value is ignored. Default=4 (screen). ■ 1 is for Spherical. ■ 2 is for Cylindrical. ■ 3 is for Shrink-Wrap. ■ 4 is for Screen. Screen projection projects as a flat backdrop in the scene. See UVW Map Modifier on page 1931 for a description of spherical, cylindrical, and shrink-wrap projection. MapChannel If the map is applied as a texture map and UVWSource is set to 0 (Explicit), this value sets the map channel index; otherwise, this value is ignored. Range=1 to 99. Default=1. UVWSource If the map is applied as a texture map, this value chooses the source of UVW coordinates. If the map is applied as an environment map, this value is ignored. Default=0 (Explicit). ■ 0 is for Explicit. When Explicit is the source, use MapChannel to set the specific map channel. ■ 1 is for Object XYZ. Object XYZ uses planar mapping based on the object's local coordinates (disregarding the pivot point location). For rendering purposes, planar mapping doesn't project through to the back of the object unless you turn on ShowMapOnBack. ■ 2 is for World XYZ. World XYZ uses planar mapping based on the scene’s world coordinates (disregarding the object’s bounding box). For rendering purposes, planar mapping doesn't project through to the back of the object unless you turn on ShowMapOnBack. 6008 | Chapter 19 Material Editor, Materials, and Maps ShowMapOnBack When on, planar mapping (Planar from Object XYZ, or with the UVW Map modifier) projects through to render on the back of the object. When off, planar mapping doesn't render on the object's back. Default=on. This toggle is available only when Tiling is off in both dimensions. Its effect is visible only when you render the scene. NOTE In viewports, planar mapping always projects to the back of the object, whether Show Map On Back is turned on or not. To override this, turn off Tiling. UOffset Changes the U position of the map in UV coordinates on page 8161. The map moves in relation to its size. Default=0.0. For example, if you want to shift the map its full width to the left, and half its width downward from its original position, you enter -1 in the U Offset field and 0.5 in the V offset field. UScale Determines the number of times the map is tiled on page 8148 (repeated) along the U axis. Default=1.0. UWrap Turns tiling on or off in the U axis. Default=on. UMirror Mirrors on page 8148 the map left-to-right along the U axis. Default=off. VOffset Changes the V position of the map in UV coordinates. Default=0.0. VScale Determines the number of times the map is tiled (repeated) along the V axis. Default=1.0. VWrap Turns tiling on or off in the V axis. Default=on. VMirror Mirrors the map top-to-bottom along the V axis. Default=off. UAngle, VAngle, and WAngle Rotate the map about the U, V, or W axis (in degrees). Default=0.0. UVAxis Changes the mapping coordinate system used for the map. The default UV coordinates project the map onto the surface like a slide projector. The VW and WU coordinates rotate the map so that it is perpendicular to the surface. Default=0 (UV). ■ 0 is for UV. ■ 1 is for VW. ■ 2 is for WU. Clip When on, UVs are clipped. When off, UVs are wrapped. Default=on. mental ray Shaders | 6009 Blur Affects the sharpness or blurriness of the map based on its distance from the view. The farther away the map is, the greater the blurring. The Blur value blurs maps in world space. Blur is primarily used to avoid aliasing on page 7904. Default=1.0. BlurOffset Affects the sharpness or blurriness of the map without regard to its distance from the view. Blur Offset blurs the image itself in object space. Use this option when you want to soften or defocus the details in a map to achieve the effect of a blurred image. See Blur / Blur Offset on page 7928. Default=0.0 Noise When on, noise settings affect the map. When off, no noise is applied. Default=off. Animate Determines if the noise effect is animated. This parameter must be turned on if you intend to animate the noise. Default=off. Amount Sets the strength of the fractal function, expressed as a percentage. If the amount is 0 there is no noise. If the amount is 100 the map becomes pure noise. Default-1.0. Size Sets the scale of the noise function relative to geometry. At very small values, the noise effect becomes white noise. At large values, the scale can exceed the scale of the geometry, in which case it has little or no effect. Range=0.001 to 100. Default=1.0. Level Or iterations: the number of times the function is applied. The effect of the level is dependent on the Amount value. The stronger the amount, the greater the effect of increasing the Level value. Range=1 to 10. Default=1. Phase Controls the speed of the animation of the noise function. Default=0.0. RealWorldMapSize Controls the scaling method used for texture mapped materials that are applied to the object. The scaling values are controlled by the Use Real-World Scale settings found on the applied material's Coordinates rollout. Default=on. Shaders Rollout (UV Generator) Material Editor > Any shader with a Coords parameter (or other vector value). > Click the shader button. > Material/Map Browser > UV Generator (3dsmax) > Shaders rollout 6010 | Chapter 19 Material Editor, Materials, and Maps Material Editor > mental ray Connection rollout > Unlock the Surface component and click the shader button. > Material/Map Browser > UV Generator (3dsmax) > Shaders rollout Material Editor > DGS material > Assign a shader to any component. > Material/Map Browser > UV Generator (3dsmax) > Shaders rollout Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. The controls on this rollout let you assign a map or shader to one of the basic parameters of the UV Generator shader. This is comparable to mapping a component of a standard material; by adding shaders, you can create a shader tree that generates complex effects. mental ray Shaders | 6011 Interface The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. 6012 | Chapter 19 Material Editor, Materials, and Maps Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. IMPORTANT UV Coordinates on page 6013 and XYZ Coordinates on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. UV Coordinate Shader (mental ray) Material Editor > Any shader with a Coords parameter or other vector value. > Click the shader button. > Material/Map Browser > UV Coordinate (3dsmax) Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. This shader is identical to the UV Generator shader on page 6005, except that it returns two values instead of one. ■ The UV coordinate (same value as UV Generator would return) This value is named UV. ■ The UV coordinate's derivative This value, also a vector, is named dUV. When you choose this shader, a Connect Parameter To Shader dialog on page 5981 is displayed, prompting you to choose which of the two values to use. You can later change the choice of value by using the “dot” button to the right of the main shader button. Interface The UV Coordinate shader has the same parameters as the UV Generator shader. See UV Generator Parameters Rollout on page 6006 for a description of the basic settings. XYZ Generator Shader (mental ray) Material Editor > Any shader with a Coords parameter (or other vector value). > Click the shader button. > Material/Map Browser > XYZ Generator (3dsmax) mental ray Shaders | 6013 Material Editor > mental ray Connection rollout > Unlock the Surface component and click the shader button. > Material/Map Browser > XYZ Generator (3dsmax) Material Editor > DGS material > Assign a shader to any component. > Material/Map Browser > XYZ Generator (3dsmax) Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. The XYZ Generator shader returns 3D mapping coordinates. You can use its settings to adjust a 3D map. The parameters for this shader are equivalent to parameters on the Coordinates rollout for 3D maps on page 5861. Interface The interface for this shader consists of two rollouts: XYZ Generator Parameters Rollout on page 6014 Shaders Rollout (XYZ Generator) on page 6016 XYZ Generator Parameters Rollout Material Editor > Any shader with a Coords parameter (or other vector value). > Click the shader button. > Material/Map Browser > XYZ Generator (3dsmax) > XYZ Generator (3dsmax) Parameters rollout Material Editor > mental ray Connection rollout > Unlock the Surface component and click the shader button. > Material/Map Browser > XYZ Generator (3dsmax) > XYZ Generator (3dsmax) Parameters rollout Material Editor > DGS material > Assign a shader to any component. > Material/Map Browser > XYZ Generator (3dsmax) > XYZ Generator (3dsmax) Parameters rollout Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. The parameters for this shader are equivalent to parameters on the Coordinates rollout for 3D maps on page 5861. 6014 | Chapter 19 Material Editor, Materials, and Maps Interface CoordinateSystem Chooses the source coordinate system. Default=0 (Object XYZ). ■ 0 is for Object XYZ. Object XYZ uses the object’s local coordinate system. ■ 1 is for Explicit Map Channel. Lets you use the MapChannel value to choose any channel from 1 to 99. ■ 3 is for World XYZ. MapChannel When Explicit Map Channel is the coordinate system source, this value lets you set the map channel; otherwise, it is ignored. Range=1 to 99. Default=1. Offset Moves the map pattern in X, Y, and Z. Default=(0.0, 0.0, 0.0). Tiling Tiles on page 8148 the map pattern in X, Y, and Z, and makes the pattern narrower. Default=(1.0, 1.0, 1.0). Angle Rotates the map pattern in X, Y, and Z. Default=(0.0, 0.0, 0.0). Blur Affects the sharpness or blurriness of the map based on its distance from the view. The farther away the map is, the greater the blurring. The Blur value blurs maps in world space. Blur is primarily used to avoid aliasing. Default=1.0. BlurOffset Affects the sharpness or blurriness of the map without regard to its distance from the view. Blur Offset blurs the image itself in object space. Use when you want to soften or defocus the details in a map to achieve the effect of a blurred image. Default=0.0. mental ray Shaders | 6015 Shaders Rollout (XYZ Generator) Material Editor > Any shader with a Coords parameter (or other vector value). > Click the shader button. > Material/Map Browser > XYZ Generator (3dsmax) > Shaders rollout Material Editor > mental ray Connection rollout > Unlock the Surface component and click the shader button. > Material/Map Browser > XYZ Generator (3dsmax) > Shaders rollout Material Editor > DGS material > Assign a shader to any component. > Material/Map Browser > XYZ Generator (3dsmax) > Shaders rollout Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. The controls on this rollout let you assign a map or shader to one of the basic parameters of the XYZ Generator shader. This is comparable to mapping a component of a standard material; by adding shaders, you can create a shader tree that generates complex effects. Interface The button to the right of each main shader button is for shaders that can return multiple parameters. If a shader that returns multiple parameters is assigned to the component, the button's tooltip shows the parameter name. Clicking the button displays a Connect Parameter To Shader dialog on page 5981, which lets you change which parameter is being used. 6016 | Chapter 19 Material Editor, Materials, and Maps IMPORTANT UV Coordinates on page 6013 and XYZ Coordinates on page 6017 are the only shaders with multiple return values provided with 3ds Max. You might encounter multiple return values in shaders provided with other shader libraries or custom shader code. XYZ Coordinate Shader (mental ray) Material Editor > Any shader with a Coords parameter or other vector value. > Click the shader button. > Material/Map Browser > XYZ Coordinate (3dsmax) Note: Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. This shader is identical to the XYZ Generator shader on page 6013, except that it returns two values instead of one. ■ The XYZ coordinate (same value as XYZ Generator would return) This value is named XYZ. ■ The XYZ coordinate's derivative This value, also a vector, is named dXYZ. When you choose this shader, a Connect Parameter To Shader dialog on page 5981 is displayed, prompting you to choose which of the two values to use. You can later change the choice of value by using the “dot” button to the right of the main shader button. Interface The XYZ Coordinate shader has the same parameters as the XYZ Generator shader. See XYZ Generator Parameters Rollout on page 6014 for a description of the basic settings. Production Shaders The Production Shaders category of advanced mental ray shaders comprises several texture shaders, a lens shader, and two output shaders, all covered in this section. Also part of the Production Shaders library is the Matte/Shadow/Reflection material on page 5622. mental ray Shaders | 6017 Texture Shaders Environment/Background Switcher (mi) Environment and Effects dialog > Click Environment Map button. > Material/Map Browser > Environment/Background Switcher (mi) NOTE Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. The Environment/Background Switcher map lets you use one map as a background and another as an environment map, to provide environmental reflections. In typical usage, you use the Environment/Background Switcher as an Environment map. As the Background map you apply a background image, preferably using the Environment/Background Camera Map (mi) on page 6020 shader. As the Environment/Reflections map, use an environment map. If you have a plain photograph of a chrome ball taken from a similar camera angle as the background, you can use Environment Probe/Chrome Ball (mi) on page 6023 shader for easy, automatic unwrapping, or, if you have a fully unwrapped environment-map image, use a Bitmap map in Spherical Environment mode. For details, see the following procedure. NOTE While the Environment/Background Switcher is most commonly used as an environment map, it can be used in other places as well. It will use the Background result for anything that is seen directly by the camera, and the Environment/Reflection for anything seen indirectly, as in reflections, refractions, etc. 6018 | Chapter 19 Material Editor, Materials, and Maps Procedure To use the Environment/Background Switcher map: This procedure assumes you have two photographs: one of a background, and another an image of a mirror/chrome ball, both taken from roughly the same camera position. The photo of the chrome ball should be cropped so that it exactly touches the edges of the ball. The best result is obtained if at least the chrome ball photo is HDR, but good results can be achieved with a traditional, non-HDR phogograph. NOTE This workflow applies to stills or video sequences with only slight camera movement. For any complex fly-around camera motion, the simple "auto-unwrapping" performed by the Environment Probe/Chrome Ball shader will not suffice. 1 Open the Environment And Effects dialog to the Environment panel on page 6689. 2 On the Common Parameters rollout, click the Environment Map button. This opens the Material/Map Browser. 3 From the browser list, choose Environment/Background Switcher (mi). The Environment Map button label now shows the name of the map. 4 Open the Material Editor. 5 Drag the Environment Map button to a sample sphere in the Material Editor. Confirm the Instance choice. This displays the Environment/Background Switcher (mi) Parameters rollout in the Material Editor. 6 Click the Background map button. From the Material/Map Browser, choose a map; Environment/Background Camera Map (mi) on page 6020 is the recommended choice. This displays the map’s parameters rollout. Click the Map button (“Browse”) and choose a bitmap file for the background image. 7 Click Go To Parent to return to the Switcher controls. 8 Click the Environment/Reflections map button. From the Material/Map Browser, choose a map; Environment Probe/Chrome Ball (mi) on page 6023 is the recommended choice. mental ray Shaders | 6019 This displays the map’s parameters rollout. Click the Map button (“Browse”) and choose a bitmap file for the background image. Ideally, the bitmap is an HDR photograph of a chrome or mirror ball taken from the camera perspective in the scene, but a non-HDR photo also works well. Or, if you have a fully unwrapped environment map photo, use it as a Bitmap map and, on the Coordinates rollout, choose Environ and set Mapping to Spherical Environment. 9 Adjust the various maps’ parameters as necessary and then render the scene. Interface Background Specifies the background color or map. The background shows up wherever it is not blocked by a foreground object, or transmitted by a transparent object. Environment/Reflections Specifies the environment color or map. This image or color shows up in reflective surfaces. Environment/Background Camera Map (mi) Material Editor > Click any map button. > Material/Map Browser > Environment/Background Camera Map (mi) NOTE Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. This shader is similar in function to using a Bitmap map with environment mapping set to Screen as an Environment Map. However, Screen mapping simply chooses a pixel from the map based on the coordinates of the currently rendered pixel. This does not work well with reflections. 6020 | Chapter 19 Material Editor, Materials, and Maps In contrast, the Environment/Background Camera Map shader correctly renders “back transformation.'' In other words, for a point seen in a reflection, it takes the reflected point’s 3D coordinate, convert it to its matching onscreen position (if any), and looks up the map based on this new 2D location (or returns a special value if the point is offscreen). Back Transformation In the following discussion of back transformation in the context of the Environment/Background Camera Map, refer to this illustration: Imagine the green ray coming from the camera hitting the screen (blue rectangle) at the green "+". Using the Bitmap map set to Screen environment mapping mode as the Environment Map, the background-image location corresponding to this screen coordinate will be used for anything that happens to this ray. Even when it hits the teapot and bounces to the floor (green dot), this would be still be textured with the texture background pixel from the green "+" location. In contrast, the Environment/Background Camera Map shader would transform the point (green dot) to a new screen coordinate (imaginary red ray) and use the value from the red "+" instead. mental ray Shaders | 6021 The yellow ray, however, hits the reflective object at some other location, and its reflected location (yellow dot) is outside the screen. For these cases, the shader would use its Off-screen settings. Interface Map Click the Browse button to specify a bitmap file containing the background image. Alternatively, click the map button to specify a procedural map. Multiplier A multiplier for the background image. Reverse Gamma Correction Applies inverse gamma correction to the texture. Per-Pixel Matching Matches the image to the background on a pixel-per-pixel basis, with the bottom-left pixel of the map matched exactly to the bottom-left rendered pixel. If the pixel size of the map differs from the pixel size of the rendered output, the renderer issues a warning. However, it still renders the image, cropping or padding it as necessary. Force Transparent Alpha When on, forces the background alpha to 0. When off, mental ray uses the actual alpha from the bitmap image or procedural map. If the file contains no alpha data, returns opaque alpha values when off. Off-screen Rays return Environment When on, uses the scene environment for off-screen points. Because the shader back-transforms points such as those seen in reflections into screen space, it might happen that parts of surfaces reflect points that are not on the screen. Because the projected map contains data only for points on the screen, this option allows a reasonable alternative for off-screen points. 6022 | Chapter 19 Material Editor, Materials, and Maps Off-screen Color (When Above Off) Defines the color of off-screen points when Off-Screen Rays Return Environment (see previous) is off. Environment Probe/Chrome Ball (mi) Material Editor > Click any map button. > Material/Map Browser > Environment Probe/Chrome Ball (mi) NOTE Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. This shader is intended as an environment shader (apply as an Environment Map), because it looks up based on the ray direction. It maps the proper direction to a point on the chrome ball and retrieves its color. In the visual effects industry it is common practice to photograph a chrome ball (also known as a “light probe”) on set, as well as a gray ball on page 6024 for lighting reference. Ideally, one shoots these at multiple exposures and uses software such as Photosphere (Macintosh) or HDRShop (PC) to combine them into a single high-dynamic-range image and/or unwrap the chrome/gray ball into a spherical environment map. However, it is often difficult to regain the proper orientation of spherical map so it matches the camera used to render the CG scene. Furthermore, a single photo of a chrome/gray ball contains poor data for certain angles that one might want to avoid seeing in the final render. These shaders are intended to simplify a special case: When the chrome/gray ball is already shot from the exact camera angle from which the final image is to be rendered. It simply utilizes the mental ray camera coordinate space and applies the chrome/gray ball in this space, hence the orientation of the reflections will always “stick” to the rendering camera. For additional information and illustrations, see Help menu > Additional Help > mr Production Shader Library > Chapter 6: Mirror/Gray Ball Shaders. mental ray Shaders | 6023 Interface Chrome/Mirror Ball Image Click the Browse button to specify the file containing the chrome ball image. The image should be cropped so the ball exactly touches the edges of the image. Alternatively, click the map button to specify a procedural map. Multiplier A multiplier for the chrome ball image. Reverse Gamma Correction Applies an inverse gamma correction to the texture. Blur (literal mental ray image files only) Blur the image. This applies only to literal mental ray textures; that is, bitmap images specified with the Browse button, rather than maps specified with the map button. Environment Probe/Gray Ball (mi) Material Editor > Click any map button. > Material/Map Browser > Environment Probe/Gray Ball (mi) NOTE Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. This shader can be used either as an environment shader or a texture shader, because it looks up based on the direction of the surface normal. It will map the normal vector direction to a point on the gray ball and retrieve its color. In the visual effects industry it is common practice to photograph a chrome ball on page 6023 (also known as a “light probe”) on set, as well as a gray ball for lighting reference. Ideally, one shoots these at multiple exposures and uses software such as Photosphere (Macintosh) or HDRShop (PC) to combine these into a single 6024 | Chapter 19 Material Editor, Materials, and Maps high-dynamic-range image and/or unwrap the chrome/gray ball into a spherical environment map. However, it is often difficult to regain the proper orientation of spherical map so it matches the camera used to render the CG scene. Furthermore, a single photo of a chrome/gray ball contains poor data for certain angles that one might want to avoid seeing in the final render. These shaders are intended to simplify a special case: When the chrome/gray ball is already shot from the exact camera angle from which the final image is to be rendered. It simply utilizes the mental ray camera coordinate space and applies the chrome/gray ball in this space, hence the orientation of the reflections will always “stick” to the rendering camera. For additional information and illustrations, see Help menu > Additional Help > mr Production Shader Library > Chapter 6: Mirror/Gray Ball Shaders. Interface Chrome/Mirror Ball Image Click the Browse button to specify the file containing the gray ball image. The image should be cropped so the ball exactly touches the edges of the image. Alternatively, click the map button to specify a procedural map. Multiplier A multiplier for the gray ball image. Reverse Gamma Correction Applies an inverse gamma correction to the texture. Blur (literal mental ray image files only) Blur the image. This applies only to literal mental ray textures; that is, bitmap images specified with the Browse button, rather than maps specified with the map button. mental ray Shaders | 6025 Utility Gamma & Gain (mi) Material Editor > Click any map button. > Material/Map Browser > Utility Gamma & Gain (mi) NOTE Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. This is a simple shader that applies a gamma and a gain (multiplication) of a color or map. Many similar shaders exist in various OEM integrations of mental ray, so this shader is primarily of interest for standalone mental ray and for cross-platform phenomena development. The shader can also be used as a simple gamma lens shader, in which case the input is not used, but the eye ray color is used instead. Interface Input Specifies the input color or map. Gamma The gamma applied to the input. Gain (multiplier) The multiplier for the input. Reverse Gamma Correction (De-Gamma) When off, the shader takes the input, multiplies it by the Gain value, and then applies a gamma correction of Gamma to the color. When on, the shader takes the input, applies a reverse gamma correction of Gamma to the color, and then divides it by the Gain value. 6026 | Chapter 19 Material Editor, Materials, and Maps Lens Shader Render Subset of Scene/Masking (mi) Render Setup dialog > Renderer panel > Camera Effects rollout > Camera Shaders group > Lens button > Material/Map Browser > Render Subset of Scene/Masking (mi) NOTE Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. This shader allows re-rendering a subset of the objects in a scene, defined by object or material. It is intended for a “quick fix” solution when almost everything in a scene is perfect, but just one object or material needs a small tweak. NOTE This shader works for first-generation rays only. Thus, for example, refracted or reflected rays from an object do not show up in the rendering. Procedure To use the Render Subset of Scene/Masking map: 1 Open the Render Setup dialog to the Renderer panel on page 6272. 2 On the Camera Effects rollout, click the Camera Shaders group > Lens button. This opens the Material/Map Browser. 3 From the browser list, choose Render Subset of Scene/Masking (mi). The Lens button label now shows the name of the map. 4 Open the Material Editor. 5 Drag the Lens button to a sample sphere in the Material Editor. Confirm the Instance choice. This displays the Render Subset of Scene/Masking (mi) Parameters rollout in the Material Editor. 6 Specify an object list or material to render and make any necessary additional settings. mental ray Shaders | 6027 TIP If you specify a material, choose it from the scene (set Browse From to Scene). 7 Render the scene. Only the specified objects render. Interface Object List The object or objects to be rendered. Use the Add, Replace, and Delete buttons to edit the list. Material Specifies a material to render. NOTE If you specify a material but no objects, all objects containing that material will render. If you specify a material as well as several objects with different materials, only objects with the specified material will render. NOTE The Render Subset of Scene/Masking shader does not support the Multi/Sub-Object material on page 5720. However, it does support component materials of a Multi/Sub-Object material. 6028 | Chapter 19 Material Editor, Materials, and Maps Mask Only Outputs only the mask color (see following) in the specified objects’ locations; this is very fast. Use this if you only want to locate the objects in the scene. Rays not hitting any objects return the Background color, and rays hitting any object not in the subset return the Other Objects color. Mask Color The color returned for specified objects when Mask Only is on. Color of Background The color returned for the background when Mask Only is on. Color of Other Objects The color returned for non-specified objects when Mask Only is on. Calculate FG on All Objects (Entire Image) Determines whether the final gather (FG) preprocessing should apply to all objects, or only those in the subset. Because FG blends neighboring FG samples, a given object might use information in FG points coming from nearby objects not in the subset. This is especially true if the objects are coplanar. Therefore it is advised to let the FG prepass “see” the entire scene. Turning off this option and creating FG points only for the subset of objects is faster, but there is a certain risk of boundary artifacts, especially in animations. If the scene uses a saved FG map, this option can be left off. Output Shaders Motion Vector Export (mi) Render Setup dialog > Renderer panel > Camera Effects rollout > Camera Shaders group > Output button > Material/Map Browser > Motion Vector Export (mi) NOTE Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. This shader is intended for those who wish to do compositing work before applying motion blur, or to use a specific third-party motion-blur shader. Its purpose is to export motion in pixel space (mental ray’s standard motion vector format is in world space) encoded as a color. mental ray Shaders | 6029 Most third-party tools expect the motion vector encoded as colors where red is the X axis and green is the Y axis. To fit into the confines of a color (especially when not using floating point and a color range extends only from black to white), the motion is scaled by a factor (here called Max Displace) and the resulting value range, which is -1 to 1, is mapped to the color channel’s 0 to 1 range. The shader also support a couple of different floating point output modes. Interface Max Displace (pixels) Sets the maximum encoded motion vector length. Motion vectors of this number of pixels or above are encoded as the maximum value that is possible to express within the limit of the color (that is, white or black). To maximally utilize the resolution of the chosen image format, it is recommended that you use a Max Displace value of 50.0 (the default) for eight-bit images (which are not really suitable for this purpose) and a value of 2000.0 for 16-bit images. The shader outputs an informational statement of the maximum motion vector encountered in a frame to aid in tuning this parameter. For details, consult the documentation for your third-party motion-blur shader. If Max Displace is 0.0, motion vectors are encoded relative to the image resolution. For example, for an image 600 pixels wide and 400 pixels high, a movement of 600 pixels in positive X is encoded as 1.0 in the red channel, while a movement 600 pixels in negative X is encoded as 0.0. A movement in positive Y of 400 pixels is encoded as 1.0 in the blue channel etc. Blue Channel is Magnitude When on, the blue color channel represents the magnitude of the blur, and the red and green channels encode the 2D direction only. When off, the blue channel is unused and the red and green channels encode both direction and magnitude. Floating Point Format When not set to 0, the shader writes real, floating-point motion vectors into the red and green channels. They are not normalized to 6030 | Chapter 19 Material Editor, Materials, and Maps the max displace length, not clipped, and contain both positive and negative values. When this option is used, neither Max Displace nor Blue Channel Is Magnitude have any effect. The floating-point format options are: ■ 1 The actual pixel count is written as-is in floating point. ■ 2 The pixel aspect ratio is taken into account such that the measurement of the distance the pixel moved is expressed in pixels in the Y direction, and the X component will be scaled by the pixel aspect ratio. This format is compatible with Autodesk Toxik. Blur Environment/Background When on, motion vectors are generated for the empty background area controlled by the camera movement. NOTE This option does not work when the Scanline rendering algorithm on page 6279 is enabled. HDR Image Motion Blur (mi) Render Setup dialog > Renderer panel > Camera Effects rollout > Camera Shaders group > Turn on Output. > Output button > Material/Map Browser > HDR Image Motion Blur (mi) NOTE Shaders appear in the Browser only if the mental ray renderer is the currently active renderer. This shader applies fast, grain-free motion blur as a post process. It works by using pixel motion vectors stored in the rendering phase and “smearing" these into a visual simulation of motion blur. Like using the rasterizer, this means that features such as mirror images or even objects seen through foreground transparent object will “streak" together with the foreground object. Furthermore, since the motion frame buffer only stores one segment, the “streaks" are always straight, never curved. The major advantage of this method is rendering speed. Scene or shader complexity has no impact. The blur is applied as a mental ray “output shader" that is executed after the main rendering pass. The execution time of the output shader depends on how many pixels need to be blurred, and how far each pixel needs to be “smeared.” mental ray Shaders | 6031 NOTE Because the shader works in post, it does not blur shadows or reflections of moving objects. If these effects are necessary, use standard motion-blur methods. Interface Shutter Duration (frames) The amount of time the shutter is “open.” In practice this means that after the image has been rendered the pixels are smeared into streaks in both the forward and backward direction. Each smear length is half the distance the object moves during the shutter time. Shutter Falloff (Blur Softness) The drop-off speed of the smear; that is, how quickly it fades to transparent. This setting controls the “softness" of the blur. NOTE The perceived length of the motion blur diminishes as the Falloff value increases, so it might be necessary to compensate by increasing the Shutter Duration value slightly. Thus, falloff is especially useful for creating the effect of over-bright highlights “streaking" convincingly: By using an inflated shutter length (above the cinematic default of 0.5) and a higher falloff, over-brights have the potential to smear in a pleasing manner. Blur Environment/Background Determines whether the camera environment (that is, the background) should be blurred by the cameras movement or not. When on, pixels from the environment are blurred, and when off they are not. NOTE This option does not work when the Scanline rendering algorithm on page 6279 is enabled. 6032 | Chapter 19 Material Editor, Materials, and Maps Calculation Color Space (Gamma) Defines the gamma color space in which blur calculations occur. Because mental ray output shaders act on written frame buffers, and these buffers (unless floating point) already have any gamma correction applied, it is important to apply post effects with the appropriate gamma. Min. Motion Threshold (pixels) The minimum motion-vector length (measured in pixels) an object must move for blur to be added. If set to 0.0, it has no effect, and every object with even sub-pixel movement will have a slight amount of blur. While this is technically accurate, it might cause the image to be perceived as overly blurry. Background Distance The distance to the background, which helps the algorithm calculate the depth layout of the scene. This value should be about the same as the scene depth; anything farther from the camera than this distance would be considered “far away" by the algorithm. Blur More Objects Near Camera When on, the blurring of objects closer to the camera is more opaque than that of more-distant objects. Because this can result in the blurs of objects very close to the camera to be unrealistically opaque, use this option only when necessary; that is, when the blurs of more-distant objects overwrite those of closer objects. Normal Bump Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Normal Bump The Normal Bump map lets you use a texture-baked Normals map (see Baked Texture Elements on page 6376). Typically you assign it to a material's Bump component, Displacement component, or both. Using the map for Displacement can correct edges that otherwise look unrealistically smooth; however, this adds faces to the geometry. TIP A Normals map for the indicated material component is generated automatically if you turn on Output Into Normal Bump in the Selected Elements Unique Settings group of the Render To Texture dialog's Output rollout on page 6406. Normal Bump Map | 6033 Interface Normal As a rule, contains a Normals map generated by Render To Texture on page 6371. Use the toggle to enable or disable use of the map (default=on). Use the spinner to increase or decrease the map's effect. Additional Bump This optional component can contain an additional map to modify the bump or displacement effect. It is treated as a regular bump map on page 5478. Use the toggle to enable or disable use of the map (default=on). Use the spinner to increase or decrease the map's effect. Channel Direction group By default, the Normals map's red channel indicates left versus right, while green indicates up versus down (and blue indicates vertical distance). The controls in this group let you adjust that interpretation. Flip Red (X) Flips the red channel so that left and right are reversed. Flip Green (Y) Flips the green channel so that up and down are reversed. Swap Red & Green Swaps the red and green channels so that normal mapping rotates 90 degrees. 6034 | Chapter 19 Material Editor, Materials, and Maps Method group The Method group lets you choose which coordinate to use on the normals. These controls are the same as those in the Projection Options dialog on page 6416. ■ Tangent (The default.) Project at a tangent to the target object's surface. This is the method to use for objects that both move and deform, such as animated characters. ■ Local XYZ Project using the object's local coordinates. This method can be used for stationary or moving objects, but not for objects that deform: if the object deforms, the projection will appear incorrect at some frames. ■ Screen Project using screen coordinates; that is, flat projection in the Z axis. X is horizontal, increasing in a positive direction to the right; Y is vertical, increasing in a positive direction upward; and Z is perpendicular to the screen, increasing in a positive direction toward the viewer. This method is useful mainly for stationary objects seen only from a single angle; for example, a statue seen through a window. ■ World Project using world coordinates. This is useful mainly for objects that don't move or deform; otherwise, a moving object with world-projected normals will appear to “swim” through the texture. Camera Map Per Pixel Map Material Editor > Maps rollout > Click a Map button. > Material/Map Browser > Camera Map per Pixel The Camera Map Per Pixel map lets you project a map from the direction of a particular camera. It is meant as an aid to 2D matte painting: You can render a scene, adjust the rendering using an image-editing application, then use this adjusted image as a matte that is projected back onto the 3D geometry. TIP Final rendering can be slow. Script-driven network rendering on page 6433 can help improve performance. Camera Map Per Pixel Map | 6035 Limitations The Camera Map Per Pixel does not handle these situations: ■ Animated objects. The projection does not use UVW mapping. ■ Animated textures. ■ Occlusion based on a Z-depth channel is handled in a limited way only. Procedures To use Camera Map Per Pixel: 1 Create the 3D model. 2 Set up a camera. 3 Set up the rendering resolution you want. To get good results, the plate should be at least 2K pixels; 3K to 6K, or higher is recommended. 4 Render the scene to an editable image format such as TIFF on page 7372. 5 Render the scene again, this time to a format such as RPF on page 7366 that has a Z-depth component. Make sure the Z option is turned on. 6 Use an image-editing application to make changes you want to the editable image. 7 Apply Camera Map Per Pixel to the diffuse component on page 5460 of the geometry on which you want the matte to appear. Use these settings: ■ Set Camera to the same camera you used for the renderings. ■ Set Texture to the matte image you edited. ■ Set ZBuffer Mask to the Z-depth rendering (the RPF or RLA file). Adjusting (which usually means increasing) the value of ZFudge can improve the quality of edges of the projection. Usually it is a good idea to have Remove Back Face Pixels turned on. Another way to adjust the projection edge is to adjust this control's Angle Threshold. TIP If you have persistent problems with seams, try generating a mask with an alpha channel and using it to clean up the edge of the projection. 6036 | Chapter 19 Material Editor, Materials, and Maps If you have multiple mattes to project, you might need to slice geometry to make each map's target a separate object. Interface Map Channel Sets which map channel to use. Default=1. Camera Click to turn on, and then choose a camera in the scene by selecting it in a viewport, or press H to use the Pick Object dialog on page 228. Once you have assigned a camera, its name appears on this button. This camera should be the one used to render the map used in the Texture and ZBuffer Mask components. Texture Click to assign the texture to project. You can assign any kind of map, but typically this is a Bitmap on page 5795 that contains an image file that you first rendered from the same camera, and then possibly edited with a different application. ZBuffer Mask Click to assign a map that contains Z-depth data used to mask the projection from unwanted surfaces. Typically this is an RPF file on page 7366 or an RLA file on page 7364 rendered using the same camera, with the Z channel option turned on. Camera Map Per Pixel Map | 6037 Use the toggle to turn use of the ZBuffer Mask on or off. By default, it is off, and it is not turned on automatically when you assign the ZBuffer Mask. ■ ZFudge ZFudge values other than 1.0 add a margin of deviation to the use of the Z-depth data, letting you fine-tune the Z-Buffer masking. Default=1.0. Mask Behaves like the mask in the Mask map on page 5925 by letting you view one map through another. Black areas of the mask are transparent, white areas are opaque, and gray areas are partially transparent, based on the percentage of the gray. ■ Mask Uses the Camera Projection When on, the mask uses the same camera projection as the Texture and ZBuffer Mask. When off, it uses the object's UVW coordinates. Default=on. Remove Back Face Pixels When on, sets the projection to exclude surfaces that face away from the camera, based on the value of Angle Threshold. Default=on. ■ Angle Threshold Specifies the angle to use as a cutoff when removing backface pixels. Default=90.0. At the default of 90 degrees, faces perpendicular to the camera, or at a greater angle, are not projected. Material, Mapping, and Vertex Color Utilities Assign Vertex Colors Utility Utilities panel > Utilities rollout > More button > Utilities dialog > Assign Vertex Colors The Assign Vertex Colors utility assigns vertex colors based on the material assigned to the object and the lighting in the scene. The utility applies a VertexPaint modifier on page 1959 to the object when Assign To Selected is clicked. Once the VertexPaint modifier has been applied to the object, go to the Modify panel or click Edit to access the VertexPaint tools. 6038 | Chapter 19 Material Editor, Materials, and Maps TIP To render vertex colors, you must apply a material that has a Vertex Color map on page 5943 in its diffuse component. To view vertex colors in viewports, right-click the object, choose Object Properties on page 305 from the quad menu, and then turn on Vertex Channel Display in the Display Properties group and make sure the drop-down option is set to Vertex Color. The Assign Vertex Colors utility supports light inclusion or exclusion when using the Scene Lights option. All of the commands found within the Assign Vertex Color utility are also available from the Modify panel when a VertexPaint modifier has been applied to an object. Vertex Colors and Radiosity The Vertex Colors utility supports radiosity on page 6168. If you use radiosity with assigned vertex colors, be sure to turn on the option Re-Use Direct Illumination From Radiosity Solution. This option is in the Rendering Parameters rollout. See Radiosity Controls on page 6188. When this option is on, the renderer simply displays the vertex colors assigned by the radiosity solution: strictly speaking, it is not rendering at all. The additional option Render Direct Illumination, also on the Rendering Parameters rollout, causes direct lighting not to be saved in the corresponding mesh. This corresponds to the options Radiosity, Render Direct Illumination, in which case Assign Vertex Colors gets indirect illumination from the radiosity mesh but renders direct illumination separately; or Radiosity, Indirect Illumination Only, in which case Assign Vertex Colors doesn't apply direct illumination to vertices at all. See also: ■ VertexPaint Modifier on page 1959 ■ Vertex Color Map on page 5943 Procedures To use the Assign Vertex Colors utility: 1 Assign materials to the objects you want to affect. These can be mapped or unmapped materials. 2 Light the objects. Assign Vertex Colors Utility | 6039 3 Select the objects you want to affect. 4 Open the Object Properties dialog for each object, click to turn off the By Layer button, turn on Vertex Channel Display, and click OK. 5 Expand the Display Properties rollout in the Display panel and turn on Vertex Colors. 6 Access the Assign Vertex Colors utility. 7 Choose one of the Light Model options. 8 Choose one of the Color Assignment choices. 9 Click Assign to Selected. VertexPaint modifiers are applied to the selected objects, and the vertex colors for the objects are taken from their materials and from the lighting in the scene, depending on the options you choose under Light Model. Changing the material or the lighting in the scene won’t change the vertex colors. To do this, click the Update All button. NOTE The new vertex colors are stored in the Vertex Paint modifier. If you want to access them, go to the Modify panel and access the parameters in the rollouts there. You can also use the tools found in the Vertex Paint floating dialog to create layers, paint, blur or adjust color. The Vertex Paint floater launches when you go to the Modify panel and the object is selected. Example: To use the Assign Vertex Colors utility on a specific object: 1 Create a sphere with 24 segments. 2 Apply a mapped material to the sphere, and turn on Show Map In Viewports. The mapped sphere is displayed in the viewport. 3 Apply a mapped material to the sphere. NOTE Choose a simple, well-defined map with large, easily-distinguished areas. 4 Open the Object Properties dialog for the sphere, turn on Vertex Colors, and click OK. 5 Open the Object Properties dialog for the sphere, click to turn off the By Layer button, turn on Vertex Channel Display, and click OK. The sphere 6040 | Chapter 19 Material Editor, Materials, and Maps turns white because you're now displaying its vertex colors, and they're all white as a default. 6 With the sphere selected, open the Assign Vertex Colors utility. 7 Choose Shaded and turn on Use Maps. 8 Turn on Mapping. 9 Click Assign To Selected. A blurred version of the mapping appears on the sphere. The vertices are now colored based on the material and the lighting in the scene. The mapping is blurred because the resolution of the mesh at 24 segments is much lower than the pixel resolution of the map. 10 Go to the Modify panel and note the VertexPaint modifier. 11 Move down in the Stack to the creation parameters, click Yes at the warning prompt, and increase the Segments to 70. The new vertices shift the already assigned vertices. 12 Return to the VertexPaint level of the stack, and click Assign in the Assign Vertex Colors rollout. Had we returned to the Utilities panel, we would have added another Vertex Paint modifier to the stack; clicking Assign in the VertexPaint Modifier only updates that modifier. TIP Vertex colors will only show up in a rendered scene if you assign the Vertex Color map to the diffuse channel. However, if you do this, you can't properly update your vertex colors with the Assign Vertex Colors utility. The solution is to assign a Blend material to your object. Assign the straight diffuse bitmap to Material 1, and the Vertex Color map to Material 2 of the Blend. Switch to 100 percent of Material 2 when rendering, and 100 percent of Material 1 when updating the vertex colors. Assign Vertex Colors Utility | 6041 Interface 6042 | Chapter 19 Material Editor, Materials, and Maps Channel group Here you'll find tools to choose which channel type the vertex color utility will assign. If you choose map channel, you can also specify the map channel ID number. ■ Vertex Color Choose this to assign a vertex color layer. ■ Vertex Illum Choose this to assign a vertex lighting layer. ■ Vertex Alpha ■ Map Channel Choose this to assign a specifically numbered map channel. Map channel spinner Use this to define the channel number. Available only when Map Channel is chosen. Choose this to assign a vertex transparency layer. Name If a channel has a name defined, it will appear here. Channels can be named using the Channel Info Utility on page 6047. NOTE Although the Color, Illum, and Alpha channels have specific names, in fact 3ds Max does not enforce what kind of data is saved in them, and any of the three channels can contain four-channel (RGBA) vertex color data. Light Model group Provides options that let you specify how the surface of the object appears to be illuminated. Assign Vertex Colors Utility | 6043 ■ Lighting + Diffuse the vertex colors. Uses the current scene lighting and materials to affect ■ Lighting Only Uses only lighting to assign vertex colors, ignoring material properties. When this option is chosen, Shadows and Mapping are disabled in the Rendering Options rollout. ■ Diffuse Uses the material's diffuse color, ignoring the lighting. Color Assignment group Lets you specify how colors are interpolated across surfaces. ■ Color by Face (The default.) Colors are interpolated between the center of each face. Color By Face samples fewer points, so it is the quicker method. On the other hand, results are less accurate. ■ Color by Vertex Colors are interpolated between vertices. For each face, this method uses three points instead of one, so it is slower but usually more accurate. An exception can occur when an object's shadow falls between two vertices: in such a case, the object should occlude lighting, but because only vertices are taken into account, the shadow is not calculated and a “light leak” occurs. 6044 | Chapter 19 Material Editor, Materials, and Maps Rendering Options group The options in this group let you choose whether to include shadows, texture maps, or a radiosity solution in vertex colors. NOTE You can save a radiosity solution in vertex colors, but not Light Tracer on page 6154 illumination, which is not stored in the scene's geometry. Shadows When on, shadows are used when the vertices are shaded. Default=off. TIP You can soften the shadow edge by using the VertexPaint modifier's Paint or Blur tools. Mapping When on, texture maps are used when the vertices are shaded. Default=off. Assign Vertex Colors Utility | 6045 The radio buttons specify how to use radiosity data. ■ No Radiosity (The default.) Do not use the radiosity solution when assigning vertex colors. NOTE This option is the only one available unless a radiosity solution on page 6168 is present in the scene. ■ Radiosity, Reuse Direct Illum. from Solution Includes radiosity in the vertex color assignments, and uses the direct illumination from the solution. This is comparable to the choice Re-Use Direct Illumination From Radiosity Solution on the Rendering Parameters rollout on page 6208. This choice disables the Shadows toggle, because shadows don't need to be recomputed. ■ Radiosity, Render Direct Illumination Includes radiosity in the vertex color assignments, but uses a separate pass to render direct illumination. This is comparable to the choice Render Direct Illumination on the Rendering Parameters rollout on page 6208. ■ Radiosity, Indirect Illum. Only Includes only indirect illumination from the radiosity solution in the vertex color assignments. This choice disables the Shadows toggle, because shadows don't need to be recomputed. Reminder field Displays a message that says whether regathering is enabled or disabled. Regathering provides the most accurate radiosity results, but it can add considerable time to radiosity calculations. Radiosity Setup Click to display the Advanced Lighting panel on page 6153 of the Render Setup dialog, where you can set up and generate a radiosity solution. If the mental ray renderer is the active renderer, this button is not available. Assign to Selected Assigns vertex colors to the selected objects based on the assigned material, and the choices specified in the preceding group boxes. Assign to Selected creates a VertexPaint modifier and adds it to the stack of the selected objects. Edit Click to display the VertexPaint Paintbox on page 1969, the floating dialog that holds the vertex painting tools. 6046 | Chapter 19 Material Editor, Materials, and Maps This button is unavailable if you haven't yet clicked Assign To Selected. Channel Info Utility Utilities panel > More button > Channel Info > Click Channel Info button. Tools menu > Channel Info The Channel Info utility gives game artists and others direct access to objects' channel information that might not otherwise be easily available. All objects in 3ds Max have mapping channels, which hold information pertinent to texture mapping as well as vertex color, illumination, and alpha. Mesh objects also have geometry and vertex-selection channels. The Channel Info utility lets you view an object's channels, give them meaningful names, delete unused channels, and copy information between channels. The utility's Map Channel Info dialog shows all the channel data for selected objects. It displays the number of channels, the number of vertices per channel, and how much memory the channel uses. It also lets you name channels, as well as clear (or delete), copy, and paste channels. Each of these commands except renaming puts a modifier on the stack to achieve the results. NOTE Channel Info supports mesh, polygon, and patch objects. It does not support NURBS objects. See also: ■ Vertex Color Map on page 5943 ■ Skin Utilities on page 3875 ■ Select By Channel Modifier on page 1659 ■ UVW Mapping Add Modifier on page 1954 ■ UVW Mapping Clear Modifier on page 1954 ■ UVW Mapping Paste Modifier on page 1954 Procedures To use the Channel Info utility: 1 Select an object or objects to use with the utility. Channel Info Utility | 6047 2 Open the utility. The Map Channel Info dialog opens. 3 To create a map channel, click any channel and then click the Add button. The new, empty channel appears at the end of the list. 4 Most channels have three components. For example, a mesh or map channel has X, Y, and Z components, and an alpha channel has R, G, and B components. To expand all three-component channels, click the SubComp button. To collapse all expanded channels, click SubComp again. 5 To copy one channel to another, click the source channel, click Copy, and then click the destination channel and click Paste. In some cases, you might need to expand or collapse the component display (see previous step). For example, when copying a vertex selection (vsel) channel to a map channel, you must paste the vsel channel to a component channel. 6 To minimize a channel's memory footprint, click the channel and then click the Clear button. This removes most all or of the data from the channel, so first make sure the data is unnecessary or is available elsewhere. If the cleared channel is the last one in the list, it might be deleted from the list. Interface The primary user interface of the Channel Info utility is the Map Channel Info dialog, which you open by clicking the utility's Channel Info button on 6048 | Chapter 19 Material Editor, Materials, and Maps the command panel. This modeless dialog shows information about all map channels belonging to the current selection, at the object level. If you change the selection, the dialog automatically updates to reflect the selection. The dialog consists of two parts: a button toolbar at the top, and a tabular display of map channels belonging to each object in the current selection. Channel Info toolbar Copy Copies the channel data from the highlighted channel to the copy buffer, where it becomes available for pasting. After you copy a channel, its name appears on the line below the button toolbar. Paste Pastes the contents of the copy buffer to the highlighted channel. You can copy and paste only between channels with the same topology, or you can copy from any channel to a channel with no vertices. Source and destination channels need not be of the same type. For instance, you can copy from a mesh channel to a map channel, and vice-versa. Name Lets you rename the highlighted channel. Click this button to open a small dialog that displays the current channel name and lets you edit this name or enter a new one from the keyboard. Clear Use this function to remove channels or delete data from a map channel (including alpha, illumination, and vertex color channels). Clear has no effect on geometry or vertex selection channels. The specific result depends on the type of object and which channel you clear. In terms of reducing the object's memory footprint, the utility is most effective with Editable Poly objects. ■ Geometric primitive or Editable/Edit Mesh object Deletes the highlighted texture map channel if it is the last map channel in the object, and it's not the default map channel (1:map). If the highlighted channel is not the last, Clear deletes all vertices in the channel. The faces remain, so the memory-footprint reduction is partial. NOTE This also applies to objects that collapse to editable mesh, such as Loft objects. ■ Editable Poly object Deletes the highlighted texture map channel if it is the last map channel in the object, and it's not the default map channel. If the highlighted channel is not the last, Clear deletes all vertices and faces in the channel. Channel Info Utility | 6049 ■ Patch object Deletes the highlighted texture map channel if it is the last map channel in the object, and it's not the default map channel. If the highlighted channel is not the last, Clear has no effect. NOTE When you use the Clear function, the software adds a UVW Mapping Clear modifier to the object's modifier stack. You can recover the deleted data by removing the modifier from the stack, or changing its Map Channel setting. Add Appends a new map channel to the object's channel list. If multiple objects are selected, Add becomes available only after you click a track, so the software knows which object to add the channel to. NOTE If you apply mapping with a channel number higher than any existing channels, the software automatically creates all intermediate channels. For example, if you apply a UVW Mapping modifier to a standard object and set Map Channel to 5 in the modifier, the software adds map channels 2, 3, 4, and 5. SubComp Toggles display of the channels' subcomponents. When displayed, you can rename, copy, and paste each subcomponent independently of its parent channel. Each channel except vsel has three subcomponents. Mesh and map channels' subcomponents are labeled X, Y, and Z; those of alpha, illumination, and vertex color channels are R, G, and B (red, green, and blue). Lock Retains the current mapping data information in the table even if you change the selection. For example, if you want to see mapping data for a specific object or objects constantly, first select the objects and then click Lock. Thereafter, if you select different objects in the viewport, the table continues to display the data for the selection when you clicked Lock. If you turn off Lock, the table updates to show data only for the current selection. If you click Update when Lock is on, the software will refresh the table contents to reflect the current selection, and then retain that data. Update Refreshes the displayed data to reflect any changes in the objects or mapping, or, when Lock is on, the selection. For example, if you apply mapping to an object, or change its mapping, click Update to display the changes in the Map Channel Info dialog. Channel Info table The table functions similarly to a spreadsheet. If not all rows or columns are visible, you can scroll the table using standard methods, including rolling the 6050 | Chapter 19 Material Editor, Materials, and Maps mouse wheel for vertical scrolling. To highlight a row, click anywhere in the row. You can highlight only one row at a time. To resize a column, drag the vertical divider at the right of the column heading. To automatically set a column's width to the size of the longest entry, double-click the vertical divider to the right of the column heading. Following is a brief explanation of each of the columns in the table: Object Name The name of the object. If you change the name in the Modify panel, click the dialog's Update button to display the new name in the dialog. ID The type of channel. The available channel types are: ■ mesh/poly The object's mesh or poly data, depending on whether it's a mesh or poly object: vertices and faces. You can copy this channel and paste it to any other three-component channel. This channel is not available for patch objects. ■ vsel The vertex selection. You can copy this channel and paste it to other channels' subcomponents. This channel is not available for patch objects. ■ -2:Alpha The vertex alpha channel. You can transfer all vertex alpha values between objects with the same topology by copying and pasting this channel. You can apply vertex alpha information to objects with the VertexPaint modifier on page 1959, and to editable surfaces with the Vertex Properties settings (editable poly on page 2150) and Surface Properties (editable mesh on page 2091 and editable patch on page 2038). ■ -1:Illum The vertex illumination channel. You can transfer all vertex illumination values between objects with the same topology by copying and pasting this channel. You can apply vertex illumination information to objects with the VertexPaint modifier on page 1959, and to editable surfaces with the Vertex Properties settings (editable poly on page 2150) and Surface Properties (editable mesh on page 2091 and editable patch on page 2038). ■ 0:vc The vertex color (vc) channel. You can transfer all vertex color values between objects with the same topology by copying and pasting this channel. You can apply vertex color information to objects with the VertexPaint modifier on page 1959, and to editable surfaces with the Vertex Properties settings (editable poly on page 2150) and Surface Properties (editable mesh on page 2091 and editable patch on page 2038). Channel Info Utility | 6051 ■ 1:map The default mapping channel. You can transfer all UVW mapping information between objects with the same topology by copying and pasting this channel. You can create additional mapping channels by various means, including with the Channel Info utility. Channel Name The name of the channel. By default, a channel has no name, as indicated by the entry “-none-”. To name or rename the channel, click the channel to highlight it and then click the Name button at the top of the dialog, or right-click the channel and choose Name from the right-click menu. NOTE Most channels can be split into subcomponents on page 6050. You can name the subcomponents separately from the channel itself. Num Verts The number of vertices in the channel. To paste one channel to another, they must have the same number of vertices. Some channels have faces but no vertices. This is typically the case with Alpha, Illumination, and vertex color channels in newly created non-poly objects. In such cases, these channels function as placeholders for the corresponding data should you add it later. They do consume a small amount of memory, so if you have no intention of using a channel, you can save some memory by converting the object to Editable Poly. Num Faces The number of faces in the channel. If a channel has faces but not vertices, that means it's a placeholder. See Num Verts, above, for more information. Dead Verts The number of unused map vertices in the channel. Such vertices can be left over from sub-object editing. Size(KB) The approximate amount of memory consumed by the channel. Use this figure to check for unused channels that are using up memory. Clean MultiMaterial Utility Material Editor > Utilities menu > Clean MultiMaterial Select an object. > Utilities panel > More button > Clean MultiMaterial > Click Find All button. The Clean MultiMaterial utility parses Multi/Sub-Object materials and displays any that contain sub-materials are not assigned to any material IDs in the 6052 | Chapter 19 Material Editor, Materials, and Maps scene. You can then choose to remove any unused sub-materials, thus consolidating your Multi/Sub-Object materials. This utility searches an entire scene. You do not need to select objects or materials. Procedures To clean all materials: 1 Open a scene. 2 On the Material Editor, open the Utilities menu and choose Clean MultiMaterial. The Clean Multi-Materials dialog opens, displaying the following: Clean MultiMaterial Utility | 6053 The dialog displays a list of all Multi/Sub-Object materials that contain unassigned sub-materials. All the Multi/Sub-Object materials are automatically turned on, and thus subject to cleaning. 3 Click the OK button. All unused sub-materials are deleted and the dialog closes. To clean specific Multi/Sub-Object materials: When you create a Multi/Sub-Object material, you might create extra sub-materials in anticipation of objects that haven't been added to the scene yet. In such cases, you can prevent the utility from removing the extra sub-materials. 1 Open a scene. 2 On the Material Editor, open the Utilities menu and choose Clean MultiMaterial. The Clean Multi-Materials dialog opens. 6054 | Chapter 19 Material Editor, Materials, and Maps 3 In the list, turn off any Multi/Sub-Object materials you do not want to clean. Clean MultiMaterial Utility | 6055 4 Click OK. All unused sub-materials are deleted from the indicated materials and the dialog closes. 6056 | Chapter 19 Material Editor, Materials, and Maps Interface The Clean dialog presents you with a list of all Multi/Sub-Object materials in the scene that contain unassigned sub-materials. You can then select materials from which to remove unassigned sub-materials. The dialog consists of two parts: a status field at the top and a list of Multi/Sub-Object materials. Status Field The Status Field is not interactive. It displays prompts about the unused materials. Clean MultiMaterial Utility | 6057 Materials list This list displays Multi/Sub-Object materials that have sub-materials that are not currently being used in the scene. When the Clean MultiMaterial utility opens, it lists all Multi/Sub-Object materials with unused sub-materials and turns them on to be cleaned. Click the check box next to a material name to turn it off and prevent the utility from cleaning it. Clean Deletes unused sub-materials from Multi/Sub-Object materials that are turned on. Cancel Cancels the operation. Instance Duplicate Maps Utility Material Editor > Utilities menu > Instance Duplicate Map Utilities panel > More button > Instance Duplicate Maps > Click Find All button. The Instance Duplicate Maps utility searches an entire scene for materials that have duplicate Bitmap maps and give you the option to instance them. If your scene has different materials that use the same texture maps, creating instances will reduce the load on your video card, which can improve viewport performance. For example, if you render a scene containing three materials that reference the texture map MyMap.bmp, the software searches for that texture map three times: once for each material it is used in. However, if you use the Instance Duplicate Maps utility, you can create instances of the duplicate maps so the renderer will find the first reference to MyMap.bmp and use it for any subsequent material that uses the same maps. This utility searches an entire scene. You do not need to select objects or materials. NOTE In order to be eligible for instancing, the Bitmap maps must be identical in all aspects with regard to their initial settings. For example, if two materials use the same bitmap image applied as Diffuse maps, but have different initial Tiling settings, their maps aren't eligible for instancing. Animation is not supported as a criterion for determining duplication, so any differences in the animation of Bitmap map parameters will be lost from the use of this utility. For example, if two materials use the same bitmap image applied as Diffuse maps, and have the same initial Tiling settings, but their 6058 | Chapter 19 Material Editor, Materials, and Maps Tiling settings are animated to different subsequent values, after using the utility both maps will have the same animation as the first map. Procedures To instance all duplicate maps: 1 Open a scene. 2 On the Material Editor, open the Utilities menu and choose Instance Duplicate Map. The Instance Duplicate Maps dialog opens, displaying the following: The dialog displays a list of all texture maps found to have exact duplicates in the scene. The search will include all copies found to have identical paths and settings. 3 Click the Instance All button. All identical maps are instanced and the dialog closes. Instance Duplicate Maps Utility | 6059 To instance only specific maps: Perhaps you only want to instance a few of the texture maps found in specific materials. NOTE You have to select at least two maps from the Duplicates list 1 Open a scene. 2 On the Material Editor, open the Utilities menu and choose Instance Duplicate Map. The Instance Duplicate Maps dialog opens. 3 From the Duplicated Textures list, click the arrow button to open the list of duplicated textures and choose a texture you want to instance. 4 From the Duplicate list, select at least two map entries. 6060 | Chapter 19 Material Editor, Materials, and Maps If you don't select at least two entries, you will see a warning in the status field at the top of the dialog. 5 Click Instance. Instance Duplicate Maps Utility | 6061 Since all three of the maps were instanced, the dialog now shows there are 42 duplicated textures. 6 Continue instancing texture or click Close when you are done. 6062 | Chapter 19 Material Editor, Materials, and Maps Interface The primary user interface of the Instance Duplicate Maps utility is the Instance Duplicate Maps dialog, which you open from the Utilities menu in the Material Editor. This utility works globally, so you do not need to select objects or materials in order to use it. The dialog consists of three parts: a status field at the top, a drop menu containing duplicated texture maps and a list of map names and the materials that belong to. Status Field The Status Field is not interactive. It shows you prompts and warnings about the duplicate textures and maps. Some of the messages displayed in this section include: ■ “No duplicate textures were found in the scene.” – when the utility is run in a scene containing no duplicates. Instance Duplicate Maps Utility | 6063 ■ “Select duplicates and press “Instance” to consolidate.” – when the utility is run in a scene containing duplicates. ■ “The selected duplicates contain parameters that are animated. Animation is not supported as criteria for determining duplication so differences in the animation will be lost.” – when animation is present in a set of duplicates. ■ “At least two maps must be selected in order to proceed.” – when the Instance button is pressed with one or no duplicates selected. Duplicated Textures list This drop-down list contains all the maps in the scene found to be identical in every way, including texture map path and name, and initial parameter settings. The number after “Duplicated Textures” indicates how many sets were found in the scene. This list appears with the first entry visible and once active can be scrolled using the up/down arrow keys. Duplicates list When you choose a texture in the Duplicated Textures list, the software displays its duplicates in the Duplicates list, showing the map name and the name of the parent material. The number after “Duplicates” indicates how many copies were found in the scene. Textures in this list can be chosen individually. Only duplicates chosen in this list will be consolidated into the final instance if you click the Instance button. The name of the resulting instance is that of the first chosen duplicate in the list. Instance All Performs the consolidation on all duplicates in the scene regardless of selections made from the Duplicated Textures or Duplicates lists. Instance Performs the consolidation on only the duplicates chosen on the Duplicates list. Selected duplicates will disappear from this list after consolidation. If all are selected, the corresponding texture will disappear from the first list as well. Close Closes the operation at its current point. 6064 | Chapter 19 Material Editor, Materials, and Maps Rendering 20 Rendering "fills in" geometry with color, shadow, lighting effects, and so on. Rendering shades the scene's geometry using the lighting you've set up, the materials you've applied, and environment settings, such as background and atmosphere. You use the Render Setup dialog on page 6067 to render images and animations and save them to files. The rendered output appears in the Rendered Frame Window on page 6073, where you can also render and do some setup. 6065 TIP When you render a very large image, you might get a message that says “Error Creating Bitmap,” or that says you are out of RAM. If this happens, turn on the Bitmap Pager on page 7771 on the Rendering panel of the Preferences dialog. The Bitmap Pager prevents a rendering from stopping unexpectedly due to the lack of sufficient memory. On the other hand, it slows down the rendering process. NOTE 3ds Max does not append any color-space information to rendered output. If necessary, you can apply a color space such as sRGB to output images in an image-editing program like Adobe Photoshop. Environments and Rendering Effects A variety of special effects, such as film grain, depth of field, and lens simulations, are available as rendering effects. Another set of effects, such as fog, are provided as environment effects. Environment settings on page 6689 let you choose a background color or image, or choose an ambient color value for when you render without using radiosity. One category of environment settings is the exposure controls on page 6732, which adjust light levels for display on a monitor. Rendering effects on page 6583 provide a way for you to add blur or film grain to a rendering, or to adjust its color balance. See also: ■ Rendering Commands on page 6091 ■ Rendering with ActiveShade on page 6102 ■ Rendering Previews on page 6422 ■ Network Rendering on page 6433 ■ Rendering Effects on page 6583 ■ Environment and Atmosphere Effects on page 6687 Object-Level Rendering Controls You can control rendering behavior at the object level. See Object Properties on page 305. 6066 | Chapter 20 Rendering Render Setup Dialog Rendering menu > Render Setup Main toolbar > Render Setup button Keyboard > F10 Rendered Frame Window > Render Setup button Rendering creates a 2D image or animation based on your 3D scene. It shades the scene's geometry using the lighting you've set up, the materials you've applied, and environment settings such as background and atmosphere. The Render Setup dialog has multiple panels. The number and name of the panels can change, depending on the active renderer. These panels are always present: ■ Common panel on page 6121 Contains the main controls for any renderer, such as whether to render a still image or an animation, setting the resolution of rendered output, and so on. ■ Renderer panel on page 6138 Contains the main controls for the current renderer. Additional panels whose presence depends on the active renderer include: ■ Render Elements panel on page 6336 Contains the controls for rendering various image information into individual image files. This can be useful when you work with compositing, image-processing, or special-effects software. ■ Raytracer panel on page 6221 Contains global controls for ray-traced maps and materials. ■ Advanced Lighting panel on page 6153 Contains controls for generating radiosity and light tracer solutions, which can provide global illumination for your scene. ■ Processing on page 6230 and Indirect Illumination on page 6295 panels Contain special controls for the mental ray renderer on page 6230. Render Setup Dialog | 6067 At the bottom of the Render Setup dialog are controls that, like those in the Common Parameters rollout on page 6121, apply to all renderers. These are described in this topic's “Interface” section, below. TIP When you render a very large image, you might get a message that says “Error Creating Bitmap,” or that says you are out of RAM. If this happens, turn on the Bitmap Pager. You turn on the Bitmap Pager in Rendering Preferences on page 7768. The Bitmap Pager prevents a rendering from hanging because of overuse of memory. On the other hand, it slows down the rendering process. Choice of a Renderer Three renderers are provided with 3ds Max. Additional renderers might be available as third-party plug-in components. The renderers provided with 3ds Max are: ■ Default scanline renderer on page 6141 The scanline renderer is active by default. It renders the scene in a series of horizontal lines. Global illumination options available for the scanline renderer include light tracing on page 6154 and radiosity on page 6168. The scanline renderer can also render to textures on page 6371 (“bake” textures), which is especially useful when preparing scenes for game engines. ■ mental ray renderer on page 6230 The mental ray renderer created by mental images is also available. It renders the scene in a series of square “buckets.” The mental ray renderer provides its own method of global illumination, and can also generate caustic lighting effects. In the Material Editor, a variety of mental ray shaders on page 5974 provide effects that only the mental ray renderer can display. ■ VUE file renderer on page 6334 The VUE file renderer is a special-purpose renderer that generates an ASCII text description of the scene. A view file can include multiple frames, and specify transforms, lighting, and changes of view. Standard and ActiveShade Renderers In 3ds Max, there are two different types of renderings. Production rendering is active by default, and is typically the one you use for finished renderings. This type of rendering can use any of the three aforementioned renderers. 6068 | Chapter 20 Rendering The second type of rendering is called ActiveShade on page 6102. An ActiveShade rendering uses the default scanline renderer to create a preview rendering that can help you see the effects of changing lighting or materials; the rendering updates interactively as you change your scene. Rendering iwth ActiveShade is, in general, less precise than production rendering. Another advantage of production rendering is that you can use different renderers, such as the mental ray or VUE file renderer. To choose between production and ActiveShade rendering, use the radio buttons described in the Interface section, following. To change the renderer assigned to production rendering, use the Assign Renderer rollout on page 6135. See also: Render Setup on page 6092 ■ Procedures To render a still image: 1 Activate the viewport to render. 2 Click Render Setup. The Render Setup dialog opens, with the Common panel active. 3 On the Common Parameters rollout, check the Time Output group to make sure the Single option is chosen. 4 In the Output Size group, set other rendering parameters or use the defaults. 5 Click the Render button at the bottom of the dialog. By default, rendered output appears in the Rendered Frame Window on page 6073. TIP 6101. To render a view without using the dialog, click Render on page To render an animation: 1 Activate the viewport to render. Render Setup Dialog | 6069 2 Click Render Setup. The Render Setup dialog opens, with the Common panel active. 3 On the Common Parameters rollout on page 6121, go to the Time Output group and choose a time range. 4 In the Output Size group, set other rendering parameters or use the defaults. 5 In the Render Output group, click Files. 6 On the Render Output File dialog on page 6086, specify a location, name, and a type for the animation file, and then click Save. Typically, a dialog appears that lets you configure options for the chosen file format. Change settings or accept the defaults, and then click OK to continue. The Save File check box turns on. 7 Click the Render button at the bottom of the dialog. NOTE If you set a time range and do not specify a file to save to, the animation is rendered only to the window. This can be a time-consuming mistake, so an alert warns you about it. TIP Once you have rendered the animation this way, you can render it again without using the dialog by clicking Render or pressing F9. Interface 6070 | Chapter 20 Rendering [rendering mode] ■ Production/Iterative Choose whether to render in production on page 6101 or iterative on page 6101 mode. (This is the default.) ■ ActiveShade Choose to use ActiveShade on page 6102. Preset From this drop-down list you can choose a set of preset rendering parameters, or load or save rendering parameter settings. See Preset Rendering Options on page 6114. Viewport Chooses the viewport to render. By default, this is the active viewport. You can use this drop-down list to choose a different one. The list contains only currently displayed viewports. Lock View When on, locks the view to the one shown in the Viewport list. This enables you to adjust the scene in other viewports (which become active as you use them), and then click Render to render the viewport you originally chose. When off, Render always renders the active viewport. Render Renders the scene. When ActiveShade is chosen, the name of this button changes to ActiveShade, and clicking it opens a floating ActiveShade window on page 6102. If the scene you're rendering contains bitmaps that cannot be located, a Missing External Files dialog on page 7130 opens. This dialog lets you browse for the missing maps, or continue to render the scene without loading them. Render Setup Dialog | 6071 Rendering Progress dialog 6072 | Chapter 20 Rendering When you click Render, a rendering progress dialog shows the parameters being used, and a progress bar. The rendering dialog has a Pause button to the left of the Cancel button. When you click Pause, the rendering pauses, and the button's label changes to Resume. Click Resume to continue with the rendering. NOTE The mental ray renderer does not support the Pause button. You can cancel a mental ray rendering, but you can't pause it. Rendered Frame Window Main toolbar > Rendered Frame Window Rendering menu/main toolbar > Render Setup > Render Setup dialog > Render > Rendered Frame Window opens. Rendering menu/main toolbar > Render > Rendered Frame Window opens. File menu > View Image File > Choose a file to view. > Open > Rendered Frame Window (reduced functionality) displays the file. NOTE The Rendered Frame Window that opens when rendering offers a significantly expanded feature set in Autodesk 3ds Max 2009. Most of these settings already exist elsewhere in the program, but their addition to this dialog means that you can change parameters and re-render your scene without having to resort to other dialogs, thus speeding your workflow considerably. The Rendered Frame Window displays rendered output. It has controls to: ■ Set the area to render (region, etc.). ■ Choose the viewport to render. ■ Choose a render preset. ■ Render the scene. ■ Save the image to a file. ■ Place a copy of the rendered image on the Windows clipboard, ready for pasting into another graphics application. Rendered Frame Window | 6073 ■ Create a clone of the window. This displays a new window so you can create another rendering and compare it with the previous one. ■ Open a new Rendered Frame Window. ■ Toggle display of the red, green, and blue color channels. ■ Display the alpha channel on page 7905. ■ Display only monochrome (gray scale). ■ Clear the image from the window. ■ Print the rendered output. ■ Change a number of mental ray-specific settings. When you choose the View Image File command from the File menu, 3ds Max displays still images and image sequences in a feature-reduced version of the Rendered Frame Window. When you view sequentially numbered image files or images in an IFL file on page 7339, this window displays navigation arrows that let you step through the images. Procedures To zoom and pan in the Rendered Frame Window: You can zoom in and out and pan the image in the Rendered Frame Window. You can even do this while a scene is rendering. ■ To zoom in, hold down Ctrl and then click. To zoom out, use Ctrl+right-click. ■ To pan, hold down Shift and then drag. If you have a wheel mouse, you can use the wheel to zoom and pan: ■ To zoom in or out, roll the wheel. ■ To pan, press the wheel and drag. NOTE You can use any third-button pointing device to pan the image. To enable this, open the Customize menu > Preferences dialog. Go to the Viewports panel on page 7753, and in the Mouse Control group choose the Pan/Zoom option (this is the default). 6074 | Chapter 20 Rendering Interface This first section documents the controls on the main Rendered Frame Window. For information about the additional control panel that appears below the main window when using mental ray, see mental ray Rendering Options on page 6080. Rendered Frame Window Rendering Controls These controls provide access to rendering settings such as presets and the viewport to render, as well as the Render command. To toggle display of these controls, click the Toggle UI button at the right end of the Rendered Frame Window toolbar. Area to Render This drop-down list provides the available Area to Render on page 6095 options. Choose View, Selected, Region, Crop, or Blowup. When using Region, Crop, or Blowup, set the region with the Edit Region control (see following) or with the Edit Render Region command on page 7583 on the viewport right-click menu. Alternatively, you can set the region automatically to the current selection with the Auto Region Selected option (also see following). Edit Region Enables manipulation of the region window: resize by dragging the handles, and move by dragging inside the window. When Area Rendered Frame Window | 6075 To Render is set to Region, you can edit the region both in the Rendered Frame Window and in the active viewport. If Area To Render is set to View or Selected, clicking Edit Region switches to Region mode. When Area To Render is set to Crop or Blowup, you can edit the region only in the active viewport, because in those cases the Rendered Frame Window doesn’t necessarily reflect the same area as the viewport. Hence, also in Crop and Blowup modes, a warning icon on page 6076 appears to the right of the Auto Region Selected. The icon’s tool tip suggests that you edit the region in the viewport. A warning also appears in Region mode if the Rendered Frame Window area doesn’t match the active viewport. Turning on Edit Region automatically activates the Show Safe Frame on page 7583 function in the active viewport. NOTE 3ds Max maintains two separate render regions: one for Region and Crop, and another for Blowup. Changing the Area To Render option activates the relevant render region. The same command is available from the viewport right-click menu, as Edit Render Region on page 7583. Auto Region Selected When on, sets the region for Region, Crop, and Blowup automatically to the current selection. This auto-region is calculated at render time and does not overwrite the user-editable regions. If Area To Render is set to View or Selected, clicking Auto Region Selected switches to Region mode. [warning] This warning symbol appears when Area to Render on page 6075 is set to Crop or Blowup, accompanied by a tool tip that tells you to edit the Crop or Blowup region in the viewport. It also appears in Region mode if the Rendered Frame Window doesn’t show the same area as the viewport (that is, if you previously rendered in Crop or Blowup mode). Viewport Shows the viewport that renders when you click the Render button. The drop-down list contains all visible viewports. To specify a different viewport to render, choose it from the list or activate it in the main user interface. Activating a different viewport in the main interface automatically updates this setting if Lock To Viewport is off. 6076 | Chapter 20 Rendering Lock To Viewport When on, only the viewport active in the Viewport list renders, even if you activate a different viewport in the main interface. However, you can still choose a different viewport to render from the list. When off, activating a different viewport in the main user interface updates the Viewport value. The same toggle is available from the viewport right-click menu, as Lock Render to this View on page 7583. Render Preset Choose a preset rendering option on page 6114 from the drop-down list. Render Setup Opens the Render Setup dialog on page 6067. Environment and Effects Dialog (Exposure Controls) Opens the Environment and Effects dialog to the Environment panel on page 6689. You can set an exposure control on the Exposure Control rollout. Production/Iterative Choose the result of clicking the Render button: ■ Production Renders using all the current settings on the Rendered Frame Window, Render Setup, dialog, and so on. ■ Iterative Ignores network rendering, rendering of multiple frames, file output, export to MI files, and email notification. Also, with the scanline renderer, rendering Selected on page 6097 leaves the rest of the Rendered Frame Window intact in Iterative mode. Use this option when doing quick iterations on the image, usually in parts; for example, working on final gather settings, reflections, or specific objects or areas of the scene. This choice is also available from a drop-down in the bottom-left corner of the Render Setup dialog. And you can render in either mode from the render flyout on page 6100 on the main toolbar. Render Renders the scene using the current setup. Rendered Frame Window | 6077 Rendered Frame Window toolbar Save Image Allows you to save the rendered image displayed in the Rendered Frame Window. Copy Image Places an exact copy of the visible portion of the rendered image on the Windows clipboard, ready for pasting into a paint program or bitmap editing software. The image is always copied as displayed, so, for example, if the Monochrome button on page 6079 is on, the copied data consists of an eight-bit grayscale bitmap. NOTE No HDR (high-dynamic-range) data is copied. Clone Rendered Frame Window Creates another window containing the displayed image. This allows you to render another image to the Rendered Frame Window and compare it with the previous, cloned image. You can clone the Rendered Frame Window any number of times. The cloned window uses the same initial zoom level as that of the original. NOTE A cloned window provides minimal functionality, and cannot be re-rendered or cloned. Print Image Sends the rendered image to the default printer as defined in Windows (in Windows XP, see Start menu > Settings > Printers And Faxes). The background prints as transparent. Clear Clears the image from the Rendered Frame Window. Enable Red Channel Displays the red channel of the rendered image. When turned off, the red channel is not displayed. Enable Green Channel Displays the green channel of the rendered image. When turned off, the green channel is not displayed. 6078 | Chapter 20 Rendering Enable Blue Channel Displays the blue channel of the rendered image. When turned off, the blue channel is not displayed. Display Alpha Channel Displays the alpha channel on page 7905. Monochrome Displays an 8-bit grayscale of the rendered image. Channel Display List Lists any channel rendered with the image. When you choose a channel from the list, it is displayed in the Rendered Frame Window. For most kinds of files, only the RGB and alpha channels are available. If you render an RPF file on page 7366 or RLA file on page 7364, additional channels can be present. The Rendered Frame Window displays nonvisual channels, such as Material Effects or the G-Buffer, using colors it assigns at random to distinct values. Color Swatch Stores the color value of the last pixel you right-clicked. You can drag this color swatch to other color swatches in the program. Clicking the color swatch displays the Color Selector on page 391, which displays more information about the color. You can leave the Color Selector displayed while you right-click over other pixels in the Rendered Frame Window. (Changing the current value in the Color Selector changes the color swatch on the Rendered Frame Window's toolbar, but it does not change the color of pixels in the rendered image.) Toggle UI Overlays When on, displays the frame that shows the Region, Crop, or Blowup area when one of those options is active. To disable display of the frame, turn off this toggle. NOTE The frame is still active when not displayed. Toggle UI When on, all controls are available. When off, disables display of the rendering controls at the top of the dialog as well as the mental ray controls on the separate panel below the dialog. To simplify the dialog interface and allow it to take up less space, turn this off. TIP When off, you can resize the window smaller than is possible when Toggle UI is on. Rendered Frame Window | 6079 Layer This setting appears on the Rendered Frame Window toolbar when you render to the RPF on page 7366 or RLA on page 7364 file format. It lets you see the information at different layers of the following channels: ■ Z Depth ■ Normal ■ Non-Clamped Color ■ Coverage ■ Node Render ID ■ Color ■ Sub-Pixel Weight ■ Sub-Pixel Mask Layer shows no additional information for other channels. It is useful primarily when the scene contains objects that occlude each other, and you have turned on the Render Occluded Objects toggle for these objects. (See Object Properties on page 305.) Be aware that rendering occluded objects increases render time. TIP Rendering occluded objects can help you create 3D effects when you composite images with the Autodesk Combustion software. Frame-Steps (arrows) When viewing sequentially numbered files (such as image0005.jpg) or IFL files, the arrows display the next or the previous file in the sequence. To jump to the first image or the last image in the sequence, hold down Ctrl and click an arrow. Available only when you use the View Image File command on the File menu. mental ray Rendering Options 6080 | Chapter 20 Rendering This additional panel appears below the Rendered Frame Window when mental ray is the active renderer. NOTE Most of the settings on this panel are linked to settings on the Render Setup dialog, as noted in the following descriptions. Changing a setting here makes the same adjustment to the respective Render Setup setting, and vice-versa. If you change a setting here, the Render Setup dialog setting updates automatically, but the reverse is not true. If you change a setting on the Render Setup dialog, to see the change on this panel, you must click the panel. Include in Render group Reflections When on, mental ray traces reflections. Turn off to improve performance when you don’t require reflections. See Enable Reflections on page 6281. ■ Max Sets the number of times a ray can be reflected. At 0, no reflection occurs. At 1, the ray can be reflected once only. At 2, the ray can be reflected twice, and so on. Default=4. Refractions When on, mental ray traces refraction. Turn off to improve performance when you don’t require refraction. See Enable Refractions on page 6281. ■ Max Sets the number of times a ray can be refracted. At 0, no refraction occurs. At 1, the ray can be refracted once only. At 2, the ray can be refracted twice, and so on. Default=6. Soft Shadows When on, renders shadows from area lights normally. When off, renders all area lights or shadows as if they were emitted from point objects, speeding up rendering time. See Area Lights/Shadows as Points on page 6128. Final Gather When on, the mental ray renderer uses final gathering on page 6295 to create global illumination or to improve its quality. Default=on. The equivalent Render Setup dialog control is Enable Final Gather on page 6299. ■ Bounces Sets the number of times mental ray calculates diffuse light bounces for each diffuse ray. Default=0. The equivalent Render Setup dialog control is Diffuse Bounces on page 6300. Subset Pixels (of selected objects) When on, rendering the scene applies only to selected objects. Unlike using the Selected option for rendering, however, using this option takes into account all scene elements that affect its appearance. This includes shadows, reflection, direct and indirect lighting, Rendered Frame Window | 6081 and so on. Also, unlike Selected, which replaces the entire contents of the Rendered Frame Window (except for selected objects) with the background color, this option replaces only pixels used by the re-rendered selected objects. Subset pixel rendering is particularly useful when performing iterative rendering and refinement of lighting, shadows, and other scene elements for a particular object or set of objects in the scene. It lets you re-render repeatedly to view the results of isolated changes without disturbing the rest of the rendered output. TIP Objectionable outlines might appear around objects rendered in Subset Pixel mode at low antialiasing settings. To eliminate any such outlines, increase the antialiasing setting on page 6083. For best results, use Medium antialiasing (Min 1/4, Max 4) or better. The equivalent Render Setup dialog control is Render changes to selected objects only on page 6281. Reuse group These commands let you save rendering time by reusing translated geometry and final gather solutions. The Final Gather controls are available only when Final Gather on page 6081 is on. Lock Geometry Translation Determines whether changed geometry is retranslated to mental ray format at render time. When on, sub-object-level changes such as vertex editing or adjusting a modifier such as Bend are ignored and don’t cause retranslation. However, object-level changes such as moving or rotating an object are retranslated. The equivalent Render Setup dialog control is Translator Options rollout > Geometry Caching group > Lock Geometry Translation on page 6321. Geometry When on, rendering uses geometry caching. During the first render, the translated geometry is saved to the cache file. Then, in subsequent renderings of the same scene, the renderer uses the cached geometry for any unchanged objects instead of retranslating it. Any changed geometry is retranslated. Default=off. The equivalent Render Setup dialog control is Translator Options rollout > Geometry Caching group > Enable on page 6321. NOTE Network rendering does not support this option. 6082 | Chapter 20 Rendering Clear Geometry Cache Deletes the cached geometry. The equivalent Render Setup dialog control is Translator Options rollout > Geometry Caching group > Clear Geometry Cache on page 6321. Lock Final Gather Determines whether or not mental ray uses the final gather map file as is. When off, mental ray can add new final gather points if necessary. When on, mental ray uses only the data in the specified file, and does not generate any new final gather points during the pre-processing stage. Available only Reuse > Final Gather is on (see following). Default=off. The equivalent Render Setup dialog control is Read Only (FG Freeze) on page 6301. Final Gather When on, generates (when necessary) and then uses a disk-based final gather map (FGM file) to save rendering time. If no FGM file is specified on the Render Setup dialog > Final Gather rollout (see Final Gather Map group on page 6300), 3ds Max uses the file name temp.fgm. The equivalent Render Setup dialog control is Read/Write File on page 6300. Clear Final Gather Cache Deletes the cached final gather solution. The equivalent Render Setup dialog control is Final Gather Rollout > Final Gather Map group > Delete File on page 6301. Clear All Deletes the cached geometry and final gather solution. Image Precision/Final Gather Precision These sliders provide handy presets for groups of antialiasing and final-gather settings. Image Precision (Antialiasing) Provides presets for a number of recommended combinations of minimum and maximum Samples Per Pixel settings. For details, see Samples per Pixel group on page 6274. Final Gather Precision Provides a quick, easy solution for final gather. The default presets are: Draft, Low, Medium, High, Very High, and Custom (the default choice). Available only when Final Gather is on. For details, see FG Precision Presets on page 6299. Rendered Frame Window | 6083 Pixel Data When you right-click the Rendered Frame Window, the color swatch is updated, and information about the rendering and the pixel beneath the mouse is displayed. If you hold the right mouse button down while dragging, the information changes with each new pixel the mouse crosses. The display includes the following information: Image group Width The width of the image in pixels. Aspect The pixel aspect ratio. Height The height of the image in pixels. Gamma The gamma value carried in the bitmap file. Type The type of image, based on color depth. For example, 64 bits (RGBA) or 32 Bits per Channel Floating-Point (RGBA). Pixel group Pixel information includes the pixel location in the bitmap, in parentheses following the Pixel group heading. The counting starts at 0. For example, in the above illustration, the pixel in question is the 308th from the left edge and the 141st from the top edge. Also shown in this group are channel values 6084 | Chapter 20 Rendering for red, green, blue, alpha, and monochrome, both as 16-bit integers (0 to 65535) and as floating-point values between 0.0 and 1.0. NOTE With high-dynamic-range images, the floating-point values can be greater than 1.0 or less than 0.0. Red The red component value (0 to 65535) and the floating-point value. Green The green component value (0 to 65535) and the floating-point value. Blue The blue component value (0 to 65535) and the floating-point value. Alpha The alpha component value (0 to 65535) and the floating-point value. Mono The monochrome values of the pixel, using the same formula used by monochrome material map channels such as bump and opacity maps. Extra Pixel Data (G-Buffer Data) group If the rendering output uses a format that contains additional channels, such as RPF on page 7366 or RLA on page 7364, the informational pop-up shows this data in the Extra Pixel Data group. The group includes all the possible channels. If a channel is not present, its value is displayed as "N/A," for "not applicable." Z Depth Displays Z-Buffer information in repeating gradients from white to black. The gradients indicate relative depth of the object in the scene. Material ID Displays the Effects Channel used by a material assigned to an objects in the scene. The Effects Channel is a material property set in the Material Editor. Object ID Displays the G-Buffer Object Channel ID assigned to objects using the Object Properties dialog on page 305. UV Coordinates Displays the range of UV mapping coordinates. Normal Displays the orientation of normal vectors. Non-Clamped Color Displays the "real" color value delivered to the renderer in RGB order. The renderer uses a floating-point range of 0.0 to 1.0 to represent the range of each color channel. Thus, 1.0 is 100%, or 65535 (real color values can be greater than 1, but are clamped by the renderer to 1). Coverage Displays the coverage of the surface fragment from which other G-Buffer values (Z Depth, Normal, and so on) are obtained. Z-Coverage values range from 0 to 255. Node Render ID Displays an object’s G-Buffer Object channel. Rendered Frame Window | 6085 Color Displays the color returned by the material shader for the fragment. Transparency Displays transparency returned by the material shader for the fragment. Velocity Displays the velocity vector of the fragment relative to the screen. Sub-Pixel Weight Displays the sub-pixel weight of a fragment. The channel contains the fractions of the total pixel color contributed by the fragment. The sum of all the fragments gives the final pixel color. The weight for a given fragment takes into account the coverage of the fragment and the transparency of any fragments that are in front of a given fragment. Sub-Pixel Mask Displays the sub-pixel alpha mask. This channel provides a mask of 16 bits (4x4) per pixel, used in antialiased alpha compositing. Render Output File Dialog Rendering menu > Render Setup > Render Setup dialog > Common panel > Common Parameters rollout > Render Output group > Click Files. > Render Output File The Render Output File dialog lets you assign a name to the file that the rendering will output. You can also determine the type of file to render. Depending on your choice of file type, you can also set up options such as compression, and color depth and quality. See also: ■ Image File Formats on page 7324 Procedures To name the render output file: 1 Choose Rendering > Render Setup, and then in the Render Output group of the Common Parameters rollout, click Files. This opens the Render Output File dialog. 2 Use the Save In field near the top of the dialog to choose the directory in which to save the rendered file. 3 In the File Name field, enter the name for the file to be rendered. 6086 | Chapter 20 Rendering TIP If you enter a filename extension as well (for instance: myimage.bmp) and then press Tab, the Setup button activates and you can click it to change the file settings. 4 Choose the type of file you want to render from the Save As Type drop-down list. TIP If you entered the filename extension as part of the file name, you can skip this step. 5 Click Save to close the Render Output File dialog. Clicking Save also opens a dialog that lets you set the options for the file format you chose. Adjust these settings (or leave them at their defaults), and then click OK. 6 On the Render Setup dialog, click the Render button to render the scene and save the file. NOTE If a file of the same name already exists, a dialog opens to let you confirm overwriting it. This dialog also provides a check box for automatically overwriting render-output files without being prompted for the duration of the session. To set up options for the render-output file: 1 Choose Rendering > Render and then in the Render Output group of the Common Parameters rollout, click Files. The Render Output File dialog opens. 2 In the File Name field, enter the name for the file to be rendered. 3 Navigate the Save In field to choose the directory where you want the rendered file to be saved. 4 Choose the type of file you want to render from the Save As Type drop-down list, then click Save. A dialog is displayed that lets you set the options for the file format you chose. Adjust these settings (or leave them at their defaults), and then click OK. NOTE You can also view the setup dialog by clicking Setup, if this button is available. Render Output File Dialog | 6087 WARNING Make sure the file name extension in the File Name field matches the file type in the Save As Type field. Changing the file type does not update the file name automatically. The file options dialog depends on the type indicated by the file name, not the type indicated by Save As Type. 5 If the Render Output File dialog is still open, click Save. Interface History Displays a list of the most recent directories searched. Whenever an image is selected, the path used is added to the top of the history list as the most recently used path. 6088 | Chapter 20 Rendering The history information is saved in the 3dsmax.ini on page 83 file. Save In Opens a navigation window to browse other directories or drives. Up One Level Moves you up a level in the directory structure. Create New Folder Lets you create a new folder while in this dialog. View Menu Provides several options for how information is displayed in the list window: ■ Thumbnails: Displays the contents of a directory as thumbnails, without the details. ■ Tiles: Displays the contents of a directory as large icons, without the details. If you widen the dialog, these tile across the width. ■ Small Icons: Displays the contents of a directory as small icons, tiled across the width, without the details. ■ List: Displays the contents of a directory without the details. ■ Details: Displays the contents of a directory with full details such as size and date. List of files Lists the contents of the directory, in the format specified by the View menu. TIP When the active display format is Details, the contents of the directory are displayed with Name, Size, Type, Date Modified, and Attributes. You can sort the list according to a column's contents by clicking that column's label. File name Displays the file name of the file selected in the list. Save as type Displays all the file types that can be saved. This serves as a filter for the list. NOTE The choice in this field determines the file type saved, regardless of the file name extension entered in the File Name field. Save Sets the file information for saving upon rendering. Closes the dialog if you haven't changed the output file type. Render Output File Dialog | 6089 If you've changed the file type, clicking Save opens the Setup dialog for the specified file type. Change the settings as necessary, and then click OK to close both the Setup and the Output dialogs, or click Cancel to return to the Output dialog. Cancel Cancels the file save and closes the dialog. Devices Lets you choose the hardware output device, for example, a digital video recorder. To use the device, the device, its driver, and its 3ds Max plug-in must all be installed on your system. Setup Displays controls for the selected file type. These vary with each different file format. Change the settings as necessary, and then click OK or Cancel. Info If you highlight an existing file in the list, clicking Info displays expanded information about the file such as frame rate, compression quality, file size, and resolution. The information here depends on the type of information saved with the file type. View If you highlight an existing file in the list, clicking View displays the file at its actual resolution. If the file is a movie, the Media Player is opened so the file can be played. Gamma group To set up gamma options for the output file, Enable Gamma Correction must be on in the Gamma panel on page 7758 of the Preferences dialog (Customize > Preferences > Gamma). Otherwise, the Gamma controls are unavailable in the Render Output File dialog. ■ Use Image’s Own Gamma This option is not available in this dialog. ■ Use System Default Gamma Uses the system default gamma, as set in the Gamma panel of the Preferences dialog. ■ Override Defines a new gamma for the bitmap that differs from the system default. Using Override is not recommended for bitmaps that you render. It is better to set a system default value, based on the graphic display you use, and use this same gamma value for all your renderings. Sequence This is not available in the Render Output File dialog. 6090 | Chapter 20 Rendering NOTE To render a sequence of still images, choose the Active Time Segment or define a range of frames in the Common Parameters rollout of the Render Setup dialog. If you have selected a still image file type, each frame will append a four-digit number to the name you have selected, incremented with each frame. Preview When on, enables display of the image as a thumbnail. Image thumbnail Displays a thumbnail of the selected file. Preview must be turned on. Statistics Displays the resolution, color depth, file type, and number of frames of the selected file. Location Displays the full path for the file. Rendering Commands The main commands for rendering are on the main toolbar on page 7499 and the Rendered Frame Window on page 6073. Another way to invoke some of these commands is to use the default Rendering menu on page 7493, which contains other commands related to rendering. Render Setup on page 6092 Area to Render on page 6095 Render Production on page 6101 ActiveShade on page 6102 ActiveShade Viewport on page 6110 Rendering Commands | 6091 Preset Rendering Options on page 6114 Render Last on page 6117 See also: ■ Render Setup Dialog on page 6067 ■ Rendering with ActiveShade on page 6102 ■ ActiveShade Commands (Quad Menu) on page 6111 ■ Rendering Effects on page 6583 ■ Environment and Atmosphere Effects on page 6687 ■ Network Rendering on page 6433 Render Setup Main toolbar > Render Setup Rendering menu > Render Setup Keyboard > F10 Rendering "fills in" geometry with color, shadow, lighting effects, and so on. This command opens the Render Setup dialog on page 6067, which lets you set the parameters for rendering. Rendering creates a still image or an animation. It shades the scene's geometry using the lighting you've set up, the materials you've applied, and environment settings such as background and atmosphere. Rendering is multi-threaded and multi-processed on multiple-processor configurations. A two-processor or dual-core system can render in nearly half the time a single-processor system can. 6092 | Chapter 20 Rendering Rendering can also take place on multiple systems by using a network. See Network Rendering on page 6433. For the mental ray renderer, also see Distributed Bucket Rendering Rollout (mental ray Renderer) on page 6326. Missing Mapping Coordinates If the renderer finds a parametric object that requires mapping, it automatically sets its Generate Mapping Coordinates toggle before rendering the scene. The toggle remains set after the rendering is done. In the following cases, however, 3ds Max is unable to supply mapping coordinates automatically: ■ Non-parametric objects, such as imported meshes, don't have built-in coordinates. ■ Some third-party (plug-in) objects aren't provided with mapping coordinates. In these cases, 3ds Max is unable to render the scene completely. It displays a Missing Mapping Coordinates dialog on page 5780 that lists the objects the renderer couldn't map. To resolve the problem apply a UVW Map modifier on page 1931 to the objects that the dialog lists. NOTE If a material has Show Map In Viewport set when that material is assigned to an object, the object's Generate Mapping Coordinates toggle is set, if it was not previously set. (The state of Show Map In Viewport is saved with each material.) Procedures To render a still image: 1 Activate the viewport to render. 2 Click Render Setup. The Render Setup dialog on page 6067 appears. 3 In the Time Output group, make sure Single is on. 4 In the Output Size group, set other rendering parameters or use the defaults. 5 Click Render. By default, the rendering appears in a window. Render Setup | 6093 TIP To render a view without using the dialog, click Render on page 6101 or use Render Last on page 6117 (press F9). To render an animation: 1 Activate the viewport to render. 2 Click Render Setup. The Render Setup dialog on page 6067 appears. 3 Open the Common Parameters rollout on page 6121. Choose a time range in the Time Output group. 4 In the Output Size group, set other rendering parameters or use the defaults. 5 In the Render Output group, click Files. 6 A Render Output File dialog on page 6086 is displayed. 7 Use the file dialog to specify a name and a type for the animation file, and then click Save. A configuration dialog opens that lets you set the options for the file format you chose. Adjust these settings or leave them at their defaults, and then click OK. The configuration dialog closes, and on the Render Setup dialog > Common Parameters rollout, the Save File toggle is now available and on. 8 Click Render. NOTE If you set a time range and do not specify a file to save to, the animation is rendered only to the window. This can be a time-consuming mistake, so an alert warns you about it. TIP To render a view without using the dialog, click Render Production on page 6101 or use the Keyboard Shortcut F9 to Render Last on page 6117. 6094 | Chapter 20 Rendering Area to Render Rendered Frame Window > Area to Render drop-down list Area To Render lets you render only a portion of the scene. The Area To Render list on the Rendered Frame Window on page 6073 lets you specify the portion of the scene that will be rendered. Procedures To render only selected objects: 1 Open the Rendered Frame Window. 2 From the Area To Render drop-down list in the top-left corner of the window, choose Selected. 3 Activate the viewport to render. 4 Select the objects to render. 5 Render the scene. 3ds Max displays a progress dialog that shows the progress of rendering and the rendering parameter settings. To stop rendering, click Cancel in this dialog, or press Esc. Area to Render | 6095 To render a region: 1 Activate the viewport to render, or choose it from the Viewport drop-down list on the Rendered Frame Window. 2 On the Rendered Frame Window, click the Edit Region button. This automatically sets the Area To Render option to Region, and displays the region window in the Rendered Frame Window and the active viewport. The window has editing handles and a close box (X). 3 To move the region window, drag inside it. To adjust its size, drag the handles. To preserve the window's aspect ratio, press and hold Ctrl before you drag a handle. 4 Render the scene. 3ds Max renders the region only. In Production mode, the Rendered Frame Window is cleared before rendering, but in Iterative mode, the area of the window outside the region remains intact. To render a blowup: 1 Open the Rendered Frame Window and choose the viewport to render. 2 Choose Blowup from the Area To Render list. The Edit Region button appears on the Rendered Frame Window, to the right of the Area To Render list, and the Blowup region window is displayed in the active viewport. This window is different from the one used for Region and Crop. The Blowup region window does not appear in the Rendered Frame Window because the region extents might exceed the window area, depending on the rendering history. 3 To move the window, drag inside it. To adjust the window size, drag its handles. The window is constrained to the aspect ratio of the current output size. 4 Render the scene. 6096 | Chapter 20 Rendering 3ds Max displays a progress dialog that shows the progress of rendering and the rendering parameter settings. To stop rendering, click Cancel in this dialog, or press Esc. Interface The following choices are available on the Area To Render drop-down list. NOTE The Box Selected, Region Selected, and Crop Selected options previously available are no longer necessary and have been removed from the software. To achieve the equivalents, combine an Area To Render option with the Auto Region Selected on page 6076 option on the Rendered Frame Window. View (The default.) Renders the active viewport. Selected Renders the currently selected object or objects only. Rendering a selection with the scanline renderer leaves the remainder of the Rendered Frame Window intact. However, mental ray renders the background first, thus effectively clearing the rest of the frame. TIP Rendering Selected renders the selection in isolation, without any contribution from the rest of the scene, such as shadows, reflections, etc. When rendering with mental ray, to render a selection with full contribution from the other scene contents, use the Subset Pixels on page 6081 option instead. Area to Render | 6097 TIP To remove any existing image from the window when rendering with the scanline renderer, use the Clear button before rendering. Region Renders a rectangular region within the active viewport. Using this option leaves the remainder of the Rendered Frame Window intact except when rendering an animation, in which case it clears the window first. Use the Region option when you need to test-render a part of the scene. When you choose Region from the Area To Render list, the Edit Region on page 6075 control activates. This causes an editable version of the region to appear in both the Rendered Frame Window and the active viewport. To move the region or change its size, drag either region box or its handles, respectively. If you turn off Edit Region, the region remains visible in the Rendered Frame Window, but is no longer editable. Alternatively, to set the region to the current selection automatically, turn on Auto Region Selected on page 6076. TIP To remove any existing image from the window, use the Clear button before rendering. NOTE Region rendering is meant to create a draft rendering of a selected area of a view. As such, Region rendering uses only an Area filter for antialiasing, regardless of which antialiasing is chosen in the Render Setup dialog. 6098 | Chapter 20 Rendering Crop Lets you specify the size of the output image using the same region box that appears for the Region option. After you choose Crop from the Area To Render list, turn on Edit Region on page 6075 to cause a rectangular render region to appear in the active viewport. To move the region or change its size, drag the region box or its handles, respectively. Alternatively, to set the region to the current selection automatically, turn on Auto Region Selected on page 6076. Area to Render | 6099 Blowup Renders a region within the active viewport and enlarges it to fill the output display. After you choose Blowup from the Area To Render list, turn on Edit Region on page 6075 to cause a rectangular render region to appear in the active viewport. To move the region or change its size, drag the region box or its handles, respectively. Alternatively, to set the blowup region to the current selection automatically, turn on Auto Region Selected on page 6076. Render Flyout Main toolbar > Render flyout The Render flyout lets you choose among these buttons: ■ Render Production on page 6101 ■ Render Iterative on page 6101 ■ ActiveShade on page 6102 6100 | Chapter 20 Rendering The Render buttons let you render the scene using the settings without using the Render Setup dialog on page 6067. Choosing one of these buttons also changes which rendering settings are active on the Render Setup dialog. Invoking the Render command from the Rendering menu or by pressing Shift+Q uses the active mode on the Render flyout. By default, all the rendering options use the default scanline renderer on page 6141. You can change the renderer assigned to Production or ActiveShade by using the Assign Renderer rollout on page 6135 on the Render Setup dialog > Common panel. Render Production Main toolbar > Render flyout > Render Production The Render Production command, available on the Render flyout on page 6100 on the main toolbar, renders the scene using the current production render settings without opening the Render Setup dialog on page 6067. You can activate Production rendering mode without rendering from the drop-down list in the bottom-left corner of the Render Setup dialog, and in the top-right corner of the Rendered Frame Window. You assign which renderer to use for production rendering on the Assign Renderer rollout on page 6135 of the Render Setup dialog > Common panel. See also: ■ Render Iterative on page 6101 ■ ActiveShade on page 6102 Render Iterative Main toolbar > Render flyout > Render Iterative The Render Iterative command, available from the Render flyout on page 6100 on the main toolbar, renders the scene in iterative mode without opening the Render Setup dialog on page 6067. You can activate Iterative rendering mode without rendering from the drop-down list in the bottom-left corner of the Render Production | 6101 Render Setup dialog, and in the top-right corner of the Rendered Frame Window. Iterative rendering ignores file output, network rendering, rendering of multiple frames, export to MI files, and email notification. Use this option when doing quick iterations on the image, usually in parts; for example, working on final gather settings, reflections, or specific objects or areas of the scene. Also, when rendering in Iterative mode, rendering Selected on page 6097 or Region on page 6098 leaves the rest of the Rendered Frame Window intact. See also: ■ Render Production on page 6101 ■ ActiveShade on page 6102 ActiveShade Main toolbar > Render flyout > ActiveShade Keyboard > Shift+Q (Uses the Render mode currently active on the toolbar: either Production or ActiveShade) The ActiveShade button, available from the Render flyout on page 6100, creates an ActiveShade on page 6102 rendering in a floating window. You assign which renderer to use for ActiveShade rendering on the Assign Renderer rollout on page 6135 of the Render Setup dialog on page 6067 > Common panel. See also: ■ Render Production on page 6101 ■ Render Iterative on page 6101 Rendering with ActiveShade Main toolbar > Render flyout > Render (ActiveShade) Right-click viewport label. > Views > ActiveShade 6102 | Chapter 20 Rendering ActiveShade gives you a preview rendering that can help you see the effects of changing lighting or materials in your scene. When you adjust lights or materials, the ActiveShade window interactively updates the rendering. ActiveShade preview of material changes Above left: Before the update Above right: After changing the material for the fabric to a mapped material and increasing the highlights on the material for the wood ActiveShade | 6103 ActiveShade preview of lighting changes Above left: Before moving a light in a viewport Above right: After moving the light There are two ActiveShade options: ■ ■ Viewport The ActiveShade rendering appears in the active viewport. Floater The ActiveShade rendering appears in its own window. Only one ActiveShade window can be active at a time. If you choose one of the ActiveShade commands while an ActiveShade window is already active, you get an alert that asks whether you want to close the previous one. If the 6104 | Chapter 20 Rendering previous ActiveShade window was docked in a viewport, the viewport reverts to the view it previously showed. TIP You can drag and drop materials from the Material Editor on page 5284 to ActiveShade windows and viewports, as you can with other viewports. NOTE You can't make a maximized viewport an ActiveShade window, or maximize an ActiveShade window. ActiveShade Commands When you right-click an ActiveShade window, the quad menu on page 7516 displays an ActiveShade menu. This menu contains a number of ActiveShade commands on page 6111. ActiveShade and Object Selection If you select an object before you invoke ActiveShade, ActiveShade is done only for that object. This can greatly increase the speed of ActiveShade. Similarly, once the ActiveShade window is open, the initialize and update steps on page 7899 (whether automatic or manual) are done only for the selected object. In a "docked" ActiveShade viewport, you can select objects by right-clicking, turning on Select Object in the Tools (lower-right) quadrant of the quad menu, then clicking the object you want to select. In an ActiveShade viewport, only one object at a time can be selected. TIP When an object in an ActiveShade window has a mapped material, select it before you change a map or adjust its parameters. What ActiveShade Does and Doesn't Do For the sake of interactivity, the ActiveShade window is limited in what it can update interactively. An ActiveShade rendering is typically less precise than a final production rendering. ActiveShade | 6105 TIP When you change geometry by transforming it or modifying it, right-click the ActiveShade window and choose Tools > Initialize from the quad menu (lower-right quadrant). This updates the ActiveShade rendering. ■ Moving an object does not update the ActiveShade window. ■ Applying a modifier or otherwise changing object geometry does not interactively update the ActiveShade window. ■ Reflections are rendered only in the Initialize pass. ■ Materials are displayed as RGBA data with 8 bits per channel. ■ Multiple changes to a material might lead to deterioration in image quality. If you see this happening, right-click the ActiveShade window and choose Tools > Initialize from the quad menu (lower-right quadrant). ■ Masks are reduced from 8x8 to 4x4 subdivisions per pixel. The mask is corrected to 6-bit opacity (0 to 63 rather than 0 to 255). This might result in some visual noise around object edges. ■ Because of the preceding item, filters are coarser than in full-scale renderings, but they still have significant subpixel information. ■ There is a limitation of 16 subdivisions per pixel. Because of this, any objects behind the sixteenth occluding object for a given pixel will be ignored. Rendered back faces count as separate objects. ■ Reshading uses compressed normals and other direction vectors. This should have no visible effect. ■ ActiveShade does not render atmospheric effects, rendering effects, or ray-traced shadows (the only shadows it can render are shadow-mapped shadows). Procedures To display an ActiveShade window in a viewport: ■ Right-click the viewport label, choose Views, and then ActiveShade. NOTE You can't make a maximized viewport an ActiveShade window, or maximize an ActiveShade window. 6106 | Chapter 20 Rendering To display a free-floating ActiveShade window: ■ Choose ActiveShade from the Render flyout on page 6100. NOTE As with the Render command, the ActiveShade window respects the Output Size setting from the Render Setup dialog on page 6067. To use a different render size, set it first with Render Setup, and then open the ActiveShade window. To update an ActiveShade window after moving an object or changing object geometry: 1 Right-click the ActiveShade window. 2 In the Tools (lower-right) quadrant of the quad menu, choose Initialize. To see the toolbar in an ActiveShade viewport: 1 Click the viewport to make it active. 2 Press the Spacebar to display the toolbar. Pressing spacebar again toggles the toolbar off, and so on. You can also turn toolbar display on or off by right-clicking and using the quad menu. To change an ActiveShade viewport to another kind of viewport: 1 Turn on the toolbar in the ActiveShade viewport. 2 Right-click the toolbar. 3 In the pop-up menu, choose the type of view to display. You can also restore the viewport to its previous status by right-clicking the viewport and choosing View (upper-left) quad > Close. To zoom and pan in an ActiveShade window: You can zoom in and out and pan the image in the ActiveShade window. You can even do this while a scene is rendering. 1 Hold down Ctrl and then click to zoom in, right-click to zoom out. 2 Hold down Shift and then drag to pan. (The window must be zoomed in.) ActiveShade | 6107 If you have a three-button mouse, you can use its third button or wheel to zoom and pan: 1 Roll the wheel to zoom in or out. 2 Press the wheel, and drag to pan. NOTE You can use any third-button pointing device to pan the image. To enable this, choose the Pan/Zoom option on the Viewports panel on page 7753 of the Preferences dialog Interface Both the viewport and floating versions of the ActiveShade window have the same controls as a Rendered Frame Window on page 6073. In an ActiveShade viewport, the toolbar is off by default. In a floating ActiveShade window, the toolbar is always visible. TIP In an active ActiveShade viewport, you can toggle toolbar display by pressing the Spacebar. (This is a main user interface shortcut, so the Keyboard Shortcut Override Toggle can be either on or off.) 6108 | Chapter 20 Rendering TIP If you clear the image, you can redisplay it by right-clicking the ActiveShade window and choosing Tools > Initialize or Tools > Update Shading from the lower-right quadrant of the quad menu. ActiveShade Floater Main toolbar > Render flyout > ActiveShade To create an ActiveShade rendering in its own window, choose the ActiveShade command from the Render flyout on the main toolbar. You can open only one ActiveShade window at a time. If you change a viewport to an ActiveShade view while a floating ActiveShade window is open, you get a message that asks whether you want to close the floating window or stop the operation. See also: ■ Rendering with ActiveShade on page 6102 ActiveShade | 6109 ■ ActiveShade Commands (Quad Menu) on page 6111 ■ ActiveShade Initialize and Update on page 7899 ActiveShade Viewport Right-click viewport label. > Views > ActiveShade Creates an ActiveShade rendering on page 6102 that is "docked" in a viewport. Only one ActiveShade rendering can be displayed at a time. If you try to display a floating ActiveShade window while an ActiveShade viewport is displayed, you get a message that asks whether you want to close the docked ActiveShade rendering, or stop the operation. If you go ahead and close the docked ActiveShade rendering, the viewport reverts to the view it previously showed. ActiveShade Commands When you right-click an ActiveShade viewport, the quad menu on page 7516 displays an ActiveShade menu. This menu contains a number of ActiveShade commands on page 6111. ActiveShade and Object Selection If you select an object before you invoke ActiveShade, ActiveShade is done only for that object. This can greatly increase the speed of ActiveShade. Similarly, once the ActiveShade window is open, the initialize and update steps on page 7899 (whether automatic or manual) are done only for the selected object. In a "docked" ActiveShade viewport, you can select objects by right-clicking, turning on Select Object in the Tools (lower-right) quadrant of the quad menu, then clicking the object you want to select. In an ActiveShade viewport, only one object at a time can be selected. TIP When an object in an ActiveShade window has a mapped material, select it before you change a map or adjust its parameters. 6110 | Chapter 20 Rendering Procedures To display the toolbar for the ActiveShade viewport: ■ Press the Spacebar. The Spacebar toggles the toolbar display. In viewports, the toolbar is off by default. (This is a main user interface shortcut, so the Keyboard Shortcut Override Toggle can be either on or off.) The controls on the toolbar for an ActiveShade viewport are the same as for a floating ActiveShade window on page 6109. To change the ActiveShade viewport to another kind of viewport, do one of the following: ■ Right-click the ActiveShade viewport, and choose Close from the View (upper-left) quadrant of the quad menu. The viewport reverts to the view it previously showed. ■ If the toolbar is not visible, press the Spacebar to display it, then right-click the toolbar and choose the kind of view to display. ActiveShade Commands (Quad Menu) When you right-click an ActiveShade window, the lower-left quadrant of the quad menu displays a set of commands for ActiveShade on page 6102. Interface ActiveShade | 6111 Render quadrant (upper right) These are general-purpose commands. Show Last Rendering Displays the last rendering in a Rendered Frame Window on page 6073. Not available if no rendering has been made during this session. Render Setup Displays the Render Setup dialog on page 6067. When you use the ActiveShade quad menu, Render Setup is set to render the ActiveShade window initially. Render Last Repeats the last render, using the last viewport from which you rendered. Material/Map Browser Opens a modeless Material/Map Browser on page 5357 dialog. Material Editor opens the Material Editor on page 5284. Tools quadrant (lower right) These are the commands that perform ActiveShade operations. Draw Region When on, lets you draw a rectangular region of the ActiveShade window. While it is active, only the region is updated by interactive reshading. This can save time, and also help you concentrate on just a portion of the image to be rendered. Default=off. To turn off Draw Region, click outside the rectangular region. The entire ActiveShade window is updatable again. Initialize Initializes the ActiveShade window. To keep the ActiveShade window current, you need to choose Initialize after transforming, modifying, or otherwise changing geometry. If you have turned off Automatic Reinitialization, you also need to choose Initialize after you update a mapped material. Rendering can be slow. The initialize pass is meant to take care of the most time-consuming portions of rendering, to allow the update pass to take place as quickly as possible. Initialization includes the following steps: ■ Evaluate the scene geometry into meshes. ■ Apply space warps. ■ Do transformations and clipping. ■ Evaluate textures and shade materials. 6112 | Chapter 20 Rendering ■ Perform optimizations to speed later processing, such as merging fragments from the same surface that are in the same pixel. The result of initialization is a buffer. This is a compressed rendering that, like a G-Buffer on page 7991, contains the rendering plus additional information used by the second step, updating. During the initialize pass, progress is indicated by a row of pixels (white by default) that traverses the top edge of the ActiveShade window. Update Updates the ActiveShade window. Updating shading takes the buffer created by the first pass, initialization, and uses information in that buffer to change the color of pixels when you make changes to lights and materials in the scene. During the update pass, progress is indicated by a row of pixels (white by default) that descends the right edge of the ActiveShade window. To keep the ActiveShade window current, you need to choose Update Shading if you have previously turned off Automatic Shading Update. Select Object (viewports only) When on, you can select an object in the ActiveShade window by clicking. You can select only one object at a time. When an objects is selected in the ActiveShade window, the Initialize pass resamples textures for that object alone. This improves the window's rendering speed, and is useful when you are adjusting texture display. Toggle Toolbar (viewports only) Toggles display of the ActiveShade window toolbar in viewports. Keyboard shortcut: Spacebar NOTE The Keyboard Shortcut Override toggle on page 7858 must be on for the spacebar to toggle the ActiveShade toolbar. Options quadrant (lower left) These commands control how the ActiveShade window behaves. Act Only On Mouse Up When on, changes you make to light and material parameters (for example, the RGB or Multiplier spinners) update the ActiveShade window only after you release the mouse. When off, changes to these parameters are updated immediately, as you drag the mouse. Default=on. Turning off Act Only On Mouse Up can make the ActiveShade window more responsive to changes, but it can also slow performance. ActiveShade | 6113 Auto Initialization When on, changes you make to textures (mapped materials) automatically cause the ActiveShade window to initialize. Default=on. Initialization can be time consuming in complex scenes. To save time, you can turn off Automatic Reinitialization, or use Draw Region to restrict initialization and shading updates to only a portion of the scene. Auto Update When on, changes you make to lighting, and materials without maps, automatically cause an update of the ActiveReshade window. Default=on. View quadrant (upper left) Close Closes the ActiveShade window. If the ActiveShade window was docked in a viewport, the viewport reverts to the view it previously displayed. Preset Rendering Options Render Setup dialog > Preset drop-down list (near the bottom of the panel) Rendered Frame Window > Render Preset drop-down list (in the top row of controls) Render Shortcuts toolbar on page 7506 > drop-down list Preset rendering options are available on the Render Setup dialog on page 6067, the Rendered Frame Window on page 6073, and the Render Shortcuts toolbar on page 7506. Some of the presets are tailored for relatively quick, preview renderings; others are for slower but higher quality renderings. You can save and load presets as RPS files. 6114 | Chapter 20 Rendering In addition to the default presets that ship with 3ds Max, you can create your own. At the bottom of the Preset list, two choices let you use and create your own custom presets: Load Preset When you choose Load Preset, 3ds Max opens a file selector dialog that lets you choose the RPS file to load. Each category corresponds to one panel of the Render Setup dialog. Choose which panel's settings you want to load from the RPS file, and click Load. Once you load a custom preset file, its name appears on the drop-down list, along with the default choices. Preset Rendering Options | 6115 IMPORTANT Although you assign the renderer on the Common panel of the Render Setup dialog, the renderer assignment is not among the Common category settings in the RPS file. Instead, each preset has a separate category for the current renderer assignment. For example, if the current renderer is the Default Scanline Renderer, the Select Preset Categories dialog will have a category labeled Default Scanline Renderer. Save Preset When you choose Save Preset, 3ds Max first opens a file selector dialog that lets you name the RPS file. After that, the Select Preset Categories dialog opens. Each category corresponds to one panel of the Render Setup dialog. Choose which panel's settings you want to save, and then click Save. Once you save a custom preset file, its name appears on the drop-down list, along with the default choices. IMPORTANT Even though the renderer is assigned on the Common panel of the Render Setup dialog, the renderer assignment is not saved with the Common category in the RPS file. The renderer assignment has its own category on the Select Preset Categories dialog. For example, if the current renderer is the Default Scanline Renderer, the Select Preset Categories dialog will have a category labeled Default Scanline Renderer. The RPS files that provide the default presets are in the \renderpresets subfolder of the program folder. We recommend you save your own presets in this subfolder as well. If you choose a different location, 3ds Max saves the full path name. (You can also use the Configure User Paths dialog > File I/O panel on page 7733 > RenderPresets setting to specify a custom location.) 6116 | Chapter 20 Rendering Render Last Keyboard > F9 The Render Last command repeats the last render (whether a render view, render region, render blowup, or render selected) using the last viewport from which you rendered. WARNING Render Last does not save to a file, even if the previous rendering did so. Print Size Wizard Rendering menu > Print Size Assistant The Print Size Wizard feature is useful when you plan to print a rendered image. It lets you specify output size, resolution, and orientation in terms of the printed image; that is, using a standard measuring system rather than pixels. It also indicates the approximate uncompressed size of the image file. You can render directly from the wizard on your computer or over a network, or transfer the settings to the Render Setup dialog on page 6067. Procedures To use the Print Size wizard: 1 Set up a scene to render. 2 From the Rendering menu, choose Print Size Assistant. 3 Choose a preset paper size, or specify a custom size in inches or millimeters. Alternatively, specify an image size in pixels. 4 Choose or specify a DPI (dots per inch) ratio for the printed output. 5 Choose an output orientation: Portrait or Landscape. 6 When ready to render to a file, turn on Save File, click the Files button, and use the resulting Select TIFF File dialog to specify an output image file. 7 Do one of the following: ■ To render immediately, click Render. ■ To set further rendering properties, click Render Setup. Render Last | 6117 Interface Paper Size group drop-down list The Paper Size drop-down list lets you choose from several standard print resolutions and aspect ratios. Choose one of these formats, or leave it set to Custom to use the other controls in the Paper Size group. These are the options you can choose from on the list: ■ Custom ■ A - 11 x 8.5 in. (at 300 dpi) ■ B - 17 x 11 in. (at 200 dpi) ■ C - 22 x 17 in. (at 150 dpi) ■ D - 34 x 22 in. (at 100 dpi) 6118 | Chapter 20 Rendering ■ E - 44 x 34 in. (at 75 dpi) ■ A0 - 1189 x 841 mm (at 75 dpi) ■ A1 - 841 x 594 mm (at 100 dpi) ■ A2 - 594 x 420 mm (at 150 dpi) ■ A3 - 420 x 297 mm (at 200 dpi) ■ A4 - 297 x 210 mm (at 300 dpi) ■ A5 - 210 x 148 mm (at 300 dpi) ■ Letter (11 x 8.5 in. at 300 dpi) ■ Legal (14 x 8.5 in. at 300 dpi) ■ Tabloid (17 x 11 in. at 300 dpi) TIP You can customize the Paper Size list by editing the file plugcfg\printwiz.ini. If you choose to edit the file, first be sure to save a backup copy of the original. Portrait/Landscape Choose Portrait for vertically oriented output or Landscape for horizontal output. The window image provides a graphic depiction of the orientation. NOTE Changing between Portrait and Landscape simply switches the Width and Height settings. The actual orientation depends on the image dimensions. For example, if you choose Portrait, and then specify a custom size whose width is greater than its height, the resulting orientation will be horizontal. TIP After changing this setting, be sure to preview the image using the Show Safe Frame on page 7583 function from the viewport right-click menu. This shows how the output orientation corresponds to the viewport. Choose Unit Lets you specify whether the measurement units for Paper Width and Paper Height are in millimeters (mm) or inches. Choose DPI Value Provides four buttons for commonly used dots-per-inch settings: 72, 150, 300, and 600. Click one to set it in the DPI property, below. Paper Width/Height Specifies the output width and height in mm (millimeters) or inches, depending on which is chosen under Choose Unit. NOTE Changing either setting also changes the corresponding Image size setting. Print Size Wizard | 6119 Image Width/Height Specifies the output width and height in pixels. NOTE Changing either setting also changes the corresponding Paper size setting. DPI Specifies the output resolution in dots per inch. The easiest way to set this is by clicking one of the buttons under Choose DPI Value. If you're using a different resolution, set it here manually. Only TIFF files on page 7372 support DPI information. If you render to a different image format, you might have to later adjust the image resolution using an image-processing application. NOTE Changing the DPI setting also changes the Image Width/Height settings, keeping the same aspect ratio. Uncompressed File Size Displays the size of the rendered TIFF image file if no compression is used. Rendering group Rendering directly from the Print Size Wizard allows you to output the current frame to a disk file in TIFF format on page 7372. This format is commonly used in the publishing industry. To render to a different format, use the wizard's Render Setup button. Save File When on, the software saves the rendered image to disk when you render. Save File is available only after you specify the output file using the Files button. Default=off. Files Opens the Select TIFF File dialog, which lets you specify the output file name and location. If, during the current session, you already rendered an image to disk using the Render Setup dialog on page 6067, the last file name you used appears in this field. Save Alpha Channel When on, the software includes an eight-bit alpha channel on page 7905 in the rendered TIFF file on page 7372. Default=off. Compress File When on, uses compression when saving the file. Render Setup Opens the Render Setup dialog on page 6067 and transfers any settings (such as image size) you've made in the Print Size Wizard. Here you can make further changes and then render the scene. Render Renders the scene to the Rendered Frame Window on page 6073. Also renders to a disk file if you've turned on Save File and specified a file name. 6120 | Chapter 20 Rendering Common Panel (Render Setup Dialog) Render Setup dialog on page 6067 > Common panel The Common panel of the Render Setup dialog contains controls that apply to any rendering, regardless of which renderer you have chosen, and that lets you choose renderers. Interface Common Parameters Rollout (Render Setup Dialog) on page 6121 Email Notifications Rollout on page 6131 Scripts Rollout (Render Setup Dialog) on page 6133 Assign Renderer Rollout on page 6135 Common Parameters Rollout (Render Setup Dialog) Rendering menu > Render Setup > Render Setup dialog > Common panel > Common Parameters rollout The Common Parameters rollout sets parameters common to all renderers. Procedures To set the size of the image, do one of the following: 1 In the Output Size group, click one of the preset resolution buttons. 2 In the Output Size group, choose one of the pre-formatted film or video formats from the drop-down list. 3 In the Output Size group, choose Custom from the drop-down list, and then adjust the Width, Height, and Aspect Ratio values manually. TIP Smaller images render much more quickly. For example, you can use 320 x 240 to render draft images, then change to a larger size for your final work. To save the rendered still image in a file: 1 In the Render Output group, click Files. Common Panel (Render Setup Dialog) | 6121 2 In the file dialog, specify a name and a type for the image file, and then click OK. The Save File toggle turns on. You can later turn off Save File if you want only to view the rendering on screen. NOTE The file dialog has a Setup button. This displays a subdialog that lets you choose options specific to the file type you are saving to. To alter the pixel aspect ratio: ■ In the Output Size group of the Render Setup dialog > Common panel > Common Parameters rollout, adjust the Pixel Aspect setting to fit the requirements of your output device. The Image Aspect field updates to show the aspect ratio of the rendered output. If you alter the pixel aspect ratio but also render to a window or a file, the rendered image might appear distorted. To speed up rendering time for the purpose of a test (or draft) rendering: 1 In the Options group of the Common Parameters panel, turn on Area Lights/Shadows As Points. 2 Set any other parameters and click Render. All area and linear lights in the scene are treated as point lights during the rendering. This reduces rendering time, however some quality is lost. When you are ready to render at high quality, you can simply turn off Area Lights/Shadows As Points and render again. NOTE Scenes with radiosity on page 6168 are not affected by the Area Lights/Shadows As Points toggle, as area lights do not have a significant effect on the performance of a radiosity solution. 6122 | Chapter 20 Rendering Interface Common Parameters Rollout (Render Setup Dialog) | 6123 Time Output group Select which frames you want to render. Single Current frame only. Active Time Segment The Active Time Segment on page 7898 is the current range of frames as shown in the time slider. Range All the frames between and including the two numbers you specify. Frames Nonsequential frames separated by commas (for example, 2,5) or ranges of frames, separated by hyphens (for example, 0-5). ■ File Number Base Specifies the base file number, from which the file name will increment. Range= -99,999 to 99,999. Available only for Active Time Segment and Range output. ■ Every Nth frame Regular sample of frames. For example, type 8 to render every 8th frame. Available only for Active Time Segment and Range output. For example, if the Range of frames is set to 0-3, Every Nth Frame is 1, and the File Number Base is 15, the output files are file0015, file0016, file0017, file0018. You can specify a negative number base, as well. For example, if you're rendering frames 50-55, and set the File Number Base to -50, the result is file-050, file-051, file-052, file-053, file-054, file-055. NOTE If you begin render a range of frames, but haven't assigned a file in which to save the animation (using the Files button on page 6129), an alert box appears to warn you about this. Rendering animations can take a long time, and usually it doesn't make sense to render a range without saving all frames to a file. Output Size group Select one of the predefined sizes or enter another size in the Width and Height fields (in pixels). These controls affect the image's aspect ratio on page 7914. Drop-down list The Output Size drop-down list lets you choose from several standard film and video resolutions and aspect ratios. Choose one of these formats, or leave it set to Custom to use the other controls in the Output Size group. These are the options you can choose from on the list: ■ Custom ■ 35mm 1.316:1 Full Aperture (cine) 6124 | Chapter 20 Rendering ■ 35mm 1.37:1 Academy (cine) ■ 35mm 1.66:1 (cine) ■ 35mm 1.75:1 (cine) ■ 35mm 1.85:1 (cine) ■ 35 MM Anamorphic (2.35:1) ■ 35 MM Anamorphic (2.35:1) (Squeezed) ■ 70mm Panavision (cine) ■ 70mm IMAX (cine) ■ VistaVision ■ 35mm (24mm X 36mm) (slide) ■ 6cm X 6cm (2 1/4" X 2 1/4") (slide) ■ 4" X 5" or 8" X 10" (slide) ■ NTSC D-1 (video) ■ NTSC DV (video) ■ PAL (video) ■ PAL DV (video) ■ HDTV (video) NOTE The values of the Image Aspect and Width and Height buttons can change, depending on which output format you select from this list. Aperture Width (mm) Lets you specify an aperture width for the camera that creates the rendered output. Changing this value changes the camera's Lens value. This affects the relationship between the Lens and the FOV values, but it doesn't change the camera's view of the scene. For example, if you have a Lens setting of 43.0 mm, and you change the Aperture Width from 36 to 50, when you close the Render Setup dialog (or render), the camera Lens spinner has changed to 59.722, but the scene still looks the same in the viewport and the rendering. If you use one of the preset formats rather than Custom, the aperture width is determined by the format, and this control is replaced by a text display. Common Parameters Rollout (Render Setup Dialog) | 6125 Width and Height Let you set the resolution of the output image by specifying the width and the height of the image, in pixels. With Custom format, you can set these two spinners independently. With any other format, the two spinners are locked to the specified aspect ratio, so adjusting one alters the other. The maximum width and height is 32,768 x 32,768 pixels. Preset resolution buttons (320x240, 640x480, and so on) Click one of these buttons to choose a preset resolution. You can customize these buttons: right-click a button to display the Configure Preset dialog on page 6130, which lets you change the resolution specified by the button. Image Aspect Lets you set the aspect ratio of the image. Changing this value changes the Height value to maintain the correct dimensions for the active resolution. When you use a standard format rather than Custom, you can't change the aspect ratio, and this control is replaced by a text display. In 3ds Max, the Image Aspect value is always expressed as a multiplier value. In written descriptions of film and video, often aspect ratio is also described as a ratio. For example, 1.33333 (the default Custom aspect ratio) is often expressed as 4:3. This is the standard aspect ratio for broadcast video (both NTSC on page 8059 and PAL on page 8078) when letterboxing is not used. (Letterboxing shows the full width of a wide-screen film format, framed by black regions above and below.) When using a custom output size, the lock button to the left of Image Aspect locks the aspect ratio. When it is on, the Image Aspect spinner is replaced by a label, and the Width and Height spinners are locked to each other; adjusting one alters the other to maintain the aspect-ratio value. In addition, when the aspect ratio is locked, altering the Pixel Aspect value alters the Height value to maintain the aspect-ratio value. NOTE In viewports, the camera's cone changes to reflect the image aspect ratio you set in the Render Setup dialog. This change takes place when you exit the Render Setup dialog. Pixel Aspect Sets the aspect ratio of the pixels for display on another device. The image might look squashed on your display but will display correctly on the device with differently shaped pixels. If you use one of the standard formats rather than Custom, you can't change the pixel aspect ratio and this control is disabled. 6126 | Chapter 20 Rendering The lock button to the left of Pixel Aspect locks the pixel-aspect ratio. When it is on, the Pixel Aspect spinner is replaced by a label, and you can't change the value. This button is available only with the Custom format. Images with different pixel aspects appear stretched or squashed on a monitor with square pixels. NOTE For standard NTSC on page 8059, the pixel aspect ratio is 0.9. If you are creating 16:9 (0.778) anamorphic images for NTSC, the pixel aspect ratio should be 1.184. (As in the previous discussion of Image Aspect, this assumes the image is not letterboxed.) Options group Atmospherics Renders any applied atmospheric effects, such as volume fog, when turned on. Effects Renders any applied rendering effects, such as Blur, when turned on. Displacement Renders any applied displacement mapping. Common Parameters Rollout (Render Setup Dialog) | 6127 Video Color Check Checks for pixel colors that are beyond the safe NTSC on page 8059 or PAL on page 8078 threshold and flags them or modifies them to acceptable values. By default, "unsafe" colors render as black pixels. You can change the color check display by using the Rendering panel on page 7768 of the Preference Settings dialog on page 7743. Render to Fields Renders to video fields on page 7973 rather than frames when creating animations for video. Render Hidden Geometry Renders all geometric objects in the scene, even if they are hidden. Area Lights/Shadows as Points Renders all area lights or shadows as if they were emitted from point objects, speeding up rendering time. This switch is also available on the Rendered Frame Window as Soft Shadows on page 6081. TIP This option is useful for draft renderings, as point lights render much faster than area lights. NOTE Scenes with radiosity on page 6168 are not affected by this toggle, as area lights do not have a significant effect on the performance of a radiosity solution. Force 2-Sided 2-Sided rendering on page 7893 renders both sides of all faces. Usually, you'll want to keep this option off to speed rendering time. You may want to turn it on if you need to render the inside as well as the outside of objects, or if you've imported complex geometry in which the face normals are not properly unified. NOTE This switch does not apply to objects that use the mental ray materialArch & Design on page 5544. In such cases, turn on the material's Advanced Rendering Options rollout > Back Face Culling check box on page 5573. Super Black Super Black rendering on page 8141 limits the darkness of rendered geometry for video compositing. Leave off unless you're sure you need it. Advanced Lighting group Use Advanced Lighting When on, the software incorporates a radiosity solution on page 6168 or light tracing on page 6154 in the rendering. Compute Advanced Lighting When Required When on, the software computes radiosity when required on a per-frame basis. 6128 | Chapter 20 Rendering Normally, when rendering a series of frames, the software calculates radiosity only for the first frame. If, in an animation, it might be necessary to recalculate the advanced lighting in subsequent frames, turn this option on. For example, a brightly painted door might open and affect the coloring of a nearby white wall, in which case the advanced lighting should be recalculated. Bitmap Proxies group Displays whether 3ds Max is using full-resolution maps or bitmap proxies for rendering. To change this setting, click the Setup button. Setup Click to open the Global Settings and Defaults for Bitmap Proxies dialog on page 7115. Render Output group Save File When on, the software saves the rendered image or animation to disk when you render. Save File is available only after you specify the output file using the Files button. Files Opens the Render Output File dialog on page 6086, which lets you specify the output file name, format, and location. You can render to any of the still or animated image file formats on page 7324 that are writable. If you render multiple frames to a still-image file format, the renderer renders individual frame files and appends sequence numbers to each file name. You can control this with the File Number Base setting on page 6124. Put Image File List(s) in Output Path(s) Turn on to create an image sequence (IMSQ) file on page 7346, and save it in the same directory as the rendering. Default=off. 3ds Max creates one IMSQ file (or IFL file) per render element on page 6336. The files are created when you click Render or Create now. They are generated before the actual rendering. Image sequence files can be created by the following kinds of rendering: ■ The Render Setup dialog ■ The Render command ■ Batch rendering ■ Command-line rendering ■ MAXScript rendering Common Parameters Rollout (Render Setup Dialog) | 6129 ■ ActiveShade rendering They are not created by the following kinds of rendering: ■ Rendering to textures ■ Video Post rendering ■ Rendering a panorama ■ Create Now Click to create the image sequence file “by hand.” You must first choose an output file for the rendering itself. ■ Autodesk ME Image Sequence File (.imsq) When chosen (the default), creates an Image Sequence (IMSQ) file on page 7346. ■ Legacy 3ds max Image File List (.ifl) When chosen, creates an Image File List (IFL) file on page 7339 of the kind created by previous versions of 3ds Max. Use Device Sends the rendered output to a device such as a video recorder. First click the Devices button to specify the device, for which an appropriate driver must already be installed. Rendered Frame Window Displays the rendered output in the Rendered Frame Window on page 6073. Net Render Enables network rendering on page 6433. If this is on, when you render you'll see the Network Job Assignment dialog on page 6481. Skip Existing Images When activated and Save File is on, the renderer will skip images in a sequence that have already been rendered to disk. Configure Preset Dialog Main menu > Render Setup > Render Setup Dialog > Common panel > Common Parameters rollout > Output Size group > Right-click a preset resolution button. > Configure Preset dialog This dialog lets you change the preset resolution on a button in the Output Size group of the Common Parameters rollout. 6130 | Chapter 20 Rendering Interface Width Sets the output width, in pixels. Height Sets the output height, in pixels. Pixel Aspect Sets the output pixel aspect ratio. Get Current Settings Gets the current Width, Height, and Pixel Aspect settings from the Output Size group, and assigns them to the spinners on this dialog. Email Notifications Rollout Rendering menu/main toolbar > Render Setup > Render Setup dialog > Common panel > Email Notifications rollout This rollout lets a rendering job send email notifications, as network rendering does. Such notifications can be useful when you launch a lengthy render, such as an animation, and don't care to spend all your time near the system doing the rendering. Email Notifications Rollout | 6131 Interface Enable Notifications When on, the renderer sends an email notification when certain events happen. Default=off. Categories group Notify Progress Sends emails to indicate rendering progress. An email is sent every time the number of frames specified in Every Nth Frame has completed rendering. Default=off. ■ Every Nth Frame Default=1. The number of frames used by Notify Progress. TIP If you turn on Notify Progress, almost certainly you want this value to be greater than the default! Notify Failures Sends an email notification only if something occurs to prevent the completion of a rendering. Default=on. Notify Completion Sends an email notification when a rendering job is complete. Default=off. Email Options group From Enter the email address of the person who initiates the rendering job. 6132 | Chapter 20 Rendering To Enter the email address of the person who needs to know the rendering status. SMTP Server Enter the numeric IP address of the system you use as a mail server. Scripts Rollout (Render Setup Dialog) Rendering menu/main toolbar > Render Setup > Render Setup dialog > Common panel > Scripts rollout The Scripts rollout lets you specify scripts to run before and after rendering. The script to execute can be: ■ A MAXScript file (MS) ■ A macro script (MCR) ■ A batch file (BAT) ■ An executable file (EXE) If relevant to its format, the script can have command-line arguments. The pre-render script is executed before rendering (but after any other MAXScript scripts that are registered using the #preRender callback mechanism). The post-render script is executed after rendering has completed. You can also use the “Execute Now” buttons to run the scripts “by hand.” Scripts Rollout (Render Setup Dialog) | 6133 Interface Pre-Render group Specifies a script to run before you render. Enable When on, the script is enabled. Execute Now Click to execute the script “by hand.” File name field When a script is selected, this field shows its path and name. You can edit this field. File Click to open a file dialog and choose the pre-render script to run. Delete File Click to remove the script. Execute Locally (Ignored by Network Rendering) When on, the script must run locally. If you use network rendering, the script is ignored. Default=off. Post-Render group Specifies a script to run after you render. Enable When on, the script is enabled. Execute Now Click to execute the script “by hand.” File name field When a script is selected, this field shows its path and name. You can edit this field. 6134 | Chapter 20 Rendering File Click to open a file dialog and choose the post-render script to run. Delete File Click to remove the script. Assign Renderer Rollout Rendering menu/main toolbar > Render Setup > Render Setup dialog > Common panel > Assign Renderer rollout The Assign Renderer rollout displays which renderers are assigned to the production and ActiveShade categories, as well as the sample slots in the Material Editor. The Render flyout on the toolbar also lets you choose which renderer to use: ■ ■ The Render Production and Render Iterative buttons use the production renderer. The ActiveShade button uses the ActiveShade renderer. These are the renderers that ship with 3ds Max: Default Scanline Renderer on page 6141 mental ray Renderer on page 6230 (not available for ActiveShade) VUE File Renderer on page 6334 (not available for ActiveShade) Additional renderers might be available if you've installed them as plug-ins. Assign Renderer Rollout | 6135 Interface For each rendering category, the rollout shows the name of the renderer currently assigned, and a button that lets you change the assignment. Choose Renderer (“...”) Click the button with the ellipsis to change the renderer assignment. The button displays a Choose Renderer dialog on page 6136. ■ Production Chooses the renderer used to render graphic output. ■ Material Editor Chooses the renderer used to render sample slots on page 5304 in the Material Editor. By default, the sample slot renderer is locked to be the same as the production renderer. You can turn off the lock button to assign a different renderer for sample slots. ■ ActiveShade Chooses the ActiveShade on page 6102 renderer used to preview the effects of lighting and material changes in the scene. The only ActiveShade renderer that ships with 3ds Max is the default scanline renderer. Save as Defaults Click to save the current renderer assignments as defaults, so they will be active the next time you restart 3ds Max. Choose Renderer Dialog Rendering menu/main toolbar > Render Setup > Render Setup dialog > Common panel > Assign Renderer rollout > Click a Choose Renderer (“...”) button. 6136 | Chapter 20 Rendering This dialog appears when you click one of the Choose Renderer (“...”) buttons on the Assign Renderer rollout on page 6135. Procedures To change the renderer assigned to the category you picked, do one of the following: ■ Highlight another renderer's name in the list, and then click OK. ■ Double-click another renderer's name in the list Interface The scrollable list shows the names of renderers that you can assign, exclusive of the renderer that is currently assigned to the rendering category you are reassigning. Choose Renderer Dialog | 6137 Renderers Renderer Panel (Render Setup Dialog) Rendering menu/main toolbar > Render Setup > Render Setup dialog > Renderer panel The Render Setup dialog > Renderer panel contains the main controls for the active renderer. Depending on which renderer is active, additional panels can become available. TIP The default scanline renderer on page 6141 and the mental ray renderer on page 6230 have different and unique capabilities. Based on these, you decide which renderer you want to use for each scene. It is a good idea to design materials with a particular renderer in mind. The mental ray Connection rollout on page 5385 lets you add features unique to the mental ray renderer to basic 3ds Max materials. 6138 | Chapter 20 Rendering Interface When the Default Scanline Renderer Is Active The Renderer panel contains a single rollout: Default Scanline Renderer Rollout on page 6141 Additional panels are: ■ Advanced Lighting Panel on page 6153 ■ Raytracer Panel on page 6221 ■ Render Elements panel on page 6336 Renderer Panel (Render Setup Dialog) | 6139 When the mental ray Renderer Is Active The renderer panel contains these rollouts: Sampling Quality Rollout (mental ray Renderer) on page 6272 Rendering Algorithms Rollout (mental ray Renderer) on page 6277 Camera Effects Rollout (mental ray Renderer) on page 6283 Shadows & Displacement Rollout (mental ray Renderer) on page 6292 Additional panels are: ■ Indirect Illumination panel Caustics and Global Illumination Rollout (mental ray Renderer) on page 6306 Final Gather Rollout (mental ray Renderer) on page 6295 ■ Processing panel Translator Options Rollout (mental ray Renderer) on page 6316 6140 | Chapter 20 Rendering Diagnostics Rollout (mental ray Renderer) on page 6324 Distributed Bucket Rendering Rollout (mental ray Renderer) on page 6326 When the VUE File Renderer Is Active The Renderer panel contains a single rollout: VUE File Renderer on page 6334 Default Scanline Renderer Controls Default Scanline Renderer Rollout Main toolbar/Rendering menu > Render Setup > Render Setup dialog > Assign Renderer rollout > Choose Default Scanline Renderer as the production renderer. > Renderer panel > Default Scanline Renderer rollout Default Scanline Renderer Controls | 6141 This rollout sets parameters for the default scanline renderer on page 8116. NOTE If your scene includes animated bitmaps (e.g., AVI files), including materials, projector lights, environments, and so on, each animation file is reloaded once per frame. If your scene uses multiple animations, or if the animations are themselves large files, this reloading can hamper rendering performance. To improve performance, use image sequences (each animation frame in a separate image file) instead. Environment Alpha Toggle and Filtering To control whether or not the renderer uses the environment map's alpha channel in creating the alpha for the rendered image, choose Customize > Preferences > Rendering on page 7768, and then turn on Use Environment Alpha in the Background group. If Use Environment Alpha is off (the default), the background receives an alpha value of 0 (completely transparent). If Use Environment Alpha is on, the alpha of the resulting image is a combination of the scene and the background image's alpha channel. Also, when you render to TGA files on page 7370 with premultiplied alpha on page 8096 turned off, turning on Use Environment Alpha prevents incorrect results. You can also control whether or not a background image is affected by the renderer's antialiasing filter. Choose Customize > Preferences > Rendering, and then turn on Filter Background in the Background group. Default=off. TIP If you plan to composite 3ds Max objects in another program such as Combustion or Photoshop, render the objects against a black background. Otherwise, a fringe of environment or background color can appear around the 3ds Max objects. Plate Match Filtering This section describes the Plate Match/MAX R2 antialiasing filter (see Antialiasing group on page 6146 for descriptions of other filtering options). In versions of 3ds Max prior to R2.5, antialiasing affected only geometric edges, with the filtering of bitmaps being controlled in the Bitmap Map parameters (pyramidal, summed area, or no filtering). Current antialiasing filters affect every aspect of the object, filtering textures along with geometric edges. While the method used in R2.5 and subsequent versions provides superior results, this method also produces inconsistencies when rendering objects that are supposed to match the environment background, because the antialiasing filters do not affect the background by default (FilterBackground=0 6142 | Chapter 20 Rendering in the [Renderer] section of the 3dsmax.ini on page 83 file or Customize menu > Preferences > Rendering tab > Background group > Filter Background). In order to correctly match an object’s map to an unfiltered background image, you need to use the Plate Match/MAX R2 filter so the texture is not affected by the antialiasing. There are three ways you can render objects to blend seamlessly into a background environment: ■ Assign a matte/shadow material on page 5699. ■ Assign a 100% self-illuminated diffuse texture to an object using Camera Mapping on page 1223. ■ Assign a 100% self-illuminated diffuse texture using Environment/Screen projection (see Coordinates Rollout (2D) on page 5782). Use Plate Match/MAX R2 antialiasing when you need to match foreground objects with an unfiltered background, or when you need to match the antialiasing qualities of the 3ds Max 2 renderer. Procedures To set up an object for motion blurring: 1 Select the object to blur. 2 Right-click the object, and then choose Properties from the quad menu. The Object Properties dialog is displayed. 3 In the Motion Blur group, click By Layer to change it to By Object. The other Motion Blur controls are now enabled. 4 In the Motion Blur group, choose either Object or Image. 5 If you chose Image, you can adjust the Multiplier spinner. This increases or decreases the length of the blurred object's streak. 6 Click OK. To add motion blur when you render the animation: 1 Click Render Setup. The Render Setup dialog appears. Default Scanline Renderer Controls | 6143 2 On the Default Scanline Renderer rollout, turn on Apply in the Object Motion Blur group or the Image Motion Blur group. ■ For Object Motion Blur, set Duration, Duration Subdivisions, and Samples. ■ Increase Duration to exaggerate the motion blur effect. Decrease it to make the blur more subtle. ■ If Samples is less than Duration Subdivisions, the slices used are selected randomly, giving a grainy look to the blur. If Samples equals Duration Subdivisions, the blur is smooth. The smoothest blur results from larger, equal values of these two parameters, but be aware that this can slow down rendering by a factor of three to four. ■ For Image Motion Blur, adjust Duration and Apply to Environment Map. ■ Increase Duration to exaggerate the streaking. Decrease it to make it more subtle. 3 Turn on Apply to Environment map to have camera orbit movement blur the environment map. This works only with Spherical, Cylindrical, or Shrink-Wrapped environments. 4 Set other rendering parameters, and then click Render. 6144 | Chapter 20 Rendering Interface Default Scanline Renderer Controls | 6145 Options group Mapping Turn off to ignore all mapping information to speed up rendering for tests. Affects automatic reflections and environment maps as well as material mapping. Default=on. Auto Reflect/Refract and Mirrors Ignores automatic reflection/refraction maps to speed up rendering for tests. Shadows When off, cast shadows aren't rendered. This can speed up rendering for tests. Default=on. Force Wireframe Set to render all surfaces in the scene as wireframes. You can choose the thickness of the wireframe in pixels. Default=1. Enable SSE When on, rendering uses Streaming SIMD Extensions (SSE). (SIMD stands for Single Instruction, Multiple Data.) Depending on the CPU (or CPUs) of your system, SSE can improve render time. Default=off. Antialiasing group Antialiasing Antialiasing on page 7904 smoothes the jagged edges that occur along the edges of diagonal and curves lines when rendering. Turn off only when you are rendering test images and greater speed is more important than image quality. Turning off Antialiasing disables the Force Wireframe setting. Geometry renders according to the material assigned it even if Force Wireframe is turned on. Turning off Antialiasing also disables render elements on page 6336. If you need to render elements, be sure to leave Antialiasing on. Filter drop-down list Lets you select a high-quality table-based filter to apply to your rendering. Filters are the last step in antialiasing. They work at the sub-pixel level and allow you to sharpen or soften your final output, depending on which filter you select. Below the controls in this group, 3ds Max displays a box with a brief description of the filter and how it is applied to your image. TIP Render Region and Render Selected give reliable results only when rendered with the Area filter. 6146 | Chapter 20 Rendering The following table describes the available antialiasing filters. Name Description Area Computes antialiasing using a variable-size area filter. This is the original 3ds Max filter. Blackman A 25-pixel filter that is sharp, but without edge enhancement. Blend A blend between sharp area and Gaussian soften filters. Catmull-Rom A 25-pixel reconstruction filter with a slight edge-enhancement effect. Cook Variable A general-purpose filter. Values of 1 to 2.5 are sharp; higher values blur the image. Cubic A 25-pixel blurring filter based on a cubic spline. Mitchell-Netravali Two-parameter filter; a trade-off of blurring, ringing, and anisotropy. If the ringing value is set higher than .5 it will impact the alpha channel of the image. Plate Match/MAX R2 Uses the 3ds Max 2 method (no map filtering) to match camera and screen maps or matte/shadow elements to an unfiltered background image. See the section “Plate Match Filtering,” above, for a discussion of how and why you might want to use this filter. Quadratic A 9-pixel blurring filter based on a quadratic spline. Default Scanline Renderer Controls | 6147 Name Description Sharp Quadratic A sharp nine-pixel reconstruction filter from Nelson Max. Soften An adjustable Gaussian softening filter for mild blurring. Video A 25-pixel blurring filter optimized for NTSC and PAL video applications. Filter Maps Turns on or off the filtering of mapped materials. Default=on. TIP Leave Filter Maps turned on unless you are making test renderings and want to speed up rendering time and save memory. Filter Size Allows you to increase or decrease the amount of blur applied to an image. This option is available only when a Soften filter has been selected from the drop-down list. The spinner is unavailable when any other filter has been selected. Setting the Filter Size to 1.0 effectively disables the filter. NOTE Some filters show additional, filter-specific parameters below the Filter Size control. When you render separate elements on page 6336, you can explicitly enable or disable the active filter, on a per-element basis. Global SuperSampling group Disable all Samplers Disables all supersampling on page 8141. Default=off NOTE SuperSampling settings are ignored by the mental ray Renderer on page 6230, which has its own sampling method. Enable Global Supersampler When on, applies the same supersampler to all materials. When turned off, materials set to use the global settings are controlled by the settings appearing in rendering dialog. All other controls in the Global SuperSampling group of the rendering dialog will become disabled, except for the Disable All Samplers. Default=on. 6148 | Chapter 20 Rendering Supersample Maps Turns on or off supersampling for mapped materials. Default=on. TIP Leave Supersample Maps on unless you are making test renderings and want to speed up rendering time and save memory. Sampler drop-down list Lets you choose which supersampling method to apply. Default=Max 2.5 Star. The options for a supersampling method are the same as those that appear on the SuperSampling rollout on page 5381 in the Material Editor. Some methods offer expanded options that let you better control the quality of the supersampling and the number of samples taken during rendering. Object Motion Blur group You determine which objects have object motion blur on page 8063 applied to them by setting Object in the Motion Blur group of the Properties dialog for that object. Object motion blur blurs the object by creating multiple "time-slice" images of the object for each frame. It takes camera movement into account. Object motion blur is applied during the scanline rendering process. Apply Turns object motion blur on or off globally for the entire scene. Any objects that have their Object Motion Blur property set are rendered with motion blur. Duration Determines how long the "virtual shutter" is open. When this is set to 1.0, the virtual shutter is open for the entire duration between one frame and the next. Longer values produce more exaggerated effects. The effect of changing duration. Default Scanline Renderer Controls | 6149 Samples Determines how many Duration Subdivision copies are sampled. The maximum setting is 32. When Samples is less than Duration, random sampling within the duration occurs (which is why there might be a slight granular look to the motion blur). For example, if Duration Subdivision=12 and Samples=8, there are eight random samples out of 12 possible copies within each frame. When Samples=Duration, there is no randomness (and if both numbers are at their maximum value (32), you get a dense result (which costs between 3–4 times the normal rendering time for that specific object). If you want to obtain a smooth blur effect, use the maximum settings of 32/32. If you want to cut down rendering time, values of 12/12 will give you much smoother results than 16/12. Because sampling happens within the duration, the Duration value always has to be less than or equal to Samples. Duration Subdivisions Determines how many copies of each object are rendered within the Duration. Left: Same value for Samples and Subdivisions. Right: Samples value is less than Subdivisions. 6150 | Chapter 20 Rendering Image Motion Blur group You determine which objects have image motion blur on page 8010 applied to them by setting Image in the Motion Blur group of the Properties dialog for that object. Image motion blur blurs the object by creating a smearing effect rather than multiple images. It takes camera movement into account. Image motion blur is applied after scanline rendering is complete. The coin on the right has Image Motion Blur applied You can’t put image motion blur on objects that change their topology. TIP When blurred objects overlap, sometimes blurring doesn't work correctly and there are gaps in the rendering. Because image motion blur is applied after rendering, it can't account for object overlap. To fix this problem, render each blurred object separately, to a different layer, and then composite the two layers using the Alpha Compositor in Video Post. Default Scanline Renderer Controls | 6151 NOTE Image motion blur doesn't work for NURBS objects that are animated so their tessellation (surface approximation on page 2554) changes over time. This happens when sub-objects are animated independently of the top-level NURBS model on page 8061. Nor does image motion blur work on any of the following: ■ Anything with an Optimize. ■ Any primitive with animated segments. ■ MeshSmooth of any type with a "Smoothness" value (under iterations) other than 1. ■ MeshSmooth on polygons with Keep Faces Convex on. ■ Anything with Displacement Material. In general, if you have objects with changing topology, use scene or object motion blur rather than image motion blur. Apply Turns image motion blur on or off globally for the entire scene. Any objects that have their Image Motion Blur property set are rendered with motion blur. Duration Specifies how long the "virtual shutter" is open. When this is set to 1.0, the virtual shutter is open for the entire duration between one frame and the next. The higher the value, the greater the motion blur effect. Apply to Environment Map When set, image motion blur is applied to the environment map as well as to the objects in the scene. The effect is noticeable when the camera orbits. The environment map should use Environment mapping: Spherical, Cylindrical, or Shrink-Wrap. The image motion blur effect doesn't work with Screen-mapped environments. Transparency When on, image motion blur works correctly with transparent objects that overlap. Applying image motion blur to transparent objects can increase rendering time. Default=off. Auto Reflect/Refract Maps group Rendering Iterations Sets the number of inter-object reflections in non-flat automatic reflection maps. Although increasing this value can sometimes enhance image quality, it also increases rendering time for reflections. 6152 | Chapter 20 Rendering Color Range Limiting group Color Range Limiting allows you handle over-brightness by toggling between either Clamping or Scaling color components (RGB) that are out of range (0 to 1). Typically, specular highlights can cause color components to rise above range while using filters with negative lobes can cause color components to be below range. You choose one of two options to control how the renderer handles out of range color components: ■ Clamp To keep all color components in range Clamp will change any color with a value greater than 1 down to 1 while any color below 0 will be clamped at 0. Any value between 0 and 1 will not change. Very bright colors tend to render as white when using Clamp since hue information can be lost in the process. ■ Scale To keep all color components in range Scale will preserve the hue of very bright colors by scaling all three color components so that the maximum component has a value of 1. Be aware that this will change the look of highlights. Memory Management group Conserve Memory When on, rendering uses less memory at a slight cost of memory time. Memory saved is in the range of 15 to 25 percent. The time cost is about four percent. Default=off. Advanced Lighting Panel Rendering menu > Render Setup > Render Setup dialog > Assign Renderer rollout > Set Production to Default Scanline Renderer. > Advanced Lighting panel > Select Advanced Lighting rollout Main toolbar > Render Setup > Render Setup dialog > Assign Renderer rollout > Set Production to Default Scanline Renderer. > Advanced Lighting panel > Select Advanced Lighting rollout The Advanced Lighting rollout lets you select one of the advanced lighting options. Two are provided with the default scanline renderer on page 6141: ■ Light Tracer on page 6154 ■ Radiosity on page 6168 Default Scanline Renderer Controls | 6153 The Light Tracer provides soft-edged shadows and color bleeding for brightly-lit scenes such as outdoor scenes. Radiosity provides physically accurate modeling of the light in a scene. Interface Until you choose an advanced lighting option, the Advanced Lighting panel displays a single rollout, Select Advanced Lighting. List of plug-ins Choose an advanced lighting option from this drop-down list. Default=No advanced lighting chosen. Active When an advanced lighting option is chosen, use Active to toggle whether the advanced lighting is used when you render your scene. Default=On. Light Tracer Rendering menu/main toolbar > Render Setup > Render Setup dialog > Choose Default Scanline Renderer as the active production renderer. > Advanced Lighting panel > Select Advanced Lighting rollout > Choose Light Tracer from the drop-down list. 6154 | Chapter 20 Rendering Character lit by Skylight and one spotlight, and rendered with light tracing Model by Sonny Sy — orange_3D@yahoo.com — www.geocities.com/orange_3D Default Scanline Renderer Controls | 6155 The Light Tracer provides soft-edged shadows and color bleeding for brightly-lit scenes such as outdoor scenes. It is typically used in conjunction with a Skylight on page 5065. Unlike radiosity on page 6168, the Light Tracer does not attempt to create a physically accurate model, and can be easier to set up. Outdoor scene lit by Skylight and rendered with light tracing TIP While you can use light tracing for indoor scenes, radiosity is usually the better choice in such cases. Previewing the Effect of Light Tracing ■ To get a quick preview of the effect the Light Tracer will have, lower the values of Rays/Sample and Filter Size. The result will be a grainy version of the full effect. ■ Another way to get a quick preview is to make sure Adaptive Undersampling is turned on. In this group, set the Initial Sample Spacing sampling and the Subdivide Down To setting to the same value. In the General Settings group, lower the value of Rays/Sample, and set Bounces equal to 0.0. This gives a rather blotchy but fast preview of the rendering. Increase the Rays/Sample and Filter Size values to improve the image quality. 6156 | Chapter 20 Rendering In general, you can get good, fairly quick results with a lower Filter Size value as long as Rays/Sample has a high value and Adaptive Undersampling is on. Other Tips for Using the Light Tracer ■ To improve rendering time, use the Object Properties dialog on page 305 to disable light tracing (or radiosity solving) for objects that don't have a great impact on the final effect. TIP You can also use the Advanced Lighting Override material on page 5734 to alter the effect of light tracing on particular objects. For example, if you encounter visual artefacts with a bump-mapped material, convert it to an Advanced Lighting Override material and reduce the Indirect Light Bump Scale value. ■ Experiment with the Adaptive Undersampling group settings, which restrict light tracing to the areas of your scene that need it. ■ To increase the amount of color bleeding, increase the values of both Bounces and Color Bleed. Color bleeding is usually a subtle effect. ■ If there are glass objects in the scene, increase the Bounces value to an amount greater than 0. But be aware that this increases rendering time. ■ If the main scene lighting is a Skylight on page 5065, and you need specular highlights in your scene, add a second light: for example, a Directional light that parallels the Skylight. Make sure Shadows are turned on for this light, and on the light's Advanced Effects rollout on page 5108, turn off Diffuse. If the objects with highlights don't greatly affect shadows or color bleeding, you can leave Diffuse on for this light, and use Object Properties to exclude the objects from light tracing. ■ Set Key filters are not taken into account when you animate Light Tracer settings. If you wish to use Set Key to create keys for animating the Light Tracer parameters, Shift+right-click the spinner to create those keys. IMPORTANT If you use a texture map with the Skylight, you should use an image-processing program to thoroughly blur the map before using it. This helps reduce variance and the number of rays needed for light tracing. You can blur the map beyond recognition, and it will still look correct when used for regathering. Default Scanline Renderer Controls | 6157 Procedures To set up a scene for the Light Tracer: This is a typical use case: 1 Create the geometry for an outdoor scene. 2 Add a Skylight on page 5065 to illuminate it. One or more spotlights can also work well. If you use the physically based IES Sun or IES Sky lights, using an exposure control on page 6732 is essential. 3 Choose Rendering > Advanced Lighting > Light Tracer. This opens the Render Setup dialog to the Advanced Lighting panel and activates Light Tracer. 4 Adjust the Light Tracer parameters, activate the viewport to render, and then activate the Common panel. 5 Adjust your rendering settings, and then click the Render button at the bottom of the dialog. The scene renders with soft-edged shadows and color bleeding. 6158 | Chapter 20 Rendering Interface General Settings group Global Multiplier Controls the overall lighting level. Default=1.0. Default Scanline Renderer Controls | 6159 Left: Lower Global Multiplier value Right: Higher Global Multiplier value Object Multiplier Controls the level of light reflected by objects in the scene. Default=1.0. NOTE This setting has little effect unless Bounces is greater than or equal to 2. Sky Lights [toggle] When on, enables regathering from the Skylights in the scene. (A scene can contain more than one Skylight.) Default=on. Sky Lights [amount] Scales the intensity of the Skylights. Default=1.0. Above: Increasing the Sky Lights value Below: Increasing the Object Multiplier value Color Bleed Controls the strength of color bleeding. Color bleeding results when light is interreflected among scene objects. Default=1.0. 6160 | Chapter 20 Rendering NOTE This setting has little effect unless Bounces is greater than or equal to 2. Above: Excessive color bleeding Below: Color bleeding eliminated by setting Color Bleed to 0.0 Rays/Sample The number of rays cast per sample (or pixel). Increasing this value increases the smoothness of the effect, at a cost of render time. Decreasing this value results in a grainier effect, but renders more quickly. Default=250. TIP To get a “first draft” preview of the effect of light tracing, reduce the value of Rays/Sample and the Filter Size. Default Scanline Renderer Controls | 6161 Changing the number of rays per sample The higher the value, the less grain Color Filter Filters all light falling on objects. Set to a color other than white to tint the overall effect. Default=white. Filter Size The size, in pixels, of the filter used to reduce noise in the effect. Default=0.5. TIP Filter Size is especially useful when Adaptive Undersampling is turned off, and Rays/Sample has a low value. 6162 | Chapter 20 Rendering Changing the Filter Size value Increasing Filter Size reduces noise in the rendering. Extra Ambient When set to a color other than black, adds that color as extra ambient light on objects. Default=black. Ray Bias Ray Bias, like Ray-Trace Bias for shadows on page 8102, adjusts the positioning of the bounced light effects. Use it to correct rendering artifacts, such as the banding that can occur when an object casts shadows on itself. Default=0.03. Bounces The number of light-ray bounces that are traced. Increasing this value increases the amount of color bleeding. Lower values give faster results with less accuracy, and typically produce darker images. Higher values allow more light to flow through the scene, resulting in brighter, more accurate images at a cost of rendering time. Default=0. When Bounces equals 0, the Light Tracer disregards volumetric lighting. TIP If your scene has transparent objects such as glass, increase Bounces to be greater than zero. Be aware that this increases rendering time. Default Scanline Renderer Controls | 6163 Increasing the number of bounces increases the level of global illumination and the amount of color bleeding in the rendering. Cone Angle Controls the angle used for regathering. Reducing this value can result in slightly higher contrast, especially in regions where lots of small geometry casts shadows on a larger structure. Range=33.0 to 90.0. Default=88.0. All rays initially cast are limited by the cone angle Volumes [toggle] When on, the Light Tracer regathers light from volumetric lighting effects such as Volume Light on page 6721 and Volume Fog on page 6713. Default=on. For volumetric lighting to work with light tracing, Bounces must be greater than 0. 6164 | Chapter 20 Rendering Volumes [amount] Multiplies the amount of light regathered from volumetric lighting effects. Increase to increase their impact on the rendered scene, decrease to decrease their effect. Default=1.0. Increasing the Volumes value increases the effect of volumetric lighting in the rendering. Adaptive Undersampling group These controls can help you speed up rendering time. They reduce the number of light samples taken. The ideal settings for undersampling vary greatly from scene to scene. Undersampling initially takes samples from a grid superimposed on the pixels of the scene. Where there is enough contrast between samples, it subdivides that region and takes further samples, down to the minimum area specified by Subdivide Down To. Lighting for areas not directly sampled is interpolated. Default Scanline Renderer Controls | 6165 Initial sampling uses a regular grid. Adaptive undersampling concentrates on transition areas. TIP If you use adaptive undersampling, try adjusting the Subdivision Contrast value to obtain the best results. The effect of this control depends on the value of Rays/Sample. 6166 | Chapter 20 Rendering Adaptive Undersampling When on, the Light Tracer uses undersampling. When off, it samples every pixel. Turning this off can increase the detail of the final rendering, but at a cost of rendering time. Default=on. Initial Sample Spacing The grid spacing for the initial samples of the image. This is measured in pixels. Default=16x16. Initial sample spacing values Subdivision Contrast The contrast threshold that determines when a region should be further subdivided. Increasing this value causes less subdividing to occur. Too low a value can cause unnecessary subdividing. Default=5.0. Decreasing the subdivision contrast threshold can reduce noise in soft shadows and bounced lighting. Subdivide Down To The minimum spacing for a subdivision. Increasing this value can improve render time at a cost of accuracy. Default=1x1. Depending on the scene geometry, grids larger than 1x1 might still be subdivided below this specified threshold. Default Scanline Renderer Controls | 6167 Show Samples When on, sample locations render as red dots. This shows where the most sampling has taken place, which can help you choose the optimal settings for undersampling. Default=off. Modeling Global Illumination with Radiosity Radiosity is rendering technology that realistically simulates the way in which light interacts in an environment. This topic provides you with a conceptual overview of what radiosity is and how this global illumination technique relates to other rendering techniques available in 3ds Max. This information will help you decide which technique is most suitable for the visualization task you want to perform. By more accurately simulating the lighting in your scene, radiosity offers you significant benefits over standard lights: ■ Improved Image Quality: The radiosity technology of 3ds Max produces more accurate photometric on page 8088 simulations of the lighting in your scenes. Effects such as indirect light, soft shadows, and color bleeding between surfaces produce images of natural realism that are not attainable with standard scanline rendering. These images give you a better, more predictable representation of what your designs will look like under specific lighting conditions. ■ More Intuitive Lighting: In conjunction with radiosity techniques, 3ds Max also provides a real-world lighting interface. Instead of specifying lighting intensity with arbitrary values, light intensity is specified using photometric units (lumens, candelas, and so on). In addition, the characteristics of real-world lighting fixtures can be defined using industry-standard Luminous Intensity Distribution files (such as IES on page 5034, CIBSE on page 7935, and LTLI on page 8029), which are obtainable from most lighting manufacturers. By being able to work with a real-world lighting interface, you can intuitively set up the lighting in your scenes. You can focus more on your design exploration than on the computer graphic techniques required to visualize them accurately. 6168 | Chapter 20 Rendering Top: A scene rendered without radiosity. Bottom: The same scene rendered with radiosity. Default Scanline Renderer Controls | 6169 Computer Graphics Rendering The 3D models created in 3ds Max contain geometric data defined in relationship to a 3D Cartesian coordinate system, referred to as world space on page 8175. The model also contains other information about the material of each of the objects and the lighting in the scene. The image on a computer monitor is made up of many illuminated dots, called pixels on page 8092. The task in creating a computer graphics image of a geometric model is to determine the color for each pixel based on the model information and a specific viewpoint (camera). The color of any specific point on a surface in a model is a function of the physical material properties of that surface and the light that illuminates it. Two general shading algorithms: local illumination and global illumination are used to describe how surfaces reflect and transmit light. Local Illumination Local illumination algorithms describe only how individual surfaces reflect or transmit light. Given a description of light arriving at a surface, these mathematical algorithms, called shaders in 3ds Max, predict the intensity, color, and distribution of the light leaving that surface. In conjunction with a material description, different shaders will determine, for example, if a surface will appear like plastic or metal or if it will appear smooth or rough. 3ds Max provides a robust interface for defining a wide array of different surface materials. After defining how an individual surface interacts with light at the local level, the next task is to determine where the light arriving at the surface originates. With the standard scanline rendering system on page 8116 of 3ds Max, only the light coming directly from the light sources themselves is considered in the shading. For more accurate images, however, it is important to take into account not only the light sources, but also how all the surfaces and objects in the environment interact with the light. For example, some surfaces block light, casting shadows on other surfaces; some surfaces are shiny, in which case we see in them the reflections of other surfaces; some surfaces are transparent, in which case we see other surfaces through them; and some surfaces reflect light onto other surfaces. Global Illumination Rendering algorithms that take into account the ways in which light is transferred between surfaces in the model are called global illumination 6170 | Chapter 20 Rendering algorithms. 3ds Max offers two global illumination algorithms as an integral part of its production rendering system: ray-tracing and radiosity. Before an explanation of how ray-tracing and radiosity work, it’s useful to understand how light is distributed in the physical world. Consider, for example, the room shown in the illustration below. Kitchen lit by two lights This kitchen above has two light sources. One theory of light considers the light in terms of discrete particles called photons, that travel from the light source until they encounter some surface in the kitchen. Depending on the surface material, some of these photons are absorbed and others are scattered back out into the environment. The fact that photons traveling at a particular wavelength are absorbed while others are not is what determines the color of the surface. Surfaces that are very smooth reflect the photons in one direction, at an angle equal to the angle at which they arrive at the surface, the angle of incidence. These surfaces are known as specular surfaces, and this type of reflection is known as specular reflection. A mirror is an example of a perfectly specular surface. Of course, many materials display some degree of both specular and diffuse reflection. Default Scanline Renderer Controls | 6171 Left: Specular reflection Right: Diffuse reflection The way in which the photons are reflected from a surface depends primarily on the smoothness of the surface. Rough surfaces tend to reflect photons in all directions. These are known as diffuse surfaces, and this type of reflection is known as diffuse reflection (shown above). A wall painted with flat paint is a good example of a diffuse surface. The final illumination of the kitchen is determined by the interaction between the surfaces and the billions of photons emitted from the light source. At any given point on a surface, it is possible that photons have arrived directly from the light source (direct illumination) or else indirectly through one or more bounces off other surfaces (indirect illumination). If you were standing in the kitchen, a very small number of the photons in the room would enter your eye and stimulate the rods and cones of your retina. This stimulation would, in effect, form an image that is perceived by your brain. In computer graphics we replace the rods and cones of a retina with the pixels of the computer screen. One goal of a global illumination algorithm is to re-create, as accurately as possible, what you would see if you were standing in a real environment. A second goal is to accomplish this task as quickly as 6172 | Chapter 20 Rendering possible, ideally in real time (30 images per second). Currently, no single global illumination algorithm can accomplish both goals. Ray-Tracing One of the first global illumination algorithms developed is known as ray-tracing. The ray-tracing algorithm recognizes that although billions of photons may be traveling about the room, the photons we primarily care about are the ones that enter the eye. The algorithm works by tracing rays backward, from each pixel on the screen into the 3D model. In this way, we compute only the information needed to construct the image. To create an image using ray-tracing, the following procedure is performed for each pixel on the computer screen. 1 A ray is traced back from the eye position, through the pixel on the monitor, until it intersects with a surface. We know the reflectivity of the surface from the material description, but we do not yet know the amount of light reaching that surface. 2 To determine the total illumination, we trace a ray from the point of intersection to each light source in the environment (shadow ray). If the ray to a light source is not blocked by another object, the light contribution from that source is used to calculate the color of the surface. 3 If an intersected surface is shiny or transparent, we also have to determine what is seen in or through the surface being processed. Steps 1 and 2 are repeated in the reflected (and, in the case of transparency, transmitted) direction until another surface is encountered. The color at the subsequent intersection point is calculated and factored into the original point. 4 If the second surface is also reflective or transparent, the ray-tracing process repeats, and so on until a maximum number of iterations is reached or until no more surfaces are intersected. Default Scanline Renderer Controls | 6173 Ray-tracing: Rays are traced from the camera through a pixel, to the geometry, then back to their light sources. The ray-tracing algorithm is very versatile because of the large range of lighting effects it can model. It can accurately account for the global illumination characteristics of direct illumination, shadows, specular reflections (for example, mirrors), and refraction through transparent materials. The main disadvantage of ray-tracing is that it can be very slow for environments of even moderate complexity. In 3ds Max, ray-tracing is used selectively on objects with ray-trace materials on page 5490 that specify ray-tracing as their shading option. Ray-tracing can also be specified for light sources as the method for rendering the shadows they cast. A significant disadvantage of both ray-tracing and scanline rendering is that these techniques do not account for one very important characteristic of global illumination, diffuse inter-reflections. With traditional ray-tracing and scanline rendering, only the light arriving directly from the light sources themselves is accurately accounted for. But, as shown in the room example, not only does light arrive at a surface from the light sources (direct lighting), it also arrives from other surfaces (indirect lighting). If we were to ray-trace an image of the kitchen, for example, the areas in shadow would appear black because they 6174 | Chapter 20 Rendering receive no direct light from the light sources. We know from experience, however, that these areas would not be completely dark because of the light they would receive from the surrounding walls and floor. In scanline rendering and traditional ray-tracing (versions of 3ds Max prior to v5), this indirect illumination is usually accounted for simply by adding an arbitrary ambient light value that has no correlation to the physical phenomena of indirect illumination and is constant throughout space. For this reason, scanline and ray-traced images can often appear very flat, particularly renderings of architectural environments, which typically contain mostly diffuse surfaces. Radiosity To address this issue, researchers began investigating alternative techniques for calculating global illumination, drawing on thermal engineering research. In the early 1960s, engineers developed methods for simulating the radiative heat transfer between surfaces to determine how their designs would perform in applications such as furnaces and engines. In the mid-1980s, computer graphics researchers began investigating the application of these techniques for simulating light propagation. Radiosity, as this technique is called in the computer graphics world, differs fundamentally from ray-tracing. Rather than determining the color for each pixel on a screen, radiosity calculates the intensity for all surfaces in the environment. This is accomplished by first dividing the original surfaces into a mesh of smaller surfaces known as elements. The radiosity algorithm calculates the amount of light distributed from each mesh element to every other mesh element. The final radiosity values are stored for each element of the mesh. Default Scanline Renderer Controls | 6175 Radiosity: A ray of light that hits a surface is reflected by multiple diffuse rays, which can themselves illuminate other surfaces. Surfaces are subdivided to increase accuracy of the solution. In early versions of the radiosity algorithm, the distribution of light among mesh elements had to be completely calculated before any useful results could be displayed on the screen. Even though the result was view-independent, the preprocessing took a considerable amount of time. In 1988, progressive refinement was invented. This technique displays immediate visual results that can progressively improve in accuracy and visual quality. In 1999, the technique called stochastic relaxation radiosity (SRR) was invented. The SRR algorithm forms the basis of the commercial radiosity systems provided by Autodesk. 6176 | Chapter 20 Rendering An Integrated Solution Although the ray-tracing and radiosity algorithms are very different, they are in many ways complementary. Each technique has advantages and disadvantages. Lighting Advantages Algorithm Disadvantages Ray-Tracing Accurately renders direct illumination, shadows, specular reflections, and transparency effects. Memory Efficient Computationally expensive. The time required to produce an image is greatly affected by the number of light sources. Process must be repeated for each view (view dependent). Doesn’t account for diffuse interreflections. Radiosity Calculates diffuse interreflections between surfaces. Provides view independent solutions for fast display of arbitrary views. Offers immediate visual results. 3D mesh requires more memory than the original surfaces. Surface sampling algorithm is more susceptible to imaging artifacts than ray-tracing. Doesn’t account for specular reflections or transparency effects. Neither radiosity nor ray-tracing offers a complete solution for simulating all global illumination effects. Radiosity excels at rendering diffuse-to-diffuse inter-reflections, and ray-tracing excels at rendering specular reflections. By integrating both techniques with a production quality scanline rendering system, 3ds Max offers the best of both worlds. After you create a radiosity Default Scanline Renderer Controls | 6177 solution, you can render a two-dimensional view of it. In your 3ds Max scene, ray-tracing adds effects in addition to those that radiosity provides: lights can provide ray-traced shadows, and materials can provide ray-traced reflections and refractions. The rendered scene combines both techniques, and appears more realistic than either technique alone could provide. By integrating ray-tracing and radiosity, 3ds Max offers a full range of visualization possibilities, from fast, interactive lighting studies to images of exceptional quality and realism. See also: ■ How Radiosity Works in 3ds Max on page 6178 ■ Radiosity Workflows on page 6181 ■ Animation with Radiosity on page 6186 ■ Radiosity Controls on page 6188 ■ Lighting Analysis on page 6219 ■ Radiosity Preferences on page 7786 ■ Advanced Lighting Override Material on page 5734 How Radiosity Works in 3ds Max This is an overview of how radiosity works in 3ds Max: 1 Object by object, 3ds Max loads a copy of the scene into the radiosity engine. 2 3ds Max subdivides each object according to the Global Subdivision Settings in the Radiosity Meshing Parameters rollout, or according to the object's individual object properties, if those differ from the global settings. 3 3ds Max emits a certain amount of rays, based on the average scene reflectance and number of polygons. The brightest light source will have more rays to emit than the weakest light source. 4 These rays bounce around randomly in the scene and deposit energy on the faces. 5 3ds Max updates the viewports by taking all the energy from the faces and spreading it to the closest vertex. 6178 | Chapter 20 Rendering See the section that follows, “Refinement Steps for Radiosity,” for a more detailed description of the solution process. Refinement Steps for Radiosity The radiosity process involves three stages of increasing refinement. The first two stages occur during the primary radiosity processing, and the third stage can be used during the final rendering. Within each of the first two stages, you can stop and start the processing at any time. This can be useful for evaluating interim results or increasing the level of accuracy you desire. For example, you can interrupt the Initial Quality stage at 50% and jump ahead to the Refine stage if you wish. However, once you enter the Refine stage, you cannot continue further iterations of Initial Quality unless you restart the solution. Default Scanline Renderer Controls | 6179 The stages of a radiosity solution are Initial Quality, Refine, and then Regathering. 1 Initial Quality In the Initial Quality stage, the distribution of diffuse lighting in the scene is calculated by essentially mimicking the behavior of real photons. Rather than tracing the path of an essentially infinite number of photons, statistical methods are used to choose a much smaller set of “photon rays” whose distribution in space is representative of the actual distribution. As with any statistical sampling process, the greater the number of rays used in the approximation, the greater the accuracy of the solution. During the initial quality stage, the overall appearance of the lighting level of the scene is established. The results can be interactively displayed in shaded viewports. 6180 | Chapter 20 Rendering The initial quality stage performs repeated passes, which are shown in the dialog’s progress bar. 2 Refine Iterations (All Objects) and Refine Iterations (Selected Objects) Because of the random nature of the sampling during the initial quality stage, some of the smaller surfaces or mesh elements in the scene might miss being hit by enough rays (or any rays at all). These small surfaces remain dark, and result in the appearance of “variance” or dark spots. To alleviate these artifacts, the Refine stage “regathers light” at every surface element. You can perform the Refine stage for the entire scene, or for selected objects in the scene. 3 Regathering Even after the Refine stage, it is still possible for visual artifacts to appear in a scene because of the topology of the original model. These artifacts sometimes appear as shadow or light “leaks.” To eliminate even these model-based artifacts, a third, optional refinement stage known as Pixel Regathering occurs at the time of image rendering. This involves a final “regather” process for each pixel of the image. Regathering can add a considerable amount of time to the rendering of a final image, but it also produces the most detailed and artifact-free images possible. One benefit of using Regathering is that it means the initial modeling and mesh resolution don’t need to be nearly as “refined” or “tight” as would otherwise be required. Radiosity Workflows The following sections describe how to set up a scene for use with radiosity. Set Units Correctly Before Processing Radiosity For imported geometry, you must make sure that units are consistent in your scene before processing radiosity (for example, a wall is 8 feet high, not 8 kilometers high). Units in 3ds Max must match the units of the model because the radiosity engine always uses an inverse square falloff for lights. Therefore, distance is crucial. To make sure your units are setup correctly, use the Units Setup dialog on page 7809. The Scene Unit is the most important unit in this dialog. This is the Default Scanline Renderer Controls | 6181 unit that 3ds Max uses for its calculations. The Display Unit is just a tool that lets you customize how units are displayed in the user interface. The following two scenarios show how to set unit scales after importing geometry that has been created using different units than what is currently set in 3ds Max: Example 1: You import a table that was created in AutoCAD using metric scale. The table is 9 units long, which corresponds to an actual length of 90 centimeters. When the table is imported into 3ds Max, it will measure 9 scene units. Therefore, in the Units Setup dialog, you must set Scene Unit Scale to 1 Unit=10 centimeters. Your table is now the correct units because it is 90 centimeters long in 3ds Max model. Example 2: You have an AutoCAD model that was created using Architectural Units. The model is a room measuring 20’-4” long. In AutoCAD, Architectural Units are stored as inches. Therefore, before importing the model to 3ds Max, make sure to set the Scene Unit Scale to 1 Unit=1 inch. Once imported to 3ds Max, the room will measure 244 units long (20’*12+4”). TIP Use the Measure Distance tool on page 2613 to quickly check dimensions in 3ds Max. Physically Based Workflow Use radiosity on page 6168 to create physically based lighting simulations. When doing so, keep in mind the following: ■ Scene dimensions: Make sure your scenes are accurately dimensioned, with consistent units (a light bulb in a room 120 meters high would look a lot different than it would in a room 120 inches high). ■ Lights: You should work exclusively with Photometric lights on page 5005. You should also make sure that the light intensities are within a normal range. ■ Natural Lighting: To simulate natural light, you should only use IES sun on page 5154 and IES Sky on page 5157. These provide accurate photometric representations of sunlight and skylight based on a specified location, date and time. ■ Material Reflectance: You should ensure that the materials you use in your scene have a reflectance value on page 5324 within the range of the physical materials they represent. For example, a painted white wall should have a maximum reflectance of approximately 80%; however, a pure white color 6182 | Chapter 20 Rendering material (RGB:255, 255, 255) would have a reflectance of 100%. This means that the material reflects 100% of the energy received. Exposure Control: The exposure control is the equivalent of the aperture of a camera. Make sure you enable the exposure control and set a value that provides the final results you desire. ■ To process radiosity for photometric lights using a physically based workflow: 1 Ensure that your geometry is set to a physically correct scale and that the materials have valid reflectance values. 2 Place photometric lights in your scene. The benefit of this workflow is that it allows you to place lights in your scene the same way you would in the real world. You can create new photometric lights or, using the asset browser on page 7132, drag and drop preset luminaire objects on page 295 from the included library. You can also refer to Common Lamp Values on page 5014. 3 Choose Rendering > Environment to display the Environment panel on page 6689. Select the type of exposure control you want to use (typically Logarithmic on page 6740). 4 To preview the lighting, click Render. At this stage, no processing of radiosity occurs, but you can quickly confirm that the direct lighting is correct. If you like, adjust the position of the lights. 5 Choose Rendering > Advanced Lighting > Radiosity, and then confirm any alerts that appear. On the Select Advanced Lighting rollout, make sure Active is on. 6 To process radiosity, on the Radiosity Processing Parameters rollout, click Start. Once the Radiosity calculation has been completed, you should see your results in the viewports. The light levels are stored with the geometry and you can navigate the model interactively without reprocessing the scene. 7 Click Render again. Default Scanline Renderer Controls | 6183 The renderer calculates the direct lighting and shadows and then integrates the radiosity solution (indirect lighting) as a modulated ambient light. Lighting Analysis After you generate a radiosity solution, you can use the Lighting Analysis tool on page 6219 to analyze the lighting levels in your scene. This dialog provides data on material reflectance, transmittance, and luminance. You can also visualize the light levels in the scene interactively with the Pseudo Color Exposure Control on page 6753. Rendering to the Rendered Frame Window displays an additional rendered frame with a legend below the image. The legend correlates lighting levels and color values. If you need to generate a lighting report, you can use the Lighting Data Exporter utility on page 6759 to export the luminance and illuminance data to a 32-bit LogLUV TIFF file on page 7372 or a pair of PIC files on page 7359 (one each for luminance and illuminance). NOTE To obtain the most accurate quantitative analysis of lighting levels, avoid using colored materials and diffuse maps. Non-Physically Based Workflow You don’t necessarily have to work with physically based lights and materials in order to incorporate radiosity effects into your renderings. But there are a number of issues that you need to consider: ■ Lights: Because the radiosity engine is physically based, the engine interprets Standard lights on page 5049 as Photometric lights on page 5005. For example, a Standard Spot light with a multiplier value of 1.0 is translated as a Physically Based Spot light with an intensity value of 1500 candelas (default value). This translation value corresponds to the Physical Scale value in the various exposure controls. In addition, if your Standard lights use custom attenuation settings (for example, no attenuation, manual attenuation, or linear decay), the radiosity engine always solves for these lights using inverse square attenuation, which is physically correct. This means that the amount of energy that bounces between surfaces might not be equivalent to the way the Standard lights render. 6184 | Chapter 20 Rendering ■ Natural Lighting: To simulate natural lighting without using the physically based workflow described above, you can use only a Direct Light on page 5057 for the Sun and Skylight on page 5065 to produce skylight on page 8129. ■ Exposure Control: Standard lights are not physically based, so use the Logarithmic Exposure Control on page 6740 for the radiosity solution. Be sure to turn on Affect Indirect Only. The Brightness and Contrast controls of the exposure control will affect only the radiosity solution and your lights will render as usual. To process radiosity with standard lighting: 1 Ensure that your geometry is set to a physically correct scale. 2 3 On the Create panel, click Lights. Create and position standard lights on page 5049 in your scene. To preview the lighting, click Render. At this stage, the radiosity is not processed, but you can quickly confirm that the direct lighting is correct. Adjust the position of the lights if desired. 4 Choose Rendering > Advanced Lighting > Radiosity and confirm any alerts that appear. On the Select Advanced Lighting rollout, make sure Active is on. 5 To process radiosity, on the Radiosity Processing Parameters rollout, click Start. Once the Radiosity calculation has been completed, you should see your results in the viewports. 6 To display the Environment panel on page 6689, where you set exposure controls, in the Interactive Tools group of the Radiosity Processing Parameters rollout, click Setup. 7 When working with non-physically based lights, always use the Logarithmic Exposure Control on page 6740. On the Logarithmic Exposure Control Parameters rollout, turn on Affect Indirect Only. This causes the exposure control to affect only the results of the radiosity solution. This way you maintain the way your direct lights render without radiosity. Use the Brightness and Contrast controls of the exposure control Default Scanline Renderer Controls | 6185 to adjust the intensity of the radiosity solution to match the lighting at an appropriate level. TIP You can use the thumbnail preview to adjust brightness and contrast interactively. 8 To render the scene after radiosity processing, click Render. Summary The following table is designed to help you obtain good results with radiosity. Physically Based Non-Physically Workflow Based Workflow Lights Photometric Lights on page 5005 Standard Lights on page 5049 Daylight IES Sun on page Directional Light 5154 and IES Sky on on page 5057 and page 5157 Skylight on page 5065 Exposure Control Any Logarithmic on page 6740 − turn on Affect Indirect Only. Units Make sure your scene is set to the appropriate scale. Make sure your scene is set to the appropriate scale. Animation with Radiosity By default, a radiosity solution on page 6168 is calculated at the current frame. If you are animating objects and you want to perform a radiosity solution at every frame, turn on Compute Advanced Lighting When Required in the 6186 | Chapter 20 Rendering Render Setup dialog > Common panel > Common Parameters rollout on page 6121 > Advanced Lighting group. Once the renderer starts processing each frame of your animation, it computes the radiosity solution for each frame as required. This occurs, for example, when an object moves or a light intensity changes. If nothing changes in the scene from one frame to the next, the radiosity engine does not recalculate the solution. NOTE Due to the random statistical sampling used by the radiosity engine, there might be some flickering between frames. If this occurs, increase the value of Initial Quality or the number of Refine Iterations to solve the problem. TIP Before launching a lengthy animation with radiosity, process a radiosity solution manually for a single frame to make sure the results are acceptable. TIP If you animate only the camera as in an architectural walkthrough, you can save time by calculating a radiosity solution for only the first frame of the animation. You can then reuse it in all subsequently rendered frames by turning off Compute Advanced Lighting When Required on the Common Parameters rollout of the Render Setup dialog. Avoid using the Automatic Exposure Control on page 6735 for animations. This exposure control can change from frame to frame, creating a flickering effect. Object Animation The radiosity solution is calculated for each frame if any object is animated in the scene (the default is to calculate the current frame only). You specify the parameters (goals/quality) you want to reach on the Advanced Lighting panel. Before rendering the entire animation, we recommend first running a solution to verify that it’s successful. These parameters are then reprocessed for each frame. You go to the Render Setup dialog > Common Parameters rollout and enable the option Compute Advanced Lighting When Required, and then render the scene. The radiosity is processed for the first frame and then rendered. 3ds Max then moves to the next frame, processes radiosity, renders, and so on. Camera Animation If objects remain static in the scene and only the camera moves, you can solve radiosity at frame 0, and when you render the animation, turn off Compute Advanced Lighting When Required. Default Scanline Renderer Controls | 6187 Radiosity Controls Render Setup dialog > Choose Default Scanline Renderer as the production renderer. > Advanced Lighting panel > Choose Radiosity. Rendering menu > Advanced Lighting > Radiosity > Render Setup dialog > Advanced Lighting panel > Radiosity is chosen. Radiosity is a technique to calculate indirect light. Specifically, radiosity calculates the interreflections of diffuse light among all the surfaces in a scene. To make this calculation, radiosity takes into account the lighting, materials, and environment settings in the scene. Radiosity processing is distinct from the rendering process. You can render without radiosity. However, to render with radiosity, you must calculate radiosity first. Once a radiosity solution for a scene exists, you can use it in multiple renderings, including multiple frames of an animation. If the scene contains moving objects, radiosity might need to be recalculated; see Animation with Radiosity on page 6186. For an overview of radiosity and how radiosity works in 3ds Max, see Radiosity Solution on page 6168. For suggestions regarding workflow for using radiosity, see Radiosity Workflows on page 6181. NOTE Radiosity is a method for global illumination. IMPORTANT If the dimensions of your scene are not realistic, then radiosity cannot show realistic lighting. See also: ■ Modeling Global Illumination with Radiosity on page 6168 ■ How Radiosity Works in 3ds Max on page 6178 ■ Radiosity Workflows on page 6181 ■ Animation with Radiosity on page 6186 ■ Lighting Analysis on page 6219 ■ Radiosity Preferences on page 7786 6188 | Chapter 20 Rendering Advanced Lighting Override Material on page 5734 ■ Procedures To set units correctly: Follow these steps if your scene does not already use real-world units. 1 Right-click 3D Snap Toggle and on the Snaps panel, turn off all the settings. Then turn on Vertex to enable vertex snapping. Close the dialog. 2 Use Tools > Measure Distance to measure some object in the scene for which you know the size; for example, a door or window. The distance displays in the Coordinate Display of the status bar. 3 Choose Customize > Units Setup and adjust the Scene Unit Scale. For example, if your object measures 35 scene units long, and your model uses US Standard measurement, then you would enter 1 for the scale, and choose Inches from the drop-down list. This would give you an object 35 inches long. If your object measures 90 scene units long, and your model uses Metric measurement, then you would enter 1 for the scale, and select Centimeters from the drop-down list. This would give you an object 90 centimeters long. Example: To process radiosity with photometric lighting: 1 Use a scene that has geometry set to the correct scale. For more information, see To set units correctly on page ?. For example, if the ceiling is 96 scene units high in the model, make sure the units are set to US Standard (inches) and not Metric. 2 On the Create panel, click Lights. 3 Choose Create > Photometric Lights > Target Point Light. 4 Choose Photometric from the drop-down list. (The default is Standard.) 5 In the Object Type rollout, click Target Point. Default Scanline Renderer Controls | 6189 6 Drag in a viewport. The initial point of the drag is the location of the light, and the point where you release the mouse is the location of the target. The light is now part of the scene. 7 Set the creation parameters. TIP You can use the Move transform to adjust the location of the light or its target. 8 On the Modify panel, adjust the light's settings. 9 To preview the lighting, click Render. Make any changes you need to adjust the rendering. 10 Choose Rendering menu > Environment to open the Environment panel on page 6689 of the Environment And Effects dialog. 11 On the Exposure Control rollout of the Environment panel, choose Logarithmic Exposure Control from the drop-down list. Click Render Preview. The thumbnail preview shows the effect of exposure control. 12 On the Logarithmic Exposure Control rollout on page 6740, adjust the settings until the scene lighting is acceptable. For example, a brightness of 65 and a contrast of 50 can be good values for interior scenes. The thumbnail preview updates as you adjust settings. 13 Choose Rendering > Advanced Lighting > Radiosity to display the Advanced Lighting panel with Radiosity chosen as the advanced lighting type. The rollouts for radiosity are displayed. 14 Choose Rendering > Radiosity to display the Radiosity panel. 15 On the Radiosity Processing Parameters rollout on page 6193, click Start to begin processing radiosity. 16 To render the scene after radiosity processing completes, click Render. 6190 | Chapter 20 Rendering Example: To process radiosity with standard lighting: Photometric lights are recommended for use with radiosity. But if you are working on a scene that already contains standard lights, you can follow these guidelines. 1 Create or load a scene containing the appropriate geometry for lighting. There is no need to adjust any scale factors. 2 On the Create panel, click Lights. Standard is the default choice of light type. 3 In the Object Type rollout, click a light type such as Target Spot. 4 Drag in a viewport. The initial point of the drag is the location of the spotlight, and the point where you release the mouse is the location of the target. The light is now part of the scene. 5 Set the creation parameters for the light. 6 To preview the lighting, click Render. Make any changes you need to adjust the rendering. 7 Choose Rendering > Advanced Lighting to display the Advanced Lighting panel. On the Select Advanced Lighting rollout, choose Radiosity as the advanced lighting type. The rollouts for radiosity are displayed. 8 Choose Rendering > Advanced Lighting > Radiosity to display the Advanced Lighting panel with Radiosity chosen as the advanced lighting type. The rollouts for radiosity are displayed. 9 On the Radiosity Processing rollout, under Interactive Tools, click Setup to display the Environment panel on page 6689 where you set exposure controls. NOTE The exposure controls allow you to control only the intensity of the indirect lighting. 3ds Max retains the original intensity and effect for the direct lighting. Default Scanline Renderer Controls | 6191 10 On the Exposure Control rollout of the Environment panel on page 6689, choose Logarithmic Exposure Control from the drop-down list. 11 On the Logarithmic Exposure Control rollout on page 6740, turn on Affect Indirect Only. 12 On the same rollout, use the Physical Scale setting to assign the standard light a photometric value in candelas. 13 Render the scene again after radiosity processing. Interface Radiosity controls appear as rollouts on the Advanced Lighting panel of the Render Setup dialog. To choose radiosity, use the Select Advanced Lighting rollout on page 6153. 6192 | Chapter 20 Rendering Radiosity Processing Parameters Rollout on page 6193 Radiosity Meshing Parameters Rollout on page 6200 Light Painting Rollout (Radiosity) on page 6206 Rendering Parameters Rollout (Radiosity) on page 6208 Statistics Rollout (Radiosity) on page 6217 Radiosity Rollouts Radiosity Processing Parameters Rollout Rendering menu/main toolbar > Render Setup > Render Setup dialog > Choose Default Scanline Renderer as the active production renderer. > Advanced Lighting panel > Select Advanced Lighting rollout > Choose Radiosity from the drop-down list. > Radiosity Processing Parameters rollout Contains the main controls for processing a radiosity solution. Default Scanline Renderer Controls | 6193 Interface Reset All When you click Start, a copy of the 3ds Max scene is loaded into the radiosity engine. Clicking Reset All clears all the geometry from the engine. Reset Clears the light levels from the radiosity engine, but doesn’t clear the geometry. Start Starts the radiosity processing. Once the radiosity solution has reached the percentage amount specified by Initial Quality, this button changes to Continue. If you click Stop before reaching the full Initial Quality percentage, then clicking Continue causes radiosity processing to resume, until the full percentage is reached, or you click Stop once more. You can click Stop and then Continue more than once. 6194 | Chapter 20 Rendering In addition, you can calculate radiosity up to an Initial Quality less than 100 percent, then later increase the value of Initial Quality, click Continue, and resume solving radiosity. In either case, Continue saves time by avoiding regenerating the radiosity solution from scratch. Once the full Initial Quality percentage has been reached, clicking Continue has no effect. Stop Stops the radiosity processing. The Start menu changes to Continue. You can later click Continue to resume radiosity processing, as described for the Start menu. Keyboard shortcut: Esc Process group The options in this group set the behavior of the first two stages of the radiosity solution, Initial Quality and Refine. Initial Quality Sets the quality percentage at which to stop the Initial Quality stage, up to 100%. For example, if you specify 80%, you will get a radiosity solution that is 80% accurate in energy distribution. A goal of 80 to 85% is usually sufficient for good results. During the Initial Quality stage, the radiosity engine bounces rays around the scene and distributes energy on surfaces. Between each iteration, the engine measures the amount of variance (noise between surfaces) that was computed. Most of the brightness of the scene is distributed in the early iterations. The contribution to the scene’s average brightness decreases logarithmically between iterations. After the first few iterations, the brightness of the scene does not increase much, but subsequent iterations reduce the variance in the scene. Default Scanline Renderer Controls | 6195 NOTE The “quality” refers to the accuracy of energy distribution, not to the visual quality of the solution. Even at a high Initial Quality percentage, the scene can still show considerable variance. This variance is resolved by the subsequent stages of the solution. Increasing the percentage value of Initial Quality. Increasing quality does not greatly increase the average brightness of the scene, but it decreases the variance between different surfaces in the scene, such as the faces of the sphere. Refine Iterations (All Objects) Sets the number of Refine iterations to perform for the scene as a whole. The Refine Iterations stage increases the quality of the radiosity processing on all objects in the scene. Gathers energy from each face in order to reduce the variance between faces using a different process from the Initial Quality stage. This stage does not increase the brightness of the scene, but it improves the visual quality of the solution and significantly reduces variance between surfaces. If you don’t reach an acceptable result after processing a certain number of Refine iterations, you can increase the number and continue processing. 6196 | Chapter 20 Rendering TIP If you plan to use Regathering at render time, you generally don’t need to perform the Refine stage to get good-quality final renderings. NOTE After 3ds Max processes Refine Iterations, Initial Quality is disabled and you can’t change it until you click Reset or Reset All. Large image with no iterations has areas of uneven illumination. Inset images: After a number of iterations, the uneven areas have been corrected. Refine Iterations (Selected Objects) Sets the number of Refine iterations to perform for selected objects, using the same method as Refine Iterations (All Objects). Make an object selection and then set the number of iterations you require. Refining selected objects rather than the entire scene can save a lot Default Scanline Renderer Controls | 6197 of processing time. Typically, this option is useful for objects that have a lot of small surfaces and show a lot of variance, such as railings or chairs or highly subdivided walls. NOTE After 3ds Max processes Refine Iterations, Initial Quality is disabled and you can’t change it until you click Reset or Reset All. Process Refine Iterations Stored in Objects Each object has a radiosity property called Refine Iterations. Each time you refine an object selection, the number of steps stored with these objects is incremented. When you reset the radiosity solution and then start it again, the steps for each objects are refined automatically, provided this toggle is turned on. This is useful when you are creating animations, when the radiosity needs to be processed at every frame, and the same level of quality between frames has to be maintained. Update Data When Required on Start When on, the radiosity engine must be reset and then recalculated if the solution is invalidated. In this case, the Start menu changes to read Update & Start. When this is pressed, the radiosity solution is reset and the calculation starts over again. When this toggle is off, the radiosity solution does not need to be reset if it is invalidated. You can continue processing your scene with the invalid solution. NOTE The radiosity solution is invalidated any time an object or light is added, removed, moved, or altered in any way. Interactive Tools group The options in this group help you adjust the display of the radiosity solution in the viewport and in the rendered output. These controls take effect immediately on an existing radiosity solution and do not require any additional processing for you to see their effects. Indirect Light Filtering Reduces the amount of noise between surface elements by averaging the indirect lighting levels with the surrounding elements. A value of 3 or 4 is usually sufficient. If you use too high a value, you risk losing detail in the scene. Because Indirect Light Filtering is interactive, you can readily evaluate the result and adjust it as you need. Direct Light Filtering Reduces the amount of noise between surface elements by averaging the direct lighting levels with the surrounding elements. A value of 3 or 4 is usually sufficient. If you use too high a value, you risk losing detail in the scene. Direct Light Filtering is interactive, so you can readily evaluate the result and adjust it as you need. 6198 | Chapter 20 Rendering NOTE Direct Light Filtering works only when you use Shoot Direct Lights on page 6205. If you're not using Shoot Direct Lights, everything is considered indirect lighting. For a 65% quality solution, increasing the Indirect Light Filtering value from 0 to 3 creates a smoother diffuse light. The results are comparable to a much higher-quality solution. No Exposure Control Selected Displays the name of the current exposure control. (When you change the exposure control by choosing Rendering menu > Environment, the name display in the Radiosity dialog updates automatically.) ■ Setup Click to display the Environment panel on page 6689, where you access the Exposure Control rollout; there, you can choose the exposure control and set its parameters. Display Radiosity in Viewport Toggles the display in the viewports between radiosity and standard 3ds Max shading. You might want to do turn off radiosity shading to increase display performance. Default Scanline Renderer Controls | 6199 Radiosity Meshing Parameters Rollout Render Setup dialog > Choose Default Scanline Renderer as the active production renderer. > Advanced Lighting panel > Select Advanced Lighting rollout > Choose Radiosity from the drop-down list. > Radiosity Meshing Parameters rollout Controls the creation of a radiosity mesh and its size in world units. In order to create the lighting of a scene, the software calculates the intensity for discrete points in the environment by subdividing the original surfaces into elements which are part of a radiosity mesh. This rollout allows you to determine whether you want a mesh or not, and to specify the size of the mesh elements in world units. For quick tests, you might want to turn off the mesh globally. The scene will look flat, but the solution will still give you a quick impression of the overall brightness. The finer the mesh resolution is, the more accurate the lighting detail will be. But there is a trade-off in time and memory. Meshing (shown in light red) subdivides flat surfaces in the scene. 6200 | Chapter 20 Rendering Left: No mesh. The solution looks very flat. Middle: Coarse mesh, every 24 inches. The lighting improves. Right: Fine mesh, every 4 inches. The lighting reveals more subtle effects. NOTE A tight meshing is not necessary when you use the regathering feature on the Rendering Parameters rollout on page 6208. Default Scanline Renderer Controls | 6201 Interface NOTE You can override the subdivision settings in this group with the Advanced Lighting panel on page 316 of the Object Properties dialog. This allows you to have a different mesh resolution on some objects. For example, you might want to have a finer mesh on an important wall surface that you know will have a lot of detail. To display the Object Properties dialog, right-click a selected object and choose Properties from the quad menu. 6202 | Chapter 20 Rendering Global Subdivision Settings group Enabled Turns on the radiosity mesh for the entire scene. Turn off the mesh when you want to perform quick tests. ■ Use Adaptive Subdivision Default=on. Turns adaptive subdivision on and off. NOTE The Mesh Settings group parameters Minimum Mesh Size, Contrast Threshold, and Initial Meshing Size are available only when Use Adaptive Subdivision is on. Left: A simple box with no subdivision Middle Left: The box faces are subdivided Middle Right: The box faces are subdivided with a smaller Meshing Size Right: The box faces are subdivided with Adaptive Subdivision Default Scanline Renderer Controls | 6203 Mesh Settings group Adaptive Subdivision using the default mesh and light settings Max Mesh Size The size of the largest faces after adaptive subdivision. Default=36” for imperial units and 100cm for metric units. When Use Adaptive Subdivision is turned off, Max Mesh Size sets the size of the radiosity mesh in world units. Min Mesh Size Faces are not divided smaller than the minimum mesh size. Default=3” for imperial units and 10cm for metric units. Contrast Threshold Faces that have vertex illuminations that differ by more than the Contrast Threshold settings are subdivided. Default=75.0. Radiosity solutions with different Contrast Threshold values. The best solution is at the center, with Contrast Threshold=60. 6204 | Chapter 20 Rendering Initial Meshing Size When improving the face shape, faces that are smaller than the Initial Meshing Size are not subdivided. The threshold for deciding whether a face is poorly shaped also gets larger as the face size is closer to the Initial Mesh Size. Default=12 inches (1 foot) for US Standard units and 30.5cm for metric units. Light Settings group Shoot Direct Lights When adaptive subdivision or shoot direct lights is on, the direct lighting on all of the objects in the scene is calculated analytically, based on the following switches. Lighting is analytically computed without modifying the object's mesh which produces lighting that is less noisy and more pleasing to the eye. This switch is implicitly enabled when using adaptive subdivision since it is a requirement. Default=on. This switch is available when the Use Adaptive Subdivision switch is turned off. Adaptive Subdivision with light settings turned off NOTE Lighting from lights that are not included while shooting direct light are calculated using random sampling. These lights also are not able to affect the adaptive subdivision of objects. Default Scanline Renderer Controls | 6205 Include Point Lights in Subdivision Controls whether point lights are used when shooting direct lights. If this switch is off, then point lights are not included in illumination calculated directly at vertices. Default=on. Include Linear Lights in Subdivision Controls whether linear lights are used when shooting direct lights. If this switch is off, then linear lights are not used in calculating the illumination at vertices. Default=on. Include Area Lights in Subdivision Controls whether area lights are used when shooting direct lights. If this switch is off, then area lights are not used in illumination calculated directly at vertices. Default=on. Include Skylight When turned on, skylight is used when shooting direct lights. If this switch is turned off, then skylight is not used in illumination calculated at vertices directly. Default=off. Include Self-Emitting Faces in Subdivision This switch controls how self-emitting faces are used when shooting direct lights. If this switch is turned off, then self-emitting faces are not used in illumination calculated at vertices directly. Default=off. Minimum Self-Emitting Size This is the minimum size that a self-emitting face will be subdivided when calculating its illumination. Minimum size is used rather than the number of samples to allow larger faces to be sampled more than smaller ones. Default=6.0. Light Painting Rollout (Radiosity) Rendering menu/main toolbar > Render Setup > Render Setup dialog > Choose Default Scanline Renderer as the active production renderer. > Advanced Lighting panel > Select Advanced Lighting rollout > Choose Radiosity from the drop-down list. > Light Painting rollout The light painting tools in this rollout allow you to touch up shadowed and illuminated areas manually. You can use these tools to touch up shadow and light-leak artifacts without having to do additional remodeling or radiosity processing. Using Pick Illumination, Add Illumination, and Remove Illumination, you can add or remove illumination on one selection set at a time. To use the light painting tools, you first select objects, and then choose a light painting tool: Pick Illumination, Add Illumination, or Remove Illumination. The active button is highlighted in yellow, and when it is over a selected object, the cursor changes to a crayon icon for the Add and Remove Illumination tools, or to an eyedropper icon for Pick Illumination. 6206 | Chapter 20 Rendering You can pick, add, or remove illumination through objects. For example, if you select the floor as an object, you can work under the bookshelf, by working through it. Once in light painting mode, you can’t select another object unless you cancel the operation. Interface Intensity Specifies the intensity of the illumination in lux or candelas depending on the units you have selected in the Customize > Units Setup dialog on page 7809. Pressure Specifies the percentage of the sampled energy to be used when you add or remove illumination. Add Illumination Adds illumination starting at the vertex of a selected object. 3ds Max adds illumination based on the amount in the Pressure spinner. The pressure amount corresponds to a percentage of the sampled energy. For example, if a wall has about 2,000 lux on it, Add Illumination adds 200 lux to the surface of the selected object. Remove Illumination Removes illumination starting at the vertex of a selected object. 3ds Max removes illumination based on the amount in the Pressure spinner. The pressure amount corresponds to a percentage of the sampled energy. For example, if a wall has about 2,000 lux on it, Remove Illumination removes 200 lux from the surface of the selected object. Pick Illumination Samples the amount of illumination from a surface that you select. To save you from inadvertently making bright or dark spots, Pick Illumination uses an amount of illumination relative to the surface illumination you sample. Click the button, and move the eyedropper cursor over the surface. When you click a surface, the amount of illumination in lux or candelas is reflected in the Intensity spinner. For example, if you used Pick Illumination over a wall that has 6 lux of energy, then 0.6 lux displays in the Default Scanline Renderer Controls | 6207 Intensity spinner. The amount of illumination 3ds Max adds or removes on the surface will be this value multiplied by the Pressure value. Clear Clears all the changes you made. Processing additional radiosity iterations or changing the filtering amount will also discard any changes to the solution you made with the light painting tool. Using light painting to add or remove light in a radiosity solution. Rendering Parameters Rollout (Radiosity) Rendering menu/main toolbar > Render Setup > Render Setup dialog > Choose Default Scanline Renderer as the active production renderer. > Advanced Lighting panel > Select Advanced Lighting rollout > Choose Radiosity from the drop-down list. > Rendering Parameters rollout Provides parameters for controlling how to render the radiosity-processed scene. By default, when you render, 3ds Max first recalculates the shadows from light objects, and then adds the result of the radiosity mesh as ambient light. 6208 | Chapter 20 Rendering The first two options on the rollout control how the renderer treats direct illumination. Re-Use Direct Illumination From Radiosity Solution provides a quick render that displays colors from the radiosity mesh. Render Direct Illumination uses the scanline renderer to provide direct illumination and shadows. This second option is usually slower but more accurate. With Render Direct Illumination, the radiosity solution provides only the indirect lighting. When you choose the Render Direct Illumination method, you can turn on regathering to correct artifacts and shadow leaks. Regathering provides the slowest but the best-quality rendering. NOTE Regathering is extremely intensive for your CPU and uses a lot of RAM, so it might not be practical for print-resolution images (for example, 4000 x 4000 pixels). Interface Re-Use Direct Illumination from Radiosity Solution 3ds Max doesn’t render direct lights, but uses the direct lighting stored in the radiosity solution. If Default Scanline Renderer Controls | 6209 you turn on this option, the Regather Indirect Illumination option is disabled. The quality of shadows in the scene depends on the mesh resolution. Capturing fine shadow details might require a fine mesh, but in some situations this option can speed up overall rendering time, especially for animations, because the lights don’t have to be recalculated by the scanline renderer. If you are using the Assign Vertex Colors utility on page 6038, turn this option on. Left: Direct light only is stored in the radiosity mesh. Middle: Indirect light only is stored in the radiosity mesh. Right: Direct and indirect light both stored in the radiosity mesh (the shadows are usually very coarse). WARNING If you choose this option but haven't generated a radiosity solution, rendering generates a completely black image. Render Direct Illumination 3ds Max renders shadows from the lights at each rendering frame, and then adds indirect light from the radiosity solution. This is the default rendering mode. Left: Direct light calculated only by the scanline renderer. Middle: Indirect light calculated only by the radiosity mesh. 6210 | Chapter 20 Rendering Right: Direct and indirect light combined. Regather Indirect Illumination In addition to recalculating all the direct lighting, 3ds Max recalculates the indirect lighting at each pixel by regathering illumination data from the existing radiosity solution. Using this option can produce the most accurate, artifact-free images, but it can add a considerable amount of rendering time. NOTE If you know that you want to use the regathering option, then typically you don’t need as dense a mesh for the radiosity solution. Even if you don’t subdivide the surfaces at all and do an Initial Quality of 0%, the regathering will work, and might provide an acceptable visual result (useful for quick tests as well). However, accuracy and subtle details depend on the quality of the radiosity solution stored in the mesh. The radiosity mesh is the foundation for the regathering process. In the following illustrations, solutions were processed with an Initial Quality of 0%. There is a high variance between small surfaces when a dense mesh is used. Regathering gives acceptable results regardless of mesh density. But more subtle details appear with a denser mesh; for example, at the base of the sculpture. No mesh Left: Model subdivision Middle: Viewport result Right: Result of regathering Default Scanline Renderer Controls | 6211 Coarse mesh Left: Model subdivision Middle: Viewport result Right: Result of regathering Fine mesh Left: Model subdivision Middle: Viewport result Right: Result of regathering Rays per Sample The number of rays 3ds Max casts for each sample. 3ds Max casts these rays randomly in all directions to calculate (“regather”) the indirect illumination from the scene. The more rays per sample, the more precise the sample will be. Fewer rays per sample produce more variance, creating a more grainy effect. Processing speed and precision are affected by this value. Default=64. Filter Radius (pixels) Averages each sample with its neighbors in order to reduce the noisy effect. Default=2.5 pixels. 6212 | Chapter 20 Rendering NOTE Pixel radius varies according to the output resolution. For example, a 2.5 radius is OK for NTSC resolution, but it might be very large for smaller images, or too precise for very large images. Pixel radius of 2 Left: 10 rays per sample Middle: 50 rays per sample Right: 150 rays per sample Pixel radius of 5 Left: 10 rays per sample Middle: 50 rays per sample Right: 150 rays per sample Default Scanline Renderer Controls | 6213 Pixel radius of 10 Left: 10 rays per sample Middle: 50 rays per sample Right: 150 rays per sample Increasing the number of rays per sample can greatly increase rendering time. The images on the right can take nearly six times as long to render as the images on the left. Increasing the filter radius also increases render time, but not as dramatically. Clamp Values (cd/m^2) This control is expressed as a luminance value. Luminance (candelas per meter squared) represents how brightly you perceive a material. Clamp Value sets an upper limit on the luminance that will be considered in the Regathering stage. Use it to avoid the appearance of bright spots. 6214 | Chapter 20 Rendering Bright polygons in the scene can create a “sparkle” effect of bright spots. These bright spots are artifacts not of the number of samples cast, but rather of the presence of bright polygons in your scene. During the Initial Quality stage, this bright energy gets bounced in random directions, leading to a “sparkle” effect. Typically you can detect these polygons before regathering. During the final Regathering stage, bright spots can be avoided by setting Clamp Values somewhat below the luminance of these bright surfaces and spots. Default Scanline Renderer Controls | 6215 Bright spots have been reduced by clamping. TIP You can query the luminance of these surfaces by using the Lighting Analysis tool on page 6219. TIP Use Render Region on page 6095 to render just the area of the bright spots to find rapidly the right clamp value to use. Be careful with this control: Clamp Values let you clamp any intensity, and the rendering might become darker than it should be because you have clamped indirect illumination that is to be expected, thus dimming the effect of the radiosity solution. 6216 | Chapter 20 Rendering Adaptive Sampling group These controls can help you shorten rendering times. They reduce the number of light samples taken. The ideal settings for adaptive sampling vary greatly from scene to scene. Adaptive sampling initially takes samples from a grid superimposed on the pixels of the scene. Where there is enough contrast between samples, it subdivides that region and takes further samples, down to the minimum area specified by Subdivide Down To. Lighting for areas not directly sampled is interpolated. TIP If you use adaptive sampling, try adjusting the Subdivision Contrast value to obtain the best results. Adaptive Sampling When on, the radiosity solution uses adaptive sampling. When off, it does not. Turning off adaptive sampling can increase the detail of the final rendering, but at a cost of rendering time. Default=off. Initial Sample Spacing The grid spacing for initial samples of the image. This is measured in pixels. Default=16x16. Subdivision Contrast The contrast threshold that determines when a region should be further subdivided. Increasing this value causes less subdividing to occur. Reducing this value can cause unnecessary subdivide. Default=5.0. Subdivide Down To The minimum spacing for a subdivision. Increasing this value can improve render time at a cost of accuracy. Default=2x2. Depending on the scene geometry, grids larger than 1x1 might still be subdivided below this specified threshold. Show Samples When on, sample locations render as red dots. This shows where the most sampling has taken place, which can help you choose the optimal settings for adaptive sampling. Default=off. Statistics Rollout (Radiosity) Rendering menu/main toolbar > Render Setup > Render Setup dialog > Choose Default Scanline Renderer as the active production renderer. > Advanced Lighting panel > Select Advanced Lighting rollout > Choose Radiosity from the drop-down list. > Statistics rollout Lists information about the radiosity processing. Default Scanline Renderer Controls | 6217 Interface Radiosity process group Lists the current level of quality and number of refine iterations in the radiosity process. Solution Quality The current level of quality in the radiosity process. Refine Iterations The number of refine iterations in the radiosity process. Elapsed Time The time spent processing the solution since the last reset. Scene Information group Lists information on the radiosity processing of the scene. Geometric Objects Lists the number of objects processed. Light Object Lists the number of light objects processed. NOTE Self-illuminated objects count as one light per face. Meshing Size Lists the size of radiosity mesh elements in world units. NOTE Transparent, 2–sided, and translucent objects' faces are counted twice. Mesh Elements Lists the number of elements in the mesh processed. 6218 | Chapter 20 Rendering Lighting Analysis Select an object that has radiosity solution information. > Rendering menu > Advanced Lighting > Lighting Analysis To query light levels, analyze the data, and produce reports, use the Lighting Analysis dialog. This dialog provides rendering data on material reflectance, transmittance, and luminance. For example, a lighting engineer might need to know if light fixtures in a scene provide an even level of illumination on the walls of a building. The engineer uses the Lighting Analysis dialog after placing the lights in the ceiling and processing radiosity. The engineer inspects the light levels and material reflectance in the scene and then adjusts the brightness of lights, changes units, or reduces material reflectance. To use the Lighting Analysis tools, a radiosity solution must be calculated and displayed in the scene. For better feedback, use it in conjunction with the Pseudo Color Exposure Control on page 6753. This tool maps luminances or illuminances to pseudo colors that show the brightness of the values 3ds Max converts. TIP You can also export LogLUV TIFF files on page 7372 or PIC files on page 7359 for analysis by other software; do this by using the Lighting Data Exporter utility on page 6759. See also: ■ Modeling Global Illumination with Radiosity on page 6168 ■ Radiosity Workflows on page 6181 ■ Radiosity Controls on page 6188 ■ Radiosity Preferences on page 7786 ■ Lighting Data Exporter Utility on page 6759 Default Scanline Renderer Controls | 6219 Interface Statistics group Displays the radiosity solution lighting statistics for the object you select. Quantity Indicates the desired photometric value: ■ Luminance ■ Illuminance The amount of energy leaving a surface. The amount of energy arriving at a surface. Point The luminance or illuminance at the point on the object where you clicked. Point Reflectance The reflectance of the surface material at the point on the object where you clicked. Point Transmittance The transmittance of the surface material at the point on the object where you clicked. Object Avg The amount of light intensity for the object as a whole. Object Min The object’s minimum luminance or illuminance value. Object Max The object’s maximum luminance or illuminance value. Scene Max The scene’s highest luminance or illuminance value. 6220 | Chapter 20 Rendering Selection Information group Object Name The name of the selected object. Object Area The area size of the selected object. Point Location The X,Y,Z coordinate of the point on an object you clicked. Raytracer Panel Raytracer Global Parameters Rollout Rendering menu > Raytracer Settings Rendering menu/main toolbar > Render Setup > Render Setup dialog > Choose Default Scanline Renderer as the active production renderer. > Raytracer panel > Raytracer Global Parameters rollout These parameters control the raytracer globally. That is, they affect all Raytrace materials and Raytrace maps in your scene. They also affect the generation of Advanced Ray-traced shadows on page 8103 and Area shadows on page 7913. NOTE These controls adjust ray-trace settings for the scanline renderer only. The settings of these controls have no impact on the mental ray renderer, which has its own ray-tracing controls. Default Scanline Renderer Controls | 6221 Interface Ray Depth Control group Ray depth, also known as recursion depth, controls how many times the renderer allows a ray to bounce before it is considered lost or trapped. 6222 | Chapter 20 Rendering Upper left: Ray depth is zero Upper right: Ray depth of 2 Lower middle: Extremely high ray depth Maximum Depth Sets the maximum recursion depth. Increasing this value potentially increases the realism of your rendered scene, at a cost of rendering time. You can reduce this value to reduce rendering time. Range=0 to 100. Default=9. Cutoff Threshold Sets a cutoff threshold for adaptive ray levels. If the contribution of any ray to the final pixel color drops below the cutoff threshold, the ray is terminated. Default: 0.05 (5% of the final pixel color). This can speed up your rendering time considerably. Color to use at Max Depth As a rule, when a ray reaches the maximum depth, it is rendered the same color as the background environment. You can override the color returned at maximum depth by either selecting a color, or setting an alternative environment map. This can make the "lost" ray invisible in the scene. Default Scanline Renderer Controls | 6223 TIP If you are having trouble with getting complex objects to render, especially glass, specify the maximum recursion color to something obvious, like magenta, and your background color to something that contrasts, like cyan. The chances are that a lot of your rays are getting lost in either maximum recursion or just being shot off into the world, totally missing anything you think they should strike. Try rendering the scene again. If this is the problem, try reducing the Maximum Depth value. ■ Specify Specifies what color the raytracer returns when the ray is considered lost or trapped. Click the color swatch to change this color. ■ Background (The default.) Returns the background color when the ray is considered lost or trapped. For Raytrace material, the background color is the global environment background or the environment specified locally for the material. For Raytrace map, the background color is either the global environment background, or is set locally in the Raytracer Parameters rollout on page 5954. Global Ray Antialiaser group Controls in this group let you set global antialiasing for raytraced maps and materials. 6224 | Chapter 20 Rendering Above: No antialiasing Below: Antialiasing of reflections TIP Turning on Supersample for a Raytraced material (in the Raytrace Basic Parameters rollout on page 5493) usually provides adequate antialiasing. Use one of the raytrace antialiasers (Fast Adaptive or Multiresolution Adaptive) when you want to blur reflections or refractions. On When on, uses antialiasing. Default=off. Drop-down list Chooses which antialiasing settings to use. There are two options: ■ Fast Adaptive Antialiaser Uses the Fast Adaptive antialiaser, regardless of the global setting. Click ... to open the Fast Adaptive Antialiaser dialog on page 5522. ■ Multiresolution Adaptive Antialiaser Uses the Multiresolution Adaptive antialiaser, regardless of the global setting. Click ... to open the Multiresolution Adaptive Antialiaser dialog on page 5524. Default Scanline Renderer Controls | 6225 Global Raytrace Engine Options group These options are comparable to the local options on Extended Parameters rollout on page 5502 and the Raytracer Controls rollout on page 5506. Their setting affects all Raytrace materials and Raytrace maps in the scene, unless you set local overrides. Enable Raytracing Turns the raytracer on or off. Default=on. Even with raytracing off, Raytrace material and Raytrace map still reflect and refract the environment, including both the environment map for the scene, and the environment map assigned to the Raytrace material. Raytrace Atmospherics Turns the raytracing of atmospheric effects on or off. Atmospheric effects include fire, fog, volume light, and so on. Default=on. Enable Self Reflect/Refract Turns self reflection/refraction on or off. Default=on. Can an object reflect itself? For example, a teapot's body reflects the teapot's handle, but a sphere will never reflect itself. If you don't need this effect, you can improve render time by turning off this toggle. TIP If you have a transparent object such as glass, and Enable Self Reflect/Refract is on, you don't have to make the object 2-sided on page 7893. The raytracer sees back faces when exiting refractive objects. Reflect/Refract Material IDs When on, the material reflects effects assigned to material IDs in the renderer's G-buffer on page 7991 on or off. Default=on. By default, Raytrace material and Raytrace map reflect effects assigned to a material's ID, so that G-buffer effects are not lost. For example, if a raytraced object reflects a lamp made to glow with the Video Post Glow filter (Lens Effects Glow), the reflection glows as well. Render objects inside raytraced objects Toggles the rendering of objects inside raytraced objects. Default=on. Render atmospherics inside raytraced objects Toggles the rendering of atmospheric effects inside raytraced objects. Atmospheric effects include fire, fog, volume light, and so on. Default=on. Enable Color Density / Fog Effects Toggles the color density and fog features. Acceleration Controls Opens the Raytracing Acceleration Parameters dialog on page 5518. 6226 | Chapter 20 Rendering Exclude Opens the Raytrace Exclude/Include dialog on page 5519, which lets you exclude objects from ray-tracing. Show Progress Dialog When on, rendering displays a window with progress bars titled Raytrace Engine Setup. Default=on. Show Messages When on, displays a window, Raytrace Messages, that shows status and progress messages from the raytrace engine. Default=off. Using Multi-Pass Rendering Effects Create panel > Cameras > Target button or Free button > Parameters rollout > Multi-Pass Effect group Multi-pass rendering effects use multiple renderings of the same frame, with slight camera movement between each rendering. The multiple passes simulate the blurring that film in a camera would register under certain conditions. The included multi-pass effects are provided: ■ Depth of field on page 5230 (Default Scanline Renderer) Default Scanline Renderer Controls | 6227 Multi-pass depth of field Top: Focus is in the middle distance; near and far objects are blurred. Bottom left: Focus on near objects, far objects are blurred. Bottom right: Focus on far objects, near objects are blurred. ■ Motion blur on page 5234 (Default Scanline Renderer) 6228 | Chapter 20 Rendering Above: Motion blur applied to wings of the flying dragon Below: Multiple passes appear in successive refreshes of the Rendered Frame Window. ■ Depth of Field (mental ray) on page 5229 See also: ■ Motion Blur with the mental ray Renderer on page 6248 ■ Depth of Field with the mental ray Renderer on page 6249 Default Scanline Renderer Controls | 6229 mental ray Renderer The mental ray® renderer from mental images® is a general-purpose renderer that can generate physically correct simulations of lighting effects, including ray-traced reflections and refractions on page 6245, caustics on page 6255, and global illumination on page 6261. NOTE mental images and mental ray are registered trademarks, and photon map is a trademark of mental images GmbH & Co. KG, Berlin, Germany. Scene rendered with the default 3ds Max scanline renderer 6230 | Chapter 20 Rendering Same scene rendered with the mental ray renderer The second rendering, done with the mental ray renderer, shows caustics cast by refraction through the martini glass. Caustics are also visible in the reflection on the cocktail shaker. The mental ray renderer in 3ds Max supports the mental ray version 2 (mi2) and version 3 (mi3) formats. It does not support the mental ray version 1 (mi1) format. Differences Between the mental ray Renderer and the Default Scanline Renderer Compared to the default 3ds Max scanline renderer, the mental ray renderer relieves you of the need to simulate complex lighting effects "by hand" or by generating a radiosity solution. The mental ray renderer is optimized to use multiple processors and to take advantage of incremental changes for efficient rendering of animations. Unlike the default 3ds Max renderer, which renders scanlines from the top of the image downward, the mental ray renderer renders rectangular blocks called buckets. The order in which the buckets are rendered can vary, depending on the method you choose. By default, mental ray uses the Hilbert method, which picks the next bucket to render based on the cost of switching to the next mental ray Renderer | 6231 one. Because objects can be discarded from the memory to render other objects, it’s important to avoid having to reload the same object multiple times. This is especially important when you have enabled placeholder objects (see the Processing panel > Translator Options rollout on page 6316). If you use distributed rendering to render a scene, it might be hard to understand the logic behind the rendering order. In this case, the order has been optimized to avoid sending lots of data over the network. Each CPU is assigned a bucket as the bucket becomes available, so different buckets can appear in the rendered image at different times. See the Renderer panel > Sampling Quality rollout on page 6272. NOTE The mental ray renderer can also be run in a standalone fashion, using a command-line interface based on the mi2 or mi3 scene description format. This is described in the manual mental ray Programming, which is written for programmers writing custom shaders on page 8123. See also: ■ Getting Good Results with mental ray Rendering on page 6235 ■ 3ds Max Materials in mental ray Renderings on page 6239 ■ mental ray Concepts on page 6245 ■ Enhancements to Standard Features on page 6241 Procedures To use the mental ray renderer: 1 Choose Rendering menu > Render Setup. The Render Setup dialog opens. 2 On the Common panel, open the Assign Renderer rollout, and then click the “...” button for the Production renderer. The Choose Renderer dialog opens. 3 On the Choose Renderer dialog, highlight mental ray Renderer and then click OK. TIP After you make the mental ray renderer the active production renderer, you can make the mental ray renderer the default renderer for all new scenes by clicking Save As Defaults. This is a convenient way to avoid extra setup time. 6232 | Chapter 20 Rendering Now the Render Setup dialog contains the mental ray controls. You can choose to render the scene with the built-in mental ray renderer, or simply to translate the scene and save it in an MI on page 8044 file that you can render later, perhaps on a different system. Controls for choosing whether to render, save to an MI file, or both, are on the Translator Options rollout on page 6316. Rendering with the mental ray Renderer Rendering menu/main toolbar > Render Setup > Render Setup dialog > Common panel > Assign Renderer rollout > Choose mental ray Renderer as the Production renderer. To use the mental ray translator and renderer, you must first choose mental ray as the production renderer, as described the "Procedures" section below. Once you have chosen mental ray rendering, the Render Setup dialog displays panels and rollouts that control the mental ray renderer. Common Parameters Rollout When you render with mental ray, controls on the Render Setup dialog > Common panel > Common Parameters rollout remain the same, and function just as they do with the default scanline renderer. Limitations The mental ray renderer does not support certain rendering features, as described here. ■ Output dithering options aren't supported (in Main menu > Customize > Preferences > Preference Settings dialog > Rendering panel > Output Dithering group). ■ The mental ray renderer does not fully support G-buffer options in post processing and image file output. The mental ray renderer generates all required G-buffer channels, but does not include transparency information. If two transparent objects overlap each other, the mental ray render generates information only for the frontmost object. ■ When you use a bitmap as an environment (that is, as a background), the mental ray renderer samples and filters it. This can result in unwanted blurring. To prevent background blurring, render the scene against a solid-color background, and then composite the rendered scene with the background image. mental ray Renderer | 6233 ■ Sometimes when you render objects that have no thickness, or an Extrude modifier with zero thickness, the mental ray renderer generates rendering artifacts that appear as streaks. In some cases, you can fix this by turning on Force 2-Sided on the Render Setup dialog's Common Parameters rollout. If the streaks persist, give the object or the Extrude modifier a nonzero thickness. See also: ■ Sampling Quality Rollout (mental ray Renderer) on page 6272 ■ Camera Effects Rollout (mental ray Renderer) on page 6283 ■ Caustics and Global Illumination Rollout (mental ray Renderer) on page 6306 ■ Final Gather Rollout (mental ray Renderer) on page 6295 ■ Shadows & Displacement Rollout (mental ray Renderer) on page 6292 ■ Rendering Algorithms Rollout (mental ray Renderer) on page 6277 ■ Translator Options Rollout (mental ray Renderer) on page 6316 ■ Distributed Bucket Rendering Rollout (mental ray Renderer) on page 6326 Procedures To use the mental ray renderer: 1 Choose Rendering menu > Render Setup. The Render Setup dialog opens. 2 On the Common panel, open the Assign Renderer rollout, then click the “...” button for the Production renderer. The Choose Renderer dialog is displayed. 3 On the Choose Renderer dialog, highlight mental ray Renderer and then click OK. Now, when you render, the Render Setup dialog appears with the mental ray controls. You can choose to render the scene with the built-in mental ray renderer, or simply to translate the scene and save it in an MI on page 8044 file that you can render later, perhaps on a different system. Controls for choosing whether to render, save to an MI file, or both, are on the Translator Options on page 6316 rollout. 6234 | Chapter 20 Rendering To make the mental ray Renderer the default renderer for new scenes: ■ After you make the mental ray renderer the active production renderer, click Save As Defaults on the Assign Renderer rollout. Getting Good Results with mental ray Rendering Although the mental ray renderer is relatively easy to use once you’ve set it up correctly, there are several "gotchas" that you might encounter immediately, especially if you’re primarily accustomed to the 3ds Max scanline renderer and its workflow. For example, see 3ds Max Materials in mental ray Renderings on page 6239. Following are some basic rules of thumb for using mental ray in 3ds Max: Using Lights with the mental ray Renderer When you set up a scene for rendering with the mental ray renderer, keep the following tips in mind: ■ The Overshoot parameter for lights doesn't work when you use mental ray to render shadow-mapped shadows. To use Overshoot, use ray-traced shadows. ■ Excluding an object from shadow casting doesn't work when you use mental ray to render shadow-mapped shadows. To exclude objects from shadow casting, use ray-traced shadows. (The Exclude button is on a light's General Parameters rollout.) ■ When you assign a map to object shadows in the light's Shadow Parameters rollout, the mental ray renderer does not recognize the toggle for the map (to the left of the Map button), and renders the map whether the toggle is on or off. To stop using the map, you must click the Map button and in the Material/Map Browser, assign NONE as the map type. ■ Using the default scanline renderer, you can set a light to have a value of zero, with a shadow color of white, and a shadow density of −1. With these settings, the light casts shadows but does not illuminate the scene. To get the same effect using the mental ray renderer, the light value must not be zero. Instead, set it to a value close to zero (for example, 0.001 or –0.001). ■ The mental ray renderer disregards the bias parameters in the Shadow Map Params rollout and the Ray Traced Shadow Params rollout. mental ray Renderer | 6235 ■ The mental ray renderer assumes that all directional lights come from infinity, so objects that are behind the direct light object in the 3ds Max scene will also be illuminated. Ray Tracing The mental ray ray tracer is fast and provides excellent quality images, but it’s important to use it correctly. The mental ray renderer does not fully support cubic maps for Reflect/Refract maps on page 5964. It uses them if they have already been generated by the default scanline renderer, but it does not generate them. If Source > From File is active and the mental ray renderer can find the six cubic maps, it uses them. If Source > Automatic is active, or if the cubic maps cannot be found, the mental ray renderer generates ray-traced reflections or refractions instead. Ray Tracing Setup On the rendering menu, Ray Tracer Settings and Raytrace Global Include/Exclude are disabled while the mental ray renderer is active. These controls adjust ray-trace settings for the scanline renderer only. The settings of these controls have no impact on the mental ray renderer. The ray-tracing controls for mental ray appear on the Renderer panel > Rendering Algorithms rollout on page 6277. TIP While the mental ray renderer ignores the global inclusion or exclusion settings for the ray tracer, you can enable or disable ray-tracing at the local level of a Raytrace material or map. Ray Tracing Rules of Thumb Say you’re rendering a (lathed) wineglass, with an inner and outer surface and a piece of geometry representing the wine. The wine geometry is just slightly smaller than the inner surfaces of the wineglass, and capped with a flat top. Now, you go to render the glass. After rendering the scene, however, there’s something wrong: the inner surfaces of the glass don’t seem reflective enough, and the wine isn’t refracting properly. What’s wrong? It’s possible that you have the number of reflections and refractions set too low for the number of surfaces you have. To check this, go to the Renderer panel > Rendering Algorithms rollout on page 6277 and look at the Maximum Trace Depth settings. If you haven’t changed the parameters, then you should see Max. Reflections and Max. Refractions set to the default of 6, and Max. Depth set to 6. 6236 | Chapter 20 Rendering There’s the problem: you actually have six surfaces that need to be traced by the light rays for both reflections and refractions. The way to always calculate the number of rays needed for a scene is to take the ray-traced objects in your scene and draw an imaginary line through them, originating at the point of view. Then, count the number of surfaces the line intersects. For the wineglass and wine, you need at least six reflections and refractions that correspond to the following surfaces: ■ Near outer glass surface (“near” relative to your Camera viewpoint) ■ Near inner glass surface ■ Near wine surface ■ Far wine surface ■ Far inner glass surface ■ Far outer glass surface Therefore, increase the value of Max. Depth to 12. Caustics and Global Illumination Before rendering with caustics, there are several things you need to set up in your scene: ■ For caustics to work properly, the generating object must use a material that contains some degree of shininess, reflectivity, or refraction. Assign a Raytrace or other map as either a Reflection map or Refraction map before you render caustics. ■ Most often, you’ll be using very shiny, highly reflective materials (such as chrome and other metals), or transparent or translucent materials (such as glass goblets or water), to generate caustics in your scene. If you’re using a glassy material, make sure it’s double-sided to create the proper results. ■ Make sure you have object properties on page 322 set to Receive Caustics or Generate Caustics (or both). To set up these properties, right-click an object and choose Properties. For example, if you’re rendering a wineglass on a tabletop, you probably want the wineglass both to generate and receive caustics (so that caustics are scattered within the glass itself), and the tabletop only to receive caustics (unless it’s chrome, say, instead of wood). ■ If the rendering of your scene is washed out by light, double-check the Multiplier settings: one in the Basic group of the Final Gather rollout on mental ray Renderer | 6237 page 6295, and one each in the Caustics and Global Illumination (GI) groups of the Indirect Illumination panel > Caustics And Global Illumination rollout on page 6306. These apply to all lights in the scene. Reducing the Multiplier values can eliminate washout. If a single light object is causing the problem, you can reduce the Energy multiplier's value in that light object's mental ray Indirect Illumination rollout on page 5112, available on the Modifier panel. ■ To improve the quality of caustics, go to the Caustics group on page 6309 of the Caustics And Global Illumination rollout on page 6306 and increase the Max Num. Photons Per Sample setting. ■ Be careful of the total number of photons you’re emitting: A very high number (100,000 and above) can dramatically increase your rendering time. Then again, for some simple scenes, you might actually be able to set these to 1,000,000 and still render in an acceptable amount of time. WARNING The number of photons specified for each light indicates the number of photons that need to be stored for each light, not the number of photons to be shot. This is an important distinction: If a light points in a direction where there is no surface, the mental ray renderer might shoot photons forever. In the Messages Window on page 6244, the mental ray renderer displays warnings that no photons are being stored. To avoid the slowdowns related to this issue, make sure that every light points in the direction of a surface (this is sometimes impossible to do with omni lights). Another way to avoid this problem is to add a big sphere around your entire model. ■ In general, use an exposure control. The mr Photographic Exposure Control on page 6744 works particularly well for adjusting overall exposure. Coincident Faces When it encounters coincident faces, the mental ray renderer can produce artifacts, because it can't decide which face is nearer the camera (neither is). To fix this, move or scale one of the objects so faces are no longer coincident. Backface Culling mental ray rendering correctly performs backface culling, and renders one-sided faces much as the scanline renderer does. 6238 | Chapter 20 Rendering 3ds Max Materials in mental ray Renderings For the most part, the mental ray renderer treats 3ds Max maps and materials the same way the default scanline renderer does. The exceptions are listed below. In general, if the mental ray renderer does not recognize a map or material, it renders it as opaque black. WARNING The mental ray renderer does not necessarily support maps or materials provided as plug-ins from third-party vendors. It supports third-party maps and materials only if the vendor has explicitly used the mental ray SDK to add support for the mental ray format. Unless the third-party vendor clearly specifies mental ray support, you should assume the map or material is unsupported, and will render as black. See also: ■ mental ray Renderer on page 6230 ■ Getting Good Results with mental ray Rendering on page 6235 Issues for Reflections and Refractions The maps used to create reflections or refractions, Flat Mirror, Raytrace, Reflect/Refract, and Thin Wall Refraction, are supported by the mental ray renderer. However, the mental ray renderer simply uses these maps as indications to use its own ray-tracing method, leading to some restrictions on which parameters are supported, as described in the sections “Materials” and “Maps,” below. Map Blurring When reflections and refractions are ray traced, applying Blur (or Distortion, in Flat Mirror) does not apply to reflections or refractions of environment maps. In general, Blur and Distortion render differently than they do with the default scanline renderer, and you might have to experiment with parameter values to get a comparable rendering result. TIP If Blur effects are not rendering well with the mental ray renderer, try increasing the Maximum number of samples in the Renderer panel > Sampling Quality Rollout on page 6272. mental ray Renderer | 6239 Materials The mental ray renderer does not support these materials: ■ Advanced Lighting Override material ■ Lightscape material ■ Morpher material Raytrace Material The mental ray renderer supports all Raytrace material settings except for the antialiasing parameters and the settings found under Rendering > Raytracer Settings and Rendering > Raytrace Global Include/Exclude. All these options are specific to the default scanline renderer. TIP While the mental ray renderer ignores the global inclusion or exclusion settings for the ray tracer, you can enable or disable ray-tracing at the local level of a Raytrace material or map. Maps ■ Bitmap The mental ray renderer can't use the Progressive JPEG (.jpg) format as a bitmap. Also, Summed Area filtering is not supported (in the Filtering group of the Bitmap Parameters rollout). PSD files are supported, but are translated into binary data, and because of this, consume a lot of memory and increase render time. To reduce the time involved, convert the PSD file to a format such as BMP. The same is true of TIFF files. In addition, there are certain TIFF subformats that the mental ray renderer does not support; specifically, LZW, CCIT (fax), or JPEG compression; non-RGB color models such as CMYK, CIE, or YCbCr; or multiple images in the same file (in this case, only the first image is used). The mental ray renderer does support bilevel (1-bit), grayscale (4or 8-bit), color map (4- or 8-bits), RGB(A) (8-, 16-, or 32-bit) TIF images, and TIF files with image strips. ■ Combustion map The mental ray renderer doesn't support this map. ■ Flat Mirror map Flat Mirror is supported by the mental ray renderer, except for the First Frame Only and Every Nth Frame parameters. 6240 | Chapter 20 Rendering ■ Raytrace map The mental ray renderer supports all Raytrace map settings except for the antialiasing parameters. ■ Reflect/Refract map This map tells the mental ray renderer to use ray-traced reflections and refractions. Most parameters are supported, but the parameters Blur Offset, First Frame Only, Every Nth Frame, and Atmosphere Ranges are not supported. NOTE The mental ray renderer does not fully support cubic maps for Reflect/Refract maps. It uses cubic maps if they have already been generated by the default scanline renderer, but it does not generate them. If Source > From File is active and the mental ray renderer can find the six cubic maps, it uses them. If Source > Automatic is active, or if the cubic maps cannot be found, the mental ray renderer generates ray-traced reflections or refractions instead. Enhancements to Standard Features The primary interface to the mental ray renderer consists of rollouts on the Render Setup dialog. To choose the mental ray renderer, use the Assign Renderer rollout on page 6135, as described in this procedure on page ?. In addition, object properties, lights, and the Material Editor have additional controls to support mental ray rendering. Last but not least, 3ds Max offers a special mr Proxy object for speeding up rendering of large, complex scenes. Object Properties Enhancements Parameters on the mental ray panel on page 322 of the Object Properties dialog support displacement as well as the mental ray indirect illumination features: final gather on page 6295, caustics on page 6255, and global illumination on page 6261. mental ray Proxy Object When working with high-resolution geometry, you can save memory and translation time by using the special mr Proxy object on page 597 as a stand-in for your models. mental ray Renderer | 6241 Light Object Enhancements Along with the mental ray renderer, mental ray-specific area light objects and light settings are provided. Light Objects The area light on page 7909 is a feature of the mental ray renderer. Instead of a point source, it emits light from a broader area around the source. There are two basic types of mental ray area light: mr Area Omni Light on page 5070 and mr Area Spotlight on page 5073. An additional, special-purpose mental area light is the mr Sky Portal on page 5186. Area lights create soft-edged shadows. This can help improve the realism of your rendering. NOTE To render soft-edged shadows, shadows must be ray-traced, not shadow-mapped: see the Renderer panel > Shadows & Displacement Rollout on page 6292. In 3ds Max, area lights are created and supported by the MAXScript scripts, light-mentalray_areaomni.ms and light-mentalray_areaspot.ms. Both scripts are found in the \stdplugs\stdscripts\ folder within the program install directory. Because of this, when you create an area light, you actually create a target spot or omni light for which the mental ray renderer uses the parameters on the Area Light Parameters rollout. If you render with the default scanline renderer, the light behaves like any other target spot or omni light. (You can change a light from one type to another using the Type drop-down list on the light’s General Parameters rollout.) For area lights rendered with the mental ray renderer, you can still set and use other lighting parameters, such as color, the Multiplier value, the spotlight cone, and so on. Shadow maps are an exception. The mental ray renderer ignores the light's local shadow map settings. Area lights always use ray-traced shadows. TIP You can use a MAXScript utility to convert standard 3ds Max light objects to area lights, as described in this procedure on page ?. Light Settings The mental ray Indirect Illumination rollout on page 5112 has been added to light objects to support the mental ray renderer’s indirect illumination effects of caustics on page 6255 and global illumination on page 6261. The mental ray Light Shader rollout on page 5115 has been added so you can add mental ray light shaders to light objects. 6242 | Chapter 20 Rendering IMPORTANT To see the mental ray rollouts for lights, you must use mental ray Preferences on page 7787 to enable mental ray extensions. These rollouts appear only on the Modify panel, not on the Create panel. Camera Enhancements On the Parameters rollout on page 5210, a “Depth Of Field (mental ray)” choice appears on the Multi-Pass Effect drop-down list to support the mental ray renderer's depth-of-field effects. To use this, turn on both Enable in the camera's Multi-Pass Effect group (default=off), and Depth Of Field on the Render Setup dialog > Renderer panel > Camera Effects rollout on page 6283. You can also assign mental ray lens, output, and volume shaders to cameras. These controls are also on the Render Setup dialog > Camera Effects rollout. (This rollout also contains some contour-shading controls.) NOTE When you use the mental ray renderer, reflected or refracted light rays do not always respect a camera's clipping planes (set in the Clipping Planes group of the Parameters rollout). Also, large clipping-plane values can cause poor quality in the rendering of shadow maps. To fix this, narrow the clipping range or switch to ray-traced shadows. Material Editor Enhancements The Material Editor works as it does with the default scanline renderer. Certain materials and maps, or some of their controls, aren't supported by the mental ray renderer; see 3ds Max Materials in mental ray Renderings on page 6239. By default, the Material Editor sample slots use the currently active renderer: typically this is either the default scanline renderer or the mental ray renderer. You assign the renderer for sample slots with the Render Setup dialog > Common panel > Assign Renderer rollout on page 6135. When mental ray extensions are enabled (using mental ray Preferences on page 7787) and the mental ray renderer is active, the Material Editor displays these additional mental ray features: ■ A mental ray Connection rollout on page 5385 lets you add mental ray shaders to 3ds Max materials. ■ When you click a material's Type button, the Material/Map Browser displays additional mental ray materials on page 5543. ■ When you click a map or shader button, the Material/Map Browser displays additional mental ray shaders on page 5974. mental ray Renderer | 6243 Shaders are provided in shader library (MI) files on page 8044. Some shaders are customized for 3ds Max, some are provided by the lume library, and most are provided by mental images libraries. Settings for the custom 3ds Max shaders are provided in this reference. Settings for the third-party lume and mental images shaders are provided in their own help files. This reference links to those descriptions; see Shaders in the LumeTools Collection on page 5980 and mental images Shader Libraries on page 5977. mental ray Messages Window Rendering menu > mental ray Message Window The mental ray Messages window displays log messages (other than debug messages) generated by the mental ray renderer. Interface Example of mental ray Messages window Three status fields appear above the messages area: ■ Num. CPUs Shows the number of CPUs in use. ■ Num. threads ■ mental ray version detail. 6244 | Chapter 20 Rendering Shows the number of threads being rendered. Shows the current mental ray renderer version, in The options beneath the messages area are equivalent to options on the mental ray Preferences dialog on page 7787. Information When on, the mental ray renderer generates information messages. Default=off. This is equivalent to the preference, Show/Log Information Messages. Progress When on, the mental ray renderer generates progress messages. Default=off. This is equivalent to the preference, Show/Log Progress Messages. Debug (Output to File) When on, the mental ray renderer generates debug messages. Default=off. This is equivalent to the preference, Log Debug Messages (To File). NOTE Debug messages are never displayed by the Messages Window. They are numerous, and would make it difficult to find or read other messages. Open on Error When on, the Messages Window is displayed if the mental ray renderer logs an error message. Default=off. This is equivalent to the preference, Open Message Window On Error. Clear Click to clear all messages from the messages area. mental ray Concepts These topics describe what the mental ray renderer can do, and explain how it accomplishes these effects. For more technical detail about mental ray capabilities, see the mental ray Reference, available from Help menu > Additional Help, and the books Programming mental ray and Rendering with mental ray, both by Thomas Driemeyer. Ray-Traced Reflections and Refractions with the mental ray Renderer The mental ray renderer can generate reflections and refractions by ray tracing. Ray tracing traces the path of rays sampled from the light source. Reflections and refractions generated this way are physically accurate. mental ray Renderer | 6245 Ray-traced reflections and Refractions To reduce the time required to generate reflections and shadows, rays are limited by trace depth. Trace depth limits the number of times a ray can be reflected, refracted, or both. You can turn off ray tracing. In this case, the mental ray renderer uses scanline rendering only. Turning off ray tracing makes the controls for all the effects that are specific to mental ray unavailable in the Renderer's rollouts. Ray tracing uses one of two ray-trace acceleration methods on page 8102. You enable ray tracing and set trace depth with the Render Setup dialog > Renderer panel > Rendering Algorithms rollout on page 6277 controls. Shadows with the mental ray Renderer The mental ray renderer can generate shadows by ray tracing. Ray tracing traces the path of rays sampled from the light source. Shadows appear where rays have been blocked by objects. Ray-traced shadows have sharp edges. 6246 | Chapter 20 Rendering Ray-traced shadows Turning off caustics makes the outlines of shadows in this scene easier to see. You can tell the mental ray renderer to use shadow maps on page 8126 instead of ray-traced shadows. This can improve performance at a cost of accuracy. Shadow controls are on the Render Setup Dialog > Renderer panel > Shadows & Displacement rollout on page 6292. Shadow Generators and the mental ray Renderer Light objects in 3ds Max let you choose a shadow generator: Ray Traced, Advanced Ray Traced, Shadow Map, and so on. Because the mental ray renderer supports only two kinds of shadow generation, ray tracing and shadow maps, some of the 3ds Max shadow generators aren't fully supported. In 3ds Max, a special shadow generator type, mental ray Shadow Map, is provided to support the mental ray renderer. If shadows are enabled (on the Shadows & Displacement rollout on page 6292 of the Render Setup dialog) but shadow maps are not enabled, then shadows for all lights are generated using the mental ray Renderer | 6247 mental ray ray-tracing algorithm. If shadow maps are enabled, then shadow generation is based on each light’s choice of shadow generator: ■ mental ray Shadow Map shadow-map algorithm. Shadows are generated using the mental ray ■ Shadow Map Settings on the Shadow Parameters rollout are translated into a mental ray equivalent before shadows are generated. The quality of shadows generated this way might not always meet expectations. ■ Area Shadows, Advanced Ray Traced Shadows, or Ray Traced Shadows Shadows are generated using the mental ray ray-tracing algorithm. Motion Blur with the mental ray Renderer Motion blur is a way to enhance the realism of a rendered animation by simulating the way a real-world camera works. A camera has a shutter speed, and if significant movement occurs during the time the shutter is open, the image on film is blurred. Motion blur added to rendering of an animated wheel as it speeds up and rolls forward 6248 | Chapter 20 Rendering To render motion blur with the mental ray renderer, you must turn on ray tracing (the Ray Trace parameter) on the Render Setup dialog > Renderer panel > Rendering Algorithms rollout on page 6277. The mental ray renderer uses a Shutter parameter to control motion blur. This simulates the shutter speed of a camera. At 0.0, there is no motion blurring. At 1.0, the maximum amount of motion blurring occurs. Values between zero and one adjust the amount of motion blur. The closer to 1.0, the greater the blurring. You turn on motion blur and adjust shutter speed on the Render Setup Dialog > Renderer panel > Camera Effects rollout on page 6283. If you render using shadow maps on page 8126, then by default mental ray applies motion blur to these as well. See the Render Setup dialog > Renderer panel > Shadows & Displacement rollout on page 6292. TIP mental ray motion blur is not recommended for use with particle systems, as this can increase rendering time considerably. Use a Particle MBlur map on page 5891 instead. NOTE Motion blur with the mental ray renderer does not always follow curving trajectories. Increasing the value of Motion Segments can help, but this works better for rotary motion than for traveling motion. Depth of Field with the mental ray Renderer Depth of field is a way to enhance the realism of a rendering by simulating the way a real-world camera works. With a broad depth of field, all or nearly all of a scene is in focus. With a narrow depth of field, only objects within a certain distance from the camera are in focus. mental ray Renderer | 6249 Scene rendered using no depth of field All apples are equally in focus. 6250 | Chapter 20 Rendering Same scene using depth of field to control focus The middle apple is clearer than the other two. To render depth-of-field effects with mental ray, ray tracing (the Ray Trace toggle) must be enabled on the Render Setup dialog > Renderer panel > Rendering Algorithms rollout on page 6277. You must also enable depth of field for the camera: in the camera's Multi-Pass Effect group, choose “Depth Of Field (mental ray)” as the depth-of-field type. (If you choose the scanline renderer's Depth Of Field option, the rendering that results can be out of focus.) The mental ray renderer uses the camera’s target distance and f-Stop parameters to control the depth-of-field effect. The camera's target distance determines the focus plane. The focus plane is the distance from the camera at which the scene is completely in focus. mental ray Renderer | 6251 Focus plane in relation to a camera Here it is set to the middle apple, as in the previous renderings. 6252 | Chapter 20 Rendering Focus plane in relation to a camera mental ray Renderer | 6253 Here it is set to the nearest apple, as in the renderings that follow. The f-stop controls the amount of blurring at distances other than the focus plane distance. In a real-world camera, the f-stop measures the size of the lens’s aperture. The lower the f-stop value, the larger the aperture and the narrower the depth of field. So increasing the f-stop value broadens the depth of field, and decreasing the f-stop value narrows the depth of field. Decreasing the f-stop to narrow depth of field Focal plane set at the nearest apple, and f-stop set to 0.1. 6254 | Chapter 20 Rendering Increasing the f-stop to broaden depth of field Focal plane in same location, f-stop increased to 1.0. You set the f-Stop in the camera's Depth Of Field rollout. See Depth of Field Parameter (mental ray Renderer) on page 5229. NOTE For Perspective viewports, which have no camera, the Render Setup dialog > Renderer panel > Camera Effects rollout on page 6283 has explicit Focus Plane and f-Stop settings. Caustic Lighting Effects Caustics are the effects of light cast onto an object via reflection off or refraction through another object. mental ray Renderer | 6255 Swimming pool rendered without caustics 6256 | Chapter 20 Rendering Reflective caustics added to swimming pool To calculate caustics, the mental ray renderer uses the photon map technique on page 8090. (Ray tracing can’t generate accurate caustics, and they aren’t provided by the default scanline renderer.) You enable caustics on the Render Setup dialog > Indirect Illumination panel > Caustics And Global Illumination rollout on page 6309. In addition, you must designate: ■ Which light objects can create caustics. ■ Which renderable objects can generate caustics. ■ Which renderable objects can receive caustics. The settings for generating and receiving caustics are on the Object Properties dialog > mental ray Panel on page 322. mental ray Renderer | 6257 Refractive caustics rendered with the default of Radius turned off. Radius size is based on scene extents; specifically, 1/100 the radius of the full scene. 6258 | Chapter 20 Rendering Radius value explicitly set to 1.0 mental ray Renderer | 6259 Radius value increased to 2.5. Filter type changed to Cone. 6260 | Chapter 20 Rendering Photon count increased to 50,000 (in Global Light Properties group) for greater detail in the caustics. Global Illumination with the mental ray Renderer Global illumination enhances the realism in rendered images by simulating all light interreflection effects in a scene (except caustics on page 6255). It generates such effects as "color bleeding," where for example, a white shirt next to a red wall appears to have a slight red tint. The mental ray renderer offers two distinct toolsets for achieving global illumination: photon tracing on page 6310 and final gathering on page 6295. The primary difference between the two is that photon tracing goes from the light source toward the ultimate illuminated target (taking bounces into account), and final gathering goes the opposite way: from the illuminated surface toward the light source. You can use either of these toolsets separately, or combine them for optimal rendered results. mental ray Renderer | 6261 Scene rendered without global illumination 6262 | Chapter 20 Rendering Same scene with global illumination mental ray Renderer | 6263 Global illumination made smoother by final gather To calculate global illumination, the mental ray renderer uses the photon map technique on page 8090. NOTE The mental ray renderer generates global illumination without requiring you to generate a radiosity solution. A photon map is a model of global illumination in its own right. NOTE In order to use global illumination in mental ray, the photons must be able to bounce among two or more surfaces. This can be accomplished by having a single object with some concavity in its surface that’s exposed to the light source, or at least two objects, and at least one object must be set to receive global illumination (see mental ray Panel (Object Properties Dialog) on page 322). Otherwise you’ll receive error messages and no photons will be stored. Using a photon map can cause rendering artifacts such as dark corners and low-frequency variations in the lighting. You can reduce or eliminate these artifacts by turning on final gathering on page 6295, which increases the number of rays used to calculate global illumination. You enable global illumination on the Render Setup dialog > Indirect Illumination panel > Caustics And Global Illumination rollout on page 6306, 6264 | Chapter 20 Rendering and final gathering on the Final Gather rollout on page 6295. In addition, you must designate: ■ Which light objects can generate global illumination. ■ Which renderable objects can generate global illumination. ■ Which renderable objects can receive global illumination. The settings for generating and receiving global illumination are on the Object Properties dialog > mental ray Panel on page 322. By default, all objects in 3ds Max are set to generate and receive global illumination. mental ray Volume Shading Volume shading shades a three-dimensional volume, rather than a surface. Typically, volume shaders provide atmospheric effects such as mist and fog. Model rendered with no volume effect mental ray Renderer | 6265 Same model rendered in mist Mist applied as a camera volume shader; realistic falloff on There are two ways to assign a volume shader: ■ To a camera This effectively makes the entire scene a single volume. ■ To a material This makes a volume out of objects to which the material is applied. Usually when you assign a volume shader to a material, you want to make its surface transparent so the shading within the volume is visible. You can do this with the mental images Transmat shader. To assign a volume shader to a camera, use the Render Setup dialog. To assign a volume shader to a material, use the material's Volume shader component. This component is found on the mental ray Connection rollout on page 5385, and in the mental ray material on page 5638 itself. See the “Procedures” that follow. 6266 | Chapter 20 Rendering Procedures To apply volume shading to a camera: 1 On the main toolbar, click Render Setup. If the active renderer is not already the mental ray renderer, go to the Common panel, and on the Assign Renderer rollout, click the “...” button for the Production renderer. A Choose Renderer dialog is displayed. Highlight “mental ray Renderer” in the list, and then click OK. 2 Click the Renderer tab to go to the Renderer panel. On the Camera Effects rollout, find the Camera Shaders group, and click Volume. The Material/Map Browser on page 5290 is displayed. 3 Choose a volume shader from the list in the Browser, and then click OK. To apply volume shading to an object: 1 Choose Customize > Preferences. Go to the mental ray panel, and turn on Enable Mental Ray Extensions. 2 On the main toolbar, click Render Setup. If mental ray is not already the active renderer, go to the Common panel, and on the Assign Renderer rollout, click the “...” button for the Production renderer. The Choose Renderer dialog opens. Highlight “mental ray Renderer” in the list and then click OK. Leave the Render Setup dialog open, or minimize it. 3 Open the Material Editor. Use the mental ray Connection rollout on page 5385 to assign a volume shader to the Volume component. Another technique would be to use the mental ray material on page 5638, and assign a shader to the Volume component. 4 Also on the mental ray Connection rollout, click the lock button to unlock the Surface component. Click the shader button (“None”) and use the Browser to assign the Transmat (physics) shader to the surface. (If you are using the mental ray material, you don't need to first unlock the Surface component.) mental ray Renderer | 6267 5 Apply the material to objects you wish to use as shaded volumes. mental ray Displacement Displacement shading with the mental ray renderer is similar to displacement mapping on page 5487 of standard materials. One advantage of using mental ray displacement is that the additional polygons of displaced surfaces are stored only in the mental ray scene database, not in your 3ds Max scene, so they do not increase the memory requirements of your scene, except at render time. This can be a big improvement in performance over displacement mapping with standard materials and the scanline renderer. Procedures To add displacement to a mental ray rendering: 1 Choose Customize > Preferences. Go to the mental ray panel, and turn on Enable Mental Ray Extensions. 2 On the main toolbar, click Render Setup. If the active renderer is not already the mental ray renderer, go to the Common panel, and on the Assign Renderer rollout, click the “...” button for the Production renderer. A Choose Renderer dialog is displayed. Highlight “mental ray Renderer” in the list, and then click OK. Leave the Render Setup dialog open, or minimize it. 3 4 Open the Material Editor. On the mental ray Connection rollout, click the lock button to unlock the Displacement component. Click the shader button (“None”) and use the Browser to assign a displacement shader to the surface. WARNING This overrides any displacement assigned to the base material as a standard map. Another technique would be to use the mental ray material on page 5638, and assign a shader to the Displacement component. (If you are using 6268 | Chapter 20 Rendering the mental ray material, you don't need to first unlock the Displacement component.) 5 Apply the material to objects you wish to show the displacement. mental ray Contour Shading Contour shading lets you render vector-based contour lines. Contours are similar to the ink component of the Ink 'n Paint material. Model rendered without contours mental ray Renderer | 6269 Model with contours added to the rendering Simple contour shader You add contour rendering by assigning one of the contour shaders to the Contour component of a material. (This component is found on the mental ray Connection rollout on page 5385 and on the mental ray material's Advanced Shaders rollout on page 5646). Then when you render, use the Camera Effects rollout on page 6283 to enable contours. On the Camera Effects rollout, additional shaders can modify the contours, or control how they are rendered. For example, if you assign a Contour Only shader to the Contour Output component, the rendering consists of just the contours, and not the shaded model. Rendering of the model's contours only Contours Only output shader, background set to white 6270 | Chapter 20 Rendering NOTE Contour shading does not work with distributed bucket rendering. Procedures To add contours to a mental ray rendering: 1 Choose Customize > Preferences. Go to the mental ray panel, and turn on Enable Mental Ray Extensions. 2 On the main toolbar, click Render Setup. If the active renderer is not already the mental ray renderer, go to the Common panel, and on the Assign Renderer rollout, click the “...” button for the Production renderer. A Choose Renderer dialog is displayed. Highlight “mental ray Renderer” in the list, and then click OK. Leave the Render Setup dialog open, or minimize it. 3 Open the Material Editor. For the materials of objects you want to render with contours, use the mental ray Connection rollout on page 5385 to assign a shader to the Contour component. Another technique would be to use the mental ray material on page 5638, and assign shaders to both the Surface and Contour components. TIP The Simple contour shader renders uniform lines whose color and width you can control. The other contour shaders provide variant contour styles with more direct user controls. 4 On the Render Setup dialog, go to the Renderer panel. On the Camera Effects rollout, turn on Enable in the Contours group. To simply add contour lines to a rendering, leave the shaders in the Camera Effects rollout set to their defaults. For other options, see Camera Effects Rollout (mental ray Renderer) on page 6283. mental ray Renderer Interface Render Setup dialog > Renderer panel/Indirect Illumination panel/Processing panel mental ray Renderer | 6271 This section covers the Render Setup dialog panels specific to mental ray rendering: ■ Renderer panel ■ Indirect Illumination panel ■ Processing panel For information on the common rendering panels, see: ■ Common Panel (Render Setup Dialog) on page 6121 ■ Render Elements Panel and Rollout on page 6336 NOTE In Autodesk 3ds Max 2009, a number of default settings have been changed to improve quality, convenience, or rendering time when you use the mental ray renderer. Renderer Panel (mental ray) Rendering menu/main toolbar > Render Setup > Render Setup dialog > Indirect Illumination panel Note: The Processing panel appears only when mental ray is the active renderer. The Indirect Illumination panel controls concern themselves with methods for rendering bounced light within an environment, including final gathering, caustics, and photons. Sampling Quality Rollout (mental ray Renderer) Rendering menu/main toolbar > Render Setup > Render Setup dialog > Renderer panel > Sampling Quality rollout Note: The Sampling Quality rollout appears only when the mental ray renderer is the currently active renderer. The controls on this rollout affect how the mental ray renderer performs sampling on page 8112 for antialiasing rendered images. 6272 | Chapter 20 Rendering Procedures To use low sampling for previews: ■ Leave the Minimum and Maximum values at their default settings of 1/4 and 4, or reduce them to 1/16 and 1/4. TIP Do not assign Minimum and Maximum the same value. To use high sampling for final renderings: ■ Increase the Minimum and Maximum values to 4 and 16, respectively, or to higher values. TIP Do not assign the same value to both Minimum and Maximum. To view the sampling pattern: ■ On the Diagnostics rollout on page 6324, choose Sampling Rate, then render the scene. Instead of rendering the image, mental ray draws a diagram that shows the range of applied sampling values. White lines indicate edges in the scene, where the mental ray renderer took the maximum number of samples. If fractional sample limits are used (sampling down), lighter dots indicate the higher value while darker dots indicate the lower value. To assist with analysis, View Samples also draws red lines around each bucket, or separately rendered block. When the Minimum and Maximum number of samples are equal, the diagram shows all buckets as white. mental ray Renderer | 6273 Interface Samples per Pixel group Set the minimum and maximum sample rates for antialiasing the rendered output. NOTE Presets for several sample rate combinations are available on the Rendered Frame Window as the Image Precision (Antialiasing) slider on page 6083. Minimum Sets the minimum sample rate. The value represents the number of samples per pixel. A value greater than or equal to 1 indicates that one or more samples are computed per pixel. A fractional value indicates that one sample is computed for every N pixels (for example, 1/4 computes a minimum of one sample for every four pixels). Default=1/4. Maximum Sets the maximum sample rate. If neighboring samples find a difference in contrast that exceeds the contrast limit, the area containing the contrast is subdivided to the depth specified by Maximum. Default=4. The values of the Minimum and Maximum lists are "locked" together so that the value of Minimum can't exceed the value of Maximum. Filter group Filter type Determines how multiple samples are combined into a single pixel value. Can be set to Box, Gauss, Triangle, Mitchell, or Lanczos. Default=Box. 6274 | Chapter 20 Rendering TIP For most scenes the Mitchell filter gives the best results. ■ Box filter: Sums all samples in the filter area with equal weight. This is the quickest sampling method. ■ Gauss filter: Weights the samples using a Gauss (bell) curve centered on the pixel. ■ Triangle filter: Weights the samples using a pyramid centered on the pixel. ■ Mitchell filter: Weights the samples using a curve (steeper than Gauss) centered on the pixel. ■ Lanczos filter: Weights the samples using a curve (steeper than Gauss) centered on the pixel, diminishing the effect of samples at the edge of the filter area. Width and Height Specify the size of the filtered area. Increasing the value of Width and Height can soften the image, however it will increase rendering time. Default=Depends on the Filter type you choose: ■ Box filter: Width=1.0, Height=1.0 ■ Gauss filter: Width=3.0, Height=3.0 ■ Triangle filter: Width=2.0, Height=2.0 ■ Mitchell filter: Width=4.0, Height=4.0 ■ Lanczos filter: Width=4.0, Height=4.0 Spatial Contrast group This control sets the contrast value used as thresholds to control sampling. Spatial contrast applies to each still image. If neighboring samples in a frame differ by more than this color, the mental ray renderer does recursive supersampling (that is, more than one sample per pixel), up to the depth specified by the Maximum samples per pixel on page 6274 value. Increasing the Spatial Contrast values decreases the amount of sampling done, and can speed the rendering of a scene at the cost of image quality. ■ R, G, B Specify the threshold values for the red, green, and blue components of samples. These values are normalized, and range from 0.0 mental ray Renderer | 6275 to 1.0, where 0.0 indicates the color component is fully unsaturated (black, or 0 in eight-bit encoding) and 1.0 indicates the color component is fully saturated (white, or 255 in eight-bit encoding). Default=(0.05, 0.05, 0.05). ■ A Specifies the threshold value for the alpha component of samples. This value is normalized, and ranges from 0.0 (fully transparent, or 0 in eight-bit encoding) to 1.0 (fully opaque, or 255 in eight-bit encoding). Default=0.05. ■ [color swatch] Click to display a Color Selector on page 391 to let you specify the R, G, and B threshold values interactively. Options group Lock Samples When on, the mental ray renderer uses the same sampling pattern for every frame of an animation. When off, the mental ray renderer introduces a quasi-random (Monte Carlo) variation in the sample pattern from frame to frame. Default=on. Varying the sample pattern reduces rendering artifacts in animations. Jitter Introduces a variation into sample locations; see Sampling on page 8112. Turning on Jitter can help reduce aliasing. Default=on. Bucket Width Determines the size of each bucket in pixels. Range=4 to 512 pixels. Default=48 pixels. To render the scene, the mental ray renderer subdivides the image into rectangular sections, or “buckets.” Using a smaller bucket size causes more image updates to be generated during rendering. Updating the image consumes a certain amount of CPU cycles. For scenes with little complexity, smaller buckets can increase the rendering time, while larger buckets can make things render faster. For more complex scenes, the reverse is true. Bucket Order Lets you specify the method by which mental ray chooses the next bucket. If you are using placeholders or distributed rendering, use the default Hilbert order. Otherwise, you can choose a method based on how you prefer to see the image appear as it renders in the Rendered Frame Window. ■ Hilbert (best) (The default.) The next bucket chosen is the one that will trigger the fewest data transfers. TIP Always use Hilbert order when you use placeholders (see the Translator Options rollout on page 6316) or distributed rendering (see the Distributed Bucket Rendering rollout on page 6326). ■ Spiral The buckets begin at the center of the image, and spiral outward. 6276 | Chapter 20 Rendering ■ Left to right to right. Buckets are rendered in columns, from bottom to top, left ■ Right to left to left. Buckets are rendered in columns, from bottom to top, right ■ Top-down Buckets are rendered in rows, from right to left, top to bottom. ■ Bottom-up top. Buckets are rendered in rows, from right to left, bottom to Frame Buffer Type Lets you choose the bit depth of the output frame buffer: ■ Integer (16 bits per channel) Outputs 16 bits per channel of color information.This is the default output format. ■ Floating-Point (32 bits per channel) Outputs 32 bits per channel of color information. This method supports high-dynamic-range imagery (HDRI). Rendering Algorithms Rollout (mental ray Renderer) Rendering menu/main toolbar > Render Setup > Render Setup dialog > Renderer panel > Rendering Algorithms rollout The controls in this rollout let you choose whether to render using ray-tracing, scanline rendering, or both. You can also choose the method used to accelerate ray-tracing. The Trace Depth controls the number of times each ray can be reflected, refracted, or both. Procedures To set trace depth for reflections and refractions: 1 Count the number of times you want an object to be reflected or refracted in the scene. 2 On the mental ray: Rendering Algorithms rollout, turn on Enable Reflections and enable Refractions. 3 Set Max. Reflections to the number of reflections you want, and Max. Refractions to the number of refractions you want. mental ray Renderer | 6277 4 Set Max. Trace Depth to the sum of the values for Max Reflections and Max Refractions. The greater the number of reflections and refractions, the more slowly your scene will render. On the other hand, too low a value for Max. Reflections or Max. Refractions (or Max. Trace Depth, controlling both) can make your rendering look unrealistic. Interface By default, both Scanline and Ray Tracing are enabled, which lets the mental ray renderer use the two methods in combination to render the scene. Scanline 6278 | Chapter 20 Rendering rendering is used for direct illumination (“primary rays”) only; ray tracing is used for indirect illumination (caustics and global illumination) as well as reflections, refractions, and lens effects. You can disable one or the other option, but not both. For example, if only ray tracing is enabled and you turn it off, 3ds Max enables scanline rendering. Scanline group Enable When on, the renderer can use scanline rendering. When off, the renderer uses the ray-tracing method only. Scanline rendering is faster than ray tracing, but cannot generate reflections, refractions, shadows, depth of field, or indirect lighting. Default=on. Use Fast Rasterizer (Rapid Motion Blur) When on, uses a fast rasterizer method to generate the first generation of rays to trace. This can improve rendering speed. Default=off. This option works well with object motion blur, and also with scenes that have no motion blur. The following settings are available for the fast rasterizer: ■ Samples per Pixel Controls the number of samples per pixel used by the fast rasterizer method. More samples result in greater smoothness, at a cost of render time. Range=1 to 225. Default=16. ■ Shades per Pixel Controls the approximate number of shading calls per pixel. Greater values result in more accurate renderings, at a cost of render time. Range=0.1 to 10000 (ten thousand). Default=2.0. NOTE mental ray provides a Time Samples setting specifically for motion blur in the fast rasterizer. When Use Fast Rasterizer is on, the Camera Effects rollout >Time Samples on page 6287 label changes to Time Samples (Fast Rasterizer) to indicate that this version of Time Samples is now in effect. Ray Tracing group Enable When on, mental ray uses ray tracing to render reflections, refractions, lens effects (motion blur and depth of field), and indirect lighting (caustics and global illumination). When off, the renderer uses the scanline method only. Ray tracing is slower but more accurate and more realistic. Default=on. To render reflections, refractions, depth of field, and indirect lighting (caustics and global illumination), Ray Tracing must be enabled. mental ray Renderer | 6279 Use Autovolume When on, uses the mental ray autovolume mode. This lets you render nested or overlapping volumes such as the intersection of two spotlight beams. Autovolume also allows a camera to move through the nested or overlapping volumes. Default=off. To use Autovolume, Ray Trace must be on, Scanline must be off, and the shadow mode must be set to Segments. (You set the shadow mode on the Shadows And Displacement rollout on page 6292.) If these conditions aren't met when you click to turn on Autovolume, an alert warns you about this, and gives you the option of making the appropriate setting changes. Raytrace Acceleration Group Method The drop-down list sets which algorithm to use for raytrace acceleration on page 8102. The other controls in this group box change, depending on which acceleration method you choose. These are the alternatives: ■ BSP (The default.) The BSP method has Size and Depth controls. See Ray-Trace Acceleration: Parameters for the BSP Method on page 6282. This method is the fastest on a single-processor system. Use it for small-to-medium size scenes (less than one million triangles) on a single processor. BSP is also the best method to use when ray tracing is turned off. ■ BSP2 The BSP2 method is configured automatically by mental ray and has no controls. This method is optimized for large scenes containing more than a million triangles. BSP2 requires less memory than BSP and is able to flush memory when necessary. However, there could be a small performance loss when using it with smaller scenes. Reflections/Refractions group Trace depth controls the number of times a light ray can be reflected or refracted. At 0, no reflection or refraction occurs. Increasing these values can increase the complexity and realism of a scene, at a cost of greater rendering time. 6280 | Chapter 20 Rendering TIP In some cases, you might want to set Max. Refractions high and Max. Reflections low. For example, you might have the camera looking through several glasses that are lined up, so they're overlapping from the camera's point of view. In this situation, you might want the light rays to refract twice for each glass (once for each layer), so you'd set Max. Refractions to 2 x [number of glasses]. However, to save rendering time, you could set Max. Reflections to 1, resulting in accurate multi-layer refraction with a relatively fast rendering time. Max. Trace Depth Limits the combination of reflection and refraction. Tracing of a ray stops when the total number of reflections and refractions reaches the Max. Trace Depth. For example, if Max. Trace Depth is set to 3 and the two trace depths are both set to 2, a ray can be reflected twice and refracted once, or vice-versa, but it can’t be reflected and refracted four times. Default=6. Enable Reflections When on, mental ray traces reflections. Turn off to improve performance when you don’t require reflections. ■ Max. Reflections Sets the number of times a ray can be reflected. At 0, no reflection occurs. At 1, the ray can be reflected once only. At 2, the ray can be reflected twice, and so on. Default=4. These controls are also available on the Rendered Frame Window, as Include In Render > Reflections and Max on page 6081. Enable Refractions When on, mental ray traces refraction. Turn off to improve performance when you don’t require refraction. ■ Max. Refractions Sets the number of times a ray can be refracted. At 0, no refraction occurs. At 1, the ray can be refracted once only. At 2, the ray can be refracted twice, and so on. Default=6. These controls are also available on the Rendered Frame Window, as Include In Render > Refractions and Max on page 6081. Subset Pixel Rendering group Render changes to selected objects only When on, rendering the scene applies only to selected objects. Unlike using the Selected on page 6097 option for rendering, however, using this option takes into account all scene elements that affect its appearance. This includes shadows, reflection, direct and indirect lighting, and so on. Also, unlike Selected, which replaces the entire contents of the Rendered Frame Window (except for selected objects) mental ray Renderer | 6281 with the background color, this option replaces only pixels used by the re-rendered selected objects. Subset pixel rendering is particularly useful when performing iterative rendering and refinement of lighting, shadows, and other scene elements for a particular object or set of objects in the scene. It lets you re-render repeatedly to view the results of isolated changes without disturbing the rest of the rendered output. This setting is also available on the Rendered Frame Window, as Subset Pixels (of selected objects) on page 6081. Ray-Trace Acceleration: Parameters for the BSP Method Rendering menu/main toolbar > Render Setup > Render Setup dialog > Renderer panel > Rendering Algorithms rollout > Raytrace Acceleration group > Choose BSP as the Raytrace Acceleration method. When you choose BSP as the Raytrace Acceleration method on the Rendering Algorithms rollout on page 6277, the parameters described here are displayed. BSP stands for Binary Space Partitioning. NOTE If the scene contains too many faces (triangles) to fit in a tree of the size specified by the Size and Depth parameters, mental ray disregards the Size value and creates larger leaf nodes. This can significantly slow down rendering. To avoid this problem, increase the value of Depth. Interface Size Sets the maximum number of faces (triangles) in the leaf of a BSP tree. Increasing the Size value reduces memory consumption but increases rendering time. Default=10. Depth Sets the maximum number of levels in the BSP tree. Increasing the Depth value reduces rendering time, but increases memory consumption and preprocessing time. Default=40. 6282 | Chapter 20 Rendering TIP For large scenes, increasing the Depth value to 50 or more can greatly improve rendering time. Camera Effects Rollout (mental ray Renderer) Rendering menu > Render Setup > Render Setup dialog > Renderer panel > Camera Effects rollout Rendering menu/main toolbar > Render Setup > Render Setup dialog > Renderer panel > Camera Effects rollout Note: The Camera Effects rollout appears only when the mental ray renderer is the currently active renderer. The controls in this rollout are for the camera effects depth of field on page 6249 and motion blur on page 6248, as well as for contour shading on page 6269 and adding camera shaders. Procedures To use depth of field for a Camera view: 1 On the camera’s Parameters rollout, in the Multi-Pass Effect group, turn on Enable and choose Depth Of Field (mental ray). 2 Set the camera’s target distance to the range at which you want objects to be clearly in focus. For a Target camera, you can select the camera’s target object and move it. For a Free camera, you adjust the Target Distance on the Parameters rollout. 3 On the Camera’s Depth Of Field rollout, decrease the f-Stop value to narrow the depth of field, or increase the f-Stop value to broaden the depth of field. You might need to experiment with f-Stop values to get the effect you want. 4 Render the scene. To use depth of field for a Perspective view: 1 On the Render Setup dialog, go to the Renderer panel > Camera Effects rollout, and in the Depth Of Field (Perspective Views Only) group, turn on Enable. mental ray Renderer | 6283 2 Set the Focus Plane distance to the range at which you want objects to be clearly in focus. 3 Decrease the f-Stop value to narrow the depth of field, or increase the f-Stop value to broaden the depth of field. You might need to experiment with f-Stop values to get the effect you want. If you have trouble getting good results with f-Stop, use the drop-down list to change the method to In Focus Limits, then adjust the Near and Far values to enclose the region of the scene you want to be clearly in focus. 4 Render the scene. To use motion blur: 1 Select each object you want to be blurred by motion, right-click and choose Properties, then on the Object Properties dialog > General panel, make sure that in the Motion Blur group, Enable is turned on and Object is chosen. The mental ray renderer won't generate motion blur if Image is the chosen type. 2 On the Render Setup dialog, go to the Renderer panel > Camera Effects rollout, and in the Motion Blur group turn on Enable. NOTE With the mental ray renderer, don't use Motion Blur as a Multi-Pass Effect. 3 Increase the Shutter value to increase the blurriness caused by motion blur. 4 On the Render Setup dialog, go to the Rendering Algorithms rollout, and make sure Ray Trace is turned on. Motion blur is not rendered when the mental ray renderer uses scanlines only. 5 Render the scene. To render with contours: 1 Use the mental ray Connection rollout to assign a contour shader to an object's material. The mental ray material also lets you assign a contour shader. 6284 | Chapter 20 Rendering 2 On the Render Setup dialog > Renderer panel > Camera Effects rollout, in the Contours group, turn on Enable. 3 Change the contour output shader if you so desire. NOTE By default, only one contour contrast and store shader are provided with 3ds Max. You can adjust the contour contrast shader's settings; the contrast store shader has no parameters. 4 Render the scene. To change a contour output shader: NOTE By default, only one contour contrast and store shader are provided with 3ds Max. You can adjust the contour contrast shader's settings; the contour store shader has no parameters. 1 Click the button for the Contour Output shader. The Material/Map Browser is displayed. 2 Choose a contour output shader from the Browser list, and then click OK. To assign a camera shader: 1 Click the button for a camera Lens, Output, or Volume shader. The Material/Map Browser is displayed. 2 Choose a shader from the Browser list, and then click OK. To adjust the settings for a contour or camera shader assigned on this rollout: 1 Open the Material Editor. If you need to, arrange the open dialogs so you can see the Material Editor and the Render Setup dialog at the same time. 2 Drag the shader button from the Render Setup dialog to an unused sample slot in the Material Editor. An Instance (Copy) Map dialog is displayed. Be sure to choose Instance, and then click OK. mental ray Renderer | 6285 If you don't choose Instance, changes you make to the shader settings in the Material Editor won't have any effect on the Render Setup dialog. TIP If you forgot to choose Instance, change the shader settings as you choose, and then drag the shader's sample slot or its Type button back to the button in the Render Setup dialog. This updates the Render Setup dialog copy of the shader. The Material Editor displays the shader parameters rollout. 3 Adjust the parameters. Interface 6286 | Chapter 20 Rendering Motion Blur group TIP mental ray motion blur is not recommended for use with particle systems, as this can increase rendering time considerably. Use a Particle MBlur map on page 5891 instead. NOTE Motion blur with the mental ray renderer does not always follow curving trajectories. Increasing the value of Motion Segments can help, but this works better for rotary motion than for traveling motion. The Rendering Control Properties (lower-right) quad of the rendering quad menu (Ctrl+Alt+right-click) has a Motion Blur toggle for a single, selected object. You can turn on Motion Blur for lights and cameras: moving lights and cameras can generate motion blur when rendered with mental ray. Enable When on, the mental ray renderer calculates motion blur on page 6248. Default=off. Blur All Objects Applies motion blur to all objects, regardless of their object property setting. Default=on. Shutter Duration (frames) Simulates the shutter speed of a camera. At 0.0, there is no motion blurring. The greater the Shutter Duration value, the greater the blurring. Default=0.5. Shutter Offset (frames) Sets the beginning of the motion-blur effect relative to the current frame. The default value, 0.0, centers the blurring around the current frame for a photorealistic effect. Default=–0.25. Motion Segments Sets the number of segments for calculating motion blur. This control is for animations. If motion blur appears to be tangential to the actual motion of an object, increase the Motion Segments value. Larger values result in more accurate motion blur, at a cost of rendering time. Default=1. Time Samples When the scene uses motion blur, controls the number of times the material is shaded during each time interval (set by Shutter Duration on page 6287). Range=0 to 100. Default=5. By default, the material is shaded only once, and then blurred. If the material changes rapidly during the shutter interval, it might be useful to increase this value, in order to obtain more accurate motion blur. Rapid changes in reflections or refractions might require a higher Time Samples value. mental ray Renderer | 6287 NOTE When Rendering Algorithms rollout > Use Fast Rasterizer on page 6279 is on, the label for this parameter changes to Time Samples (Fast Rasterizer) to indicate that this version of Time Samples is now in effect. The default value for the Fast Rasterizer version of Time Samples is 1, and the range is 1 to 128. If you change the value for either version, the software remembers the changed setting when you switch. Contours group These controls enable contours, and let you use shaders to adjust the results of a contour shader. You assign the primary contour shader to the Contour component of the mental ray Connection rollout on page 5385 or a mental ray material (see Advanced Shaders Rollout (mental ray Material) on page 5646). NOTE Contour shading does not work with distributed bucket rendering. Enable When on enables rendering of contours. Default=off. Click a button to change a shader assignment for adjusting contours. A default is already assigned to the three components, as the button labels indicate. Contour Contrast The contour contrast component can be assigned the following shader: Shader Library Contour Contrast Function Levels contour Contour Store This component stores the data on which contours are based. It can be assigned the following shader, which has no parameters to set: Shader Library Contour Store Function contour Contour Output The contour output component can be assigned one of these shaders: Shader Library Contour Composite contour Contour Only contour 6288 | Chapter 20 Rendering Shader Library Contour PS (PostScript) contour To adjust the settings for a shader assigned to one of these components, drag the shader's button to an unused Material Editor sample slot. When prompted to use an instance or a copy, be sure to choose Instance. (If you edit a copy of the shader, you will have to drag the sample slot back to the shader button on the Camera Effects rollout before you see any changes take effect.) Camera Shaders group These controls let you assign mental ray camera shaders. Click a button to assign a shader to that component. After a shader is assigned, its name appears on the button. Use the toggle on the left to temporarily disable a shader that has been assigned. Lens Click to assign a lens shader. This component can be assigned one of these shaders: Shader Library Distortion lume Night lume Shader List on page 6003 (Lens) 3ds Max Wrap Around lume Output Click to assign a camera output shader. These are the output shaders you can assign: Shader Library Glare Shader (mental ray) on page 5997 (The lume default.) Shader List on page 6003 (Output) lume mental ray Renderer | 6289 Volume Click to assign a volume shader to the camera. These are the volume shaders you can assign: Shader Library Beam lume Material to Shader on page 6001 3ds Max Mist lume Parti Volume physics Shader List on page 6003 (Volume) 3ds Max Submerge lume NOTE You can also assign Volume shaders to the Volume component of the mental ray Connection rollout on page 5385 and the mental ray material (see Material Shaders Rollout (mental ray Material) on page 5638). Depth of Field (Perspective Views Only) group These controls are comparable to the depth-of-field controls for cameras. They apply only to Perspective viewports. You can render depth-of-field effects for either Camera or Perspective views. Depth-of-field effects don’t appear when you render orthographic viewports. For a Perspective view, use the controls in this group. For a Camera view, choose “Depth Of Field (mental ray)” as the multi-pass rendering effect, then adjust the f-Stop setting. See Depth of Field Parameter (mental ray Renderer) on page 5229. Enable When on, the mental ray renderer calculates depth-of-field on page 6249 effects when rendering a Perspective view. Default=off. [method drop-down list] Lets you choose the method for controlling depth-of-field. Default=f-Stop. ■ f-Stop Controls depth-of-field with the f-Stop setting. ■ In Focus Limits 6290 | Chapter 20 Rendering Controls depth-of-field with the Near and Far values. In most cases, the f-Stop method is easier to use. The In Focus Limits method can help when the scale of objects in the scene makes it difficult to control depth of field using the f-Stop value alone. Focus Plane For Perspective viewports, sets the distance from the camera, in 3ds Max units, at which the scene is completely in focus. Default=100.0. For Camera viewports, the focus plane is set by the camera's target distance. f-Stop When f-Stop is the active method, sets the f-stop for use when you render Perspective views. Increasing the f-stop value broadens the depth of field, and decreasing the f-stop value narrows the depth of field. Default=1.0. The f-Stop can have a value less than 1.0. This is not realistic in terms of an actual camera, but it can help you adjust the depth of field for scenes whose scale does not use realistic units. Near and Far When In Focus Limits is the active method, these values set the range, in 3ds Max units, within which objects are in focus. Objects lose focus when they are closer than the Near value or farther than the Far value. These values are approximate, because the transition from in-focus to out-of-focus is gradual, not abrupt. The Near and Far values are related to each other and to the value of Focus Plane. Changing the value of Near changes Far as well, and vice versa. Specifically, if H = Hyperfocal distance, the Focus Plane value at which the Far limit becomes infinity D = The Focus Plane distance Dn = The Near distance Df = The Far distance Then Dn = HD / (H + D) Df = HD / (H − D) mental ray Renderer | 6291 Shadows & Displacement Rollout (mental ray Renderer) Rendering menu/main toolbar > Render Setup > Render Setup dialog > Renderer panel > Shadows & Displacement rollout Note: The Shadows & Displacement rollout appears only when the mental ray renderer is the currently active renderer. The controls in this rollout affect shadows on page 6246 and displacement on page 6268. NOTE You can disable displacement globally by turning off Displacement in the Options group on the Common Parameters rollout on page 6121. Interface Shadows group Enable When on, the mental ray renderer renders shadows. When off, no shadows are rendered. Default=on. When Enable is off, the other shadow controls are unavailable. 6292 | Chapter 20 Rendering Mode The shadow mode can be Simple, Sort, or Segments. Default=Simple. ■ Simple order. Causes the mental ray renderer to call shadow shaders in a random ■ Sort Causes the mental ray renderer to call shadow shaders in order, from the object to the light. Sort applies to third-party, external shadow shaders on page 8123. ■ Segments Causes the mental ray renderer to call shadow shaders in order along the light ray from the volume shaders to the segments of the light ray between the object and the light. TIP Choose Simple for regular shadows, Segments for volume shadows. Shadow Maps group These controls specify a shadow map on page 8126 used to render shadows. When you specify a shadow map file, the mental ray renderer uses the shadow map instead of ray-traced shadows. To stop using a shadow map and use ray-traced shadows, delete the map's name from the file name field. Enable When on, the mental ray renderer renders shadow-mapped shadows. When off, all shadows are ray-traced. Default=on. When Enabled is off, the other controls in this group are unavailable. If shadows are enabled but shadow maps are not enabled, then shadows for all lights are generated using the mental ray ray-tracing algorithm. If shadow maps are enabled, then shadow generation is based on each light’s choice of shadow generator: ■ mental ray Shadow Map shadow-map algorithm. Shadows are generated using the mental ray ■ Shadow Map Settings on the Shadow Parameters rollout are translated into a mental ray equivalent before shadows are generated. The quality of shadows generated this way might not always meet expectations. ■ Area Shadows, Advanced Ray Traced Shadows, or Ray Traced Shadows Shadows are generated using the mental ray ray-tracing algorithm. Motion Blur When on, the mental ray renderer applies motion blur on page 6248 to shadow maps. Default=on. mental ray Renderer | 6293 WARNING Turning on Motion Blur for both cameras and shadows can cause shadows to shift position. To avoid this effect, turn on motion blur for cameras only. Rebuild (Do Not Re-Use Cache) When on, the renderer saves the recalculated shadow map (.zt) file on page 8177 to the file specified by the Browse button. Default=on. ■ Use File When on, the mental ray renderer either saves the shadow map to a ZT file, or loads an existing file. The state of Rebuild determines whether the ZT file is saved or loaded. This option is unavailable until you click the ellipsis button (see following) to provide a name for the ZT file. ■ ... [browse] Click to display a file selector dialog, which lets you specify a name for the shadow map ZT file and the folder where it is saved. ■ File name After you specify a shadow map file (see preceding), this field displays its name and path. ■ Delete File Click to delete the current ZT file. Displacement group View Defines the space for displacement. When View is on, the Edge Length specifies the length in pixels. When off, the Edge Length is specified in world space units. Default=on. Smoothing Turn off to have the mental ray renderer correctly render height maps. Height maps can be generated by normal mapping; see Creating and Using Normal Bump Maps on page 6384. When using only height maps in the scene, make sure this option is off. If some objects in the scene use height maps while others use standard displacement, apply smoothing on a per-object basis (see mental ray Panel (Object Properties Dialog) on page 322). When on, mental ray simply smoothes the geometry using the interpolated normals, making the geometry look better. This result, however, cannot be used for height map displacement because smoothing affects geometry in a way that is incompatible with height mapping. Edge Length Defines the smallest potential edge length due to subdivision. The mental ray renderer stops subdividing an edge once it reaches this size. Default=2.0 pixels. 6294 | Chapter 20 Rendering Max. Displace Controls the maximum offset, in world units, that can be given to a vertex when displacing it. This value can affect the bounding box of an object. Default=20.0. TIP If displaced geometry appears to be “clipped,” try increasing the value of Maximum Displace. NOTE When using placeholders (see the Translator Options rollout on page 6316), if this value is larger than it needs to be, it can reduce performance. If you experience slow times while displaced objects when Use Placeholder Objects is on, try lowering the Max. Displace value. Max. Subdiv. Controls the extent to which mental ray can recursively subdivide each original mesh triangle for displacement. Each subdivision recursion potentially divides a single face into four smaller faces. Choose the value from the drop-down list. Range=4 to 64K (65,536). Default=16K (16,384). For example, using the default value means that mental ray can subdivide each displaced mesh triangle into as many as 16,384 smaller triangles. Indirect Illumination Panel Rendering menu/main toolbar > Render Setup > Render Setup dialog > Indirect Illumination panel Note: The Processing panel appears only when mental ray is the active renderer. The Indirect Illumination panel controls concern themselves with methods for rendering bounced light within an environment, including final gathering, caustics, and photons. Final Gather Rollout (mental ray Renderer) Rendering menu/main toolbar > Render Setup > Render Setup dialog > Indirect Illumination panel > Final Gather rollout Note: The Indirect Illumination panel appears only when the mental ray renderer is the currently active renderer. Final gathering is a technique for estimating global illumination for a given point by either sampling a number of directions over the hemisphere over that point (such a set of samples is called a final gather point), or by averaging a number of nearby final gather points since final gather points are too mental ray Renderer | 6295 expensive to compute for every illuminated point. In the former case, the hemisphere orientation is determined by the surface normal of the triangle on whose surface the point lies. For diffuse scenes, final gathering often improves the quality of the global illumination solution. Without final gathering, the global illumination on a diffuse surface is computed by estimating the photon density (and energy) near that point. With final gathering, many new rays are sent out to sample the hemisphere above the point to determine the incident illumination. Some of these rays strike diffuse surfaces, and the global illumination at those points is then computed by the material shaders at these point, using illumination from the photon map, if available, and from other material properties. Other rays strike specular surfaces and do not contribute to the final gather color (since that type of light transport is a secondary caustic). Tracing many rays (each with a photon map lookup) is very time-consuming, so it is done only when necessary. In most cases, interpolation and extrapolation from previous nearby final gathers is sufficient. Final gathering is also useful without photon tracing; this takes only first-bounce indirect light into account but often gives good results where complete physical accuracy is not required. Interior rendered with final gathering only Final gathering is useful in scenes with slow variation in the indirect illumination, such as purely diffuse scenes. For such scenes, final gathering eliminates photon map artifacts such as low-frequency noise and dark corners. With final gathering, fewer photons are needed in the photon map and, 6296 | Chapter 20 Rendering because each final gather averages over many values of indirect illumination, lower accuracy is sufficient. In film production work, final gathering increasingly replaces photon mapping, except for caustics. Without multiple-bounce effects, which are performed by photons by default and by final gathering only if the shaders adjusts the trace depth, tends to have far less impact on the final image than the first bounce that final gathering supports by default. Although physical correctness is lost, this is often sufficient for film production, and final gathering is easier to control than photons emanating from distant light sources. However, for accurate indoor illumination simulations and other CAD-related applications, photon mapping is still the method of choice. Procedures To use an environment map as a final gather light source: Illumination from which final gathering is derived can be provided by an actual light source, of course, but it can also be provided by an object to which a self-illuminated material is applied, or even an environment map. In the latter case, follow this procedure: 1 Add a skylight on page 5065 to the scene. 2 Do either of the following: ■ On the Skylight Parameters rollout, make sure Sky Color (the default) is chosen, click the map button (“None”) to open the Material/Map Browser dialog and then choose a map. ■ On the Skylight Parameters rollout, choose Use Scene Environment. Use the Environment panel on page 6689 controls to assign an environment map. Thereafter, rendering with final gather enabled take the skylight map into account when calculating final gather illumination. TIP For extra realism, use an HDR image on page 7334 as a Bitmap map image on page 5795. mental ray Renderer | 6297 Interface Basic group 6298 | Chapter 20 Rendering Enable Final Gather When on, the mental ray renderer uses final gathering on page 7978 to create global illumination or to improve its quality. Default=on. This setting is also available on the Rendered Frame Window, as Final Gather on page 6081. TIP Without final gathering, global illumination can appear to be patchy. But final gathering increases rendering time. Leave Final Gather off to preview the scene, and then turn it on for the finished rendering. (Increasing the number of photons used to calculate global illumination can also improve global illumination.) Multiplier / color swatch Use these to control the intensity and color of the indirect light accumulated by final gathering. The defaults, 1.0 and white, produce physically correct rendering. This is useful for adjusting the contribution of the final gather effect, thus improving the quality of an image. FG Precision Presets Provides a quick, easy solution for final gather. The default presets are: Draft, Low, Medium, High, Very High, and Custom (the default choice). Available only when Enable Final Gather is on. The presets affect the following settings: ■ Initial FG Point Density ■ Rays per FG Point ■ Interpolate Over Num. FG Points The preset settings are defined in the text file mentalray_fg_presets.ini, found in the \plugcfg folder in the program installation. You can modify the existing presets and add new ones by editing this file. This setting is also available on the Rendered Frame Window, as Final Gather Precision on page 6083. Initial FG Point Density A multiplier for the density of final gather points. Increasing this value increases the density (and thus the quantity) of final gather points in the image. The points will therefore be closer together and more numerous. This parameter is useful for solving geometry problems; for example, near edges or corners. Default=1.0. TIP When adjusting final render settings it's often helpful to visualize the final gather points; to do so, turn on Diagnostics on page 6324 and choose the Final Gather option. mental ray Renderer | 6299 Rays per FG Point Sets how many rays are used to compute indirect illumination in a final gather. Increasing this value makes global illumination less noisy, but also increases rendering time. Default=250. Interpolate Over Num. FG Points Controls the number of final gather points that are used for an image sample. It is useful for solving noise problems and getting smoother results. For each final gather point, mental ray interpolates (averages) indirect light values over the nearest N final gather points, with N specified by the value of this parameter, as opposed to points within the specified radii as with the alternate method on page 6305. Increasing the value increases the smoothness of the result, and the required number of calculations, hence the render time (but not as much as you might expect). This setting is unavailable when Use Radius Interpolation Method on page 6305 is enabled. Diffuse Bounces Sets the number of times mental ray calculates diffuse light bounces for each diffuse ray. Default=0. Like Maximum Reflections and Maximum Refractions, this value is subject to the restriction of Max Depth. If you set Diffuse Bounces higher than Max Depth, the latter setting is automatically raised to the Diffuse Bounces value in the MI output file, but this is not reflected in the 3ds Max interface. This setting is also available on the Rendered Frame Window, as Bounces on page ?. NOTE When Global Illumination on page 6310 is on, changing this setting has no effect. Weight Controls the relative contribution of the diffuse bounces to the final gather solution. The value scales from "using no diffuse bounces" (value=0.0) to "use full diffuse bounces" (value=1.0). Default=1.0. Final Gather Map group These controls tell mental ray how to calculate the final gather map for indirect illumination. The map uses the FGM file format on page 7971. Read/Write File When on, the mental ray renderer saves the final gather map to the specified FGM file, if it doesn't already exist. If the file exists, mental ray loads it and uses the map data it contains instead of generating a new one. This setting is available on the Rendered Frame Window as Reuse > Final Gather on page 6083. 6300 | Chapter 20 Rendering Read Only (FG Freeze) Determines whether or not mental ray uses the final gather map file as is. When off, mental ray can add new final gather points if necessary. When on, mental ray uses only the data in the specified file, and does not generate any new final gather points during the pre-processing stage. It can still generate new final gather points while rendering when using the radius method. Available only when you've specified an FGM file. Default=off. This setting is available on the Rendered Frame Window as Reuse > Lock Final Gather on page 6083. ... [Browse] Click to display a file selector dialog, which lets you specify a name for the final gather map (FGM) file, and the folder where it is saved. [file name] After you specify a final gather map file using the browse control (see preceding), the name field displays its name and path. This field can also be filled automatically with the default path and the file name temp.fgm by turning on the Rendered Frame Window > Reuse group > Final Gather on page 6083 check box. Delete File Click to delete the current FGM file. Generate Final Gather Map Now Processes the final gather pass for all animation frames (as specified in the Common Parameters rollout > Time Output group on page 6124). Generates the maps to the specified file without rendering the scene. To reduce flicker when rendering an animation with a networked render farm, use this function first to generate the final gather solution for all frames, and then turn on Read Only (FG Freeze) before rendering. Advanced group Noise Filtering (Speckle Reduction) Applies a median filter using neighboring final gather rays that are shot from the same point. This parameter lets you choose a value from a drop-down list. The options are None, Standard, High, Very High, and Extremely High. Default=Standard. The practical effect of increasing the Noise Filtering value is to make the scene illumination smoother, at a cost of render time. However, increasing filtering can also make the illumination somewhat darker. Noise Filtering works by eliminating stray rays that are considerably brighter than most of the rest. For example, in a situation in which most of the rays mental ray Renderer | 6301 are within 10 percent of each others’ brightness, but a few are 50 percent brighter than the rest, using Noise Filtering will tend to disregard the latter rays in computing the Final Gather solution. As a result, in low-light situations, setting Noise Filtering=None can greatly increase the overall illumination. In the following rendered image, an interior scene, lit only by skylight entering through the window, is very dark with Noise Filtering set to Standard (Diffuse Bounces=1). Noise Filtering=Standard In the next illustration, the same scene renders much brighter with Noise Filtering set to None. Note, however, the unevenness of the illumuniation. 6302 | Chapter 20 Rendering Noise Filtering=None In cases like this, you can achieve superior results with slightly longer rendering times by setting Noise Filtering to Standard and using a sky portal on page 5186 in the window opening, as shown in the following illlustration: mental ray Renderer | 6303 Noise Filtering=Standard + Sky Portal The above illustration is also improved by the realistic shadows cast by the chair and table legs from the Sky Portal light. Draft Mode (No Precalculations) When on, final gathering skips the precalculation phase. This results in a rendering with artifacts, but begins rendering more quickly, so it can useful when you want to do a series of trial renderings. Default=off. Trace Depth group The Trace Depth controls are similar to those for calculating reflections and refractions, but they refer to the light rays used by final gathering, rather than to rays used in diffuse reflection and refraction. Max. Depth Limits the combination of reflection and refraction. Reflection and refraction of a light ray stop when the total number of both equals the Maximum Depth setting. For example, if Maximum Depth equals 3 and the trace depths each equal 2, a ray can be reflected twice and refracted once, or vice versa, but it can’t be reflected and refracted four times. Default=2. 6304 | Chapter 20 Rendering Max. Reflections Sets the number of times a ray can be reflected. At 0, no reflection occurs. At 1, the ray can be reflected once only. At 2, the ray can be reflected twice, and so on. Default=5. Max. Refractions Sets the number of times a ray can be refracted. At 0, no refraction occurs. At 1, the ray can be refracted once only. At 2, the ray can be refracted twice, and so on. Default=5. Use Falloff (Limits Ray Distance) When on, uses the Start and Stop values to limit the length of light rays used for regathering before using the environment color. This can help improve regathering time, especially for scenes that are not fully enclosed by geometry. Default=off. ■ Start Specifies the distance, in 3ds Max units, at which rays begin. You can use this value to exclude geometry that is too close to the light source. Default=0.0. ■ Stop Specifies the maximum length, in 3ds Max units, of a light ray. If the ray reaches this limit without encountering a surface, then the environment is used for shading. Default=0.0. FG Point Interpolation group These settings provide access to the legacy method of final gather point interpolation. Use Radius Interpolation Method When on, makes the remaining controls in this group available. Also makes the Interpolate Over Num. FG Points check box on page 6300 unavailable, indicating that these controls override that setting. Radius When on, sets the maximum radius within which final gathering is applied. Reducing this value can improve quality at a cost of rendering time. If Radii In Pixels is off, the radius is specified in world units, and defaults to 10 percent of the maximum circumference of the scene. If Radii In Pixels is on, default=5.0 pixels. If both Radii In Pixels and Radius are off, the maximum radius is the default value of 10 percent of the maximum scene radius, in world units. Radii in Pixels When on, the radii values are specified in pixels. When off, radii units depend on the value of the Radius toggle. Default=off. Min. Radius When on, sets the minimum radius within which final gathering must be used. Decreasing this value can improve render quality but increase rendering time. Unavailable unless Radius is turned on. Default=0.0. If Radii In Pixels is on, default=0.5. mental ray Renderer | 6305 TIP In general, increasing the point density on page 6299 is better than decreasing Min. Radius. TIP To minimize flickering in animations, keep the two Radius values as close to each other as possible. Caustics and Global Illumination Rollout (mental ray Renderer) Rendering menu/main toolbar > Render Setup > Render Setup dialog > Indirect Illumination panel > Caustics and Global Illumination rollout Note: The Indirect Illumination panel appears only when the mental ray renderer is the active renderer. The controls in this rollout are for the effects of caustics on page 6255 and global illumination on page 6261. Procedures To render with caustics: 1 Select each object you want to generate caustics, either by reflection or refraction. Right-click and choose Properties, then on the mental ray panel of the Object Properties dialog, turn on Generate Caustics. Objects receive caustics by default. If you think this value might have changed for the objects you want to receive caustics, use those objects’ Object Properties dialog to make sure Receive Caustics is turned on. Also, to speed rendering time, you might want to turn off Receive Caustics for those objects that don’t need to show them. 2 On the Render Setup dialog, go to the Caustics And Global Illumination rollout and turn on Caustics. 3 Adjust the caustics parameters to get the effect you want. 4 Render the scene. 6306 | Chapter 20 Rendering To render with global illumination: Objects generate and receive global illumination by default. If you think these settings might have changed for any objects in the scene, use the Object Properties dialog to make sure the proper settings are enabled. 1 Select each object you want to generate and/or receive global illumination. Right-click and choose Properties, then on the mental ray panel of the Object Properties dialog, turn on Generate Global Illumination and/or Receive Global Illumination. Also, to speed rendering time, you might want to turn off Receive Global Illumination for those objects that don’t need it. 2 On the Render Setup dialog, go to the Indirect Illumination panel > Caustics And Global Illumination rollout > Global Illumination (GI) group and turn on Enable. 3 Adjust the global illumination parameters to get the effect you want. 4 For the final rendering, turn on Final Gather as well as Global Illumination. See Final Gather Rollout (mental ray Renderer) on page 6295. 5 Render the scene. mental ray Renderer | 6307 Interface 6308 | Chapter 20 Rendering Caustics group IMPORTANT For caustics to render, you must also make sure to set up these other conditions in your scene: ■ At least one object must be set to generate caustics. This is off by default. ■ At least one object must be set to receive caustics. This is on by default. ■ At least one light must be set to generate caustics. This is off by default. The settings for generating and receiving caustics are located on the Object Properties dialog > mental ray Panel on page 322. Enable When on, the mental ray renderer calculates caustics effects. Default=off. Multiplier/color swatch Use these to control the intensity and color of the indirect light accumulated by caustics. The defaults, 1.0 and white, produce physically correct rendering. This is useful for adjusting the contribution of the caustics effect, thus improving the quality of an image. Maximum Num. Photons per Sample Sets how many photons are used to compute the intensity of the caustic. Increasing this value makes caustics less noisy but also more blurry. Decreasing this value makes caustics more noisy but less blurry. The larger the Samples value, the greater the rendering time. Default=100. TIP To preview a caustic, set Samples to 20, then increase the value for a final rendering. Maximum Sampling Radius When on, the spinner value sets the size of photons. When off, each photon is calculated to be 1/100 of the radius of the full scene. Maximum Sampling Radius default=off; value default=1.0. In many cases, the default photon size (Radius=off) of 1/100 the scene size gives useful results. In other cases, the default photon size might be too large or too small. When photon reflections overlap, the mental ray renderer uses sampling to smooth them together. Increasing the number of samples increases the amount of smoothing and can create more natural-looking caustics. When photons have a small radius and don't overlap, the Samples setting has no effect. Low Radius values with a large number of photons result in dotty caustics. mental ray Renderer | 6309 Filter Sets the filter to use for sharpening caustics. Can equal Box, Cone, or Gauss. The Box option requires less rendering time. The Cone option makes caustics appear sharper. Default=Box. The Gauss filter uses a Gauss (bell) curve, and can be smoother than the Cone filter. Filter Size Controls the sharpness of caustics when you choose Cone as the caustic filter. This value must be greater than 1.0. Increasing the value makes caustics more blurry. Decreasing the value makes caustics sharper, but also slightly more noisy. Default=1.1. Opaque Shadows when Caustics Are Enabled When on, shadows are opaque. When off, shadows can be partially transparent. Default=on. Opaque shadows render more quickly than transparent shadows. Global Illumination (GI) group These settings let you control the usage of photons by mental ray for generating global illumination on page 6261. By default, all objects generate and receive global illumination. The settings for generating and receiving GI are located on the Object Properties dialog > mental ray Panel on page 322. NOTE In order to render global illumination in mental ray, the photons must be able to bounce among two or more surfaces. This can be accomplished by having a single object with some concavity in its surface that’s exposed to the light source, or at least two objects, and at least one object must be set to receive global illumination (see mental ray Panel (Object Properties Dialog) on page 322). Otherwise you’ll receive error messages and no photons will be stored. Enable When on, the mental ray renderer calculates global illumination. Default=off. Multiplier/color swatch Use these to control the intensity and color of the indirect light accumulated by global illumination. The defaults, 1.0 and white, produce physically correct rendering. This is useful for adjusting the contribution of the GI effect, thus improving the quality of an image. Maximum Num. Photons per Sample Sets how many photons are used to compute the intensity of the global illumination. Increasing this value makes global illumination less noisy but also more blurry. Decreasing this value makes global illumination more noisy but less blurry. The larger the Samples value, the greater the rendering time. Default=500. 6310 | Chapter 20 Rendering TIP To preview global illumination, set Samples to 100, then increase the value for a final rendering. Maximum Sampling Radius When on, the numeric value sets the size of photons. When off, each photon is calculated to be 1/10 of the radius of the full scene. Default=off, 1.0. In many cases, the default photon size (Maximum Sampling Radius=off) of one-tenth the scene size gives useful results. In other cases, the default photon size might be too large or too small. When photons overlap, the mental ray renderer uses sampling to smooth them together. Increasing the number of samples increases the amount of smoothing and can create more natural-looking caustics. When photons have a small radius and don't overlap, the Samples setting has no effect. For global illumination, photons should overlap. To get good results, you might need to turn on Maximum Sampling Radius and increase the photon size. Merge Nearby Photons (saves memory) Enables reduction of the memory footprint of the photon map. When on, use the numeric field to specify the distance threshold below which mental ray merges photons. The result is a smoother, less-detailed photon map that uses significantly less memory. Default=off, 0.0. NOTE Loading a legacy file uses the default value of 0.0. Also, using a value of 0.0 is equivalent to turning the feature off. Optimize for Final Gather (Slower GI) If turned on before you render the scene, the mental ray renderer computes information to speed up the regathering process. Specifically, each photon stores additional information about how bright its neighbors are. This is particularly useful when combining Final Gather with Global Illumination, in which case the additional information allows Final Gather to quickly determine how many photons exist in a region. The fast lookup computation can take a long time, but it can greatly reduce the total rendering time. Default=off. The fast lookup computation can be can be stored as additional data inside a photon map file on page 8093, and then reused in subsequent renderings. Volumes group The controls in this group and the ones that follow are for the photon maps on page 8090 used to calculate caustics and global illumination. This group controls volumetric caustics. Volumetric caustics require a material to have a volume shader assign to its Photon Volume component. mental ray Renderer | 6311 Maximum Num. Photons per Sample Sets how many photons are used to shade the volume. Default=100. Maximum Sampling Radius When on, the numeric setting determines the size of photons. When off, mental ray calculates each photon to be one-tenth the size of the scene extents on page 8117. Default: off; value=1.0. The numeric setting is unavailable when the check box is off. Photon Map group These controls tell mental ray how to calculate the photon map for indirect illumination. NOTE If you've specified a photon map here, mental ray continues to use that map instead of generating a new one. To cause the photon map file to be rebuilt, delete the existing file. Read/Write File When on, if the specified photon map (PMAP on page 8093) file does not yet exist, mental ray generates a new map file when rendering. If the specified file does exist, mental ray loads and uses the file. This option becomes available after you click Browse (“...”) and provide a name for the PMAP file. ... [browse] Click to display a file selector dialog, which lets you specify a name and path for the photon map (PMAP) file. This automatically turns on Read/Write File. [file name] When you have used the [...] button to specify a photon map file, this field displays its name and path. Delete File Click to delete the current PMAP file. Generate Photon Map Now Processes the photon-mapping pass for all animation frames (as specified in the Common Parameters rollout > Time Output group on page 6124). Generates the photon maps to the specified file without rendering the scene. To reduce flicker when rendering an animation with a networked render farm, use this function first to generate the GI solution for all frames, and then make sure Read/Write File (see preceding) is on before rendering. 6312 | Chapter 20 Rendering Trace Depth group The Trace Depth controls are similar to those for calculating reflections and refractions, but they refer to the photons used by caustics and global illumination, rather than to rays used in diffuse reflection and refraction. Max. Depth Limits the combination of reflection and refraction. Reflection and refraction of a photon stop when the total number of both equals the Maximum Depth setting. For example, if Maximum Depth equals 3 and the trace depths each equal 2, a photon can be reflected twice and refracted once, or vice versa, but it can’t be reflected and refracted four times. Default=10. Max. Reflections Sets the number of times a photon can be reflected. At 0, no reflection occurs. At 1, the photon can be reflected once only. At 2, the photon can be reflected twice, and so on. Default=10. Max. Refractions Sets the number of times a photon can be refracted. At 0, no refraction occurs. At 1, the photon can be refracted once only. At 2, the photon can be refracted twice, and so on. Default=10. Light Properties group Controls in this group affect how lights behave when calculating indirect illumination. By default, the energy and photon settings apply to all lights in a scene. Use the mental ray Indirect Illumination rollout on page 5112 for light objects to adjust an individual light either by multiplying the global values, or by setting local values (using multipliers is the recommended method). Average Caustic Photons per Light Sets the number of photons emitted by each light for use in caustics. This is the number of photons in the photon map on page 8090 used for caustics. Increasing this value increases the accuracy of caustics, but also increases the amount of memory used and the length of render time. Decreasing this value improves memory usage and render time, and can be useful for previewing caustic effects. Default=10000. Average GI Photons per Light Sets the number of photons emitted by each light for use in global illumination. This is the number of photons in the photon map used for global illumination. Increasing this value increases the accuracy of global illumination, but also increases the amount of memory used and the length of render time. Decreasing this value improves memory usage and render time, and can be useful for previewing global-illumination effects. Default=10000. Decay Specifies how photon energy decays as it moves away from each light source. This value is given by 1/(distancedecay), where distance is the distance mental ray Renderer | 6313 between the light source and an object, and decay is the value of this setting. Default=2.0. The most common values are: ■ 0.0 The energy doesn't decay, and photons can provide indirect illumination throughout the scene. ■ 1.0 The energy decays at a linear rate, proportionally to its distance from the light. That is, a photon's energy is 1/distance, where distance is the distance from the light source. ■ 2.0 (The default.) The energy decays at an inverse square rate. That is, a photon's energy is the inverse of the square of the distance from the light source: 1/distance2. In the real world, light decays at an inverse square rate (Decay=2.0), but this gives strictly realistic results only if you provide a realistic value for the energy of the light. Other values of Decay can help you adjust indirect illumination without worrying about physical accuracy. NOTE Decay values of less than 1.0 are not recommended, and can cause rendering artifacts. Geometry Properties group All Objects Generate & Receive GI and Caustics When on, at rendering time, all objects in the scene can generate and receive caustics and global illumination, regardless of their local object properties settings. When off, an object's local object properties determine whether it generates or receives caustics or global illumination. Turning this on is an easy way to ensure that caustics and global illumination are generated, though it can increase rendering time. Default=off. This setting does not alter the object's local object properties settings for mental ray. When you turn off All Objects Generate & Receive GI And Caustics, the prior object properties settings are in effect once again. Processing Panel Rendering menu/main toolbar > Render Setup > Render Setup dialog > Processing panel Note: The Processing panel appears only when mental ray is the active renderer. 6314 | Chapter 20 Rendering The Processing panel is an additional Render Setup dialog on page 6067 panel whose controls relate to managing how the renderer operates. It also lets you generate diagnostic renderings in pseudo color. Interface The Processing panel contains three rollouts: Translator Options Rollout (mental ray Renderer) on page 6316 Diagnostics Rollout (mental ray Renderer) on page 6324 Distributed Bucket Rendering Rollout (mental ray Renderer) on page 6326 mental ray Renderer | 6315 Translator Options Rollout (mental ray Renderer) Rendering menu/main toolbar > Render Setup > Render Setup dialog > Processing panel > Translator Options rollout Note: The Processing panel appears only when the mental ray renderer is the currently active renderer. Controls in this rollout affect the operation of the mental ray renderer with respect to translation of the scene to the format the renderer requires. They also let you save the translated scene to an MI file on page 8044, which you can then use with a standalone renderer. The translated output uses the mental ray version 3 (mi3) format. The translator does not support mental ray version 1 (mi1). See also: ■ Distributed Bucket Rendering Rollout (mental ray Renderer) on page 6326 Procedures To save the mental ray renderer settings: ■ When you have a set of rendering settings you want to keep, go to the Render Setup dialog and open the Preset drop-down list at the bottom. Choose Save Preset (at the bottom of the list), enter a file name, and click Save. Next, use the Select Preset Categories dialog to highlight the parameter categories to store in the preset and click Save. Thereafter you can choose your custom setup from the Preset drop-down list. To create a rendering from multiple passes: 1 Use the Render Type on page 6095 > Selected option to choose only a portion of the scene to render. 2 On the Translator Options rollout, in the Render Passes group, click the ellipsis [...] button next to Save. 3 A Save As dialog is displayed. Use it to enter a name and location for the PASS file. 4 Click Render. The partial rendering is saved in the PASS file you specified. 6316 | Chapter 20 Rendering 5 Repeat steps 1 through 4 until you have generated all the passes for the rendering (or all the passes but the last). WARNING If your scene includes an environment, render it only in the final pass. Rendering the environment in multiple passes is time consuming, and can lead to artifacts such as unwanted color changes to the background. Render all passes but the last one using a default black background. 6 In the Render Passes group, click Add to add the various pass files to the list. 7 Turn on Merge. At this point, you might also want to turn off Save, unless you want the final result to be saved as a PASS file as well as a rendering. 8 Click Render. The rendering consists of all the passes merged into one. TIP For some purposes, you might want to create the passes, then create a new 3ds Max scene with no objects, set the rendering resolution to match the passes, you created, then merge the passes as described in steps 7 and 8 above. mental ray Renderer | 6317 Interface Memory Options group Use Placeholder Objects When on, 3ds Max sends geometry to the mental ray renderer only on demand. Initially, the mental ray scene database is populated only with the size (bounding box) and position of objects in the 3ds Max scene. When the mental ray renderer renders a bucket that contains an object, the object's geometry is sent to the rendering engine only at that point. Default=off. This option can improve rendering speed when a large amount of the scene's geometry is outside of the view you are rendering. 6318 | Chapter 20 Rendering TIP When you use placeholders, 3ds Max always calculates buckets in Hilbert order on page 6276. When the mental ray renderer is low on memory (as defined by the Memory Limit setting), Use Placeholder Objects enables it to increase available memory by deleting object geometry from the scene database. This can dramatically reduce memory usage, but with a possible cost in rendering speed. Memory Limit The mental ray renderer keeps a count of the memory it uses at render time. If it reaches the specified memory limit and Use Placeholder Objects (see preceding) is on, 3ds Max discards the geometry for some objects in order to allocate memory for other objects. If Use Placeholder Objects is off, or if after deleting geometry more memory is still needed, the renderer releases texture-map memory as well. Default=650 MB. TIP If you’d like to use a different Memory Limit setting on a regular basis without having to change the value manually every time, store the value in a rendering preset on page 6114 and then be sure to load that preset before rendering. Use mental ray Map Manager When on, maps are read from disk and if necessary, translated to a format that the mental ray renderer can read. When off, maps are accessed directly from memory, and translation is unnecessary. Default=off. Following is a complete list of differences between turning this option on and off: When on: ■ mental ray reads textures directly from disk (mental ray is able to flush textures out of memory when memory is low). Also, textures are loaded only if needed. ■ mental ray uses its built-in pyramid filtering system. These pyramid lookup tables can be flushed out of memory when memory is low. ■ Texture formats not supported directly by mental ray are read by 3ds Max and sent, before rendering begins, as binary data to mental ray. When off: ■ 3ds Max reads the textures from disk, and then sends individual pixel colors to mental ray as they are needed. mental ray Renderer | 6319 NOTE 3ds Max reads the textures from disk and keeps them stored in memory between renders. This can make renders faster, because the bitmaps don’t need to be reloaded every time. 3ds Max will not read the texture from disk if it was already loaded previously (for example, in a previous render, for a Material Editor preview, or for displaying the map in a viewport). ■ Rendering uses a pyramid filter shader that is identical to the standard 3ds Max pyramid filter system. Turning this option on is useful for large scenes that take a lot of memory to render. Turning it off is quicker, because textures already loaded in memory don’t have to be reloaded by mental ray. But turning it off might use more memory and doesn’t allow for flushing when memory is low, unless you use the 3ds Max bitmap pager on page 7768. NOTE Turning the option on and off might result in very small differences between rendered images because of the different algorithms used in the mental ray map manager and the 3ds Max map manager. You must turn on “Use mental ray Map Manager” when performing these actions: ■ Using distributed bucket rendering. See Distributed Bucket Rendering Rollout (mental ray Renderer) on page 6326. When rendered with distributed bucket rendering and the mental ray map manager, images with textures can look different than when rendered with 3ds Max alone, because the filtering technique is different. ■ Exporting to an MI file. See below. Conserve Memory Tells the translator to be as memory efficient as it can. This can slow down the translation process, but reduces the amount of data being sent to the mental ray renderer. Default=off. This option is useful when you are trying to render a huge scene and time is not necessarily an issue. When you render to an MI file, this option can also help reduce the size of the output file. When on, this toggle also tells the mental ray renderer to save frames as temporary .map files. This allows you to render extremely large frames without running out of random-access memory. 6320 | Chapter 20 Rendering The location of the temporary map files is chosen in the following order: 1 If the file \[program folder]\mentalray\rayrc contains a registry entry called _MI_REG_FBDIR, the renderer uses this directory. The entry should have the form registry "{_MI_REG_FBDIR}" value "" end registry where is the directory you want to use. 2 If the rayrc file has no registry entry, the renderer uses the directory specified by the TMPDIR environment variable. 3 If there is no TMPDIR environment variable, the renderer uses the directory specified by the TEMP environment variable. Geometry Caching group Geometry caching lets you save the translated scene contents to a temporary file for reuse in subsequent renders. This can save time by omitting the translation step, especially with geometry-heavy scenes. Two levels of caching are available: standard and locked. Enable When on, rendering uses geometry caching. During the first render, the translated geometry is saved to the cache file. Then, in subsequent renderings of the same scene, the renderer uses the cached geometry for any unchanged objects instead of retranslating it. Any changed geometry is retranslated. Default=off. This control is available on the Rendered Frame Window lower panel as Reuse > Geometry on page 6082. Lock Geometry Translation When on, sub-object-level changes such as vertex editing or adjusting a modifier such as Bend are ignored and don’t cause retranslation. However, object-level changes such as moving or rotating an object are retranslated. This control is available on the Rendered Frame Window lower panel as Reuse > Lock Geometry Translation on page 6082 ( button). Clear Geometry Cache Deletes the cached geometry. This control is available on the Rendered Frame Window lower panel as Reuse > Clear Geometry Cache on page 6083. mental ray Renderer | 6321 Material Override group Material Override allows you to render a scene with all its materials replaced by a single master material. For example, if you need to do a wireframe pass, you can create a Wire material and then specify it here. When you render, all surfaces will use the Wire material. Enable When on, rendering uses the override material for all surfaces. When off, surfaces are rendered with the material applied to them in the scene. Default=off. Material Click to display the Material/Map Browser on page 5290 and choose a material to use as the override. Once you have chosen an override material, this button displays the material name. Export to .mi File group These controls let you save the translated scene in a mental ray MI file on page 8044. Before exporting, you must specify an export file by clicking the ellipsis [...] button. NOTE Exporting to an MI file is not available when you render to texture on page 6371. Export on Render When on, saves the translated file to an MI file instead of rendering when you click Render. Available only after you have clicked the ellipsis [...] button to specify an MI file. Default=off. Un-compressed When on, the MI file is not compressed. When off, the file is saved in a compressed format. Default=on. Incremental (Single File) When on, exports an animation as a single MI file that contains a definition of the first frame and descriptors of the incremental changes from frame to frame. When off, exports each frame as a separate MI file. Default=off. When you export an animation, turning on Incremental can save a considerable amount of disk space. ■ ... [browse] Click to display a file selector dialog, which lets you specify a name for the MI file, and the folder where it is saved. ■ File name After you've used the ellipsis [...] button to specify an MI file, this field displays its name and path. 6322 | Chapter 20 Rendering Render Passes group Controls in this group let you create a rendering out of multiple passes that render portions a scene. This can be a useful way to render large scenes or scenes that have complex effects. It can also be a way to divide the labor on a composited (“merged”) rendering. See the “Procedures” section, above, for more information. NOTE You cannot render to passes when you render to texture on page 6371. Save When on, saves the image currently being rendered (prior to merging) inside the specified PASS file. ■ ... [browse] Click to display a file selector dialog, which lets you specify a name for the PASS file and the folder where it is saved. ■ File name After you have specified a PASS file, the name field displays its name and path. If you are rendering a time segment (that is, an animation), the PASS files are created with sequence numbers appended to the main file name (for example, test0000.pass, test0001.pass, and so on). Merge When on, the PASS files specified in the list will be merged into the final rendering. ■ List of PASS files Lists the PASS files that will be merged into the final rendering (possibly including the pass that is currently being rendered and saved). ■ Add Click to add a PASS file to the list. If you choose a PASS file with a sequence number appended to its name, 3ds Max asks if you want to use the individual file or the entire sequence. ■ Delete Click to delete the highlighted PASS file from the list. Merge Shader Lets you choose the shader used to merge the PASS files. Clicking the shader button displays a Material/Map Browser so you can choose the shader (when a shader is chosen, its name appears on the button). When the toggle is on, this shader is used for merging. IMPORTANT No merge shaders are provided with 3ds Max. This option is provided for users who plan to write a custom merge shader appropriate to their particular compositing project. mental ray Renderer | 6323 Mapping group Skip Maps and Textures When on, rendering ignores maps and textures, including projection maps, and uses only surface colors (diffuse, specular, and so on). Default=off. Turning off maps can be useful, and save time, when you are adjusting global illumination. Diagnostics Rollout (mental ray Renderer) Rendering menu/main toolbar > Render Setup > Render Setup dialog > Processing panel > Diagnostics rollout Note: The Processing panel appears only when the mental ray renderer is the currently active renderer. The tools on the Diagnostics rollout can help you understand why the mental ray renderer is behaving in a certain way. The Sampling Rate tool, in particular, can help explain the renderer's performance. Each of these tools generates a rendering that is not a photorealistic view, but a schematic representation of the functionality you have chosen to analyze. Interface Enable When on, the renderer renders the graphic representation for the tool you have chosen. 6324 | Chapter 20 Rendering Sampling Rate When chosen, renders an image that shows where samples were collected during rendering; see Sampling (mental ray Renderer) on page 8112. This can help you adjust the contrast and other sampling parameters. Coordinate Space Renders an image that shows the coordinate space of objects, the world, or camera. ■ Object space. Shows local coordinates (UVW). Each object has its own coordinate ■ World Shows world coordinates (XYZ). The same coordinate system applies to all objects. ■ Camera Shows camera coordinates, which appear as a rectangular grid superimposed on the view. Size Sets the size of the grid. Default=1.0. TIP To avoid busy moiré patterns in the grid, increase the value of Size. Photon Renders the effect of a photon map in the screen. This requires that a photon map be present (to render caustics or global illumination). If no photon map is present, the Photon rendering looks just like the nondiagnostic rendering of the scene: the mental ray renderer first renders the shaded scene, then replaces it with the pseudocolor image. ■ Density Renders the photon map as it is projected into the scene. High density is displayed in red, and lower values render in increasingly cooler colors. ■ Irradiance Similar to the Density rendering, but shades the photons based on their irradiance. The maximum irradiance is rendered in red, and lower values render in increasingly cooler colors. BSP Renders a visualization of the parameters used by the tree in the BSP ray-trace acceleration method on page 6282. If a message from the renderer reports excessively large depth or size values, or if rendering seems unusually slow, this can help you locate the problem. ■ Depth Shows the depth of the tree, with top faces in bright red, and increasingly deep faces in increasingly cool colors. ■ Size Shows the size of leaves in the tree, with differently sized leaves indicated by different colors. NOTE The BSP diagnostic works with the BSP method only; the BSP2 method does not support it. mental ray Renderer | 6325 Final Gather Renders the scene with pre-processing final-gather points displayed as green dots, and tile-rendering (final render) final-gather points displayed as red dots. For animation purposes, the presence of red dots is undesirable. To resolve this, use the Interpolate Over Num. FG Points setting on page 6300 instead of the Radius Interpolation Method on page 6305, or, if you prefer the latter, keep the Min. Radius setting as close as possible to the Radius setting; that is, the maximum radius. Distributed Bucket Rendering Rollout (mental ray Renderer) Rendering menu/main toolbar > Render Setup > Render Setup dialog > Processing panel > Distributed Bucket Rendering rollout Note: The Processing panel appears only when the mental ray renderer is the currently active renderer. Controls on this rollout are for setting up and managed distributed bucket rendering. With distributed rendering, multiple networked systems can all work on a mental ray rendering. Buckets are assigned to systems as they become available. While distributed bucket rendering can be used for offline rendering of animation frames, as in standard network rendering, it's best suited for speeding up the rendering of single images as you work. Especially when rendering high-resolution still images, you can get much faster results with distributed bucket rendering. TIP When you use distributed bucket rendering, be sure to: ■ Turn on Use Placeholder Objects on the Translator Options rollout on page 6316. When placeholder objects are enabled, geometry is sent to the renderer only on demand. ■ Leave Bucket Order set to Hilbert on the Sampling Quality rollout on page 6272. With Hilbert order, the sequence of buckets to render uses the fewest number of data transfers. NOTE Contour shading does not work with distributed bucket rendering. 6326 | Chapter 20 Rendering NOTE You cannot use distributed bucket rendering when you render to texture on page 6371. IMPORTANT To use distributed bucket rendering, you must set up host systems that are capable of running the mental ray renderer. There are two ways to do so: set up satellite systems, or install mental ray standalone licensing on remote hosts. Satellite Systems “Satellite” processors allow any owner of a 3ds Max license to freely use up to eight slave CPUs to render an image using distributed bucket rendering (not counting the one, two, or four processors on the “master” system that runs 3ds Max). Each satellite system must have the following files installed: ■ rayrc ■ raysat_3dsmax .bat ■ raysat_3dsmax .exe ■ raysat_3dsmax server.exe where is the current 3ds Max version number. You can use the 3ds Max installation program to install these files: see the Installation Guide for more information. In addition, information about each satellite should be stored in the RAYHOSTS file on page 8104. You can set up satellite systems by using the Add button on the Distributed Bucket Rendering rollout, as described in the “Interface” section, below. Host Systems with SPM Licenses When you use mental ray SPM licenses, remote hosts (that is, all systems other than the one running 3ds Max) must have the mental ray renderer (ray.exe) and a mental ray SPM license server running. To obtain this, you must run the mental ray installer on all remote hosts, then configure and run the SPM license server. Instructions about how to do so are provided with the mental ray renderer sold by mental images. Once the remote hosts have been configured to run a licensed instance of ray.exe, you can use them for distributed rendering simply by naming them in the RAYHOSTS file on page 8104. You can add hosts to the RAYHOSTS file mental ray Renderer | 6327 using the Add button described in the “Interface” section, below, just as you would add a satellite processor. Batch Rendering (Using Backburner or the Command Line) You can launch distributed bucket rendering from the command line, using 3dsmaxcmd.exe. If you use satellite processors, you cannot use Backburner to manage distributed bucket rendering. When host processors have SPM licenses, you can use Backburner to manage distributed bucket rendering. You can use the environment variable MRMAX_OFFLINE_DBR_OVERRIDE to control whether batch rendering uses distributed bucket rendering. The state of this variable overrides the “DBR enable” flag. If it is set to “yes,” “true,” or “on,” distributed bucket rendering is enabled; if it is set to “no,” “false,” or “off,” distributed bucket rendering is disabled. All other values of this variable are ignored. See also: ■ Translator Options Rollout (mental ray Renderer) on page 6316 Procedures To use mental ray distributed rendering: 1 On the Render Setup dialog, go to the Processing panel. On the Distributed Bucket Rendering rollout, turn on Distributed Render. NOTE The Net Render option on the Common Parameters rollout has no effect on distributed bucket rendering. 2 Click to select the names of those satellite or host systems you want to use for distributed rendering. You can click All to select all the host names in the list, or None to select none of the hosts. 3 If other host systems have maps installed on them, with exactly the same file names and path names as on your local host, turn on Distributed Maps. With Distributed Maps turned on, remote renderers can use their local copy of maps, which saves time. 6328 | Chapter 20 Rendering 4 Render the scene. Each system renders the buckets assigned to it. The final rendering appears on your local system, with buckets “arriving” in an indeterminate order. Example: To use mental ray distributed bucket rendering with Backburner: This procedure demonstrates how to multiply the number of CPUs used for rendering without having to purchase mental ray standalone licenses, using the 3ds Max satellite technology. If you have a few machines with 3ds Max licensed, and many machines without, you can use both the distributed rendering technology and Backburner so a rendering job would use 10 CPUs per Backburner server, thereby increasing the rendering speed. For the purpose of this procedure, we're using a render farm comprising three machines named A, B, and C, each running a licensed copy of 3ds Max. NOTE The number of machines you can use depends on the number of machines running licensed copies of 3ds Max. You are able to use only eight external (or satellite) CPUs per licensed copy of 3ds Max: four dual-processor machines or eight single-processor machines (or equivalent). 1 Choose which machines (other than machines A, B, and C) will serve as satellites, install 3ds Max on each, and write down each machine's IP address. 2 Use the Windows Notepad program or a text editor to open the max.rayhosts file on machine A, located in mentalray subdirectory within the program folder. 3 In the max.rayhosts file, under the “localhost” entry enter the IP address of each satellite CPU to be used; up to eight in all (see Figure 1). Figure 1 - Example of a rayhost file mental ray Renderer | 6329 4 Repeat the previous step on machines B and C with the remaining IP addresses. 5 Launch Backburner Manager on the machine submitting the job or any other machine. Launch the Backburner Server on machines A, B, and C. WARNING It is necessary for the machine running the Backburner Server to have 3ds Max licensed. A mental ray standalone license will not enable you to use the distributed bucket rendering feature, and Backburner will prompt you with a license error. 6 On the machine submitting the job choose mental ray as the renderer, and then turn on Use Placeholder Objects, Use mental ray Map Manager (see Figure 2), and the Distributed Render (see Figure 3). Figure 2 – Translator Options 6330 | Chapter 20 Rendering Figure 3 – Distributed Bucket Rendering 7 Submit the job to the Backburner network rendering farm. The job is submitted to the network rendering farm and is picked up by machines A, B, and C. Each machine uses its internal CPU as well as its satellite CPUs to render the job. mental ray Renderer | 6331 Interface Distributed Render When on, the mental ray renderer can use multiple satellite or host systems for distributed rendering. The list specifies which systems to use. Default=off. NOTE The Net Render option on the Common Parameters rollout has no effect on distributed bucket rendering. The other distributed rendering controls are unavailable unless Distributed Render is on. Distributed Maps When on, specifies that all texture maps can be found on each of the slave machines doing distributed rendering. This saves time by avoiding the necessity for mental ray to distribute all the maps to each slave via TCP/IP. When off, specifies that all maps used in rendering reside on the local system; that is, the system on which you start rendering. Default=off. If Distributed Maps is on but the maps are not found on the slaves, those maps simply will not render on the slaves, and rendered output will be incorrect. Also, an error message will appear in the mental ray message window. If you are doing local rendering only, this setting has no effect. Maps on all systems in distributed rendering must have exactly the same name and directory path. 6332 | Chapter 20 Rendering [name field] Displays the RAYHOSTS file's on page 8104 name and path. [list of hosts] After you choose a RAYHOSTS file, this list shows the host systems available for distributed mental ray rendering. You can use this list to choose only those hosts you want to use for this particular rendering. When you render with Distributed Render on, the mental ray renderer uses only the hosts whose names are highlighted in this list. Click a host name to select it. To deselect a selected host name, click it again. NOTE The RAYHOSTS file, and therefore the host list, can contain duplicate entries. However, before you render you must select only processors that are not duplicates; otherwise, at render time 3ds Max will display an error message. If Distributed Render is on but the list of hosts is empty when you click Render, 3ds Max will not perform distributed bucket rendering. All Highlights all system names in the hosts list. None Clears the highlight from all system names in the hosts list. Add Click to display an Add/Edit DBR Host dialog on page 6334, which lets you add a host processor to the RAYHOSTS file. Edit Click to display the Add/Edit DBR Host dialog on page 6334, and edit the highlighted host processor's entry in the RAYHOSTS file. Available only when a single list entry is highlighted. Remove Click to remove the currently highlighted host processors from the list and the RAYHOSTS file. Available only when one or more list entries are highlighted. Clicking Remove displays a Remove Selected Hosts dialog, which warns you that the host descriptors will be removed from both locations: To restore a host that you have removed, use the Add button once again. mental ray Renderer | 6333 Add/Edit DBR Host Dialog The Add/Edit DBR (Distributed Bucket Rendering) Host dialog opens when you click Add on the Distributed Bucket Rendering rollout on page 6326. It lets you add a host (or “satellite”) processor to use when you render using distributed buckets. As the text on the dialog reminds you, the new host is added to the text of the RAYHOSTS file on page 8104. Interface Port Number Lets you enter a port number for the processor. This control is unavailable unless you turn off Use Default Port. When Use Default Port is off, the default port value appears in this field. Name or IP Address Enter the name or the numeric IP address of the processor you want to add. Use Default Port When on, 3ds Max assigns a port number to the new processor. The Port Number control is unavailable while Use Default Port is on. Default=on. VUE File Renderer Rendering menu > Render Setup > Render Setup dialog > Common panel > Assign Renderer rollout > Choose VUE File Renderer as the active production renderer. > Renderer panel > VUE File Renderer rollout 6334 | Chapter 20 Rendering The VUE File Renderer creates VUE (.vue) files. VUE files on page 8165 use an editable ASCII format. Procedures To create a .vue file: 1 Use the Render Setup dialog > Assign Renderer rollout to assign the VUE File Renderer as the Production renderer. You can't assign the VUE File Renderer to be the ActiveShade renderer. 2 Activate a camera viewport. NOTE You must render from a camera viewport in order to include the coordinates for the camera itself. 3 Use the VUE File Renderer rollout to specify a file name. 4 Render the scene. The VUE file is written to disk. The Rendered Frame Window on page 6073 is displayed, but it doesn't display an image. Interface ... [Browse] Click to open a file selector dialog and then specify a name for the VUE file to create. [File name The text field displays the name of the file. Rendering Elements Separately Rendering to elements lets you separate various types of information in the rendered output into individual image files. This can be useful when you work with some image-processing, compositing, and special-effects software. Rendering Elements Separately | 6335 Render Elements Panel and Rollout Rendering menu/main toolbar > Render Setup > Render Setup dialog > Render Elements panel > Render Elements rollout This topic describes the available types of render elements and how to use them. These are the elements you can choose to render separately: ■ Alpha: A grayscale representation of the alpha channel, or transparency, of the scene. Transparent pixels appear in white (value=255) and opaque in black (value=0). Translucent pixels appear in gray. The darker the pixel, the more transparent it is. The alpha channel can be useful when you composite elements. ■ Atmosphere: The atmospheric effects in the rendering. ■ Background: The background of the scene. Other elements do not include the scene background. Include this element if you want to use the background in compositing. The background is not trimmed against geometry, so elements should be composited over the background. See Compositing Rendered Elements on page 6342. ■ Blend: A custom combination of the previous elements. The Blend element displays an additional Blend Element Parameters rollout on page 6355. ■ Diffuse: The diffuse component of the rendering. The Diffuse element displays an additional Diffuse Texture Element rollout on page 6370. ■ Hair and Fur: The component of the rendering created by the Hair and Fur modifier on page 1119. See Hair and Fur Render Element on page 6356. ■ Illuminance HDR Data: Generates an image containing 32–bit floating-point data that can be used for analyzing the amount of light that falls on a surface perpendicular to its normal. The illuminance data ignores material characteristics such as reflectance and transmittance. 6336 | Chapter 20 Rendering Illuminance is not related to surface properties. For best results, render with mental ray or another renderer that supports 32–bit floating-point output and set the output format to PIC, HDR, or EXR. If using the scanline renderer or another renderer that doesn't support 32–bit floating-point output, set the Scale Factor parameter, which acts as a multiplier, to adjust the range of values for the output data. ■ Ink: The Ink component (borders) of Ink 'n Paint materials on page 5742. ■ Lighting: The effect of direct and indirect lights and shadows in the scene. The Lighting element displays an additional Lighting Texture Element rollout on page 6356. ■ Luminance HDR Data: Generates an image containing 32–bit floating-point data that can be used for analyzing the perceived brightness of a surface after light has been “absorbed” by the material of the surface. The luminance data considers material characteristics such as reflectance and transmittance. Render Elements Panel and Rollout | 6337 Luninance takes surface properties into account. For best results, render with mental ray or another renderer that supports 32–bit floating-point output and set the output format to PIC, HDR, or EXR. If using the scanline renderer or another renderer that doesn't support 32–bit floating-point output, set the Scale Factor parameter, which acts as a multiplier, to adjust the range of values for the output data. ■ Material ID: Retains the material ID information assigned to an object. This information is useful when you are making selections in other image-processing or special-effects applications, such as Autodesk Combustion. For example, you could select all of the objects with a given material ID in Combustion. The material ID corresponds to the value you set for the material with the material ID channel. Any given material ID will always be represented by the same color. The correlation between a specific material ID and a specific color is the same in Combustion. See Material ID Channel on page 5348. ■ Matte: Renders a matte mask, based on selected objects, material ID channel (effects IDs), or G-Buffer IDs. The Matte element displays an additional Matte Texture Element rollout on page 6357. ■ mr A&D: These elements render various components of the Arch & Design material to HDR compositors such as Autodesk Toxik. For details, see mr A&D Elements on page 6358. 6338 | Chapter 20 Rendering ■ mr Labeled Element: Renders a branch of a map tree that you specify using a label. For details, see mr Labeled Element Parameters Rollout on page 6363 ■ mr Shader Element: Outputs the raw contribution of any mental ray shader in the scene. This includes standard 3ds Max materials and maps that are converted to mental ray shaders in the translation process. For details, see mr Shader Element Parameters Rollout on page 6365 ■ Object ID: Retains the object ID information assigned to the object. Roughly comparable to the material ID, the object ID information is useful for selecting objects based on an arbitrary index value in another image-processing or special-effects application. If you know that you will want to select several objects at once, at a later time, you can assign them all the same object ID in 3ds Max. By rendering with the object ID, this information will be available in other applications. You assign the object ID with the Object Properties dialog > General panel > Object Channel parameter on page 315. A given object ID is always represented by the same (arbitrary) color. The correlation between a specific material ID and a specific color is the same in Combustion. When an Object ID entry is highlighted in the element rendering list on page 6347, the Object ID Element rollout appears on the Render Elements panel. This rollout lets you choose whether to base the render color of a given object ID on the object color or the Object ID. If you choose Object Color, the render color is the object's base color, as shown on the Create panel > Name And Color rollout and at the top of the other command panels, and is not based on the Object ID. If you choose Object ID, an arbitrary color is assigned to each object based on its Object ID. ■ Paint: The Paint component (surfaces) of Ink 'n Paint materials on page 5742. ■ Reflection: The reflections in the rendering. ■ Refraction: The refractions in the rendering. ■ Self-Illumination: The self-illumination component of the rendering. ■ Shadow: The shadows in the rendering. This element saves black-and-white shadows only. See Compositing Rendered Elements on page 6342. NOTE The mental ray renderer does not include shadows created by global illumination on page 6306and final gathering on page 6295 in the Shadow render element output. Render Elements Panel and Rollout | 6339 ■ Specular: The specular component of the rendering. ■ Velocity: The motion information which can be used in other applications for things such as creating motion blur or retiming an animation. The Velocity element displays an additional Velocity Element Parameters rollout on page 6367. ■ Z Depth: A grayscale representation of the Z depth, or depth within the view, of objects within the scene. The nearest objects appear in white, and the depth of the scene in black. Intermediate objects are in gray, the darker the deeper the object is, within the view. The Z Depth element displays an additional Z Element Parameters rollout on page 6369. When you render one or more elements, a normal complete rendering is also generated. In fact, the element renderings are generated during the same rendering pass, so rendering elements costs little extra render time. Rendering to elements is available only when you do production rendering with the default scanline renderer on page 6141 or the mental ray renderer on page 6230. NOTE The default scanline renderer supports a maximum of 32 render elements per scene. The mental ray renderer does not limit the number of render elements. If you're using a third-party renderer, check the product documentation for a possible limit on the number of render elements. NOTE When using the default scanline renderer, Antialiasing on page 6146 must be on in order to render elements. With Antialiasing off, rendering elements is disabled. Example Here is a rendering of a fountain, against a checkered background, and various elements. 6340 | Chapter 20 Rendering On the right is the fully rendered fountain. On the left, from top to bottom, are diffuse, specular, shadow, and reflection elements. Two more elements not directly related to the objects in the scene, but important when compositing the image to other sources: on the left is the background, on the right is the alpha channel. Render Elements Panel and Rollout | 6341 On the left is an atmosphere element, in this example, a light fog on the back side of the fountain. On the right is the Z-depth. The fog uses the depth of the image and objects to determine its density. The Z-depth element contains these depth values. Compositing Rendered Elements In general, you can composite elements using additive composition, which is independent of the compositing order. The main exceptions are the background element, atmospheres, and shadows. ■ Background: The background is not trimmed against geometry, the background should be composited under the other elements. ■ Atmosphere: The atmosphere element should be composited over all other elements. ■ Black-and-white shadows: Black-and-white shadows should be composited over the rest of the image (aside from the atmosphere), to dim color in the shadowed areas. This technique does not take colored lighting into account. In other words, the layers when you composite using black-and-white shadows appear like this: Top: Atmosphere Second from top: Shadow element Middle: Diffuse + Specular + ... (other elements) Bottom: Background 6342 | Chapter 20 Rendering "Screen" Compositing for Specular and Reflection Elements The other exception to additive composition is when specular or reflection elements have been generated by certain material shaders. These shaders generate specular and reflection elements you must composite differently: ■ Anisotropic ■ Multi-Layer ■ Oren-Nayar-Blinn Shaders are assigned on a per-material basis, in the Material Editor. If you render specular or reflection elements in a scene that uses these shaders, then composite them with the diffuse and other foreground components (aside from colored shadows, as described above), by overlaying them using an operation called "Screen" in some compositing programs. Screen compositing uses this formula to combine elements: Background * (1 - Foreground) + Foreground The background is multiplied by the inverse of the foreground color, and then the foreground color is added to the result. For more information, see the documentation for the compositing program you use. Procedures To have the Render Elements dialog assign names to the rendered element files automatically: 1 Assign an output file name and file type for the (entire) rendered scene using the Files buttonFiles on page 6129 on the Common Parameters rollout of the Render Setup dialog. 2 On the Render Elements rollout, use the Add button to specify elements for rendering (see following procedure). To render elements to files without rendering the entire scene to a file, follow this procedure, and then turn off Common panel > Common Parameters rollout > Render Output group > Save File. To add an element for rendering: 1 Click Add. Render Elements Panel and Rollout | 6343 2 On the Render Elements dialog, do one of the following: ■ Highlight the name of an element, and then click OK. ■ Double-click the name of an element. If you have assigned a file name for the entire rendering, the new element is assigned a file name automatically. Otherwise, use the Files button in the Selected Element Parameters group to assign an output file name and file type for the element rendering. 3 If the element is one (such as Blend or Z Buffer) that has additional parameters, adjust these parameters in the appropriate rollout. To render the separate elements: 1 Add the elements you want to render. TIP You can use the Enable button (in the Selected Element Parameters rollout) to disable individual elements for a particular rendering pass. 2 If you haven't assigned file names automatically (see the first procedure, preceding), use the Browse [...] button in the Selected Element Parameters group to assign an output file name and file type for the element rendering. 3 Make sure Elements Active (at the top of the Render Elements rollout) is turned on, and then click Render to render the scene. The rendered elements are also displayed on the desktop, each in its own window. (The windows cascade on top of each other.) To generate a Combustion™ workspace (CWS) file that contains the rendered elements: 1 In the Output to Combustion group, turn on Enable. If you have assigned a file name for the entire rendering, the new element is assigned a file name automatically. Otherwise, use the Files button in the Output to Combustion group to assign an output file name for the CWS file. 2 If you want to change the file or pathname click ... [ellipsis]. 3 Do one of the following: ■ Render the scene. The CWS file is created at the time of the rendering. ■ Create Combustion Workspace Now. 6344 | Chapter 20 Rendering Use this button to create a Combustion workspace at any time. You do not have to render for the workspace to be created. NOTE This only works if there is at least one Render Element selected and if your Render Output file type (set on the Common panel) is AVI, RPF, CIN, JPG, PNG, MOV, RGB, RLA, TGA, TIF, or EXR. Render Elements Panel and Rollout | 6345 Interface Add Click to add a new element to the list. This button displays the Render Elements dialog on page 6349. 6346 | Chapter 20 Rendering Merge Click to merge the render elements from another 3ds Max scene. Merge displays a file dialog so you can select the scene file to get the elements from. The list of render elements in the selected file is added to the current list. Delete Click to delete the selected elements from the list. Elements Active When on, clicking Render renders the separate elements. Default=on. Display Elements When on, each rendered element is displayed in its own window, which is a feature-reduced version of the Rendered Frame Window on page 6073. When off, the elements are rendered to files only. Default=on. The windows for each rendered element open cascaded on top of each other. Move one element's window to see another's. Element Rendering list This scrollable list shows the elements to render separately, and their status. To resize the columns in the list, drag the border between two columns. The list includes the following columns: Name Shows the name o f the element. You can change the default name of elements, in the Selected Element Parameters group. To select an element, click its name in the list. Use Ctrl+click to select additional elements, or Shift+click to select a contiguous group of additional elements. Enabled Shows whether the element is enabled. Filter Shows whether the active antialiasing filter is enabled for the element. Type Shows what type of element this is. This field is useful if you have changed the name of an element. Output Path Shows the path and file name for the element. Render Elements Panel and Rollout | 6347 Selected Element Parameters group These controls are for editing selected elements in the list. Enable Turn on to enable rendering the selected elements. Turn off to disable rendering. Default=on. The Enabled column of the elements list shows whether or not an element is enabled. Enable Filtering When on, applies the active antialiasing filter on page 6146 to the rendered element. When off, the rendered element does not use the antialiasing filter. Default=on. The Filter column of the elements list shows whether or not the filter is enabled for an element. Disabling antialiasing can improve rendering time, although the rendered element that results might appear jagged. NOTE Turning off Enable Filter disables only general antialiasing and map filtering. Edge blending still occurs when this switch is off. Name Shows the name of the currently selected element. You can type in a custom name for the element. This control is unavailable when multiple elements are selected. [...] (Browse) The text box lets you enter a path and file name for the element. Alternatively, click the [...] ( ellipsis) button to open the Render Element Output File dialog on page 6350, which lets you choose a folder, file name, and file type for the element. This control is available only when a single element is highlighted. NOTE If you first assign a file name and path for the complete rendering on the Render Setup dialog > Common Parameters rollout on page 6121, the render elements feature uses this name and path automatically as the basis for names of the various elements. It appends an underscore (_) and then the name of the element to the basic file name. For example, if the render file name is "C:\render\image.jpg", when you add a Specular render element, the default path and file name for the rendered specular element is "C:\render\image_specular.jpg". Similarly, when you enable output to a Combustion workspace (CWS) file on page 7329, the file name you assigned is the default name of the CWS file. For example, if the render file name is "C:\image.jpg", when you enable Combustion output, the default path and file name is "C:\image.cws". 6348 | Chapter 20 Rendering Output to Combustion group When on, generates a Combustion Workspace (CWS) file on page 7329 that contains the elements you are rendering. You can use this file in the Combustion software, and you can use Combustion workspaces in the Combustion map on page 5811. WARNING If you are rendering elements to composite over a background, make sure that the file format for the Diffuse, Shadows, and Alpha elements supports an alpha channel. The formats we recommend for this purpose are: RLA on page 7364, RPF on page 7366, PNG on page 7360, or TGA on page 7370. WARNING 3ds Max supports some file types that Combustion does not. For use with Combustion, do not render elements as EPS files. If you render to this format, the CWS file is not saved. See your Combustion documentation for more information on supported file formats. Enable When on, creates a CWS file that contains the elements you have rendered. [...] (Browse) The text box lets you enter a path and file name for the CWS file. Alternatively, click the [...] (ellipsis) button to open the Save To Combustion dialog, which lets you choose a folder and file name for the CWS file. Create Combustion Workspace Now When clicked, creates a Combustion workspace (CWS file). This button makes it possible to create a Combustion workspace without rendering. NOTE You must add at least one render element for this file to be created and the Render Output type on the Common panel must be set to AVI, RPF, CIN, JPG, PNG, MOV, RGB, RLA, TGA, TIF, or EXR. Render Elements Dialog Rendering menu/main toolbar > Render Setup > Render Setup dialog > Render Elements panel > Render Elements rollout > Add button > Render Elements dialog This dialog lets you choose elements to render. Render Elements Dialog | 6349 Procedures To choose an element to render separately, do one of the following: ■ Highlight the element's name in the list, and then click OK. ■ Double-click the element's name in the list. To highlight multiple elements, do any of the following and then click OK: ■ To highlight non-contiguous elements, click an element's name in the list, and then Ctrl+click further elements. ■ To highlight contiguous elements, drag from the first to the last. ■ To highlight contiguous elements, click the first element's name in the list, and then Shift+click another element. Interface The scrolling list shows the names of elements you can render separately. These are described in Render Elements Panel and Rollout on page 6336. Render Element Output File Dialog Rendering menu/main toolbar > Render Setup > Render Setup dialog > Render Elements panel > Render Elements Rollout > Selected Element Parameters group > Browse ([...]) button The Render Element Output File dialog lets you assign a name to a file that saves one element of the rendering. You can also determine the type of file 6350 | Chapter 20 Rendering to render, and set up options such as compression, color depth, and quality, depending on the file type. See also: ■ Image File Formats on page 7324 Procedures To specify the render element output file and its settings: 1 Choose Rendering > Render Setup, and then, on the Render Elements rollout, in the Selected Element Parameters group, click the Browse ([...]) button. The Render Element Output File dialog opens. 2 In the File Name field, enter the name for the file to be rendered. 3 Navigate the Save In field to choose the directory where you want the rendered file to be saved. 4 In the Save As Type field, choose the type of file you want to render. 5 Click Save to open the Setup dialog for the specified output file type. Thereafter, the Setup button becomes available on the Render Element Output File dialog; you can click this to change the settings. 6 Change any settings as necessary, and then click OK to close the Render Element Output File dialog. Alternatively, clicking Cancel returns you to the Render Element Output File dialog. 7 Click Render to render and save the file. Render Element Output File Dialog | 6351 Interface History Displays a list of the most recent directories searched. Whenever an image is selected, the path used is added to the top of the history list as the most recently used path. The history information is saved in the 3dsmax.ini on page 83 file. Save In Opens a drop-down list to browse other directories or drives. Up One Level Moves to the next-highest level in the directory structure. Create New Folder Lets you create a new folder while in this dialog. View Menu Provides several options for how information is displayed in the list window: ■ Thumbnails: Displays the contents of a directory as thumbnails, without the details. ■ Tiles: Displays the contents of a directory as large icons, without the details. If you widen the dialog, these tile across the width. 6352 | Chapter 20 Rendering ■ Small Icons: Displays the contents of a directory as small icons, tiled across the width, without the details. ■ List: Displays the contents of a directory without the details. ■ Details: Displays the contents of a directory with full details such as size and date. List of files Lists the contents of the directory, in the format specified by the View menu. TIP When the active display format is Details, the contents of the directory are displayed with Name, Size, Type, Date Modified, and Attributes. You can sort the list according to a column's contents by clicking that column's label. File Name Displays the file name of the file selected in the list. Save as File Type Displays all the file types that can be saved. This serves as a filter for the list. NOTE The choice in this field determines the file type saved, regardless of the extension entered in the File Name field. Save Sets the file information for saving upon rendering. Closes the dialog if you haven't changed the output file type. If you've changed the file type, clicking Save opens the Setup dialog for the specified file type. Change the settings as necessary, and then click OK to close both the Setup and the Output dialogs, or click Cancel to return to the Output dialog. Cancel Cancels the selection and closes the dialog. Devices Lets you choose the hardware output device, for example, a digital video recorder. To use this function, the device, its driver, and its 3ds Max plug-in must all be installed on your system. Setup Click to open a dialog with controls for the output file type. These vary with each different file format. NOTE The Setup button becomes available after you specify a file name or type. If you first choose a type from the Save As Type drop-down list, click anywhere on the dialog to activate Setup. If you first enter a file name and extension (such as test.png), press Tab to activate Setup. Also, clicking Setup uses the filename extension, even if it doesn't agree with the Save As Type setting. Render Element Output File Dialog | 6353 Info Displays expanded information about a highlighted file such as frame rate, compression quality, file size, and resolution. The information available depends on the file type. View Displays the file at full resolution. If the file is a movie, Windows Media Player opens to play the file. Sequence This is not available in the Render Element Output File dialog. NOTE To render a sequence of still images, choose the Active Time Segment or define a range of frames on the Common Parameters rollout of the Render Setup dialog. If you are rendering to a still-image file type, the software appends a four-digit frame number to the file name name, incremented with each frame. Preview When on, enables display of the image as a thumbnail in the Image Window. Image Window Displays a thumbnail of the selected file, when Preview is turned on. Gamma group To set up gamma options for the output file, Enable Gamma Correction must be on in the Gamma panel on page 7758 of the Preferences dialog (Customize > Preferences > Gamma). Otherwise, the Gamma controls are unavailable in the Render Output File dialog. ■ Use Image’s Own Gamma This option is not available in this dialog. ■ Use System Default Gamma Uses the system default gamma, as set on the Gamma panel of the Preferences dialog on page 7758. ■ Override Defines a new gamma for the bitmap that differs from the system default. Using Override is not recommended for element bitmaps. Using the system default gamma value ensures that all elements have consistent renderings. Statistics/Location Statistics Displays the resolution, color depth, file type, and number of frames of the highlighted file. Location Displays the full path and name of the highlighted file. 6354 | Chapter 20 Rendering Blend Element Parameters Rollout Rendering menu/main toolbar > Render Setup > Render Setup dialog > Render Elements panel > Render Elements rollout > Add button > Render Elements dialog > Add Blend element to the elements list (or select an existing Blend element in the list). The Blend element is a custom combination of several other elements. By default, all elements are turned on in this rollout, and the Blend rendering is identical to the full, normal rendering, except for the scene background. Use the check boxes to choose your own combination of elements to appear in the Blend rendering. Interface Ambient When on, include the ambient color component. Default=on. Diffuse When on, include the diffuse color component. Default=on. Specular When on, include the specular color component. Default=on. Self-Illumination When on, include self-illumination. Default=on. Reflection When on, include reflections. Default=on. Refraction When on, include refractions. Default=on. Apply Atmosphere When on, include atmospheric effects. Default=on. Apply Shadows When on, include shadows. Default=on. Paint When on, include the Paint component of Ink 'n Paint materials on page 5742. Default=on. Ink When on, include the Ink component of Ink 'n Paint materials. Default=on. Blend Element Parameters Rollout | 6355 Hair and Fur Render Element Rendering menu/main toolbar > Render Setup > Render Elements panel > Add > Render Elements dialog > Hair and Fur The Hair And Fur render element produces an additional image that depicts only the elements in the scene generated by the Hair And Fur modifier on page 1119. This image can be used for compositing. NOTE The Hair And Fur render element supports only the ”buffer” rendering method on page 6590 using the default scanline and mental ray renderers. Lighting Texture Element Rollout Rendering menu/main toolbar > Render Setup > Render Setup dialog > Render Elements panel > Render Elements rollout > Add button > Render Elements dialog > Add Lighting element to the elements list (or highlight an existing Lighting element in the list). The lighting element contains the effects of lighting within the scene, including color, shadows, direct and indirect light. This rollout lets you determine which parts of the lighting are included in the rendering. Interface Direct Light On When on, the render element includes information from any direct lights in the scene. The light’s color and projection map should appear. NOTE The final color for direct lighting takes surface normals into consideration. 6356 | Chapter 20 Rendering Indirect Light On When on, the render element includes information from ambient or bounced lighting in the scene. NOTE When using radiosity, expect effects such as color bleed. Shadows On When on, the render element includes shadows. Matte Texture Element Rollout Rendering menu/main toolbar > Render Setup > Render Setup dialog > Render Elements panel > Render Elements rollout > Add button > Render Elements dialog > Add Matte element to the elements list (or highlight an existing Matte element in the list). The Matte render element displays a matte mask for a selected object, material effects channel (effect ID) on page 5348, or G-Buffer ID on page 7991. Each matching element is represented with a white pixel on the mask. For more info on matte behavior, see Matte Object on page 8042. WARNING The Matte render element does not work for objects to which the mental ray material on page 5638 is applied. Interface Effect ID Sets the material effects channel on page 5348 to include in the Matte render element. G-Buffer ID Sets the G-Buffer ID on page 7991 to include in the Matte render element. Include Opens the Exclude/Include dialog on page 5096, where you can select objects in the scene to exclude or include in your Matte mask. Matte Texture Element Rollout | 6357 When including, all selected objects are rendered with white pixels. When excluding, all pixels are white, by default. Selected objects are rendered as black pixels. WARNING If you use Exclude, make sure the Effect ID and G-Buffer ID parameters are not on. These modes provide inferior results when used in combination. mr A&D Elements Rendering menu/main toolbar > Render Setup > Render Setup dialog > Render Elements panel > Render Elements rollout > Add button > Render Elements dialog > Add one or more mr A&D elements to the elements list (or highlight an mr A&D entry in the list). NOTE As their names suggest, these render elements pertain only to objects to which the Arch & Design material on page 5544 is applied, rendered with mental ray. 6358 | Chapter 20 Rendering The mr A&D elements let you specify as render elements the most important components of the Arch & Design material on page 5544, generally in three different contribution types: raw, level, and output. You can save these as HDR image files for subsequent compositing in a program such as Autodesk Toxik. With most of the elements, raw is the unscaled contribution, and level is the scaling, and the output component, calculated by multiplying the raw and level components, is the resultant contribution of the element to the full rendered output. The level is often related to an input parameter (or combinations thereof), and has been modified to abide by the energy-conservation feature of the Arch & Design material. Hence the elements contain some redundancy: For example, if you just want the current reflections in a separate channel, use the Output Reflections element, but if you want more control over the amount of reflections in mr A&D Elements | 6359 post-production, you can instead use Raw Reflections and Level Reflections, multiplying them (with optional, additional processing) in the compositing phase prior to adding them to the final color. Reflections: Raw (left) * Level (center) = Output (right) NOTE In order to maintain a correct compositing equation, the effects of the mr Photographic exposure control on page 6744 are intentionally excluded from the A&D render elements output. TIP When rendering mr A&D elements for compositing in an HDR application like Toxik, be sure to set Frame Buffer Type on page 6277 to Floating-Point (32 bits per channel), which allows raw-element values to exceed 1.0, and save output files in the OpenEXR format on page 7349. List of All Outputs Following is a list of all available render elements for the Arch & Design material (each has the “mr A&D” prefix): ■ Output: Beauty The main, blended output. It is identical to the single output of the Arch & Design material. ■ Diffuse Direct Illumination Output is the resulting diffuse on page 5547 component after lighting, including textures. Raw is the diffuse lighting itself, without textures, and Level Diffuse is the diffuse texture color adjusted by the energy conservation. ■ Diffuse Indirect Illumination Output is the resulting indirect illumination, including ambient occlusion on page 5564 effects, multiplied by the diffuse color. Raw is the raw result from indirect illumination. There is no Level component. ■ Ambient Occlusion on page 5564. 6360 | Chapter 20 Rendering Raw is the raw contribution of the ambient occlusion ■ Diffuse Indirect Illumination with AO Xtra is the indirect illumination affected by ambient occlusion but without being multiplied by the diffuse color. ■ Opacity Output (Opacity Background) is the final contribution of any background of the object as a result of the input cutout on page 5578 opacity (as determined by the assigned map) being less than 1.0. Raw contains the background without scaling by the opacity. If the cutout opacity is 1.0, these outputs contain black, because no transparency is rendered in such cases. The Level output contains the actual opacity itself. Care must be taken if opacity equals zero, because this mean that the material has performed no shading whatsoever and none of the other outputs will contain any value at all. ■ Reflections Output is the resulting Reflection group on page 5548 component. Raw is the unalloyed (full-intensity) reflection, and Level is the actual reflectivity, including reflection color and BRDF on page 5557 settings. WARNING The Arch & Design material samples very-low-level reflections in the rendering phase at low quality (for performance), so avoid doing huge modifications to reflection intensity in post. ■ Self Illumination Output contains the Self Illumination (Glow) on page 5559 component. ■ Specular Output is the resulting specular component. Raw is determined by the Reflection > Glossiness on page 5549 value and the Anisotropy on page 5556 settings, while Level is determined by the BRDF on page 5557 settings, the Reflectivity on page 5548 and Reflection > Color on page 5549 values, and the Relative Intensity of Highlights on page 5571 value. ■ Translucency Translucency is the combined result of the Weight on page 5554 and Color on page 5555 settings. Output is the resulting translucency component, Raw is the raw translucency, and Level is the actual translucency level, adjusted by the energy conservation. ■ Transparency Transparency is the combined result of the Refraction group on page 5569 settings, including the Translucency settings. Output is the resulting transparency component, Raw is the raw transparency, and Level is the actual transparency level, adjusted by the energy conservation. mr A&D Elements | 6361 Proper Compositing Due to the redundancy available in the outputs, there are several ways to composite them to yield the same result as the beauty render. Here we outline two compositing pipelines in equation form. You can use these in Autodesk Toxik and other HDR compositing applications. First we have the “simple” variant, which is simply a sum of the various result parameters. This version allows only minimal post-production changes to the overall balance between the materials. Its advantage is in not needing as many files, as well as working reasonably well in non-floating-point compositing. Beauty = Output Diffuse Direct Illumination + Output Diffuse Indir ect Illumination + Output Specular + Output Reflections + Output Transparency + Output Translucency + Self Illumination Then we have the more “complex” variant, which uses the various raw and level outputs, thus allowing much greater control in post production. Note that the raw outputs need to be stored and composited in floating point to maintain the dynamic range. The level outputs always stay in the 0.0-1.0 range and do not require floating-point storage. Beauty = Level Diffuse * (Raw Diffuse Direct Illumination + (Raw Diffuse Indirect Illumination * Raw Ambient Occlusion)) + Level Specular * Raw Specular + Level Reflections * Raw Reflections + Level Transparency * Raw Transparency + Level Translucency * Raw Translucency + Self Illumination Interface All mr A&D render elements have the same settings: Multiplier Scales the brightness of the output. 6362 | Chapter 20 Rendering TIP When rendering A&D elements for compositing in Autodesk Combustion, bear in mind that Combustion does not support HDR imagery, so to avoid clamping it will be necessary to adjust the Multiplier value for each element. Apply Shadows When on, the output includes shadows cast on the surface. mr Labeled Element Parameters Rollout Rendering menu/main toolbar > Render Setup > Render Setup dialog > Render Elements panel > Render Elements rollout > Add button > Render Elements dialog > Add mr Labeled Element to the elements list (or highlight an mr Labeled Element entry in the list). The mr Labeled Element is a render element that lets you output one or more branches of a material tree to a custom render element. (A branch comprises a map or shader and any sub-elements, such as maps assigned to the map’s map slots.) To use this element, assign the mr Labeled Element shader on page 6003 as the parent of the branch to render, give it a label, and then use the same label for the render element. For details, see the following procedure. Procedure To use the mr Labeled element: 1 In the Material Editor, determine which branch of a material to output as a separate element. For example, an Arch & Design material might contain a Gradient map assigned as a Diffuse > Color shader, and one of the Gradient maps could be assigned a Checker map, and one of the Checker maps could be assigned a Noise map. This procedure will assume you want to render the Checker map and its constituent Noise map to an element. So the material structure would be like this: A&D material > Gradient (Diffuse Color) > Checker (Gradient Color #1) > Noise (Checker Color #1) 2 In the Material Editor, click the map button at the top of the branch you want to output. In this example, you’d click the Diffuse > Color map button in the Arch & Design material to open the Gradient map settings. You’d then click the first map button (Color #1) on the Gradient Parameters rollout to open the Checker map settings. mr Labeled Element Parameters Rollout | 6363 3 Click the map button just above the map rollouts on the right side of the Material Editor (in this example, Checker) to open the Material/Map Browser. 4 On the Material/Map Browser, double-click the mr Labeled Element item. This opens the Replace Map dialog. 5 Make sure “Keep old map as sub-map?” is chosen, and then click OK. 6 You now see the mr Labeled Element Parameters rollout. If you click the Shader/Map To Store (Passthrough) button, labeled “M”, you can access the branch that will be output to the render element: the Checker map containing the Noise map. 7 If you clicked the M button, go back up to the parent mr Labeled Element shader, and then enter a name for the element in the Label field. In this example, the name could be checker/marble branch. The material structure would now be like this (new map in italics): A&D material > Gradient (Diffuse Color) > mr Labeled Element shader (Gradient Color #1) > Checker (mr Labeled Element shader map) > Noise (Checker Color #1) 8 On the Render Setup dialog > Render Elements panel > Render Elements rollout, click Add. Choose the mr Labeled Element item from the list. 9 On the Parameters rollout for the element, enter the name you specified in step 7 in the Label field. 10 Set up the other Render Element parameters as necessary and then render the scene. Your custom element is rendered to an image file. The following illustration shows the example described in the preceding procedure. The left-hand image shows the full material, with the Noise inside the Checker inside the Gradient, and the right-hand image shows a labeled element containing only the Noise inside the Checker. The element renders only the part of the Checker map that is used by the Gradient map. 6364 | Chapter 20 Rendering Left: Full rendering; Right: Labeled element Interface Label Enter the name of the element you specified in the mr Labeled Element Shader > Label field. Multiplier Scales the brightness of the rendered output. Apply Shadows When on, the output includes shadows cast on the surface. mr Shader Element Parameters Rollout Rendering menu/main toolbar > Render Setup > Render Setup dialog > Render Elements panel > Render Elements rollout > Add button > Render Elements dialog > Add mr Shader Element to the elements list (or highlight an mr Shader Element entry in the list). The mr Shader element outputs the raw contribution of any mental ray shader in the scene. This includes standard 3ds Max materials and maps that are converted to mental ray shaders in the translation process. The output of this element does not figure into the final rendered output. mr Shader Element Parameters Rollout | 6365 For example, you could use the mr Shader element to render a few different ambient occlusion passes (see mental images Shader Libraries on page 5977). NOTE The mr Shader element is intended primarily for rendering shaders, not full materials. While you can, in most cases, most "material-style" shaders might contain their own code to write to render elements, and in some circumstances this can cause odd conflicts. For example, piping a Standard material through a Material To Shader shader on page 6001 into the mr Shader element is not recommended because it could cause the Standard material’s render element to collide with the original render elements from the main render. Procedure To use the mr Shader element: 1 In the Material Editor, determine which shader to output as a separate element. For example, an Arch & Design material might contain a Gradient map assigned as a Diffuse > Color shader, and one of the Gradient maps could be assigned a Checker map, and one of the Checker maps could be assigned a Noise map. This procedure will assume you want to render the Checker map and its constituent Noise map to an element. So the material structure would be like this: A&D material > Gradient (Diffuse Color) > Checker (Gradient Color #1) > Noise (Checker Color #1) 2 On the Render Setup dialog > Render Elements panel > Render Elements rollout, click Add. Choose the mr Shader Element item from the list. 3 On the Parameters rollout for the element, click the Shader button; this opens the Material/Map Browser dialog. 4 Make sure Browse From on the dialog is set to Scene. If the object to which the shader is applied is selected, you could also choose Selected. In the material tree, highlight the shader to output as an element. NOTE Any subordinate shaders are also included in the element output. 5 Set up the other Render Element parameters as necessary and then render the scene. Your Shader element is rendered to an image file. The following illustration shows the example described in the preceding procedure. The left-hand image shows the full material, with the Noise 6366 | Chapter 20 Rendering inside the Checker inside the Gradient, and the right-hand image shows a Shader element containing only the Noise inside the Checker. The element renders the entire Checker map even though only part of it is used by the Gradient map. Left: Full rendering; Right: Shader element Interface Shader The shader to render as an element. Click the button and then choose a shader or material from the list in the Material/Map Browser. Typically you’d want the element to output a shader in the scene, so you’d make sure Browse From is set to Selected or Scene. Multiplier Scales the brightness of the rendered output. Apply Shadows When on, the output includes shadows cast on the surface. Velocity Element Parameters Rollout Rendering menu/main toolbar > Render Setup > Render Setup dialog > Render Elements panel > Render Elements rollout > Add button > Render Elements dialog > Add Velocity element to the elements list (or highlight an existing Velocity element in the list). Velocity Element Parameters Rollout | 6367 The Velocity element generates a rendering that contains information about the motion of objects in the frame. You can use the Velocity rendering to generate motion blur when you use a composition application such as Combustion or Flame. There are plug-ins for compositors that generate motion blur; for example, those created by RE:Vision Effects, Inc. The advantages of rendering a Velocity element are that the composition application might give you finer control over the motion blur than 3ds Max does; you can render a “beauty” frame that does not contain motion blur; and the Velocity element is quicker to render than using one of the 3ds Max motion-blur effects. Another use of the Velocity element is to re-time clips rendered in 3D. There are specialized applications that allow you to re-time an image sequence, using velocity data to generate more accurate inbetween frames. In the Velocity rendering, the motion information is saved as RGB color information:.red saves movement on the X axis, green saves Y-axis movement, and blue saves Z-axis movement, relative to the plane of the rendered frame. The mental ray renderer supports this element, but the mental ray Motion Blur camera effect must be turned off. Also, some mental ray materials do not support render elements. Controls on the element's rollout let you improve the precision of the motion data saved in the rendering. See the procedure, following. Procedures To render a velocity element for an animation sequence: 1 On the Render dialog > Render Elements panel > Render Elements rollout, click Add. In the Render Elements dialog that appears, highlight Velocity, and then click OK. 2 Highlight the Velocity element in the Element Rendering list. 3 On the Velocity Element Parameters rollout, turn on Update, then render several test frames. (Choose frames where object velocity appears to be the greatest.) 4 After each test frame, make a note of the Maximum Velocity value. If you need to do so, enter the largest of these values as the Maximum Velocity to use. Having a specific Maximum Velocity value will give you more accurate velocity data. 6368 | Chapter 20 Rendering 5 Turn off Update. Now the Maximum Velocity will remain constant. 6 Render the animation. Interface Maximum Velocity Enter a Maximum Velocity value based on the result collected by Update. Setting a Maximum Velocity increases the precision of the motion information. See the procedure, above: Procedures on page 6368. Default=1.0. Update Turn on when you render test frames, as described in the above procedure. After each rendering, Maximum Velocity is set to the value recorded by update. Use the largest of these values, and then turn off Update before you render the full animation. Default=off. NOTE The Update control does not work with mental ray distributed bucket rendering. Z Element Parameters Rollout Rendering menu/main toolbar > Render Setup > Render Setup dialog > Render Elements panel > Render Elements rollout > Add button > Render Elements dialog > Add Z Depth element to the elements list (or select an existing Z Depth element in the list). The Z-depth element is a grayscale representation of the Z depth, or depth within the view, of objects within the scene. The nearest objects appear in white, and the depth of the scene in black. Intermediate objects are in gray. The darker the gray, the deeper the object is, within the view. This rollout lets you adjust what portion of the scene is shown in the Z-depth rendering. By default, the rendering includes objects near the front of the view (Z Min=100.0), and extends for 300 3ds Max units into the scene (Z Z Element Parameters Rollout | 6369 Max=300.0). If your scene is deeper than 300 units, you need to increase the value of Z Max. You can use the Update option to let the software automatically determine the depth extents of objects in the rendered view. Interface Z Min The minimum distance to include in the Z-depth rendering. This is a value in 3ds Max units, and cannot be less than 0.0. Default=100.0 Z Max The maximum distance to include in the Z-depth rendering. This is a value in 3ds Max units. Default=300.0 Update Lets the software automatically determine the depth range of objects in the rendered view. When on, after completion of a rendering, the software changes the Z Min and Z Max values to reflect what the renderer determined. Typically, you would make a single test rendering with this on, and then turn off the check box. Diffuse Texture Element Rollout Rendering menu/main toolbar > Render Setup > Render Setup dialog > Render Elements panel > Render Elements rollout > Add button > Render Elements dialog > Add Diffuse element to the elements list (or select an existing Diffuse element in the list). The Diffuse render element displays the diffuse color component of objects in the scene. Interface 6370 | Chapter 20 Rendering Lighting When on, the diffuse render element displays the color of objects after lighting has been applied. When Lighting is turned off, the element displays the diffuse color of objects before the lighting gets applied. For textured objects, this will look like a 3D projection of the texture. However, objects with a single color will look “flat”. Render to Texture Make sure the default scanline renderer or the mental ray renderer is the active renderer. > Select one or more objects. > Rendering menu > Render To Texture Rendering to texture, or "texture baking,” allows you to create texture maps based on an object's appearance in the rendered scene. The textures are then “baked” into the object: that is, they become part of the object via mapping, and can be used to display the textured object rapidly on Direct3D devices such as graphics display cards or game engines. You can render to textures using the mental ray renderer on page 6230 Typical Texture Baking Method 1 Set up a scene with lighting. Banana object in a lighted room 2 Select the objects whose textures you want to bake. Render to Texture | 6371 Banana object selected 3 Choose Rendering > Render To Texture. 4 A Render To Texture dialog on page 6397 appears. In this dialog, you choose which elements on page 6376 of the rendering you want to bake. Elements are aspects of the rendering such as diffuse color, shadows, alpha (transparency/opacity), and so on. In this dialog, you can also choose various display options on page 6383 for showing the baked texture in shaded viewports. TIP If you have a Direct3D graphics display driver, you can use DirectX viewport shaders on page 5393 to view the baked texture in shaded viewports. They show how the baked texture will appear on DirectX devices. 5 Click Render. After you click Render in the Render To Texture dialog, a number of things happen. (This is a typical set of events; the dialog gives you a lot of control over how texture baking actually occurs.) ■ The elements you chose are rendered, each to its separate bitmap file. 6372 | Chapter 20 Rendering Lighting map of the banana By default, the texture type is Targa on page 7370, and the element maps are placed in the \images subfolder of the folder where you installed the program. The new textures are “flat”: In other words, they are organized according to groups of object faces. ■ In the modifier stack, a new modifier is applied to the object. It is called Automatic Flatten UVs. It is simply an Unwrap UVW modifier on page 1841, automatically applied. This modifier manages the mapping of the flattened texture to faces of the object, and lets you adjust that mapping if necessary. Flattened texture-mapping coordinates for the banana Render to Texture | 6373 ■ A Shell material on page 5732 is applied to the object. This material is a container for both the object's original material (you don't lose those maps and settings), and the newly created baked material, with its new textures. The Shell material lets you access both materials and adjust their settings, if necessary. It also lets you choose which material to view, the original material or the texture-baked material, in shaded viewports or in renderings. New shell material contains the banana's original material (below left) and the baked texture (below right). Rendered light map applied to the banana 6374 | Chapter 20 Rendering With the light map, banana appears lit even when lights are turned off. That is texture baking in a nutshell. For best results, Logarithmic exposure control is recommended for Render To Texture. If Linear or Automatic exposure controls are used, each object will have different lighting levels, generating a different histogram. Each object renders as if it had a different light level and in some cases, you may not get a rendering at all. This happens because Linear and Automatic exposure controls are view dependent. Logarithmic Exposure Control is not view dependent, and will reproduce the image correctly. See the Exposure Controls on page 6732 topic for more information about Linear, Automatic and Logarithmic exposure controls. See also: ■ Baked Texture Elements on page 6376 ■ Target Map Slot Assignments on page 6383 ■ Render to Texture Dialog on page 6397 ■ Render to Texture: General Settings Rollout on page 6399 ■ Render to Texture: Objects to Bake Rollout on page 6401 Render to Texture | 6375 ■ Render to Texture: Output Rollout on page 6406 ■ Render to Texture: Baked Material Rollout on page 6410 ■ Render to Texture: Automatic Mapping Rollout on page 6413 ■ Render to Texture: Add Texture Elements Dialog on page 6415 ■ Shell Material on page 5732 ■ DirectX Manager Rollout on page 5393 ■ LightMap Shader Rollout on page 5760 ■ Metal Bump Shader Rollout on page 5761 Baked Texture Elements Select objects. > Rendering menu > Render to Texture > Render to Texture dialog > Output rollout > Click Add. > Add Texture Elements dialog > Choose elements to render. When you render to texture or “bake” a texture, you choose one or more elements to render. These elements save aspects of the rendered scene: its geometry, lighting, shadows, and so on. Some texture elements can display in shaded viewports; others require a DirectX viewport shader on page 5393 to view in 3ds Max. When you add an element to render, it appears in a list in the Objects To Bake on page 6401 rollout. In the list, you can disable or enable rendering of that individual map, or select it to adjust which components it will include. NOTE Automatically generated reflections and refractions do not work well with rendered textures, although they are included in the Complete and Blend texture maps. The available element maps are described in the sections that follow. Limitations of Composite and Blend Materials If the object has a Composite or Blend material applied to it, only certain elements render correctly. Which elements render correctly depend on the renderer you are using. 6376 | Chapter 20 Rendering The default scanline renderer renders only these elements of a Composite or Blend material correctly: ■ Diffuse color ■ Specular color ■ Reflections ■ Ambient color ■ Self-illumination color ■ Refractions The mental ray renderer renders only these elements of a Composite or Blend material correctly: ■ Lighting ■ Shadows ■ Normals Component Options (Unique Settings) Many element maps let you choose to include or not include components of the rendered scene. When your element to render is highlighted in the list, these options appear on the Selected Element Unique Settings group. See also: ■ Render to Texture on page 6371 ■ Render to Texture Dialog on page 6397 Complete Map A complete map saves most surface properties of the rendered object; specifically: ■ Lighting ■ Diffuse color ■ Specular color Baked Texture Elements | 6377 ■ Reflections ■ Shadows ■ Ambient color ■ Self-illumination color ■ Refractions Component Options (Selected Elements Unique Settings) For a complete map, you can choose not to render shadows. Specular Map A specular map saves only the specular color of the object. Component Options (Selected Elements Unique Settings) For a specular map, you can choose not to render lighting or shadows. Diffuse Map A diffuse map saves only the diffuse color of the object. Component Options (Selected Elements Unique Settings) For a diffuse map, you can choose not to render lighting or shadows. Shadows Map A shadows map saves only the shadows cast onto the object. Component Options (Selected Elements Unique Settings) There are no unique settings for a shadows map. Lighting Map A lighting map saves only the lighting cast onto the object. 6378 | Chapter 20 Rendering Component Options (Selected Elements Unique Settings) For a lighting map, you can choose not to render shadows, direct light, or indirect light. Normals Map A normals map saves a color gradient that indicates the direction of normals on the surface of the object. With a normals map, Direct3D rendering can make simple geometry appear more complex. With DirectX 8, you can view a normals map in shaded viewports by using the Metal Bump Direct3D viewport shader on page 5761. With DirectX 9, you can view a normals map in any shaded viewport. Component Options (Selected Elements Unique Settings) There are two unique settings for a normals map: Output into Normal Bump When on, assigns a Normal Bump map to the Target Map Slot, and places the rendered Normal Bump map in the Normal component of the Normal Bump map on page 6033. Default=off. Render Height Map into Alpha Channel When on, renders a grayscale height map and assigns it to the alpha channel of the Normal map. If you are rendering to a file type that doesn't have an alpha channel, this setting has no effect. Default=off. Height Map A height map is a grayscale map that stores the relative height of the source object when you render with normal projection. (See Creating and Using Normal Bump Maps on page 6384.) You can use the height map as a displacement map on the target object. This is a way to add detail to the edges of the low-resolution object, because edges are not affected by the normal bump map itself. NOTE When using a height map as a displacement map with the mental ray renderer, be sure to use the Height Map Displacement shader on page 6000. Also, turn off Smoothing, either globally on page 6294 or for the individual object on the Object Properties dialog > mental ray panel on page 322. In addition, when rendering with mental ray, if you're applying the height map to a standard material, apply the map as a Displacement map on the mental ray Connection rollout on page 5385 (unlock the map first), not on the Maps rollout. Baked Texture Elements | 6379 TIP Using a paint program such as Adobe Photoshop on a height map is possible, but prone to error. The values in the height map depend on the shapes of both the low-resolution and high-resolution models, and it's easy to damage the mathematical accuracy. If you paint any changes onto the map, be careful to preserve the faceted look, and avoid the temptation to blur away the facets. You might try painting in Additive or Subtractive mode, to add to or subtract from the displacement, because Normal mode will set a fixed displacement, making it difficult for an artist to control the result. Component Options (Selected Elements Unique Settings) There are no unique settings for a height map. Blend Map A blend map is like a complete map, except that all its components, not just shadows, are optional. Component Options (Selected Elements Unique Settings) For a blend map, you can choose not to render any of the following components: ■ Lighting ■ Diffuse color ■ Specular color ■ Reflections ■ Shadows ■ Ambient color ■ Self-illumination color ■ Refractions Alpha Map An alpha map saves only the alpha channel of the rendered object. Component Options (Selected Elements Unique Settings) There are no unique settings for an alpha map. 6380 | Chapter 20 Rendering Ambient Occlusion (MR) Map Use an ambient occlusion map when you want the surface information to describe how much ambient light the surface can receive. The ambient occlusion map considers the obstruction of the light by surface contours and surrounding objects. By using the ambient occlusion map when rendering, you do not need to set up special lighting, replace materials on the objects, or use with global overrides because the ambient occlusion map already accounts for these settings. You can use ambient occlusion maps with or without a Projection modifier and for many different purposes. Use them to mask layers in Adobe Photoshop, for items such as painted edits and texture maps. Also use them as dirt maps, or as masks for reflections or specular light. NOTE By default, the shader used by the Ambient Occlusion bake element excludes the low-resolution object from the ambient occlusion calculations whenever performing projection-mapped texture baking. However, if the Projection Mapping option Include Working Model on page 6419 is enabled, then the occlusion rays will include the working model. In this case, projection rays also include the working model. No undesired blank areas appear on the map, because there are no cases where a projection ray passes though the lo-res model to hit a point on the high-res model that is completely occluded by the low res. NOTE This map is available only when the mental ray renderer is active. Baked Texture Elements | 6381 Original scene surrounded by rendered-to-texture ambient occlusion maps of the floor object Top left: Samples=8; Spread=0.8 Top right: Samples=32; Spread=0.8 Bottom left: Samples=16; Spread=0.5 Bottom right: Samples=16; Spread=0.99 Component Options (Selected Elements Unique Settings) For an ambient occlusion map, you can set the following unique settings: Samples Sets the number of rays cast. More rays results in a smoother image. Default=16. 6382 | Chapter 20 Rendering Spread Sets the spread of the ray, creating a cone shape. With a value of 0.0 a single point is sampled; with a value of 1.0 the entire hemisphere is sampled. Range=0.0–1.0. Default=0.8. NOTE You can set Spread to values greater than 1.0, but only values within the specified range are useful. Bright Sets the color in the map where no occlusion occurs. The default color is white. Click the swatch to change the color. Max distance Sets the range within which geometry is probed. A value of 0.0 samples the entire scene. For non-zero values, only objects within this range are sampled. Default 0.0. Dark Sets the color in the map where complete occlusion occurs. The default color is black. Click the swatch to change the color. NOTE Colors between the Bright and Dark values are used to indicate partial occlusion. Falloff Defines the amount of falloff of the ray. The greater the value, the greater the falloff. Default=1.0. Target Map Slot Assignments Select objects. > Rendering menu > Render to Texture > Render to Texture dialog > Output rollout > Target Map Slot: drop-down list > Specify how baked textures appear in the material. When you bake textures (render to texture), you have more control for how the baked texture displays in shaded viewports. You set these in the Output rollout on page 6406 of the Render To Texture dialog. Using the Target Map Slot assignments, you can specify in detail which maps will be rendered to which slots of the existing material. NOTE The first time you use Render To Texture, all Target Map Slot assignments are blank. After you set them and render the baked texture, those settings become the default Target Map Slot settings for future modelling sessions. 3ds Max stores the Target Map Slot assignments in the texturebake.ini file in the plugcfg folder within the program directory. Target Map Slot Assignments | 6383 Creating and Using Normal Bump Maps Normal bump mapping is a way of adding high-resolution detail to low-polygon objects. It is especially useful for real-time display devices such as game engines, and it can also be used in rendered scenes and animations. A normals map is a three-color map, unlike the grayscale maps used for regular bump mapping (see Bump Mapping on page 5478). The red channel encodes the left-right axis of normal orientation, the green channel encodes the up-down axis of normal orientation, and the blue channel encodes vertical depth. Basic Workflow 3ds Max provides a number of different ways to create and use normal bump mapping, but the most straightforward and simplest workflow involves these steps: 1 Create a detailed, high-resolution model. 2 Create a simpler, low-resolution model. The low-resolution model should have the general shape and outlines of the high-resolution model, and typically it should be a bit smaller, so that projected detail in the high-res model will appear to be above its surface. 3 Select the low-res model. 4 Choose Rendering > Render to Texture. The Render To Texture dialog appears. 5 On the Objects To Bake rollout, in the Projection Mapping group, click Pick. A selection dialog appears. 6 Choose the high-res object, and then click Add. 3ds Max applies a Projection modifier on page 1628 to the low-res object. 7 In the Projection Mapping group, turn on Enable. NOTE At this stage, often you will click Options to display the Projection Options dialog on page 6416, which has a variety of settings for how to generate the projection. 6384 | Chapter 20 Rendering 8 On the Output rollout, add a NormalsMap element (see Baked Texture Elements on page 6376). Assign Bump as its target map slot. 9 In the Selected Elements Unique settings group, turn on Output Into Normal Bump. 10 Click Render. 3ds Max renders the Normals map, which stores normals data from the high-res object. As for other kinds of texture baking, it creates a Shell material and applies that to the low-res object, with the Normals map assigned as the bump component. Components of Normal Bump Mapping In the 3ds Max interface, controls for normal bump maps appear in three locations: ■ The Render To Texture dialog Specifically, normal projection controls are found on the Objects To Bake rollout on page 6401 and the Output rollout on page 6406. ■ The Projection modifier on page 1628 You can apply a Projection modifier yourself, or let Render To Texture do so automatically. ■ The Normal Bump map type on page 6033 Render To Texture creates this automatically if you turn on Output Into Normal Bump (step 9, above). Viewing Normal Bump Maps If your display driver uses DirectX 8, you can view normal maps in viewports by using the Metal Bump shader on page 5761. If your graphics driver is DirectX 9, you can view normal maps in any shaded viewport. See Direct3D Driver Setup Dialog on page 7800. If your display driver is Software or OpenGL, you can't view normal maps in viewports. However, you can still render them and use normal mapping in renderings. Normal Projection with Sub-Object Selections You can associate different sub-object selections with different high-resolution geometry. See Reference Geometry Rollout (Projection Modifier) on page 1633. Creating and Using Normal Bump Maps | 6385 Troubleshooting Normal Bump Maps Because of the variety of geometry and different situations that can arise, normal bump maps sometimes give unexpected results. Usually there is a workaround for the problem, or more than one. This topic describes some situations that can arise, and ways to correct them. Parallel Projection Loses Detail If the projection cage is set up so projected rays run parallel to part of the high-resolution geometry, that portion of geometry can be lost in the normal bump map. For example, in this scene, the normal bump map is based on a high-resolution cylinder that has indentations at the top and bottom. 6386 | Chapter 20 Rendering Default cage around high-res cylinder However, the normal bump map does not show the end indentations. Troubleshooting Normal Bump Maps | 6387 Indentation is missing from top and bottom of the cylinder's normal bump map. The reason is that with the default projection cage, the rays parallel the sides of the indentation, and so details are lost. Projection rays (shown in red) parallel the sides of the indentation. 6388 | Chapter 20 Rendering To correct the problem, you can move the end of the cage upward, and scale it inward a little, so the rays don't run so nearly parallel to the side of the indentation. Raising and scaling the upper end of the projection cage. When the cage is adjusted this way, the indentation appears in the normal bump map. Troubleshooting Normal Bump Maps | 6389 With the corrected cage, the upper indentation appears correctly in the normal bump map. TIP In situtations like this, another solution can be to use Break on the vertices in the region of the low-resolution object where detail is missing from the map. This increases the number of vertices in the cage, and reduces the chances of geometry being missed. If you use this method, it is likely you will need to make further adjustments to the projection cage, as well. 6390 | Chapter 20 Rendering Breaking low-res vertices causes the indentations to render in the normal bump map. However, projection now misses some areas of the geometry, so the cage needs to be adjusted further. Flipped Seams in Tangent Space When you use tangent space for your normal bump map, usually the values used for the tangents are consistent between the hardware shader, renderers, and third-party applications. However, sometimes portions of the geometry are flipped, relative to each other, causing discontinuities when you render or use a hardware shader. Tangent space is the default option for normal bump mapping, and it is the method you should use for objects that both move and deform, such as animated characters. This problem does not arise when you use the other coordinate spaces: world, screen, or local. For example, in the following scene, the pants show discontinuities. They are flipped relative to each other, as the arrows show. Troubleshooting Normal Bump Maps | 6391 Flipped seams in rendering of pants Left: Left side shows a discontinuous red stripe Right: Right side shows a discontinuous blue stripe The arrows show how the maps are misaligned. When you render a normal bump map, you can generally see flipped areas as showing a “flare” of reddish color to the right, and of bluish color to the left. 6392 | Chapter 20 Rendering Uncorrected normal bump map shows blue and red “flares.” The solution is to use the UVW Unwrap modifier's Flip Horizontal command for those sub-object selections that show flaring, or an excess of red areas. Troubleshooting Normal Bump Maps | 6393 Normal bump maps corrected using Flip Horizontal Red and blue are more evenly distributed, with blue predominating. With the maps corrected, the full rendering, whether with 3ds Max or a hardware renderer, looks better. 6394 | Chapter 20 Rendering Corrected normal maps render more smoothly, without discontinuity. The arrows show how the maps are correctly aligned to wrap around the pant legs. Noise when Rendering a Normal Bump Map with the mental ray Renderer If you use the mental ray renderer to render a normal bump map, and the model has overlapping faces (for example, where the low-resolution and high-resolution objects overlap in space), then the normal bump map can show noise where the faces overlap. Troubleshooting Normal Bump Maps | 6395 Red areas show noise from overlapping faces The workaround is to adjust either the high-res or the low-res object so that faces are not coincident. One way to do so is to use a Push modifier on page 1646. After you have generated the normal map, you can turn off the Push modifier. TIP If another object in the scene continues to cause problems with the map rendering, you can make it invisible to normal projection by going to its Object Properties dialog, and in the Rendering Control group, turning off Visible To Reflection/Refraction. 6396 | Chapter 20 Rendering Overlapping UV Coordinates Overlapping UV coordinates can cause rendering errors in Render To Texture. The problem is especially noticeable on objects that have mirrored UVs, or symmetrical mapping. If you are working with a character or other model that has mirrored UVs, we recommend that you follow this procedure: 1 Either add an Unwrap modifier or go into an existing Unwrap modifier where the symmetry exists. 2 Move half of the overlapping texture coordinates on the W axis so that they’re slightly offset from the other half. Render To Texture will use the texture coordinates with the higher W value. Edit Normals Modifier Makes Normal Bump Mapping Incorrect Don't apply an Edit Normals modifier on page 1354 to the low-res object. Normal bump projection relies on the low-res object having standard normals, and altering them causes normal bump maps to have unpredictable results. Render to Texture Dialog Rendering menu > Render To Texture > Render to Texture dialog Rendering to texture, or “texture baking,” is controlled by this dialog. Most of this dialog's controls are contained in its rollouts. See also: ■ General Settings rollout on page 6399 ■ Objects To Bake Rollout on page 6401 ■ Output Rollout on page 6406 ■ Baked Material Rollout on page 6410 ■ Automatic Mapping Rollout on page 6413 Render to Texture Dialog | 6397 Procedures To bake an object's texture: There are a lot of options for rendering to textures. These are the basic overall steps. 1 Select an object. Ideally, the object will have a texture assigned to it, or lights and shadows that fall on it, and so on. 2 Choose Rendering > Render To Texture. 3 In the same dialog, go to the Output rollout. 4 Click Add, and in the Add Texture Elements dialog, choose the element(s) you want to render. 5 Set Target Map Slots, if necessary. 6 Click Render. The elements you chose to render are rendered to files, and the baked texture is displayed in shaded viewports. To bake the texture of multiple objects: 1 Set up the texture-baking parameters of each object you want to bake. This corresponds to steps 2 through 5 of the previous procedure. 2 In the Objects To Bake rollout, change All Selected to All Prepared. 3 Click Render. Textures are rendered for all the objects you previously set up. 6398 | Chapter 20 Rendering Interface Render Renders the scene, or the elements listed in the Objects To Bake rollout. Unwrap Only Applies the Automatic Flatten UVs modifier to all selected objects without rendering anything. Close Closes the dialog and saves any changes to settings you have made. Original/Baked When set to Views, the original or baked material is displayed in the viewports. When set to Render, the original or baked material is used in the rendering. Render to Texture: General Settings Rollout Rendering menu > Render To Texture > Render to Texture dialog > General Settings rollout This rollout has the texture-baking controls for the current scene. It lets you control automatic unwrapping of the baked textures, map size, render settings, and where texture renderings are saved. See also: ■ Render to Texture on page 6371 ■ Render to Texture Dialog on page 6397 ■ Render to Texture: Objects To Bake Rollout on page 6401 ■ Render to Texture: Output Rollout on page 6406 ■ Render to Texture: Baked Material Rollout on page 6410 Render to Texture Dialog | 6399 ■ Render to Texture: Automatic Mapping Rollout on page 6413 Interface Output group Text field Specifies the folder where the rendered texture will be saved. You can enter a different folder name in this field. Default=the \images subfolder of the folder where you installed 3ds Max. Click the ellipsis button to display a dialog that lets you browse to the directory where you want the rendered texture to be saved. Skip Existing Files Allows you to render only those maps that do not already exist. Rendered Frame Window When on, displays the complete map in a Rendered Frame Window on page 6073 as the elements are rendered. When off, does not open the Rendered Frame Window. Default=on. NOTE The Rendered Frame Window does not open when you use Render To Texture with the mental ray renderer. Instead, 3ds Max displays a progress dialog. Render Settings group These controls let you choose and set up Render Presets as well as activate network rendering. 6400 | Chapter 20 Rendering Drop menu Lets you choose Load Preset on page 6114. A Render Presets Load dialog appears where you can select an RPS file. Setup Displays the Render dialog on page 6067, where you can adjust production settings, draft settings, or both. Network Render When on, you can assign the rendering task to Server systems. If you click Render, the Network Job Assignment dialog on page 6481 displays where you can specify a server, or multiple servers, to take on the task. Default=off. 3ds Max can use the Split Scan Lines option on page 6486 when rendering to textures with a render farm. However, if you enable projection mapping and turn on Sub-Object Levels, this option is unavailable. Render to Texture: Objects to Bake Rollout Rendering menu > Render To Texture > Render to Texture dialog > Objects to Bake rollout This rollout has controls for the texture baking of individual objects. It lets you choose which map channel the texture will use, which elements will be rendered, and at what sizes. It also lets you control filename generation, and assign the format of rendered texture elements. See also: ■ Render to Texture on page 6371 ■ Render To Texture Dialog on page 6397 ■ Render To Texture: General Settings Rollout on page 6399 ■ Render To Texture: Output Rollout on page 6406 ■ Render To Texture: Baked Material Rollout on page 6410 ■ Render to Texture: Automatic Mapping Rollout on page 6413 Render to Texture Dialog | 6401 Interface 6402 | Chapter 20 Rendering Object and Output Settings group This drop-down list lets you save presets comprising all current Render To Texture settings, including map types and sizes, from a single object and then load a preset onto any number of objects. Render To Texture presets use the RTP filename extension. Presets contain all settings on the Objects to Bake and Output on page 6406 rollouts and the Projection Options dialog on page 6416. The only exceptions are the Object Level and Sub-Object Levels radio buttons in the Objects To Bake rollout > Projection Mapping group and the Use Automatic Unwrap > Channel numeric values in the Objects To Bake rollout > Mapping Coordinates group. Preset Use the upper part of the drop-down list to choose an existing preset to load. The preset is applied to all objects in the objects list. The list contains up to the last 10 maps in the order that they were loaded or saved, with the most recent at the top. After you choose a preset to load, a dialog appears showing you the path and name of the file containing the preset. Confirm or deny loading the preset by clicking Continue or Cancel, respectively. In addition, if Projection Mapping is enabled, the dialog might contain related messages. For example, if the target object needs a Projection modifier, the dialog suggests that you use the Pick function to add one. Load Object Preset Lets you load a preset that’s not on the list. The preset is applied to all objects in the objects list. This command appears only when the list of objects contains one or more entries. Save Object Preset Lets you save the current settings to a preset for later reuse. NOTE You can save a preset only when the list of objects contains a single entry. Render to Texture Dialog | 6403 Object list List of objects Shows all selected objects. Because the dialog is modeless, you can change the selection while it’s open, and the list updates dynamically. ■ Name column Lists the object's name. ■ Map Channel column Lists the object's current map channel setting. ■ Edge Padding column Lists the object's current edge padding setting. Selected Object Settings group Enable When on, the Channel and Padding controls are used for individual, all selected, and all prepared objects. When off, only selected object texture rendering uses these settings; “whole scene” rendering does not. Default=off. Padding The amount, in pixels, that edges are allowed to overlap in the flattened (“unwrapped”) texture. Default=2 pixels. If the baked texture shows visible seams when you view it in shaded viewports or renderings, try increasing this value. Projection Mapping group This group contains the controls for generating a normal bump projection. See Creating and Using Normal Bump Maps on page 6384 Enabled When on, normal bump projection is enabled using a Projection modifier on page 1628. When off, the Projection modifier is not used. Default=off. To generate a normal map rather than a normal bump map, leave Enabled turned off. Modifier drop-down list When an object has been chosen, this list shows the Projection modifier. If multiple Projection modifiers have been assigned, their names are visible in the list as well. Pick Click to designate the high-resolution object from which the Projection modifier will derive normals. This opens the Add Targets dialog, which works like the Select From Scene dialog on page 228 to let let you select one or more objects on which to base the normal map. Options Click to open the Projection Options dialog on page 6416, which contains various normal bump projection settings. When Individual is chosen (at the bottom of the Objects To Bake rollout), the options affect the selected object; when All Selected or All Prepared is chosen, the options apply to all selected or prepared objects. 6404 | Chapter 20 Rendering Object Level When on, projects from the object level of the high-resolution object. Default=on. ■ Put to Baked Material (The default.) When chosen, the object-level projection is rendered in the baked material. Sub-Object Levels When on, uses the active sub-object selection, and makes the Mapping Coordinates group > Sub-Objects controls available. Default=on. ■ Put to Baked Material When chosen, the sub-object level projection is rendered in the baked material. The following options apply to sub-object rendering, when only a portion of the geometry is being rendered to the normal bump map: ■ Full Size (The default.) When chosen, the size of the normal bump map is the same as if all geometry were being rendered. ■ Proportional When chosen, the size of the normal bump map is fitted to the size of sub-object selection. The Proportional Multiplier on the Projection modifier's Reference Geometry rollout on page 1633 can change the default size of the proportional map. For example, consider a plane that is 4 segments x 4 segments. Each "poly" in the plane is a separate sub-object, for a total of 16 sub-objects. If the output Map Size is 64, the object rendering output is 64 x 64 pixels. If Full Size is chosen, each sub-object rendering is also 64 x 64 pixels. If Proportional is chosen, each sub-object rendering is 16 x 16 pixels. If you change Proportional Multiplier to 2.0 in the Projection modifier, each sub-object rendering is now 32 x 32 pixels. Mapping Coordinates group Object These controls are for basing the rendered texture on the object level of the source object. ■ Use Existing Channel channel. When chosen, unwrapping uses an existing map ■ Channel When Use Existing Channel is active, lets you choose the channel to use for unwrapping. ■ Use Automatic Unwrap (The default.) When chosen, uses automatic unwrapping, and applies an “Automatic Flatten UVs” (Unwrap UVW) modifier on page 1841 to the objects whose texture is being rendered. Render to Texture Dialog | 6405 Sub-Objects These controls are for basing the rendered texture on a sub-object selection of the source object. ■ Use Existing Channel channel. When chosen, unwrapping uses an existing map ■ Channel When Use Existing Channel is active, lets you choose the channel to use for unwrapping. ■ Use Automatic Unwrap (The default.) When chosen, uses automatic unwrapping, and applies an “Automatic Flatten UVs” (Unwrap UVW) modifier on page 1841 to the objects whose texture is being rendered. Clear Unwrappers Clears the unwrap modifiers from the stack. The radio buttons at the bottom of the rollout let you choose which objects to bake. See Render To Texture Dialog on page 6397 for procedures. ■ Individual Allows you to select each object and choose a set of output maps and targets for it. The list will display all selected objects. ■ All Selected ■ All Prepared The list will display all visible and unfrozen objects in the scene, selected or not, which have unwrapped mapping on them. (The default.) Displays all the selected objects. Render to Texture: Output Rollout Rendering menu > Render To Texture > Render to Texture dialog > Output rollout. This rollout lets you specify the elements to render and their attributes. See also: ■ Render to Texture on page 6371 ■ Render to Texture Dialog on page 6397 ■ Render to Texture: General Settings Rollout on page 6399 ■ Render to Texture: Objects To Bake Rollout on page 6401 ■ Render to Texture: Baked Material Rollout on page 6410 ■ Render to Texture: Automatic Mapping Rollout on page 6413 6406 | Chapter 20 Rendering Interface Output List Shows maps names, element names, map sizes and designated map slots. ■ File Name column Lists the name of the map that will be generated. ■ Element Name column Shows the element corresponding to the map. Render to Texture Dialog | 6407 ■ Size column Displays the map size. ■ Target Map Slot column Shows which map slot will be occupied by the baked texture in the material. The output list can display entries in black, gray and blank. If a group of objects is selected that has already has output assignments, maps that are shared by all will appear black, maps not shared by all will appear gray. If resolutions or target types are shared they will appear black, if not they will be blank. Add Click to display an Add Texture Elements dialog on page 6415 to choose one or more element types to add to the list. See Baked Texture Elements on page 6376 for a description of the different element choices. Delete Click to remove the currently highlighted element from the list. Selected Element Common Settings group Enable When on, renders this element. When off, disables rendering of this element. Default=on. Name Enter the element component of the file name. Default=the name of the element type. File Name and Type Enter the file name of the rendered texture. Default=the object name followed by the element name, and TGA format on page 7370. This field is disabled if All Selected or All Prepared is turned on in the Objects To Bake rollout on page 6401. Click this button to display a file dialog you use to choose a name, directory, and file format for the rendered texture. NOTE The File Name and Type setting specifies the path and filename only for the selected element. To set a folder where all baked textures will be stored, set the path in the Output group on the General Settings rollout on page 6399. Target Map Slot Display all Map Types available to the materials assigned to the objects selected minus the ones already slated for output in the current Render To Texture session. If more than one object is selected the all map types common to all the selected objects will be listed. If you choose to Create New Baked on page 6410, then the slots for the new baked material type will be displayed. 6408 | Chapter 20 Rendering Element Type This read-only field displays the type of element, such as CompleteMap, that you specified when you added the element. By default, the element name is the same as its type, but you can change it using the Name field. Element Type remains constant. Element Background Lets you set the background color of the rendered output for the highlighted element. Use Automatic Map Size When on, sets the texture size automatically, using the values on the General Settings rollout on page 6399. When off, the texture is the size specified by the following controls in this rollout. Default=off. Width/Height Lets you specify dimensions for the texture. Range=0 to 8192. Default=256. NOTE Increasing texture resolution increases render time. To force the texture to be square, often a requirement with real–time 3D rendering engines, click the lock button next to Height. Preset resolution buttons (128x128, ...) Click a button to specify a preset resolution for the texture. Selected Element Unique Settings group The contents of the Selected Element Unique Settings group vary depending on the active element. But the group always shows a list of toggles for various components of a scene, and by default, all toggles are on. The following table shows which components apply to which elements (if the table shows “none,” the Selected Elements Unique settings group is not displayed): Map Type Components Complete Shadows Specular Lighting Shadows Diffuse Lighting Shadows Render to Texture Dialog | 6409 Map Type Components Shadows (none) Lighting Shadows Direct Light On Indirect Light On Normals Output into Normal Bump Render Height Map into Alpha Channel Blend Lighting Diffuse Specular Reflection Shadows Ambient Self-Illumination Refraction Alpha (none) Height (none) For a fuller description of the rendered texture elements, see Baked Texture Elements on page 6376. Render to Texture: Baked Material Rollout Rendering menu > Render To Texture > Render to Texture dialog > Baked Material rollout Material Baking operates on the entire Render To Texture session. It is not set per individual object. NOTE When you use Network Rendering, the Render To Baked Material option is disabled. 6410 | Chapter 20 Rendering See also: ■ Render to Texture on page 6371 ■ Render To Texture Dialog on page 6397 ■ Render to Texture: General Settings Rollout on page 6399 ■ Render to Texture: Objects To Bake Rollout on page 6401 ■ Render to Texture: Output Rollout on page 6406 ■ Automatic Mapping Rollout on page 6413 Interface Baked Material Settings group Output Into Source When on, replaces any target map slot in the object’s existing material. Care should be used with this option, because the material replacement cannot be undone. Render to Texture Dialog | 6411 NOTE If a selected object to be rendered has a multi/sub-object material assigned to it, the workflow will not change and the results will be as follows: output into source will put the resulting map in all sub-material slots that match, instancing all identical maps, if a sub-material doesn’t have the selected output type it will be ignored; duplicate in baked will duplicate the entire Multi/Sub-Object Material into the baked material and perform the above output; create new baked will create a new single standard material. Save Source (Create Shell) Makes a new Shell material and assigns it to the object. When this option is turned on, you can then choose to either Duplicate Source To Baked, or to Create New Baked. Duplicate Source To Baked Makes a copy of the existing material as the Baked material. Create New Baked Puts a new material in the Baked Material slot. The type of the new material is set by the drop-down list below and subsequently determining the available Target Map Slots in the Output rollout. Shader list Allows you to specify a shader to be used for the newly baked texture. Update Baked Materials Builds a Shell material for all selected objects, and populates the baked material according to the current Render To Texture settings. Clear Shell Materials Removes the Shell material on page 5732 applied to the texture-baked object, and replaces it with either the original material or the texture-baked material. The radio buttons below Clear Shell Materials give you a choice of which material in the Shell material to retain: ■ Keep Source Materials Shell material. When chosen, the original material replaces the ■ Keep Baked Materials material. When chosen, the baked material replace the Shell NOTE If you have already rendered a baked texture and decide you want to render with a different shader from the list, you must first click Clear Shell Materials and then re-render. Render to Files Only When turned on, the baked texture files are rendered to the folder you've specified in the Output Path field of the General Settings rollout on page 6399. Default=off 6412 | Chapter 20 Rendering Render to Texture:Automatic Mapping Rollout Rendering menu > Render To Texture > Render to Texture dialog > Automatic Mapping rollout These are options specify how Render To Texture should behave when it automatically flattens UVs or chooses the map size of a baked texture. See also: ■ Render to Texture on page 6371 ■ Render To Texture Dialog on page 6397 ■ Render to Texture: General Settings Rollout on page 6399 ■ Render to Texture: Objects To Bake Rollout on page 6401 ■ Render to Texture: Output Rollout on page 6406 ■ Render to Texture: Baked Material Rollout on page 6410 Interface Automatic Unwrap Mapping group These are options for how to flatten UVs when Use Automatic Map is chosen in the Objects To Bake rollout's Mapping Coordinates group. Render to Texture Dialog | 6413 NOTE These controls are also provided by the Unwrap UVW modifier's Flatten Mapping dialog on page 1892. Rotate Clusters Controls whether clusters are rotated to minimize the size of their bounding box. For example, the bounding box of a rectangle rotated 45 degrees occupies more area than one rotated 90 degrees. Default=on. Threshold Angle The angle used to determine the face clusters to be mapped. Default=45.0. As faces are gathered to be mapped, the modifier uses this parameter to determine which faces get put in a cluster. This is the maximum angle that can exist between faces in a cluster. The higher this number, the larger the clusters will be, with consequently greater distortion introduced as a result of texture faces' proportions deviating from their geometry-equivalent faces. Fill Holes When turned on, smaller clusters will be placed in empty spaces within larger clusters to take the most advantage of the available mapping space. Default=on. Spacing Controls the amount of space between clusters. Default=0.02. The higher this setting, the larger the gap that appears between clusters. Automatic Map Size group Rendering to texture can choose a map size for you. Automatic map sizing is enabled or disabled by a toggle on the Output rollout on page 6406. The controls in this group specify how to create the map, when Automatic Map Size is enabled. Automatic map sizing computes the total surface area of all objects in the selection, then multiplies that value by Scale, and creates a square texture map of those dimensions. Scale The amount by which to scale the total surface area of generated texture. Default=0.01. Nearest power of 2 When on, rounds the map dimensions (length and width) to the nearest power of 2. Default=off. Min The minimum size, in pixels, of the length and width of the automatically sized map. Default=32. Max The maximum size, in pixels, of the length and width of the automatically sized map. Default=1024. 6414 | Chapter 20 Rendering Render to Texture:Add Texture Elements Dialog Rendering menu > Render To Texture > Render to Texture dialog > Output rollout > Click Add to add a texture element. > Add Texture Elements dialog This dialog lets you choose which elements will be part of a baked material. Each element is an individual bitmap. When you display a baked texture in shaded viewports, some elements might not display. NOTE If the Direct3D display driver on page 7802 is active, you can use a DirectX viewport shader on page 5393 to enhance baked texture display. Interface Available Elements Lists the elements available for rendering. See Baked Texture Elements on page 6376 for a description of the available elements. Click an element to select it. Use Ctrl+click to select (or deselect) additional elements individually. Use Shift+click to select a group of contiguous elements. Render to Texture Dialog | 6415 You can also double-click a single element name to add it to the list and close the dialog. Add Elements Click to add these elements to the list in the Objects To Bake rollout on page 6401 of the Render To Texture dialog. Render to Texture: Projection Options Dialog Rendering menu > Render To Texture > Render to Texture dialog > Objects To Bake rollout > Projection Mapping group > Click Options. > Projection Options dialog This dialog displays options for normal bump projection. 6416 | Chapter 20 Rendering Interface Objects and Sources group The text field displays the name of the projection's source object. If more than one object is selected, it displays the source option chosen in the Render To Texture dialog: a single object name for Individual, or “All Selected” (the default), or “All Prepared.” Synch All Click to set all Render-To-Texture sources to use the active source object and the other current Projection Options settings. This button is available only when there is an individual source object. Render to Texture Dialog | 6417 Filtering Options group Crop Alpha Removes antialiasing from the alpha channel. Global Supersampler When the default scanline renderer is active, the text field shows the type of global supersampling that is currently in use. When the mental ray renderer is active, it shows the number of samples per pixel. Default=None. ■ Setup Click to set up global sampling. When the default scanline renderer is active, clicking Setup displays the Render dialog's Default Scanline Renderer rollout on page 6141, whose Global Supersampling group lets you globally enable supersampling, and choose the supersampling method. When the mental ray renderer is active, clicking Setup displays the Render dialog's Sampling Quality rollout on page 6272, which lets you adjust the level of sampling. Method group These controls let you choose how to use normals from the source object. ■ Raytrace (The default.) When chosen, normals are ray-traced between the source and target objects. The objects need to be perfectly aligned in world space on page 8175. When you view both high-res and low-res objects in viewports, they must line up with each other exactly. There are no special requirements for the mapping coordinates of the high-res objects. ■ UV Match When chosen, normals are obtained by matching the target object's local UV coordinates to those of the source. The objects' UV coordinates on page 8161 need to be perfectly aligned. If you look at the objects using the Unwrap UVW modifier's Edit UVWs dialog on page 1859, the low-res and high-res objects must be lined up with each other exactly. The high-res object needs to have mapping coordinates on the same map channel you are using for the low-res object. Typically, the high-res object will have an Unwrap UVW modifier assigned to it, but this is not required. With this option, the high-res object does not need to be in the same physical location as the low-res object. TIP You can reset the cage (on the Cage rollout on page 1635), because UV Match does not use it. Use Cage When on, bases projection on the Projection modifier's cage sub-object. When off, uses an offset instead. Default=on. 6418 | Chapter 20 Rendering Offset Enabled only when Use Cage is turned off. Offset is the distance above the surface of the source object from which normals are projected. Default=10.0 units. Resolve Hit group The two radio buttons are for scenes that have semitransparent objects, in which case more than one hit can be found for each ray. The remaining controls in this group are additional projection controls. ■ Closest ■ Furthest If there are multiple hits, use the closest object. (The default.) If there are multiple hits, use the farthest object. Hit Only Matching Material ID When on, projection is only between material IDs that match. Turning this option on enables a single map to contain normal bump projections from different high-res source geometry. Default=off. Include Working Model When on, bakes from the source object if no target object can be found. Default=off. Turning on Include Working Model can be a quick fix when a lot of the projected rays miss the target object (the Ray Miss Color will be apparent in the rendered normals map). However, if the low-res object occludes the high-res object, then Include Working Model will not have the desired effect, and the normal map will not show high-res details that you want it to. In this case, adjust the Projection modifier's cage. This toggle is also useful when the high-res geometry is discontinuous (for example, a lattice or an array of cylinders). Ray miss check When on, bakes missed rays as well as rays that hit into the rendered texture, using the Ray Miss Color. Default=on ■ Ray miss color This color is baked into the texture when projection fails to hit the target geometry. Click the color swatch to display a Color Selector on page 391 and change the color used for missed rays. Default=red. Normal Map Space group Render to Texture Dialog | 6419 There are four methods for projecting the normals: ■ World Project using world coordinates. This is useful mainly for objects that don't move or deform; otherwise, a moving object with world-projected normals will appear to “swim” through the texture. ■ Screen Project using screen coordinates; that is, flat projection in the Z axis. This method is useful mainly for stationary objects seen from a single angle only; for example, a statue seen through a window. ■ Local XYZ Project using the object's local coordinates. This method can be used for stationary or moving objects, but not for objects that deform: if the object deforms, the projection will appear incorrect at some frames. ■ Tangent (The default.) Project at a tangent to the target object's surface. This is the method to use for objects that both move and deform, such as animated characters. Orientation The orientation settings determines what the red and green colors will indicate in your normal map. The orientation settings are different for the Tangent method than for the other methods. The correct setting for red and green depend on what kind of hardware shader or texture will be used to view the map. Different shaders have different requirements. The Normal Bump map has controls to flip the red and green; the Normal Bump texture should work correctly if the map was created with the default X and Y or Left and Right settings, but if the map was created with different settings, change the Normal Bump settings to make the map render correctly, instead of rendering a whole new map. Orientation: Tangent For the Tangent method red indicates normals that are pointed either left or right and green indicates normals that are pointed up or down. As an example, if you use Tangent mode with Red set to right and Green set to down, areas that are red in your normal map would indicate that the normals were facing towards the right and areas that were green would indicate that your normals were facing downwards. The following are the possible values for the Tangent method: ■ Red Can be Left or Right. Default=Right. 6420 | Chapter 20 Rendering ■ Green Can be Up or Down. Default=Down. Orientation: World, Screen, and LocalXYZ For World, Screen, and LocalXYZ, red indicates that the normals are pointed toward either a positive or negative X value, while green indicates that the normals are pointed toward either a positive or negative Y value. Foir example, if you use World mode with Red set to –X and Green set to –Y, areas that are red in your normal map indicate that the normals face toward –X, and green areas indicate that the normals face toward –Y. The following are the possible values for World, Screen, and Local XYZ methods: ■ Red ■ Green Can be –X or +X. Default=+X. Can be –Y or +Y. Default=+Y. Height Map group Min Height Sets a minimum height for displaced normals. Default=0.0 units. Max Height Sets a maximum height for displaced normals. Default=10.0 units. Min and Max Height eyedropper Enable the eyedropper to pick the minimum or maximum height for the displaced normals by picking or dragging in a viewport. With the button enabled, click at the desired height. You can also drag this value until the desired result is achieved. The minimum or maximum height value is updated based on your selection. Buffer min Height After you render a normal bump projection, this value is set to the minimum distance that a projection ray travelled. Default=0.0. Buffer max Height After you render a normal bump projection, this value is set to the maximum distance that a projection ray travelled. Default=0.0. If you want to use the Height Map texture element, you can render a normal bump map to obtain the Buffer values, and then set Min Height and Max Height accordingly, in order to get the best-looking possible Height Map. Render to Texture Dialog | 6421 Rendering Previews A preview is an AVI file on page 7326 that can help you preview the animation in your scene. The preview uses lighting but not materials, so it renders much more quickly than a fully rendered animation. The preview commands are on the Animation menu on page 7490. Make Preview on page 6422 View Preview on page 6425 Rename Preview on page 6425 Make Preview Animation menu > Make Preview Make Preview displays the Make Preview dialog, enabling you to create an AVI on page 7326 file or custom file type preview of the animation in the current viewport. You can also render a preview to a specified device. When the preview is complete, the software starts the Media Player with the preview _scene.avi file ready to play. (If you don't want the Media Player to start, choose Customize > Preferences > General and, in the UI Display group, turn off Autoplay Preview File on page 7744.) NOTE Do not open any other program windows that cover up the viewport while rendering a preview. Anything that covers the viewport will be rendered into the preview AVI file. Procedures To create a preview: 1 Choose Animation menu > Make Preview. The Make Preview dialog appears. 2 Change the preview parameters or accept the defaults, and then click OK. If the output type is AVI, the software renders the preview and saves it in a file called _scene.avi, in the path specified by Configure User Paths > File I/O on page 7733 > Preview. Immediately after rendering the preview, the software runs Media Player with this animation loaded. 6422 | Chapter 20 Rendering 3 View the preview by clicking Play in Media Player. If you dismiss Media Player and then want to view the preview again, choose Animation > View Preview. This restarts Media Player with _scene.avi. You can save the preview under a different name, so it won't be overwritten the next time you make a preview. To do so, use Animation > Rename Preview on page 6425. Interface Make Preview | 6423 Preview Range group Specifies the frames to be included in the preview, either the active time segment on page 7898 or a custom range of frames. Frame Rate group Specifies the playback frame rate on page 7987 in frames per second. Use Every Nth Frame to preview a regular sampling of the animation. For example, a value of 8 includes only every eighth frame in the preview. Image Size group Sets the resolution of your preview as a percentage of the current output resolution. You set the output resolution on the Render Setup dialog. For example, if the rendering output resolution is 640x480, and you set Percent Of Output to 50, the preview resolution is 320x240. NOTE The size of the preview image is limited by the size of the viewpanel region (the region that contains the viewports). The setting is clamped to the maximum value that allows the preview image to fit in the viewpanel region. Display in Preview group Specifies the types of objects to include in the preview. Frame Numbers prints a frame number in the upper-left corner of each frame of the AVI file. Background includes the assigned viewport background in the preview. Camera View group Specifies whether the preview should include multi-pass rendering effects on page 6227. Rendering Level group Rendering Level drop-down list Specifies the viewport rendering method on page 7819 to use in the preview. Output group Specifies the preview output format. AVI When chosen, the preview is output as an AVI file. The button to the right displays the current AVI codec on page 7936. Click it to adjust the assigned 6424 | Chapter 20 Rendering codec, or choose a different codec. The quality of your output AVI file depends on the type of codec you use and the codec settings, which vary. For the highest visual quality, choose the highest compression quality. The higher the compression quality, the lower the compression, and the larger the resultant file. Custom File Type Outputs the preview to the specified file format. When this option is chosen, and the Create button is clicked, a file selector appears, where you name the file and specify the output file type. For example, you can output the preview as a Quicktime movie by specifying a file name with a .mov extension. If you specify a single-image format, such as .tga, the preview is output as a series of sequentially numbered files. Use Device Lets you output the preview to an external device, such as a digital recorder. The button at right displays the name of the currently assigned device. Click it to either change the settings of the device, or assign a different device. Render Viewport This list shows the names of the currently visible viewports, letting you choose which viewport to render from within the Make Preview dialog. Default=active viewport. View Preview Animation menu > View Preview View Preview displays the Windows-standard Media Player to view the current preview file. When you use Make Preview, 3ds Max stores the output preview in a file called _scene.avi by default. View Preview loads this file. If you want to keep the preview file, use Rename Preview to save it under another file name, otherwise, the next Make Preview will overwrite _scene.avi. The Media Player has its own Help system. Rename Preview Animation menu > Rename Preview Rename Preview renames the _scene.avi preview file. When you use Make Preview, 3ds Max stores the output preview in a file called _scene.avi by default. View Preview loads this file. If you want to keep the View Preview | 6425 preview file, use Rename Preview to save it under another file name; otherwise, the next Make Preview will overwrite _scene.avi. Procedures To rename the preview file: 1 Choose Animation > Rename Preview. 2 Specify a folder and a name for the preview file. 3 Click Save. Panorama Exporter Utility Rendering menu > Panorama Exporter Utilities panel > Utilities rollout > More button > Utilities dialog > Panorama Exporter The Panorama Exporter is a rendering utility that lets you create and then view 360 degree spherical panoramas. 6426 | Chapter 20 Rendering NOTE You need at least one camera in your scene to use the Panorama Exporter. Panorama Exporter creates a 360-degree spherical rendering. Interface Panorama Exporter Utility | 6427 The Panorama Exporter rollout has two buttons, which let you create or view a panoramic rendering. Render Opens the Render Setup dialog on page 6428 for the Panorama Exporter. Viewer Opens the Panorama Exporter viewer on page 6431. Panorama Exporter Render Setup Dialog Rendering menu > Panoramic Exporter > Render button Utilities panel > Utilities rollout > More button > Utilities dialog > Panorama Exporter > Render button The Panorama Exporter Render Setup dialog is a modal on page 8045 version of the Render Setup dialog on page 6067 specially configured for generating panoramic output. NOTE You need at least one camera in your scene to use the Panorama Exporter. TIP For best results, high resolutions might be necessary. We recommend a resolution of 2048x1024 or higher unless you're working on drafts. Interface This topic covers the main rollout parameters. Additional rollouts might be available depending on the current renderer. For more information, see Render Setup dialog on page 6067. 6428 | Chapter 20 Rendering Output Size group Choose one of the predefined sizes or enter another size in the Width and Height fields (in pixels). These controls affect the image's aspect ratio on page 7914. Width and Height Lets you set the resolution of the output image by specifying the width and the height of the image, in pixels. Preset resolution buttons (512x256, 1024x512, and so on) Click one of these buttons to choose a preset resolution. Aperture Width Lets you specify an aperture width for the camera that creates the rendered output. Changing this value changes the camera's Lens value. This affects the relationship between the Lens and the FOV values, but it doesn't change the camera's view of the scene. For example, if you have a Lens setting of 43.0 mm, and you change the Aperture Width from 36 to 50, when you close the Render Setup dialog (or render), the camera Lens spinner has changed to 59.722, but the scene still looks the same in the viewport and the rendering. If you use one of the preset formats rather than Custom, the aperture width is determined by the format, and this control is replaced by a text display. Panorama Exporter Render Setup Dialog | 6429 Options group Atmospherics Renders any applied atmospheric effects, such as volume fog, when turned on. Render Hidden Geometry Renders all geometric objects in the scene, even if they are hidden. Effects Renders any applied rendering effects, such as Blur, when turned on. Area/Linear Lights as Point Lights Renders all area or linear lights as if they were point lights, speeding up rendering time. Displacement Renders any applied displacement mapping. Force 2-Sided 2-sided rendering on page 7893 renders both sides of all faces. Usually, you'll want to keep this option off to speed rendering time. You might want to turn it on if you need to render the inside as well as the outside of objects, or if you've imported complex geometry in which the face normals are not properly unified. Default=off. Video Color Check Checks for pixel colors that are beyond the safe NTSC on page 8059 or PAL on page 8078 threshold and flags them or modifies them to acceptable values. By default, "unsafe" colors render as black pixels. You can change the color check display by using the Rendering panel on page 7768 of the Preference Settings dialog on page 7743. TIP This is useful for draft renderings, as point lights render much faster than area lights. NOTE Scenes with radiosity on page 6168 are not affected by this toggle, as area lights do not have a significant effect on the performance of a radiosity solution. Super Black Super Black rendering on page 8141 limits the darkness of rendered geometry for video compositing. TIP Leave this off unless you're sure you need it. Advanced Lighting group Use Advanced Lighting When on, the software incorporates a radiosity solution on page 6168 or light tracing on page 6154 in the rendering. Compute Advanced Lighting When Required When on, 3ds Max computes radiosity when required on a per-frame basis. 6430 | Chapter 20 Rendering Normally, when rendering a series of frames, 3ds Max calculates radiosity only for the first frame. If, in an animation, it might be necessary to recalculate the advanced lighting in subsequent frames, turn this option on. For example, a brightly painted door might open and affect the coloring of a nearby white wall, in which case the advanced lighting should be recalculated. Render Output group Save File Saves the rendered panorama to disk. This is unavailable until you have defined a file name by clicking the Files button. Files Lets you specify the name, location, and file type for the rendered panorama file. Rendered Frame Window Enables or disables the panorama exporter’s rendering display. Display Viewer When on, the Panorama Exporter viewer on page 6431 opens upon rendering the panoramic rendering. Viewport Chooses the camera viewport to render. When you render a panorama, this drop-down list shows only the cameras in the scene. Render Click to render the panorama. Cancel Click to cancel the rendering. Close Click to close the dialog, saving any changes you've made. Panorama Exporter Viewer Renderingmenu > Panoramic Exporter > Viewer button Utilities panel > Utilities rollout > Panorama Exporter > Viewer button The Panorama Exporter viewer lets you navigate a rendered panorama. You can use the viewer to export the panorama rendering with a cylindrical, spherical, or QuickTime VR format. Panorama Exporter Viewer | 6431 NOTE Exporting to QTVR format requires that QuickTime® 5 or higher be installed on your system. You can download the latest version from http://www.apple.com/quicktime/download. For QTVR export, you must choose the “Recommended Install” rather than a custom or minimal installation. In particular, your installation must include these components: ■ QuickTime Authoring ■ QuickTime Internet Extras ■ QuickTime Essentials Procedures To navigate a rendered panorama: 1 Hold down the left button to rotate the camera around the panorama. If you move the mouse, the camera rotates in that direction until you move the mouse again. (The view of the panorama moves in the opposite direction from the mouse and camera.) 2 Hold down the middle button and move the mouse up and down to zoom in and out. 3 Hold down the right button and move the mouse to rotate the camera around the panorama. With the right button, you must drag the mouse to see any movement, and the view of the panorama moves in the same direction as the mouse. To export a rendered panorama: 1 Open a rendered panorama in the Panorama Exporter Viewer. 2 Click File > Export. Choose Cylinder, Sphere, or QuickTimeVR to set the format for your exported file. A dialog opens, prompting you to enter the name, location, and type of file. 6432 | Chapter 20 Rendering Network Rendering Network rendering is a means of mass-processing multiple rendering tasks or jobs. In order to facilitate network rendering, Autodesk BackburnerTM is installed with 3ds Max. The Backburner software is responsible for coordinating how job assignments are processed. You can perform network rendering with both the default scanline and mental ray renderers. In its most efficient form, network rendering uses multiple computers, connected over a network, to perform rendering tasks; typically the rendering of animations with hundreds or thousands of frames. Even a small network of three or four PCs can save substantial rendering time and help you meet deadlines. However, network rendering can be equally useful if you have only a single PC and need to render a number of images. You can assign the jobs that need to be rendered and Backburner can manage the rendering of each job while you're away from the computer. Commonly, jobs are assigned submitted just before you leave the office. when you arrive the next morning, all your rendering are waiting for you to review. Network rendering is designed to render whatever is set up in your scene; that is, it will render the viewport, part of a viewport, camera view, and so on, as saved in the scene file. You can also pass batch-rendering tasks to Backburner from the Batch Render tool on page 6553. You can queue up tasks from any number of cameras in a scene. Each task can load a save scene state or use a particular rendering preset. The requirements and procedures presented here assume you are the administrator of a closed network set up exclusively for network rendering. In practice, you can use the network for file sharing and other purposes, but if conflicts arise, you might need to cancel those uses. The easiest network to set up, operate, and maintain is one dedicated to rendering. NOTE For specific information about setting up network rendering on a single system, refer to Basic Procedure 1: Single-System Network Rendering on page 6436. If you're a system administrator for a more complex network, you can use the information in this file as a guideline. The basic approach is the same for any network. IMPORTANT It is strongly recommended that you follow these procedures for setting up and running network rendering. Do not attempt network rendering without reading the instructions that follow. Network Rendering | 6433 The links on this page are ordered like chapters in a manual: a sequence of major topics containing more specific nested topics. Links marked Next Step indicate the next topic in the sequence. Moving from one topic to the next takes you through the necessary steps to set up your network for rendering. NOTE Network rendering functions are also available from MAXScript. See “Network Render Interface” and “Interface: NetRender” in the MAXScript Reference. About Backburner Network rendering is performed by software named Backburner. Functionality is primarily the same as in previous versions of 3ds Max with the addition of the following: ■ The Batch Render tool on page 6553 can pass a queue of rendering tasks to the Network Job Assignment dialog. When submitted, Backburner manages the rendering of all the active tasks and ■ You can now assign various servers to groups in Backburner. From the Network Job Assignment dialog you can choose a group as the current set of servers. Backburner Documentation The following table summarizes the Backburner Documentation set. For Information About: See: Using Autodesk Backburner with 3ds Max This Network Rendering section. Autodesk Backburner User Interface (Manager, Server, and Monitor), Troubleshooting, and Administering Autodesk Backburner Autodesk Backburner User’s Guide (In 3ds Max go to Help > Additional Help > Backburner User's Guide) Autodesk Backburner Configuration Autodesk Backburner Installation Guide (In 3ds Max go to Help > Additional Help > Backburner Installation Guide) 6434 | Chapter 20 Rendering Installing Autodesk Backburner with 3ds Max 3ds Max Install Guide (Click the Documentation link on the Autodesk 3ds Max 2009 Install DVD 1.) About Mental Ray Network rendering with the mental ray Renderer The mental ray renderer supports network rendering via Backburner and the command line. The steps for setting up and submitting jobs are exactly the same as those you'd use for the scanline renderer. No additional licensing or fees are necessary. Next Step How Network Rendering Works on page 6448 See also: ■ Checking Requirements on page 6461 ■ Setting Up for Network Rendering on page 6463 ■ Basic Procedures for Network Rendering on page 6435 ■ Network Job Assignment Dialog on page 6481 ■ The Queue Monitor Application on page 6522 ■ Installing Network Services on page 6503 ■ Batch Rendering on page 6548 ■ Troubleshooting Guide on page 6455 Basic Procedures for Network Rendering This topic contains basic procedures to follow when network rendering with 3ds Max. The following conditions are assumed: ■ 3ds Max has been installed on all machines to use as rendering servers. Note: You needn't license the software on machines to be used only as rendering servers. Basic Procedures for Network Rendering | 6435 ■ All network communications and protocols are installed and operating correctly. ■ The computers run Windows XP Pro, Windows 2000, or NT 4.0. Limitations of other operating systems could cause network rendering to be unreliable. ■ All of the computers have names that start with letters. Machine names that start with a number will fail. ■ You haven't previous attempted network rendering. If you have already attempted network rendering and want to return to the original state, delete everything in the \Program Files\Autodesk\Backburner\Network folder except nrres.dat. ■ Manager and Server have not been installed as services. Summary of Procedures ■ Procedure 1 - Use this procedure for configuring a single system to render jobs to itself; in other words, to perform batch rendering that is managed by Backburner. ■ Procedure 2 - Use this procedure for configuring a Backburner Manager system to render to one or more Backburner Server systems. The Manager system will not be involved in the rendering tasks. ■ Procedure 3 - Use this procedure for configuring the Backburner Manager and Backburner Server systems to render tasks together. Special Consideration for Procedures 2 and 3 To use a render farm, you must output a frame sequence in a still-image file format; for example, a series of BMP files. You cannot render animated file formats such as AVI or MOV to multiple systems. You must render animated files to a single system. When rendering to an animated file format, the Use All Servers check box in the Network Job Assignment dialog is unavailable. Basic Procedure 1: Single-System Network Rendering This procedure describes usage of network rendering on a single computer. The main advantage to this method over standard rendering is that you can 6436 | Chapter 20 Rendering submit multiple rendering jobs for the computer to render. In effect, this lets you perform batch rendering. 1 Go to Start menu > Programs > Autodesk > Backburner and choose the Manager menu item. This starts Manager and creates the backburner.xml file in the Backburner\Network folder. When you run Manager for the first time, you will see the Backburner Manager General Properties dialog, shown below. Backburner Manager General Properties dialog. Basic Procedures for Network Rendering | 6437 2 Click OK to accept the default settings. The Backburner Manager dialog displays. 3 Go to Start menu > Programs > Autodesk > Backburner and choose the Server menu item. This starts Server and creates the server data that is stored in the backburner.xml file. You will see the Backburner Server General Properties dialog, shown below, when you run Server for the first time. Backburner Server General Properties dialog. 4 Click OK to accept the default settings. The Backburner Server dialog displays. After a few moments, messages appear in both the Server and Manager windows indicating that the Server has successfully registered with the Manager. 5 Start 3ds Max and load the first scene you want to render. 6 From the Rendering menu, choose Render Setup, or click the toolbar Render Setup button. 6438 | Chapter 20 Rendering 7 Set the rendering parameters and specify an output file name. In the Render Output group on the Common tab, turn on Net Render, and then click the Render button. The Network Job Assignment dialog appears. Network Job Assignment dialog showing the server station that is also running Manager. 8 Enter a job name (it's a good idea to change the default name) and then click the Connect button. The name of your computer (that is, the Server) appears in the Server window to the right. It has a green dot next to it meaning that it is a Server system that is ready to start rendering. Basic Procedures for Network Rendering | 6439 9 Click the Server name to highlight it in the list window, and then click the Submit button. The Manager submits the job to the Server, both running only on this system, and the Server begins rendering each still frame or the animation. 10 To render additional jobs, load each into 3ds Max, and then repeat steps 6-9. You can submit as many jobs as you like. The software will queue the jobs up and render them in the order that you submitted them. Basic Procedure 2: Network Rendering from Server (not Manager) When rendering across a network, you first assign one machine to be Manager, and then any number of others as Servers. In this procedure, you won't use the Manager as a rendering Server. 1 Go to Start menu > Programs > Autodesk > Backburner and choose the Manager menu item. This starts Manager and creates the backburner.xml file in the Backburner\Network folder. When you run Manager for the first time, you will see the Backburner Manager General Properties dialog, shown below; this is normal. 6440 | Chapter 20 Rendering Backburner Manager General Properties dialog. 2 Click OK to accept the default settings. The Backburner Manager dialog displays. 3 Move to a Server system. 4 Go to Start menu > Programs > Autodesk > Backburner and choose the Server menu item. This starts Server and creates the server data that is stored in the backburner.xml file. Basic Procedures for Network Rendering | 6441 You will see the Backburner Server General Properties dialog box, shown below, when you run Server for the first time. Backburner Server General Properties dialog. 5 Click OK to accept the default settings. The Backburner Server dialog displays. After a few moments, messages appear in both the Server and Manager windows indicating that the Server has successfully registered with the Manager. 6 Repeat steps 3-5 on all the Server systems you intend to make available for your rendering jobs. 7 Return to the Manager system, start 3ds Max, and load the first scene you want to render. 8 From the Rendering menu, choose Render Setup, or click the toolbar Render Setup button. 9 Set the rendering parameters and specify an output path and file name. 6442 | Chapter 20 Rendering TIP So that the Servers can find the output path, specify the path in the Render Output File dialog starting with Save In > My Network Places. Then navigate to the output folder, specify a file name and output format (Save As Type), and click Save. 10 In the Render Output group, turn on Net Render, and then click the Render button. The Network Job Assignment dialog appears. Network Job Assignment dialog showing all the server stations. The manager station is excluded. 11 Enter a job name (it's a good idea to change the default name) and then click the Connect button. Basic Procedures for Network Rendering | 6443 The names of all Servers appear in the Server window to the right. Those with green dots next to their names are ready to start rendering. By default, all the Servers that are listed will take part in the rendering job. To assign a specific Server to render a job, first turn off Use All Servers in the Options group, and then highlight the server(s) that you want to render the job. 12 Click the Submit button. The Manager submits the job to the Servers, which begin rendering . At this point, you can load and submit additional scenes. When the first job is complete, the next job will automatically begin rendering on the Servers. Basic Procedure 3: Network Rendering from Manager and Servers When rendering across a network, you first assign one machine to be Manager, and then any number of others as Servers. In this procedure, you'll use the Manager computer as a rendering Server as well. 1 Go to Start menu > Programs > Autodesk > Backburner and choose the Manager menu item. This starts Manager and creates the backburner.xml file in the Backburner\Network folder. When you run Manager for the first time, you will see the Backburner Manager General Properties dialog, shown below; this is normal. 6444 | Chapter 20 Rendering Backburner Manager General Properties dialog. 2 Click OK to accept the default settings. The Backburner Manager dialog displays. 3 On the same computer, go to Start menu > Programs > Autodesk > Backburner and choose the Server menu item. This starts Server and creates the server data that is stored in the backburner.xml file. You will see the Backburner Server General Properties dialog box, shown below, when you run Server for the first time. Basic Procedures for Network Rendering | 6445 Backburner Server General Properties dialog. 4 Click OK to accept the default settings. The Backburner Server dialog displays. After a few moments, messages appear in both the Server and Manager windows indicating that the Server has successfully registered with the Manager. 5 Repeat steps 3-4 on all the Server systems you intend to make available for your rendering jobs. 6 Return to the Manager system, start 3ds Max, and load the first scene you want to render. 7 From the Rendering menu, choose Render Setup, or click the toolbar Render Setup button. 8 Set the rendering parameters and specify an output path and file name. TIP So that the Servers can find the output path, specify the path in the Render Output File dialog starting with Save In > My Network Places. Then navigate to the output folder, specify a file name and output format (Save As Type), and click Save. 6446 | Chapter 20 Rendering 9 In the Render Output group, turn on Net Render, and then click the Render button. The Network Job Assignment dialog appears. Network Job Assignment dialog showing all the server station plus the manager station that is running Server. 10 Enter a job name (it's a good idea to change the default name) and then click the Connect button. The names of all Servers appear in the Server window to the right. Those with green dots next to their names are ready to start rendering. By default, all the Servers that are listed will take part in the rendering job. To assign a specific Server to render a job, first turn off Use All Servers Basic Procedures for Network Rendering | 6447 in the Options group, and then highlight the server that you want to render the job. 11 Click the Submit button. The Manager submits the job to the Servers, which begin rendering . At this point, you can load and submit additional scenes. When the first job is complete, the next job will automatically begin rendering on the Servers. How Network Rendering Works Rendering networks are sometimes called “render farms.” In the software, one computer is set up as the network Manager. The Manager "farms out" or distributes the work to rendering Servers. You can also have the same computer function simultaneously as both Manager and Server, so computing cycles don't go to waste. Once rendering is under way, the Queue Monitor program lets you directly monitor and control the operation of the network rendering workload. The Queue Monitor allows you to edit job settings as well as to activate, deactivate, and reorder both jobs and servers involved in your render farm. Important: When rendering using a render farm, it is recommended to render with single-frame formats such as BMP or PNG. Movie file formats such as AVI output all frames into a single file which cannot be split between different servers to take advantage of network rendering. How Work Is Divided The software breaks up the task of network rendering among the rendering Servers, assigning one frame at a time to each Server. The completed output of the Servers accumulates in a common, shared directory. Rendered frame files can also be written to a local directory on each machine, if the same path defines the directory. Frame files are sequentially numbered, making them easy to assemble later. The Manager takes a number of different factors into account in determining how to assign frames and jobs, always striving for the most efficient usage of the rendering network. An idle rendering Server is automatically detected by the Manager and is considered for job or frame assignment. If a Server goes 6448 | Chapter 20 Rendering off-line for some reason, the Manager reclaims the Server's current frame and reassigns the frame to the next available rendering Server. The Basic Process Following is a step-by-step description of the sequence of events when you use network rendering: 1 The user submits a job to the network Manager. 2 On the submitting machine, the MAX file gets zipped up. If the user turned on Include Maps, all maps and XRefs are also zipped up. 3 Once the file is zipped up, the ZIP file is copied to the Manager machine's Backburner\Network\Jobs\ folder. In the folder is an XML file describing the job itself, specifying frame size, output filename, frame range, render settings, etc. 4 Once the Manager receives the ZIP and XML files, it looks to see which servers are sitting idle and can render jobs. It assigns the job to four servers at a time. (This is the Max Concurrent Assignments setting on the Manager General Properties dialog. See Starting Network Rendering on page 6450 ). 5 Each Server machine receives the ZIP and XML files into the Backburner\Network\jobtemp folder. 6 The MAX file gets unzipped, along with the maps and XRefs if they were included. 7 3ds Max is launched and loads the MAX file. If the maps and XRefs were not included, the software searches for them as they are defined in the MAX file. For instance, if an XRef is in d:\foo\xref.max, the Server will look for xref.max in d:\foo\ on the local machine. If there are additional map paths set in the 3dsmax.ini on page 83 file on the rendering server, it will search in those paths as well. If it does not find the maps and XRefs, the server fails for that particular job. This is why it is important to use UNC paths for all maps and XRefs in your scene file, so that all render servers can find them. However, if the maps and XRefs were included, then 3ds Max will get the ones that were unzipped into the \jobtemp folder. 8 When a frame is finished rendering, 3ds Max on the Server saves the frame to the location specified via the Render Setup dialog before you submitted it. How Network Rendering Works | 6449 9 Once a Server successfully renders one frame, the Manager assigns a block of frames to the server to render; it might assign 20 consecutive frames. This minimizes the amount of communication needed between the Server and Manager. 10 The Server continues rendering frames for the job until the job is done. 11 The Server then closes 3ds Max, and goes idle. If the queue contains additional jobs, the Server picks up the next job and starts the process all over again. You can use this explanation to help determine the basic requirements for your network rendering setup, based on the type of usage. If your frames render quickly, you'll need a fast file server machine to handle the constant output from a number of different rendering servers. The same holds true of your scene uses a large quantity of map files that are stored in a central location. If you typically render large files, rendering will take longer, and most of the bandwidth will be required at the start, when the files are distributed to the rendering servers. Next Step Checking Requirements on page 6461 Starting Network Rendering Once you've set up the network rendering system and software on page 6474, there are two steps to starting a network rendering session: ■ Start the Manager program on one machine and the Server program on every other machine in the network. See Basic Procedures for Network Rendering on page 6435. The machine being used as a manager can also be used as a rendering server. ■ Start a rendering job from the software on a networked machine with an authorized copy of 3ds Max. The Manager and Server programs need to be started and left running during a network rendering session. Either program remains in operation until you shut it down or shut down the machine. 6450 | Chapter 20 Rendering When you've set up the Manager and Server network services, you're ready to submit an animation to the network rendering queue. There are two stages to starting network rendering: ■ On the Render dialog, set all desired rendering parameters, including resolution and rendered output file type, and render the scene. In 3ds Max, you can render from the Render Setup dialog on page 6067, or the Render To Texture dialog on page 6397. ■ In the Render dialog, set all desired rendering parameters, including resolution and rendered output file type, and render the scene. ■ Turn on Net Render, found in the Render Output, Render Settings or Output groups, and then click Render to open the Network Job Assignment dialog on page 6481, which lets you make final decisions about the job and submit your animation to the rendering servers. Next Step Network Rendering Manager on page 6509 Network Rendering Server on page 6516 Procedures These procedures explain how to start and submit a network rendering job in 3ds Max. This procedure explains how to render a job over the network, once the Backburner Manager and Server are running. (See the Autodesk Backburner Installation Guide for information on setting up the Backburner Manager and Server.) To start the Manager program: 1 Run the Manager program from the Start menu > Programs > Autodesk > Backburner folder. The first time you run the Manager after installation or after deleting the backburner.xml file, the Manager Properties dialog appears. In most cases, you can accept the default settings and click OK to continue. Thereafter, when you start the Manager, its window appears and the "Starting Network Manager" message is displayed in the window. The machine is now running the Manager in Desktop mode. You can leave this window open to see messages relating to what the Manager and Servers are doing as they appear, or you can minimize it, whereupon it Starting Network Rendering | 6451 resides in the taskbar tray. To reopen the window when minimized, click its icon in the taskbar tray. NOTE If you're running Windows 2000 and have the NetBEUI protocol installed, and you have unplugged your network cable, when you start the manager, you'll see an error message, "Error starting network subsystem, cannot start manager." If this happens, reconnect the network cable and try again. 2 Alternatively, you can run the Manager as a service, as described in “Setting Up Backburner Manager as a Windows Service” in the Autodesk Backburner Installation Guide. Once set up, the Manager automatically starts when you boot the system and it's always available. To start the Server program: 1 Run the Server program from the Start menu > Programs > Autodesk > Backburner folder. The first time you run the Server after installation or after deleting the backburner.xml file, the Server Properties dialog appears. By default, Automatic Search is turned on, and the subnet mask is set to 255.255.255.0. This should work with most networks. Alternatively, turn off Automatic Search and enter the manager name or its IP address in the Manager Name or IP Address field. Thereafter, when you start the Server, its window appears and the "Starting Backburner Server" message is displayed in the log window. After a few seconds you should also see the "Registration to (manager IP address) accepted" message in the Server window. This message indicates that the server has found the manager and is correctly communicating with it. If you do not see the "Registration to ..." message in the Server window, see “Troubleshooting Backburner” in the Autodesk Backburner User’s Guide. The machine is now running as a rendering Server in Desktop mode. You can leave this window open to see other messages as they appear, or you can minimize it to the taskbar tray. To reopen the window when minimized, click its icon in the taskbar tray. 2 Alternatively, you can run the Server as a service, as described in Network Rendering Server on page 8058. Just running the Manager as a service, once it's installed and started, it's always available, even after rebooting. 6452 | Chapter 20 Rendering To start a network rendering job: 1 Start the Backburner Manager and Backburner Server. 2 Start the software on a machine with an authorized copy of the program. 3 Open the scene you want to render. 4 Choose Rendering menu > Render Setup to display the Render Setup dialog. You can also render from the Execute Video Post dialog or the Render To Texture dialog. 5 In the Render Output group, click the ellipsis button to display the Render Output File dialog. 6 In the File Name field, enter the Universal Naming Convention (UNC) on page 8160 name of the output directory, followed by the name of the output file. For example: \\machine1\project1\images\output.tga As an alternative to entering the UNC name from the keyboard, you can go to Save In > My Network Places and navigate to the machine and shared directory where you want the servers to write the rendered frames. After selecting the machine and shared directory in the Map Network Drive dialog, enter the output file name (for example, output.tga), and then click OK. The software automatically converts the shared directory to the UNC format. If the output directory is mounted, enter the name and extension of the output file and choose the drive mounted for the output directory from the Save In list. 7 Click OK to display the Setup Options dialog for the file format type you have selected. 8 Make the desired settings and click OK. 9 Click OK again to return to the Render Setup dialog. Save File is turned on once you assign an output file. 10 After setting any other rendering parameters, turn on Render Output group > Net Render and click Render. The Network Job Assignment dialog appears. Starting Network Rendering | 6453 If you use Video Post, set the file location with an Add Image Output Event. After you click Execute Sequence, be sure to turn on Net Render before you click Render. To submit a network rendering job: 1 Start the Backburner Manager and Backburner Server. 2 On the Network Job Assignment dialog, make sure the Automatic Search option is on, and then click Connect. In most cases, the software detects the Manager machine and displays its attached Servers in the Server list. If auto-detect fails, turn off Automatic Search and manually enter the name or IP address of the network machine acting as the Manager, and then click Connect. All rendering Servers running under the network Manager should be listed with green dots next to them. Even if a server is running an interactive session of the software, it will still render an assigned job by launching a second copy of the software. 3 By default, the job will use all available Servers. To use only specific Servers, turn off Use All Servers and choose the machines you want to use from the Server list. 4 Click Submit. The job is submitted to the Manager, which then distributes the job to the machines assigned in the Network Job Assignment dialog. Network rendering begins. When network rendering begins on a rendering Server, the Rendering dialog appears on machines running serverapp.exe. If a machine is running the service version, no dialog appears. 6454 | Chapter 20 Rendering Troubleshooting Guide This is a guide to solving common problems associated with network rendering. Solutions to these problems vary, depending on whether you are using the Troubleshooting Guide | 6455 network rendering programs as installed Windows Services, or running them in Desktop mode. Also see “Troubleshooting Backburner” in the Autodesk Backburner User’s Guide. PROBLEM:When I try to assign a job in the Network Job Assignment dialog, some of the servers display a gray or yellow icon. SUGGESTION Regardless of their state in the Network Job Assignment dialog, servers can always be assigned new jobs. The gray icon means that the server is currently not available to render a job. This state can occur for several reasons, including: ■ The server has not been correctly started. (See “Setting Up Backburner Server” in the Autodesk Backburner Installation Guide.) ■ The server has been disallowed for the current time period in the Properties dialog of the Monitor. (See “Setting the Availability for Rendering Nodes” in the Autodesk Backburner User’s Guide.) ■ The server has experienced abnormal termination. If you've checked for and corrected these conditions and the servers are still unavailable, stop running Server on each of the problem machines, and restart the service after a few seconds. This "purges" the server and may solve the problem. Then click Refresh in the Network Job Assignment dialog to display the most recent information about the server. The yellow icon means that the server is busy rendering another job. If the server should not be busy, verify that the queue is clear of jobs by opening the Queue Monitor and connecting to the Manager. If the queue is clear of rendering jobs and the server is still flagged as busy, stop running server on each of the problem machines, and restart the service after a few seconds. PROBLEM:When I submit a job to be rendered, the server fails. SUGGESTION Servers can fail for a variety of reasons during a network render job. Many of these reasons are covered in “Troubleshooting” in the Autodesk Backburner User’s Guide. One reason that is specific to 3ds Max which can cause a server to fail is the presence of a scene which does not contain texture coordinates. 6456 | Chapter 20 Rendering All errors are recorded in the appropriate log file. You can learn more about log files in “Configuring Backburner Log Files” in the Autodesk Backburner User’s Guide. Here are some of the error messages related to 3ds Max, along with a likely cause, that you will see in the Errors tab of the Queue Monitor when a failed server is selected: ERR: ----- Render Error: ERR: D:\MAPS\3DS.CEL [where this is the location of a map in the submitted scene] The Server could not find 3ds.cel in the local path specified, which means that the path to this map is not been correct for network rendering. To fix the problem, do one of the following: ■ If all maps are being shared from a single directory, make sure the directory is correctly shared with full permissions. See Sharing a Directory on page 6477. ■ Make sure that you have used either the full UNC path name for the bitmaps or that the maps directory has been mounted to the same drive letter on each machine. In this case, verify that particular path has been added to the Configure User Paths dialog > External Files panel on page 7735 of every server's local version of the software or that the particular path was used when assigning bitmaps in the scene to be rendered. ■ Verify the bitmaps still reside in the shared directory. ■ Add an Alternate Map Path on the Network Job Assignment dialog that points to the folder containing the missing map. ERR: Object (UVW 1): Sphere01 requires texture coordinates and may not render correctly Open the scene and make sure the errant object is assigned texture coordinates. This can be as simple as adding a UVW Map modifier to the object. ERR: Frame error Texture coordinates must be applied to the specified object to render it on the server. ERR: Load Error: Missing DLL'S Following this error, you will also receive a listing of each of the missing DLLs in the scene. Files needed by the server are not available to render the job. Troubleshooting Guide | 6457 Make sure that all the plug-in DLLs used in a job reside on each of the servers rendering the job. ERR: Job not found. Ok if just deleted When you delete a job, the Manager sends out a notification to all clients (Monitors) telling that the job has changed. This is the same message sent when the job completes, gets suspended, resumed, etc. The monitors in turn request the job status from the manager. The manager doesn’t find the job (it was just deleted) and returns this error to the monitor. ERR: Targa - The device is not ready. (0x15) ERR: Frame error The server could not write the output file. "Targa" represents the file output type, and will change depending on the output file type you selected. This problem can occur for several reasons:- If you are running the Backburner Server as an installed Windows service, make sure that the user account that the service is logged to has adequate permissions. Administrative permissions are recommended. ■ Check to make sure the target output directory is shared, with both read and write permissions. ■ Verify that the path for saving file output on the Render Setup dialog (or the Output Event dialog in Video Post) is set to a valid UNC path name. ■ If you are writing to a shared directory mounted locally on each server, verify that the directory is mounted to the same drive letter on each server, and that the file output path is set for that drive letter. PROBLEM:The Server fails to render a frame and displays the following error: Rebooting 3ds Max by force due to load timeout. SUGGESTION The Server has exceeded either the Wait For 3ds Max To Load or Wait For 3ds Max To Render value. This is usually caused by attempting to render large files over the network. Increase these values in the Advanced Settings dialog on page 6497. 6458 | Chapter 20 Rendering PROBLEM: I cannot assign more than one server to a job in the Network Job Assignment dialog. If the output of a network-rendering job is an AVI or MOV file, or a single user device, the job can be assigned to a single server only. The Network Job Assignment dialog changes, depending on the file output type of a job. For example, if you are network rendering to one of the file formats above, the All and None buttons do not appear and the dialog title bar contains the word "Single." If a job that has an AVI or MOV file output type is stopped for any reason (to deactivate it, or because a machine goes down), re-rendering the file restarts at the first frame. Frames cannot be appended later to these file types. SUGGESTION To take advantage of the distributed power of network rendering we suggest you first render to a series of Targa files. Then use the Targa files as either an animated background in an empty 3ds Max scene, or as an image input event in Video Post and render the sequence out to the desired output type (for example, AVI). PROBLEM:When I click the Render button on the Render Setup dialog, I get an error dialog stating: Error Retrieving Configuration File This error usually is the result of a corrupt installation of the Backburner applications which caused an errant registry setting. SUGGESTION Try reinstalling the Backburner components of the program or manually edit the system registry. Editing the registry: 1 Choose Start > Run. 2 Enter RegEdit and click OK 3 Browse to HKEY_LOCAL_MACHINE > SOFTWARE > Autodesk > Backburner > 2008.1 4 Check the CfgPath entry. Make sure the value is set to c:\Program Files\Autodesk\Backburner\Network\nrapi.conf. Troubleshooting Guide | 6459 5 Close the Registry Editor. PROBLEM: Backburner not found message when clicking Render button: Cannot network render. Backburner not found or not installed. This error dialog appears because the path to Backburner is either not set properly in the Path environment variable or Backburner is missing altogether. SUGGESTION Verify that the Path variable is set properly and make sure you've installed the latest version of Backburner. PROBLEM: Clicking Render button results in Backburner plugin error: Error creating 3ds Max plugin instance for Backburner. The path to 3ds Max is not set in the PlugPath section of the \Backburner\Network\nrapi.conf file. SUGGESTION Verify the presence of the \Backburner\Network\nrapi.conf file and check the PlugPath. It should look like this: PlugPath=C:/Program Files/Autodesk/Backburner/ PROBLEM:The manager and server windows display strange, garbled text: Your error message includes @#$$#@. This error occurs if the nrres.dat file is missing or damaged. This file is located in: C:\Program Files\Autodesk\Backburner\Network SUGGESTION Copy the nrres.dat file from another system that is not exhibiting the problem, or reinstall Backburner. 6460 | Chapter 20 Rendering System Setup Checking Requirements Checking Requirements Setting up even a small render farm can require a substantial amount of time. As a first step, verify that your proposed network meets the basic requirements. You should also be acquainted with the software required to render over the network. Hardware Requirements ■ One machine on the network must have the software set up and authorized. This system is used to submit network rendering jobs. ■ One machine runs a network manager to communicate with rendering servers. You can set up any machine in the network for this purpose. No authorization is required if this machine will not run as a 3ds Max Workstation. ■ To install the software, at least one machine needs a DVD-ROM drive mounted for access over the network. Instructions for setting up the network-rendering software are found in the Setting Up Rendering Software on page 6474 section. ■ Other machines operate as rendering servers. No authorization is required on these machines. Rendering servers should meet the minimum requirements for running the software. To improve rendering performance, use machines with faster processors, additional memory, and more swap space. A rendering server does not require a monitor while rendering, although it's helpful to have one for setup. Display adapters and accelerators make no difference in rendering performance. Network Requirements For operating system requirements, see “Backburner Component Requirements” in the Autodesk Backburner Installation Guide. You must also be connected over a network with TCP/IP protocol properly installed. See Instructions for configuring TCP/IP for network rendering on page 6466. System Setup | 6461 Software Requirements One authorized copy of the software is the minimum requirement. With this one copy, you can set up the software on multiple machines for the purpose of network rendering. Later topics provide explicit details for doing a custom setup on each machine. During this setup, programs required to render over a network are installed and registered. Four separate programs interact to accomplish network rendering. The following descriptions identify these programs and provide an overview of their use. ■ 3dsmax.exe 3ds Max is used to launch job assignments. You submit a network rendering job from the Render Setup, Render to Texture, or Execute Video Post dialog. The application is also used by the rendering servers to render the job. ■ manager.exe When run, this application sets up one computer as a network manager. Alternatively, you can run Manager as a service by installing managersvc.exe. See Installing Network Services on page 6503. The manager program manages communication with the rendering servers during a network rendering job. This can be set up on any machine in the network. However, if large files are to be submitted and many rendering servers are going to be used, a fast computer with a large amount of disk space is the best choice. In almost all network-rendering scenarios, you only have a single manager running on the entire network. ■ server.exe When run, this application sets up the computer it's run on to be used as a rendering server. Alternatively, you can run Server as a service by installing serversvc.exe. See Installing Network Services on page 6503. The server program sends its local IP address to the Manager program, which in turn registers the Server so it will be available for network rendering a job assignment. When the server receives a job from the network manager, it launches a local copy of the software to perform the rendering. The server then sends the completed frame to a target directory and begins rendering the next frame sent to it by the manager. The server shuts down the 3dsmax.exe3dsviz.exe process when it is no longer needed. ■ monitor.exe This standalone program, named Queue Monitor, provides a Windows interface that lets you monitor and schedule network rendering. Since the Queue Monitor is a standalone program, you can start it at any time from 6462 | Chapter 20 Rendering any computer in your network. The only requirement is that you establish a TCP/IP connection with the computer running the manager. You can load Queue Monitor on each rendering server and use it to monitor rendering progress locally. You can also connect with Queue Monitor remotely using Windows NT Remote Access. Setting Up for Network Rendering Whenever different groups need to cooperate on a project, accurate communication and common procedures are essential. A rendering farm is such a project. Network setup can be difficult to configure, but you only need to do it once. Take your time to get the right setup. Read each topic in order and complete the steps described. These instructions are for creating a new network dedicated specifically to network rendering. If you are configuring network rendering for an existing network or for a network that will be used for other purposes, these instructions are intended as a reference example only. Next Step Setting Up TCP/IP on page 6463 See also: ■ Setting Up Rendering Software on page 6474 ■ Setting Up Directories on page 6475 ■ Initial Setup for Manager and Server Programs on page 6501 Setting Up TCP/IP The software uses the standard network protocol, TCP/IP, for network rendering. TCP/IP is a two-part acronym. TCP (Transport Control Protocol) communicates data between applications. IP (Internet Protocol) communicates data between an application and the physical network. Each computer in your rendering network needs to be configured for this protocol. System Setup | 6463 Before continuing, be sure that: ■ You have administrative privileges on each machine. ■ The network is operational, with network adapter cards installed in each machine. The TCP/IP protocol requires a device, called a network adapter or Network Interface Controller (NIC), to bind with in order to communicate with other machines. Typically, the network adapter is a network card, but if you are linked to the Internet by modem, a dial-up adapter (the modem) is used. TCP/IP uses IP addresses to identify the computers on a network. For convenience, you can assign real names to computers. An IP address is a serial number of four integers separated by periods, for example, 192.100.100.1. IP addresses can be fixed (as in the example above) or automatic, supplied dynamically each time you connect to the network by a system known as DHCP (Dynamic Host Configuration Protocol). The software uses the NIC number, which can be thought of a unique serial number assigned to each network card, to identify each machine in the network. This allows the use of DHCP since the IP address usually changes when a machine using DHCP is rebooted. In some cases, you may want to specify a fixed IP address, for example: ■ When you have more than one Manager running on the same network, each with its own set of dedicated Servers, you need to specify which Manager to use. DHCP can be used in this case, but you will have to specify the Manager name instead of its IP address. ■ The second case is when the Server or Queue Monitor is outside the local network (as in the case of a WAN or a multi-segmented network connected through a router). In this case, Servers connected to the same network can still use DHCP, provided the Manager has a fixed name and IP address. ■ If your network is set peer-to-peer without an NT server (as is the case with most home networks), it is easier to set the machines with permanent, fixed IP addresses. ■ Finally, you can use batch rendering on page 6548 without being connected to a network. In that case, you will need to set up a fixed TCP/IP address and configure the Microsoft Loopback adapter. In the case of fixed addresses, it is important that IP addresses be properly assigned. In this step, you make up a list of machine names and their 6464 | Chapter 20 Rendering corresponding IP addresses to use during TCP/IP configuration. The list will also be used when installing the software’s rendering services. Using the Manager name is particularly useful when its IP address is assigned dynamically via DHCP, and can change from session to session. On a closed network, you don't have to worry much about conflicts with the IP addresses of other network domains. However, the addresses need to follow a consistent pattern and each must be unique within your network. WARNING On an open network, such as those in many large corporations, do not alter IP addresses in any way. In such cases, to avoid potentially disastrous consequences, always work with your system administrator to make IP address changes. Procedures To create machine names and IP addresses: ■ Create a list of machine names and IP addresses. Unless you have specific needs for later compatibility with another network, use the following list as a model. Since the Manager machine can also act as a server, start naming your servers to match their IP addresses as shown in the list below. Remember, any one machine can act as a manager under network rendering. Like an IP address, each name must be unique. Also keep in mind that you must not use the numbers 0 or 255 in the last group (or octet) of an IP address as they are reserved. WARNING Machine names should not start with numbers or have spaces or underscores in them, as those will result in illegal names in TCP/IP. This will cause unexpected behavior in the network rendering system. Machine Name IP Address server001 192.100.100.1 server002 192.100.100.2 server003 192.100.100.3 ... ... System Setup | 6465 Machine Name IP Address server254 192.100.100.254 Configuring TCP/IP From the previous step, Setting Up TCP/IP on page 6463, you should have a list of machine names and IP addresses. With that list, go to each machine and follow these procedures. On an open network, such as those in many large corporations, do not alter IP addresses, machine names, workgroup names, or domain names in any way. In such cases, to avoid potentially disastrous consequences, always work with your system administrator to make IP address changes. Procedures Some of the following procedures are for Windows XP Professional; others are for Windows 2000. Find your operating system at the end of the procedure heading and follow that set of instructions. NOTE During the writing of these procedures, Windows XP was set to display a Classic Windows interface. To assign a name and workgroup or domain (Windows 2000): 1 From the Windows taskbar, open Start menu > Settings > Control Panel > System. This displays the System Properties dialog. 2 Click the Network Identification tab, and then click the Properties button to display the Identification Changes dialog. If you've already assigned a name to the computer, the name should appear in the Computer Name field on the Network Identification tab. Check this name against your list. 6466 | Chapter 20 Rendering 3 To change the name, in the Computer Name field, enter a name for the machine. ■ The first character of a valid machine/host name must not be a numeral. ■ Do not use underscores or spaces in the machine/host name. 4 In the Member Of group, enter either a workgroup or domain name, depending on how your network is going to be set up. Workgroup An organizational unit that is used to group computers that don't belong to a domain. If you are setting up a simple network for the purpose of Network Rendering, use the Workgroup option. Domain A more complex way of grouping servers that share a common security policy and user account database. A domain requires you to set up a Primary Domain controller. You should select the Domain option only if your Network Administrator has a Domain already set up and functioning correctly. To assign a name and workgroup or domain (Windows XP): 1 From the Windows taskbar, open Start menu > Settings > Control Panel > System. This displays the System Properties dialog. 2 Click the Computer Name tab, and then click the Change button to display the Computer Name Change dialog. If you've already assigned a name to the computer, the name should appear in the Computer Name field on the Computer Name tab. Check this name against your list. 3 To change the name, in the Computer Name field, enter a name for the machine. ■ The first character of a valid machine/host name must not be a numeral. ■ Do not use underscores or spaces in the machine/host name. 4 In the Member Of group, enter either a workgroup or domain name, depending on how your network is going to be set up. Workgroup An organizational unit that is used to group computers that don't belong to a domain. If you are setting up a simple network for the purpose of Network Rendering, use the Workgroup option. System Setup | 6467 Domain A more complex way of grouping servers that share a common security policy and user account database. A domain requires you to set up a Primary Domain controller. You should select the Domain option only if your Network Administrator has a Domain already set up and functioning correctly. To add the TCP/IP protocol (Windows 2000): 1 From the Windows taskbar, open Start menu > Settings > Network and Dial-up Connections > Local Area Connection. This opens the Local Area Connection Status dialog. 2 Click the Properties button. This opens the Local Area Connection Properties dialog. 3 Check the list for "Internet Protocol (TCP/IP)". If you find this listing, TCP/IP is installed on this machine. Go on to either of these procedures in the current topic: ■ To configure TCP/IP in DHCP mode on page ? ■ To configure TCP/IP with fixed IP addresses on page ? If TCP/IP is not installed, make sure none of the list items is highlighted (click in a blank area of the list), and complete the remaining steps in this procedure. 4 Click the Install button. This opens the Select Network Component Type dialog. 5 In the list, click Protocol, and then click the Add button. 6 In the Select Network Protocol dialog, select Internet Protocol (TCP/IP), and then click OK. A message appears: "Do you want to use DHCP?". Consult your system administrator to see if your network is DHCP-compatible; if it is, click "Yes". If you are unsure, click "No" and proceed to set your workstations with fixed IP addresses. TCP/IP is added to the list of installed protocols. 7 Click the Close button. 6468 | Chapter 20 Rendering To add the TCP/IP protocol (Windows XP): 1 From the Windows taskbar, open Start menu > Settings > Network Connections. This opens the Network Connections dialog. 2 Right-click Local Area Connection and click the Properties button. This opens the Local Area Connection Properties dialog. 3 Check the list for "Internet Protocol (TCP/IP)". If you find this listing, TCP/IP is installed on this machine. Go on to either of these procedures in the current topic: ■ To configure TCP/IP in DHCP mode on page ? ■ To configure TCP/IP with fixed IP addresses on page ? If TCP/IP is not installed, make sure none of the list items is highlighted (click in a blank area of the list), and complete the remaining steps in this procedure. 4 Click the Install button. This opens the Select Network Component Type dialog. 5 In the list, click Protocol, and then click the Add button. 6 In the Select Network Protocol dialog, select Internet Protocol (TCP/IP), and then click OK. A message appears: "Do you want to use DHCP?". Consult your system administrator to see if your network is DHCP-compatible; if it is, click "Yes". If you are unsure, click "No" and proceed to set your workstations with fixed IP addresses. TCP/IP is added to the list of installed protocols. 7 Click the Close button. To configure TCP/IP in DHCP mode (Windows 2000): 1 From the Windows taskbar, open Start menu > Settings > Network and Dial-up Connections > Local Area Connection. This opens the Local Area Connection Status dialog. 2 Click the Properties button. This opens the Local Area Connection Properties dialog. You should see your network adapter card listed as "Connect Using" at the top of this System Setup | 6469 dialog. If your adapter is not listed, follow the instructions in Windows 2000 documentation on adapter setup. 3 In the list, highlight Internet Protocol (TCP/IP) and click Properties. The Internet Protocol (TCP/IP) Properties dialog appears. 4 Make sure the option "Obtain an IP address automatically" is chosen. 5 Click OK to close each dialog in turn. Windows 2000 finishes configuring the software. 6 Reboot the computer to complete the configuration. 7 Repeat all the steps on this page on every machine in your network. To configure TCP/IP in DHCP mode (Windows XP): 1 From the Windows taskbar, open Start menu > Settings > Network Connections. This opens the Network Connections dialog. 2 Right-click Local Area Connection and click the Properties button. This opens the Local Area Connection Properties dialog. You should see your network adapter card listed as "Connect Using" at the top of this dialog. If your adapter is not listed, follow the instructions in Windows XP documentation on adapter setup. 3 In the list, highlight Internet Protocol (TCP/IP) and click Properties. The Internet Protocol (TCP/IP) Properties dialog appears. 4 Make sure the option "Obtain an IP address automatically" is chosen. 5 Click OK to close each dialog in turn. Windows XP finishes configuring the software. 6 Reboot the computer to complete the configuration. 7 Repeat all the steps on this page on every machine in your network. To configure TCP/IP with fixed IP addresses (Windows 2000): 1 From the Windows taskbar, open Start menu > Settings > Network and Dial-up Connections > Local Area Connection. This opens the Local Area Connection Status dialog. 2 Click the Properties button. 6470 | Chapter 20 Rendering This opens the Local Area Connection Properties dialog. You should see your network adapter card listed as "Connect Using" at the top of this dialog. If your adapter is not listed, follow the instructions in Windows 2000 documentation on adapter setup. 3 In the list, highlight Internet Protocol (TCP/IP) and click Properties. The Internet Protocol (TCP/IP) Properties dialog appears. 4 Choose “Use The Following IP Address”. 5 In the box for IP Address, enter the address for that machine. Check your list to make sure the entry is correct. 6 In the box for Subnet Mask, type these numbers (these are the same for every machine): 255.255.255.0 If you are on a large corporate network, this subnet mask might be different. In this case, use the mask that your network administrator specified. Also, change the network mask when setting up a server to connect to a manager as well as in the Network Job Assignment dialog to match the subnet mask in order for Automatic Search to work. 7 Click OK to close each dialog in turn. Windows 2000 finishes configuring the software. 8 Reboot the computer to complete the configuration. 9 Repeat all the steps on this page on every machine in your network. Remember that each machine needs to have a unique IP Address and machine name so no conflicts arise. To configure TCP/IP with fixed IP addresses (Windows XP): 1 From the Windows taskbar, open Start menu > Settings > Network Connections. This opens the Network Connections dialog. 2 Right-click Local Area Connection and click the Properties button. This opens the Local Area Connection Properties dialog. You should see your network adapter card listed as "Connect Using" at the top of this dialog. If your adapter is not listed, follow the instructions in Windows 2000 documentation on adapter setup. 3 In the list, highlight Internet Protocol (TCP/IP) and click Properties. System Setup | 6471 The Internet Protocol (TCP/IP) Properties dialog appears. 4 Choose “Use The Following IP Address”. 5 In the box for IP Address, enter the address for that machine. Check your list to make sure the entry is correct. 6 In the box for Subnet Mask, type these numbers (these are the same for every machine): 255.255.255.0 If you are on a large corporate network, this subnet mask might be different. In this case, use the mask that your network administrator specified. Also, change the network mask when setting up a server to connect to a manager as well as in the Network Job Assignment dialog to match the subnet mask in order for Automatic Search to work. 7 Click OK to close each dialog in turn. Windows XP finishes configuring the software. 8 Reboot the computer to complete the configuration. 9 Repeat all the steps on this page on every machine in your network. Remember that each machine needs to have a unique IP Address and machine name so no conflicts arise. Creating a Special User Account If you run the Server as a Service, you should create a special user account, which gives the Server the right to access other machines on the network for necessary maps, xrefs and output directories. This account must be identical across all rendering server machines. By assigning a user to the rendering Server service, you configure the rendering server to operate with the permissions and access rights of that user account. Without this assignment, the rendering server operates with system permissions, which do not let the server service access map, xref, image, or output directories on other machines. NOTE These steps require you to have administrative privileges on every machine where you set up this account. For the following procedures, Windows XP was set to display a Classic Windows interface. 6472 | Chapter 20 Rendering Procedures To create a new user (Windows 2000 and XP): 1 From the Start menu, select Settings > Control Panel > Administrative Tools > Computer Management. 2 In the Computer Management dialog, go to System Tools > Local Users and Groups > Users. 3 In the right-hand pane, right click in a blank area and choose New User to display the New User dialog. If the New User option is unavailable, you don't have the required administrative privileges. 4 In the New User dialog, do the following: ■ Enter a user name for the new account in the Username text box. This can be any name, but it should be the same across all network rendering machines. ■ Enter a password for the new account in the Password and Confirm Password boxes. Like the user name, this password needs to be the same for all rendering servers. ■ Turn off “User Must Change Password At Next Logon” and turn on “Password Never Expires”. This will bypass errors when you assign this special user account to the rendering service. ■ Click Create to create the new user and password. When the network is part of a domain it is a good idea to have your network administrator create a special user account on the domain. This user account would have read/write access to the network servers where maps, xrefs and frames are stored. ■ Click Close. 5 Do not close Administrative Tools. To assign a user to a rendering service (Windows 2000 and XP): Do the following on every computer used as a rendering server: 1 Make sure each server system is set up with the Network Rendering Server on page 6516 running as a service. 2 From the Administrative Tools windows, choose Services to display the Services dialog. System Setup | 6473 3 From the Service list, right-click the Backburner Server item. 4 Choose Properties to display the Properties dialog. 5 On the Log On tab, choose This Account and enter the name of the new user you created for the special user account. If a user account was created on the domain, you would enter [domain name]\[user name] as This Account, or you can browse the domain for the user. 6 In Password and Confirm Password fields, enter the password for the special user account. 7 Click OK to exit the Properties dialog. 8 If the service is started, stop it by right-clicking the item and choosing Stop. 9 Right-click the item and choose Start to restart the service with the newly assigned user. NOTE If you did not turn off “User Must Change Password At Next Logon” when setting up the new account, you will encounter errors. You will need to re-login the newly assigned user so you can first change the password. Once the password is changed, the Backburner Server should start. 10 Close the Services dialog Setting Up Rendering Software When you've configured the computers on your rendering network for TCP/IP, you're ready to load the software. You need to install 3ds Max on each system you plan to use for network rendering. After you've installed 3ds Max on all the systems, at least one of them needs to be authorized. This is the copy of the software that you will run interactively and is used to submit jobs for network rendering. Refer to the Installation Guide for details about installing 3ds Max. NOTE A system using the scanline renderer, that is intended to act a dedicated rendering server, does not require authorization for 3ds Max. 6474 | Chapter 20 Rendering Setting Up Directories During network rendering, common directories (directories that are shared across the network) allow access to files needed by all the rendering servers. You can organize, share, and (if necessary) mount these directories. There are two types of common directories: ■ Map directories One or more directories where maps and images are stored. These can be both project-specific and general locations. ■ Output directory A single directory where completed frames are sent from each rendering server, also called the target directory. You specify this directory for each job. This can also be a local directory on each machine. The network rendering system uses the Universal Naming Convention (UNC) to identify directories and files. UNC names begin with a double backslash and do not include a drive letter. This is the convention: \\machine_name\directory\subdirectory\filename IMPORTANT To simplify network rendering, use UNC names whenever possible within a 3ds Max scene, even if the directory is on the local machine. TIP When entering UNC names, omit the \\ before the computer name until you've entered the entire path and file name. This eliminates search delays when entering UNC path names into file selection dialogs. Some networks require drive letters instead of UNC names. Directories on such networks can be mounted as drive letters and shared over the network. See Mounting a Directory on page 6478. Organizing Directories Correctly organizing directories is critical to the success of your rendering farm. Every element in a scene needs to be available to each server for a complete rendering. The goal is to give every machine in your network the same "picture" of where files are located. Follow these rules when organizing your directories: ■ Share directories on page 6477 to make them available to the network. ■ Use UNC file specification when assigning maps files and output directories, even when the directory is on a local machine. Setting Up Rendering Software | 6475 Creating Map Directories As you assign materials in a scene, the software stores the complete path to each map you use. The program searches for that particular location. If necessary, the program continues to look through the directory containing the scene file and its subdirectories. Maps, specific to a project, should be kept in a dedicated directory that has been set up for that project. You can create subdirectories below this directory to organize files. This directory needs to be shared using Windows Explorer. Maps for general use, such as texture libraries, can be organized as you choose. The computers containing such libraries need to be on the network, and the directories need to be shared. Creating a Common Output Directory A common output directory is a single directory on one hard disk where rendered frames accumulate during network rendering. When creating a common output directory, follow these guidelines: ■ Decide on a machine to accept final output. It should have enough disk space to store the largest completed animation file you're likely to render. ■ Create or choose a directory for final output. ■ Share that directory as a resource available to the network. Creating a Local Output Directory A local output directory lets you use available storage on each rendering server. Rendered frame files are sequentially numbered when assigned by the network manager. When you collect the finished frames, they automatically sort in the proper order. When creating a local output directory, follow these guidelines: ■ Use the same path and name for all local directories. For example, use \3dsmax_files\images\. ■ Use the same path and name for all local directories. For example, use \Program Files\Autodesk VIZ 2008\images. ■ Specify this path for the output directory when you start network rendering. All rendering servers will then send their output to this local directory. 6476 | Chapter 20 Rendering On any one rendering job, use either a common or local output directory. They cannot be mixed. See also: ■ Mounting a Directory on page 6478 ■ Using Configure User Paths on page 6479 Sharing a Directory You share a directory from the machine where the directory is located. This gives other machines on your network access to that directory. The instructions below are general. See your Windows Vista, Windows XP, or Windows 2000 documentation for details. Next Step Initial Setup for Manager and Server Programs on page 6501 See also: ■ Mounting a Directory on page 6478 ■ Using Configure User Paths on page 6479 Procedures To share a directory: 1 Go to the machine that contains the directory you want to share. 2 In Windows Explorer, right-click the directory to share, and then choose Sharing from the right-click menu. 3 If using Windows XP or Windows 2000, on the Sharing tab, choose the Share This Folder option. 4 If using Windows NT4, on the Sharing tab, select the Shared As option. 5 Use the default Share Name. 6 Click Permissions and make sure permissions are set to Everyone/Full Control. Click OK to exit the Permissions dialog. Setting Up Rendering Software | 6477 7 Click OK to accept the changes. NOTE If you plan to use more than 10 rendering servers, both the output path and location of all scene maps should be on a system running Windows XP or Windows 2000 Server, as both Windows XP Professional and Windows 2000 Professional have a limit of 10 simultaneous connections. Mounting a Directory You can mount a directory to a drive letter as an alternative to using UNC names on page 8160. In mixed UNIX/XP/2000 networks, for example, you might need to mount the output directory. For network rendering, you mount (or map) the directory on all machines in the network. This gives all rendering servers access to the shared directory. Before beginning this setup, choose a common drive letter for all servers to mount. If you have other drives mounted, you might need to switch assignments to free the drive letter for this mount. If a Map or Target directory is on a rendering server, mount the directory on this machine like all the others, even if the directory is on the local disk. When using a mounted directory, be sure that the directory to be mounted is correctly shared. When assigning bitmaps, always use the path with the common drive letter. The steps below are general. See your Windows XP or 2000 documentation for more details. NOTE During the writing of these procedures, Windows XP was set to display a Classic Windows interface. See also: ■ Sharing a Directory on page 6477 ■ Using Configure User Paths on page 6479 6478 | Chapter 20 Rendering Procedures To map a directory to a drive letter (Windows 2000 or XP): 1 In Windows Explorer, choose Tools > Map Network Drive to display the Map Network Drive dialog. 2 Set the Drive drop-down menu value to the common drive letter you've chosen. 3 In Folder, enter the exact location of the output directory, using UNC convention. You can also map a directory to a drive letter by choosing the machine and shared directory with the Browse button in the Map Network Drive dialog. 4 Click Finish to complete the mount. NOTE If the drive maps to a server on a large corporate network, you may be required to enter your user name and password to gain access. Using Configure User Paths Render-only machines do not require any form of authorization. However, you cannot use unauthorized versions of the software to access the Configure User Paths dialog on page 7729 to specify alternative locations for servers to search for bitmap files. If you do not want to concern yourself with configuring paths on render-only machines (servers), then turn on the Use Alternate Map Path or Include Maps option on the Network Job Assignment dialog on page 6481. The Use Alternate Map Paths option lets you specify an alternate folder where the rendering server can look for bitmaps if they are not found in the primary bitmap path. If using Include Maps, network rendering will take care of making copies of the bitmaps and send them to the server assigned for rendering. When the rendering job is done, the copies are erased from the server hard drive. The files are placed in a \network\serverjob subdirectory of the software. If a server cannot find a bitmap image in the path specified in the file, it then searches the paths listed in its own Bitmaps panel. Only after searching in all locations will the server fail due to missing maps. If you have followed Setting Up Rendering Software | 6479 instructions in the previous topics (Setting Up Directories on page 6475, Sharing a Directory on page 6477, and Mounting a Directory on page 6478), then you know that a common map directory on the network is the best way to proceed. Use the following steps to properly configure your paths on the machine running the authorized copy of the software and on the servers meant for render-only purposes. See also: ■ Sharing a Directory on page 6477 ■ Mounting a Directory on page 6478 Procedures To add bitmap paths to the External Files panel from within the software: 1 Run the software on a machine running an authorized copy of the program. 2 Choose Customize > Configure User Paths to open the Configure User Paths dialog, and then click the External Files tab, if necessary. 3 Use the Add button to specify the paths (UNC on page 8160 or mounted) to every directory on the network where bitmap files are stored for rendering. Make sure you use UNC or mounted directories, even if the maps are on the local drive. 4 Click OK. To add bitmap paths to render-only machines using the initialization file: Use the following steps if you do not want to authorize the software on the server machine(s). 1 Install the 3ds Max core software on the server station(s). 2 Copy the 3dsmax.ini on page 83 file from your authorized 3ds Max workstation to the program directory of each of your server(s). If you followed the previous procedure, the copied initialization file contains information about UNC or mounted directories that stores the required bitmap files. 6480 | Chapter 20 Rendering NOTE To prevent mishaps, it is usually a good idea to edit the INI file once it is copied to the server. Remember that the server machine can be configured differently than your 3ds Max workstation: The drive letter, program directory, and subdirectories may be different. Use a word processor to edit all entries under the [Directories] section to match entries of the server machine. For example: [Directories] Fonts=d:\3dsmax\fonts Scenes=d:\3dsmax\scenes Import=d:\3dsmax\meshes Export=d:\3dsmax\meshes ... Network Job Assignment Dialog Rendering menu > Render Setup > Render Setup dialog > Turn on Net Render (Render Output group) > Render Rendering menu > Render To Texture > Render To Texture dialog > Turn on Net Render (Render Settings group) > Render Rendering menu > Video Post > Set up a sequence with an Image Output Event > Turn on Net Render (Output group) > Render Use the Network Job Assignment dialog to name rendering jobs, specify the computers that will participate in the rendering, and submit jobs to the rendering servers. You can submit as many jobs as you like in a single session. Open each file you want to render and submit it following the standard procedure. Each job is placed behind the last one submitted. If you submit a job in which the frame output name is the same as another job in the queue, a warning dialog asks you if you want to overwrite the output frames from the other job. You can divide the work of rendering a single image among any number of rendering servers. This is particularly useful when rendering a single, extremely high-resolution image intended for print. To use this feature, turn on the Split Scan Lines option on page 6486. Network Job Assignment Dialog | 6481 Procedures To use the Network Job Assignment dialog: The Network Job Assignment dialog is accessible when you turn on the Net Render toggle. The Net Render toggle can be accessed from three different dialogs used for rendering. 1 Rendering menu > Render Setup > Render Setup dialog > Render Output group 2 Rendering menu > Render To Texture > Render Setup dialog > Render Settings group 3 Video Post dialog > Execute Sequence > Execute Video Post dialog > Output group 4 In the Render Setup dialog > Render Output group, click the ellipsis button and then specify an output file name and path using Universal Naming Convention (UNC) on page 8160. The easiest way to specify a UNC path is to start with Save In > My Network Places. 5 Turn on Net Render. 6 Click the Render button. The Network Job Assignment dialog appears. 7 On the Network Job Assignment dialog, specify a job name. By default, this is the file name of the current scene. Click the plus (+) button next to the Job Name field to increment the job name. Unlike the plus button in the file dialogs, this button does not automatically launch the job. NOTE The software does not let you submit multiple jobs with the same name. 8 Determine whether to find the Manager automatically or manually. By default, the software searches automatically for the Manager using a network mask that you specify in the dialog. Alternatively, turn on Manual Search and enter the name or IP address of the computer running the Manager program. 9 Click Connect to continue. You see a listing of all servers available for network rendering. Each server is marked with a colored icon to denote its current status: 6482 | Chapter 20 Rendering Green Running and not rendering any jobs. Yellow Rendering another job. You can assign jobs to busy servers, and the jobs will be rendered in the order received. Red Failed. Try rebooting the server or see Troubleshooting on page 6455 for more information on failed servers. Gray Absent. Verify that the Server is currently running and that it has not been "Disallowed" in the Week Schedule. See “Scheduling the Availability of a Render Node Using the Backburner Monitor” in the Autodesk Backburner User’s Reference. If a rendering Server is running on a workstation that also has an interactive session of the software, you can still select that machine for rendering. A second copy of the software is launched to execute the network render. You can view statistics of a particular Server by right-clicking its name and choosing Properties. 10 Determine whether you will use the selected server, all servers, or a group of servers. 11 Click Submit to send the job to the rendering queue. Network Job Assignment Dialog | 6483 Interface Job Name Provides a field for you to name the job (mandatory). The + button beside the field adds incremental numbering (Job01, Job02, and so on). NOTE The software does not let you submit multiple jobs with the same name. Description Enter an optional description of the job. Enter Subnet Mask/Enter Manager Name or IP Address group Enter Manager Name or IP Address When Automatic Search is turned off, enter the name of the Network Manager on page 8057 machine or its IP address. 6484 | Chapter 20 Rendering Enter Subnet Mask When Automatic Search is on, enter a subnet mask for automatic search. For information on using subnet masks. Connect/Disconnect Connects to the network Manager. The software preserves the connection as a global setting so that you need to change it only when you want to specify an alternative Manager. If connected to the network manager, click Disconnect to disconnect from the current manager so you can choose a different manager. Automatic Search Determines whether the software connects to a specific manager or searches for one using a subnet mask when you click Connect. When off, the software attempts to connect to the manager you specify in this group. When on, it searches the network for a manager using the specified subnet mask. Refresh Updates the Server and Job lists. By default, all servers are used for the job. When the Options group > Use All Servers check box is turned off, you can choose one or more servers to render the job. If rendering to a multiple-frame file format, such as an AVI or MOV file, you can choose only one server. Priority group Priority Specifies a priority ranking for the job. The lower this setting, the higher the job priority. Default=50. For example, consider a job with priority 1 (Job B) that is submitted to a network manager that's already rendering a job with priority 2 (Job A). Because Job B has a higher priority, Job A will be suspended and Job B rendered. When Job B is finished, the software will resume rendering Job A. If two or more jobs have the same priority, they're executed in order of submission. Critical Sends the job to the head of the queue, preempting the existing jobs. If a server is currently rendering and a critical job is sent to the queue, the server will stop rendering its current job and begin rendering the new, critical job. When finished with the critical job, the server returns to the next job it has been assigned in the queue. Dependencies Opens the Job Dependencies dialog on page 6490, which you can use to specify existing jobs that must finish before the current job can start. Network Job Assignment Dialog | 6485 Options group Enabled Notifications Lets the software send rendering-related messages via email. When this is on, its Define button becomes available. For information, see the Notifications dialog on page 6492 topic. Define Opens the Notifications dialog, which lets you set notifications parameters. Split Scan Lines Lets you subdivide the rendering of each frame among the rendering servers. This is useful when rendering a single, extremely high-resolution image intended for printing. For information, see the Strips Setup dialog on page 6494 topic. When Split Scan Lines is on, its Define button becomes available. NOTE This feature does not support Render Elements. Also, it's unavailable when rendering to textures with projection mapping enabled and Sub-Object Levels on. Define Opens the Strips Setup dialog, which lets you set parameters for the Split Scan Lines option. Ignore Scene Path When off, the server attempts to copy the scene file from the manager to the server. If the manager is running on Windows 2000 Professional, only 10 servers will copy the file from the manager; any machines over the limit 10 will use TCP/IP to retrieve the file. When turned on, the servers get the file via TCP/IP only. Default=off. Rendered Frame Window During rendering, displays the Rendered Frame Window on all servers running serverapp.exe (not serversvc.exe). Default=on. Include Maps Archives the scene, with all of its maps, any inserted Xrefs and their maps, into a proprietary-format compressed file. The compressed file is sent to each Server, where it is uncompressed into a temporary directory named serverjob in the \network subdirectory of the program and rendered. Default=off. Use this feature if you have access only to Servers that exist over the Internet or if you have a slow network setup. It is not meant for heavy production use. However, if you don't use it, you must first ensure that all network servers have access to all map and Xref paths referred to in the scene. Initially Suspended Adds the named job to the queue in an inactive state. The job is not started until you activate it manually from the Backburner Monitor. See “Monitoring and Managing Jobs” in the Autodesk Backburner User’s Guide. 6486 | Chapter 20 Rendering Server Usage Group You choose between using all available servers, all servers in a group, or selected servers. See “Configuring Server Groups” in the Autodesk Backburner User’s Guide for an explanation of how to set up server groups. In a 3ds Max setup it can be useful to set up servers in groups. For example, during busy times you can assign high priority jobs to a group of high performance servers. Use Selected Uses only the servers that you have highlighted in the Server list. Use Group Uses all of the servers in a group. TIP Note that the servers are assigned to a group in the Autodesk Backburner monitor. Group drop-down list Choose the group of servers that you want to use for your render. Use All Servers Uses all Servers in the active Server group for rendering the job. Available only after you submit a multi-frame rendering job. Path File Group Use Alternate Path File Allows you to specify an alternate path file in the MXP format that rendering servers can use to find bitmaps that are not found on the primary map paths. When on, you can manually enter the path and file name in the field below the check box, or click the ellipsis button and browse to the MXP file. NOTE Create MXP files with Configure User Paths on page 7729. Status group Displays text messages describing the current status of the job assignment. Server list The Server list, located on the upper-right side of the Network Job Assignment dialog, displays all network rendering servers on page 8058 registered with the Network Job Assignment Dialog | 6487 network manager after you connect to the manager. There are two types of tabs in the Server list: ■ All Servers Lists all of the available servers that can be used for your render. When this tab and Use All Servers are enabled, all servers will be used to render the job. ■ [group name] Lists all of the servers assigned to a group. When this tab and Use Group are enabled, all servers listed on the tab will be used to render the job. NOTE If a server is unavailable it will be skipped and the next available server will be used. If more groups are available than can fit in the space above the list, arrow buttons for scrolling the group list horizontally appear above the list's top-right corner. Click these arrow buttons to scroll the list left or right to view additional group tabs. By default, each Server is marked with a colored status icon: ■ Green Running and not rendering any jobs. ■ Yellow Rendering another job. You can assign jobs to busy Servers, and the jobs will be rendered in the order received. ■ Red Failed. Try rebooting the Server or see Troubleshooting on page 6455 for more information on failed Servers. ■ Gray Absent. Verify that the network Server is currently running and that it has not been "Disallowed" in the Backburner Monitor. See “Launching the Backburner Monitor” in the Autodesk Backburner User’s Guide for information on viewing activities in the monitor. NOTE You can change the height of the server list window relative to the job list window below it by dragging the partition vertically. Server list right-click menu By default, servers are listed by name only. To see more information about a server, right-click its name in the list. A menu appears with these options: Properties Displays the Server Properties dialog, which shows aspects of the server hardware and operating system, including memory and disk space. 6488 | Chapter 20 Rendering All Server Details This toggle, when on, displays all details about each server to the right of its name. When off, restores the last saved set of partial server details unless the last saved set was All Server Details, in which case it restores the default set: name only. See the following item for the list of available details. NOTE You can see more details by scrolling the list with the horizontal scroll bar at the bottom, or by widening the dialog by dragging its right side with the mouse. Partial Server Details Opens the Set Server Property Tabs dialog, which lets you specify which details are shown in the Server list. The dialog provides check boxes for turning on and off the display of these details: ■ Status: See Server list on page 6487 for status details. ■ Number of CPUs ■ Total Physical Memory - in bytes ■ Operating System ■ Work Disk Space - in megabytes ■ Historical Performance Index - see note below ■ Handle - a hexadecimal identification number for the machine ■ User - current user name NOTE The Historical Performance Index value, listed under the Perf. Index heading in the Server list window, offers information on the relative speed of the listed servers. The fastest machine is rated at 1.0, while the other servers are rated as fractions of the fastest. A machine whose average is twice as long would receive a .50 index. Each machine is rated by measuring the time it takes to complete each frame, and the accumulated time is divided by the number of frames, resulting in the average time per frame, in seconds. Several factors can affect a machine's performance. CPU power isn't necessarily a concern when large file transfers are involved. For example, if a certain job uses several map files from a centralized server, the performance of the network throughput plays a much larger part than CPU performance, as most machines will spend the majority of the time reading maps. On the other hand, if the machine has all maps locally it will have a huge advantage (local access versus network access) regardless of which CPU it is using. The performance index provides you with information regarding your servers' rendering performance Network Job Assignment Dialog | 6489 to help analyze your network rendering setup and better distribute the workload. Job list The job list, located on the lower-right side of the Network Job Assignment dialog, displays all jobs submitted to the network manager. Also shown are each job's priority, status, and output file path. To change job settings and manage jobs, use the Backburner Monitor. See “Modifying Job Settings” and “Monitoring and Managing Jobs” in the Autodesk Backburner User’s Guide. Advanced Opens the Advanced Settings dialog on page 6497, where you can make settings for Per-Job Timeouts, TCP port number, Pre-Render MAXScripts and Job Handling. Submit Click Submit to exit this dialog and send the current job to the Network Manager, which places it in the queue for rendering. When you submit a rendering job, if the output file name to be used by the job is the same as that used by an existing job, you're asked if you want to overwrite the existing file(s). Also, if the name of the submitted job replicates one already in the rendering queue, an alert notifies you; click OK, change the job name, and submit it again. NOTE Submitting a job creates a folder for the job on the manager machine in the \Program Files\Autodesk\Backburner\Network\jobs\ folder. In that folder is a compressed file with a .maz extension containing the scene file. You can extract the scene from the command prompt using the maxunzip.exe program, found in the 3ds Max program directory. For example, to extract a file named testfile.maz, assuming the program is installed in a folder named \3ds Max 2009\, open the command prompt, navigate to the \Program Files\Autodesk\Backburner\Network\jobs folder, and enter this: “\Program Files\Autodesk\3ds Max 2009\maxunzip” testfile.maz. You must specify the .maz file-name extension; otherwise you'll get an error message. Cancel Discards changes and exits the dialog. Job Dependencies Dialog Rendering menu > Render Setup > Render Setup dialog > Turn on Net Render (Render Output group). > Render > Network Job Assignment dialog > Connect to a Manager. > Priority group > Dependencies 6490 | Chapter 20 Rendering Rendering menu > Render To Texture > Render To Texture dialog > Turn on Net Render (Render Settings group) > Render > Network Job Assignment dialog > Connect to a Manager. > Priority group > Dependencies Rendering menu > Video Post > Set up a sequence with an Image Output Event > Turn on Net Render (Output group) > Render > Network Job Assignment dialog > Connect to a Manager. > Priority group > Dependencies This dialog lets you specify jobs that shouldn't begin rendering until other jobs finish. Use the two lists and the Add and Remove buttons to build a list of jobs that must finish rendering before the current job can start. Interface Network Job Assignment Dialog | 6491 Existing Jobs list Lists all previously submitted jobs. To specify a dependency for the current job, add one or more of these to the Jobs Your Job Depends On list. Add Select one or more jobs your job is to depend on, and then click Add to add them to the Jobs Your Job Depends On list. Add All Adds all jobs in the Existing Jobs list to the Jobs Your Job Depends On list. Remove Removes highlighted jobs from the Jobs Your Job Depends On list. Remove All Removes all jobs from the Jobs Your Job Depends On list. Jobs Your Job Depends On list Lists all previously submitted jobs. To specify a dependency for the current job, add one or more of these to the Jobs Your Job Depends On list. Notifications Dialog Rendering menu > Render Setup > Render Setup dialog > Turn on Net Render (Render Output group) > Render > Network Job Assignment dialog > Options group > Turn on Enabled Notifications. > Define Rendering menu > Render To Texture > Render To Texture dialog > Turn on Net Render (Render Settings group) > Render > Network Job Assignment dialog > Options group > Turn on Enabled Notifications. > Define Rendering menu > Video Post > Set up a sequence with an Image Output Event > Turn on Net Render (Output group) > Render > Network Job Assignment dialog > Options group > Turn on Enabled Notifications. > Define This dialog lets a network rendering job send notifications via email. Such notifications can be useful when you launch a lengthy render, such as an animation, and don't care to spend all your time near the network manager system. See also: ■ “Configuring Backburner Log Files” in the Autodesk Backburner User’s Guide 6492 | Chapter 20 Rendering Interface Categories group Notify Progress Triggers a notification to indicate rendering progress. A notification is triggered every time the number of frames specified in Every Nth Frame has completed rendering. Default=off. Every Nth Frame The number of frames used by Notify Progress. Default=1. Notify Failures Sends an email notification only if something occurs to prevent the completion of a rendering. Default=on. Notify Completion Sends an email notification when a rendering job is complete. Default=on. Network Job Assignment Dialog | 6493 Email Options group Send Email Notifies via email. Include Summary Includes a summary of the network rendering progress with the notification email. Available only when Send Email is turned on. From Enter the email address of the person who initiates the rendering job. To Enter the email address of the person who needs to know the rendering status. SMTP Server Enter the numeric IP address of the system you use as a mail server. Strips Setup Dialog Rendering menu > Render Setup > Render Setup dialog > Common tab > Turn on Net Render (Render Output group) > Render > Network Job Assignment dialog > Options group > Turn on Split Scan Lines. > Define The Strips Setup dialog lets you specify how to split up the rendering of a single, large image among several different servers on the network. The software automatically subdivides the rendering based on settings you provide, and then fits the pieces together into the final image. NOTE A version of this feature was known as Region Net Render in previous versions of the software. Procedures To render a large image with a networked render farm: 1 Set up a scene to render. 2 Set up your system for network rendering on page 6433. 3 From the Rendering menu, choose Render Setup. The Render Setup dialog opens, with the Common tab active. 4 In the Output Size group, specify the size to render. 5 In the Render Output group, specify an output file name and location, and turn on Net Render. 6 Click the Render button. 6494 | Chapter 20 Rendering The Network Job Assignment dialog appears. 7 In the Options group, turn on Split Scan Lines, and then click Define. The Strips Setup dialog appears. The dialog displays the output resolution, and lets you determine how to split up the rendering job by specifying the number of horizontal strips into which the image will be subdivided. 8 Specify the vertical size of each strip in pixels or as a percentage of the total image height, or set the number of strips. Changing one also changes the other. 9 Set the overlap in pixels or as a percentage. Using overlap isn't always necessary, but if you notice anomalies where the strips meet, increase this value. 10 Connect to the manager, specify a job name, choose one or more servers on which to render, and then click Submit. The job is sent to the network rendering manager, which supervises the network rendering job. The job consists of first rendering each slice, and then combining, or “stitching,” the slices into the final image. 11 Monitor the job via the Backburner Monitor. See “Monitoring and Managing Jobs” in the Autodesk Backburner User’s Guide. Rendering and stitching passes are designated “Slice Pass” and “Stitch Pass,” respectively. When all slices are finished, the job status will be Complete. Network Job Assignment Dialog | 6495 Interface Output Resolution This read-only field displays the horizontal and vertical resolution of the final image, in pixels. Strip Height Sets the height of each horizontal strip in pixels or as a percentage of the total height. Default=10 percent of the total image height, in pixels. This setting is interdependent with and inversely proportional to the Number Of Strips setting; increase one, and the software decreases the other. Number of Strips Sets the number of horizontal strips to be rendered by the available servers. Default=10. The value determines the maximum number of machines to which the job can be farmed out. For example, if you use the default setting of 10 strips, the job can be performed by 10 machines at most. In that case, assuming equal performance of all 10, rendering would take approximately one-tenth the time required by one machine. 6496 | Chapter 20 Rendering TIP For optimal results with render farms that comprise machines of different speeds, use a value high enough that the job can be completed most efficiently. For example, consider a two-server network with one machine four times as fast as the other. If you set Number Of Strips to 2, the job won't be finished until the slower machine renders its half of the final image. But if you set Number Of Strips to 4, the faster machine can render three of the strips while the slower machine renders one, effectively halving the total render time. This setting is interdependent with and inversely proportional to the Strip Height setting; increase one, and the software decreases the other. Overlap Set the amount by which each strip overlaps the adjoining one(s). You can set this in pixels or as a percentage of the final image height. A certain amount of overlap is necessary to compensate for image artifacts created by antialiasing and render effects. If you notice anomalies where the image slices meet, try increasing the Overlap setting. Pixels/Percentage Determines whether the Strip Height and Overlap settings represent pixels or a percentage of the final image height. Choosing a different option automatically changes the two values accordingly. Delete Temporary Images Upon Completion Deletes the “slice” images after the final image is created. Default=off. Advanced Settings Dialog Rendering menu > Render Setup > Render Setup dialog > Render Output group> Turn on Net Render > Render > Network Job Assignment dialog > Advanced Rendering menu > Render To Texture > Render To Texture dialog > Turn on Net Render (Render Settings group) > Render > Network Job Assignment dialog > Advanced Rendering menu > Video Post > Set up a sequence with an Image Output Event > Turn on Net Render (Output group) > Render > Network Job Assignment dialog > Advanced The Advanced Settings dialog lets you set job timeouts on a per-job basis, assign the TCP port number, specify pre-render scripts and affect job handling and archive settings. Network Job Assignment Dialog | 6497 Interface Per Job Timouts Group Enable Turns on the ability to set timeouts on a per-job basis. The remaining settings in this group become available only when Enable is turned on. Wait for MAX to Load Specifies the amount of time after a job is submitted that the Manager waits for a server to report that it received the frame and is 6498 | Chapter 20 Rendering rendering. If this value is exceeded, an error message is logged for a failed frame, and the frame is assigned to a different server. Wait for MAX to Render Specifies the amount of time the manager waits between when a server reports that it has started and finished rendering a frame. If a server exceeds the specified value, it is flagged as "failed" by the manager, and no more frames from that job are sent to it. Wait for MAX to Unload When a job is complete, the manager tells the server to unload the software, then waits for a reply from the server saying 3ds Max is down and it's ready for a new job. This spinner specifies the amount of time the Manager will wait for the Server to reply to this notification. If a server exceeds the specified value, it is flagged as "failed" by the manager, and no more frames are sent to it. Connection to Manager group Use this setting to specify the Manager for this job. TCP Port Number Specifies the port number of the Manager to which this job is to report. Submit Job As radio button Specifies which platform your scene is rendered on. Use this button when you want to render your scene on a different platform (either 32- or 64-bit) from the platform where you created your scene. This is particularly useful in situations where you are working on a given platform which differs from the platform of the render farm. The most consistent results are achieved when you submit jobs are created and rendered on the same platform. NOTE This is an advanced option provided to accommodate specific render farm configurations. By default this option is set to the most compatible platform that avoids rendering to platforms where data-loss may result. Server Assignment Limit Enable Limit Sets the maximum number of servers that will be allocated for a specific job. This limit can be overridden with the Use Server Limit field in the Backburner Manager General Properties dialog , so that the administrator of a render farm can control job sharing globally. MAX server count Specifies the number of servers. Network Job Assignment Dialog | 6499 Job Handling group Enable Task Blocking Allows the job to override the task blocking set in the Manager. Some jobs will have their frames processed more efficiently if task blocking is turned off. Default=on. Override Global Settings This switch lets you override job archiving settings made in the Backburner Manager General Properties dialog. It lets you set the archive settings for the job about to be submitted. When Override Global Settings is turned on, the following three switches become active. Default=off. NOTE Any setting made while Override Global Settings is turned on, remains active from one 3ds Max session to the next. For example, if you choose to leave jobs in the queue, submit the job and exit 3ds Max, the setting will be active when you choose to submit jobs in the future. Leave It In The Queue This switch tells the network manager to leave the job in the queue without deleting it or archiving it. You might use this switch if you are submitting a job that might need to be re-rendered at a higher resolution without making any other changes to the scene. Archive It When turned on, the job is archived when the rendering is complete. Default=on. Archiving is useful when you submit a final version of the scene and you know that there won't be any more changes to the scene. Before submitting the job, you set the job to archive upon completion. Delete It Upon completion, the job is deleted from the queue when this switch is turned on. If the scene you're network rendering is just a test shot and you're just doing a quick test of the scene, you don't really want to keep the job in the queue once it's completed. Before submitting the job, turn on this switch. Defaults Returns all settings to their defaults. OK Accepts any changes and closes the dialog. Cancel Closes the dialog without saving changes. 6500 | Chapter 20 Rendering Manager and Server Initial Setup for Manager and Server Programs The files necessary for network rendering are copied to the Backburner root directory when you install the software. Two of these files, manager.exe and server.exe, require initialization before they can be run. Set up the Manager program first, then the Server. When you're finished, you can start network rendering. After setup, you can run both Manager and Server as services by installing managersvc.exe and serversvc.exe, respectively. You need to initialize only one machine as network Manager. This can be any machine on the network, and can be used on a machine running the Server, 3ds Max, or both. You need to initialize every machine used as a rendering Server. This is done once to establish the connection between the rendering Server and the network Manager. The Manager and Server programs can be run in application mode as explained in the procedures that follow, or as Windows 2000 or XP services, in which case they run in the background and provide less feedback on the progression of the rendering job. To learn more about installing these programs as services, see Installing Network Services on page 6503. Initialization is done only once for each service. Each initialization process creates or updates the following: ■ A subdirectory called \Network under the Backburner root directory, containing several further subdirectories, including \Jobs, \Servers, and \ServerJob. By default, the Backburner directory is called Backburner, and is found in the \Program Files\Autodesk\ directory. ■ A file with initialization parameters (backburner.xml). ■ A log file that keeps track of what the services do (backburner.log). Next Step Starting Network Rendering on page 6450 Manager and Server | 6501 Procedures To initialize the Manager program: Run the Manager program from the Start menu > Programs > Autodesk > Backburner menu. The first time you launch the Manager, it creates the backburner.xml file, which stores the manager configuration settings. ■ The Backburner Manager General Properties dialog also appears the first time you run Manager. In most cases, you can safely proceed by accepting the default settings and clicking OK. Thereafter, you can modify the configuration settings by choosing Edit menu > General Settings to open the General Properties dialog. For the new settings to take effect, you need to close the manager and restart it. The settings in the General Properties dialog are described in depth in Backburner Manager General Properties Dialog on page 6512. To initialize the Server program: 1 Run the Network Rendering Server program from the Start menu > Programs > Autodesk > Backburner menu. The first time you run Server, its General Properties dialog appears. 2 By default, the Subnet Mask field is set to 255.255.255.0 with the Automatic Search option turned on. In most cases, you should leave this option on. The software detects the machine acting as the manager. At this point, do not make any other changes in the software’s Backburner Server General Properties dialog. Settings in the this dialog are described in detail in Backburner Server General Properties Dialog on page 6520. 3 Click OK on the Backburner Server General Properties dialog to save the current configuration. 4 The Server starts, and attempts to connect to a Manager automatically. If no Manager is found on the network, the Server times out and reports that the Manager is not responding. 5 If the Server eventually fails to connect to the Manager: ■ Check the subnet mask setting in your TCP/IP network configuration. If it is set to something other than 255.255.255.0, in the Server 6502 | Chapter 20 Rendering application, go to Edit menu > General Settings, in the dialog, set the subnet mask to match it and click OK. You will need to shut down the Server application and restart it for the changes to take effect. ■ If you do not want the Server to connect automatically or the Server will not connect automatically to the Manager, go to Edit menu > General Settings and turn off Automatic Search. Click in the Manager Name Or IP Address field and enter the name or IP address of the workstation running Manager, and then click OK. You will need to shut down the Server application and restart it for the changes to take effect. This updates the backburner.xml on page 6508 file, which now stores the Server configuration settings. The next time the Server is run, the application is launched and the configuration settings are used. This completes Server initialization. Installing Network Services To install the network Manager and network Server as network services under Windows 2000 or XP, start by doing the following: 1 Run the Application versions of the Manager and Server to properly configure the applications and make your rendering network operational. 2 Use your network in production so you are sure it is running reliably. Do not proceed unless these conditions are met. Installing the network Manager and rendering Servers as Windows 2000 or XP services allows background rendering and is convenient, but it also means that you have less information on the rendering server’s screen about problems when they occur. This is why your network needs to be running smoothly before taking this step. Running the Manager and Server as services does not change the information shown in the Queue Monitor. In the procedures that follow, the Manager and Server services are installed and registered under Windows 2000 or XP. This installation replaces the use of application mode (running the Manager and Server manually each time you want to use them). The services are started automatically every time you boot the computer, but can also be set for manual startup. The \Network subdirectory and initialization and LOG files from application mode remain Manager and Server | 6503 in place, but the services operate under Windows 2000 or XP instead of in a separate process. You can run the Manager and Server as services directly from a Command Prompt window or the Run dialog using the -i switch (install as a service). Then go to Services and start the Manager and/or Server, or reboot. To remove the Manager or Server once it has been installed as a service, you must run the program directly from a Command Prompt window or the Run dialog using the -r switch (remove service). See also: ■ Creating a Special User Account on page 6472 Procedures To set up the Manager as a service: 1 Go to the machine on which you will install the Manager as a service. 2 Open a Command Prompt window and change the directory to the program’s root directory (for example, \Program Files\Autodesk\Backburner\. 3 Type managersvc -i The following message should be displayed: Backburner Manager ... Service Installed 4 Go to Windows Control Panel > Administrative Tools > Services, right-click Backburner Manager, and choose Start. If you choose Properties from the right-click menu, you can also set users, passwords, and other parameters. To set up the Server as a service: 1 Go to the machine on which you will install the Server as a service. 2 Open a Command Prompt window and change the directory to the Backburner root directory. 3 Type serversvc -i The following message should be displayed: Backburner Server ... Service Installed 6504 | Chapter 20 Rendering 4 Go to Windows Control Panel > Administrative Tools > Services, right-click Backburner Server, and choose Start. If you choose Properties from the right-click menu, you can also set users, passwords, and other parameters. 5 Repeat these steps on every machine on which you want to set up Server as a service. Logging Properties Dialog Windows Start menu > Programs > Autodesk > Backburner > Manager or Server > Edit menu > Log Settings The Logging Properties dialog lets you specify the types of messages that appear in the list window on the Manager or Server window and those that are sent to a log file. Each type of log message is explained below. Log Message Types Error Fatal errors that halt a server's rendering of a job. These errors are preceded by a red "ERR" in the Manager or Server list window, and include the following: ■ Failed Renderings and Frame Errors (caused by missing bitmaps, missing texture coordinates, invalid output directory, etc.) ■ Manager not found ■ Error registering server(s) ■ Error writing output file ■ Error Starting 3ds Max ■ Loading timeouts NOTE You can see a more detailed explanation for server failure in the Queue Monitor's Server list window. Manager and Server | 6505 Warning Non-fatal warning information. These errors are preceded by a brown "WRN" in the Manager or Server list window, and include the following: ■ Manager and/or Servers shutting down ■ Server(s) flagged as failed ■ Loading timeout set too low ■ Rendering timeout set too low Info General information about the current status of the Manager or Server. These errors are preceded by a aqua "INF" in the Manager or Server list window, and include the following: ■ Booting Network Manager/Server ■ Connection to Server(s) ■ Registration to Manager ■ Job Submitted ■ Job Received ■ Frame Complete Debug and Debug Extended Detailed information about TCP/IP packets and the current state of the Manager and Server. Debug Extended provides a more verbose listing than Debug. When in doubt, use both. These messages are preceded by a blue "DBG" in the Manager or Server list window, and include the following: ■ TCP/IP Packets sent and received ■ TCP/IP Packet collection ■ Command Line Arguments used to launch 3ds Max ■ Frames Assigned ■ Log files creation and sent 6506 | Chapter 20 Rendering ■ Assignment Threads Interface Log To Screen group The Log To Screen options determine which types of messages are displayed in the list window of the Manager or Server window. Turn on each type of message that you want to be displayed. Error, Warning, and Info are on by default. Log To File group The Log To File options determine which messages saved to log files. These are the same messages that appear on the screen. Turn on any of the following categories to save it in a log file. When any one of these categories is turned on, a manager.log file or server.log file is created in your \network directory. Error, Warning, and Info are on by default. Buffer Limit Specifies the maximum size of the buffer holding the messages. Clear Log Clears the buffer holding the messages in the list window. Manager and Server | 6507 Clear Log File Deletes the associated manager.log and/or server.log file. WARNING Log files are cleared only when you click the Clear Log File button. When categories are enabled for either or both log files, the files will continue to grow in size each time you render. The backburner.xml File When you run the Manager, Server, or Queue Monitor application, or access the Network Job Assignment dialog, the software creates or updates an initialization file named backburner.xml in the \Network subdirectory of the Backburner directory. You can change most of the settings in the backburner.xml file using the Manager Properties dialog on page 6512 and Server Properties dialog on page 6520. You can change the parameters listed here only by editing the XML file in a text editing application, such as Notepad. Do so only if you are experiencing network problems with the network renderer. Make sure the Manager and Server applications are shut down (or services uninstalled) before editing the backburner.xml file. The changes will take place when the Manager and/or Server are restarted. backburner.xml ■ MaxBlockSize Located under the heading, this value is the maximum size of a data packet sent when transferring large blocks, such as projects. For slow connections like modems, it uses a smaller packet size, for example, 1024. ■ Acknowledgment Timeout Located under the heading as AckTimeout, this value is the amount of time (in seconds) that the system will wait for an acknowledgment of commands (like Ping) sent back and forth between the Manager and Server. Default=20 seconds. ■ Acknowledgment Retries Located under the heading as AckRetries, this value determines how many times the sender retries if no acknowledgment is received. The default is six tries. After that, the machine is considered down and is put off-line. 6508 | Chapter 20 Rendering Network Rendering Manager Windows Start menu > Programs > Autodesk > Backburner > Manager The application version of the network rendering Manager provides a graphical user interface for control and monitoring purposes. It runs as a foreground process on your desktop, and remains active unless specifically shut down. Its components include a menu bar, list window, and status bar. Once you initially set up the Manager using the application version, you can run it as a service from then on. The service version provides no user interface, but once it's installed as a service and started, it's always available when the system is booted. Whichever version you use, you can monitor and control the rendering queue and system with the Queue Monitor on page 6522. To start the Manager service, execute the following from a Command Prompt window or the Start menu > Run function: “[drive letter]:\Program Files\Autodesk\Backburner\managersvc.exe” -i Replace "[drive letter]" with the letter of the drive the software is installed on. If you used a different install path, change the command line accordingly. Then either reboot the computer or go to Control Panel > Administrative Tools > Services and start the service. Thereafter the service will remain resident and active, even surviving reboots. NOTE When you run the Manager program, you might see this warning message: Job share not defined. This happens if neither the program folder nor the drive on which it resides is shared on page 6477. Normally, the servers copy files to be network rendered from the source machine using standard Windows file-copy routines, which require sharing to be in effect. If sharing is not in effect, the manager issues the warning, and then the servers use TCP/IP to copy the files. To avoid getting the warning message, you can implement sharing, but it's not really necessary. To remove the manager service from memory, execute the following from a Command Prompt window or the Start menu > Run function: “[drive letter]:\Program Files\Autodesk\Backburner\managersvc.exe” -r Manager and Server | 6509 TIP You can run multiple Managers on the same network. This is especially useful when using many rendering Servers, to lessen the burden on individual Managers. When using multiple Managers, it is best to turn off Automatic Search on the rendering servers and specify a Manager to which to connect, otherwise the rendering servers will connect to the first Manager they find. Interface Menu bar The menu bar provides access to the functions available in the Network Rendering Manager application. File menu Close Closes the window and minimizes the application to the taskbar tray. The application remains active when you close it with this menu item or the close box (X) in the upper-right corner. Shutdown Quits the application and removes it from memory. Edit menu General Settings Opens the Backburner Manager General Properties dialog on page 6512. Log Settings Opens the Backburner Manager Logging Properties dialog on page 6505, which lets you filter the types of messages to appear in the list 6510 | Chapter 20 Rendering window, and specify whether the messages are sent to the list window or a log file. View menu Status Bar Toggles the display of the status bar, which appears at the bottom of the Server window. When on, a check mark appears next to this menu item. Default=on. Font Size Lets you choose the size of text that appears in the list window. Choices range from Smallest to Largest. Autoscroll List Toggles automatic scrolling of the list window. When on, new items that appear in the list window cause previous contents to scroll up. When off, you must scroll the window manually to see the latest entries after it fills up. Default=on. Help menu About Manager Displays information about the Manager program, including version and copyright. List Window This area of the Manager interface lists different types of information regarding the current status of the Manager. Depending on the selections made in the Logging Properties dialog on page 6505, messages are displayed alerting the user, for example, to the following: ■ Connection and registration between the Manager and Server(s) ■ New job assignments ■ Which machine is the queue controller (that is, running Queue Monitor) ■ Frames assigned/rendered ■ Acknowledge packets sent between the Manager and Server(s) ■ Manager/Server(s) shutting down ■ Any rendering errors encountered This information can be filtered using the Logging Properties dialog on page 6505. Manager and Server | 6511 Manager General Properties Dialog Windows Start menu > Programs > Autodesk > Backburner > Manager > Edit menu > General Settings > General Properties dialog The Manager Properties dialog contains the configuration settings for the Network Manager. The default settings should work in most cases, but certain situations may require adjustments. The information specified in the Manager Properties dialog is written to and contained in backburner.xml (in the \Network subdirectory). If you run the Manager and the backburner.xml file does not exist, you're prompted to configure it with this dialog. When configuration is complete, click OK to run the Manager. 6512 | Chapter 20 Rendering Interface TCP/IP group The two spinners in the TCP/IP group box specify the port numbers to be used by the software. These numbers must be unique to the software, but every Server must have the same number. Manager Port Specifies the port number used by the network Manager. Server Port Specifies the port number used by the network Server(s). Manager and Server | 6513 NOTE Port numbers are like extensions for different users of the same phone number. They represent two channels of communication between the Server and the Manager. Only a trained network administrator should change these settings. General group Max(imum) Concurrent Assignments Specifies the number of jobs the Manager sends out at once. This number is dependent upon the speed of the processor on the Manager machine, the size of the jobs being sent out, and the speed of the network system. Generally, a default value of 4 is adequate. You may want to decrease the value in case the jobs are huge and you have a modest setup. Similarly, you may want to increase this value if you have a high-end setup and the jobs are small. Be aware that too high a value may result in an increased number of timeouts because the jobs are sent faster than the Servers can handle them. In such a case, decrease the value or leave it at the default. User Server Limit Sets the maximum number of servers that will be allocated for a specific job. This feature overrides the server limit settings in the 3ds Max Advanced Settings Dialog on page 6497. Task Error Limit Defines the number of times a server will retry a task before suspending the task. This option is available only in the Manager General Properties dialog. Failed Servers group This option allows the Manager to automatically restart Servers that have failed jobs. Restart Failed Servers Activate to enable automatic Server restarting. If this option is turned off, the Server will not attempt to render the job again after the first failure. Default=on. Number of Retries Specifies the number of times the Manager attempts to restart a failed Server. Default=3. Range=1 to 1024. Seconds Between Retries The time, in seconds, between each retry. Default=30. 6514 | Chapter 20 Rendering NOTE The state of a Server is kept on a per-job basis. If Restarts Failed Servers is turned on, the Manager keeps track of when a Server fails a particular job. The Manager regularly goes through the list of Servers for that job, checking for failures. If one is found, the Manager checks how long it has been since it failed. If the time elapsed is greater than the specified Seconds Between Retries, the Manager decreases the Number of Retries by one and resets the failed flag from the Server. If a Server fails repeatedly on a specific job (failures are monitored on a per-job basis), the failure count reaches the specified Number of Retries, and the Manager stops trying to restart that Server for that particular job. If, on the other hand, a Server restarts and completes a frame, it is flagged as active and resumes rendering until the job is complete. Direct Access To Jobs Path group Job paths can be useful when dealing with situations where it's not conducive to have jobs placed on the manager system. Such situations might be as follows: ■ You have a lack of drive space on the C: drive where Backburner is installed. Drive D: has plenty of space so you set up a folder called MyJobs where jobs will be placed when submitted. Enter a UNC path such as \\machinename\MyJobs. ■ You're running a large render farm that causes a lot of network traffic on the manager system that you use concurrently to build models. To alleviate the traffic, you set up a shared job folder, backburnerJobs for example, on a file server that is separate from the manager system. The UNC job path would be set to \\fileserver\backburnerJobs and jobs you submit will be placed on the file server. Use Jobs Path Turning on this switch allows you to define the location of jobs to be somewhere other than on the manager machine. This tells the render servers to get the job files from the new location, therefore minimizing the file I/O traffic on the manager. Win32 Path Enter the path where jobs are located into this field or click the Browse button to the right to search your system for the job location. Unix Path This field functions the same as the Win32 path except you can enter a Unix path structure. Manager and Server | 6515 Default Job Handling group The settings in the Default Job Handling group allow a user to archive a completed job to a specified location after x number of days, delete a completed job after x number of days or just leave the job indefinitely in the queue. Using these controls lets you maintain the job queue, clearing completed jobs that can cause excess overhead and stress to the manager system, thus instigating performance problems. The archiving functionality allows you to automatically store files used for completed jobs. NOTE These settings can be overridden from the Advanced Settings dialog on page 6497 accessed from the Network Job Assignment dialog on page 6481. Do Nothing When turned on, a completed job is left in the queue. Use this switch if you are submitting a job that may need to be re-rendered at a higher resolution without making any other changes to the scene. Delete It Upon completion, the job is deleted from the queue when this switch is turned on. If the scene you're rendering is just a test shot and you're just doing a quick test of the scene, you don't really want to keep the job in the queue once it's completed. Delete After ... Day(s) Upon completion, the job is kept in the queue for the specified number of days. Once the number of days are exceeded, the job is then deleted from the queue. Archive It When turned on, the job is archived when the rendering is complete. Default=on. Archiving is useful when you submit a final version of the scene and you know that there won't be any further changes. Archive After ... Day(s) Upon completion, the job is kept in the queue for the specified number of days. Once the number of days are exceeded, the job is archived. Network Rendering Server Windows Start menu > Programs > Autodesk > Backburner > Server The application version of the network rendering Server provides a graphical user interface for control and monitoring purposes. It runs as a foreground 6516 | Chapter 20 Rendering process on your desktop, and remains active unless specifically shut down. Its components include a menu bar, list window, and status bar. Once you initially set up the server using the application version, you can run it as a service from then on. The service version provides no user interface, but once it's installed as a service and started, it's always available when you boot the system. Whichever version you use, you can monitor and control the rendering queue and system with the Queue Monitor on page 6522. To start the server service, execute the following from a Command Prompt window or the Start menu > Run function: “[drive letter]:\Program Files\Autodesk\Backburner\serversvc.exe” -i Replace "[drive letter]" with the letter of the drive the software is installed on. If you used a different install path, change the command line accordingly. Then either reboot the computer or go to Control Panel > Administrative Tools > Services and start the service. Thereafter the service will remain resident and active, even surviving reboots. NOTE In order for the rendering servers to be able to save the frames to the specified location, set the logon for the installed service to a user name and password that exists on the network. Also, that user name must have sufficient read/write permissions to get the required bitmaps and xrefs for the scene to render as well as write the frames to specified location. To remove the server service from memory, execute the following from a Command Prompt window or the Start menu > Run function: “[drive letter]:\Program Files\Autodesk\Backburner\serversvc.exe” -r Procedures To start/stop the server service upon logoff/logon: If you work on a computer that's part of a render farm, you probably don't want the computer to be available for rendering while you're using it. By following this procedure, you can have the computer automatically turn off the server service while you're logged on, and turn it back on when you log off. 1 Install the Backburner Server as a service that starts automatically at startup, as described above. This is the default setup for the server service. You'll start by creating two batch files. 2 Open a text editor such as Notepad and enter the following line: Manager and Server | 6517 net start backburner_srv_200 3 Save this as a text file named Netstart_BB_Server.bat. 4 Create a new file containing the following line: net stop backburner_srv_200 5 Save this as a text file named Netstop_BB_Server.bat. Next, you'll to edit the logon and logoff policy for the system. 6 Go to the Windows Start menu, choose the Run command, and enter gpedit.msc. The Group Policy dialog appears. It lets you edit and manage the Group Policy for the system. 7 In the dialog, expand User Configuration > Windows Settings, and then click Scripts (Logon/Logoff). The right-hand pane lists Logon and Logoff. 8 In the right pane, right-click Logon and choose Properties. 9 In the Properties dialog, click Add, click Browse, and browse to the Netstop_BB_Server.bat file you created. Click OK twice to close the Logon Properties dialog. 10 Similarly, open the Properties dialog for Logoff and specify the Netstart_BB_Server.bat file. 11 Close the Group Policy dialog. You have now set up the system to stop the Backburner service at any user logon, and to start it at any user logoff. 6518 | Chapter 20 Rendering Interface Menu bar The menu bar provides access to the functions available in the Network Rendering Server application. File menu Close Closes the window and minimizes the application to the taskbar tray. The application remains active when you close it with this menu item or the close box (X) in the upper-right corner. Shutdown Quits the application and removes it from memory. Edit menu General Settings Opens the Network Server General Properties dialog on page 6520. Log Settings Opens the Network Server Logging Properties dialog on page 6505, which lets you filter the types of messages to appear in the list window, and specify whether the messages will be sent to the list window, a log file, or both. Manager and Server | 6519 View menu Status Bar Toggles the display of the status bar, which appears at the bottom of the Server window. When on, a check mark appears next to this menu item. Default=on. Font Size Lets you choose the size of text that appears in the list window. Choices range from Smallest to Largest. Autoscroll List Toggles automatic scrolling of the list window. When on, new items that appear in the list window cause previous contents to scroll up. When off, you must scroll the window manually to see the latest entries after it fills up. Default=on. Help menu About Server Displays information about the Server program, including version and copyright. List Window This area of the Server interface lists different types of information regarding the current status of Server. Depending on the selections made in the Logging Properties dialog on page 6505, messages are displayed alerting the user, for example, to the following: ■ Connection and registration between the Manager and Server(s) ■ New job assignments ■ Frames assigned/rendered ■ Acknowledge packets sent between the Manager and Server(s) ■ Manager/Server(s) shutting down ■ Any rendering errors encountered This information can be filtered using the Logging Properties dialog on page 6505. Server General Properties Dialog Windows Start menu > Programs > Autodesk > Backburner > Server > Edit menu > General Settings > General Properties dialog 6520 | Chapter 20 Rendering The Server General Properties dialog contains configuration settings for the Network Rendering Servers. The default settings in this dialog work in most cases, but certain situations may require adjustment of these settings, mostly the Manager or IP settings in case the Automatic detection fails. The information specified in the Server Properties dialog is contained in the backburner.xml file (in the \Network subdirectory). If you run Server and the backburner.xml file does not exist or does not contain information pertinent to the Server, the backburner.xml file is created or updated. Interface TCP/IP group Manager Port Specifies the port number used by the Network Manager. Server Port Specifies the port number used by the Network Server(s). These settings specify the port number to be used by the software. These numbers must be unique to the software, but every Server must have the same number. NOTE Port numbers are like extensions for different users of the same phone number. They represent two channels of communication between the Server and the Manager. Only a trained network administrator should change these settings. Manager and Server | 6521 Automatic Search When on, starting the Server searches for a Manager using the default subnet mask of 255.255.255.0. In most cases, you should leave this option on. The software will detect the machine acting as a Manager. The Server may fail to detect a Manager if the network subnet mask (in the Windows TCP/IP Network Configuration dialog) is set to some other value than the standard 255.255.255.0. If that is the case, change the subnet mask setting in the Server General Properties dialog to match the system setting. Start the Server again and it should detect the Manager. When multiple Managers are running on the same network, you may want to turn off Automatic Search and specify which Manager the Server should connect to. Otherwise, the Server connects to the first Manager it finds. Enter Subnet Mask/Manager Name or IP Address With Automatic Search turned on, specifies the subnet mask used to search for the Manager. With Automatic Search turned off, specifies the IP address or DNS name of the Manager to which to connect. Use the Manager system's name or IP address when multiple Managers are running on the same subnet. Use the Manager system's IP address to avoid any problems or conflicts caused by improper implementation of the Domain Name System. Queue Monitor The Queue Monitor Application Windows Start menu > Programs > Autodesk > Backburner > Monitor The Queue Monitor application (monitor.exe) lets you manage, view, and receive status updates about all jobs currently submitted to the network rendering queue. This executable file is copied to the Backburner root directory during setup, and is available from the Start menu. NOTE In previous versions of 3ds Max, this program was called Queue Manager. Queue Monitor helps you adapt to changing needs and priorities. Jobs can be activated, deactivated, reordered, and removed, and servers can be unassigned to free up resources on workstations, or brought back online as they become available again. 6522 | Chapter 20 Rendering You can run Queue Monitor from any computer connected to the rendering network. Once started, you can connect to any available network Manager. You can launch as many Queue Monitors as you want from anywhere on your network and connect to a Manager machine. All except the first Queue Monitor connecting to the Manager appear in "read only" mode. If there is already a Queue Monitor connected to the Manager, subsequent connections alert you that you are in read-only mode, and "Read Only" appears in the title bar. In read-only mode, you can view network render activity, but cannot change anything in the queue unless you obtain queue control on page 6526. To view all current jobs in the rendering queue, you first connect to the Manager that all of the servers are "talking to." To do this, you can either connect automatically to the Manager by searching with a subnet mask, or connect to a specific Manager by supplying the IP address or machine name of the machine where you started the Manager. See also: ■ Viewing Jobs and Servers with the Queue Monitor on page 6540 ■ Activating and Deactivating Jobs in the Queue on page 6544 ■ Activating and Deactivating Servers in the Queue on page 6545 ■ Managing Jobs in the Queue on page 6546 Procedures To view all current jobs in the rendering queue: 1 On the Queue Monitor toolbar, click the Connect button. The Connect To Manager dialog appears. 2 After you connect to a Manager once, the dialog remembers the Manager information and you can just click OK to connect to the same Manager. If this is the first time you're connecting, or you're connecting to a different Manager, and you're using Automatic Search, just click OK. If you're not using Automatic Search, you need to specify the Manager to connect to. In the text field, enter the name or IP address of a network Manager. This is the same information you specified in the Server General Properties dialog on page 6520. 3 Click OK. Queue Monitor | 6523 The Queue Monitor connects to the network Manager and activates its various display windows. To suspend a job: As requirements change, you can temporarily deactivate an active or pending job in the rendering queue, or reverse the process and restart jobs that are inactive. When you suspend a job, the Servers assigned to the job either drop the frame they are rendering or finish writing the frame, depending on where they are in the rendering process. The next pending job becomes active and begins to render. NOTE You can activate or deactivate multiple jobs at the same time. 1 Select one or more active or pending jobs in the Job list. 2 Do one of the following: ■ Click the Suspend button on the toolbar. ■ Choose Suspend from the Jobs menu. ■ Right-click a highlighted job name in the Job list to display a pop-up menu, and then choose Suspend. If necessary, use Refresh to view the new queue status. To activate a suspended job: 1 Select the suspended job (denoted by a gray movie-frame icon). The Activate button on the toolbar becomes active. 2 Click Activate, or use the menu bar or right-click menu. The job becomes either Started or pending in the queue (Active), depending on whether or not another job is currently rendering. 6524 | Chapter 20 Rendering Interface The Queue Monitor user interface comprises a menu bar, a toolbar, a status display, and four windows: job list, job information, server tree view (or hierarchical list), and server list. Menu bar The menu bar includes these menus and functions: Manager menu Use to control aspects of the Queue Monitor and the network Manager. Connect Connects to a Manager using the Connect To Manager dialog. In the dialog, turn on Auto Search to search for a Manager using the specified subnet mask, or turn off Auto Search to search for a Manager using a specific Manager name or IP address. Click OK to perform the search, or Cancel to exit without connecting. If the Manager is found, current Servers and jobs appear in their respective lists in the Queue Monitor. If the Manager cannot be found, an alert appears. Disconnect Disconnects from the current Manager. Available only after a connection is made. Queue Monitor | 6525 Auto-Connect When this switch is turned on, you can automatically connect to a manager without the Connect To Manager dialog appearing. Whatever setting have been made in the Connect To Manager dialog will be used. Request Queue Control Lets you gain control over the rendering queue. Available only when Queue Monitor is running on two or more machines in the network, and your copy was not the first one run. When you request queue control, a dialog appears on the controlling machine informing that user of the request. The dialog counts down 10 seconds, and if no response is made during that time, or the OK button is clicked, control transfers to the requesting Queue Monitor, which then informs the requestor of the transfer. If the request is denied, the requesting user is informed of that fact. Request Client List Displays a dialog listing the rendering servers on the network, and showing which is the controller (i.e., the active Queue Monitor) and the user name. Use this to determine which server is currently controlling the queue. Auto-Refresh When on, Queue Monitor automatically updates the information in its windows every 20 seconds, or whenever information changes if information changes less frequently. When off, to update the windows you must click the toolbar Refresh button on page 6529. Default=on. Unless you are the only person managing the queue, we recommend leaving Auto-Refresh on. The danger of turning it off is the possibility of getting out of sync with the state of the queue. For instance, if another person deletes a job and you decide to edit that job, when you finish editing that job, the Manager will send you an error message saying the job no longer exists. Module Info Report Choosing this command opens the Module Info Report dialog on page 6533. For troubleshooting purposes, this command lets you generate a delimited file that shows you the version and location of Backburner plug-ins and the Backburner application itself for each network rendering system. Properties Opens a window that displays information about the current setup of the machine that is running the network Manager, including job and server statistics, the Manager's system configuration, and TCP/IP statistics. Exit Quits the Queue Monitor program. 6526 | Chapter 20 Rendering Jobs menu Use to obtain information about rendering jobs. Most Jobs menu functions are available only when at least one job is highlighted in the Job list, and many require that only one job be highlighted. These commands are also available by right-clicking a job in the job list. Edit Settings Opens the Job Settings dialog on page 6535, with settings for job-related functions such as frame range and output size. Change Priority Opens the Change Job Priority dialog, which lets you set a new priority or set the job to be critical. If you change a job's priority so that a different job moves to the beginning of the list, the software pauses the current job and begins rendering the newly elevated job. Clone Job Makes an identical copy of the highlighted job and adds it to the end of the list. Dependencies Opens the Job Dependencies dialog on page 6490, which you can use to specify existing jobs that must finish before the current job can start. Report Opens the Job Report dialog on page 6541 for generating text files containing job reports. Column Chooser Opens the Job Columns dialog, with additional columns you can drag into the Job list title row. As you drag a column over the title row, arrows appear indicating where the column will be inserted. To remove a column, right-click its title and then choose Remove This Column. You cannot remove the Job or Order column. Activate Starts a suspended job or jobs. Suspend Pauses an active job or jobs. Restart Job Starts a job over at the first frame set in Job Settings. Archive Job Archives a job currently stored in the queue. Archived jobs are removed from the Job queue and stored in the Job Archives. Job Archives Accesses the Job Archives where jobs are stored after clicking the Archive Jobs command or if they're assigned to automatically archive upon completion. Choosing this command opens the Job Archive dialog on page 6543 where you can choose to Delete, Activate or Refresh jobs. Delete Removes the highlighted job or jobs from the queue. Queue Monitor | 6527 Servers menu Use to control and obtain information about job servers. These commands are also available by right-clicking a server in the server list. Assign to Selected Jobs Assigns the highlighted servers or servers to the highlighted job or jobs. Remove from Selected Jobs Removes the highlighted job or jobs from the highlighted servers or servers. Remove from Selected Group Removes the highlighted server or servers from the highlighted group in the tree view. Column Chooser Opens the Server Columns dialog, with additional columns you can drag into the Server list title row. As you drag a column over the title row, arrows appear indicating where the column will be inserted. To remove a column, right-click its title and then choose Remove This Column. You cannot remove the Job or the Order column. Week Schedule Opens the Week Schedule dialog on page 6547 for the highlighted server, for defining when the server is available to render jobs. Delete Server Lets you remove the current server from the server list, making it unavailable for rendering jobs. Properties Opens a window that displays information about the current setup of the machine that is running the network Manager, including job and server statistics, the Manager's system configuration, and TCP/IP statistics. Reset Server Index Lets you set the Performance parameter back to 0. Use this if you've changed the server setup (for instance, you've added memory or substituted a faster machine) and want to reevaluate the servers' relative performance during a rendering job. View menu Toolbar Toggles display of the Queue Monitor toolbar. Status Bar Toggles display of the Queue Monitor status bar. When on, the status bar appears at the bottom of the Queue Monitor window and displays status prompts on page 6533. Save View... Saves the current window view with column and filter settings. Load View... Loads a saved view. 6528 | Chapter 20 Rendering Help menu About Queue Monitor Displays information about the Queue Monitor program, including version and copyright. Toolbar Contains buttons for performing various common Queue Monitor functions. Connect See Connect on page 6525. Disconnect See Disconnect on page 6525. Refresh Forces the Queue Monitor to update the information shown in its windows. The software automatically refreshes the windows every 10 seconds when information is changing. Delete Removes the highlighted job or jobs from the queue. Activate Starts a suspended job or jobs. Suspend Pauses an active job or jobs. Assign Server Assigns the highlighted servers or servers to the highlighted job or jobs. Remove Server Removes the highlighted job or jobs from the highlighted servers or servers. Queue Monitor | 6529 Job List The Job List window lists all current jobs, along with progress and status. Additionally, a status icon before each job's name provides a graphical indication of its status. See Viewing Jobs and Servers with the Queue Monitor on page 6540. Right-click a job name to access the Jobs menu on page 6527. Click a column title to sort the list by the column contents (alternating clicks sort in ascending and descending order). Right-click a column title to access a menu that lets you sort the column, specify its alignment, remove the column (if it's optional), access the Column Chooser for adding optional columns, and display only the default columns. Job Information Window The Job Information window contains tabs for viewing information about different aspects of a single highlighted job in the Job List window. If no job is highlighted or multiple jobs are highlighted, this window is blank. You can sort and filter columns in the Job Information Window. Click in the column you wish to filter and select the Column Filter options. Job Summary Lists important job-related information, including Job Options settings and Output settings. Task Summary Lists frames in the job (under “Task ID”), along with each frame's status, rendering time, rendering server, and date and time of assignment. Right-click the frame you wish to view under “Task ID” to view its output file. This is available only for completed tasks. 6530 | Chapter 20 Rendering Job Details Lists the job's rendering parameters, scene statistics, and gamma settings. Errors Lists each frame for which an error occurred, which server registered the error, and a description of the error, including missing maps, missing texture coordinates, and invalid output directories. Server Tree View This window presents a hierarchical list of all Server groups, lets you create, delete, and rename global and local Server groups, and see which Servers can render your job. Server groups are logical combinations of Servers that you can use to easily assign specific Servers to render a job. Global groups are available to all machines in the rendering network, while local groups are available only on the computer on which they are created. To create a global or local Server group, right-click any item in the Server Tree view, and choose Create Global Group or Create Local Group. After you choose either command, the new group appears in its respective category with the name New Global/Local Group; at this point, you can rename it by typing a new name. After you define a group, its name shows up as a tab in the Server list in the Network Job Assignment dialog on page 6481. Only global groups appear on machines other than the one on which they're created. To remove a Server group, right-click its name in the Server Tree view and choose Delete Group. To rename a Server group, right-click its name in the Server Tree view, choose Rename Group, and then enter a new name. Following is a list of default list entries in the view. Click the item for the described result. All Servers Shows all Servers assigned to the current manager. Global Groups Click the + icon next to this entry, if it exists, to display global Server groups. To see the Servers in a global group, click the group name. Local Groups Click the + icon next to this entry, if it exists, to display local Server groups. To see the Servers in a local group, click the group name. Plugins Shows which applications can be controlled with the render network. Click the + icon next to this entry, if it exists, to display applications available on the render network. To see the Servers that have a particular rendering application installed, click the renderer name. Queue Monitor | 6531 Server List The Server List window shows all Servers in the current group (selected in the Server Tree view). For each listed server, the windows displays, by default, its status, the job it's currently rendering (if any), and the last message it sent to the Manager. Additional, optional details can be shown using the Column Chooser command. Click a column title to sort the list by the column contents (alternating clicks sort in ascending and descending order). Right-click a column title to access a menu that lets you sort the column, specify its alignment, remove the column (if it's optional), access the Column Chooser for adding optional columns, and display only the default columns. You can sort and filter columns in the Server List Window. Click column you wish to filter and select the Column Filter options. in the A status icon before each server's name provides a graphical indication of its status. See Viewing Jobs and Servers with the Queue Monitor on page 6540. Right-click a server name to access the Servers menu on page 6528. 6532 | Chapter 20 Rendering Status Prompt Visible at the bottom of the Queue Monitor window, the status prompt provides a non-interactive display of activity in the Queue Monitor and provides help information on the command over which the mouse cursor is positioned. Module Info Report Dialog Windows Start menu > Programs > Autodesk > Backburner > Monitor > Highlight a job. > Jobs menu > Report You can generate delimited ASCII reports containing detailed statistics about the version and location of Backburner plug-ins and the Backburner application itself for each network rendering system. Queue Monitor | 6533 Interface Header group Specifies the type of header to include in the report file, in addition to the body information. Long Adds a heading to the report. Short Includes only the column titles in the report. Record Delimitation group Specifies the type of delimiter used between the fields. For example, if you use a tab delimiter, the report will import correctly into Microsoft's Excel or Access applications. Tab Inserts a tab between fields in the report. Space Inserts a space between fields in the report. Comma Inserts a comma between fields in the report. Use Quotes Brackets each field with double quotes. Output File group (Text Field) Specifies the report's file name. You can specify a complete path, if you want. By default, the path is the directory containing the monitor.exe file. 6534 | Chapter 20 Rendering TIP If you use a shortcut icon to launch Queue Monitor, you can specify the path for your report's output file in the Start In field in the Properties dialog for the shortcut. Browse Displays a file selector where you can specify a file path for the report. Queue Monitor: Job Settings Dialog Windows Start menu > Programs > Autodesk > Backburner > Monitor > Highlight a job. > Jobs menu > Edit Settings Windows Start menu > Programs > Autodesk > Backburner > Monitor > Highlight a job. > right-click menu > Edit Settings NOTE This topic covers the 3ds Max-specific aspects of the Queue Monitor on page 6522. Use the Job Settings dialog to change job-related settings such as frame range, output size, and output directory, without having to use the Render Setup dialog and resubmit the job. You can change job settings for a job while it's suspended or while it's rendering. By default in either case, after you click OK to exit the dialog, the rendering job restarts from the first frame. You can turn this feature off with the Restart Job option. Most settings are either toggle switches or editable from the keyboard. To change a toggle setting, double-click its entry (in the right-hand column). If a setting is editable, its value turns green when you click it. To change an editable setting, click it to get the keyboard cursor, and then enter a new value from the keyboard. If you double-click the value when it's green, it highlights, and anything you type replaces it. NOTE Your machine must have control of the network for this Job Settings Dialog to be accessible. Queue Monitor | 6535 Interface 6536 | Chapter 20 Rendering Job Name group The job name cannot be changed from this dialog. Job Description Displays a brief description of the job. Editable from keyboard. Restart Job When on (Yes), changing one or more job settings in the middle of a rendering job causes the job to restart at the first frame in the range, so all frames are rendered with the same settings. When off (No), the job continues rendering without restarting. Toggled by double-clicking the entry. Default=No. You might want to turn this off if you're rendering an animation test and change a relatively minor setting, such as Video Color Check, in the middle of a job. For final renderings, you should always restart a job from the beginning after changing job settings. Override Global Blocking Tasks This setting corresponds with the Override Global Settings as set in the Advanced Setting dialog on page 6497. Default=Yes. Enable Blocking Tasks A Yes/No toggle that controls task blocking as set in the Advanced Setting dialog. When set to Yes, the task blocking set in the Manager General Properties dialog is active. Toggled by double-clicking the entry. Default=Yes. Use All Available Servers Uses all servers in the active Server group for rendering the job. [program name] General Settings group Frame Sequence This toggle setting alternates between Frames and Range, and, by default, uses the Range and Frames settings in the Render Setup dialog on page 6067. When set to Range, the job uses the First/Last Frame and Every Nth settings; when set to Frames, the job uses the Frames setting. Toggled by double-clicking the entry. Default=Range. First Frame Displays the first frame in the range to be rendered. Defaults to the first frame as submitted. Editable from keyboard. Last Frame Displays the last frame in the range to be rendered. Defaults to the last frame as submitted. Editable from keyboard. Every Nth Regular sample of frames. For example, enter 8 to render every 8th frame. Editable from keyboard. Frames Non-sequential frames separated by commas (for example, 2,5) or ranges of frames separated by hyphens (for example, 0-5). Editable from keyboard. Queue Monitor | 6537 Width/Height Lets you set the resolution of the output image by specifying the width and the height of the image, in pixels. Defaults to the output size as submitted. Editable from keyboard. Render Options group These settings are the same as those found on the Render Setup dialog > Options group on page 6127, with several additions: Skip Existing Frames When on, the software checks the output path for existing rendered frames, and doesn't render them again. When off, starting or restarting a job always begins rendering with the first frame, overwriting any existing frames. Toggled by double-clicking the entry. Default=No. Display RFW Displays the Rendered Frame Window on all servers during rendering. Toggled by double-clicking the entry. Default=Yes. Gamma Correction When enabled, lets you defines a new gamma for the bitmap, using the Input/Output Gamma settings. Toggled by double-clicking the entry. Default=Disabled. Input/Output Gamma Change system input and output gamma settings for processing bitmaps. See Gamma Preferences Settings on page 7758 > Bitmap Files group. Editable from keyboard. Pixel Aspect Ratio Sets the shape of the pixels for display on another device. The image may look squashed on your display but will display correctly on the device with differently shaped pixels. Editable from keyboard. Render Elements When enabled, renders any render elements on page 6349 in the scene. Toggled by double-clicking the entry. Default=Enabled. Video Color Check Checks for pixel colors that are beyond the safe NTSC or PAL threshold. Toggled by double-clicking the entry. Default=No. Two Sided 2-Sided rendering renders both sides of all faces. Toggled by double-clicking the entry. Default=No. Render Hidden Renders all geometric objects in the scene, even if they are hidden. Toggled by double-clicking the entry. Default=No. Render Atmosphere Renders any applied atmospheric effects, such as volume fog, when set to Yes. Toggled by double-clicking the entry. Default=Yes. Super Black Limits the darkness of rendered geometry for video compositing. Toggled by double-clicking the entry. Default=No. 6538 | Chapter 20 Rendering Dither 256 Intersperses pixels when rendering to an eight-bit image format for a greater apparent color range. Toggled by double-clicking the entry. Default=Yes. Dither True Color Intersperses pixels when rendering to a 24-bit (or higher) image format for a greater apparent color range. Toggled by double-clicking the entry. Default=Yes. Render Fields Renders to video fields rather than frames when creating animations for video. Toggled by double-clicking the entry. Default=No. Displacements Any displacement mapping is rendered. Toggled by double-clicking the entry. Default=Yes. Scene Effects Any applied rendering effects, such as Blur, are rendered when turned set to Yes. Toggled by double-clicking the entry. Default=Yes. Multithread Causes the software to treat the rendering task as separate threads. This option works with multiprocessor systems. Toggled by double-clicking the entry. Default=Yes. Field Order Selects the field on page 7973 order of rendered images when the Render Fields option is turned on. Default=Odd. Some video devices require that the even field be first, other video devices require that the odd field be first. Determine the correct field order for your video device. If the video output of your device is strobing or appears jittery, it may be due to incorrect field order. Try changing this parameter and re-rendering your animation. Alternate Paths group Comparable to setting the alternate paths in the Network Job Assignment dialog on page 6481. Alt Bitmap Path Lets you enter an alternate path where the servers search for bitmaps. Editable from keyboard. Alt XRef Path Lets you enter an alternate path where the servers search for XRefs. Editable from keyboard. Timeouts group These settings are covered in Advanced Settings Dialog on page 6497. Queue Monitor | 6539 Notifications group These settings are covered in Notifications Dialog on page 6492. Viewing Jobs and Servers with the Queue Monitor All rendering jobs submitted to the network rendering queue are shown in the Job list window, located on the upper-left side of the Queue Monitor dialog, immediately below the toolbar. Below it is the Server list window, which shows all servers attached to the manager and their status. Interface Each job is denoted by an icon reflecting its current status. The servers are also denoted by specific icons that reflect their current status. Job Icons Job is started and has rendered one or more frames. The job is either currently rendering or is awaiting an available server. Job is active, but has not yet rendered any frames. Job is suspended. The job was submitted as suspended or was suspended with the Queue Monitor. Suspended jobs must be manually reactivated to give them a started or active status. Job is in an error condition. In the Queue Monitor, check the Errors tab in job information window, to the right of the jobs list, for details regarding the error, such as missing bitmaps, plug-ins, texture coordinates. See Troubleshooting on page 6455. Job is completed. All frames in the sequence have been rendered successfully. You may delete this job from the queue if you want. 6540 | Chapter 20 Rendering Server Icons A bar through the server icon indicates that it's assigned to the currently highlighted job or jobs. Server is active. The server is rendering the current started job. Server is absent. The server is assigned to the rendering task but is not currently rendering. This can occur, for example, when the server is turned off or is not running the Server application. Server is in an error condition. Check the Server list Job Status column in the Queue Monitor for details regarding the error, such as missing bitmaps, plug-ins, texture coordinates. See Troubleshooting on page 6455. Server is idle. The server can be assigned the highlighted job with the toolbar Assign Server button. Job Report Dialog Windows Start menu > Programs > Autodesk > Backburner > Monitor > Highlight a job. > Jobs menu > Report You can generate ASCII reports containing detailed statistics about a particular job selected in the Job Queue list. See also: ■ Week Schedule Dialog on page 6547 Queue Monitor | 6541 Interface Header group Specifies the type of header to include in the report file, in addition to the body information. Long Includes information above the body of information, including Job Name, Submitted by, Frame Start/End, Output Width/Height, Pixel Aspect Ratio, and Image Aspect Ratio. Short Includes only the column titles in the report. Record Delimitation group Specifies the type of delimiter used between the fields. For example, if you use a tab delimiter, the report will import correctly into Microsoft's Excel or Access applications. Tab Inserts a tab between fields in the report. Space Inserts a space between fields in the report. Comma Inserts a comma between fields in the report. Use Quotes Brackets each field with double quotes. 6542 | Chapter 20 Rendering Output File group (Text Field) Specifies the report's file name. You can specify a complete path, if you want. By default, the path is the directory containing the monitor.exe file. TIP If you use a shortcut icon to launch Queue Monitor, you can specify the path for your report's output file in the Start In field in the Properties dialog for the shortcut. Browse Displays a file selector where you can specify a file path for the report. Job Archives Dialog Windows Start menu > Programs > Autodesk > Backburner > Monitor > Highlight a job. > Jobs menu > Job Archives Windows Start menu > Programs > Autodesk > Backburner > Monitor > Highlight a job. > right-click menu > Job Archives Use the Job Archives dialog to delete, activate and refresh jobs that have been archived. Jobs are placed here when you select a job from the Job list on the Queue Monitor and click the Archive Job command. This brings up the Backburner Job Archives dialog Jobs are also placed in the Job Archives if you set them to automatically archive when the rendering is completed. Interface This dialog consists of a toolbar and list of archived jobs. Queue Monitor | 6543 Toolbar The Job Archives toolbar has three commands. Delete Deletes a selected job from the archive. You are warned and must accept confirmation before the deletion to occurs. This button is active only when a job is selected. Activate When you select a job from the list, you can click the Activate button. When a job is activated, it is removed from the Job Archives and placed back in the Job list in the Queue Monitor on page 6522. Then you can choose to Edit Settings on page 6535 and restart the job. Refresh Forces the Job Archives dialog to update the information shown in the job list Job List The Job List shows the Job Name, Owner, Description, Type (render plugin), original Submission date, and Completion date. Unlike other lists in the Queue Monitor, you cannot add or remove columns. You can make multiple selections of jobs by holding down either the SHIFT or CTRL keys. Activating and Deactivating Jobs in the Queue As requirements change, you can deactivate an active or pending job in the rendering queue, or reverse the process and restart jobs that are inactive. When you deactivate a job, the servers assigned to the job either drop the frame they are rendering or finish writing the frame, depending on where they are in the rendering process. The next pending job becomes active and begins to render. You can reactivate a suspended job, or a job that was submitted as Initially Suspended from the Network Job Assignment dialog. Procedures To deactivate a job: 1 Select a started or active job in the Job list. 6544 | Chapter 20 Rendering 2 Do one of the following: ■ Click the Suspend button on the toolbar (the red light-bulb icon). ■ Choose Jobs menu > Suspend. ■ Right-click the job name to display a pop-up menu, and then choose Suspend. If necessary, click the toolbar Refresh button to view the new queue status. To activate a suspended job: 1 Select the inactive job (denoted by a gray box). The Activate button on the toolbar becomes active. 2 Click Activate, or use the menu bar or right-click menu. The job becomes either started or active in the queue, depending on whether or not another job is currently rendering and whether or not any of the job's frames have already rendered. Activating and Deactivating Servers in the Queue When prioritizing jobs and dividing up the network render load, you might need to pull individual servers off one job and place them on another. When you remove a server from the current rendering job, and the server is assigned to another started or active job, it is used by that job. If the server has no further job assignments, it stops rendering. You can assign machines that become available for network rendering to any job. You can tell whether a server is assigned to a particular job by highlighting the job in the Queue Monitor > Job list and looking at the server's icon in the Server list. If a horizontal bar appears through the server icon, then it is assigned to the job; if no bar appears, then it isn't assigned to the job. Alternatively, just highlight the job and then click Selected Job in the Server Tree view, to list only servers assigned to that job. Next Step Managing Jobs in the Queue on page 6546 Queue Monitor | 6545 Procedures To remove a server or servers from the highlighted rendering job or jobs: ■ Highlight the server in the Server list and click the Remove Server icon on the toolbar. To assign an unassigned server or servers to highlighted rendering job(s), do one of the following: 1 Highlight the unassigned server(s) in the servers list and choose Assign To Selected Jobs from the Servers menu. 2 Right-click the server name in the queue list to display the pop-up menu and choose Assign To Selected Jobs. Managing Jobs in the Queue Reordering lets you change the job order in the queue to meet changing deadlines or priorities. You can delete jobs from the queue at any time. Procedures To re-order a job in the queue: 1 In the Job list window of the Queue Monitor, right-click the job to move. 2 Choose Change Priority, and use the Change Job Priority dialog to set a new Priority value. NOTE You can reorder multiple jobs at the same time. They will end up with the same priority. To delete a single job from the job queue, do one of the following: 1 Highlight the job and then click Delete on the toolbar. 2 Use the right-click menu > Delete command. You can delete multiple jobs by first highlighting the jobs by using the CTRL or SHIFT keys and then clicking the Delete button or Jobs menu > Delete. 6546 | Chapter 20 Rendering Week Schedule Dialog Queue Monitor > Highlight a Server and right-click. > Week Schedule Queue Monitor > Highlight a Server. > Servers menu > Week Schedule By default, all servers are available at all times. Using the Queue Monitor's Week Schedule feature, you can arrange the hours during which each server is available for network rendering. You can specify certain hours for any day of the week. This is useful, for example, if the server is used as a modeling workstation during normal business hours and you do not want it being used as a network render server during this time. Procedures To schedule a set of active hours for a server or servers: 1 In Queue Monitor's Server list, right-click a Server and choose Week Schedule, or select one or more Servers and choose Servers menu > Week Schedule. Queue Monitor | 6547 2 In the dialog that appears, select a time using one of the following methods: ■ Select a one-hour block for network rendering by clicking one of the top buttons. ■ Select an entire day by clicking a side button. ■ Select the entire week by clicking the large top-left button. The selection is shown in white. 3 Click the Allow button. The selection is shown in green. (By default, all hours are allowed). 4 To apply the time selection to the selected Server, click OK. To schedule hours when servers are unavailable: 1 In Queue Monitor's Server list, right-click a Server and choose Week Schedule, or select a Server and choose Servers menu > Week Schedule. 2 In the dialog that appears, select a time using one of the following methods: ■ Select a one-hour block for network rendering by clicking one of the top buttons. ■ Select an entire day by clicking a side button. ■ Select the entire week by clicking the large top-left button. The selection is shown in white. 3 Click the Disallow button. The selection is shown in red. 4 To apply the time selection to the selected Server, click OK. Batch Rendering “Batch rendering” is a term used to describe the process of rendering a series of tasks or jobs that have been assigned to a queue. Batch rendering is useful when you need to render images without supervision or when you want to render a number of test studies showing different day or night lighting, or for producing shadow studies of various sun angles. Batch rendering can also be used when you want to see how your project looks from different camera viewpoints. 6548 | Chapter 20 Rendering Several methods for setting up batch rendering are available in 3ds Max. These methods entail using the Batch Render tool on page 6553 or network rendering on page 6433 with Backburner, or a combination of the two. The three available methods for setting up batch rendering are as follows: ■ Build a queue of camera tasks that are managed by the Batch Render tool. If you have a MAX file that contains one or more cameras and saved scene states on page 7399, you can set up a camera queue to render different camera viewpoints. Each camera can be set to automatically load a scene state to give you several visualizations of your model. ■ Set up a series of jobs as network rendering assignments to be coordinated by Backburner. If you have a number of separate scenes that are part of a single project or part of several projects, use network rendering even if you're rendering to a single computer. Use this method also if you have scenes that don't have a camera set up and you want to render a Perspective, Front, Left or Right viewport view. ■ Use the Batch Render tool to set up a queue of camera tasks to render different views and pass them to Backburner for rendering management. The Batch Render tool has an option to send each camera task in the batch render list as a separate network rendering job. Use this method if you want to split the rendering of the different views among multiple computers. See also: ■ Batch Rendering - Batch Render Dialog on page 6553 Quick Start Batch Rendering The following provides bare-bone steps on how to set up and use the Backburner Manager and Server utilities to perform batch rendering. If your system is already properly configured for TCP/IP protocols (for example, your computer has an internet connection), information in this topic will help you get started with batch rendering in a few basic steps. Quick Start Batch Rendering | 6549 Procedures To render in batch mode: You need Windows XP (Home or Professional) Service Pack 1 (or higher) or Windows 2000 Service Pack 4. NOTE Backburner rendering is not supported under Windows 95, 98 or ME. 1 Run the Backburner Manager and Server applications from the Start menu, in the same program group as 3ds Max. 2 Start 3ds Max, and load the first scene you want to batch render. 3 Open the Render Setup dialog and adjust the various rendering parameters for the way you want to render the scene, including active viewport, file output, etc. 4 Turn on Net Render in the Render Output group, and then click Render. 5 In the resulting Network Job Assignment dialog on page 6481, click the Connect button. 6 Click the Submit button. NOTE Each job should have a unique output file name and/or path to avoid overwriting output files. If you get an alert dialog that says, "Another job is using the same output name…," you can click the No button, click Cancel to exit the Network Job Assignment dialog, and then change the output name and/or path. Otherwise, you can click the Yes button and let the job overwrite the frames from the other job in the queue. 7 Load the next scene you want rendered, and then repeat steps 4 through 7. Once you’ve submitted all rendering jobs, you can exit 3ds Max, if you want. If power is lost before all jobs are rendered (either by accident or by intentional powering down of your computer), when you restart the Backburner Manager and Server programs, the rendering process will resume where it left off. Using Backburner for Batch Rendering Using Backburner for batch rendering is a simple matter of starting the software, running the Backburner Manager and Server programs, specifying 6550 | Chapter 20 Rendering the scenes you want rendered, and then proceeding with the rendering. In this case, Backburner coordinates a series of rendering tasks that are network rendered on a single computer. The process is very similar to rendering over a network. With network rendering, the scenes you submit to the rendering queue are called 'jobs'. The following steps show how to submit multiple jobs to the rendering queue. Your system has to be properly configured in the TCP/IP protocol (see “TCP/IP Settings” in the Autodesk Backburner Installation Guide) to perform Backburner batch rendering. If you do not have a network card or if you are not connected to the internet, then you may need to configure TCP/IP with the Microsoft Loop Back Adapter. NOTE Batch rendering by means of Backburner differs from batch rendering with the Batch Render tool on page 6553. However, you can use the Batch Render tool to create a queue of rendering tasks and then pass the tasks to Backburner to coordinate the rendering process. Network Files When Backburner Manager begins a job, a series of files are created in the \network\jobs folder of your Backburner folder. Among other things, this means that you can shut down your computer completely (either on purpose or by accidental power failure), and when you next start Backburner Manager and Server, they’ll pick up where they left off and continue with your rendering queue. NOTE The exception to the above rule is when rendering multiframe file formats, such as AVI and MOV. Due to limitations in these file formats, if you stop in the middle of rendering one of these files, when you begin rendering again, the entire file will have to be rendered from the beginning. Procedures To batch render several jobs: 1 Start 3ds Max. 2 Start Backburner Manager. The Backburner Manager window appears. Its window displays the words: “Starting Network Manager.” 3 Start Backburner Server. Using Backburner for Batch Rendering | 6551 The Backburner Server window appears. Its window displays the words: “Starting Backburner Server,” followed by additional startup messages. 4 In 3ds Max, load the first scene you want rendered. 5 Activate the viewport you want rendered, and click the Render Setup button on the toolbar. 6 Set up the various rendering parameters as you would if you were rendering only this scene. 7 In the Render Output group, turn on Net Render. 8 Click Render. To assign network jobs: At this point, the Network Job Assignment dialog on page 6481 appears. Its main purpose is submit the current job to the Backburner Manager with all its render settings, including job name and net rendering specifics. The Backburner Manager then takes over and begins the rendering process. 1 In the Job Name field, either accept the default name (the name of the scene), or specify a new one. 2 Click the Connect button to connect the software to the Manager. After a moment, your TCP/IP address appears in the field over the window, and the Server appears in the window. 3 Click the server in the window so that its icon displays a green circle with an arrow through it. 4 Click the Submit button. NOTE Each job should have a unique output file name and/or path to avoid overwriting output files. If you get an alert dialog that says, "Another job is using the same output name…," you can click the No button, click Cancel to exit the Network Job Assignment dialog, and then change the output name and/or path. Otherwise, you can click the Yes button and let the job overwrite the frames from the other job in the queue. 5 The Job Assignment dialog goes away, and the rendering begins. The Manager reports: “Job (job name) submitted.” The Server reports that it has received the job, and then begins reporting each frame it’s completed. 6 At this point, you can open the next scene to be rendered, and then repeat the steps, beginning with step 4 in the previous procedure. 6552 | Chapter 20 Rendering Once you’ve submitted the jobs you want rendered, you can exit 3ds Max (do not shut down the Backburner Manager or Server), or you can begin working on a new scene, or editing an old scene. Keep in mind, however, that your processor is spending most of its time working on rendering, so your computer will slower than usual. If you need to monitor the batch render processes, you can use the Backburner monitor for that purpose. (See “Understanding the Backburner Monitor” in the Autodesk Backburner User’s Guide.) Batch Rendering - Batch Render Dialog Rendering menu > Batch Render The Batch Render tool offers you an efficient, visual approach to setting up a sequence of different tasks or scene states to render automatically. From the Batch Render dialog, you control the following: ■ Image resolution, pixel aspect ratio or time sequence if it differs from the default rendering settings found on the Render Setup dialog on page 6067. ■ Whether to render a specific camera view or the active viewport. ■ Which camera view to render. ■ The output path where rendered images get stored. ■ Which scene state on page 7399 is restored prior to rendering. ■ Which rendering preset on page 6114 is used per rendered view. ■ Whether all the batch rendering tasks should be sent to Backburner for network rendering on page 6433 by multiple systems for even faster rendering. ■ Exporting the batch rendering tasks and all parameters set in the Batch Render dialog to a BAT file for later command line rendering on page 6562. NOTE The Batch Rendering dialog is for rendering different aspects of the same scene, such as views from different cameras. To batch-render a number of different scenes, use Backburner on page 6550 or command-line rendering on page 6562. Batch Render Completed If a problem is encountered by the Batch Renderer, you will be notified by means of the Batch Render Completed dialog. This is an error dialog that Batch Rendering - Batch Render Dialog | 6553 appears and notifies you about which batch renders did not complete and, if possible, provides a description of why the failure occurred. If the cause of the error cannot be identified, then the error entry will simply state Failed. The most common causes for failure are: ■ Missing texture maps for materials that are assigned to objects in the scene. This shows up as Failed. Missing External File. Once the texture map is found or map paths are properly set, this error will not occur. ■ Missing UVW coordinates for objects that have texture mapped materials assigned to them. This is reported as Failed. Missing Map Coordinates on Object and can be alleviated by making sure new objects are created with the Generate Mapping Coords switch turned on and by assigning a UVW Map modifier to the object that is not displaying its texture mapping. Procedures To use the Batch Render tool: 1 Open or create a MAX scene. 2 Choose Rendering menu > Batch Render. The Batch Render dialog opens. 3 On the Batch Render dialog, click the Add button. This adds your first rendering task to the batch render queue. By default, the Camera parameter is set to Viewport, which means that the task will render the active viewport. To change to a set view, make 6554 | Chapter 20 Rendering sure the scene contains at least one camera, and then choose the camera view to render from the Camera drop-down list on page 6559. 4 Review the Selected Batch Render Parameters settings and, if necessary, turn on Override Preset and then change the Frame Start, Frame End, Width, Height, and Pixel Aspect settings. 5 Click the Output Path button to set a drive location, file name and file format for the rendered image. 6 If you've saved any scene states with the model, you can choose which one is loaded during the rendering operation by opening the Scene State drop list. 7 Repeat steps 3 through 6 to continue adding rendering tasks to the batch render queue, as necessary. 8 When all your tasks are set, click the Render button. To use the Batch Render tool with Backburner: Before attempting to use the Batch Render tool with Backburner for network rendering, make sure the Backburner Manager is running on your managing workstation and that Backburner Server is running on all the other workstations that will receive the rendering assignments. For more information on setting up Backburner Network Rendering, refer to Network Rendering on page 6433. 1 Set up a series of rendering tasks in the Batch Render queue as documented in the previous procedure. 2 Turn on Net Render and then click the Render button. The Network Job Assignment dialog opens. 3 Enter a subnet mask, or, with Automatic Search off, enter the Manager name or IP address, and then click Connect. The available rendering servers show up in the list on the right side of the Network Job Assignment dialog. 4 Click the Submit button to send all the Batch Render camera tasks to Backburner for network rendering to all the workstations that are running Backburner Server. If you are running the Backburner Queue Monitor, you'll see all the camera tasks listed as rendering jobs in the Job section of the Queue Monitor. Batch Rendering - Batch Render Dialog | 6555 Interface Add Adds a new rendering task to the queue, using the default settings. By default, a new task is set to render the active viewport. To set it to render a particular camera, choose the camera from the Camera drop-down list on page 6559. Duplicate Adds a copy of the highlighted rendering task to the queue. All rendering parameters that were part of the original task are duplicated for the new task. Delete Deletes the highlighted rendering task. 6556 | Chapter 20 Rendering No warning appears to confirm deletion and you cannot undo a deletion. [Task Queue] This is a listing of all the camera tasks that have been chosen for batch rendering. The task queue consists of eight columns that show all the parameters that have been set for a particular camera task. You can control which tasks are rendered by toggling the check boxes in the list. Selected Batch Render Parameter group By default, any tasks you've designated for batch rendering use the current Time Output and Output Size parameters from the Render Setup dialog on page 6067. For example, if the Output Size settings on the Render Setup dialog shows that you have a Time Output settings of Single and an of 800 width and 600 height, when you add a camera, its Selected Batch Render Parameters will mimic those settings. Likewise, if the Render Setup dialog has a Time Output set to Range and frame 0 to 25, the Frame Start and Frame End settings on the Batch Render dialog will default to those Time Output settings. This group gives you access to changing those default parameters. Override Preset When on, you can override any of the default settings for the highlighted task via the Frame Start, Frame End, Width, Height, and Pixel Aspect settings. Default=off. Frame Start The first frame to be rendered for the highlighted task. The default setting for this parameter matches the Time Output group settings on the Common panel of the Render Setup dialog. Frame End The last frame to be rendered for the highlighted task. Its default state also matches the Time Output group settings on the Common panel of the Render Setup dialog. The default Frame Start and Frame End parameters correspond to the Render Setup dialog parameters as follows: Render Setup dialog >Time Output Batch Render dialog Frame Start/End Single Defaults to the frame set by the time slider. Batch Rendering - Batch Render Dialog | 6557 Render Setup dialog >Time Output Batch Render dialog Frame Start/End Active Time Segment Defaults to 0 (zero) and the last frame of the animation as set in the Time Configuration dialog on page 7565. Range Defaults to the range of frames specified, such as 0 (zero) To 14 or 6 To 11. The Frame Start and End settings also conform to the current time configuration format; i.e. Frames, SMPTE, Frame:Ticks, or MM:SS:Ticks. Width Allows you to specify a new image width setting if Override Preset is on. If Override Preset is off, this value matches the width set on the Render Setup dialog. Height Allows you to specify a new image height setting if the Override Preset is on. If Override Preset is off, this value matches the height set on the Render Setup dialog. Pixel Aspect Sets the aspect ratio of the pixels for display on another device. The image might look squashed on your display but will display correctly on the device with differently shaped pixels. By default, this mimics the value set on the Render Setup dialog. Name Lets you change the default name of the highlighted task. The default naming structure for camera tasks uses “View” plus an incremented view number, such as View01 or View02. If you want, you can change the task's name to something more descriptive. NOTE After changing the name, you must press Enter for the change to register. NOTE If you're rendering elements on page 6336 as part of the batch, the task name is appended to each rendered element's specified file name. For example, if the task name is View01 and the render element output file name is Test_Diffuse.tga, then the batch-rendered element output becomes Test_Diffuse_View01.tga. If you're rendering an element without specifying a file name for the element, the batch renderer appends the element type to the batch output file name. 6558 | Chapter 20 Rendering For example, if the batch output file name is MyBatch.png, and you're rendering an Atmosphere element, then the element output name becomes MyBatch_Atmosphere.png. Output Path The ellipsis (...) button opens the Render Output File dialog on page 6086 where you can specify the output path, file name and file format for the rendered image of the selected camera task. Once set, the output path and file name appears in the output path field and the file name appears in the Output Path column of the task queue. X [Clear Output Path] Removes the output path and file name from the Output Path field and task queue. Camera This drop-down list shows any cameras in the scene. By default, a task is set to render the active viewport, as indicated by the “Viewport” entry in the Camera column of the task queue. You can use this list choose a camera from any in the scene for the highlighted task. The new camera is shown in the Camera column of the task queue. To set the highlighted task to render the active viewport, choose the dashed line (-------------------------) from the top of the drop-down list. Choose the dashed line to render the active viewport. NOTE Choosing a camera changes only the camera the task uses. It does not change the name of the task. Scene State This drop-down list displays the scene states on page 7399, if any, that you can assign to the highlighted task. If no scene state is active then current scene settings are used. Preset Lets you choose a render preset for the highlighted task. If no render preset is active and there is no override, then the current render settings are used. If you choose Load Preset from the drop-down list, the Render Presets Load dialog opens. Net Render When on, opens the Network Job Assignment dialog on page 6481 when you click the Render button. Batch Rendering - Batch Render Dialog | 6559 Each camera task in the Batch Render dialog is passed to the Network Job Assignment dialog as an individual rendering job instead of a single job. By default, the Network Job Assignment dialog uses the name of the MAX file as its job name, and it then appends the name of the camera task. For example, if you have a scene named Athena_High_Rise and camera tasks for three cameras, the jobs will look like this in the monitor: Athena_High_Rise Camera02 View01, Athena_High_Rise Camera01 View02 and Athena_High_Rise Camera01 View03. Export to .bat Creates a batch file for command line rendering. This button opens the Batch Render Export To Batch File dialog where you can specify a drive location and name for the batch file that is saved. Render Starts the batch rendering process or opens the Network Job Assignment dialog if Net Render is turned on. Batch Render Tool - Batch Render Warning Dialog Rendering menu > Batch Render > Click Render to render tasks that do not have an output path set. Rendering menu > Batch Render > Click Render to render tasks that could overwrite previously saved files. The Batch Render Warning dialog informs you of certain conditions you may have overlooked while assigning the rendering tasks. The dialog that displays is context-sensitive, meaning that the warning will indicate when either of these two conditions exist: ■ When you risk overwriting an existing file or if you have not specified an output path and output file name. ■ When the output path that was specified has been renamed or no longer exists. Interface Task Queue Both formats of the Batch Render Warning dialog include the Task Queue columns that are shown in the in the Batch Render dialog. The key difference is the exception of the check boxes that let you specify which cameras are use in the render. This Task Queue only shows the cameras that may overwrite a 6560 | Chapter 20 Rendering saved file, or do not have a path/file name set for output, or if they show an output path that is invalid. Missing Output Path/Filename or File Overwrite This version of the Batch Render Warning dialog appears if you click the Render button on the Batch Render dialog and one or more of the tasks to be rendered does not include an output path/file name. The dialog also appears if there is a chance you will overwrite a previously rendered image. OK Allows you to continue with the batch rendering tasks even though there are some tasks without an output path/file name or some files could be overwritten. Tasks without an output path/file name are not automatically saved and only appear in the Rendered Frame Window on page 6073. Cancel Cancels the batch rendering. Invalid Output Path This version of the Batch Render Warning dialog only appears if you are rendering to a file that has invalid output paths. For example, if you're rendering a client's model and they've set their own output paths. Batch Render Tool - Batch Render Warning Dialog | 6561 Update Path Allows you to browse to a new directory and reassign the output path for all the entries in the Task Queue. The specified output file name remains the same. NOTE If you don't want to assign the same path to all the cameras shown in the dialog, you should Cancel and set the correct paths for each camera from the Batch Render dialog. Continue Allows you to continue with the batch rendering tasks even though there are some tasks without an output path. Tasks without an output path are not automatically saved and only appear in the Rendered Frame Window on page 6073. Cancel Cancels the batch rendering. Command-Line Rendering The command-line rendering tool lets you perform batch rendering jobs without having to manipulate parameters by hand in a MAX file. Simple, “one-shot” rendering jobs can be submitted from the Start > Run dialog. More elaborate, batched jobs can be rendered through the use of text files; for example, MyRender.bat or MyRender.xml. The ability to edit text files is what provides the power to this tool. You can quickly make changes to your rendering parameters, or output formats, simply by opening your text editor and editing the batch settings. Command-line rendering is provided by the 3dsmaxcmd.exe program, found in your program install folder. 6562 | Chapter 20 Rendering You can submit command-line rendering jobs that are rendered on a single workstation, or you can take advantage of network rendering on page 6433 and let the Backburner utility manage the jobs across multiple systems. The Batch Render tool on page 6553 is another way to quickly create BAT files that can be used with the command-line rendering. The Batch Render tool lets you create a queue of camera tasks with specific output parameters, rendering presets or automatic loading of scene states. Once your queue is complete, you can export the tasks to a BAT file that is stored in the \scenes folder. WARNING Command-line rendering is a professional feature and can perform destructive operations. You will not see messages or warning dialogs informing you about potential mistakes, such as overwriting an existing frame on your drive. See also: ■ Command-Line Rendering Switches on page 6566 Procedures To view the 3dsmaxcmd help file: The 3dsmaxcmd.exe file contains a built-in help system that you can access from a command prompt. 1 Open a command prompt window (for example, Windows Start > Run > enter CMD). 2 Enter the following: “c:\program files\autodesk\[program folder name]\3dsmaxcmd” -? and press Enter. The list of switches and options will scroll on to the window. To view a list of sample command lines with descriptions of what they do: The 3dsmaxcmd.exe file also has an extensive list of sample text strings that describe many of the most common scenarios you'd use command-line rendering to accomplish. 1 Open a command prompt window. 2 Enter the following: “c:\program files\autodesk\[program folder name]\3dsmaxcmd” -x and press Enter. Command-Line Rendering | 6563 Setting up the simplest rendering: In its simplest form, just a render command using all the settings that are stored with a scene, would look like this: 1 Open a command prompt window. 2 Enter the following: “c:\program files\autodesk\[program folder name]\3dsmaxcmd” “c:\program files\autodesk\[program folder name]\scenes\myscene.max” and press Enter. Example: Rendering to a JPG file at 800x600 resolution: Perhaps the last time you rendered your scene, you had the output resolution set to 320x240 and rendered a BMP file. Re-rendering the scene using different output settings is fast and efficient with command-line rendering. 1 Open a command prompt window. 2 Enter the following: “c:\program files\autodesk\[program folder name]\3dsmaxcmd” -outputName:“c:\program files\autodesk\[program folder name]\renderoutput\myImage.jpg” -w 800 -h 600 “c:\program files\autodesk\[program folder name]\scenes\myscene.max” and press Enter. NOTE The specified output path must already exist. If it doesn't, the image doesn't render and you get an error message. Network rendering from the command line: If you have your system networked and have access to other systems, you can take advantage of network rendering. NOTE A command-line job cannot be run on a system already running the Backburner server. 1 Open a command prompt window. 2 Enter the following: “c:\program files\autodesk\[program folder name]\3dsmaxcmd” -submit “c:\program files\autodesk\[program folder name]\scenes\myscene.max” and press Enter. 6564 | Chapter 20 Rendering Example: Rendering from a text file: Command-line rendering gives you the ability to set a series of common switches that can be quickly re-used for rendering a single job from Start > Run, or for rendering a group of scenes specified in a BAT file. You can build your text file using any text editor. NOTE A TXT file can specify only a single scene to render. For multiple scenes, use a BAT file. 1 Open your text editor. 2 Enter your list of commands, such as: -bitmapPath=\\mapServer\maps\myMaps -cam=myCamera -width=800 -height=600 -vfb=true -frames=all -force2Sided=true 3 Once all the switches are entered, save the files as a TXT file, such as myrender.txt. 4 To render the scene, open the Windows Start > Run dialog. 5 Enter the following: “c:\program files\autodesk\[program folder name]\3dsmaxcmd” @c:\myrender.txt -o=“c:\program files\autodesk\[program folder name]\renderoutput\myImage.tga” “c:\program files\autodesk\[program folder name]\scenes\myscene.max” and click OK. Using a TXT file that contains your favorite settings, in conjunction with a command line that specifies the output file format and scene of your choice, gives you the flexibility to re-use the TXT file without having to edit it each time you want to render. You can create several TXT files with settings for different stages of scene development, such as testrender.txt or finalrender.txt. Example: Rendering from a BAT file: If you want to render several scenes in a batch process, you can create a BAT file containing all the scenes and switches needed to get the results you want. Just like a text file, you can build your BAT file using any text editor. For this Command-Line Rendering | 6565 example, let's say you have three scenes, in various stages, and you want each rendered using different settings. 1 Open your text editor. 2 On the first line, enter the following text. This example assumes that the scene is far from finished, but that you want to test a chunk of animation. “c:\program files\autodesk\[program folder name]\3dsmaxcmd” -o=“c:\program files\autodesk\[program folder name]\renderoutput\scene1.jpg” -w=320 -h=240 -frame=1-33 “c:\program files\autodesk\[program folder name]\scenes\scene1.max” The second scene is almost ready, but you need to test the look of some materials and do a video color check: “c:\program files\autodesk\[program folder name]\3dsmaxcmd” -o=“c:\program files\autodesk\[program folder name]\renderoutput\scene2.jpg” -w=640 -h=480 -force2Sided=true -videoColorCheck=true “c:\program files\autodesk\[program folder name]\scenes\scene2.max” The last scene is complete, and you want to render a higher-resolution image using settings you've saved in a TXT file that you always use for final renderings: “c:\program files\autodesk\[program folder name]\3dsmaxcmd” @c:\finalrender.txt -o=“c:\program files\autodesk\[program folder name]\renderoutput\scene3.jpg” “c:\program files\autodesk\[program folder name]\scenes\scene3.max” 3 After entering these three command lines, save your file as a BAT file. 4 From the Windows Start > Run dialog, browse to the BAT file and click Open. 5 Click OK to start rendering. Command-Line Rendering Switches In order to use command-line rendering, you should be familiar with DOS and understand the structure of command lines. 6566 | Chapter 20 Rendering Command-Line Switches You can use the following switches after 3dsmaxcmd on the command line of a command prompt window, or as entries in a text file. The following tables show switches and their effects. NOTE Switches are not case sensitive. At Verbosity level 5, the output message from command-line rendering includes both a timestamp and a date stamp. The timestamp is separated from the main message by a semicolon, and the elapsed time message is separated from the Frame Completed message by a semicolon. This lets you pipe the message to a file, and then open it in a spreadsheet program with appropriate columns by setting the delimiter character. Separators Many switches are displayed in the following charts with trailing colons, such as -w: or -h:. The use of a colon separator is optional, and can be replaced with a space or an equal sign (=). Therefore, command lines such as: “c:\program files\autodesk\[program folder name]\3dsmaxcmd” -outputName:“c:\program files\autodesk\[program folder name]\renderoutput\myImage.jpg” -w:640 -h:480 “c:\program files\autodesk\[program folder name]\scenes\myscene.max” “c:\program files\autodesk\[program folder name]\3dsmaxcmd” -outputName “c:\program files\autodesk\[program folder name]\renderoutput\myImage.jpg” -w 640 -h 480 “c:\program files\autodesk\[program folder name]\scenes\myscene.max” “c:\program files\autodesk\[program folder name]\3dsmaxcmd” -outputName=“c:\program files\autodesk\[program folder name]\renderoutput\myImage.jpg” -w=640 -h=480 “c:\program files\autodesk\[program folder name]\scenes\myscene.max” will give you the same results. The use of the equal sign can give your command-line files more of an INI file appearance. NOTE The switch -submit:[manager_name] is the only case where a colon is necessary. Command-Line Rendering Switches | 6567 On/Off Command-Line Switches Many of the switches you'll use are simple on/off toggles, such as the -rfw: and -renderFields: switches. If you prefer, instead of using a 1 or 0 to designate their states, you can use True or False. For example, to render a scene to a specified file type and display the Rendered Frame Window, your command line might look like this; “c:\program files\autodesk\[program folder name]\3dsmaxcmd” -outputName=“c:\program files\autodesk\[program folder name]\renderoutput\myImage.jpg” -rfw=true “c:\program files\autodesk\[program folder name]\scenes\myscene.max” Basic Options Switch Effect -? Displays a list of these switches in the DOS window. -x Shows a list of example command lines. -v:# Sets the verbosity level, where # is an integer from 0 (least verbose) to 5 (most verbose). @command_file or -cmdFile:command_file Points to a separate file containing command-line options. -preset: or rps: Uses a render preset file where is the name of the preset file. -sceneState: Loads the specified scene state file before rendering the image. -batchRender Renders all enabled tasks in the Batch Render dialog. 6568 | Chapter 20 Rendering Switch Effect -batchRender: Renders batch renders in the file named batch-render-name. -preRenderScript: or script: Uses a pre-render script where is the name of the script file. -postRenderScript: Uses a post-render script where is the name of the script file. -workPath: Root location for job data folders. -pathFile: Path configuration file (MXP format). -bitmapPath: (obsolete) Provides an extra bitmap path. Multiple paths can be entered and UNC naming conventions can be used. -xrefPath: (obsolete) Lets you specify extra XRef paths. Multiple paths can be entered and UNC naming conventions can be used. -split: Split render: number of strips, overlap amount. -strip: Split render: number of strips, overlap amount, strip number (starting with 1). This is similar to the -split switch, but lets you render a specific, individual strip. Command-Line Rendering Switches | 6569 Switch Effect NOTE The strip value has no effect when submitting the job to Backburner. The job will still render all strips. Split and Stitch functionality is intended for local rendering only. -stitch: Stitches strips (see above), combining them into a single image: number of strips, overlap amount. Stitch functionality is intended for local rendering only. -dateFormat: Specifies a date format to be used in message timestamp, at verbosity level 5. Defaults to locale-dependent format. For details, use the 3dsmaxcmd3dsvizcmd -x option. -timeFormat: Specifies a time format to be used in message timestamp, at verbosity level 5. Defaults to locale-dependent format and 24–hour clock. For details, use the 3dsmaxcmd -x option. Render Parameters NOTE Any command-line switches that are on/off toggles can be switched by entering either 1, 0, on or off. Switch Effect -outputName: or -o: Sets an output file name and format. 6570 | Chapter 20 Rendering Switch Effect -camera: or cam: Specifies a camera name. -width: or w: Sets the output width in pixels. -height: or h: Sets the output height in pixels. -pixelAspect: Sets the pixel aspect ratio. -start: Sets the rendering sequence start frame. -end Sets the rendering sequence end frame. -nthFrame Sets the Every Nth Frame value. -frames Lets you specify a frame list; for example, (1,3,5-12) or all. -stillFrame or -sf Indicates that this is a stillframe render; no frame suffix will be added. -imageSequenceFile:<0/1/2> Image-sequence file creation: 0=none; 1=.imsq; 2=.ifl -gammaCorrection:<1/0> Toggles gamma correction. “1”=On, “0”=Off. -gammaValueIn: Sets the Input Gamma value. Command-Line Rendering Switches | 6571 Switch Effect -gammaValueOut: Sets the Output Gamma value. -continueOnError If an error is encountered, the software attempts to continue rendering. -videopostJob:<1/0> Turns Video Post on page 6773 on or off for the job. Render Flags Switch Effect -showRFW:<1/0> or rfw:<1/0> Toggles the Rendered Frame Window. “1”=On, “0”=Off. -skipRenderedFrames:<1/0> Toggles Skip Existing Images. “1”=On, “0”=Off. -videoColorCheck:<1/0> Toggles Video Color Check. “1”=On, “0”=Off. -force2Sided:<1/0> Toggles Force 2-Sided. “1”=On, “0”=Off. -renderHidden:<1/0> Toggles Render Hidden. “1”=On, “0”=Off. -atmospherics:<1/0> Toggles Atmospherics. “1”=On, “0”=Off. -superBlack:<1/0> Toggles Super Black. “1”=On, “0”=Off. 6572 | Chapter 20 Rendering Switch Effect -renderFields:<1/0> Toggles Render Fields. “1”=On, “0”=Off. -fieldOrder:even or odd Toggles Field Order. Default=”Odd”. -displacements:<1/0> Toggles Displacement Mapping. “1”=On, “0”=Off. -effects:<1/0> Toggles Render Effects. “1”=On, “0”=Off. -useAreaLights:<1/0> Toggles area lights/shadows. “1”=On, “0”=Off. -useAdvLight:<1/0> Toggles use advanced lighting. “1”=On, “0”=Off. -computeAdvLight:<1/0> Toggles compute advanced lighting. “1”=On, “0”=Off. -ditherPaletted:<1/0> Toggles Output Dithering (paletted). “1”=On, “0”=Off. -ditherTrueColor:<1/0> Toggles Output Dithering (true-color). “1”=On, “0”=Off. -renderElements:<1/0> Toggles render elements (true-color). “1”=On, “0”=Off. Command-Line Rendering Switches | 6573 Backburner Job Submission These switches concern submitting a rendering job for network rendering. For further information, see Network Rendering on page 6433. Also, for a different method of network rendering via the command line, see Backburner Command Line Control on page 6579. Switch Effect -submit[:manager_name] or s[:manager_name] Submits the scene, to a specific manager system for network rendering. NOTE This is the only switch that requires a colon separator. -port: Specifies a manager port number. -netmask: Lets you specify a network mask other than 255.255.255.0. -jobName: Lets you specify a job name to render. -priority Sets job priority. -suspended:<1/0> Toggles initially suspended. “1”=Yes, “0”=No. -writeJobFile Writes all job settings to an XML file. The file uses the same name as the MAX file, so, for example, test.max produces test.xml. -readJobFile: Reads all job settings from an XML file. -waitLoad: The amount of time to wait for 3ds Max to load, in minutes. Default=20. 6574 | Chapter 20 Rendering Switch Effect -waitRender: The amount of time to wait for 3ds Max to render, in minutes. Default=600. -waitUnload: The amount of time to wait for 3ds Max to unload, in minutes. Default=10. –platform:32 or 64 The platform (either 32– or 64–bit) that your scene will be rendered on. Use this switch when you want to render your scene on a different platform from the platform where you created your scene. Bitmap Parameters Switch Effect -BMP_TYPE:2 or 8 Sets the type of BMP file being rendered. “2”=paletted, “8”=true 24-bit. -JPEG_QUALITY:1 to 100 Sets the JPG quality value. Ranges from 1 to 100. -JPEG_SMOOTHING:1 to 100 Sets the JPG smoothing value. Ranges from 1 to 100. -TARGA_COLORDEPTH:16, 24 or 32 Sets the color depth for TGA files. -TARGA_COMPRESSED:<1/0> Toggles TGA Compression. “1”=On, “0”=Off. Command-Line Rendering Switches | 6575 Switch Effect -TARGA_ALPHASPLIT:<1/0> Toggles TGA Alpha Split. “1”=On, “0”=Off. -TARGA_PREMULTALPHA:<1/0> Toggles TGA Pre-Multiplied Alpha. “1”=On, “0”=Off. -TIF_TYPE:<0/1/2/3/4> Sets the TIF type. “0”=mono, “1”=color, “2”=logl, “3”=logluv, “4”=16–bit color. -TIF_ALPHA:<1/0> Toggles TIF file alpha. “1”=On, “0”=Off. -TIF_COMPRESSION:<1/0> Toggles TIF Compression. “1”=On, “0”=Off. -TIF_DPI: Sets the dots-per-inch value for TIF files. For each of the following -RLA_xxxx switches, there is a corresponding -RPF_xxxx option. Switch Effect -RLA_COLORDEPTH:8, 16 or 32 Sets the RLA color bitdepth. -RLA_ALPHA:<1/0>: Toggles RLA Alpha. “1”=On, “0”=Off. -RLA_PREMULTALPHA:<1/0> Toggles RLA Premultiplied Alpha. “1”=On, “0”=Off. -RLA_DESCRIPTION: Lets you specify an RLA description (in quotes). 6576 | Chapter 20 Rendering Switch Effect -RLA_AUTHOR: Lets you specify an RLA author name (in quotes). -RLA_ZDEPTHCHANNEL:<1/0> Toggles RLA Z-Depth Channel. “1”=On, “0”=Off. -RLA_MTLIDCHANNEL:<1/0> Toggles RLA Material Effects Channel. “1”=On, “0”=Off. -RLA_OBJECTIDCHANNEL:<1/0> Toggles RLA Object Channel. “1”=On, “0”=Off. -RLA_UVCHANNEL:<1/0> Toggles RLA UV Coordinates Channel. “1”=On, “0”=Off. -RLA_NORMALCHANNEL:<1/0> Toggles RLA Surface Normals Channel. “1”=On, “0”=Off. -RLA_NONCLAMPEDCOLORCHANNEL:<1/0> Toggles RLA NonClamped Color Channel. “1”=On, “0”=Off. -RLA_COVERAGECHANNEL:<1/0> Toggles RLA Coverage Channel. “1”=On, “0”=Off. Command-Line Rendering Switches | 6577 The following -RPF_xxxx switches do not have corresponding -RLA_xxxx options. Switch Effect -RPF_NODERENDERIDCHANNEL Turns on RPF Node Render ID Channel. -RPF_COLORCHANNEL Turns on RPF Color Channel. -RPF_TRANSPCHANNEL Turns on RPF Transparency Channel. -RPF_VELOCCHANNEL Turns on RPF Velocity Channel. -RPF_WEIGHTCHANNEL<1/0> Turns on RPF Sub-Pixel Weight Channel. -RPF_MASKCHANNEL Turns on RPF Sub-Pixel Mask Channel. Switch Effect -EXR_USEEXPONENT EXR use exponent on/off -EXR_EXPONENT EXR exponent value (decimal) -EXR_PREMULTALPHA EXR premultiplied alpha on/off -EXR_ALPHA EXR save alpha component on/off -EXR_RED EXR save red component on/off 6578 | Chapter 20 Rendering Switch Effect -EXR_GREEN EXR save green component on/off -EXR_BLUE EXR save blue component on/off -EXR_BITDEPTH EXR bit depth: 0=8–bit integers; 1=half float; 2=float -EXR_USEFRAMENUMDIGITS EXR use number of frame digits on/off -EXR_FRAMENUMDIGITS EXR number of frame digits (integer) -EXR_COMPRESSIONTYPE EXR compression type: 0=no compression; 1=RLE; 2=ZIP (1 scanline); 3=ZIP (16 scanlines); 4=PIZ -EXR_USEREALPIX EXR use RealPix RGB data on/off Backburner Command Line Control The Backburner command line plug-in allows you to submit batch, executable, or script files to Backburner as “custom” jobs. This cmdjob.exe tool, found in the Backburner program folder, provides more flexibility in running custom jobs than is offered by the 3ds Max 3dsmaxcmd.exe plug-in. For a list of the command-line switches that you can use with the Backburner command line plug-in, see Command-Line Rendering Switches on page 6566. Some examples of how these commands can be used with 3ds Max are listed below. Backburner Command Line Control | 6579 NOTE In order to use command-line rendering, you should be familiar with DOS and understand the structure of command lines. Examples of a CmdJob Usage Please see the online version of the Help for details. See also: ■ Command-Line Rendering on page 6562 6580 | Chapter 20 Rendering Effects and Environments 21 A variety of special effects, such as film grain, depth of field, and lens simulations, are available as rendering effects on page 6583. Another set of effects, such as fog, are provided as environment effects on page 6687. Also available in the environment settings are exposure controls on page 6732, also known as tone mappers. The fog environment effect adds atmosphere to a street scene. In 3ds Max, rendering effects and environments are accessed from a single Environment and Effects dialog on page 6582. 6581 Environment and Effects Dialog Rendering menu > Environment Rendering menu > Effects Rendered Frame Window > Environment and Effects Dialog Toggle You apply effects and environments by using the Environment and Effects dialog. Interface The Environment and Effects dialog has two panels, described in the following topics: 6582 | Chapter 21 Effects and Environments Effects Panel and Rollout on page 6585 Environment Panel on page 6689 Rendering Effects Rendering Effects enable you to add post-production effects without having to render the scene to see the results. Through the Effects panel on page 6585 on the Environment and Effects dialog, you can add various effects and view them prior to final rendering of an image or animation. Rendering Effects let you work interactively. As you adjust an effect's parameters, the Rendered Frame Window on page 6073 is updated with the final output image of both the scene geometry and the applied effects. You can also choose to continually work with an effect and then update the effect manually. The following topics explain each Rendering Effect in detail. Hair and Fur Render Effect on page 6588 Lens Effects Rendering Effects on page 6594 Blur Rendering Effect on page 6664 Brightness and Contrast Rendering Effect on page 6673 Color Balance Rendering Effect on page 6675 Depth of Field Rendering Effect on page 6683 File Output Rendering Effect on page 6676 Film Grain Rendering Effect on page 6679 Motion Blur Rendering Effect on page 6681 Rendering Effects and 32–bit Floating-Point Output Most rendering effects in 3ds Max are not compatible with 32-bit floating-point output, such as that provided optionally by the mental ray renderer (see Frame Buffer Type on page 6277). If you render using one or more unsupported effects, the following dialog appears: Rendering Effects | 6583 You can choose to continue rendering without the unsupported effects, or cancel the render. The only supported effects are File Output and Color Balance; the rest (shown in the dialog above) are unsupported. Rendering Effects Command Rendering menu > Effects > Environment and Effects dialog > Effects panel Effects displays the Effects panel on page 6585 on the Environment and Effects dialog, which lets you set parameters for post-rendering effects. From this panel, you can select and assign a class of plug-in called Render Effect, which is a post-rendering image-processing effect. This lets you apply image processing without using Video Post. Render Effects have the added advantage of allowing animated parameters and references to scene objects. You can also adjust and view the effects interactively. 6584 | Chapter 21 Effects and Environments Effects Panel and Rollout Rendering menu > Effects > Environment and Effects dialog > Effects panel Rendered Frame Window > Environment and Effects Dialog Toggle > Effects panel You can use the Effects panel to: ■ Assign a Render Effects plug-in. ■ Apply image processing without using Video Post. ■ Adjust and view effects interactively. ■ Animate parameters and references to scene objects. Interface Effects Panel and Rollout | 6585 The Effects panel has one main rollout, Effects, with the following options: Effects Displays a list of selected effects. Name Displays the name of the selected effect. Edit this field to rename the effect. Add Displays a dialog listing all available rendering effects. Select the effect you want added to the window list, and then click OK. Delete Removes a highlighted effect from the window and from the scene. Active Specifies whether the selected effect is active in the scene. On by default; you can deactivate an effect without actually removing it by selecting it in the window and turning off Active. Move Up Moves the highlighted effect up in the window list. Move Down Moves the highlighted effect down in the window list. Merge Merges rendering effects from scene (.max) files. Clicking Merge displays a file dialog from which you can choose a .max file. A dialog then appears listing all rendering effects in that scene. Preview group Effects When All is chosen, all of the active effects are applied to the preview. When Current is chosen, only the highlighted effects are applied to the preview. Interactive When on, changes occur interactively in the Rendered Frame Window on page 6073 as you adjust the parameters of an effect. When Interactive is not activated, you can click one of the update buttons to preview the effect. Show Original/Show Effects toggle Click Show Original to display the original rendered image without any of the effects applied. Click Show Effects to display the rendered image with the effects. Update Scene Updates the Rendered Frame Window with all changes made in Rendering Effects as well as any changes made to the scene itself. Update Effect Manually updates the preview Rendered Frame Window when Interactive is not on. What is shown in the Rendered Frame Window is only an update of any changes made in Rendering Effects. Any changes made to the scene itself will not be rendered. 6586 | Chapter 21 Effects and Environments Merging Effects Rendering menu > Effects > Environment and Effects dialog > Effects panel > Merge The Merge button on the Effects panel on page 6585 lets you merge effects from other 3ds Max (.max) scene files. See also: ■ Merge on page 7058 ■ Replace on page 7070 ■ Merge Animation on page 7063 Procedures To merge an atmospheric effect: 1 Choose Rendering menu > Effects to display the Effects panel. 2 On the Effects rollout, click Merge. A Merge Effect dialog appears for file selection. 3 Choose a MAX file. A Merge Atmospheric Effects dialog lists the effects in the specified file. 4 Select one or more of the effects, and then click OK to merge them into the scene. Only atmospheric effects appear in the merge list, but when an effect is merged, any lights or gizmos bound to the effect are merged as well. Merging Effects | 6587 To resolve conflicts when merged effects have the same name: ■ If an effect of the same type and name already exists in the scene, an alert appears. Choose from among these options: ■ Name field Allows you to rename the incoming effect. ■ Merge ■ Delete Old ■ Apply To All Duplicates matching effects. Results in two effects in the scene with the same name. Removes the existing effect in the scene. Performs the same action on all subsequent Hair and Fur Render Effect Rendering menu > Effects > Environment And Effects dialog > Effects panel > Add > Add Effect dialog > Hair and Fur Hair and Fur modifier > Tools rollout > Render Settings button To render hair, the scene must contain a Hair And Fur render effect. The render effect is automatically added to the scene the first time you apply the Hair And Fur modifier to an object, or 3ds Max adds one (with default values) at render time if an active Hair And Fur modifier is applied to an object. If for some reason the render effect doesn't exist in the scene, you can add one by clicking the Render Settings button. This opens the Environment And Effects dialog and adds a Hair And Fur render effect. You can change the settings, or simply accept the default settings by closing the dialog after it opens. 6588 | Chapter 21 Effects and Environments Interface Hair and Fur Render Effect | 6589 Hair Rendering Options group Hairs Sets the method to be used for rendering hair: ■ buffer (The default) Procedural hair generated by Hair at render time based on the modifier parameters. Buffer hair is generated by a special renderer within Hair and offers the benefit of being able to create millions of hairs with minimal memory requirements. Only one hair is in memory at a time. Also, using Buffer render offers a variety of compositing options (described below). ■ geometry Creates actual geometry for the rendered hair at render time. This geometry is assigned the material ID set by the Hair And Fur modifier > Geom Mat ID parameter on page 1168. NOTE “Geometry” hair derives its texture from the growth object, not from any maps applied via the Material Parameters rollout. Compositing options aren't available with “geometry” hair. The “geometry” option works with both the default scanline renderer and the mental ray renderer. ■ mr prim Hair is generated by a procedural mental ray shader that generates mental ray curve primitives directly into the mental ray rendering stream at render time. Choose this option only when you are rendering hair with the mental ray renderer on page 6230. mr Voxel Resolution Available only for the “geometry” and “mr prim” Hairs options. At render time, hair boundaries are subdivided into volume cubes or “voxels.” 3ds Max calculates which hairs are in each voxel, and when a ray enters a voxel, it calculates for those hairs. This allows unneeded voxels to be removed from memory during calculation. With “geometry” rendering, voxels are used only for calculating instanced hairs. This value gives the resolution of the subdivision. For example, a value of 3 subdivides the volume into 3 x 3 x 3 voxels, for a total of 27. The higher this value, the more efficient calculations can be. Default=5. Lighting ■ native (The default.) Uses standard 3ds Max calculations for light falloff. ■ emulation Performs a simpler internal calculation for light falloff within the buffer render. It applies only to the buffer hair rendering itself, not the 3ds Max scene. This mode omits features such as illumination textures on 6590 | Chapter 21 Effects and Environments the hair, and light falloff calculation might be slightly inaccurate, but rendering is somewhat faster. Raytrace the Reflections/Refractions Available only for the “buffer” Hairs option. When on, reflections and refractions are ray-traced. When off, they are calculated as usual. Turning this option on can increase realism at the cost of render time. Default=off. Motion Blur group In order to render motion-blurred hairs, Motion Blur must be enabled for the growth object. Duration The number of frames over which motion blur is calculated for each frame. Interval The point in the duration at which the “snapshot” of the hair is captured, before blurring. The choices are “start”, “middle”, and “end”. The default is “middle”, which causes blurring to occur at the start and end of the duration. Buffer Rendering Options group This setting applies only to the ”buffer” rendering method on page 6590. Oversampling Controls the level of antialiasing applied to the Hair “buffer” render. The available choices are “draft”, “low”, “medium”, “high”, and “maximum”. The “draft” setting uses no antialiasing; “high” is suitable for most final renders; in extreme cases, use “maximum”. The higher the Oversampling level, the greater the memory requirements and render time. Default=”low.” Tile Memory Usage Sets the maximum amount of main memory to be used by a “tile.” Hair And Fur renders hair one tile at a time. Default = 70 Megabytes. Transparency Depth Sets a maximum depth for rendering transparent or translucent hairs. Default=30. Hair and Fur Render Effect | 6591 Composite Method group This option lets you choose the method by which Hair composites hair with the rest of the scene. Compositing options are available only with the “buffer” rendering method. ■ None Renders the hair only, with occlusion. The resulting image is ready to composite. ■ Off ■ Normal (The default.) Does standard rendering and composites the occluded hair with the rest of the scene in the Rendered Frame Window. Because of the occlusion, hair will not appear behind (through) transparent objects. ■ GBuffer Buffer-rendered hair appears behind most transparent objects. Transparent refractive objects aren't supported. Renders hair shadows but not the hair. Occlusion Objects group This setting lets you choose which objects will occlude hair in the scene; that is, if the object is closer to the camera than part of the hair array, the hairs behind it won't render. By default, all objects in the scene occlude hair behind them. ■ Auto (The default.) All renderable objects in the scene occlude hair behind them. ■ All All objects in the scene, including non-renderable objects, occlude hair behind them. ■ Custom Lets you specify the objects that will occlude hair. Choosing this option makes the buttons on the right slide of the list available. If you choose Custom but don't specify any occlusion objects, no objects will occlude the hair; that is, the hair will appear in front of all objects, whether or not it's closer to the camera than the objects. List The list of custom occlusion objects. To edit this list, choose Custom and then use the buttons on the right side of the list. Add Adds a single object to the list. Click Add and then in a viewport, click the object to add. 6592 | Chapter 21 Effects and Environments Add List Adds multiple objects to the list. Click Add List and then in a viewport, click each object to add in turn. To finish, right-click the viewport or click Add List again to turn it off. Replace To replace an object in the list, highlight its name in the list, click Replace, and then in a viewport click the replacement object. Delete To remove an object from the list, highlight its name in the list and then click Delete. Global Illumination group Apply Skylight When on, Hair And Fur supports takes sky light into account, provided it is present in the scene. Default=off. Multiplier Available only when Skylight is turned on. This Multiplier value lets you adjust the amount of sky light that is used when rendering hair. Lighting group These settings control the illumination of hair and shadow-casting from hair by supported lights in the scene. The following light types are not supported when rendering hair with the “buffer” method: Skylight, mr Area Omni, mr Area Spot, IES Sun, IES Sky, mr Sky and mr Sun. However, mr Area Omni, mr Area Spot, mr Sky, and mr Sun are supported for hair when you use the “mr prim” method and the mental ray renderer. NOTE For the purposes of rendering shadows in hair, Direct lights are treated as point (omni) lights. Shadow Density Specifies the relative darkness of the shadows. At the default, highest value, 100.0, shadows are darkest. At the lowest value, 0.0, shadows are fully transparent, so they don't render. Range=0.0 to 100.0. Default=100.0. Use all lights at render time When on, causes all supported lights in the scene to illuminate and cast shadows from hair when the scene is rendered. (Shadows are cast only from lights whose Shadows toggle is on.) When off, for a light to cast shadows from hair, you explicitly must add hair properties. In either case, shadow maps for hair use the settings from the Hair Light Attr(ibutes) rollout on page 5094 Default=on. NOTE These settings apply only to “buffer”-rendered hair (the default type, set in the Hair Rendering Options group, as described above). Hair and Fur Render Effect | 6593 Add hair properties Adds the Hair Light Attr(ibutes) rollout on page 5094 to selected lights in the scene. If you want to assign hair-specific shadow properties on a per-light basis, this rollout is necessary. Available only when at least one supported light is selected. When Use All Lights At Render Time is off, only lights with hair properties can illuminate hair. Remove hair properties Removes the Hair Light Attr(ibutes) rollout on page 5094 from selected lights in the scene. Available only when at least one light with hair properties added is selected. Lens Effects Rendering Effects Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Lens Effects Lens flares added as lens effects Lens Effects is a system used to create real-life effects commonly associated with a camera. These effects include Glow on page 6599, Ring on page 6606, Ray 6594 | Chapter 21 Effects and Environments on page 6616, Auto Secondary on page 6623, Manual Secondary on page 6631, Star on page 6638, and Streak on page 6645. Procedures To add an effect: 1 Select the desired effect from the list on the left side of the Lens Effects Parameters rollout. 2 Click the (>) arrow button to move it into the column on the right. To delete an applied effect: 1 Select the effect from the list on the right side of the Lens Effects Parameters rollout. 2 Click the (<) arrow button to remove it from the list. Interface Lens Effects Parameters rollout The Lens Effects system allows you to apply effects to your rendered image by choosing a particular effect from the list on the left and adding it to the list on the right. Each effect has its own rollout of parameters, but all effects share two panels of global parameters. Lens Effects Rendering Effects | 6595 Lens Effects Globals rollout, Parameters panel Load Displays the Load Lens Effects file dialog that enables you to open an LZV file. The LZV file format contains information saved from a previous configuration of Lens Effects. This allows you to load and use Lens Effects that have been saved from previous sessions of the software. Save Displays the Save Lens Effects file dialog that enables you to save an LZV file. The LZV file format contains information saved from a previous configuration of Lens Effects. This allows you to save several types of Lens Effects and use them in multiple 3ds Max scenes. NOTE Saving an effect as an LZV file will only save the attributes of the effect on the frame that it is saved at. The LZV file format doesn’t save the animation keys of an animated parameter. Size Affects the size of the overall Lens Effect. This value is a percentage of the size of the rendered frame. Intensity Controls the overall brightness and opacity of the Lens Effect. Higher values produce a bright, more opaque effect, and lower values produces a dim, transparent effect. 6596 | Chapter 21 Effects and Environments Seed Gives the random number generator in Lens Effects a different starting point, which creates a slightly different Lens Effect without changing any settings. Using Seed guarantees a different Lens Effect, even if the differences are very small. For example, if you set up a Ray effect, you will get slightly different rays in the lens flare if you adjust the seed value. Angle Affects the amount that the Lens Effect rotates from its default position, as the position of the effect changes relative to the camera. Squeeze Squeezes the size of the overall Lens Effect, either horizontally or vertically to compensate for different frame aspect ratios. Positive values stretch the effect horizontally, and negative values stretch it vertically. The value is a percentage of the size of the flare. Range=100 to -100. Lights group Allows you to choose lights to apply Lens Effects to. Pick Light Enables you to select a light directly through the viewports. You can also select a light by pressing H to open the Pick Object dialog. Remove Light Removes a selected light. Drop-down list Provides quick access to lights that you have added to the Lens Effect. Lens Effects Rendering Effects | 6597 Lens Effects Globals rollout, Scene panel Affect Alpha Specifies whether or not the Lens Effect affects the alpha channel of an image when the image is rendered in a 32-bit file format. The alpha channel is an extra 8 bits of color (256 colors) that indicate transparency in an image. Alpha channels are used to composite one image seamlessly over the top of another. If you want to composite a Lens Effect, or an image that contains a Lens Effect, over the top of another image, enable this option. If you are not rendering to a 32-bit file, do not enable this option. Affect Z Buffer Stores an object's distance from the camera. The Z-Buffer is useful for optical effects. When this option is enabled, the linear distance of the Lens Effect is recorded, and can be used in special effects that make use of the Z-Buffer. Distance Affects Allows distance from the camera or viewport to affect the size and/or the intensity of the effect. Off-Center Affects Allows an effect that is off-center from the camera or viewport to affect the size and/or the intensity of the effect. Direction Affects Allows direction of spot lights with respect to the camera or viewport to affect the size and/or the intensity of the effect. 6598 | Chapter 21 Effects and Environments The size and intensity of the effect are at a maximum when the light is pointed at the camera (or viewport). Occlusion group Occlusion is used to determine when a Lens Effect will be affected by an object that comes between the effect and the camera. By using two spinners to determine occlusion you can have scene objects realistically affect the look of your effect. The outer radius will determine when another scene object will begin to occlude and the inner radius will determine when the scene object will cause the effect to reach maximum occlusion. Inner Radius Sets the inner radius around the effect that another scene object must intersect in order to completely occlude the effect. Outer Radius Sets the outer radius around the effect that another scene object must intersect in order to begin to occlude the effect. Size Decreases the size of the effect when being occluded. Intensity Decreases the intensity of the effect when being occluded. Affected by Atmosphere Allows Atmospheric Effects to occlude Lens Effects. Glow Lens Effect Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Lens Effects > Choose Glow, and click the (>) arrow button. Lens Effects Rendering Effects | 6599 Adding glow to the light Glow lets you add a glowing aura around any assigned object. For example, for an exploding particle system, adding a glow to the particles makes them seem as though they are brighter and hotter. WARNING This effect is not supported by the mental ray renderer on page 6230. 6600 | Chapter 21 Effects and Environments Interface Glow Element rollout, Parameters panel Name Displays the name of the effect. With Lens Effects you can have many different effects under one instance of Lens Effects. To keep them in order, it is often necessary to name them to make sure that when you change parameters you are changing the parameters to the correct effect. On Applies the effect to the rendered image when activated. Size Determines the size of the effect. Lens Effects Rendering Effects | 6601 Intensity Controls the overall brightness and opacity of the individual effect. Higher values produce a bright, more opaque effect, and lower values produces a dim, transparent effect. Glow Behind Gives the effect the ability to be displayed behind objects in your scene. Occlusion Determines how much the Lens Effects Scene Occlusion parameters will affect the particular effect. The value entered determines what percentage of occlusion set in the Lens Effects Globals panel will be applied. Squeeze Determines whether the effect will be squeezed. When activated the effect will be squeezed according to Lens Effects Globals under the Parameters panel in the Squeeze spinner. Use Source Color Mixes the source color of the light or object you are applying the effect to and the color or mapping set in the Radial Color or Circular Color parameters. A value of 0 uses only the values set in the Radial Color and Circular Color parameters while a value of 100 uses only the light or objects source color. Any value between 0 and 100 will render a mix between the source color and the effect’s color parameters. Radial Color group The Radial Color settings affect the inner and outer colors of the effect. You can set the color swatches to set the inner and outer colors of the Lens Effect. You can also use bitmaps such as Gradient or Cellular to determine the radial color. Falloff Curve Displays the Radial Falloff dialog on page 6658 in which you can set weights for the colors used in Radial Color. By manipulating the Falloff Curve you can make the effect use more of one color or map than the other. You can also use a map to determine the falloff when a light is used as a Lens Effects source. Circular Color group Circular Color determines the color of the effect by using four different color swatches that are matched to the four quadrants of the effect. A map can also be used to determine circular color. Mix Mixes colors set in Radial Color and colors set in Circular Color. Setting the spinner at 0 will only use values set in Radial Color while setting the spinner at 100 will only use values set in Circular Color. Any value between 0 and 100 will mix between the two values. 6602 | Chapter 21 Effects and Environments Falloff Curve Displays the Circular Falloff dialog on page 6652 in which you can set weights for the colors used in Circular Color. By manipulating the Falloff Curve you can make the effect use more of one color or map than another. You can also use a map to determine the falloff when a light is used as a Lens Effects source. Radial Size group Determines the radial size around the particular Lens Effect. Clicking the Size Curve button displays the Radial Size dialog on page 6661. Using the Radial Size dialog you can create points on a line and move those points along a graph to determine where the effect should be placed around the light or object. You can also use a map to determine where the effect should be placed. A check box is used to activate the map. Glow Element rollout, Options panel Lens Effects Rendering Effects | 6603 Apply Element To group Lights Applies the effect to lights picked in Lens Effects Globals under the Parameters tab in the Lights group box. Image Applies the effect to the rendered image using parameters set in Image Sources. Image Centers Applies to the center of an object or to portions of an object as determined by the Image Filters. Image Sources group Object ID Applies the Lens Effect to particular objects in your scene that have a corresponding G-Buffer on page 7991 (or Object) ID. The G-Buffer is a geometry buffer and can be defined when you right-click any object and select Properties from the menu. Then, set the Object Channel ID under the G-Buffer ID controls. Material ID Applies the Lens Effect to an object or part of an object with a specific Material ID channel on page 5348 assigned to it. Assign the Material ID channel in the Material Editor, using the Material ID channel flyout on page 5350. The Lens Effect will be applied only to areas of the geometry where that particular ID channel is present. TIP In some cases you might want to apply different Lens Effects settings to different pieces of geometry or IDs. To accomplish this, add additional Lens Effects entries to the Lens Effects Parameters list. Then set each different Lens Effect entry to affect a different Material ID or Object ID and proceed. Unclamp An unclamped color is brighter than pure white (255,255,255). The software keeps track of these "hot" areas which tend to show up when your scene contains bright metallic highlights or explosions. This spinner lets you determine the lowest pixel value that the Lens Effect is applied to. Pure white has a pixel value of 1. When this spinner is set to 1, any pixels with a value above 255 will be glowed. You can invert this value by clicking the I button to the right of the spinner. Surf Norm Applies the Lens Effect to part of an object, based on the angle of the surface normal to the camera. A value of 0 is coplanar, or parallel to the screen. A value of 90 is normal, or perpendicular to the screen. If you set Surf Norm to 45, only surfaces with normal angles greater than 45 degrees will be glowed. You can invert this value by clicking the I button to the right of the spinner. This parameter can be animated. 6604 | Chapter 21 Effects and Environments Whole Applies the Lens Effect to the whole scene, not just a particular piece of geometry. This, in effect, makes each pixel in the scene a potential Lens Effect source. The areas of the scene that have the Lens Effect applied to them are determined by the settings in the Image Filters group box. Alpha Applies the Lens Effect to the alpha channel of an image. The transparency of an alpha channel is interpreted opposite that of the Mask channel. Range=0 to 255. Z Hi/Z Lo Highlights objects based on their distance (Z-Buffer distance) from the camera. The Hi value is the maximum distance and the Lo value is the minimum. Any objects between these two Z-Buffer distances will be highlighted. Image Filters group Filters the Image Sources selections to let you control how the Lens Effect is applied. For example, you can have ten spheres in your scene, each with the same Object ID, but different colors. If you set the Image Source as the Object ID of the spheres, which selects all of the spheres, these will be the only objects in the scene that Lens Effects will apply an effect to. However, now that Lens Effects knows where the pixels are that effects can be applied, it needs to know which ones to actually apply the effect to. Lens Effects uses the filter controls to find out which source pixels to apply the effect to. All Selects all source pixels in the scene and applies the Lens Effect to them. Edge Selects all source pixels along a boundary edge and applies the Lens Effect to them. Applying a Lens Effect along the edges of objects produces a soft halo that exists on both inside and outside edges of your object. Perim(eter) Alpha Applies the Lens Effect only to the perimeter of an object based on its alpha channel. Selecting this option applies the effect only on the outside of an object without any spill on the interior. Whereas filtering by Edge produces a spill onto the object, Perimeter Alpha keeps all of the edges clean because it relies on the scene alpha channel to derive its effect. Perim(eter) Applies the Lens Effect only to the perimeter of an object based on Edge interference. Although not as precise as Perimeter Alpha, you might need to use the Perimeter option at times when the alpha channel is unavailable. Bright Filters the source objects based on their brightness values. The effect is only applied to objects with a brightness above the spinner setting This option can be inverted by clicking the I button next to the spinner Lens Effects Rendering Effects | 6605 Hue Filters the source objects by their hue. Select the hue by clicking the color swatch next to the spinner. You can choose hue values from 0 to 255. The spinner beside the Hue color swatch lets you enter a variance level so that the glow can find several different hues in the same range as the chosen color Additional Effects group Additional Effects allows you to apply maps such as Noise to your Lens Effect. You can display the Material/Map browser by clicking the long button next to the Apply check box. Apply Applies the selected map when activated. Radial Density Determines where and how much you would like the additional effects applied. Clicking the Radial Density button displays the Radial Density dialog on page 6655. Using the Radial Density dialog you can create points on a line and move those points along a graph to determine where the additional effect should be placed around the light. You can also use a map to determine where the additional effect should be placed. Ring Lens Effect Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Lens Effects > Choose Ring, and click the (>) arrow button. 6606 | Chapter 21 Effects and Environments Adding a ring to the light The ring is a circular color band that surrounds the center of the source object. WARNING This effect is not supported by the mental ray renderer on page 6230. Lens Effects Rendering Effects | 6607 Interface Ring Element rollout, Parameters panel Name Displays the name of the effect. With Lens Effects you can have many different effects under one instance of Lens Effects. To keep them in order, it is often necessary to name them to make sure that when you change parameters you are changing the parameters to the correct effect. On Applies the effect to the rendered image when activated. Default = on. Size Determines the size of the effect. 6608 | Chapter 21 Effects and Environments Intensity Controls the overall brightness and opacity of the individual effect. Higher values produce a bright, more opaque effect, and lower values produces a dim, transparent effect. Plane Sets the location of the effect along the axis of the effect which extends from the center of the effect through the center of the screen. Thickness Determines the thickness, in pixels, of the effect. Glow Behind Gives the effect the ability to be displayed behind objects in your 3ds Max scene. Occlusion Determines how much the Lens Effects Scene Occlusion parameters will affect the particular effect. The value entered determines what percentage of occlusion set in the Lens Effects Globals panel will be applied. Squeeze Determines whether the effect will be squeezed. When activated the effect will be squeezed according to Lens Effects Globals under the Parameters panel in the Squeeze spinner. Use Source Color Mixes the source color of the light or object you are applying the effect to with the color or mapping set in the Radial Color or Circular Color parameters. A value of 0 uses only the values set in the Radial Color and Circular Color parameters while a value of 100 uses only the light or objects source color. Any value between 0 and 100 will render a mix between the source color and the effect’s color parameters. Radial Color group The Radial Color settings affect the inner and outer colors of the effect. You can set the color swatches to set the inner and outer colors of the Lens Effect. You can also use bitmaps such as gradient or cellular to determine the radial color. Lens Effects Rendering Effects | 6609 Ring using radial colors as seen in lower left inset Falloff Curve Displays the Radial Falloff dialog on page 6658 in which you can set weights for the colors used in Radial Color. By manipulating the Falloff Curve you can make the effect use more of one color or map than the other. You can also use a map to determine the falloff. Circular Color group Circular Color determines the color of the effect by using four different color swatches that are matched to the four quadrants of the effect. A map can also be used to determine circular color. 6610 | Chapter 21 Effects and Environments Ring using circular colors as seen in lower right inset Mix Mixes colors set in Radial Color and colors set in Circular Color. Setting the spinner at 0 will only use values set in Radial Color while setting the spinner at 100 will only use values set in Circular Color. Any value between 0 and 100 will mix between the two values. Lens Effects Rendering Effects | 6611 Ring using radial and circular colors mixed 50/50 Falloff Curve Displays the Circular Falloff dialog on page 6652 in which you can set weights for the colors used in Circular Color. By manipulating the Falloff Curve you can make the effect use more of one color or map than another. You can also use a map to determine the falloff when a light is used as a Lens Effects source. Radial Size group Determines the radial size around the particular Lens Effect. Clicking the Size Curve button displays the Radial Size dialog on page 6661. Using the Radial Size dialog you can create points on a line and move those points along a graph to determine where the effect should be placed around the light or object. You can also use a map to determine where the effect should be placed. A check box is used to activate the map. 6612 | Chapter 21 Effects and Environments Ring Element rollout, Options panel Apply Element To Lights Applies the effect to lights picked in Lens Effects Globals under the Parameters tab in the Lights group box. Image Applies the effect to the rendered image using parameters set in Image Sources. Image Centers Applies to the center of an object or to portions of an object as determined by the Image Filters. Image Sources group Object ID Applies the Lens Effect to particular objects in your scene that have a corresponding G-Buffer on page 7991 (or Object) ID. The G-Buffer is a geometry buffer and can be defined when you right-click any object and select Properties from the menu. Then, set the Object Channel ID under the G-Buffer ID controls. Material ID Applies the Lens Effect to an object or part of an object with a specific Material ID channel on page 5348 assigned to it. Assign the Material ID channel in the Material Editor, using the Material ID channel flyout on page 5350. The Lens Effect will be applied only to areas of the geometry where that particular ID channel is present. Lens Effects Rendering Effects | 6613 TIP In some cases you might want to apply different Lens Effects settings to different pieces of geometry or IDs. To accomplish this, add additional Lens Effects entries to the Lens Effects Parameters list. Then set each different Lens Effect entry to affect a different Material ID or Object ID and proceed. Unclamp An unclamped color is brighter than pure white (255,255,255). The software keeps track of these "hot" areas which tend to show up when your scene contains bright metallic highlights or explosions. This spinner lets you determine the lowest pixel value that the Lens Effect is applied to. Pure white has a pixel value of 1. When this spinner is set to 1, any pixels with a value above 255 will be glowed. You can invert this value by clicking the I button to the right of the spinner. Surf Norm Applies the Lens Effect to part of an object, based on the angle of the surface normal to the camera. A value of 0 is coplanar, or parallel to the screen. A value of 90 is normal, or perpendicular to the screen. If you set Surf Norm to 45, only surfaces with normal angles greater than 45 degrees will be glowed. You can invert this value by clicking the I button to the right of the spinner. Whole Applies the Lens Effect to the whole scene, not just a particular piece of geometry. This, in effect, makes each pixel in the scene a potential Lens Effect source. The areas of the scene that have the Lens Effect applied to them are determined by the settings in the Image Filters group box. Alpha Applies the Lens Effect to the alpha channel of an image. The transparency of an alpha channel is interpreted opposite that of the Mask channel. Range=0 to 255. Z Hi/Z Lo Highlights objects based on their distance (Z-Buffer distance) from the camera. The Hi value is the maximum distance and the Lo value is the minimum. Any objects between these two Z-Buffer distances will be highlighted. Image Filters group Filters the Image Sources selections to let you control how the Lens Effect is applied. For example, you can have ten spheres in your scene, each with the same Object ID, but different colors. If you set the Image Source as the Object ID of the spheres, which selects all of the spheres, these will be the only objects in the scene that Lens Effects will apply an effect to. However, now that Lens Effects knows where the pixels are that effects can be applied, it needs to know which ones to actually apply the effect to. Lens 6614 | Chapter 21 Effects and Environments Effects uses the filter controls to find out which source pixels to apply the effect to. All Selects all source pixels in the scene and applies the Lens Effect to them. Edge Selects all source pixels along a boundary edge and applies the Lens Effect to them. Applying a Lens Effect along the edges of objects produces a soft halo that exists on both inside and outside edges of your object. Perim(eter) Alpha Applies the Lens Effect only to the perimeter of an object based on its alpha channel. Selecting this option applies the effect only on the outside of an object without any spill on the interior. Whereas filtering by Edge produces a spill onto the object, Perimeter Alpha keeps all of the edges clean because it relies on the scene alpha channel to derive its effect. Perim(eter) Applies the Lens Effect only to the perimeter of an object based on Edge interference. Although not as precise as Perimeter Alpha, you might need to use the Perimeter option at times when the alpha channel is unavailable. Bright Filters the source objects based on their brightness values. The effect is only applied to objects with a brightness above the spinner setting This option can be inverted by clicking the I button next to the spinner Hue Filters the source objects by their hue. Select the hue by clicking the color swatch next to the spinner. You can choose hue values from 0 to 255. The spinner beside the Hue color swatch lets you enter a variance level so that the glow can find several different hues in the same range as the chosen color Additional Effects group Additional Effects allows you to apply maps such as Noise to your Lens Effect. You can display the Material/Map browser by clicking the long button next to the Apply check box. Apply Applies the selected map when activated. Radial Density Determines where and how much you would like the additional effects applied. Clicking the Radial Density button displays the Radial Density dialog on page 6655. Using the Radial Density dialog you can create points on a line and move those points along a graph to determine where the additional effect should be placed around the light. You can also use a map to determine where the additional effect should be placed. Lens Effects Rendering Effects | 6615 Ray Lens Effect Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Lens Effects > Choose Ray, and click the (>) arrow button. Adding rays to the light Rays are bright lines that radiate from the center of the source object, providing the illusion of extreme brightness for the object. Rays let you emulate scratches in the lens elements of a camera. 6616 | Chapter 21 Effects and Environments Interface Ray Element rollout, Parameters panel Name Displays the name of the effect. With Lens Effects you can have many different effects under one instance of Lens Effects. To keep them in order, it is often necessary to name them to make sure that when you change parameters you are changing the parameters to the correct effect. On Applies the effect to the rendered image when activated. Default = on. Lens Effects Rendering Effects | 6617 Size Determines the size of the effect. Intensity Controls the overall brightness and opacity of the individual effect. Higher values produce a bright, more opaque effect, and lower values produces a dim, transparent effect. Num Specifies the overall number of rays that appear in the lens flare. Rays are randomly spaced around the radius. Angle Specifies the angle for the rays. You can enter both positive and negative values so, when animated, the rays rotate in a clockwise or counterclockwise direction. Sharp Specifies the overall sharpness of the rays. Higher numbers produce crisp, clean, and clear rays. Lower numbers produce more of a secondary glow look. Range=0 to 10. Glow Behind Gives the effect the ability to be displayed behind objects in your 3ds Max scene. Occlusion Determines how much the Lens Effects Scene Occlusion parameters will affect the particular effect. The value entered determines what percentage of occlusion set in the Lens Effects Globals panel will be applied. Squeeze Determines whether the effect will be squeezed. When activated, the effect will be squeezed according to Lens Effects Globals under the Parameters panel in the Squeeze spinner. Use Source Color Mixes the source color of the light or object you are applying the effect to and the color or mapping set in the Radial Color or Circular Color parameters. A value of 0 uses only the values set in the Radial Color and Circular Color parameters while a value of 100 uses only the light or objects source color. Any value between 0 and 100 will render a mix between the source color and the effect’s color parameters. Radial Color group The Radial Color settings affect the inner and outer colors of the effect. You can set the color swatches to set the inner and outer colors of the Lens Effect. You can also use bitmaps such as Gradient or Cellular to determine the radial color. Falloff Curve Displays the Radial Falloff dialog on page 6658 in which you can set weights for the colors used in Radial Color. By manipulating the Falloff Curve you can make the effect use more of one color or map than the other. You can also use a map to determine the falloff when a light is used as a Lens Effects source. 6618 | Chapter 21 Effects and Environments Circular Color group Circular Color determines the color of the effect by using four different color swatches that are matched to the four quadrants of the effect. A map can also be used to determine circular color. Mix Allows you to mix between colors set in Radial Color and colors set in Circular Color. Setting the spinner at 0 will only use values set in Radial Color while setting the spinner at 100 will only use values set in Circular Color. Any value between 0 and 100 will mix between the two values. Falloff Curve Displays the Circular Falloff dialog on page 6652 in which you can set weights for the colors used in Circular Color. By manipulating the Falloff Curve you can make the effect use more of one color or map than another. You can also use a map to determine the falloff when a light is used as a Lens Effects source. Radial Size group Determines the radial size around the particular Lens Effect. Clicking the Size Curve button displays the Radial Size dialog on page 6661. Using the Radial Size dialog you can create points on a line and move those points along a graph to determine where the effect should be placed around the light or object. You can also use a map to determine where the effect should be placed. A check box is used to activate the map. Lens Effects Rendering Effects | 6619 Ray Element rollout, Options panel Apply Element To group Lights Applies the effect to lights picked in Lens Effects Globals under the Parameters tab in the Lights group box. Image Applies the effect to the rendered image using parameters set in Image Sources. Image Centers Applies to the center of an object or to portions of an object as determined by the Image Filters. Image Sources group Object ID Applies the Lens Effect to particular objects in your scene that have a corresponding G-Buffer on page 7991 (or Object) ID. The G-Buffer is a geometry buffer and can be defined when you right-click any object and select Properties 6620 | Chapter 21 Effects and Environments from the menu. Then, set the Object Channel ID under the G-Buffer ID controls. Material ID Applies the Lens Effect to an object or part of an object with a specific Material ID channel on page 5348 assigned to it. Assign the Material ID channel in the Material Editor, using the Material ID channel flyout on page 5350. The Lens Effect will be applied only to areas of the geometry where that particular ID channel is present. TIP In some cases you might want to apply different Lens Effects settings to different pieces of geometry or IDs. To accomplish this, add additional Lens Effects entries to the Lens Effects Parameters list. Then set each different Lens Effect entry to affect a different Material ID or Object ID and proceed. Unclamp An unclamped color is brighter than pure white (255,255,255). The software keeps track of these "hot" areas which tend to show up when your scene contains bright metallic highlights or explosions. This spinner lets you determine the lowest pixel value that the Lens Effect is applied to. Pure white has a pixel value of 1. When this spinner is set to 1, any pixels with a value above 255 will be glowed. You can invert this value by clicking the I button to the right of the spinner. Surf Norm Applies the Lens Effect to part of an object, based on the angle of the surface normal to the camera. A value of 0 is coplanar, or parallel to the screen. A value of 90 is normal, or perpendicular to the screen. If you set Surf Norm to 45, only surfaces with normal angles greater than 45 degrees will be glowed. You can invert this value by clicking the I button to the right of the spinner. Whole Applies the Lens Effect to the whole scene, not just a particular piece of geometry. This, in effect, makes each pixel in the scene a potential Lens Effect source. The areas of the scene that have the Lens Effect applied to them are determined by the settings in the Image Filters group. Alpha Applies the Lens Effect to the alpha channel of an image. The transparency of an alpha channel is interpreted opposite that of the Mask channel. Range=0 to 255. Z Hi/Z Lo Highlights objects based on their distance (Z-Buffer distance) from the camera. The Hi value is the maximum distance and the Lo value is the minimum. Any objects between these two Z-Buffer distances will be highlighted. Lens Effects Rendering Effects | 6621 Image Filters group Filters the Image Sources selections to let you control how the Lens Effect is applied. For example, you can have ten spheres in your scene, each with the same Object ID, but different colors. If you set the Image Source as the Object ID of the spheres, which selects all of the spheres, these will be the only objects in the scene that Lens Effects will apply an effect to. However, now that Lens Effects knows where the pixels are that effects can be applied, it needs to know which ones to actually apply the effect to. Lens Effects uses the filter controls to find out which source pixels to apply the effect to. All Selects all source pixels in the scene and applies the Lens Effect to them. Edge Selects all source pixels along a boundary edge and applies the Lens Effect to them. Applying a Lens Effect along the edges of objects produces a soft halo that exists on both inside and outside edges of your object. Edge filter applied to rays emanating from object Perim(eter) Alpha Applies the Lens Effect only to the perimeter of an object based on its alpha channel. Selecting this option applies the effect only on the outside of an object without any spill on the interior. Whereas filtering by Edge produces a spill onto the object, Perimeter Alpha keeps all of the edges clean because it relies on the scene alpha channel to derive its effect. Perim(eter) Applies the Lens Effect only to the perimeter of an object based on Edge interference. Although not as precise as Perimeter Alpha, you might need to use the Perimeter option at times when the alpha channel is unavailable. 6622 | Chapter 21 Effects and Environments Bright Filters the source objects based on their brightness values. The effect is only applied to objects with a brightness above the spinner setting This option can be inverted by clicking the I button next to the spinner Hue Filters the source objects by their hue. Select the hue by clicking the color swatch next to the spinner. You can choose hue values from 0 to 255. The spinner beside the Hue color swatch lets you enter a variance level so that the glow can find several different hues in the same range as the chosen color Additional Effects group Additional Effects allows you to apply maps such as Noise to your Lens Effect. You can display the Material/Map browser by clicking the long button next to the Apply check box. Apply Applies the selected map when activated. Radial Density Determines where and how much you would like the additional effects applied. Clicking the Radial Density button displays the Radial Density dialog on page 6655. Using the Radial Density dialog you can create points on a line and move those points along a graph to determine where the additional effect should be placed around the light. You can also use a map to determine where the additional effect should be placed. Auto Secondary Lens Effect Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Lens Effects > Choose Auto Secondary, and click the (>) arrow button. Lens Effects Rendering Effects | 6623 Adding secondary flares to the light Secondary flares are the small circles you would normally see coming out from the source of the lens flare along an axis relative to the camera position. These are caused by light refracting off the different lens elements in the camera. As the camera position changes relative to the source object, the secondary flares move. 6624 | Chapter 21 Effects and Environments Interface Auto Secondary Element rollout, Parameters panel Name Displays the name of the effect. With Lens Effects you can have many different effects under one instance of Lens Effects. To keep them in order, it Lens Effects Rendering Effects | 6625 is necessary to name them to make sure that when you change parameters you are changing the parameters to the correct effect. On Applies the effect to the rendered image when activated. Default = on. Min Controls the minimum size of secondary flares in the current set. This number is defined as a percentage of the overall image. Max Controls the maximum size of secondary flares in the current set. This number is defined as a percentage of the overall image. Axis Defines the overall length of the axis the automatic secondary flares will be distributed along. Increasing the value creates more space between the flares, while decreasing the value creates less space between the flares. You can set the axis from 0 to 10 degrees. Intensity Controls the overall brightness and opacity of the individual effect. Higher values produce a bright, more opaque effect, and lower values produces a dim, transparent effect. Qty Controls the number of secondary flares that appear in the current set of flares. Use Source Color Mixes the source color of the light or object you are applying the effect to with the color or mapping set in the Radial Color or Circular Color parameters. A value of 0 uses only the values set in the Radial Color and Circular Color parameters while a value of 100 uses only the light or objects source color. Any value between 0 and 100 will render a mix between the source color and the effect’s color parameters. Sides Controls the shape of the secondary flares for the current set. The default is circular, but you can choose from 3- to 8-sided secondary flares. Occlusion Determines how much the Lens Effects Scene Occlusion parameters will affect the particular effect. The value entered determines what percentage of occlusion set in the Lens Effects Globals panel will be applied. Presets (drop-down list) Displays a list of preset values that can be selected and applied to the rendered scene. Squeeze Determines whether the effect will be squeezed. When activated, the effect will be squeezed according to Lens Effects Globals under the Parameters panel in the Squeeze spinner. Radial Color group The Radial Color settings affect the inner and outer colors of the effect. You can set the color swatches to set the inner and outer colors of the Lens Effect. 6626 | Chapter 21 Effects and Environments Each color swatch has a percentage spinner that determines at what point that color should stop and the next should start. You can also use bitmaps such as gradient or cellular to determine the radial color. Falloff Curve Displays the Radial Falloff dialog on page 6658 in which you can set weights for the colors used in Radial Color. By manipulating the Falloff Curve you can make the effect use more of one color or map than the other. You can also use a map to determine the falloff when a light is used as a Lens Effects source. Circular Color group Circular Color determines the color of the effect by using four different color swatches that are matched to the four quadrants of the effect. A map can also be used to determine circular color. Mix Allows you to mix between colors set in Radial Color and colors set in Circular Color. Setting the spinner at 0 will only use values set in Radial Color while setting the spinner at 100 will only use values set in Circular Color. Any value between 0 and 100 will mix between the two values. Falloff Curve Displays the Circular Falloff dialog on page 6652 in which you can set weights for the colors used in Circular Color. By manipulating the Falloff Curve you can make the effect use more of one color or map than another. You can also use a map to determine the falloff when a light is used as a Lens Effects source. Radial Size group Determines the radial size around the particular Lens Effect. Clicking the Size Curve button displays the Radial Size dialog on page 6661. Using the Radial Size dialog you can create points on a line and move those points along a graph to determine where the effect should be placed around the light or object. You can also use a map to determine where the effect should be placed. A check box is used to activate the map. Lens Effects Rendering Effects | 6627 Auto Secondary Element rollout, Options panel Apply Element To group Lights Applies the effect to lights picked in Lens Effects Globals under the Parameters tab in the Lights group box. Image Applies the effect to the rendered image using parameters set in Image Sources. Image Centers Applies to the center of an object or to portions of an object as determined by the Image Filters. Image Sources group Object ID Applies the Lens Effect to particular objects in your scene that have a corresponding G-Buffer on page 7991 (or Object) ID. The G-Buffer is a geometry buffer and can be defined when you right-click any object and select Properties 6628 | Chapter 21 Effects and Environments from the menu. Then, set the Object Channel ID under the G-Buffer ID controls. Material ID Applies the Lens Effect to an object or part of an object with a specific Material ID channel on page 5348 assigned to it. Assign the Material ID channel in the Material Editor, using the Material ID channel flyout on page 5350. The Lens Effect will be applied only to areas of the geometry where that particular ID channel is present. TIP In some cases you might want to apply different Lens Effects settings to different pieces of geometry or IDs. To accomplish this, add additional Lens Effects entries to the Lens Effects Parameters list. Then set each different Lens Effect entry to affect a different Material ID or Object ID and proceed. Unclamp An unclamped color is brighter than pure white (255,255,255). The software keeps track of these "hot" areas which tend to show up when your scene contains bright metallic highlights or explosions. This spinner lets you determine the lowest pixel value that the Lens Effect is applied to. Pure white has a pixel value of 1. When this spinner is set to 1, any pixels with a value above 255 will be glowed. You can invert this value by clicking the I button to the right of the spinner. Surf Norm Applies the Lens Effect to part of an object, based on the angle of the surface normal to the camera. A value of 0 is coplanar, or parallel to the screen. A value of 90 is normal, or perpendicular to the screen. If you set Surf Norm to 45, only surfaces with normal angles greater than 45 degrees will be glowed. You can invert this value by clicking the I button to the right of the spinner. Whole Applies the Lens Effect to the whole scene, not just a particular piece of geometry. This, in effect, makes each pixel in the scene a potential Lens Effect source. The areas of the scene that have the Lens Effect applied to them are determined by the settings in the Image Filters group box. Alpha Applies the Lens Effect to the alpha channel of an image. The transparency of an alpha channel is interpreted opposite that of the Mask channel. Range=0 to 255. Z Hi/Z Lo Highlights objects based on their distance (Z-Buffer distance) from the camera. The Hi value is the maximum distance and the Lo value is the minimum. Any objects between these two Z-Buffer distances will be highlighted. Lens Effects Rendering Effects | 6629 Image Filters group Filters the Image Sources selections to let you control how the Lens Effect is applied. For example, you can have ten spheres in your scene, each with the same Object ID, but different colors. If you set the Image Source as the Object ID of the spheres, which selects all of the spheres, these will be the only objects in the scene that Lens Effects will apply an effect to. However, now that Lens Effects knows where the pixels are that effects can be applied, it needs to know which ones to actually apply the effect to. Lens Effects uses the filter controls to find out which source pixels to apply the effect to. All Selects all source pixels in the scene and applies the Lens Effect to them. Edge Selects all source pixels along a boundary edge and applies the Lens Effect to them. Applying a Lens Effect along the edges of objects produces a soft halo that exists on both inside and outside edges of your object. Perim(eter) Alpha Applies the Lens Effect only to the perimeter of an object based on its alpha channel. Selecting this option applies the effect only on the outside of an object without any spill on the interior. Whereas filtering by Edge produces a spill onto the object, Perimeter Alpha keeps all of the edges clean because it relies on the scene alpha channel to derive its effect. Perim(eter) Applies the Lens Effect only to the perimeter of an object based on Edge interference. Although not as precise as Perimeter Alpha, you might need to use the Perimeter option at times when the alpha channel is unavailable. Bright Filters the source objects based on their brightness values. The effect is only applied to objects with a brightness above the spinner setting This option can be inverted by clicking the I button next to the spinner Hue Filters the source objects by their hue. Select the hue by clicking the color swatch next to the spinner. You can choose hue values from 0 to 255. The spinner beside the Hue color swatch lets you enter a variance level so that the glow can find several different hues in the same range as the chosen color Additional Effects group Additional Effects allows you to apply maps such as Noise to your Lens Effect. You can display the Material/Map browser by clicking the long button next to the Apply check box. Apply Applies the selected map when activated. 6630 | Chapter 21 Effects and Environments Radial Density Determines where and how much you would like the additional effects applied. Clicking the Radial Density button displays the Radial Density dialog on page 6655. Using the Radial Density dialog you can create points on a line and move those points along a graph to determine where the additional effect should be placed around the light. You can also use a map to determine where the additional effect should be placed. Manual Secondary Lens Effect Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Lens Effects > Choose Manual Secondary, and click the (>) arrow button. Manual secondary flares are additional secondary flares that are individually added to the lens flare. These can be used in addition to, or in place of auto secondary flares on page 6623. You use Manual Secondary flares when you want to add unique flares that you don't want repeated. Lens Effects Rendering Effects | 6631 Interface Manual Secondary Element rollout, Parameters panel Name Displays the name of the effect. With Lens Effects you can have many different effects under one instance of Lens Effects. To keep them in order, it 6632 | Chapter 21 Effects and Environments is necessary to name them to make sure that when you change parameters you are changing the parameters to the correct effect. On Applies the effect to the rendered image when activated. Default = on. Size Determines the size of the effect. Intensity Controls the overall brightness and opacity of the individual effect. Higher values produce a bright, more opaque effect, and lower values produces a dim, transparent effect. Plane Controls the distance, in degrees, between the flare source and the manual secondary flare. By default, the flare plane exists at the center of the chosen node source. Positive values place the flare in front of the source, while negative values place the flare behind the flare source. Use Source Color Mixes the source color of the light or object you are applying the effect to and the color or mapping set in the Radial Color or Circular Color parameters. A value of 0 uses only the values set in the Radial Color and Circular Color parameters while a value of 100 uses only the light or objects source color. Any value between 0 and 100 will render a mix between the source color and the effect’s color parameters. Sides Controls the shape of the secondary flares for the current set. The default is circular, but you can choose from 3- to 8-sided secondary flares. Occlusion Determines how much the Lens Effects Scene Occlusion parameters will affect the particular effect. The value entered determines what percentage of occlusion set in the Lens Effects Globals panel will be applied. Presets (drop-down list) Displays a list of preset values that can be selected and applied to the rendered scene. Squeeze Determines whether the effect will be squeezed. When activated, the effect will be squeezed according to Lens Effects Globals under the Parameters panel in the Squeeze spinner. Radial Color group The Radial Color settings affect the inner and outer colors of the effect. You can set the color swatches to set the inner and outer colors of the Lens Effect. You can also use bitmaps such as gradient or cellular to determine the radial color. Falloff Curve Displays the Radial Falloff dialog on page 6658 in which you can set weights for the colors used in Radial Color. By manipulating the Falloff Curve you can make the effect use more of one color or map than the other. Lens Effects Rendering Effects | 6633 You can also use a map to determine the falloff when a light is used as a Lens Effects source. Circular Color group Circular Color determines the color of the effect by using four different color swatches that are matched to the four quadrants of the effect. A map can also be used to determine circular color. Mix Mixes colors set in Radial Color and colors set in Circular Color. Setting the spinner at 0 will only use values set in Radial Color while setting the spinner at 100 will only use values set in Circular Color. Any value between 0 and 100 will mix between the two values. Falloff Curve Displays the Circular Falloff dialog on page 6652 in which you can set weights for the colors used in Circular Color. By manipulating the Falloff Curve you can make the effect use more of one color or map than another. You can also use a map to determine the falloff when a light is used as a Lens Effects source. Radial Size group Determines the radial size around the particular Lens Effect. Clicking the Size Curve button displays the Radial Size dialog on page 6661. Using the Radial Size dialog you can create points on a line and move those points along a graph to determine where the effect should be placed around the light or object. You can also use a map to determine where the effect should be placed. A check box is used to activate the map. 6634 | Chapter 21 Effects and Environments Manual Secondary Element rollout, Options panel Apply Element To group Lights Applies the effect to lights picked in Lens Effects Globals under the Parameters tab in the Lights group box. Image Applies the effect to the rendered image using parameters set in Image Sources. Image Centers Applies to the center of an object or to portions of an object as determined by the Image Filters. Image Sources group Object ID Applies the Lens Effect to particular objects in your scene that have a corresponding G-Buffer on page 7991 (or Object) ID. The G-Buffer is a geometry buffer and can be defined when you right-click any object and select Properties Lens Effects Rendering Effects | 6635 from the menu. Then, set the Object Channel ID under the G-Buffer ID controls. Material ID Applies the Lens Effect to an object or part of an object with a specific Material ID channel on page 5348 assigned to it. Assign the Material ID channel in the Material Editor, using the Material ID channel flyout on page 5350. The Lens Effect will be applied only to areas of the geometry where that particular ID channel is present. TIP In some cases you might want to apply different Lens Effects settings to different pieces of geometry or IDs. To accomplish this, add additional Lens Effects entries to the Lens Effects Parameters list. Then set each different Lens Effect entry to affect a different Material ID or Object ID and proceed. Unclamp An unclamped color is brighter than pure white (255,255,255). The software keeps track of these "hot" areas which tend to show up when your scene contains bright metallic highlights or explosions. This spinner lets you determine the lowest pixel value that the Lens Effect is applied to. Pure white has a pixel value of 1. When this spinner is set to 1, any pixels with a value above 255 will be glowed. You can invert this value by clicking the I button to the right of the spinner. Surf Norm Applies the Lens Effect to part of an object, based on the angle of the surface normal to the camera. A value of 0 is coplanar, or parallel to the screen. A value of 90 is normal, or perpendicular to the screen. If you set Surf Norm to 45, only surfaces with normal angles greater than 45 degrees will be glowed. You can invert this value by clicking the I button to the right of the spinner. Whole Applies the Lens Effect to the whole scene, not just a particular piece of geometry. This, in effect, makes each pixel in the scene a potential Lens Effect source. The areas of the scene that have the Lens Effect applied to them are determined by the settings in the Image Filters group box. Alpha Applies the Lens Effect to the alpha channel of an image. The transparency of an alpha channel is interpreted opposite that of the Mask channel. Range=0 to 255. Z Hi/Z Lo Highlights objects based on their distance (Z-Buffer distance) from the camera. The Hi value is the maximum distance and the Lo value is the minimum. Any objects between these two Z-Buffer distances will be highlighted. 6636 | Chapter 21 Effects and Environments Image Filters group Filters the Image Sources selections to let you control how the Lens Effect is applied. For example, you can have ten spheres in your scene, each with the same Object ID, but different colors. If you set the Image Source as the Object ID of the spheres, which selects all of the spheres, these will be the only objects in the scene that Lens Effects will apply an effect to. However, now that Lens Effects knows where the pixels are that effects can be applied, it needs to know which ones to actually apply the effect to. Lens Effects uses the filter controls to find out which source pixels to apply the effect to. All Selects all source pixels in the scene and applies the Lens Effect to them. Edge Selects all source pixels along a boundary edge and applies the Lens Effect to them. Applying a Lens Effect along the edges of objects produces a soft halo that exists on both inside and outside edges of your object. Perim(eter) Alpha Applies the Lens Effect only to the perimeter of an object based on its alpha channel. Selecting this option applies the effect only on the outside of an object without any spill on the interior. Whereas filtering by Edge produces a spill onto the object, Perimeter Alpha keeps all of the edges clean because it relies on the scene alpha channel to derive its effect. Perim(eter) Applies the Lens Effect only to the perimeter of an object based on Edge interference. Although not as precise as Perimeter Alpha, you might need to use the Perimeter option at times when the alpha channel is unavailable. Bright Filters the source objects based on their brightness values. The effect is only applied to objects with a brightness above the spinner setting This option can be inverted by clicking the I button next to the spinner Hue Filters the source objects by their hue. Select the hue by clicking the color swatch next to the spinner. You can choose hue values from 0 to 255. The spinner beside the Hue color swatch lets you enter a variance level so that the glow can find several different hues in the same range as the chosen color Additional Effects group Additional Effects allows you to apply maps such as Noise to your Lens Effect. You can display the Material/Map browser by clicking the long button next to the Apply check box. Apply Applies the selected map when activated. Lens Effects Rendering Effects | 6637 Radial Density Determines where and how much you would like the additional effects applied. Clicking the Radial Density button displays the Radial Density dialog on page 6655. Using the Radial Density dialog you can create points on a line and move those points along a graph to determine where the additional effect should be placed around the light. You can also use a map to determine where the additional effect should be placed. Star Lens Effect Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Lens Effects > Choose Star, and click the (>) arrow button. Adding a star to the light A Star is larger than a Ray effect on page 6616 and is composed of 0 to 30 spokes, instead of hundreds like a ray. 6638 | Chapter 21 Effects and Environments Interface Star Element rollout, Parameters panel Name Displays the name of the effect. With Lens Effects, you can have many different effects under one instance of Lens Effects. To keep them in order, it is necessary to name them to make sure that when you change parameters you are changing the parameters to the correct effect. On Applies the effect to the rendered image when activated. Lens Effects Rendering Effects | 6639 Size Determines the size of the effect. Intensity Controls the overall brightness and opacity of the individual effect. Higher values produce a bright, more opaque effect, and lower values produces a dim, transparent effect. Width Specifies the width of the individual spokes, as a percentage of the overall frame. Angle Sets the starting angle in degrees in which the star spokes point. You can enter both positive and negative values so, when animated, the star spokes rotate in a clockwise or counterclockwise direction. Taper Controls the taper of the individual spokes of the star. Taper widens or narrows the tips of the individual star points. Low numbers create a sharp point, while high numbers flare the points. Sharp Specifies the overall sharpness of the star. Higher numbers produce crisp, clean, and clear stars. Lower numbers produce more of a secondary glow look. Range=0 to 10. Qty Specifies the number of spokes in the star effect. The default is 6. Spokes are spaced at equidistant points about the center of the flare. Glow Behind Gives the effect the ability to be displayed behind objects in your 3ds Max scene. Occlusion Determines how much the Lens Effects Scene Occlusion parameters will affect the particular effect. The value entered determines what percentage of occlusion set in the Lens Effects Globals panel will be applied. Squeeze Determines whether the effect will be squeezed. When activated, the effect will be squeezed according to Lens Effects Globals under the Parameters panel in the Squeeze spinner. Use Source Color Mixes the source color of the light or object you are applying the effect to and the color or mapping set in the Radial Color or Circular Color parameters. A value of 0 uses only the values set in the Radial Color and Circular Color parameters while a value of 100 uses only the light or objects source color. Any value between 0 and 100 will render a mix between the source color and the effect’s color parameters. Radial Color group The Radial Color settings affect the inner and outer colors of the effect. You can set the color swatches to set the inner and outer colors of the Lens Effect. 6640 | Chapter 21 Effects and Environments You can also use bitmaps such as gradient or cellular to determine the radial color. Falloff Curve Displays the Radial Falloff dialog on page 6658 in which you can set weights for the colors used in Radial Color. By manipulating the Falloff Curve you can make the effect use more of one color or map than the other. You can also use a map to determine the falloff when a light is used as a Lens Effects source. Section Color group Selection Color determines the color of the effect by using three different color swatches that are matched to the three sections of the effect. A map can also be used to determine section color. Mix Mixes colors set in Radial Color and colors set in Section Color. Setting the spinner at 0 will only use values set in Radial Color while setting the spinner at 100 will only use values set in Section Color. Any value between 0 and 100 will mix between the two values. Falloff Curve Displays the Circular Falloff dialog on page 6652 in which you can set weights for the colors used in Section Color. By manipulating the Falloff Curve you can make the effect use more of one color or map than another. You can also use a map to determine the falloff when a light is used as a Lens Effects source. Radial Size group Determines the radial size around the particular Lens Effect. Clicking the Size Curve button displays the Radial Size dialog on page 6661. Using the Radial Size dialog you can create points on a line and move those points along a graph to determine where the effect should be placed around the light or object. You can also use a map to determine where the effect should be placed. A check box is used to activate the map. Lens Effects Rendering Effects | 6641 Star Element rollout, Options panel Apply Element To group Lights Applies the effect to lights picked in Lens Effects Globals under the Parameters tab in the Lights group box. Image Applies the effect to the rendered image using parameters set in Image Sources. Image Centers Applies to the center of an object or to portions of an object as determined by the Image Filters. Image Sources group Object ID Applies the Lens Effect to particular objects in your scene that have a corresponding G-Buffer on page 7991 (or Object) ID. The G-Buffer is a geometry buffer and can be defined when you right-click any object and select Properties 6642 | Chapter 21 Effects and Environments from the menu. Then, set the Object Channel ID under the G-Buffer ID controls. Material ID Applies the Lens Effect to an object or part of an object with a specific Material ID channel on page 5348 assigned to it. Assign the Material ID channel in the Material Editor, using the Material ID channel flyout on page 5350. The Lens Effect will be applied only to areas of the geometry where that particular ID channel is present. TIP In some cases you might want to apply different Lens Effects settings to different pieces of geometry or IDs. To accomplish this, add additional Lens Effects entries to the Lens Effects Parameters list. Then set each different Lens Effect entry to affect a different Material ID or Object ID and proceed. Unclamp An unclamped color is brighter than pure white (255,255,255). The software keeps track of these "hot" areas which tend to show up when your scene contains bright metallic highlights or explosions. This spinner lets you determine the lowest pixel value that the Lens Effect is applied to. Pure white has a pixel value of 1. When this spinner is set to 1, any pixels with a value above 255 will be glowed. You can invert this value by clicking the I button to the right of the spinner. Surf Norm Applies the Lens Effect to part of an object, based on the angle of the surface normal to the camera. A value of 0 is coplanar, or parallel to the screen. A value of 90 is normal, or perpendicular to the screen. If you set Surf Norm to 45, only surfaces with normal angles greater than 45 degrees will be glowed. You can invert this value by clicking the I button to the right of the spinner. Whole Applies the Lens Effect to the whole scene, not just a particular piece of geometry. This, in effect, makes each pixel in the scene a potential Lens Effect source. The areas of the scene that have the Lens Effect applied to them are determined by the settings in the Image Filters group box. Alpha Applies the Lens Effect to the alpha channel of an image. The transparency of an alpha channel is interpreted opposite that of the Mask channel. Range=0 to 255. Z Hi/Z Lo Highlights objects based on their distance (Z-Buffer distance) from the camera. The Hi value is the maximum distance and the Lo value is the minimum. Any objects between these two Z-Buffer distances will be highlighted. Lens Effects Rendering Effects | 6643 Image Filters group Filters the Image Sources selections to let you control how the Lens Effect is applied. For example, you can have ten spheres in your scene, each with the same Object ID, but different colors. If you set the Image Source as the Object ID of the spheres, which selects all of the spheres, these will be the only objects in the scene that Lens Effects will apply an effect to. However, now that Lens Effects knows where the pixels are that effects can be applied, it needs to know which ones to actually apply the effect to. Lens Effects uses the filter controls to find out which source pixels to apply the effect to. All Selects all source pixels in the scene and applies the Lens Effect to them. Edge Selects all source pixels along a boundary edge and applies the Lens Effect to them. Applying a Lens Effect along the edges of objects produces a soft halo that exists on both inside and outside edges of your object. Perim(eter) Alpha Applies the Lens Effect only to the perimeter of an object based on its alpha channel. Selecting this option applies the effect only on the outside of an object without any spill on the interior. Whereas filtering by Edge produces a spill onto the object, Perimeter Alpha keeps all of the edges clean because it relies on the alpha channel to derive its effect. Perim(eter) Applies the Lens Effect only to the perimeter of an object based on Edge interference. Although not as precise as Perimeter Alpha, you might need to use the Perimeter option at times when the alpha channel is unavailable. Bright Filters the source objects based on their brightness values. The effect is only applied to objects with a brightness above the spinner setting This option can be inverted by clicking the I button next to the spinner Hue Filters the source objects by their hue. Select the hue by clicking the color swatch next to the spinner. You can choose hue values from 0 to 255. The spinner beside the Hue color swatch lets you enter a variance level so that the glow can find several different hues in the same range as the chosen color Additional Effects group Additional Effects allows you to apply maps such as Noise to your Lens Effect. You can display the Material/Map browser by clicking the long button next to the Apply check box. Apply Applies the selected map when activated. 6644 | Chapter 21 Effects and Environments Radial Density Determines where and how much you would like the additional effects applied. Clicking the Radial Density button displays the Radial Density dialog on page 6655. Using the Radial Density dialog you can create points on a line and move those points along a graph to determine where the additional effect should be placed around the light. You can also use a map to determine where the additional effect should be placed. Streak Lens Effect Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Lens Effects > Choose Streak, and click the (>) arrow button. Adding a streak to the light A streak is a wide band that runs through the center of the source object. In real camera work, it is produced when using anamorphic lenses to film a scene. Lens Effects Rendering Effects | 6645 Interface Streak Element rollout, Parameters panel Name Displays the name of the effect. With Lens Effects, you can have many different effects under one instance of Lens Effects. To keep them in order, it is necessary to name them to make sure that when you change parameters you are changing the parameters to the correct effect. On Applies the effect to the rendered image when activated. Size Determines the size of the effect. 6646 | Chapter 21 Effects and Environments Intensity Controls the overall brightness and opacity of the individual effect. Higher values produce a bright, more opaque effect, and lower values produces a dim, transparent effect. Width Specifies the width of the streak, as a percentage of the frame. Angle Specifies the angle for the streak. You can enter both positive and negative values so, when animated, the streak rotates in a clockwise or counterclockwise direction. Taper Controls the taper of the individual spokes of the streak. Taper widens or narrows the tips of the individual streak points. Low numbers create a sharp point, while high numbers flare the points. Sharp Specifies the overall sharpness of the streak. Higher numbers produce crisp, clean, and clear streaks. Lower numbers produce more of a secondary glow look. Range=0 to 10. Glow Behind Gives the effect the ability to be displayed behind objects in your 3ds Max scene. Occlusion Determines how much the Lens Effects Scene Occlusion parameters will affect the particular effect. The value entered determines what percentage of occlusion set in the Lens Effects Globals panel will be applied. Squeeze Determines whether the effect will be squeezed. When activated, the effect will be squeezed according to Lens Effects Globals under the Parameters panel in the Squeeze spinner. Use Source Color Mixes the source color of the light or object you are applying the effect to and the color or mapping set in the Radial Color or Circular Color parameters. A value of 0 uses only the values set in the Radial Color and Circular Color parameters while a value of 100 uses only the light or objects source color. Any value between 0 and 100 will render a mix between the source color and the effect’s color parameters. Radial Color group Falloff Curve Displays the Radial Falloff dialog on page 6658 in which you can set weights for the colors used in Radial Color. By manipulating the Falloff Curve you can make the effect use more of one color or map than the other. You can also use a map to determine the falloff when a light is used as a Lens Effects source. Lens Effects Rendering Effects | 6647 Section Color group Section Color determines the color of the effect by using three different color swatches that are matched to the three sections of the effect. A map can also be used to determine section color. Mix Mixes colors set in Radial Color and colors set in Section Color. Setting the spinner at 0 will only use values set in Radial Color while setting the spinner at 100 will only use values set in Section Color. Any value between 0 and 100 will mix between the two values. Falloff Curve Displays the Circular Falloff dialog on page 6652 in which you can set weights for the colors used in Section Color. By manipulating the Falloff Curve you can make the effect use more of one color or map than another. You can also use a map to determine the falloff when a light is used as a Lens Effects source. Radial Size group Determines the radial size around the particular Lens Effect. Clicking the Size Curve button displays the Radial Size dialog on page 6661. Using the Radial Size dialog you can create points on a line and move those points along a graph to determine where the effect should be placed around the light or object. You can also use a map to determine where the effect should be placed. A check box is used to activate the map. 6648 | Chapter 21 Effects and Environments Streak Element rollout, Options panel Apply Element To group Lights Applies the effect to lights picked in Lens Effects Globals under the Parameters tab in the Lights group box. Image Applies the effect to objects that have a corresponding Object ID channel. Image Centers Applies to the center of an object or to portions of an object as determined by the Image Filters. Image Sources group Object ID Applies the Lens Effect to particular objects in your scene that have a corresponding G-Buffer on page 7991 (or Object) ID. The G-Buffer is a geometry buffer and can be defined when you right-click any object and select Properties Lens Effects Rendering Effects | 6649 from the menu. Then, set the Object Channel ID under the G-Buffer ID controls. Material ID Applies the Lens Effect to an object or part of an object with a specific Material ID channel on page 5348 assigned to it. Assign the Material ID channel in the Material Editor, using the Material ID channel flyout on page 5350. The Lens Effect will be applied only to areas of the geometry where that particular ID channel is present. TIP In some cases you might want to apply different Lens Effects settings to different pieces of geometry or IDs. To accomplish this, add additional Lens Effects entries to the Lens Effects Parameters list. Then set each different Lens Effect entry to affect a different Material ID or Object ID and proceed. Unclamp An unclamped color is brighter than pure white (255,255,255). The software keeps track of these "hot" areas which tend to show up when your scene contains bright metallic highlights or explosions. This spinner lets you determine the lowest pixel value that the Lens Effect is applied to. Pure white has a pixel value of 1. When this spinner is set to 1, any pixels with a value above 255 will be glowed. You can invert this value by clicking the I button to the right of the spinner. Surf Norm Applies the Lens Effect to part of an object, based on the angle of the surface normal to the camera. A value of 0 is coplanar, or parallel to the screen. A value of 90 is normal, or perpendicular to the screen. If you set Surf Norm to 45, only surfaces with normal angles greater than 45 degrees will be glowed. You can invert this value by clicking the I button to the right of the spinner. Whole Applies the Lens Effect to the whole scene, not just a particular piece of geometry. This, in effect, makes each pixel in the scene a potential Lens Effect source. The areas of the scene that have the Lens Effect applied to them are determined by the settings in the Image Filters group box. Alpha Applies the Lens Effect to the alpha channel of an image. The transparency of an alpha channel is interpreted opposite that of the Mask channel. Range=0 to 255. Z Hi/Z Lo Highlights objects based on their distance (Z-Buffer distance) from the camera. The Hi value is the maximum distance and the Lo value is the minimum. Any objects between these two Z-Buffer distances will be highlighted. 6650 | Chapter 21 Effects and Environments Image Filters group Filters the Image Sources selections to let you control how the Lens Effect is applied. For example, you can have ten spheres in your scene, each with the same Object ID, but different colors. If you set the Image Source as the Object ID of the spheres, which selects all of the spheres, these will be the only objects in the scene that Lens Effects will apply an effect to. However, now that Lens Effects knows where the pixels are that effects can be applied, it needs to know which ones to actually apply the effect to. Lens Effects uses the filter controls to find out which source pixels to apply the effect to. All Selects all source pixels in the scene and applies the Lens Effect to them. Edge Selects all source pixels along a boundary edge and applies the Lens Effect to them. Applying a Lens Effect along the edges of objects produces a soft halo that exists on both inside and outside edges of your object. Perim(eter) Alpha Applies the Lens Effect only to the perimeter of an object based on its alpha channel. Selecting this option applies the effect only on the outside of an object without any spill on the interior. Whereas filtering by Edge produces a spill onto the object, Perimeter Alpha keeps all of the edges clean because it relies on the scene alpha channel to derive its effect. Perim(eter) Applies the Lens Effect only to the perimeter of an object based on Edge interference. Although not as precise as Perimeter Alpha, you might need to use the Perimeter option at times when the alpha channel is unavailable. Bright Filters the source objects based on their brightness values. The effect is only applied to objects with a brightness above the spinner setting This option can be inverted by clicking the I button next to the spinner Hue Filters the source objects by their hue. Select the hue by clicking the color swatch next to the spinner. You can choose hue values from 0 to 255. The spinner beside the Hue color swatch lets you enter a variance level so that the glow can find several different hues in the same range as the chosen color Additional Effects group Additional Effects allows you to apply maps such as Noise to your Lens Effect. You can display the Material/Map browser by clicking the long button next to the Apply check box. Apply Applies the selected map when activated. Lens Effects Rendering Effects | 6651 Radial Density Determines where and how much you would like the additional effects applied. Clicking the Radial Density button displays the Radial Density dialog on page 6655. Using the Radial Density dialog you can create points on a line and move those points along a graph to determine where the additional effect should be placed around the light. You can also use a map to determine where the additional effect should be placed. Lens Effects Dialogs Circular Falloff Graph (Lens Effects) Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Lens Effects > Choose any effect, and click the (>) arrow button. > Parameters tab of the rollout for that effect > Falloff Curve (under the Circular or Section Color group) The Circular Falloff graph allows you to add weight to a particular color applied to your Lens Effect. By weighting the colors that you apply you can choose to display more of one color than another. You can also make the transition of colors gradual from one color to the next or you can create a sharp edge to the transition. 6652 | Chapter 21 Effects and Environments Rings with different Circular Falloff settings The Circular Falloff graph has controls at the top for creating and moving points on a curve on the graph below. The curve represents the range of colors you have selected in the Circular Color group box to apply to the current Lens Effect. When you open the graph you will notice that there is already a line with a point on each end which represents the linear transition from one color to the next. By placing points along the curve, you can drag these points to increase or decrease a colors intensity or to eliminate it altogether. Lens Effects Rendering Effects | 6653 Buttons are available at the bottom of the graph that allow you to change the display of the graph. You can also manually enter a horizontal or vertical position by entering a value into the two entry boxes. Interface Move Moves selected points in any direction. Click and hold the Move button to display the flyout where you can select a button to move in any direction, move only in the horizontal direction, or move only in the vertical direction. The Move function remains active until you click another button. The button is yellow while it is active. Scale Point Scales a point vertically. Click once to enable Scale Point. The Scale Point function remains active until you click another button. The button is yellow while it is active. Add Point Allows you to add points anywhere along the Circular Falloff curve. Click and hold the Add Point button to display the flyout from which you can choose a button to add either a Corner Point or a Bezier-Smooth Point. Click once to enable Add Point. The Add Point function remains active until you click another button. The button is yellow while it is active. Delete Point Deletes selected points. Horizontal Position Allows you to manually enter a horizontal position value for a selected point. Vertical Position Allows you to manually enter a vertical position value for a selected point. 6654 | Chapter 21 Effects and Environments Pan Allows you to click and drag the Circular Falloff graph window to move it left and right or up and down. Click once to enable panning. Pan remains active until you click another button. The button is yellow while it is active. Zoom Extents Fits the curve within the graph window both vertically and horizontally so that the entire curve is visible. Zoom Horizontal Extents Fits the curve horizontally within the graph window so that the full length of the curve is visible. Zoom Vertical Extents Fits the curve vertically within the Circular Falloff graph window so that the full height of the curve is visible. Zoom Horizontally Scales the width of the Circular Falloff graph window. Zoom Vertically Scales the length of the Circular Falloff graph window. Zoom Zooms in and out of the entire Circular Falloff graph window. Zoom Region Allows you to drag a region in the Circular Falloff graph window and scale that region to fill the window. Radial Density Dialog (Lens Effects) Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Lens Effects > Choose any effect, and click the (>) arrow button. > Options tab of the rollout for that effect > Radial Density (under the Additional Effects group) The Radial Density dialog allows you to add weight to any additional effect applied to the Lens Effect. By weighting the density of the additional effect that you apply you can choose particular areas in the effect to display more of the additional effect or to eliminate it altogether. You can also use Radial Density to gradually fade the additional effect from maximum density down to zero or you can create a sharp edge to the transition. Lens Effects Rendering Effects | 6655 Object with different Ray effects due to different Radial Density settings The Radial Density dialog has controls at the top for creating and moving Points on a curve on the graph below. The curve represents the density of the additional effect being applied to the Lens Effect. When you open the dialog you will notice that there is already a line with a Point on each end which represents the density of the effect. The default falloff is a fade from a density value of 1 starting from the center of the effect toward the outer edges which has a value of 0. This produces an effect with more density being rendered at the center of the effect and a gradual fading out to no density at the edges. By placing Points along the curve, you can drag these points to increase or decrease the density of an additional effect or eliminate it in some areas altogether. Buttons are available at the bottom of the dialog that allow you to change the display of the dialog. You can also manually enter a horizontal or vertical position by entering a value into the two entry boxes. 6656 | Chapter 21 Effects and Environments Interface Move Moves selected points in any direction. Click and hold the Move button to display the flyout where you can select a button to move in any direction, move only in the horizontal direction, or move only in the vertical direction. The Move function remains active until you click another button. The button is yellow while it is active. Scale Point Vertically scales a point up or down. Click once to enable Scale Point. The Scale Point function remains active until you click another button. The button is yellow while it is active. Add Point Allows you to add points anywhere along the Radial Density curve. Click and hold the Add Point button to display the flyout where you can select a button to add either a Corner Point or a Bezier Point. Click once to enable Add Point. The Add Point function remains active until you click another button. The button is yellow while it is active. Delete Point Deletes selected points. Horizontal Position Allows you to manually enter a horizontal position value for a selected point. Vertical Position Allows you to manually enter a vertical position value for a selected point. Pan Allows you to click and drag the Radial Density dialog window to move it left and right or up and down. Click once to enable panning. Pan remains active until you click another button. The button is yellow while it is active. Zoom Extents Fits the curve within the dialog window both vertically and horizontally so that the entire curve is visible. Zoom Horizontal Extents Fits the curve horizontally within the dialog window so that the full length of the curve is visible. Zoom Vertical Extents Fits the curve vertically within the Radial Density dialog window so that the full height of the curve is visible. Zoom Horizontally Scales the width of the Radial Density dialog window. Zoom Vertically Scales the length of the Radial Density dialog window. Zoom Zooms in and out of the entire Radial Density dialog window. Zoom Region Allows you to drag a region in the Radial Density dialog window and scale that region to fill the window. Lens Effects Rendering Effects | 6657 Radial Falloff Dialog (Lens Effects) Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Lens Effects > Choose any effect, and click the (>) arrow button. > Parameters tab of the rollout for that effect > Falloff Curve (under the Radial Color group) The Radial Falloff dialog allows you to add weight to a particular color applied to your Lens Effect. By weighting the colors that you apply you can choose to display more of one color than another. You can also make the transition of colors gradual from one color to the next or you can create a sharp edge to the transition. 6658 | Chapter 21 Effects and Environments Rings with different Radial Falloff settings The Radial Falloff graph has controls at the top for creating and moving Points on a curve on the graph below. The curve represents the range of colors you have selected in the Radial Color group box to apply to the current Lens Effect. When you open the dialog you will notice that there is already a line with a Point on each end which represents the linear transition from one color to the next. The default falloff is a fade from one color at a value of one to the other color which ends at a value of zero. This produces an effect with more intensity on the first color and a considerable fading out of the second color. Lens Effects Rendering Effects | 6659 By placing Points along the curve, you can drag these points to increase or decrease a colors intensity or to eliminate it altogether. Buttons are available at the bottom of the dialog that allow you to change the display of the dialog. You can also manually enter a horizontal or vertical position by entering a value into the two entry boxes. Interface Move Moves selected points in any direction. Click and hold the Move button to display the flyout where you can select a button to move in any direction, move only in the horizontal direction, or move only in the vertical direction. The Move function remains active until you click another button. The button is yellow while it is active. Scale Point Vertically scales a point up or down. Click once to enable Scale Point. The Scale Point function remains active until you click another button. The button is yellow while it is active. Add Point Allows you to add points anywhere along the Circular Falloff curve. Click and hold the Add Point button to display the flyout where you can select a button to add either a Corner Point or a Bezier Point. Click once to enable Add Point. The Add Point function remains active until you click another button. The button is yellow while it is active. Delete Point Deletes selected points. Horizontal Position Allows you to manually enter a horizontal position value for a selected point. Vertical Position Allows you to manually enter a vertical position value for a selected point. 6660 | Chapter 21 Effects and Environments Pan Allows you to click and drag the Radial Falloff graph to move it left and right or up and down. Click once to enable panning. Pan remains active until you click another button. The button is yellow while it is active. Zoom Extents Fits the curve within the dialog window both vertically and horizontally so that the entire curve is visible. Zoom Horizontal Extents Fits the curve horizontally within the dialog window so that the full length of the curve is visible. Zoom Vertical Extents Fits the curve vertically within the Radial Falloff graph so that the full height of the curve is visible. Zoom Horizontally Scales the width of the Radial Falloff graph. Zoom Vertically Scales the length of the Radial Falloff graph. Zoom Zooms in and out of the entire Radial Falloff graph. Zoom Region Allows you to drag a region in the Radial Falloff graph and scale that region to fill the window. Radial Size Dialog (Lens Effects) Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Lens Effects > Choose any effect, and click the (>) arrow button. > Parameters tab of the rollout for that effect > Falloff Curve (under the Radial Size group) The Radial Size dialog gives you the ability to determine the size of your Lens Effect. The Radial Size dialog displays a curve with a point on each end which represents the Radial Size of your Lens Effect. The default position of the curve is one which means the Lens Effect will have the same radius around the center of the effect. Lens Effects Rendering Effects | 6661 Objects with different Radial Sizes settings applied to Glow By adding and moving points along the curve you can make areas of the effect extend further by moving a point above a value of one on the graph. You can also diminish areas of the effect by moving a point between one and zero on the graph. Finally, you can eliminate areas of the effect by moving a point below zero on the graph. 6662 | Chapter 21 Effects and Environments Buttons are available at the bottom of the dialog that allow you to change the display of the dialog. You can also manually enter a horizontal or vertical position by entering a value in the two entry boxes. Interface Move Moves selected points in any direction. Click and hold the Move button to display the flyout where you can select a button to move in any direction, move only in the horizontal direction, or move only in the vertical direction. The Move function remains active until you click another button. The button is yellow while it is active. Scale Point Vertically scales a point up or down. Click once to enable Scale Point. The Scale Point function remains active until you click another button. The button is yellow while it is active. Add Point Allows you to add points anywhere along the Radial Size curve. Click and hold the Add Point button to display the flyout where you can select a button to add either a Corner Point or a Bezier Point. Click once to enable Add Point. The Add Point function remains active until you click another button. The button is yellow while it is active. Delete Point Deletes selected points. Horizontal Position Allows you to manually enter a horizontal position value for a selected point. Vertical Position Allows you to manually enter a vertical position value for a selected point. Lens Effects Rendering Effects | 6663 Pan Allows you to click and drag the Radial Size graph to move it left and right or up and down. Click once to enable panning. Pan remains active until you click another button. The button is yellow while it is active. Zoom Extents Fits the curve within the dialog window both vertically and horizontally so that the entire curve is visible. Zoom Horizontal Extents Fits the curve horizontally within the dialog window so that the full length of the curve is visible. Zoom Vertical Extents Fits the curve vertically within the Radial Size graph so that the full height of the curve is visible. Zoom Horizontally Scales the width of the Radial Size graph. Zoom Vertically Scales the length of the Radial Size graph. Zoom Zooms in and out of the entire Radial Size graph. Zoom Region Allows you to drag a region in the Radial Size graph and scale that region to fill the window. Blur Rendering Effect Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Blur The Blur effect allows you to blur your image in three different methods: Uniform, Directional, and Radial. Blur works on individual pixels according to selections made in the Pixel Selections panel. You can blur an entire image, non-background scene elements, by luminance value, or by using a map mask. Blur can give your animation added realism by rendering the illusion of object or camera movement. 6664 | Chapter 21 Effects and Environments Object before and after adding midrange Blur effect. Blur Rendering Effect | 6665 Interface Blur Parameters rollout, Blur Type panel Uniform Applies the Blur effect evenly across the entire rendered image. Pixel Radius Determines the intensity of the Blur effect. Increasing the value increases the number of surrounding pixels that each pixel will use to compute its blur. The more pixels used means a greater blur for the image. Affect Alpha Applies the Uniform Blur effect to the alpha channel when turned on. Directional Applies the Blur effect in any direction according to the Directional parameters. The U Pixel Radius and Trail blur the pixels horizontally while the V Pixel Radius and Trail blur the pixels vertically. Rotation is used to rotate the axis of the horizontal and vertical blurring. U Pixel Radius Determines the horizontal intensity of the Blur effect. Increasing the value increases the number of surrounding pixels that each pixel will use to compute its blur. The more pixels used means a greater horizontal blur for the image. 6666 | Chapter 21 Effects and Environments U Trail Adds “direction” to your blur by weighting more blur to either side of the U axis. This adds a streaking effect and creates the illusion that your objects or your camera are rapidly moving in a particular direction. V Pixel Radius Determines the vertical intensity of the Blur effect. Increasing the value increases the number of surrounding pixels that each pixel will use to compute its blur, and creates a greater vertical blur for the image. V Trail Adds “direction” to your blur by weighting more blur to either side of the V axis. This adds a streaking effect and creates the illusion that your objects or your camera are rapidly moving in a particular direction. Rotation Rotates the axis of the U and V pixels that will be blurred by the U and V Pixel Radius spinners. By using Rotation with the U and V Pixel Radius spinners you can have the Blur effect applied to any direction in your rendered image. When rotation is 0, U corresponds to the image’s X axis and V corresponds to the image’s Y axis. Affect Alpha Applies the Directional Blur effect to the Alpha channel when turned on. Radial Applies the Blur effect radially. Using the Radial parameters you can define a point within your rendered image to use as the center of the Radial Blur. You can use an object as the center or an arbitrary location set by the X and Y Origin spinners. The Blur effect will apply the least amount of blur to the center origin of the effect and gradually increase the blur to the pixels further away from the center. This can be used to simulate motion blur caused by camera zoom. Pixel Radius Determines the intensity of the Radius Blur effect. Increasing the value increases the number of surrounding pixels that each pixel will use to compute its blur. The more pixels used means a greater blur for the image. Trail Adds “direction” to your blur by weighting more or less blur toward the center of the Blur effect. This adds a streaking effect and creates the illusion that your objects or your camera are rapidly moving in a particular direction. X/Y Origin Specifies the center of the blur, in pixels, with respect to the dimensions of the rendered output. None Lets you specify an object whose center serves as the center of the blur effect. Click this, select an object, and then turn on Use Object Center. The object name appears on the button. Clear Removes the object name from the button above. Use Object Center When on, the object specified by the None button (tooltip: Pick an object to center on.) serves as the center of the blur effect. If no object Blur Rendering Effect | 6667 is specified and Use Object Center is on, no blur is added to the rendered image. Affect Alpha Applies the Radial Blur effect to the Alpha channel when turned on. 6668 | Chapter 21 Effects and Environments Blur Parameters rollout, Pixel Selections panel Blur Rendering Effect | 6669 Whole Image Affects the entire rendered image when chosen. This is useful when the Blur effect dims your rendered image. By using Brighten and Blend you can maintain the original colors of the scene. Brighten Brightens the entire image. Blend Blends the Blur effect and the Whole Image parameters with the original rendered image. This can be used to create a soft-focus effect. Non-Background Affects everything but the background image or animation when chosen. This is useful when the Blur effect has dimmed your scene objects but not the background. By Using Brighten, Blend, and Feather Radius, you can maintain the original colors of the scene. Brighten Brightens the rendered image except for the background image or animation. Blend Blends the Blur effect and the Non-Background parameters with the original rendered image. Feather Radius Feathers the Blur effect applied to the Non-Background elements of your scene. When using Non-Background as a Pixel Selection you will notice that the scene objects have a hard edge to their blur since the objects are being blurred but the background is not. Use the spinner to feather the blur and eliminate the hard edge of the effect. Luminance Affects any pixels that have luminance values that fall between it’s Min and Max spinners. Brighten Brightens pixels that fall between the Minimum and Maximum luminance values. Blend Blends the Blur effect and the Luminance parameters with the original rendered image. Min Sets the minimum luminance value necessary for each pixel in order for the Blur effect to be applied to the pixel. Max Sets the maximum luminance value a pixel can have in order for the Blur effect to be applied to the pixel. Feather Radius Feathers the Blur effect applied to pixels that fall between the Minimum and Maximum luminance values. When using Luminance as a Pixel Selection the Blur effect can create a hard edge on the effect. Use the spinner to feather the blur and eliminate the hard edge of the effect. Map Mask Applies the Blur effect according to the channel selected and mask applied through the Material/Map Browser. After selecting a mask you must 6670 | Chapter 21 Effects and Environments select a channel from the Channel list. Blur then examines the mask and channel according to the values set in the Minimum and Maximum spinners. Any pixels in the mask that are of the selected channel and between the Min and Max values will have the Blur effect applied. This is useful for blurring selected portions of a scene such as a winter morning as seen through a frost covered window. Channel Selects a channel that the Blur effect will be applied to. After selecting a particular channel, use the minimum and maximum spinners to determine the value a mask pixel must have in order to have the effect applied to it. Brighten Brightens the portions of the image that the Blur effect is applied to. Blend Blends the Map Mask Blur effect with the original rendered image. Min The minimum value (RGB, Alpha, or Luminance) a pixel must have in order to have the Blur effect applied to it. Max The maximum value (RGB, Alpha, or Luminance) a pixel can have for the Blur effect to be applied to it. Feather Radius Feathers the Blur effect applied to pixels that fall between the Minimum and Maximum channel values. When using map mask as a Pixel Selection, the Blur effect can create a hard edge on the effect. Use the spinner to feather the blur and eliminate the hard edge of the effect. Object ID Applies the Blur effect to an object or part of an object with a specific Object ID (in the G-Buffer on page 7991), if the object matches the Filter settings. To add or replace an Object ID, use the spinners or enter a value in the ID text box and then click the appropriate button. Min Lum The minimum luminance value a pixel must have in order to have the Blur effect applied to it. Max Lum The maximum luminance value a pixel can have for the Blur effect to be applied to it. Brighten Brightens the portion of the image that the Blur effect is applied to. Blend Blends the Object ID Blur effect with the original rendered image. F. Radius Feathers the Blur effect applied to pixels that fall between the Minimum and Maximum luminance values. When using Luminance as a Pixel Selection, the Blur effect can create a hard edge on the effect. Use the spinner to feather the blur and eliminate the hard edge of the effect. Blur Rendering Effect | 6671 Material ID Applies the Blur effect to a material or part of a material with a specific Material Effects Channel on page 5348, if the material matches the Filter settings. To add or replace a Material Effects channel, use the spinners or enter a value in the ID text box and then click the appropriate button. Min Lum The minimum luminance value a pixel must have in order to have the Blur effect applied to it. Max Lum The maximum luminance value a pixel can have for the Blur effect to be applied to it. Brighten Brightens the portion of the image that the Blur effect is applied to. Blend Blends the Material Blur effect with the original rendered image. F. Radius Feathers the Blur effect applied to pixels that fall between the Minimum and Maximum luminance values. When using Luminance as a Pixel Selection, the Blur effect can create a hard edge on the effect. Use the spinner to feather the blur and eliminate the hard edge of the effect. General Settings group 6672 | Chapter 21 Effects and Environments Feather Falloff control curve The Feather falloff curve allows you to determine the feather falloff off the Blur effect based on a graph. You can add points to the graph to create a falloff curve, and adjust the interpolation in those points. Move Lets you move the points on the graph. This button is a flyout, providing free movement (the default), horizontal, and vertical movement. Scale Point Lets you scale the points on the graph. This moves each selected point vertically, in proportion to its previous value. Click a point to scale, or draw a selection rectangle around several contiguous points to select them, and then drag any point in the selection to scale them all. Add Point Lets you create additional points on the falloff curve. This button is a flyout, providing linear points (the default) and Bezier points with handle. Delete Point Removes points from the graph. Brightening These radio buttons let you select additive or multiplicative brightening. Additive brightening is brighter and more distinct than multiplicative brightening. Additive brightening is useful when you use blur in combination with a Glow effect on page 6599. Multiplicative brightening provides a soft highlight to the Blur effect. Brighten Curve Lets you edit the brightening curve in the Feather Falloff curve graph. Blend Curve Lets you edit the blend curve in the Feather Falloff curve graph. Brightness and Contrast Rendering Effect Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Brightness and Contrast Brightness and Contrast Rendering Effect | 6673 Above: Original rendering is too dark. Below: Increasing both brightness and contrast improves clarity of the rendering. Brightness and Contrast allows you to adjust the contrast and brightness of an image. This can be used to match rendered scene objects with background images or animations. Interface The Brightness and Contrast Parameters rollout contains the following parameters. Brightness Increases or decreases all color components (red, green, and blue). Range=0 to 1.0. 6674 | Chapter 21 Effects and Environments Contrast Compresses or expands the latitude between maximum black and maximum white. Range=0 to 1.0. Ignore Background Applies the effect to everything in your 3ds Max scene except the background. Color Balance Rendering Effect Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Color Balance The Color Balance Effect allows you to manipulate additive/subtractive color tinting through independent control of RGB channels. Above: Color balance effect used to correct the color cast. Below: Original rendering has a yellow cast. Color Balance Rendering Effect | 6675 Interface The Color Balance Parameters rollout contains the following parameters: Cyan/Red Adjusts the red channel. Magenta/Green Adjusts the green channel. Yellow/Blue Adjusts the blue channel. Preserve Luminosity When on, retains the luminosity of the image while correcting the color. Ignore Background When on, allows you to image correct a model without affecting the background. File Output Rendering Effect Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > File Output File Output allows you to take a “snapshot” of a rendering before some or all of the other Render Effects are applied, depending on the placement of File Output in the Render Effects stack. You can save different channels such as Luminance, Depth, or Alpha to a separate file while rendering an animation. 6676 | Chapter 21 Effects and Environments You can also use File Output to convert an RGB image into a different channel and send that image channel back into the Render Effects stack. The rest of the effects can then be applied to that channel. Interface Destination group Files Opens a dialog so you can save the rendered image or animation to disk. The rendered output can be a still image or an animation, in one of the following file formats: AVI File on page 7326 (AVI) File Output Rendering Effect | 6677 BMP Image file on page 7328 (BMP) Encapsulated PostScript on page 7332 format (EPS, PS) JPEG File on page 7347 (JPG) Kodak Cineon on page 7328 (CIN) MOV QuickTime file on page 7348 (MOV) PNG Image File on page 7360 (PNG) RLA Image File on page 7364 (RLA) RPF Image File on page 7366 (RPF) SGI Image File Format on page 7369 (RGB) Targa Image File on page 7370 (TGA, VDA, ICB, UST) TIF Image File on page 7372 (TIF) Devices Opens a dialog so you can send the rendered output to a device such as a video recorder. Clear Clears any file or device selected in the Destination group box. Driver group These buttons are available only when you choose a device as the image source. About Provides information on the source of the image-handler software used to bring the image into the software. Setup Displays a setup dialog specific to the plug-in. Some plug-ins may not use this button. Parameters group Channel Lets you choose which channel you wish to save or send back in to the Render Effects stack. Choose Whole Image, Luminance, Depth, or Alpha to display more options in the Parameters group box. Affect Source Bitmap When activated, this will take in an image with any effects previously applied, convert it to the channel selected, and send it back into the stack for the rest of the effects to be applied. Your rendered image will be saved in the channel selected. This parameter is not available to the Whole Image channel. Active Turns the File Output feature on and off. Unlike the Active check box available in the Render Effects rollout, this check box is animatable allowing you to save only desired portions of a rendered scene. 6678 | Chapter 21 Effects and Environments Depth Parameters When Depth is selected as a channel, new parameters are available for determining what parts of the scene should be rendered into the Depth channel image. Copy After choosing a camera with the None button, click Copy to use the camera’s clipping planes to determine which part of the scene should be rendered into the Depth channel image file. None Enables you to select a camera to use for copying clipping planes. Click the none button to activate it. The None button will turn green until a camera has been selected in the viewport. The camera’s name will then be displayed on the button instead of None. Near Z Specifies the beginning distance from the camera that should be used in determining where to start rendering the scene’s geometry in the depth channel image file. Far Z Specifies the ending distance from the camera that should be used in determining where to stop rendering the scene’s geometry in the depth channel image file. Fit Entire Scene Makes all other Depth parameters unavailable and will render the entire viewport’s scene geometry in the Depth channel image file, automatically calculating the near and far Z required. Film Grain Rendering Effect Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Film Grain Film Grain is used to recreate the look of film grain in your rendered scene. Film Grain also allows you to match film grain from source material used as a background, such as an AVI, to the rendered scene created in the software. When applied, Film Grain automatically randomizes to create the look of moving frames. Film Grain Rendering Effect | 6679 Before and after applying Film Grain to a scene 6680 | Chapter 21 Effects and Environments Interface The Film Grain Parameters rollout contains the following controls. Grain Sets the amount of grain added to your image. Range=0 to 1.0. Ignore Background Masks the background so that grain is applied only to geometry and effects in the scene. Choose this option when you use film (which already contains grain) as the background image. Motion Blur Rendering Effect Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Motion Blur Motion Blur Rendering Effect | 6681 Motion blur enhances the movement of the sword. Motion Blur applies an image motion blur on page 8010 to your rendered scene by blurring moving objects or the entire scene. Motion blur can enhance the realism of a rendered animation by simulating the way a real-world camera works. A camera has a shutter speed, and if significant movement of objects in the scene, or of the camera itself, occurs during the time the shutter is open, the image on film is blurred. NOTE In addition, you must set motion-blur characteristics for objects to be blurred using the Object Properties dialog on page 315. 6682 | Chapter 21 Effects and Environments Interface The Motion Blur Parameters rollout contains the following controls. Work with transparency When on, motion blur is applied to objects behind transparent objects. When off, objects behind transparent objects receive no motion blur. Turning off this toggle can improve rendering speed. Default=on. Duration Specifies how long the "virtual shutter" is open. When this is set to 1.0, the virtual shutter is open for the entire duration between one frame and the next. The higher the value, the greater the motion blur effect. Default=1.0. Depth of Field Rendering Effect Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Depth of Field Depth of Field Rendering Effect | 6683 Depth of field emphasizes the scooter. The Depth-of-Field effect simulates the natural blurring of foreground and background scene elements when viewed through a camera lens. Depth of Field works by separating the scene in Z order into foreground, background, and in-focus images. The foreground and background images are then blurred according to the values set in the Depth of Field effect parameters and the final image is composited from the processed originals. NOTE When additional Render Effects are being applied to an image or animation, the Depth-of-Field effect should be the last effect to be rendered. The order of the rendered effects is listed in the Effects tab of the Environment and Effects dialog. TIP To minimize sampling artifacts in out-of-focus areas with the default scanline renderer, try using the Blend filter in the Render Setup dialog on page 6067 > Renderer panel > Antialiasing group. 6684 | Chapter 21 Effects and Environments Before and after applying Depth of Field effect to scene. Depth of Field Rendering Effect | 6685 Interface The Depth of Field Parameters rollout contains the following parameters. Affect Alpha Affects the alpha channel of the final rendering when on. Cameras group Pick Cam Enables you to interactively select from the viewport which camera you want the Depth of Field effect applied to. 6686 | Chapter 21 Effects and Environments Remove Deletes the camera currently selected in the drop-down list. Camera Selection List Lists all of the cameras to be used in the effect. You can use this list to highlight a specific camera and remove it from the list using the Remove button. Focal Point group Pick Node Enables you to select an object to use as the focal node. When activated you can select an object directly from the viewports to use as the focal node. You can also press H to display the Pick Object dialog, which lets you select a focal node from a list of objects in the scene. Remove Removes the object selected as the Focal Node. Use Camera Specifies that the focal length from the camera selected in the Camera Selection list be used to determine the focal point. Focal Parameters group Custom Uses the values set in the Focal Parameters group box to determine the properties of the Depth of Field effect. Use Camera Uses the values from the camera highlighted in the Camera Selection list to determine focal range, limit, and blur. Horiz Focal Loss Determines the amount of blur along the horizontal axis when Custom has been chosen. Vert Focal Loss Controls the amount of blur along the vertical axis when Custom has been chosen. Focal Range Sets the Z distance, in units, to either side of the focal point in which the image will remain in focus when Custom has been chosen. Focal Limit Sets the Z distance, in units, to either side of the focal point where blur will reach its maximum as specified by the Loss spinners when Custom has been chosen. Environment and Atmosphere Effects Rendering menu > Environment > Environment and Effects dialog > Environment panel Environment displays the Environment panel on page 6689, which is used for setting up atmospheric and background effects. Environment and Atmosphere Effects | 6687 You can use the environment functions to: ■ Set and animate the background color. ■ Use an image in the background of the rendered scene (screen environment) or use texture maps as spherical, cylindrical, or shrink-wrap environments. ■ Set and animate the ambient light on page 7906. ■ Use atmospheric plug-ins, such as volumetric light, in the scene. ■ Apply exposure controls to renderings. Atmospheres Atmospheres are plug-in on page 8092 components that create lighting effects such as fog, fire, and so on. Fire Environment Effect on page 6696 Fog Environment Effect on page 6707 Volume Fog Environment Effect on page 6713 Volume Light Environment Effect on page 6721 See Environment dialog on page 6689 for all environment parameters. Exposure Controls One of the limitations of rendering perceptually accurate images is the limited dynamic range of computer monitors. Dynamic range is the ratio of the highest to lowest intensity a monitor can produce. In a dark room this ratio is approximately 100 to 1. In a bright room, this drops to approximately 30 to 1. Real environments can have dynamic ranges of 10,000 to 1, or larger. Exposure Controls on page 6732 map light-energy values to colors in a process known as tone mapping. They affect the brightness and contrast of both rendered images and viewport displays. They don’t affect the actual lighting levels in the scene, but only how those levels are mapped to a valid display range. ■ Automatic Exposure Control on page 6735 ■ Logarithmic Exposure Control on page 6740 ■ Linear Exposure Control on page 6738 ■ mr Photographic Exposure Control on page 6744 6688 | Chapter 21 Effects and Environments ■ Pseudo Color Exposure Control on page 6753 Environment Panel Rendering menu > Environment > Environment and Effects dialog > Environment panel Rendered Frame Window > Environment and Effects Dialog Toggle > Environment panel Use the Environment panel to: ■ Set and animate the background color. ■ Use an image in the background of the viewport and rendered scene (screen environment) or use texture maps as spherical, cylindrical, or shrink-wrap environments. ■ Set and animate the tint and ambient light on page 7906 globally. ■ Use atmospheric plug-ins, such as volumetric light, in the scene. Atmospheres are plug-in components on page 8092 that create light effects such as fire on page 6696, fog on page 6707, volume fog on page 6713, and volume light on page 6721. ■ Apply exposure controls on page 6732 to renderings. Procedures To access environment functions, do one of the following: 1 Choose Rendering > Environment. 2 On the Environment and Effects dialog, click the Environment tab. To set the background color: 1 Choose Rendering > Environment. The Environment panel appears. 2 In the Background group, click the color swatch. A Color Selector on page 391 appears. 3 Use the Color Selector to change the background color. Environment Panel | 6689 The Renderer now uses this color as a background. To choose an environment map: 1 Display the Material Editor. You adjust the map's parameters with the Material Editor. 2 Choose Rendering > Environment. 3 Under Background on the Environment panel, do one of the following: ■ Click the Environment Map button. The Material/Map Browser appears. Choose a map type from the list. ■ Drag a map to the Environment Map button. You can do this from a map displayed in one of the Material Editor's sample slots, or from any map button that has been assigned, either in the Material Editor or from a projection light, and so on. Drag a bitmap from the Material Editor's map preview to the Environment Map button. On the Environment panel, the name of the Environment Map button changes to show the type of map you chose, and Use Map turns on. After you have set up the map, you can later turn off Use Map to test rendering the scene without the mapped background. You have set up the environment map, but to assign a bitmap or adjust map parameters, you need to use the Material Editor. You can also create a standalone map in the Material Editor first, and then choose it with the Material/Map Browser. To put the map in the Material Editor: ■ Drag the Environment Map button to a sample slot. The map is now in the Material Editor where you can adjust it by changing its parameters. To change the color and tint of global lighting: 1 Choose Rendering > Environment. 2 Click the color swatch labeled Tint. A Color Selector on page 391 appears. 6690 | Chapter 21 Effects and Environments 3 Use the color selector to set the tint applied to all lighting except ambient light. 4 Use the Level spinner to multiply the overall lighting of the scene. Shaded viewports update to show global lighting changes. 5 Close the Environment dialog. 3ds Max uses the global lighting parameters when you render the scene. To change the color of ambient light: TIP You don't need to adjust ambient light if you are using radiosity on page 6168. 1 Choose Rendering > Environment. 2 Click the color swatch labeled Ambient. A Color Selector on page 391 appears. 3 Use the color selector to set the ambient color. Shaded viewports update to show ambient color changes. 3ds Max also uses the new ambient color when you render the scene. The color of ambient light tints the scene. For most renderings, the color of ambient light should be black. 4 Close the Environment dialog. To change the intensity of ambient light: TIP You don't need to adjust ambient light if you are using radiosity on page 6168. 1 Choose Rendering > Environment. 2 Click the color swatch labeled Ambient Light. A Color Selector on page 391 appears. 3 Change the Value setting (the V component of the ambient light's HSV description) to increase or decrease intensity. Shaded viewports update to show changes in the ambient light intensity. 4 Close the Color Selector. The intensity of ambient light affects contrast as well as overall illumination (the higher the intensity of ambient light, the lower the Environment Panel | 6691 contrast). This is because ambient light is completely diffuse, so the angle of incidence is equal for all faces. Ambient light alone cannot show depth. NOTE 3ds Max has a default ambient light setting. You can change the default by using the Rendering panel of the Preference Settings dialog. To add an atmospheric effect: 1 Choose Rendering > Environment. The Environment and Effects dialog is displayed, with the Environment panel visible. 2 Under Atmosphere on the Environment panel, click Add. The Add Atmospheric Effect dialog appears. 3 Choose the kind of effect you want to use, and then click OK. The effect has now been added. Use the Atmosphere rollout to adjust parameters. Interface Common Parameters rollout Background group Color Sets the color for the scene background. Click the color swatch, then select the color you want in the Color Selector. You can animate the color 6692 | Chapter 21 Effects and Environments effect by changing the background color at a nonzero frame with the Auto Key button on. Environment Map The button for Environment Map on page 7964 displays the name of the map, or “None” if none has been assigned. The map must use Environmental mapping coordinates on page 8034 (spherical, cylindrical, shrink wrap, and screen). To assign an environment map, click the button and use the Material/Map Browser to choose a map, or drag a map from a sample slot or map button in the Material Editor (or anywhere else in the software; for example, a Projector Map button) and drop the map on the Environment Map button. A dialog asks if you want the environment map to be a copy (independent) or an instance of the source map. NOTE If your scene includes animated bitmaps, including materials, projector lights, environments, and so on, the animation file is reloaded once per frame. Rendering performance slows down when your scene uses multiple animations, or the animations are themselves large files. To adjust the environment map's parameters, for example to assign a bitmap or change the coordinate settings, open the Material Editor, drag the Environment Map button, and drop it over an unused sample window. Use Map Uses a map for the background rather than the background color. Global Lighting group Tint Tints all lights in the scene (except for ambient light) if this color is anything other than white. Click the color swatch to display the Color Selector, on which you can choose the tint color. You can animate the tint color by changing it at a nonzero frame with the Auto Key button on. Level Multiplies all lights in the scene. A Level of 1.0 preserves the original, individual light settings. Increasing the Level raises the lighting for the overall scene, and decreasing the Level lowers the overall lighting. This parameter is animatable. Default=1.0. Ambient Sets the color for the ambient light. Click the color swatch, and choose the color you want in the Color Selector. You can animate the light effect by changing the ambient light color at a nonzero frame with the Auto Key button on. Environment Panel | 6693 Atmosphere rollout Effects Shows the queue of effects that were added. The effects are evaluated in linear order within the scene during rendering. Depending on the selected effect, the Environment dialog adds the appropriate rollout for the effect's parameters. Name Gives a custom name to effects in the list. For example, you might have different custom settings for different kinds of fire, that you could name Spark and Fireball. Add Displays the Add Atmospheric Effect dialog (all currently installed atmospheric effects). Select an effect and click OK to assign an effect to the list. 6694 | Chapter 21 Effects and Environments Delete Deletes a selected atmospheric effect from the list. Active Sets the on/off state for the individual effects in the list. This is a convenient way to isolate effects within a list of complicated atmospheric functions. Move Up / Move Down Moves the selected item in the list up or down to change the order in which the atmospheric effects are applied. Merge Merges effects from other 3ds Max scene files. When you click Merge, the Merge Atmospheric Effects dialog appears. Choose a 3ds Max scene, and then click Open. The Merge Atmospheric Effects dialog then lists the effects in the scene that can be merged. Select one or more of the effects, and then click OK to merge them into the scene. The list shows the names of the atmospheric effects only, but when you merge an effect, the lights or gizmos bound to that effect are merged as well. If one of these objects you’re merging has the same name as one already in the scene, an alert appears giving you the following choices: ■ You can rename the incoming object by changing its name in the editable field. ■ You can Merge the incoming object without renaming, resulting in two objects in the scene with the same name. Environment Panel | 6695 ■ You can delete the existing object in the scene by selecting the Delete Old button. ■ You can select Apply To All Duplicates, which performs the same action to all subsequent matching objects. NOTE To control whether or not the renderer uses the environment map's alpha channel in creating the alpha for the rendered image, choose Customize > Preferences > Rendering, and then turn on Use Environment Alpha in the Background Antialiasing group. If Use Environment Alpha is turned off (the default) the background receives an alpha of 0 (completely transparent). If Use Environment Alpha is turned on, the alpha of the resulting image is a combination of the scene and background image's alpha. Also, when writing TGA files with Pre-Multiplied Alpha set to off, turning on Use Environment Alpha prevents incorrect results. Note that only background images with alpha channels or black backgrounds are supported when compositing in other programs such as Photoshop®. NOTE To control whether or not a background image is affected by the renderer's antialiasing filter, choose Customize > Preferences > Rendering and then turn on Filter Background in the Background Antialiasing group. Default=off. Fire Environment Effect Rendering menu > Environment > Environment and Effects dialog > Environment panel > Atmosphere rollout > Add > Fire Effect 6696 | Chapter 21 Effects and Environments Scene using fire Use Fire to produce animated fire, smoke, and explosion effects. Possible uses for Fire effects include campfires, torches, fireballs, clouds, and nebula. You can add any number of fire effects to a scene. The order of effects is important because effects near the bottom of the list are layered in front of effects near the top of the list. Each effect has its own parameters. When you select a fire effect in the Effects list, its parameters appear in the Environment dialog. Fire renders only in Camera or Perspective views. Orthographic or User views don’t render Fire effects. TIP Fire doesn't support completely transparent objects. Set the transparency of Fire objects accordingly. Use visibility rather than transparency to make Fire objects disappear. NOTE The Fire effect does not cast any light or shadows in the scene. To simulate illumination, you must also create lights. To cast shadows, you need to go to the Shadows Parameters rollout on page 5099 of your lights, and turn on Atmosphere Shadows. Fire Environment Effect | 6697 Procedures To create fire effects: 1 Create one or more atmospheric apparatus objects to locate the fire effect in your scene. 2 Define one or more fire atmospheric effects on the Environment panel. 3 Assign atmospheric apparatus objects to the fire effects. Sample fire effects Example: To create a campfire: 1 Click Helpers on the Create panel and choose Atmospheric Apparatus on page 6761 from the subcategory list. 2 Click Sphere Gizmo. Drag the cursor in the Top viewport to define an apparatus radius of about 20 units. Turn on the Hemisphere check box in Sphere Gizmo Parameters. 3 Click Non-Uniform Scale. Click Yes in the Warning dialog (this warning doesn't apply to atmospheric gizmos), and scale the apparatus 250 percent along its local Z axis only. You can then model logs, embers, and rocks around the base of the apparatus. 4 Open the Modify panel of the Sphere Gizmo. On the Atmosphere rollout, click Add and choose Fire from the Add Atmosphere dialog. 6698 | Chapter 21 Effects and Environments 5 Highlight Fire in the Atmospheres list under the Atmospheres & Effects rollout. Click Setup. 6 Set the following parameters under Shape and Characteristics: ■ Flame Type=Tendril ■ Stretch=0.8 ■ Flame Size=18.0 ■ Flame Density=30.0 7 Turn on Auto Key and advance to the end of the animation. 8 Set the following parameters under Motion: ■ Phase=300.0 ■ Drift=200.0 The Fire effect doesn’t cast any light in the scene. If you want to simulate illumination from the fire effect, you must create lights as well. Example model with fire Fire Environment Effect | 6699 Interface 6700 | Chapter 21 Effects and Environments You create a fire apparatus, or "gizmo," to position the effect in your scene and to define the maximum boundaries of the effect. The apparatus is a Helper object found in the Atmospheric Apparatus subcategory. There are three kinds of apparatus: BoxGizmo on page 6762, SphereGizmo on page 6768, and CylGizmo on page 6765. You can move, rotate, and scale the apparatus, but you cannot apply modifiers. Using non-uniform scale is a good way to change the shape of the apparatus for effects. (You will see a warning when you use this transform. Because you don't modify atmospheric apparatus, you can safely ignore the warning.) Fire Parameters rollout You must assign an atmospheric apparatus to a fire effect before you can render the effect. Use buttons in the Gizmos area to manage the list of apparatus objects. Gizmos group Gizmo for the fire in the scene shown at the beginning of this topic Fire Environment Effect | 6701 Pick Gizmo Click to enter Pick mode and click an atmospheric apparatus in the scene. The apparatus displays the fire effect when you render. The name of the apparatus is added to the apparatus list. Multiple apparatus objects can display the same fire effect. For example, torches on a wall can all use the same effect. Assign a different seed to each apparatus to vary the effect. You can assign single apparatus to multiple fire effects. For example, one apparatus can display both a fireball and a tendril flame effect. You can choose multiple gizmos. Click Pick Gizmo and press H. This opens the Pick Object dialog, which lets you choose multiple objects from the list. Remove Gizmo Removes the gizmo selected in the gizmo list. The gizmo remains in your scene but it no longer displays the fire effect. Gizmo List Lists apparatus objects assigned to the fire effect. Colors group You can set three color properties for a fire effect using the color swatches under Colors. Click a color swatch to display the software’s Color Selector on page 391. Inner Color Sets the color of the densest part of the effect. For a typical fire, this color represents the hottest part of the flame. Outer Color Sets the color of the sparsest part of the effect. For a typical fire, this color represents the cooler, dissipating edge of the flame. The fire effect is colored using a gradient between the inner and outer colors. The dense areas of the effect use the inner color and gradually blend to the outer color near the edges of the effect. Smoke Color Sets the color of smoke for use with the Explosion option. If you turn on Explosion and Smoke, the inner and outer colors animate to the smoke color. If you turn off Explosion or Smoke, the smoke color is ignored. Shape group You control the shape, scale, and pattern of flames within the fire effect using controls under Shape. Two options set the direction and general shape of flames. 6702 | Chapter 21 Effects and Environments Tendril Creates directional pointed flames with veins along their center. The flames orient along the local Z axis of the fire apparatus. Tendril creates campfire-like flames. Fireball Creates round puffy flames. Fireballs are well suited for explosions. Stretch Scales flames along the Z axis of the apparatus. Stretch works best with Tendril flames, but you can use it to give Fireballs an oval shape. Values less than 1.0 compress flames, making them shorter and thicker. Values greater than 1.0 stretch flames, making them long and skinny. You can combine Stretch with non-uniform scaling of the apparatus. Use non-uniform scale to change the boundary of the effect and scale the shape of the flames. Use the Stretch parameter to scale only the flames inside the apparatus. You can also use Stretch values to reverse the effect that scaling the apparatus had on the flames. Effect of changing Stretch Value=0.5, 1.0, 3.0 Non-uniform scaling of an apparatus Stretch=0.5, 1.0, 3.0 Fire Environment Effect | 6703 Regularity Modifies how the flames fill the apparatus. Range=1.0 to 0.0. A value of 1.0 completely fills the apparatus. The effect fades near the edges of the apparatus, but the overall shape is still very noticeable. A value of 0.0 produces a very irregular effect that might occasionally reach the boundary of the apparatus, but usually gets trimmed back and is smaller. Effect of changing Regularity Value=0.2, 0.5, 1.0 Characteristics group You set the size and appearance of flames using parameters under Characteristics. All of these parameters depend on the apparatus size and are interdependent on each other. Changing one parameter affects the behavior of the other three. Flame Size Sets the size of individual flames inside the apparatus. The size of the apparatus affects the flame size. A larger apparatus requires a larger flame size. Use a range from 15.0 to 30.0 for the best results. Large values work best for Fireballs. Small values work best for Tendrils. If the flame size is very small, you might need to increase Samples to see individual flames. 6704 | Chapter 21 Effects and Environments Effect of changing Flame Size Value=15.0, 30.0, 50.0 Radius of apparatus=30.0 Flame Detail Controls the amount of color change and edge sharpness seen within each flame. Range=0.0 to 10.0. Low values produce smooth, fuzzy flames and render faster. High values produce patterned, sharp flames and render slower. Use higher detail values for large flame sizes. If the detail value is greater than 4, you might need to increase Samples to capture the detail. Effect of changing Flame Detail Value=1.0, 2.0, 5.0 Density Sets the opacity and brightness of the fire effect. The size of the apparatus affects the density. A large apparatus with the same density as a small apparatus appears more opaque and brighter because of its larger size. Low values make the effect less opaque and use more of the outer color. High values make the effect more opaque and brighten the effect by gradually replacing the inner color with white. The higher the value, the more white the center of the effect is. Fire Environment Effect | 6705 If you turn on Explosion, Density animates from 0.0 at the start of the explosion to the set density value at the peak of the explosion. Effect of changing Flame Density Value=10, 60, 120 Samples Sets the rate at which the effect is sampled. Higher values produce more accurate results but take longer to render. You might consider raising the samples value under the following conditions: ■ Flame Size is small. ■ Flame Detail is greater than 4. ■ Any time you see color banding in the effect. The chance of color banding increases if a flat surface intersects the fire effect. NOTE 100 percent transparent objects that intersect the effect become partially visible. To use particles with Fire, consider using 3D particles instead of opacity-mapped particles. Motion group Use the parameters in the Motion group to animate the churning and rise of flames. Phase Controls the rate of change for the fire effect. Turn on Auto Key and change the phase value at different times. Drift Sets how flames are rendered along the Z axis of the fire apparatus. The value is the amount of rise in units. Low values give a slow-burning, cool fire. High values give a fast-burning, hot fire. 6706 | Chapter 21 Effects and Environments For the best fire effects, drift should be a multiple of the height of the fire apparatus. You can also animate the location and size of the fire apparatus and most of the fire parameters. For example, a fire effect can animate color, size, and density. Explosion group Use the parameters in the Explosion group to automatically animate explosions. Explosion Animates size, density, and color automatically based on the animation of the Phase value. Smoke Controls whether or not the explosion creates smoke. When on, fire colors change to smoke between Phase values 100 to 200. Smoke clears between Phase values 200 to 300. When off, fire colors remain at full density between Phase values 100 to 200. Fire fades away between Phase values 200 to 300. Fury Varies the churning effect of the Phase parameter. Values greater than 1.0 cause faster churning. Values less than 1.0 cause slower churning. Set Up Explosion Displays the Set Up Explosion Phase Curve dialog. You enter a start time and end time, and then click OK. The Phase value animates automatically for a typical explosion effect. Fog Environment Effect Rendering menu > Environment > Environment and Effects dialog > Environment panel > Atmosphere rollout > Add > Fog Fog Environment Effect | 6707 Fog added to a scene This command provides fog and smoke atmospheric effects. This plug-in on page 8092 provides effects such as fog which causes objects to appear to fade as they increase in distance from the camera (standard fog), or layered fog that envelops all or parts of objects in a blanket of mist. Fog renders only in Camera or Perspective views. Orthographic or User views don’t render Fog effects. Procedures To use standard fog: 1 Create a Camera view of your scene. 2 In the camera's creation parameters, turn on Show in the Environment Ranges group. Standard fog is based on the camera's environment range values. 3 Set Adjust Near Range and Far Range to include the objects you want to fog in your rendering. 6708 | Chapter 21 Effects and Environments As a general guideline, set Far Range just beyond the objects, and Near Range to intersect the object geometry closest to the camera. 4 Choose Rendering > Environment. 5 Under Atmosphere on the Environment panel, click Add. The Add Atmospheric Effect dialog is displayed. 6 Choose Fog, and then click OK. 7 Make sure you choose Standard as the type of fog. To use layered fog: 1 Create a Camera or Perspective view of your scene. 2 Choose Rendering > Environment. 3 Under Atmosphere on the Environment panel, click Add. The Add Atmospheric Effect dialog is displayed. 4 Choose Fog, and then click OK. 5 Choose Layered as the fog type. 6 Set the parameters for layered fog. You can have multiple fog layers in the scene by adding multiple Fog entries to the list and choosing Layered. Fog Environment Effect | 6709 Interface The Fog Parameters rollout appears when you select Fog under Effects in the Environment dialog. The Fog Parameters rollout has the following controls. Fog group Color Sets the color for the fog. Click the color swatch, and then select the color you want in the Color Selector on page 391. You can animate the color 6710 | Chapter 21 Effects and Environments effect by changing the fog color at a nonzero frame with the Auto Key button on. Environment Color Map Derives the fog color from a map. You can map the background and the fog color, you can animate the procedural map parameters in Track View or Material Editor, and you can opacity-map the fog. The large button displays the name of the color map, or None if no map is assigned. The map must use Environmental mapping coordinates on page 8034 (spherical, cylindrical, shrinkwrap, and screen). To assign the map you can drag a map from a Sample slot or Map button in the Material Editor (or anywhere else in the software; for example, a projector map button) and drop it on the Environment Color Map button. A dialog asks if you want the environment map to be a copy (independent) or an instance of the source map. Clicking the Environment Color Map button displays the Material/Map Browser, where you can choose a map type from the list. To adjust the environment map's parameters, open the Material Editor and drag the Environment Color Map button over an unused sample slot. Use Map Toggles the effect of this map on or off. Environment Opacity Map Alters the density of the fog. You assign the opacity map, edit it, and toggle its effect in the same way as the Environment Color Map. Fog Background Applies the fog function to the background of the scene. Type When you choose Standard it uses the parameters in the Standard section and when you choose Layered is selected it uses the parameters in the Layered section. Standard Enables the Standard group. Layered Enables the Layered group. Standard group Thins and thickens the fog based on the distance from the camera. Exponential Increases density exponentially with distance. When turned off, density increases linearly with distance. Activate this check box only when you want to render transparent objects in volume fog. TIP If you turn on Exponential, this increases the Step Size value to avoid banding. Fog Environment Effect | 6711 Near % Sets the density of the fog at the Near Range (Camera Environment Range parameter). Far % Sets the density of the fog at the Far Range (Camera Environment Range parameter). Layered group Thins and thickens the fog between an upper and lower limit. You can have multiple layers of fog by adding multiple fog entries to the list. Because you can animate all the fog parameters, you can also animate fog rising and falling, changing density and color, and add horizon on page 8005 noise. Top Sets the upper extent (in world units) of the fog layer. Bottom Sets the lower extent (in world units) of the fog layer. Density Sets the overall density of the fog. Falloff (Top/Bottom/None) Adds an exponential falloff effect so that the density is reduced to 0 at either the Top or Bottom of the fog extent. Horizon Noise Turns on the horizon noise system. Horizon Noise perturbs just the horizon of the fog layer to add realism. Size Scale factor applied to the noise. Larger scale values make the fog tendrils larger. Default=20. TIP If you want tendrils to really pop out, try making the density greater than 100. Angle Determines the affected angle off the horizon line. For example, if the angle is set to 5 (a reasonable value), then starting at 5 degrees below the horizon, the fog will begin to break up. This effect is mirrored above and below the horizon, which can produce strange results when the height of the fog layer traverses the horizon. Typically you'd want the fog to be either above or below the actual camera horizon. (You can use the horizon line in the camera parameters as an aid to help you position this.) Phase Animating this parameter animates the noise. If Phase is moving in the positive direction, then the fog tendrils will drift upward (and deform at the same time). If your fog is above the horizon you may want to animate Phase in the negative direction to make the tendrils fall downward. 6712 | Chapter 21 Effects and Environments Volume Fog Environment Effect Rendering menu > Environment > Environment and Effects dialog > Environment panel > Atmosphere rollout > Add > Volume Fog Volume fog added to a scene Volume Fog provides a fog effect in which the fog density is not constant through 3D space. This plug-in on page 8092 provides effects such as puffy, cloudy fog that appears to drift and break up in the wind. Volume Fog renders only in Camera or Perspective views. Orthographic or User views don’t render Volume Fog effects. Procedures To use volume fog: 1 Create a Camera or Perspective view of your scene. 2 Choose Rendering > Environment. 3 Under Atmosphere on the Environment panel, click Add. Volume Fog Environment Effect | 6713 The Add Atmospheric Effect dialog is displayed. 4 Choose Volume Fog, and then click OK. 5 Set the parameters for volume fog. NOTE If there are no objects in your scene, rendering shows only a solid fog color. Also, with no objects and Fog Background turned on, volume fog obscures the background. To create a volume fog gizmo: Volume fog gizmo surrounds the scene. 1 In the Helpers category of the Create panel, choose Atmospheric Apparatus from the pop-up menu. 2 Click one of the buttons to choose a gizmo shape: SphereGizmo, CylGizmo, or BoxGizmo. 3 Drag the mouse in the viewport to create the gizmo. You create Gizmos in much the same way as their matching geometry types. Drag the mouse to create the initial dimensions. The Sphere gizmo 6714 | Chapter 21 Effects and Environments has an additional Hemisphere check box that turns the sphere into a hemisphere. In addition, each gizmo has a Seed spinner and a New Seed button. Different seed values generate different patterns. Clicking the New Seed button randomly generates a new seed value for you. To assign volume fog to a gizmo from an apparatus modify panel: 1 Open the Modify panel of an apparatus. 2 Open the Atmospheres & Effects rollout. 3 Click Add. 4 Select Volume Fog from the Add Atmospheres dialog and click OK. 5 Highlight Volume Fog from the Atmospheres list and click setup to adjust the Volume Fog parameters. To assign a gizmo to volume fog from the Environment panel: 1 On the Volume Fog Parameters rollout, click the Pick Gizmo button. 2 Click a gizmo in the viewport. The name of the gizmo appears in the list field at right. When you render, the volume fog will be confined to the shape of the gizmo. To remove an assigned gizmo: 1 In the Environment dialog, go to the Volume Fog Parameters rollout 2 Select the gizmo name from the pop-up list. 3 Click Remove Gizmo. This action doesn’t delete the gizmo from the scene, but simply unbinds it from the fog effect. Volume Fog Environment Effect | 6715 Interface The Volume Fog Parameters rollout appears when you select Volume Fog under Effects in the Environment dialog. The Volume Fog Parameters rollout has the following controls. 6716 | Chapter 21 Effects and Environments Gizmos group By default, volume fog fills the entire scene. However, you can choose a gizmo (an atmospheric apparatus) to contain the fog. The gizmo can be a sphere, a box, a cylinder, or some combination of these. Pick Gizmo Click to enter Pick mode and click an atmospheric apparatus in the scene. The apparatus contains the volume fog when you render. The name of the apparatus is added to the apparatus list. Multiple apparatus objects can display the same fog effect. You can pick multiple gizmos. Click Pick Gizmo and then press H. This opens the Pick Object dialog, which lets you choose multiple objects from a list. Changing the dimensions of a gizmo changes the region that fog affects, but doesn't change the scale of the fog and its noise. For example, reducing the radius of a spherical gizmo crops the fog, and moving the gizmo changes the fog's appearance. Remove Gizmo Removes a gizmo from the volume fog effect. Select the gizmo in the list, and then click Remove Gizmo. Soften Gizmo Edges Feathers the edges of the volume fog effect. The higher the value, the softer the edges. Range=0 to 1.0. TIP Don't set this value to 0. At 0, Soften Gizmo Edges can cause aliased edges. Volume group Color Sets the color for the fog. Click the color swatch, and then select the color you want in the Color Selector on page 391. You can animate the color effect by changing the fog color at a nonzero frame with Auto Key on. Exponential Increases density exponentially with distance. When turned off, density increases linearly with distance. Activate this check box only when you want to render transparent objects in volume fog. TIP If you turn on Exponential, increase the Step Size value to avoid banding. Density Controls the fog density. Range=0 to 20 (anything over that tends to obliterate the scene). Volume Fog Environment Effect | 6717 Left: Original scene Right: Increased fog density Step Size Determines the granularity of the fog sampling; the "fineness" of the fog. A large step size creates coarse (and to some extent, aliased) fog. Max Steps Limits the amount of sampling so that computing the fog doesn't take forever (literally). This is especially useful when the fog is of low density. When both Step Size and Max Steps have low values, aliasing results. Fog Background Applies the fog function to the background of the scene. 6718 | Chapter 21 Effects and Environments Noise group Left: Original scene Right: Noise added to the fog Noise options for volume fog are comparable to the noise options for materials. Type Choose one of three types of noise to apply. Regular The standard noise pattern. Fractal An iterative fractal noise pattern. Turbulence An iterative turbulence pattern. Invert Reverses the noise effect. Dense fog becomes translucent and vice versa. Noise Threshold Limits the noise effect. Range=0 to 1.0. When the noise value is above the Low threshold and below the High threshold, the dynamic range stretches to fill 0-1. This makes for a smaller discontinuity (First order instead of 0 order) at the threshold transition, and thus produces less potential aliasing on page 7904. High Sets the high threshold. Low Sets the low threshold. Volume Fog Environment Effect | 6719 Left: Fog with noise Right: Changing uniformity creates "blobby" fog Uniformity Ranges from -1 to 1 and acts like a high-pass filter. The smaller the value, the more transparent the volume is with discrete blobs of smoke. Around -0.3 or so your image begins to look like specks of dust. Because the fog becomes thinner as this parameter gets smaller, you'll probably need to increase the density or the volume will start to disappear. Levels Sets the number of times the noise is iteratively applied. Range=1 to 6, including fractional values. Enabled only for Fractal noise or Turbulence. Size Determines the size of the tendrils of smoke or fog. Smaller values give smaller tendrils. 6720 | Chapter 21 Effects and Environments Left: Fog with noise Right: Decreasing the size Phase Controls the speed of the wind. If you have Wind Strength also set to greater than 0, the fog volume animates in accordance with the wind direction. With no Wind Strength, the fog churns in place. Because there's an animation track for phase, you can use the Function Curve editor to define precisely how you want your wind "gusts" to occur. Wind Strength Controls how fast the smoke moves away from the wind direction, relative to phase. As mentioned above, if the phase is not animated then the smoke won’t move, regardless of the wind strength. By having the phase animate slowly with a large wind strength, the fog moves more than it is churns. Wind from the Defines the direction the wind is coming from. Volume Light Environment Effect Rendering menu > Environment > Environment and Effects dialog > Environment panel > Atmosphere rollout > Add > Volume Light Volume Light Environment Effect | 6721 Volumetric light used in a complex environment with shadows and noise. Volume Light provides light effects based on the interaction of lights with atmosphere (fog, smoke, and so on). This plug-in on page 8092 provides effects such as radial glows for omni lights on page 8066, conical glows for spotlights, and parallel beams of fog for directional lights. Objects within the light volume can cast shadows within the spotlight's cone, if using shadow maps as a shadow generator. A simplified example where the light cone is clearly visible on the right. Volume Light renders only in Camera and Perspective views. Orthographic or User views don’t render Volume Light effects. 6722 | Chapter 21 Effects and Environments Procedures To use Volume Light: 1 Create a scene with lights. 2 Create a Camera or Perspective view of your scene. TIP Avoid making the view axis parallel to the cone of a spotlight. This tends to create only a washed-out scene, possibly with rendering artifacts. 3 Choose Rendering > Environment. 4 On the Environment panel, under Atmosphere , click Add. The Add Atmospheric Effect dialog is displayed. 5 Choose Volume Light, and then click OK. 6 Click Pick Light, and then select a light in a viewport to add the light to the list of volume lights. You can also use the Pick Object dialog to select multiple lights from a list. Click Pick Light, and then press H to open the dialog. 7 Set the parameters for volume light. To add a light to the list: 1 Click Pick Light. 2 Click the light in a viewport. To remove a light from the list: 1 Open the list of volume lights. 2 Choose the light you want to remove the volume light effect from. 3 Click Remove Light. To assign volume light to a light through the Modify panel: 1 Open the Modify panel of a light. 2 Open the Atmospheres & Effects rollout. 3 Click Add. Volume Light Environment Effect | 6723 4 Select Volume Light from the Add Atmosphere or Effect dialog and click OK. 5 Highlight Volume Light from the Atmospheres & Effects list and click setup to adjust the Volume Light parameters. NOTE Volume Lights don’t support negative multiplier values. 6724 | Chapter 21 Effects and Environments Interface The Volume Light Parameters rollout appears when you select Volume Light under Effects in the Environment dialog. It has the following controls. Volume Light Environment Effect | 6725 Lights group Pick Light Click the light that you want to enable for volume light in any viewport. You can pick multiple lights. Click Pick Light and then press H. This opens the Pick Object dialog, which lets you choose multiple lights from a list. Remove Light Deletes a light from the list. Volume group Fog Color Sets the color for the fog that makes up the volume of the light. Click the color swatch, and then choose the color you want in the Color Selector on page 391. You can animate the color effect by changing the fog color at a nonzero frame with the Auto Key button on. Unlike the other fog effects, this fog color combines with the color of the light. Possibly the best effect is to use white fog and then color it with a colored light. Attenuation Color Attenuates volume light over distance. The volume light ramps from the Fog Color to the Attenuation color over the light's Near and Far attenuation distances. Clicking the color swatch displays a color selector so you can change the attenuation color. Attenuation Color interacts with Fog Color. For example, if your fog color is red and your attenuation color is green, in the rendering your fog will shade to purple. Typically the attenuation color should be very dark and neutral—black is a good choice. Use Attenuation Color Makes attenuation color active. Exponential Increases density exponentially with distance. When turned off, density increases linearly with distance. Activate this check box only when you want to render transparent objects in volume fog. Density Sets the density of the fog. The denser the fog, the more the light reflects off it inside the volume. Densities of 2 to 6 percent probably make the most realistic fog volumes. 6726 | Chapter 21 Effects and Environments Left: Original scene Right: Increasing the density Max Light% Represents the maximum glow effect that you can achieve (defaults to 90 percent). By turning this down, you can limit the brightness of the glow so that it doesn't get denser and denser as it gets farther away from the light and "whites out." NOTE When your scene includes transparent objects inside a volume light, set Max Light to 100 percent. Min Light% Similar to an ambient light on page 7906 setting. If Min Light% is greater than 0, areas outside the light volume will glow also. Note that this means areas of open space (where the light ray can travel forever) will end up the same as the fog color (just as with normal fog). Without objects behind the fog, the scene will always be as bright as the fog color if the Min Light% is greater than 0 (no matter what the actual value is). This is because the fog goes to infinity and is accumulated infinitely. If you're going to use min light% values greater than 0, you should make sure that you enclose your scene by geometry. Atten. Mult. (Attenuation Multiplier) Adjusts the effect of the attenuation color. Filter Shadows Allows you to get better quality volume-light rendering by increasing the sampling rate (at the cost of some increased rendering time). These are the options: Volume Light Environment Effect | 6727 Low The image buffer is not filtered but directly sampled instead. This option is fine for 8-bit images, AVI on page 7326 files, and so on. Medium Adjacent pixels are sampled and averaged. This produces a very significant improvement in cases where you’re getting banding types of artifacts. It is slower than Low. High Adjacent pixels and the diagonal pixels are sampled, and each are given different weights. This is the slowest method and provides somewhat better quality than Medium. Use Light Smp Range Blurs the shadows cast in the volume based on the Sample Range value in the light's shadow parameters. Because increasing the Smp Range value blurs the shadow cast by the light, this makes shadows in the fog better match cast shadows, and helps prevent aliasing in the fog shadows. TIP With the Use Light Smp Range option, the higher the light's Smp Range value, the slower the rendering. However, with this option you can usually get good results with a lower Sample Volume % setting (such as 4), which reduces rendering time. Sample Volume % Controls the rate at which the volume is sampled. Ranges 1 through 10,000 (where 1 is the lowest quality and 10,000 is the highest quality). Auto Controls the Sample Volume % parameter automatically and disables the spinner (this is the default). The preset sampling rates are as follows: low=8; medium=25; high=50 Because the parameter ranges up to 100 there's still room to set it higher. Increasing the Sample Volume % parameter definitely slows things down, but in some cases you may want to increase it (for extremely high sample quality). 6728 | Chapter 21 Effects and Environments Left: Original scene Right: Increasing sample volume to improve quality Attenuation group The controls in this section are contingent upon the settings of the Start Range and End Range attenuation on page 7915 parameters for the individual light. NOTE Rendering Volume Light at some angles can introduce aliasing problems. To eliminate aliasing problems, activate the Near and Far Attenuation settings in the light object that the Volume Light applied to. Start % Sets the start attenuation of the light effect, relative to the actual light parameter's attenuation. It defaults to 100 percent, which means that it starts attenuating at the Start Range point. When you reduce this parameter, it starts attenuating the light at a reduced percentage of the actual Start Range value that is, closer to the light itself. Because you usually want a smooth falloff on page 8007, you can keep this value at 0, and no matter what the light's actual Start Range, you'll always get a smooth glow without hotspots on page 8007. End % Sets the end attenuation of the lighting effect, relative to the actual light parameter's attenuation. By setting this lower than 100 percent, you can have a glowing attenuating light that casts light much farther than it actually glows. Default=100. Volume Light Environment Effect | 6729 Left: Original scene Right: Attenuation limits the range of the light. Noise group Noise On Turns the noise on and off. When noise is on there is a slight increase in render time. Amount The percentage of noise applied to the fog. If the amount is 0, there is no noise. If the amount is 1, the fog becomes pure noise. Left: Original scene Right: Noise added 6730 | Chapter 21 Effects and Environments Link To Light Links the noise effect to its light object, rather than to world coordinates. Usually you want noise to look like fog or dust motes in the atmosphere, in which case, as the light moves, the noise should remain with the world coordinates. For certain special effects, however, you might want the noise linked to the light's coordinates. In these cases, turn on Link to Light. Type Choose one of three types of noise to apply. ■ Regular The standard noise pattern. ■ Fractal ■ Turbulence An iterative fractal noise pattern. An iterative turbulence pattern. Invert Reverses the noise effect. Dense fog becomes translucent and vice versa. Noise Threshold Limits the noise effect. When the noise value is above the Low threshold and below the High threshold, the dynamic range stretches to fill 0-1. This makes for a smaller discontinuity (first order instead of 0 order) at the threshold transition and thus produces less potential aliasing on page 7904. ■ High ■ Low Sets the high threshold. Range=0 to 1.0. Sets the low threshold. Range=0 to 1.0. Uniformity Acts like a high-pass filter: the smaller the value, the more the volume is transparent with discrete blobs of smoke. By around -0.3 or so your image begins to look like specks of dust. Because the fog becomes thinner as this parameter gets smaller, you'll probably need to increase the density or the volume will start to disappear. Range=-1 to 1 Levels Sets the number of times the noise is iteratively applied. This parameter is animatable. Enabled only for Fractal noise or Turbulence. Range=1 to 6, including fractional values. Size Determines the size of the tendrils of smoke or fog. Smaller values give smaller tendrils. Volume Light Environment Effect | 6731 Left: Volume light with noise Right: Reducing the size value Phase Controls the speed of the wind. If you have Wind Strength also set to greater than 0, the fog volume animates in accordance with the wind direction. With no Wind Strength, the fog churns in place. Because there's an animation track for phase, you can use the Function Curve editor to define precisely how you want your wind "gusts" to happen. Wind Strength Controls how fast the smoke moves away from the wind direction, relative to phase. As mentioned above, if the phase is not animated then the smoke won’t move, regardless of the wind strength. By having the phase animate slowly with a large wind strength, the fog moves more than it churns. Wind from the Defines the direction the wind is coming from. Exposure Controls Rendering menu > Environment > Environment and Effects dialog > Environment panel > Exposure Control rollout Exposure controls are plug-in components that adjust the output levels and color range of a rendering, as if you were adjusting film exposure. This process is known as tone mapping. These controls are especially useful for renderings that use radiosity on page 6168, and when dealing with high-dynamic-range (HDR) imagery. 6732 | Chapter 21 Effects and Environments Exposure control compensates for the limited dynamic range of computer displays, which is typically about two orders of magnitude: The brightest color that appears on a display is about 100 times brighter than the dimmest. The eye, by comparison, can perceive a dynamic range of about 16 orders of magnitude. In other words, the brightest color we can perceive is about 10 million-billion times brighter than the dimmest. Exposure control adjusts colors so they better simulate the eye's great dynamic range, while still fitting within the color range that can be rendered. The exposure controls included with 3ds Max are: ■ Automatic Exposure Control on page 6735 samples the rendered image and builds a histogram to give good color separation across the entire dynamic range of the rendering. It can enhance some lighting effects that would otherwise be too dim to see. ■ Linear Exposure Control on page 6738 samples the rendering and uses the average brightness of the scene to map physical values to RGB values. Linear Exposure Control is best for scenes with a fairly low dynamic range. ■ Logarithmic Exposure Control on page 6740 uses brightness, contrast, and whether the scene is outdoors in daylight to map physical values to RGB values. Logarithmic Exposure Control is better for scenes with a very high dynamic range. ■ mr Photographic Exposure Control on page 6744 gives you camera-like controls including shutter speed, aperture, and film speed, as well as image control over highlights, midtones, and shadows. ■ Pseudo Color Exposure Control on page 6753 is actually a lighting analysis tool. It maps luminances to pseudo colors that show the brightness of the values being converted. IMPORTANT The mental ray renderer on page 6230 supports only the Logarithmic, mr Photographic, and Pseudo Color exposure controls. Left: Linear exposure control maps intensity evenly. Right: Logarithmic exposure control maps most intensities to low and mid tones. Exposure Controls | 6733 Tips: ■ If the primary lighting from your scene comes from standard lights (rather than photometric lights), use the Logarithmic exposure control and turn on Affect Indirect Only. ■ Use Automatic exposure control for rendering still images. This method is also useful for first-draft renderings. ■ Use Logarithmic exposure control for animations with a moving camera. (Automatic and Linear exposure control with a moving camera can cause excessive flickering.) ■ For rendering high-dynamic-range images with mental ray, use the mr Photographic exposure control. ■ For outdoor scenes that use the Daylight system, turn on the Exterior toggle to prevent overexposure. Exposure and Attenuation for Standard Lights When you use standard lights that are not attenuated, renderings tend to have a low dynamic range, because light intensities don't vary greatly across the scene. In this situation, adjusting light values might be all you need to do to get a good rendering. On the other hand, when lights are attenuated the illumination might be too bright on near surfaces or too dim on distant surfaces. In this situation, the Automatic exposure control can help, because it adjusts the larger dynamic range of the (simulated) physical scene, into the smaller dynamic range of the display. Interface Drop-down list Choose the exposure control to use. 6734 | Chapter 21 Effects and Environments Active When on, the exposure control is used in rendering. When off, the exposure control is not applied. Process Background and Environment Maps When on, the scene background and environment maps are subjected to exposure control. When off, they are not. Preview thumbnail The thumbnail displays a preview of the rendered scene with the active exposure control applied. Once a preview has been rendered, it updates interactively when you changed exposure control settings. Render Preview Click to render the preview thumbnail. Automatic Exposure Control Rendering menu > Environment > Environment and Effects dialog > Environment panel > Exposure Control rollout > Choose Automatic Exposure Control from the list. > Automatic Exposure Control rollout Auto exposure can affect the lighting of the whole image. Automatic Exposure Control samples the rendered image and builds a histogram to give good color separation across the entire dynamic range of the rendering. It can enhance some lighting effects that would otherwise be too dim to see. Exposure Controls | 6735 NOTE Automatic Exposure Control should not be used in animations, because every frame will have a different histogram, causing your animation to flicker. IMPORTANT The mental ray renderer on page 6230 does not support the Automatic exposure control. See also: ■ Environment Panel on page 6689 Interface Brightness Adjusts the brightness of the converted colors. Range=0 to 200. Default=50. This parameter is animatable. Contrast Adjusts the contrast of the converted colors. Range=0 to 100. Default=50. This parameter is animatable. Exposure Value Adjusts the overall brightness of the rendering. Range=-5.0 to 5.0; Negative values make the image darker, and positive values make it brighter. Default=0.0. The exposure value is comparable to the exposure compensation setting in cameras with automatic exposure. This parameter is animatable. Physical Scale Sets a physical scale for exposure control to use with lights that are not physically based. The result is an adjustment of the rendering that approximates the eye's response to the scene. Each standard light's Multiplier on page 8055 is multiplied by the Physical Scale value to give a light intensity value in candelas. For example, with the default Physical Scale of 1500, a standard omni light is treated by the renderer and 6736 | Chapter 21 Effects and Environments radiosity as a photometric isotropic light of 1500 candelas. Physical Scale is also factored into reflections, refractions, and self-illumination. TIP You need to set the Physical Scale when you use ray-tracing with self illumination. Set this value to the equivalent of the brightest light source in the scene. This will set the appropriate conversion scale for reflections, self-illumination, and all other non-physically based elements a material offers. In some cases, an object might reflect or emit more light than the brightest light object in the scene; in this case, use the object's Luminance value as the Physical Scale. Range=0.0 to 200,000.0 candelas. Default=1500.0. A single candle is approximately 1 candela (the unit can also be called a "candle"). A 100-Watt (W) incandescent light bulb is approximately 139 candelas (cd). A 60W bulb emitting in all directions is about 70 cd, while the same bulb with a reflector is about 4500 cd because the light flux is concentrated into a narrow angle. Photometric lights are unaffected by the Physical Scale value. This parameter is animatable. Color correction check box and color swatch When the check box is turned on, color correction shifts all colors so the color displayed in the color swatch appears as white. Default=off. Clicking the color swatch displays a Color Selector on page 391 so you can choose the color to adapt to. You can use this control to simulate how the eye adjusts to lighting. For example, even when the light in a room has a yellow hue from an incandescent light bulb, we will continue to perceive objects that we know to be white, such as printed pages, as white. TIP For the best results, use a very pale color correction color, such as a pale blue or pale yellow. Desaturate Low Levels When on, renders dimly lit colors as if the light were too dim for the eye to distinguish between colors. When on, renders even dimly lit colors. Default=off. Desaturate Low Levels simulates the eye's response to dim lighting. In dim lighting, the eye does not perceive colors and sees tones of gray instead. The effect of this setting is not apparent except at very low light levels, below 5.62 footcandles (lumens per square foot). When the illuminance is less than 0.00562 footcandles, the scene is completely gray. NOTE 1 footcandle (fc) equals 10.76 lux (lumens per square meter). Exposure Controls | 6737 Linear Exposure Control Rendering menu > Environment > Environment and Effects dialog > Environment panel > Exposure Control rollout > Choose Linear Exposure Control from the list. > Linear Exposure Control rollout Linear Exposure Control samples the rendered image and uses the average brightness of the scene to map physical values to RGB values. Linear Exposure Control is best used for scenes with a fairly low dynamic range. NOTE Linear Exposure Control should not be used in animations, because every frame will have a different histogram, causing your animation to flicker. IMPORTANT The mental ray renderer on page 6230 does not support the Linear exposure control. See also: ■ Environment Panel on page 6689 Interface Brightness Adjusts the brightness of the converted colors. Range=0 to 200. Default=50. This parameter is animatable. Contrast Adjusts the contrast of the converted colors. Range=0 to 100. Default=50. This parameter is animatable. 6738 | Chapter 21 Effects and Environments Exposure Value Adjusts the overall brightness of the rendering. Range= -5.0 to 5.0. Negative values make the image darker, and positive values make it brighter. Default=0.0. The exposure value can be thought of as an exposure compensation setting in cameras with automatic exposure control. This parameter is animatable. Physical Scale Sets a physical scale for exposure control to use with lights that are not physically based. The result is an adjustment of the rendering that approximates the eye's response to the scene. Each standard light's Multiplier on page 8055 is multiplied by the Physical Scale value to give a light intensity value in candelas. For example, with the default Physical Scale of 1500, a standard omni light is treated by the renderer and radiosity as a photometric isotropic light of 1500 candelas. Physical Scale is also factored into reflections, refractions, and self-illumination. TIP You need to set the Physical Scale when you use ray-tracing with self illumination. Set this value to the equivalent of the brightest light source in the scene. This will set the appropriate conversion scale for reflections, self-illumination, and all other non-physically based elements a material offers. In some cases, an object might reflect or emit more light than the brightest light object in the scene; in this case, use the object's Luminance value as the Physical Scale. Range=0.0 to 200,000.0 candelas. Default=1500.0. A single candle is approximately 1 candela (the unit can also be called a "candle"). A 100-Watt (W) incandescent light bulb is approximately 139 candelas (cd). A 60W bulb emitting in all directions is about 70 cd, while the same bulb with a reflector is about 4500 cd because the light flux is concentrated into a narrow angle. Photometric lights are unaffected by the Physical Scale value. This parameter is animatable. Color Correction check box and color swatch When the check box is turned on, color correction shifts all colors so the color displayed in the color swatch appears as white. Default=off. Clicking the color swatch displays a Color Selector on page 391 so you can choose the color to adapt to. You can use this control to simulate how the eye adjusts to lighting. For example, even when the light in a room has a yellow hue from an incandescent light bulb, we will continue to perceive objects that we know to be white, such as printed pages, as white. Exposure Controls | 6739 TIP For the best results, use a very pale color correction color, such as a pale blue or pale yellow. Desaturate Low Levels When on, renders dimly lit colors as if the light were too dim for the eye to distinguish between colors. When on, renders even dimly lit colors. Default=off. Desaturate Low Levels simulates the eye's response to dim lighting. In dim lighting, the eye does not perceive colors and sees tones of gray instead. The effect of this setting is not apparent except at very low light levels, below 5.62 footcandles (lumens per square foot). When the illuminance is less than 0.00562 footcandles, the scene is completely gray. NOTE 1 footcandle (fc) equals 10.76 lux (lumens per square meter). Logarithmic Exposure Control Rendering menu > Environment > Environment and Effects dialog > Environment panel > Exposure Control rollout > Choose Logarithmic Exposure Control from the list. > Logarithmic Exposure Control rollout Logarithmic Exposure Control uses brightness, contrast, and whether the scene is outdoors in daylight to map physical values to RGB values. You can use it with either the default scanline renderer on page 6141 and the mental ray renderer on page 6230. Logarithmic Exposure Control is best for scenes with a very high dynamic range. Left: The intensity of an IES Sun light completely overexposes a scene. Right: Logarithmic exposure control corrects the overexposure. Logarithmic Exposure Control is the best type of exposure control for animations because it doesn’t use histograms. 6740 | Chapter 21 Effects and Environments TIP If you're rendering to texture on page 6371, use the Logarithmic exposure control, not the Automatic or Linear control. See also: ■ Environment Panel on page 6689 Interface Brightness Adjusts the brightness of the converted colors. Range=0 to 200. Default=50. This parameter is animatable. Contrast Adjusts the contrast of the converted colors. Range=0 to 100. Default=50. This parameter is animatable. Mid Tones Adjusts the mid-tone values of the converted colors. Range=0.01 to 20.0. Default=1.0. This parameter is animatable. Adjusting the value of mid tones Exposure Controls | 6741 Physical Scale Sets a physical scale for exposure control to use with lights that are not physically based. The result is an adjustment of the rendering that approximates the eye's response to the scene. Each standard light's Multiplier on page 8055 is multiplied by the Physical Scale value to give a light intensity value in candelas. For example, with the default Physical Scale of 1500, a standard omni light is treated by the renderer and radiosity as a photometric isotropic light of 1500 candelas. Physical Scale is also factored into reflections, refractions, and self-illumination. TIP You need to set the Physical Scale when you use ray-tracing with self illumination. Set this value to the equivalent of the brightest light source in the scene. This will set the appropriate conversion scale for reflections, self-illumination, and all other non-physically based elements a material offers. In some cases, an object might reflect or emit more light than the brightest light object in the scene; in this case, use the object's Luminance value as the Physical Scale. NOTE The mental ray renderer treats Physical Scale in the same way the scanline renderer does in terms of its effect on reflections and refractions. Physical Scale does affect the appearance of self-illuminated materials. Range=0.0 to 200,000.0 candelas. Default=1500.0. A single candle is approximately 1 candela (the unit can also be called a "candle"). A 100-Watt (W) incandescent light bulb is approximately 139 candelas (cd). A 60W bulb emitting in all directions is about 70 cd, while the same bulb with a reflector is about 4500 cd because the light flux is concentrated into a narrow angle. Photometric lights are unaffected by the Physical Scale value. This parameter is animatable. Color Correction check box and color swatch When the check box is turned on, color correction shifts all colors so the color displayed in the color swatch appears as white. Default=off. Clicking the color swatch displays a Color Selector on page 391 so you can choose the color to adapt to. You can use this control to simulate how the eye adjusts to lighting. For example, even when the light in a room has a yellow hue from an incandescent light bulb, we will continue to perceive objects that we know to be white, such as printed pages, as white. TIP For the best results, use a very pale color correction color, such as a pale blue or pale yellow. 6742 | Chapter 21 Effects and Environments Color correction can remove the color “cast” that comes from a light source. Desaturate Low Levels When on, renders dimly lit colors as if the light were too dim for the eye to distinguish between colors. When off, renders even dimly lit colors. Default=off. Desaturate Low Levels simulates the eye's response to dim lighting. In dim lighting, the eye does not perceive colors and sees tones of gray instead. The effect of this setting is not apparent except at very low light levels, below 5.62 footcandles (lumens per square foot). When the illuminance is less than 0.00562 footcandles, the scene is completely gray. NOTE 1 footcandle (fc) equals 10.76 lux (lumens per square meter). Affect Indirect Only When on, Logarithmic Exposure control is applied only to areas of indirect lighting. Default=off. Turn on this toggle when the primary lighting for your scene comes from standard lights rather than photometric lights. When you use standard lights and turn on Affect Indirect Only, radiosity and exposure control yield results similar to the default scanline renderer. When you use standard lights but leave Affect Indirect Only off, radiosity and exposure control yield results that can be quite different from the default scanline renderer. In general, you don’t need to turn on Affect Indirect Only when the primary lighting for your scene comes from photometric lights. Exterior daylight When on, converts colors for an outdoor scene. Default=off. Exposure Controls | 6743 The exterior daylight setting compensates for the extreme intensity of an IES sun light. mr Photographic Exposure Control Set mental ray as the renderer. > Rendering menu > Environment > Environment and Effects dialog > Environment panel > Exposure Control rollout > Choose mr Photographic Exposure Control from the list. > mr Photographic Exposure Control rollout The mr Photographic Exposure Control lets you modify rendered output with camera-like controls: either a general exposure value or specific shutter speed, aperture, and film speed settings. It also gives you image-control settings with values for highlights, midtones, and shadows. It’s intended for high-dynamic-range scenes rendered with the mental ray renderer on page 6230. NOTE The mr Photographic Exposure Control contains a built-in gamma corrector (gamma 2.2), but this correction is disabled if the 3ds Max gamma correction on page 7758 is enabled on the Preferences dialog, letting the Rendered Frame Window apply the view gamma instead. The Logarithmic exposure control on page 6740 also has a curve similar to a gamma correction, but unlike the Photographic exposure control, it is not designed to disable its gamma correction when overall gamma correction is on. For that reason, combining gamma correction with the Logarithmic exposure control is discouraged, whereas using it together with the Photographic exposure control is encouraged. 6744 | Chapter 21 Effects and Environments Interface TIP To see a definition of any numeric parameter on this rollout, hover the mouse cursor over the parameter’s spinner. Exposure group This group comprises a drop-down list of exposure presets plus a choice of Exposure Value or Photographic Exposure and associated parameters. Choosing one method makes the other’s setting or settings unavailable, but they still change based on adjustments you make to the available method. For example, Exposure Controls | 6745 when Exposure Value is active, adjusting its value also changes the Photographic Exposure > Shutter Speed setting. Preset Choose from the available options based on setting and lighting conditions. The presets affect all of the remaining settings in this group. Exposure Value (EV) Choose this option to specify a single Exposure Value setting that corresponds to a combination of the three Photographic Exposure values (see following). Each increment or decrement in the EV value corresponds to halving or doubling, respectively, the effective exposure, as expressed in the resultant change in the Shutter Speed value. Thus, higher values yield darker images, and lower values yield brighter images. For example, as shown above, the combination of a shutter speed of 1/125 of a second, f/16, and ISO 100 results in an EV of 15. The same EV results from halving the shutter speed to 1/250 second and doubling the aperture size to f/11. Photographic Exposure Lets you set the exposure using standard camera-oriented controls. These controls affect exposure only: Shutter Speed has no effect on motion blur; Aperture doesn’t influence depth of field; and Film Speed has no effect on graininess. ■ Shutter Speed The duration, in fractions of a second, that the “shutter” is open. The higher this value, the greater the exposure. ■ Aperture The size of the opening of the “camera iris,” expressed as a ratio. The higher this value, the lower the exposure. ■ Film Speed (ISO) The sensitivity of the “camera film,” expressed as an index. The higher this value, the greater the exposure. Image Control group Use these controls to adjust the relative brightness or highlights, midtones, and shadows in the rendered image. The combination of these three settings is depicted in the graph on the right side of the rollout. Additional controls available here let you adjust color saturation, whitepoint, and vignetting. 6746 | Chapter 21 Effects and Environments Rendering with default settings (with final gathering) Highlights (Burn) Controls the level of the brightest areas of the image. Higher values yield brighter highlights, while lower values darken the highlights. Exposure Controls | 6747 Darkened (burnt-in) highlights Midtones Controls the level of the areas of the image whose brightness lies between the highlights and the shadows. Higher values yield brighter midtones, while lower values darken the midtones. 6748 | Chapter 21 Effects and Environments Elevated midtones Shadows Controls the level of the darkest areas of the image. Lower values yield lighter shadows, while higher values darken the shadows. Exposure Controls | 6749 Lightened shadows Color Saturation Controls the intensity of colors in the rendered image. Higher values result in more intense colors. 6750 | Chapter 21 Effects and Environments Color Saturation=2.0 Whitepoint Specifies the main color temperature of the light sources. This is similar to white balance controls on digital cameras. For daylighting, a value of 6500 is recommended, for incandescent lighting, a value of 3700 is recommended. For example, photographs taken indoors might be lit by incandescent lights, which are relatively orange compared to daylight. Defining "white" as daylight will give unacceptable results when attempting to color-correct a photograph taken with incandescent lighting. Vignetting Reduces the image brightness in the image periphery compared to the image center, resulting in a circular fully exposed area in the center, with darker edges. Exposure Controls | 6751 Vignetting=25.0 Physical Scale Determines how the software calculates pixel values when outputting HDR (high-dynamic-range) images. You can use the physical scale inherent in the scene, or set an arbitrary physical scale for non-physically-based lighting situations. ■ Physical Units: (cd/m2) Outputs physically correct HDR pixel values in candelas per square meter. Use this option when lighting the scene with photometric light sources. TIP When you use this option, the renderer interprets all non-physical (standard) illumination values in units of cd/m2. If you use as a background image or texture map an HDR image with pixels correctly calibrated to cd/m2, it will be correct in the scene. However, if you attempt to use a low-dynamic-range photo such as a JPEG photo, it will appear too dark in the rendered output. (The renderer interprets a white pixel in such an image as "1 cd/m2" by default, which is darker than the deepest dungeon.) So you need to increase the output on page 5774 of the image to match a useful cd/m2 value. The sky can be around 3,000 cd/m2. ■ Unitless Lets you define how the renderer interprets the illumination from standard lights, which are not physically based. Use the numeric 6752 | Chapter 21 Effects and Environments setting to set the apparent illumination from these lights and the output pixel values based on the scene lighting. For example, with the default Physical Scale of 1500, a standard omni light is treated by the renderer as a photometric isotropic light of 1500 candelas. Physical Scale is also factored into the environment map and self-illumination. NOTE This value does not affect apparent illumination of the rendered scene with photometric lights. However, it does affect the apparent illumination cast by non-physical (standard) lights. For predictable results, illuminate the scene only with photometric or standard lights (not a mix), and use Physical Units or Unitless, respectively. Gamma/LUT Settings This group comprises text showing the status of the current Gamma/LUT settings, and a Setup button that opens the Preference Settings dialog to the Gamma and LUT panel on page 7758 so you can change the settings. Pseudo Color Exposure Control Rendering menu > Environment > Environment and Effects dialog > Environment panel > Exposure Control rollout > Choose Pseudo Color Exposure Control from the list. > Pseudo Color Exposure Control rollout Pseudo Color Exposure Control is actually a lighting analysis tool that provides you with an intuitive way of visualizing and evaluating the lighting levels in your scenes. It maps luminance on page 8029 or illuminance on page 8009 values to pseudo colors that show the brightness of the values being converted. From darkest to brightest, the rendering shows blue, cyan, green, yellow, orange, and red. (Alternatively, you can choose a grayscale where the brightest values are white, and the darkest are black.) The rendering includes the colored or grayscale spectrum bar as a legend for the image. After rendering the scene with pseudo color, 3ds Max displays a Rendered Frame Window on page 6073 labeled “Illuminance,” with a legend of illuminance values below the rendered image. NOTE The Illuminance frame is not displayed if antialiasing is turned off. NOTE You can use the Pseudo Color exposure control with the mental ray renderer on page 6230. Exposure Controls | 6753 Pseudo color exposure of a scene with radiosity. Areas in red are overlit, areas in blue are underlit, and areas in green have a good lighting level. In the Rendered Frame Window labeled “illuminance,” a legend appears below the image. If you render a scene using this exposure control, the software creates a special render element on page 6349 named Illuminance that helps obtain accurate luminance and illuminance data. TIP If you get a file write error when you try to render a pseudo color image, check the path and file name of the Illuminance element, or the permissions of the PNG file that saves the illuminance data. 6754 | Chapter 21 Effects and Environments Three spheres at an equal distance from a light source. The sphere on the left has a matte material, the sphere in the middle is glossy, and the sphere on the right is glossy but has a much darker color. A display of illuminance shows that it is the same for all three spheres. A display of luminance shows that the two spheres on the left reflect about the same amount of light, but the darker sphere on the right reflects little light except for its highlight. Exposure Controls | 6755 See also: ■ Environment Panel on page 6689 Interface Display Type group Quantity Chooses the value being measured. ■ Illuminance (the default) displays values of light incident on surfaces. ■ Luminance displays values of light reflected off surfaces. Style Chooses the way to display values. ■ Colored (the default) shows a spectrum. ■ Grayscale shows gray tones that range from white to black. The spectrum bar displays the values the rendering will use. 6756 | Chapter 21 Effects and Environments Pseudo color display style: Left: Grayscale Right: Colored scale Scale Chooses the technique used to map values. ■ Logarithmic (the default) uses a logarithmic scale. ■ Linear uses a linear scale. The Logarithmic scale is useful when the illumination of the surfaces of interest is low compared to the maximum illumination in the scene. Left: Linear scale Right: Logarithmic scale Display Range group Minimum (Min.) Sets the lowest value to measure and represent in the rendering. Values at this quantity or below it all map to the leftmost display color (or grayscale level). Maximum (Max.) Sets the highest value to measure and represent in the rendering. Values at this quantity or above it all map to the rightmost display color (or grayscale value). Exposure Controls | 6757 Physical Scale Sets a physical scale for exposure control to use with lights that are not physically based. The result is an adjustment of the rendering that approximates the eye's response to the scene. Changing the value of Physical Scale is an optional step. Use it as a last resort when the materials or maps are not rendering correctly. Changing this setting will not affect anything in the scene unless your scene has an Ambient Color different than black. If you do adjust it, set the Physical Scale value to the equivalent of the brightest light source in the scene. The software multiplies each standard light's Multiplier on page 8055 by the Physical Scale value to produce a light intensity value in candelas. For example, with the default Physical Scale of 1500, a standard omni light is treated by the renderer and radiosity as a photometric isotropic light of 1500 candelas. Physical Scale is also factored into reflections, refractions, and self-illumination. TIP When you use ray-tracing with self illumination, set Physical Scale to the equivalent of the brightest light source in the scene. This sets the appropriate conversion scale for reflections, self-illumination, and all other non-physically based elements a material offers. In some cases, an object might reflect or emit more light than the brightest light object in the scene; in this case, use the object's Luminance value as the Physical Scale. Range=0.0 to 200,000.0 candelas. Default=1500.0. A single candle is approximately 1 candela (the unit can also be called a "candle"). A 100-Watt (W) incandescent light bulb is approximately 139 candelas (cd). A 60W bulb emitting in all directions is about 70 cd, while the same bulb with a reflector is about 4500 cd because the light flux is concentrated into a narrow angle. Photometric lights are unaffected by the Physical Scale value. This parameter is animatable. Adjusting the range to analyze: 6758 | Chapter 21 Effects and Environments Above: Correct range for a scene Middle: Too narrow a range Below: Too great a range Narrowing the range to focus on a single object General Guidelines for Physical Scale Values ■ If you use only Photometric lights on page 5005, IES Sun on page 5154, and IES Sky on page 5157, the Physical Scale value is disregarded, and you don't need to change it. ■ If you use Standard lights on page 5049, the Physical Scale value acts as a conversion scale that the radiosity engine uses to calculate energy. Set it to the equivalent of the brightest light source in the scene. This will set the appropriate conversion scale for reflections, self-illumination, and all other non-physically based elements a 3ds Max material offers. However, if you use the Affect Indirect Only flag in the Logarithmic Exposure Control on page 6740, you don’t need to worry about the physical scale setting. Spectrum bar Shows the spectrum-to-intensity mapping. The numbers below the spectrum range from the Minimum to the Maximum settings. When rendering with pseudo color, the spectrum bar is displayed beneath the pseudo color image, labeled either Luminance or Illuminance. Lighting Data Exporter Utility Utilities panel > Utilities rollout > Lighting Data Export The Lighting Data Exporter renders the active viewport to images that include luminance on page 8029 and illuminance on page 8009 data that can be used for lighting analysis. The Lighting Data Exporter does not render the files unless you have applied an exposure control on page 6732 to the scene. Exposure Controls | 6759 You can render to either the TIFF file on page 7372 format. If you export to a TIFF file, the utility renders a single image file that has separate channels for luminance and illuminance (the file is of the 32-bit SGI LogLUV image type). You can also render to the PIC file on page 7359 format. If you export to a PIC file, the utility renders two images: one containing luminance data, and the other containing illuminance data (see the description of the File Name button, below). Interface File Name Click the button to specify a file name for the rendering. When you export to the PIC format, the Lighting Data Exporter renders two files. It appends the string “_Illuminance” to the name of one file, and “_Luminance” to the other. For example, if you type house as the file name, the exporter renders to house_illuminance.pic and house_luminance.pic. Image Size group Width Sets the output width, in pixels. Default=640. Height Sets the output height, in pixels. Default=480. Export Click to render luminance and illuminance data. WARNING Unlike the renderer, if you click Export more than once, this overwrites previously rendered files. 6760 | Chapter 21 Effects and Environments Atmospheric Apparatus Create panel > Helpers > Atmospheric Apparatus (from drop-down list) You can create three types of atmospheric apparatuses, or gizmos on page 7996: box, cylinder, and sphere. These gizmos contain the fog or fire effect in your scene. BoxGizmo Helper on page 6762 CylGizmo Helper on page 6765 SphereGizmo Helper on page 6768 See also: ■ Fire Environment Effect on page 6696 ■ Fog Environment Effect on page 6707 ■ Volume Light Environment Effect on page 6721 Add Atmosphere Dialog Select Atmospheric Apparatus object. > Modify panel > Atmospheres & Effects rollout > Add button The Add Atmosphere dialog lets you associate an atmosphere with the Atmospheric Apparatus on page 6761. Atmospheric Apparatus | 6761 Interface List of atmospheres Displays the atmospheres that you can associate with the apparatus. New or existing group These radio buttons choose between new or existing atmospheres. New Lists only new atmospheres. Existing Lists only atmospheres that have been already assigned to other apparatuses in the scene. Adding an existing atmosphere creates a new atmosphere whose settings are initially identical to the previous one. BoxGizmo Helper Create panel > Helpers > Atmospheric Apparatus (from drop-down list) > BoxGizmo Create menu > Helpers > Atmospherics > BoxGizmo 6762 | Chapter 21 Effects and Environments BoxGizmo lets you create a box-shaped gizmo in your scene. Clicking the BoxGizmo button displays the Box Gizmo Parameters rollout. Box gizmo with volume fog Procedures To create the BoxGizmo: 1 Drag in a viewport to define the initial length and width, then release the mouse and drag vertically to set the initial height. 2 Click to end BoxGizmo creation. To add a new atmosphere: 1 Select the apparatus gizmo. 2 In the Modify panel, on the Atmospheres & Effects rollout, click Add. This displays the Add Atmosphere dialog on page 6761. 3 Choose an atmosphere from the list. 4 Click OK. Atmospheric Apparatus | 6763 This associates a new atmosphere with the apparatus. To add an existing atmosphere: 1 Select the apparatus gizmo. 2 In the Modify panel, on the Atmospheres & Effects rollout, click Add. This displays the Add Atmosphere dialog on page 6761. 3 In the dialog, choose Existing. 4 Choose an atmosphere from the list. 5 Click OK. This creates a duplicate atmosphere for the apparatus. Its settings are initially identical to the atmosphere you chose. You can adjust them using Setup. Interface Name and Color rollout The Name and Color rollout on page 7631 lets you rename objects and change their wireframe color. Box Gizmo Parameters rollout Length, Width, and Height Set the dimensions of the box gizmo. 6764 | Chapter 21 Effects and Environments Seed Sets a base value used to generate the atmospheric effect. Each apparatus in the scene should have a different seed. If more than one apparatus uses the same seed and same atmospheric effect, they will produce nearly identical results. New Seed Click to generate a random number automatically and place it in the seed field. Atmospheres & Effects rollout The Atmospheres & Effects rollout, available from the Modify panel, allows you to add and set up atmospheres directly to the gizmo. Add Displays the Add Atmosphere dialog on page 6761 from which you can add an atmosphere to the BoxGizmo. Delete Deletes a highlighted atmospheric effect. Setup Displays the Environment panel on page 6689, where you can edit the highlighted effect. CylGizmo Helper Create panel > Helpers > Atmospheric Apparatus (from drop-down list) > CylGizmo Create menu > Helpers > Atmospherics > Cylinder Gizmo Atmospheric Apparatus | 6765 CylGizmo lets you create a cylinder-shaped gizmo in your scene. Clicking the CylGizmo button displays the Cylinder Gizmo Parameters rollout. Cylinder gizmo with volume fog Procedures To create the CylGizmo: 1 Drag in a viewport to define the initial radius, then release the mouse and drag vertically to set the initial height. 2 Click to end CylGizmo creation. To add a new atmosphere: 1 Select the apparatus gizmo. 2 In the Modify panel on the Atmospheres & Effects rollout, click Add. This displays the Add Atmosphere dialog on page 6761. 3 Choose an atmosphere from the list. 4 Click OK. 6766 | Chapter 21 Effects and Environments This associates a new atmosphere with the apparatus. To add an existing atmosphere: 1 Select the apparatus gizmo. 2 In the Modify panel on the Atmospheres & Effects rollout, click Add. This displays the Add Atmosphere dialog on page 6761. 3 In the dialog, choose Existing. 4 Choose an atmosphere from the list. 5 Click OK. This creates a duplicate atmosphere for the apparatus. Its settings are initially identical to the atmosphere you chose. You can adjust them using Setup. Interface Name and Color rollout The Name and Color rollout on page 7631 lets you rename objects and change their wireframe color. Cylinder Gizmo Parameters rollout Radius and Height Set the dimensions of the cylinder gizmo. Seed Sets a base value used to generate the atmospheric effect. Each apparatus in the scene should have a different seed. If more than one apparatus uses the Atmospheric Apparatus | 6767 same seed and same atmospheric effect, they will produce nearly identical results. New Seed Click to generate a random number automatically and place it in the seed field. Atmospheres & Effects rollout The Atmospheres & Effects rollout, available from the Modify panel, allows you to add and set up atmospheres directly to the gizmo. Add Displays the Add Atmosphere dialog on page 6761 from which you can add an Atmosphere to the CylGizmo. Delete Deletes a highlighted atmospheric effect. Setup Displays the Environment panel on page 6689, where you can edit the highlighted effect. SphereGizmo Helper Create panel > Helpers > Atmospheric Apparatus (from drop-down list) > SphereGizmo Create menu > Helpers > Atmospherics > Sphere Gizmo 6768 | Chapter 21 Effects and Environments SphereGizmo lets you create a sphere- or hemisphere-shaped gizmo in your scene. Clicking the SphereGizmo button displays the Sphere Gizmo Parameters rollout. Sphere gizmo with volume fog Procedures To create the SphereGizmo: 1 Drag in any viewport to define the initial radius. 2 Adjust the radius with the spinner. To add a new atmosphere: 1 Select the apparatus gizmo. 2 In the Modify panel on the Atmospheres & Effects rollout, click Add. This displays the Add Atmosphere dialog on page 6761. 3 Choose an atmosphere from the list. 4 Click OK. Atmospheric Apparatus | 6769 This associates a new atmosphere with the apparatus. To add an existing atmosphere: 1 Select the apparatus gizmo. 2 In the Modify panel on the Atmospheres & Effects rollout, click Add. This displays the Add Atmosphere dialog on page 6761. 3 In the dialog, choose Existing. 4 Choose an atmosphere from the list. 5 Click OK. This creates a duplicate atmosphere for the apparatus. Its settings are initially identical to the atmosphere you chose. You can adjust them using Setup. Interface Name and Color rollout The Name and Color rollout on page 7631 lets you rename objects and change their wireframe color. Sphere Gizmo Parameters rollout Radius Sets the radius of the default sphere. Hemisphere When turned on, the bottom half of the SphereGizmo is discarded, creating a hemisphere. 6770 | Chapter 21 Effects and Environments Seed Sets a base value used to generate the atmospheric effect. Each apparatus in the scene should have a different seed. If more than one apparatus uses the same seed and same atmospheric effect, they will produce nearly identical results. New Seed Click to generate a random number automatically and place it in the seed field. Atmospheres & Effects rollout The Atmospheres & Effects rollout, available from the Modify panel, allows you to add and set up atmospheres effects directly to the gizmo. Add Displays the Add Atmosphere dialog on page 5106 from which you can add an Atmosphere to the SphereGizmo. Delete Deletes a highlighted atmospheric effect. Setup Displays the Environment panel on page 6689, where you can edit the highlighted effect. Atmospheric Apparatus | 6771 6772 Video Post 22 Video Post, available from the Rendering menu, lets you combine (composite) and render output of various types of events, including the current scene, bitmap images, image-processing functions, and so on. A video post queue can include scene geometry, background images, effects, and masks for compositing them. 6773 The result of video post: a composited frame Video Post is a self-contained, modeless dialog, similar in appearance to Track View. The edit window of the dialog shows when each event occurs in the finished video. Each event is associated with a track that has a range bar. The Video Post dialog contains the following window components: Video Post Queue on page 6774: Shows the sequence of post-production events. Video Post Status Bar/View Controls on page 6776: Shows information about the active Video Post controls and lets you control the display of tracks in the event tracks area. Video Post Toolbar on page 6797: Provides Video Post commands. Video Post Queue Rendering menu > Video Post > Video Post window > Video Post Queue Video Post Queue provides a hierarchical list of the images, scenes, and events to be composited. 6774 | Chapter 22 Video Post The Video Post queue in the Video Post dialog is similar to other hierarchical lists in the Track View and Material Editor. In Video Post, the list items are images, scenes, animations on page 7907, or external processes that together make up the queue. The items in the queue are called events. The order that the events appear in the queue is the order in which they are executed, from top to bottom. Consequently, to correctly composite an image, the background bitmap must appear before, or above, the image that is to overlay it. There is always at least one item in the queue (a placeholder labeled Queue). It is the queue's parent event. The queue can be linear, but some kinds of events, such as Image Layer, combine other events and become their parent. Procedures To add an event to the queue: ■ Click an event button. When you add an event, a dialog displays where you can specify settings for that event. The settings offered on the dialog depend on the type of event; some events have different kinds of subtypes. In general, the new event appears at the end of the queue - but some kinds of events require that you first select one or more events in the queue. An Video Post Queue | 6775 event button is unavailable if the selection in the queue (or the absence of one) is not legal input to the button's type of event. To highlight an event already in the queue, click its icon, label, or range-bar area. To delete any event in the queue: Select the event and press the Delete key. You can delete both enabled and disabled events, which are unavailable. ■ To switch the positions of two events in the queue: 1 Highlight both events. 2 Click Swap. This operation might not be allowed if the result would be impossible to execute. At the top level of the queue, you can almost always swap events; at lower levels, an event's output must be legal input to its parent event. To edit an event in the queue, do one of the following: 1 Select the event and click Edit Current Event on page 6799. 2 Double-click the event name. 3 Double-click the event's range-bar area in the edit window. Use one of the second two methods for disabled events. Video Post Status Bar / View Controls Rendering menu > Video Post > Video Post Status Bar The Video Post Status Bar contains an area for prompt and status information and for buttons to control the display of tracks in the event tracks area. Interface Prompt Line 6776 | Chapter 22 Video Post Displays instructions for using the currently selected function. Status (Start, End, Frames,Width, Height) Displays the Start frame and End frame for the current event, the total number of frames and the output resolution of the entire queue. S/E Shows start and end frames of the selected track. If no track is selected, shows the start and end frames of the entire queue. F Shows the total frames in the selected track or for the entire queue. W/H Shows the width and height of the image that results from the rendering of all the events in the queue. Pan Lets you drag horizontally in the event tracks area to shift the view left and right. Zoom Extents Adjusts the size of the event-track area horizontally so that all the frames of the longest track bar are visible. Use Zoom Extents to quickly reset the display to show all frames after zooming in on a selection of frames with the Zoom Time button. Zoom Time Displays a greater or lesser number of frames in the event tracks area, allowing you to scale or zoom the display. The time ruler displays the current time display unit. Drag horizontally in the event tracks area to zoom time. Drag right to display fewer frames in the track area (zoom in). Drag left to display more frames in the track area (zoom out). Video Post Status Bar / View Controls | 6777 Zoom Region Magnifies a region that you define by dragging a rectangle in the event tracks area. Troubleshooting Video Post While Video Post offers many useful functions and creative effects, invariably you will set up a queue that looks like it should work or even appears to render correctly only to give you an animation that does not include the desired effect. Here are some troubleshooting tips to reference when a queue just isn't doing what you expect. There are two key things that can cause a Video Post queue to fail. The first is incorrect ordering and nesting of events in the queue. The second is faulty positioning and/or overlapping of the range bars. When you come up again a problem, especially if you're attempting to set up a very complex queue, the best way to diagnose the problem is to create a new queue that should only result in the effect that is failing. If you can get the simplified queue to work, you can compare it to the structure of the failing queue to see what might be out of order. Here are two very common scenarios that look like they should work but ultimately don't give you the result you expected. These examples are shown in their simplified state, but could very easily be buried in more complex queues. ■ The object simply disappears instead of fading out. The first example illustrates a problem where you expect the scene to render for fifteen frames before fading to black to finish the animation. However, at frame sixteen, the scene abruptly goes black. 6778 | Chapter 22 Video Post This queue shows all the correct events in the proper order in the queue. The problem is the timing and positioning of the range bars. The most likely cause of this problem is using the Abut Selection on page 6808 when it's not necessary. In order for the Fade event to work properly, it needs to overlap the animation for the amount of time you want to fade to occur. You need to take into account the number of frames where the scene actually fades. To fix this queue, you have to decide how many frames over which the fade will occur. Let's say you want the scene to fade to black over ten frames. You would need to drag the right end of the Perspective event range bar ten frames to the right to overlap the Fade event. ■ The object glows during rendering, but not in the animation. This second example is even more misleading than the first. The infuriating thing about this problem is that while the scene is rendering, the object in the scene shows the glow effect. When the resultant animation is played back, the Glow effect is not present. Troubleshooting Video Post | 6779 Once again, this queue shows all the correct events, but the problem here is the ordering of the events in the queue. This problem is commonly caused when an event is selected while other events are being added. In this case, the Perspective event was select when the Lens Effects Glow and output events were added. There are two ways to create this queue to give you the correct results. You can recreate the queue and add each event so there is no nesting, or you remove the current output event and add it again, making sure no other events are selected. The following images show the two ways this queue could be set up to successfully show the glowing object. 6780 | Chapter 22 Video Post Useful Video Post Procedures Rendering menu > Video Post There are some tasks that you will use Video Post for more than others. This primer describes some of the more common sequences you'll find yourself using Video Post to create. The procedures are outlined in their simplest forms. The following procedures are outlined: ■ Make an object glow on page ? ■ Create an animation from a series of still images on page ? ■ Render a scene with a starfield on page ? ■ Set up a simple cross fade between two images on page ? ■ Resize a series of images on page ? ■ Composite two image sequences on page ? ■ Render a scene over an image sequence or an animation on page ? ■ Join two animations – end to end on page ? ■ Switch between views on page ? ■ Render a scene in reverse on page ? Useful Video Post Procedures | 6781 Procedures Example: Make an object glow: One of the most common things you'll want to do with the Glow filter is make an object glow. Here's how to do it in its simplest form. 1 In the Perspective viewport, create a Sphere with a radius of about 30. 2 Choose Rendering > Video Post. 3 Click Add Scene Event on page 6808 and set the view to Perspective. Click OK to close the Add Scene Event dialog. 4 Click Add Image Filter Event on page 6821 and choose Lens Effects Glow from the Filter Plug-In list. Click OK to close the Add Image Filter Event dialog. 5 Click Add Image Output Event on page 6828 and then click Files. 6 Set the output file format to BMP Image File and enter a filename like MyGlow. Click Save when you've set the name and format 7 Click OK to accept the default setting on the BMP configuration dialog. Then click OK to close the Add Image Output Event dialog. 8 Right-click the Sphere to bring up the Quad Menus and select Properties. 9 Set the Object Channel in the G-Buffer group to 1 and click OK. 10 Click the Execute Sequence button on page 6802. 11 Click Render on the Execute Video Post dialog. You'll see the a glowing sphere in the render window. 6782 | Chapter 22 Video Post Example: Create an animation from a series of still images: Another common process you'll use Video Post to achieve is taking a series of still images you've rendered and convert them to an animation. To accomplish this task, you need an IFL file on page 7339. 1 Use the IFL Manager Utility on page 7344 to create an IFL file containing the sequentially number image files you want to process. 2 Choose Rendering > Video Post. 3 Click Add Image Input Event on page 6814 and then click Files. Choose the IFL file you created at step 1 and then click Open to close the selection dialog. 4 Click OK to close the Add Input Image Event dialog. 5 Click Add Image Output Event on page 6828 and then click Files. 6 Set the output file format to AVI File on page 7326 and enter a filename like MyAnimation. Click Save when you've set the name and format 7 Select a codec on page 7936 from the Video Compression dialog and click OK. Then click OK to close the Add Image Output Event dialog. Useful Video Post Procedures | 6783 8 Click the Execute Sequence button on page 6802. 9 Click Render on the Execute Video Post dialog. The final product is an animation. Example: Render a scene with a starfield: At some time, you'll want to create a night scene that requires a starry sky. The key thing to remember when creating a star field is adding a camera to the scene. The Starfield filter only works with a camera. Here are the steps to set that up. 1 In the Top viewport, create a Sphere with a radius of about 30 and a Target Camera. Place the camera to one side and have it pointing at the center of the sphere. 2 Right-click in the Perspective viewport and press C to change the viewport display to Camera01. 3 Choose Rendering > Video Post. 4 Click Add Scene Event on page 6808 and make sure the view is set to Camera01. Click OK to close the Add Scene Event dialog. 5 Click Add Image Filter Event on page 6821 and choose Starfield from the Filter Plug-In list. 6784 | Chapter 22 Video Post 6 Click the Setup button to open the Stars Control dialog. Make sure Source Camera (at the top) is set to Camera01, and then click OK. 7 Click OK to close the Add Image Filter Event dialog. 8 Click Add Image Output Event on page 6828 and then click Files. 9 Set the output file format to BMP Image File and enter a filename like MyStarfield. Click Save when you've set the name and format 10 Click OK to accept the default setting on the BMP configuration dialog. Then click OK to close the Add Image Output Event dialog. 11 Click the Execute Sequence button on page 6802. 12 Set the time output to Single and click Render on the Execute Video Post dialog. The final product is a rendered image of a sphere against a starry background. Set up a simple cross fade between two images: Sometimes you want to transition from one view or animation to another. This set of steps with show you how to set up a cross fade from one image to another. For this example the complete cross fade will occur over 20 frames Useful Video Post Procedures | 6785 displaying the first image for five frames, cross fade for ten frame and then display the second image for the last five frames. The resulting animation produced by this process could be used as an Image Input Event for a different Video Post sequence. 1 Choose Rendering > Video Post. 2 Click Add Image Input Event on page 6814 and then click Files. Choose your first image and click Open and then click OK to close the Add Image Input Event dialog. 3 Click Add Image Input Event again and click Files. Choose your second image and click Open and then click OK to close the Add Image Input Event dialog. 4 Click Add Image Output Event on page 6828 and then click Files. 5 Set the output file format to MOV File and enter a filename like MyXFade. Click Save when you've set the name and format 6 Click OK to accept the default setting on the Compression Settings dialog. Then click OK to close the Add Image Output Event dialog. 7 Select the first Image Input Event and then hold down the Ctrl key while selecting the second Image Input Event. Both events will highlight in gold. 8 Click Add Image Layer Event on page 6824 and choose Cross Fade Transition from the list of compositors and transitions. Click OK to close the Add Image Layer Event dialog. Notice how the Image Layer Event becomes the parent of the two Image Input Events. 9 Click Zoom Extents to view the entire set of tracks. 10 On the Queue track bar, click and drag the right-hand end of the range-bar to frame 20. This adjusts all the tracks. 6786 | Chapter 22 Video Post 11 Select the Cross Fade Transition event and drag the left-hand end of the range-bar to frame 5 and then drag the right-hand end of the range-bar to frame 15. This sets the period in time when the cross fade occurs. 12 Select the track for the first Image Input Event and the right-hand end of the range-bar to frame 8. By setting the end to frame 8 instead of 5, you'll have three frames during which the first image will fade to black. 13 Select the track for the second Image Input Event and the left-hand end of the range-bar to frame 12. Similarly, setting this end to frame 12 ensures that the second image will fade in over three frames and display in full color for the last five frame of the transition. 14 Click the Execute Sequence button on page 6802. 15 Click Render on the Execute Video Post dialog. Example: Resize a series of images: Perhaps you've rendered a series of still images but it turns out they were at the wrong resolution. You might normally think you have to re-render the entire scene again which will tie up all the systems to do the same work they just completed. Video Post can be used to resize the images without having to use all the systems. 1 Use the IFL Manager Utility on page 7344 to create an IFL file containing the sequentially number image files you want to resize. Useful Video Post Procedures | 6787 2 Choose Rendering > Video Post. 3 Click Add Image Input Event on page 6814 and then click Files. Choose the IFL file you created at step 1 and then click Open to close the selection dialog. 4 Click OK to close the Add Input Image Event dialog. 5 Click Add Image Output Event on page 6828 and then click Files. 6 Set the output file format for the new set of still images to TGA and enter a filename like MyResize. Click Save when you've set the name and format 7 Click OK to accept the default setting on the Targa Image Control dialog. Then click OK to close the Add Image Output Event dialog. 8 Click the Execute Sequence button on page 6802. 9 On the Execute Video Post dialog, set the new output resolution you want for the images and then click Render. When the rendering is complete, you will have a new series of resized images that have a name prefix of MyResize. So, if there were ten images listed in the IFL file, there will be ten new images named MyResize0000.tga through MyResize0009.tga stored in your image folder. 6788 | Chapter 22 Video Post Example: Composite two image sequences: Compositing two sets of images together is one of the “workhorse” operations of Video Post. This is commonly done when a project is nearing completion and it lets you combine all the images your artists have been rendering. 1 Use the IFL Manager Utility on page 7344 to create an IFL file for each set of images sequences you want to composite. 2 Choose Rendering > Video Post. 3 Click Add Image Input Event on page 6814 and then click Files. Choose your first IFL file and click Open and then click OK to close the Add Image Input Event dialog. 4 Click Add Image Input Event again and click Files. Choose your second IFL file and click Open and then click OK to close the Add Image Input Event dialog. 5 Click Add Image Output Event on page 6828 and then click Files. 6 Set the output file format to MOV File and enter a filename like MyComposite. Click Save when you've set the name and format 7 Click OK to accept the default setting on the Compression Settings dialog. Then click OK to close the Add Image Output Event dialog. 8 Select the first Image Input Event and then hold down the Ctrl key while selecting the second Image Input Event. Both events will highlight in gold. 9 Click Add Image Layer Event on page 6824 and choose Alpha Compositor on page 6909 from the list of compositors and transitions. Click OK to close the Add Image Layer Event dialog. Notice how the Image Layer Event becomes the parent of the two Image Input Events. 10 Click the Execute Sequence button on page 6802. 11 Click Render on the Execute Video Post dialog. Useful Video Post Procedures | 6789 Example: Render a scene over an image sequence or an animation: This process in similar to the last one except you might have an animation or series of still images you want to use as the background for your existing scene. 1 Use the IFL Manager Utility on page 7344 to create an IFL file for the set of images that will be the background for your current scene. 2 Choose Rendering > Video Post. 3 Click Add Image Input Event on page 6814 and then click Files. Choose your IFL file or animation and click Open and then click OK to close the Add Image Input Event dialog. 4 Click Add Scene Event on page 6808 and set the view to Perspective or a Camera you have in the scene. Click OK to close the Add Scene Event dialog. 5 Click Add Image Output Event on page 6828 and then click Files. 6 Set the output file format to AVI File and enter a filename like MyScene. Click Save when you've set the name and format 7 Select a codec on page 7936 from the Video Compression dialog and click OK. Then click OK to close the Add Image Output Event dialog. 6790 | Chapter 22 Video Post 8 Select the first Image Input Event and then hold down the Ctrl key while selecting the Scene Event. Both events will highlight in gold. 9 Click Add Image Layer Event on page 6824 and choose Pseudo Alpha on page 6911 from the list of compositors and transitions. Click OK to close the Add Image Layer Event dialog. Notice how the Image Layer Event becomes the parent of the two Image Input Events. 10 Click the Execute Sequence button on page 6802. 11 Click Render on the Execute Video Post dialog. Notice that the Image Input Event in this example is only ten frames long. Normally, you'd choose a set of background images that equals the number of frames in your scene. When this sequence is executed, as is, the images in the IFL file will only appear for the first ten frames and then disappear. 12 Select the Image Input Event just under the Pseudo Alpha layer event. 13 Add a Loop Event and set the number of times to 4. The Image Input Event becomes further nested in the queue. If you want, you can use the default Loop setting or change it to Ping Pong then click OK to close the Add Loop Event dialog. 14 Click the Execute Sequence button again and render the scene. Useful Video Post Procedures | 6791 Join two animations—end to end: If you're working in a production environment, you probably do not work on an entire animation by yourself. Instead, you might work on one part while other artists are working on other parts. At the end of the project, everyone's animations need to be joined together. 1 Choose Rendering > Video Post. 2 Click Add Image Input Event on page 6814 and then click Files. Choose your first animation file and click Open and then click OK to close the Add Image Input Event dialog. 3 Click Add Image Input Event again and click Files. Choose the next animation file and click Open and then click OK to close the Add Image Input Event dialog. 4 Repeat the last step for any other animations that need to be joined. 5 Click Add Image Output Event on page 6828 and then click Files. 6 Set the output file format to MOV File and enter a filename like MyFinal. Click Save when you've set the name and format 7 Click OK to accept the default setting on the Compression Settings dialog. Then click OK to close the Add Image Output Event dialog. 6792 | Chapter 22 Video Post 8 Select the first Image Input Event and then hold down the Ctrl key while selecting the second Image Input Event. Both events will highlight in gold. 9 Click the Abut Selected button on page 6808. 10 Repeat the last two step with subsequent Image Input Events. 11 Click Zoom Extents to view the entire set of tracks. 12 Select the Image Output Event and drag the right end of the range-bar to match the total number of frames in the queue. 13 Click the Execute Sequence button on page 6802. 14 Click Render on the Execute Video Post dialog. Switch between views: It's not often that a final scene shows views from only one viewpoint. Either the camera moves or there are multiple cameras from which images are rendered. This sequence shows you how to switch from one camera view to another. 1 In the Perspective viewport, create a Box with a length of 15, a width of 30 and a height of 15. 2 In the Top viewport, create two Target Cameras pointing at the box from different angles. Useful Video Post Procedures | 6793 3 Right-click the viewport label in the Left viewport and choose Views > Camera01. 4 Right-click viewport label in the Perspective viewport and choose Views > Camera02. 5 Choose Rendering > Video Post. 6 Click Add Scene Event on page 6808 and set the view to Camera01. Click OK to close the Add Scene Event dialog. 7 Click Add Scene Event again and set the view to Camera02. Click OK to close the Add Scene Event dialog. 8 Select the first Scene Event and then hold down the Ctrl key while selecting the second Scene Event. Both events will highlight in gold. 9 Click the Abut Selected button on page 6808. 10 Click in an empty part of the queue to deselect the two Scene Events. 11 Click Add Image Output Event on page 6828 and then click Files. 12 Set the output file format to MOV File and enter a filename like MyViews. Click Save when you've set the name and format 13 Click OK to accept the default setting on the Compression Settings dialog. Then click OK to close the Add Image Output Event dialog. 14 Click the Execute Sequence button on page 6802. 15 Click Render on the Execute Video Post dialog. 6794 | Chapter 22 Video Post Render a scene in reverse: It's not commonly done but when you need to render a scene in reverse you could spend hours trying to accomplish it. Video Post makes it easy. 1 Choose Rendering > Video Post. 2 Click Add Scene Event on page 6808 and set the view to Perspective or a camera in the scene. 3 In the Scene Range group, turn off Lock To Video Post Range and set the Scene Start value to the last frame of animation. 4 Turn off Lock Range Bar To Scene Range and set the Scene End value to 0. Useful Video Post Procedures | 6795 5 Click OK to close the Add Input Image Event dialog. 6 Click Add Image Output Event on page 6828 and then click Files. 7 Set the output file format to AVI File and enter a filename like MyReverse. Click Save when you've set the name and format 8 Select a codec on page 7936 from the Video Compression dialog and click OK. Then click OK to close the Add Image Output Event dialog. 9 Click the Execute Sequence button on page 6802. 6796 | Chapter 22 Video Post 10 Click Render on the Execute Video Post dialog. Video Post Toolbar Rendering menu > Video Post toolbar The Video Post Toolbar contains tools for handling Video Post files (VPX files on page 8165) and for managing the individual events displayed in the Video Post queue and event tracks area. New Sequence Rendering menu > Video Post > Video Post toolbar > New Sequence The New Sequence button creates a new Video Post sequence by clearing existing events from the queue. You'll be prompted to confirm the deletion of any entries in the current queue. Procedures To create a new Video Post file: ■ Click New Sequence. Video Post Toolbar | 6797 WARNING This command erases all the current Video Post data. Use New Sequence after you have saved to a different Video Post (VPX) file. Choosing Video Post from the Rendering menu displays the Video Post data (if any) saved with your 3ds Max scene. Open Sequence Rendering menu > Video Post > Video Post toolbar > Open Sequence The Open Sequence button opens a Video Post sequence stored on disk. Video Post sequences contain all the information relating to the queue and all associated settings and references. VPX files on page 8165 have the file extension .vpx and are stored by default in the \3dsmax\vpost folder. Procedures To open an existing Video Post file: Click Open Sequence. Use the file selection dialog that appears to choose the VPX file you want to execute or edit. ■ To import an existing Video Post sequence: You can also use Open Sequence to import the Video Post queue from a 3ds Max scene (MAX file). 1 Click Open Sequence. 2 On the Open Sequence dialog, change the Files Of Type setting to All Files (*.*) 3 Browse to the folder where you store your MAX files. 4 Select the MAX file that contains the Video Post sequence you want to execute or edit and click Open. Video Post loads only the Video Post data from the existing .max file, leaving your current scene unchanged. 6798 | Chapter 22 Video Post Save Sequence Rendering menu > Video Post > Video Post toolbar > Save Sequence The Save Sequence button saves the current Video Post sequence to disk. All of the Video Post configuration data, the queue events themselves, and any queue event external data are saved in the MAX file. You can also save the Video Post sequence to a separate file for sharing with other 3ds Max users. Video Post sequence files contain all the information relating to the queue and all associated settings and references. VPX files on page 8165 have the file extension .vpx and are stored by default in the \3dsmax\vpost folder. Procedures To save the active Video Post data: ■ Click Save Sequence. A file selection dialog appears to let you enter a name for the new Video Post file. By default, Save Sequence stores the VPX file to the \3dsmax\vpost subdirectory. You can change the default path to another directory via the Configure User Paths dialog > File I/O panel on page 7733. Edit Current Event Rendering menu > Video Post > Video Post window > Select an event. > Video Post toolbar > Edit Current Event The Edit Current Event button displays a dialog that lets you edit the properties of the selected event. The dialog depends on the type of event you've selected. The controls in the edit dialogs are the same as those in the dialog you use to add that type of event. The top field in each event dialog is an editable label field. If the field is left blank, the event uses its assigned label. If you enter an event name, the Video Post Queue displays your event name in the field. You can edit the following types of events: Save Sequence | 6799 Add Scene Event on page 6808 Add Image Input Event on page 6814 Add Image Filter Event on page 6821 Add Image Layer Event on page 6824 Add Image Output Event on page 6828 Add External Event on page 6831 Add Loop Event on page 6834 Procedures To edit an event in the queue, do one of the following: 1 Select the event and then click the Edit Current Event button. 2 Double-click the event name. 3 Double-click the event's range-bar area in the edit window. Use the second or third method above withdisabled events. Delete Current Event Rendering menu > Video Post > Video Post window > Select an event. > Video Post toolbar > Delete Current Event The Delete Current Event button deletes the selected event from the Video Post Queue. You'll be asked to confirm event deletion. Procedures To delete any event in the queue: ■ Select the event and press the Delete key. You can delete both enabled and disabled events, which are unavailable. 6800 | Chapter 22 Video Post Swap Events Rendering menu > Video Post > Video Post window > Select two events. > Video Post toolbar > Swap Events The Swap Events button switches the position of two selected events in the queue. This is useful if you have images in the wrong order for compositing. The background image has to be first and the foreground image with the alpha channel on page 7905 has to be second. Procedures To switch the positions of two events in the queue: 1 Highlight both events. 2 Click Swap. Swap Events might not be allowed if the result would be impossible to execute. In this sample queue, the two top level events, Front and Fade, could be swapped. You can almost always swap events at the top level. Swap Events | 6801 However, at lower levels, where events start getting nested, the output of a lower level event must be valid input to its parent event. In the sample queue, the output of the Loop Once event would not be recognized by the Fade event, so the Swap Events button remains inactive and you cannot swap them. Execute Sequence Rendering menu > Video Post > Video Post toolbar > Execute Sequence You execute the Video Post queue as the final step in creating a post-produced video. Execution is different from rendering because rendering is done for scenes only and you can use Video Post to composite images and animations without including the current 3ds Max scene. Although the Execute Video Post controls are similar to those of the Render Setup dialog, the setting are independent, and do not affect each other. During execution, you can move or close the rendered frame window, but you cannot use the rest of 3ds Max until the execution is completed or cancelled. The rendering time for the last rendered frame in the Video Post sequence is displayed in the prompt line of the main 3ds Max window. Procedures To execute the queue: 1 Click Execute Sequence. An Execute Video Post dialog appears. 2 Set the time range and output size, and then click Render to create the video. 3 When execution is done, click Close to dismiss the Video Post progress dialog if it is still open. 6802 | Chapter 22 Video Post Interface Time Output group Select the frames to execute: Single Current frame only. You can execute a single frame only if it falls within the current range. Range All the frames between and including the two numbers. Every Nth frame Regular sample of frames. For example, enter 8 to execute every 8th frame. Output Size group Format Choose Custom or a standard film or video format from the list. For Custom, you can set the aperture width of the camera, the rendering output resolution, and the image aspect ratio or pixel aspect ratio. When you choose a standard format, the aperture width and aspect ratios are locked, but you can change the resolution. Width/Height Specify the width and height of the image, in pixels. For Custom, you can set these two spinners independently. For other formats, the two spinners are locked to the specified aspect ratio, so changing one changes the other. Resolution Buttons Specifies a preset resolution. Right-click a button to display a subdialog on page 6804 that lets you change the resolution specified by that button. Execute Sequence | 6803 Image Aspect Sets the aspect ratio of the image. As you alter the Image Aspect, you also alter the Height value to maintain the correct aspect ratio. For standard formats, the image aspect ratio is locked, and this spinner is replaced by a text display. If you lock the Image Aspect (by clicking the Lock button), Width and Height are locked to each other, so that changing one changes the other to maintain the image aspect ratio, and changing the Pixel Aspect value changes the Height value to maintain the image aspect ratio. Pixel Aspect Sets the aspect ratio of the pixels of the image. For standard formats, the pixel aspect ratio is determined by the format and this spinner is replaced by a text display. If you lock the pixel aspect ratio (by clicking the Lock button), the Pixel Aspect spinner is replaced by a text display. The Lock button is available only for the Custom format. Output group Keep Progress Dialog Forces the Video Post Progress dialog to remain displayed when the Video Post sequence has finished executing. By default, it closes automatically. If this option is selected, you must click the Close button to close the dialog. Rendered Frame Window Displays the Video Post execution in a window on the screen. Net Render Enables network rendering on page 8057. If Net Render is turned on, when you render you'll see the Network Job Assignment dialog on page 6481. Configure Presets Rendering menu > Video Post > Video Post toolbar > Execute Sequence > Right-click any Resolution button. > Configure Presets dialog If you use the Custom format for Execute Sequence on page 6802, you can change the values for any preset resolution button by right-clicking the button. If you use one of the standard formats, the Width and Height spinners are locked to the standard's image aspect ratio, and the Aspect Ratio spinner is replaced by a text display. After you change these values and exit the Configure Presets dialog, you must click the button to apply the new values to the Execute Sequence dialog. 6804 | Chapter 22 Video Post Interface Width Specifies the width of the image, in pixels. Height Specifies the height of the image, in pixels. Aspect Ratio Sets the aspect ratio of the image. As you alter the Image Aspect value, you also alter the Height value so that the correct aspect ratio is maintained for the resolution. Edit Range Bar Rendering menu > Video Post > Video Post toolbar > Edit Range Bar The Edit Range Bar provides editing functions for the range bars that appear in the event tracks area. When Edit Range Bar is on, you can: ■ Select any event by clicking its range bar (it turns red when selected). ■ Move the range bar while maintaining its range by dragging in the middle of the bar. ■ Change the start or end frame of the range by dragging either end of its bar. Procedures To select a range bar, do one of the following: 1 Click the range bar in the event tracks area. 2 Click the associated event name or icon in the queue. Edit Range Bar | 6805 To select multiple range bars: 1 Click a range bar. 2 Hold down Ctrl and click additional range bars. To select multiple contiguous range bars: 1 Click a range bar. 2 Hold down Shift and click another range bar. Both range bars you clicked and all range bars between them, if any, are selected. NOTE In a multiple selection, the last range bar you select becomes the current event, displayed with red squares in its endpoints. The align commands use the current event. To move a range bar: ■ Click and drag the center of the range bar left or right. To change the length of a range bar: ■ Click and drag one of range bar's endpoints left or right. If multiple range bars are selected, dragging one endpoint changes all selected range bars. To change the number of frames in an event: 1 Double-click the range bar in the event tracks area or select the event and click the Edit Current Event button. 2 Change the VP Start Time or VP End Time values. Align Selected Left Rendering menu > Video Post > Video Post window > Select two or more range bars. > Video Post toolbar > Align Selected Left The Align Selected Left button left-aligns two or more selected range bars. 6806 | Chapter 22 Video Post When you select two or more range bars, the last one selected is the current event. The end boxes of the other events are white, while the end boxes of the current event are red. When you click Align Selected Left, the current event stays in place, and the remaining selected events are aligned to its left end. Procedures To change the number of frames in an event, do one of the following: 1 Double-click the range bar in the event tracks area. 2 Click the Edit Current Event button in the toolbar. Align Selected Right Rendering menu > Video Post > Video Post window > Select two or more range bars. > Video Post toolbar > Align Selected Right The Align Selected Right button right-aligns two or more selected range bars. When you select two or more range bars, the last one selected is the current event. The end boxes of the other events are white, while the end boxes of the current event are red. When you click Align Selected Right, the current event stays in place, and the remaining selected events are aligned to its right end. Procedures To change the number of frames in an event, do one of the following: 1 Double-click the range bar in the event tracks area. 2 Click the Edit Current Event button in the toolbar. Make Selected Same Size Rendering menu > Video Post > Video Post window > Select one or more events. > Video Post toolbar > Make Selected Same Size Align Selected Right | 6807 The Make Selected Same Size button makes all selected events the same size as the current event. When you select two or more range bars, the last one selected is the current event. The end boxes of the other events are white, while the end boxes of the current event are red. When you click Make Selected Same Size, the current event stays in place, and the remaining selected events are expand or shrink to cover the same number of frames. Procedures To change the number of frames in an event, do one of the following: 1 Double-click the range bar in the event tracks area. 2 Click the Edit Current Event button in the toolbar. Abut Selected Rendering menu > Video Post > Video Post window > Select events in the queue. > Video Post toolbar > Abut Selected The Abut Selected button places the selected events end-to-end, so that when one ends the next one starts. The selected events are placed end-to-end according to their order in the queue. Add Scene Event Rendering menu > Video Post > Video Post window > Make sure no events are selected in the queue. > Video Post toolbar > Add Scene Rendering menu > Video Post > Video Post window > Select a scene from the Video Post Queue. > Video Post toolbar > Edit Current Event The Add Scene Event button adds the scene in the selected camera viewport to the queue. A Scene event is a view of the current 3ds Max scene. You can choose which view to display and how to synchronize the scene with the final video. Like Image Input events, Scene events place an image in the queue, but a Scene event is the current 3ds Max scene and it must be rendered when you execute the Video Post queue. The scene is rendered exactly as it would be by 6808 | Chapter 22 Video Post the scanline renderer on page 8116, with the additional options listed below. The resulting scene image has an alpha channel on page 7905. You can use multiple Scene events to show two views of the same scene simultaneously or to cut from one view to another. If you have more than one Scene event in the queue, and they occupy the same time range, composite them with an Image Layer event on page 6824 such as Cross Fade or Simple Wipe. Otherwise, the second Scene Event overwrites the first even though your system has spent the time processing both events. Procedures To add a Scene event: 1 Make sure no events are selected in the queue. 2 Click Add Scene. An Add Scene Event dialog appears. 3 Choose a view to use from the View list. 4 Click Render Setup to change rendering settings from the way you have set them in the Render Setup dialog. NOTE Unlike settings in the Execute Video Post dialog, changes you make to the Scene event rendering options change the Render Setup dialog settings, and vice-versa. 5 Set the Scene Range options and click OK. The Scene event appears at the end of the queue. To match the scene's frames with Video Post frames: ■ Make sure Lock To Video Post Range is selected. Lock To Video Post Range is the default. Frames in the scene match Video Post frames and have the same frame number. That is, frame 0 in the scene is frame 0 in the Video Post dialog, frame 15 in the scene is frame 15 in Video Post, and so on. The range bar for the Scene event represents which portion of the scene is selected. If the range bar covers Video Post frames 25 to 35, executing the queue renders scene frames 25 to 35. Moving the range bar for the scene is like moving a time window within the scene. Other Scene Range options are disabled when Lock To Video Post Range is selected. Add Scene Event | 6809 To offset the scene in time: ■ Select Lock Range Bar To Scene Range. The Scene Start control is enabled but the Scene End control remains disabled: synchronization is controlled by the Scene Start value and the length of the range bar. The Scene Start value is the scene frame number where playback begins. If Scene Start is 0, frame 0 of the scene is the first frame played back; if Scene Start is 12, frame 12 is the first frame to play, and so on. The range bar length determines how many frames of the scene to play. Dragging the end point of the range bar changes the length of the playback range. Although Scene End is unavailable, its value updates to show the frame number of the last scene frame that will be played. Dragging the range bar changes where the scene is played within the final video. For example, if you set Scene Start to 5 and move the range bar to begin at Video Post frame 20, frame 5 is played at frame 20 of the final video, and so on. To offset the scene and change scene playback rate: ■ Turn off Lock Range Bar To Scene Range. With Lock Range Bar to Scene Range off, both Scene Start and Scene End are enabled. As before, Scene Start specifies the first scene frame to play. Scene End specifies the last scene frame to play, and the length of the range bar determines playback speed. If the range bar specifies the same number of Video Post frames as there are corresponding scene frames, then playback is at the scene's playback rate. If the range bar specifies fewer frames, the scene is sped up. If the range bar specifies more frames, the scene is slowed down. When it executes, Video Post automatically skips frames or adds frames to control the speed of scene playback. For example, if Scene Start is frame 5 and Scene End is frame 35, the range bar represents 30 frames overall. If the range bar covers only 10 Video Post frames, scene playback is sped up to fit 30 frames into 10 of the final video. If on the other hand, the range bar covers 120 frames, scene playback is stretched to slow it down. To render the full scene backwards: 1 Turn off Lock To Video Post Range. 2 Turn off Lock Range Bar To Scene Range. 6810 | Chapter 22 Video Post 3 Set Scene Start to the last frame in the scene. 4 Set Scene End to the first frame in the scene. The length of the range bar also determines the playback speed of the reversed scene. To add scene motion blur: 1 Select Scene Motion Blur in the Scene Event dialog. 2 Set the scene motion blur parameters. The Scene event generates motion blur by simulating a camera with an open shutter. It interpolates and then renders movement within a frame, to generate a series of images of the moving object, instead of the default single image. Interface The Add Scene Event and Edit Scene Event dialogs have the same controls. Add Scene Event | 6811 View group Label Lets you edit the event name. A unique name can make the scene event easier to distinguish in a long list of events. Viewport Select the viewport you want to render. Scene Options group Enables various rendering effects. Render Setup Displays a subset of the Render Setup dialog on page 6067 parameters. Changes you make here affect the Render Setup dialog as well. 6812 | Chapter 22 Video Post Scene Motion Blur Turns on the scene motion-blur on page 8117 effect for the whole scene. This is different from object motion blur on page 8063, which creates motion blur for individual objects in the scene. When you render with Scene Motion Blur activated, the Render Progress dialog tells you which subsample is being rendered. The information appears in parentheses to the right of the "Rendering Image" text. Duration Sets the virtual shutter speed for motion blur. When set to 1.0, the virtual shutter is open for the entire duration between one frame and the next. When set to a smaller number, such as 0.25, the number of subdivisions specified in the Duration Subdivision field will be rendered within the specified portion of the frame (in this example, in the first fourth of the duration between one frame and the next). Duration Subdivisions Determines how many sub-frame slices are rendered within the Duration. The default is 2 slices, but you'll want at least 5 or 6 to get a decent effect. Dither % Sets the amount of dithering on page 7956 between blurred pixels of overlapping frame slices. If Dither % is set to 0, no dithering occurs. Scene Range group Scene Start/End Sets the range of scene frames to be rendered. Lock Range Bar to Scene Range Becomes available when you deselect Lock To Video Post Range. When it's available, the End spinner is disabled and locked to the Video Post range. When you change the Start spinner it automatically updates the End spinner based on the Video Post range set for this event. If you turn off Lock Range Bar To Scene Range, you can change either Start or End spinners to whatever you want. This allows you to keep your scene range locked to its native length, and still provides flexibility for mapping an arbitrary scene range to an arbitrary Video Post range. Lock to Video Post Range Renders the same range of scene frames as Video Post frames. You can set the Video Post range in the Execute Video Post dialog. Video Post Parameters group VP Start Time/End Time Sets the starting and ending frames for the selected event within the overall Video Post queue. Video Post renders the event over the number of frames specified here. Add Scene Event | 6813 Enabled Toggles the event. When off, the event is disabled and Video Post ignores it when rendering the queue. You must disable each event individually. For example, disabling a composite layer event does not disable the composited image events. The range bars of disabled events are unavailable in the event track area. Add Image Input Event Rendering menu > Video Post > Video Post window > Make sure no events are selected in the queue. > Video Post toolbar > Add Image Input Event Rendering menu > Video Post > Video Post window > Select an Image Input Event. > Video Post toolbar > Edit Current Event The Add Image Input Event adds a still or moving image to the scene. Image Input events place an image in the queue, but unlike Scene events, the image is either a file that was saved beforehand or a device-generated image. The image can be in one of the following file formats: AVI Files on page 7326 BMP Files on page 7328 CIN (Kodak Cineon) Files on page 7328 CWS (Combustion Workspace) Files on page 7329 GIF Files on page 7334 HDRI Files on page 7334 IFL Files on page 7339 MOV (QuickTime Movie) Files on page 7348 MPEG Files on page 7348 JPEG Files on page 7347 PNG Files on page 7360 PSD Files on page 7361 RLA Files on page 7364 RPF Files on page 7366 RGB (SGI Image) Files on page 7369 6814 | Chapter 22 Video Post TGA (Targa) Files on page 7370 TIFF Files on page 7372 YUV Files on page 7374 DDS Files on page 7330 Procedures To add an Image Input event: 1 Make sure no events are selected in the queue. 2 Click Add Image Input Event. An Add Image Input Event dialog appears. 3 Click Files to choose a bitmap or animation as the image, or click Devices to choose an image-generating device. If you click Files, a file dialog appears to let you choose the bitmap or animation file. If you choose Devices, a Select Image Input Device dialog appears. This dialog has a list of installed device options. 4 Click Options to choose the size and placement of the image in the final video frames. An Image Input Options dialog appears. 5 Adjust other Image Input settings, and then click OK. The Image Input event appears at the end of the queue. TIP Think of images that share the same time range as layers, comparable to matted film images in a compositor. Images that share a time range must be composited with an Image Layer event on page 6824; otherwise, the second image in the queue "overwrites" the first. To align the input image, do one of the following in the Image Input Options dialog: 1 Choose Presets and then click one of the preset alignment buttons. 2 Choose Coordinates and then enter the X,Y coordinates for the image's location. Add Image Input Event | 6815 The upper-left corner is (0,0) for both the input image and the output frame. Increasing X moves the image to the right, and increasing Y moves the image down. Negative values move the image in the opposite direction. X and Y values specify pixels. To set the input image size, do one of the following in the Image Input Options dialog: 1 Choose Do Not Resize to maintain the image's original resolution. 2 Choose Resize To Fit to change the image size to match the output frame. This can change the image resolution, causing it to be rescaled for every frame. 3 Choose Custom Size and then enter the width and height of the image in the output frame. To control playback of an animated image: 1 In the Frames group of the Image Input Options dialog on page 6818, set the input animation frame range and speed. 2 Turn on Loop At The End if you want the animation to repeat. Turn off Loop At The End if you want the animation to stop after playback. This option applies only when the input animation is shorter than the final video. Interface The Add Image Input Event and Edit Image Input Event dialogs have the same controls. 6816 | Chapter 22 Video Post Image Input group Label Lets you give the event a unique name. A unique name can make the image event easier to distinguish in a long list of events. Files Lets you choose the bitmap or animation image file. Devices Lets you choose an installed hardware input device; for example, a digital disk recorder. Options Displays the Image Input Options dialog on page 6818 to allow you to set up alignment, size, and frame range for the input image. Cache Stores a bitmap in memory. If you are using a single-image bitmap, you can choose this option. Video Post won't reload or scale the image for each frame. Image Driver group These buttons are available only when you choose a device as the image source. Add Image Input Event | 6817 About Provides information on the source of the image-handler software used to bring the image into 3ds Max. Setup Displays a setup dialog specific to the plug-in. Some plug-ins might not use this button. Video Post Parameters group VP Start Time/End Time Sets the starting and ending frames for the selected event within the overall Video Post queue. Video Post renders the event over the number of frames specified here. Enabled Enables or disables the event. When this box is off, the event is disabled and Video Post ignores it when rendering the queue. Each event must be disabled individually. For example, disabling a composite layer event does not disable the composited image events. The range bars of disabled events are unavailable in the event track area. Image Input Options Rendering menu > Video Post > Video Post window > Make sure no events are selected in the queue. > Video Post toolbar > Add Image Input Event > Select a file for input. > Options The Image Input Options dialog contains controls for setting the image's size and placement relative to the frames of video output. For animated input, you also use it to synchronize the Image Input event with the frame sequence of video output. The same dialog appears when you click Options from the Mask area of the Filter Event and Layer Event dialogs. Procedures To align the input image, do one of the following in the Image Input Options dialog: 1 Choose Presets and then click one of the preset alignment buttons. 2 Choose Coordinates and then enter the X,Y coordinates for the image's location. The upper-left corner is (0,0) for both the input image and the output frame. Increasing X moves the image to the right, and increasing Y moves the image down. Negative values move the image in the opposite direction. X and Y values specify pixels. 6818 | Chapter 22 Video Post To set the input image size, do one of the following in the Image Input Options dialog: 1 Choose Do Not Resize to maintain the image's original resolution. 2 Choose Resize to Fit to change the image size to match the output frame. This can change the image resolution, causing it to be rescaled for every frame. 3 Choose Custom Size and then enter the width and height of the image in the output frame. To control playback of an animated image: 1 In the Frames group, set the From, To and Step values. 2 Select Loop at the End if you want the animation to repeat. Clear Loop at the End if you want the animation to stop after playback. This option applies only when the input animation is shorter than the final video. Image Input Options | 6819 Interface Alignment group Presets Positions the image according to one of the preset buttons: Top-left, Center, Top-right, and so on. Mutually exclusive with Coordinates. Coordinates Positions the image according to coordinates you enter. Mutually exclusive with Presets. Size group Do Not Resize Retains the image's original, stored dimensions. Resize to Fit Resizes the image to the size of the Video Post rendered image (default). Custom Size Resizes the image according to width and height units you enter. 6820 | Chapter 22 Video Post Frames group From/To Specifies the range of frames to use if the image input file is an animation or video. Step Sets the interval between the frames you want to use. For example, if this spinner is set to 7, 3ds Max uses every seventh frame. Loop at End Plays the frames from the beginning when the last frame is reached. This will take effect if the frame range used is less than the Video Post frame range. Add Image Filter Event Rendering menu > Video Post > Video Post window > Make sure no events are selected in the queue. > Video Post toolbar > Add Image Filter Event Rendering menu > Video Post > Video Post window > Select a filter from the Video Post Queue. > Video Post toolbar > Edit Current Event The Add Image Filter Event provides image processing for images and scenes. Several kinds of image filters are provided, see list below. For example, the Negative filter inverts the colors of an image and the Fade filter fades an image in or out over time. An Image Filter event is usually a parent event with a single child (which can itself be a parent with children), for example, a Scene event, an Image Input event, a Layer event that contains Scene or Image Input events, or a Filter event that contains Scene or Image Input events. You can also add an Image Filter without a child event, in which case the Image Filter processes the result of the previous events in the queue. Available Image Filters Contrast Filter on page 6837 Fade Filter on page 6838 Image Alpha Filter on page 6839 Lens Effects Filters on page 6840 Negative Filter on page 6841 Pseudo Alpha Filter on page 6842 Add Image Filter Event | 6821 Simple Wipe Filter on page 6843 Starfield Filter on page 6844 Procedures To add an image filter event: 1 Either select a valid child event, or make sure no event is selected in the queue. 2 Click Add Image Filter Event. An Add Image Filter Event dialog appears. 3 Choose the kind of filter you want from the Filter Plug-In list. 4 If the Setup button is enabled for this kind of filter, click Setup to set the filter options. 5 Choose a mask if you want the filter to be masked or if the kind of filter you're using requires it. 6 Adjust other Image Filter settings, and then click OK. If you selected a child event, the Image Filter event becomes its parent. If no event was selected, the Image Filter event appears at the end of the queue. To choose the mask file: 1 Click Files. 2 Use the file dialog to choose the mask file, and then click OK. 3 Choose the channel to use from the drop-down list of channels. To position or resize the mask: ■ Click Options. An Image Input Options dialog appears, identical to the dialog you use with Image Input events. If the mask is animated, you also use this dialog to specify its time range and playback speed. 6822 | Chapter 22 Video Post Interface The Add Image Filter Event and Edit Filter Event dialogs have the same controls. Filter Plug-In group Label Lets you give the event a unique name. A unique name can make the filter event easier to distinguish in a long list of events. Filter List Lists the filter plug-ins on page 8092 you have installed. See the separate help topics for a description of the filters that come with 3ds Max by clicking any of the filters listed above. About Provides version and source information specific to the plug-in. Setup Displays a setup dialog specific to the plug-in. Some plug-ins might not use this button. Add Image Filter Event | 6823 Mask group Channels If you are using a bitmap as the mask file, you can use the Alpha channel, the Red, Green, or Blue channel, Luminance, Z-Buffer, Material Effects, or Object ID. Files Select a file to use as a mask. The name of the selected file appears above the Files button. Options Displays an Image Input Options dialog on page 6818 where you can set alignment and size, relative to the frames of video output. For animated images, you can also synchronize the mask with the frame sequence of video output. This is the same dialog used for Image Input Event options. Enabled Enables the mask. If turned off, Video Post ignores any other mask settings. Inverted When turned on, the mask is inverted. Video Post Parameters group VP Start Time/End Time Set the starting and ending frames for the selected event within the overall Video Post queue. Video Post renders the event over the number of frames specified here. Enabled Enables or disables the event. When turned off, the event is disabled and Video Post ignores it when rendering the queue. Each event must be disabled individually. For example, disabling a composite layer event does not disable the composited image events. The range bars of disabled events are unavailable in the event track area. Add Image Layer Event Rendering menu > Video Post > Video Post window > Make sure the two child events are in the order you want the Image Layer event to use them. > Select the two events. > Video Post toolbar > Add Image Layer EventRendering menu > Video Post > Video Post window > Select a Layer Event. > Video Post toolbar > Edit Current Event The Add Image Layer Event adds a compositing plug-in on page 8092 to layer the selected images in the queue. Provides compositing plug-ins that use the previous event in the queue as a source, and composite the next event, using the parameters of the plug-in 6824 | Chapter 22 Video Post compositor. The list might include plug-ins for special transformations, such as wipes, etc. An Image layer event is always a parent event with two children. The children can themselves be parents with children. The children of an Image Layer event can be Scene events, Image Input events, Layer events that contain Scene or Image Input events, or Filter events that contain Scene or Image Input events. Available Image Layer Event Filters Alpha Compositor on page 6909 Cross Fade Compositor on page 6910 Pseudo Alpha Compositor on page 6911 Simple Additive Compositor on page 6912 Simple Wipe Compositor on page 6913 Procedures To add an image layer event: 1 Make sure the two child events are in the order you want the Image Layer event to use them. 2 Select the two events. Click to select the first event, then hold Ctrl and click to select the second. 3 Click Add Image Layer Event. An Add Image Layer Event dialog appears. 4 Choose the kind of layer event you want from the Layer Plug-In drop-down list. 5 If the Setup button is enabled for this kind of layer event, click Setup to set the options. 6 Choose a mask if you want the layer event to be masked. 7 Adjust other Image Layer settings, and then click OK. The Image Layer event becomes the parent of the two child events you selected. Add Image Layer Event | 6825 To choose the mask file: 1 Click Files. 2 Use the file dialog to choose the mask file, and then click OK. 3 Choose the channel to use from the drop-down list of channels. To position or resize the mask: ■ Click Options. An Image Input Options dialog appears, identical to the dialog you use with Image Input events. If the mask is animated, you also use this dialog to specify its time range and playback speed. Interface The Add Layer Image Event and Edit Layer Event dialogs have the same controls. 6826 | Chapter 22 Video Post Layer Plug-In group Label Lets you give the event a unique name. A unique name can make it easier to distinguish the layer event in a long list of events. Layer List Selects the compositor 3ds Max uses for layering the rendered images in the queue. Alpha is the default compositor, but you can also choose from any others you have installed. See the separate help topics for descriptions of the compositors that come with 3ds Max. About Provides version or source information specific to the plug-in on page 8092. Setup Displays a setup dialog specific to the plug-in. Some plug-ins might not use this button. Mask group Channels If you are using a bitmap as the mask file, you can use the Alpha channel, the Red, Green, or Blue channel, Luminance, Z-Buffer or Material Effects channel, or Object ID. Files Select a file to use as a mask. The name of the selected file appears above the Files button. Options Displays the Image Input Options dialog on page 6818 where you can set alignment and size, relative to the frames of video output. For animated images, you can also synchronize the mask with the frame sequence of video output. This is the same dialog used for Image Input Event options. Enabled Enables the mask. If turned off, Video Post ignores any other mask settings. Inverted When turned on, the mask is inverted. Video Post Parameters group VP Start Time/End Time Set the starting and ending frames for the selected event within the overall Video Post queue. Video Post renders the event over the number of frames specified here. Enabled Enables or disables the event. When turned off, the event is disabled and Video Post ignores it when rendering the queue. Each event must be disabled individually. For example, disabling a composite layer event does not disable the composited image events. The range bars of disabled events are unavailable in the event track area. Add Image Layer Event | 6827 Add Image Output Event Rendering menu > Video Post > Video Post toolbar > Add Image Output Event Rendering menu > Video Post > Video Post window > Select an Image Output event. > Video Post toolbar > Edit Current Event The Add Image Output Event provides controls for editing an output image event. Image Output events send the result of executing the Video Post queue to a file or a device. You must add an Image Output event to the end of the queue if you want to save the final video. Otherwise, the results are displayed in the rendered frame window only. The Image Output event's range bar must include the entire range of frames you want to output. The rendered output can be a still image or an animation, in one of the following file formats: AVI Files on page 7326 BMP Files on page 7328 CIN (Kodak Cineon) Files on page 7328 EPS and PS (Encapsulated PostScript) Files on page 7332 HDRI Files on page 7334 JPEG Files on page 7347 PNG Files on page 7360 MOV (QuickTime Movie) Files on page 7348 RLA Files on page 7364 RPF Files on page 7366 RGB (SGI Image) Files on page 7369 TGA (Targa) Files on page 7370 TIFF Files on page 7372 You also have the option to direct the output to a VTR controller output device. If you have multiple output image events, you can output to different devices. This lets you monitor your queue with VTR output devices and view your output at any level of the Video Post queue during rendering. 6828 | Chapter 22 Video Post Procedures To add an image output event: 1 Click Add Image Output Event. Image Output disregards whether any events in the queue are selected or not. 2 Click Files to save the final video in a file, or Devices to send the video to a device. If you click Files, a file dialog appears to let you choose the bitmap or animation file. If you choose Devices, a Select Image Output Device dialog appears. This dialog has a drop-down list of installed device options. 3 Adjust other parameters, and then click OK. The Image Output Event appears at the end of the queue. If you choose a device, its configuration controls are enabled: Interface The Add Image Output Event and Edit Output Image Event dialogs have the same controls. Add Image Output Event | 6829 Image File group Label Lets you give the event a unique name. A unique name can make it easier to distinguish the output event in a long list of events. Files Lets you choose the output image file and its format. Devices Lets you choose the hardware output device; for example, a digital video recorder. The device, its driver, and its 3ds Max plug-in must all be installed on your system to use device output. Image Driver group The two buttons in this area are available only when you choose a device as the image source. About Provides information on the source of the image-handler software used to create the image from 3ds Max. Setup Displays device-specific setup options. 6830 | Chapter 22 Video Post Video Post Parameters group VP Start Time/End Time Set the starting and ending frames for the selected event within the overall Video Post queue. Video Post renders the event over the number of frames specified here. Enabled Enables or disables the event. When turned off, the event is disabled and Video Post ignores it when rendering the queue. Each event must be disabled individually. For example, disabling a composite layer event does not disable the composited image events. The range bars of disabled events are unavailable in the event track area. Add External Event Rendering menu > Video Post > Video Post toolbar > Add External Event Rendering menu > Video Post > Video Post window > Select an External event. > Video Post toolbar > Edit Current Event An External event is typically a program that performs image processing. It can also be a batch file or utility that you want to run at a specific point in the queue, or a way to transfer images from or to the Windows clipboard. An External event is always a child event. If you select an event in the queue before you add the External event, the External event becomes the selected event's child. Child events are evaluated before their parents. Procedures To add an external event: 1 Select an event. 2 Click Add External Event. An Add External Event dialog appears. 3 Click Browse. A file dialog appears. 4 Use the file dialog to choose the external program you want to execute, and then click OK. Add External Event | 6831 5 If the external program accepts command-line options, enter these in the Command Line Options field. 6 If you want the external program to read the current Video Post image, turn on Write Image To Clipboard. 7 If you want Video Post to use the result of the external program, turn on Read Image From Clipboard. 8 Click OK. If you selected an event, the External event becomes its child. If no event was selected, the External event appears at the end of the queue. WARNING The image that the External event reads from the clipboard is placed in the Video Post queue. If the external program does not do what you want, this can erase or overwrite the result of all Video Post post-processing. Interface The Add External Event and Edit External Event dialogs have the same controls. 6832 | Chapter 22 Video Post External Event group Label Lets you give the event a unique name. A unique name can make the external event easier to distinguish in a long list of events. Browse Lets you select an external program. For example, you can specify Adobe Photoshop™ or another image-processing application. Add External Event | 6833 Command-Line Options group For external programs that accept command-line options, lets you send real-time data to the external program. 3ds Max parses three special commands. When found in a string, these commands are replaced with real-time data, as follows: ■ %f is replaced with a 4-digit frame number (for example, 0001) ■ %w is replaced with a 4-digit image width (for example, 0640) ■ %h is replaced with a 4-digit image height (for example, 0480) For example, if the given command-line option is: -w%w -h%h -oframe%f.tga The string sent to the external program might be: -w0640 -h0480 -oframe0001.tga Write image to clipboard When on, writes the current rendered image to the Windows clipboard for retrieval by an external application. Read image from clipboard When on, reads the contents of the Windows clipboard after processing by the external application. When the processed image is saved to the clipboard, it automatically appears in Video Post. With an automated script, it is possible to run the image through any external image processor and get it back automatically. Video Post Parameters group VP Start Time/End Time Set the starting and ending frames for the selected event within the overall Video Post queue. Video Post renders the event over the number of frames specified here. Enabled Enables or disables the event. When turned off, the event is disabled and Video Post ignores it when rendering the queue. Each event must be disabled individually. For example, disabling a composite layer event does not disable the composited image events. The range bars of disabled events are unavailable in the event track area. Add Loop Event Rendering menu > Video Post > Video Post toolbar > Add Loop Event 6834 | Chapter 22 Video Post Rendering menu > Video Post > Video Post window > Select a Loop event. > Video Post toolbar > Edit Current Event Loop events cause other events to repeat over time in the output video. They control sequencing, but perform no image processing. A Loop event is always a parent event with a single child. The child itself can be a parent with children. Any type of event can be the child of a Loop event, including another Loop event. The Loop event's range bar displays the original duration of the child event's playback in color and the range of looped events in gray. You can change the duration of the child event's playback by dragging the child's frame range or the child's original range in the Loop event's track, but you can adjust the full length of the loop (the gray part of the range bar) only by changing the Number of Times parameter in the Edit Loop Event dialog. Procedures To add a loop event: 1 Select the child event. 2 Click Add Loop Event. An Add Loop Event dialog appears. 3 Choose the loop settings, and then click OK. The Loop event appears as the parent of the selected event. The Loop event repeats the child event over the course of the Loop event's range. Interface The Add Loop Event and Edit Loop Event dialogs have the same controls. Add Loop Event | 6835 Order group Label Lets you give the event a unique name. A unique name can make it easier to distinguish the loop event in a long list of events. ■ Loop (The default.) Repeats the child event by starting it over when the child event reaches the end of its range. ■ Ping Pong Repeats the child event by playing it first forward, then backward, then forward, and so on. The last frame of the child event is not repeated. Number of Times group Specifies the number of times to repeat the loop or ping pong, in addition to the first time that the child event is played. 6836 | Chapter 22 Video Post Video Post Parameters group VP Start Time/End Time Set the starting and ending frames for the selected event within the overall Video Post queue. Video Post renders the event over the number of frames specified here. Enabled Enables or disables the event. When turned off, the event is disabled and Video Post ignores it when rendering the queue. Each event must be disabled individually. For example, disabling a composite layer event does not disable the composited image events. The range bars of disabled events are unavailable in the event track area. Filter Events Contrast Filter Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose Contrast Filter from the Filter Plug-In list. Rendering menu > Video Post > Video Post window > Select a Contrast Filter. > Video Post toolbar > Edit Current Event > Setup The Contrast filter allows you to adjust the contrast and brightness of an image. Interface Contrast Set the spinner between 0 and 1.0. This compresses or expands the latitude between maximum black and maximum white by creating a 16-bit Filter Events | 6837 look-up table for any given gray value in the image. The computation of the gray value depends on whether you select Absolute or Derived. Brightness Set the spinner between 0 and 1.0. This increases or decreases all color components (red, green, and blue). Absolute/Derived Determines the computation of the gray value for Contrast. Absolute uses the highest value of any of the color components. Derived uses an average of the three color components. Fade Filter Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose Fade Filter from the Filter Plug-In list. Rendering menu > Video Post > Video Post window > Select a Fade Filter. > Video Post toolbar > Edit Current Event > Setup The Fade filter fades an image in or out over time. The rate of the fade is determined by the length of the Fade filter's time range. Fade fades out to black or in from black, over time. 6838 | Chapter 22 Video Post Interface In Fade in. Out Fade out. Image Alpha Filter Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose Image Alpha Filter from the Filter Plug-In list. Rendering menu > Video Post > Video Post window > Select an Alpha Filter. > Video Post toolbar > Edit Current Event The Image Alpha filter replaces the image's alpha channel with the channel specified by the filter mask. The filter takes whatever channel is selected in the channel options under Mask (including g-buffer on page 7991 channel data) and applies it to the queue's alpha channel, thereby replacing what's there. If you don't choose a mask, this filter has no effect. There are no setup options for this filter. Procedures To set an object's G-Buffer ID: 1 Select the object. 2 Right-click the object and then choose Properties on page 305 from the popup menu. 3 In the Object Properties dialog, set G-Buffer Object Channel to a nonzero value, and then click OK. Image Alpha Filter | 6839 The G-Buffer ID can be any positive integer. If you give the same G-Buffer ID value to more than one object, all these objects will be post-processed. Lens Effects Filters Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose a Lens Effects Filter from the Filter Plug-In list. The Lens Effects filters add realistic camera flares, glows, gleams, glimmers, and depth-of-field blurring to your scenes. Lens Effects can affect an entire scene or can be generated around specific objects in your scene. Lens Effects are applied through the Video Post interface. To learn about adding scene and image filter events to the video post queue, see Add Scene Event on page 6808, and Add Image Filter Event on page 6821. Lens Effects includes the following filters: ■ Lens Effects Flare on page 6849: Creates the optical effect that occurs when a bright light reflects across the lens of a camera. ■ Lens Effects Focus on page 6871: Creates a blur on objects based on their distance from the camera. tracks an object’s distance from the camera using a Z-Buffer. Focus uses the Z-Buffer information from the scene to create its blurring effects. ■ Lens Effects Glow on page 6875: Creates a glowing light around any assigned object, such as a laser beam or the thruster on a space ship. ■ Lens Effects Highlight on page 6887: Creates a bright cross star effect on a designated object. WARNING When you animate Lens Effects parameters, this creates pointers into the actual scene, so Lens Effects animation is lost if you save the Video Post queue in a VPX file on page 8165. To preserve the animation, save the Video Post data, including Lens Effects animation, in the MAX file. Procedures Len Effects like Glow and Highlight can be set to affect specific objects in your scene based on their G-Buffer ID on page 7991. This lets you apply glows and highlights to the object, or to the material, or both. 6840 | Chapter 22 Video Post To set an object's G-Buffer ID: 1 Select the object. 2 Right-click the object and then choose Properties from the quad menu. 3 In the Object Properties dialog, set G-Buffer Object Channel to a non-zero value, and then click OK. The G-Buffer ID can be any positive integer. If you give the same G-Buffer ID value to more than one object, all these objects will be post-processed. Negative Filter Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose Negative Filter from the Filter Plug-In list. Rendering menu > Video Post > Video Post window > Select a Negative Filter. > Video Post toolbar > Edit Current Event > Setup The Negative filter inverts the colors in the image, making it negative like a negative color photograph. Effect of negative filter When you click the Setup button in the Edit Filter Event dialog for the Negative filter, the Video Post dialog is replaced by a modeless Negative Filter dialog with a Blend spinner. You can turn on Auto Key, move the time slider, and change the Blend value to create keys. (You can also use other 3ds Max functions; for example, you can create objects.) When you've set all the keys you want, click the OK button to return to Video Post. Negative Filter | 6841 After creating keys from the Video Post filter, you'll find the track for the new keys as a child of the Video Post track in the Track View – Curve Editor. Specifically, in the above example, you'll find the following hierarchy in the Curve Editor: Interface Blend Sets the amount of blending that occurs. Pseudo Alpha Filter Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose Pseudo Alpha Filter from the Filter Plug-In list. Rendering menu > Video Post > Video Post window > Select a Contrast Filter. > Video Post toolbar > Edit Current Event The Edit Pseudo Alpha filter creates an alpha channel for the image based on the image's first pixel (the upper-left corner pixel). All pixels that have the same color as this pixel become transparent. 6842 | Chapter 22 Video Post Because only one pixel color becomes clear, edges of the opaque areas are aliased. The main use for this filter is when you want to composite a bitmap whose format does not have an alpha channel. There is also a layer event called the Pseudo Alpha Compositor on page 6911. There are no setup options for this filter. Simple Wipe Filter Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose Simple Wipe Filter from the Filter Plug-In list. Rendering menu > Video Post > Video Post window > Select a Simple Wipe Filter. > Video Post toolbar > Edit Current Event > Setup The Simple Wipe filter reveals or erases the foreground image with a wipe transition. Unlike the Wipe Layer compositor on page 6913, Wipe Filter wipes across a fixed image. Wipe reveals an image by wiping from one side to the other, over time. This filter wipes from image to image (or from an image to black). The filtered image stays in place, but is revealed or erased with a wipe across the image. If you're using a Wipe as a filter event, you'll usually want to use an Alpha Compositor as a layer event as well. A typical queue sequence would be: Alpha Compositor (layer) -->Image #1 -->Simple Wipe (filter) ------>Image #2 Simple Wipe Filter | 6843 The rate of the wipe is determined by the length of the Wipe filter's time range. The area not covered by the image renders as black unless you use an Image Layer event to composite the Wipe filter with another image. Interface Direction group Right-pointing arrow Wipes from left to right. Left-pointing arrow Wipes from right to left. Mode group Push Reveals the image. Pop Erases the image. Starfield Filter Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose Starfield Filter from the Filter Plug-In list. Rendering menu > Video Post > Video Post window > Select a Starfield Filter. > Video Post toolbar > Edit Current Event > Setup The Starfield filter generates a realistic starfield with optional motion blur. The Starfield filter requires a camera view. Any motion of the stars is a result of camera motion. 6844 | Chapter 22 Video Post Procedures To use the Starfield filter: 1 Create a camera and (optionally) animate the camera's or target's position, field of view, and roll. 2 Choose Rendering > Video Post and add a Scene Event, using the camera for the view. 3 Select the Scene Event in the queue, click Add Image Filter, select the Starfield filter, and click the Setup button. 4 In the Stars Control dialog, make sure that the selected camera matches the camera used in the Scene Event. If these don't match, the stars will not match the camera's motion. If there is only one camera in the scene, the field will default to that camera. 5 Set the starfield parameters, then exit the Stars Control dialog and the Edit Filter Event dialog. 6 Execute the Video Post sequence to see stars. Starfield Filter | 6845 Interface Source Camera group Source Camera Lets you choose from a list of cameras in the scene. Choose the same camera as the one being used to render the scene. General group Set the brightness range and size of the stars. Dimmest Star Specifies the dimmest star. Range = 0 to 255. Brightest Star Specifies the brightest star. Range = 0 to 255. Linear/Logarithmic Specifies whether the range of brightness is calculated linearly or logarithmically. 6846 | Chapter 22 Video Post Star Size (Pixels) Specifies the size of the stars, in pixels. Range = 0.001 to 100. Motion Blur group These settings control the streaking effect of the stars when the camera moves. Use When on, the starfield uses motion blur. When off, the stars appear as dots, no matter what the camera's motion. Amount The percentage of the frame time that the camera "shutter" is open. Default = 75%. Dimming Determines how the streaked stars will dim as their trails lengthen. The default of 40 provides a good effect for video, dimming them a bit so they don't appear to flash. Star Database group These settings specify the number of stars in the starfield. ■ Random Generates the number of stars indicated by the Count spinner, using the random number Seed to initialize the random number generator. Seed Initializes the random number generator. By using the same Seed value in different animations, you're guaranteed identical starfields. Count Specifies the number of stars generated when Random is chosen. ■ Custom Reads the file specified. A provided star database, earth.stb, contains the brightest stars in Earth's sky. Compositing group ■ Background (The default.) Composites the stars in the background. ■ Foreground Composites the stars in the foreground. Starfield Filter | 6847 Lens Effects Filters Animating Lens Effects Properties Lens Effects lets you use Track View to control parameters which can be animated while Video Post remains open. Any parameter with a green arrow button next to it can be animated. When the Auto Key button is selected, the associated spinner or variable is displayed in Track View and can be animated. If it is not selected, the green button turns gray to indicate the parameter can no longer be animated. There are two ways to set Lens Effects parameters for use in animation: ■ Enable the Auto Key button, set the frame in which you want to create a key, and set the value. ■ Use Track View. Using Track View To use Track View with Lens Effects, one of the Lens Effects dialogs for a particular filter must be open when you start Track View. NOTE If you open Track View without one of the Lens Effects dialogs being open, the first Lens Effects object does not appear in the Track View List. If you have more than one Lens Effects object in the scene, you will see multiple Lens Effects objects in Track View. When Track View is open, the Lens Effects filters you have applied are listed under Video Post on the left side of the Track View interface. Under each filter are the parameters which can be animated. These are displayed individually. You can animate only the parameters you need to. When viewing Gradients in Track View, notice that the first two flags have only a color track associated with them. This is because they are the start and end points of the gradient and never move. Any flags created after the first two will also have a position track associated with them. This means that you can animate not only the color of any flag in any gradient, but also its position over time as well. 6848 | Chapter 22 Video Post If you disable the animation capabilities for a particular lens flare parameter, the corresponding entry in Track View immediately disappears. For more information, see Track View on page 3503. WARNING When you animate Lens Effects parameters, this creates pointers into the actual scene, so Lens Effects animation is lost if you save the Video Post queue in a VPX file on page 8165. To preserve the animation, save the Video Post data, including Lens Effects animation, in the MAX file. Lens Effects Flare Filter Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose Lens Effects Flare from Filter Plug-In list. > Setup The Lens Effects Flare dialog lets you add lens flare effects as a post process to rendering. Flares are usually applied to lights in your scene. The lens flare will then be generated around that object. You can control all aspects of the lens flare in the Lens Effects Flare dialog. Procedures To save your flare settings, do one of the following: You can save all of your lens flare settings to a file, so you can reload them any time. Lens Effects Flare files are saved to an LZF file on page 8029 (.lzf). 1 Click the Reset button. This resets Lens Effects Flare to its default settings. 2 Click the Load button. This displays a Windows-standard file open dialog from which you can select the settings file you want to load. 3 Click the Save button. This displays a Windows-standard Save As dialog in which you specify a directory and filename. Lens Effects Filters | 6849 Interface Preview group The large black window in the left corner is the main preview window. To the right of this window are smaller preview windows for each part of the flare. You can generate continual previews by clicking the Preview button under the main preview window. There are nine Lens Effects Flare preview windows. The main preview window in the upper left corner of the Lens Effects dialog shows you the complete scene. The eight smaller preview windows in the upper right corner show the individual parts of the lens flare. Each small preview window has a check box below the window to display the flare effect. You might notice that an individual part of the lens flare effect might not appear as bright in the smaller preview windows, compared to the main preview. This is because the brightness of a lens flare in the main preview is a result of combining the brightness of multiple effects, the total brightness being greater than a single part. All of the preview windows are multi-threaded to increase redraw speed and take advantage of multi-processor systems. When you make an adjustment 6850 | Chapter 22 Video Post to a lens flare property and the preview window is active, the preview updates automatically. A white line at the bottom of the main preview window indicates that it is updating a change made within the lens flare dialog. Preview When you click the Preview button, the window displays your flare in the upper left corner if your flare has automatic or manual secondary elements. If your flare does not contain these elements, the flare is centered in the preview window. If the VP Queue button is not on, the preview displays a generic flare to which you can make adjustments. Each time you change a setting, the preview automatically updates. A white line appears at the bottom of the preview window to indicate the preview is updating. Update Redraws the entire Main Preview window, as well as the smaller windows each time you click this button. This function is critical when you need to view changes you have made in the Video Post queue, such as moving the Time Slider to a different frame, changing your geometry or a light, or changing another filter that precedes the current one in the Video Post queue. The VP Queue button must be on to preview the contents of the Video Post queue. In this case, clicking the Update button causes a small dialog to appear, with an indicator showing the progress of the update. VP Queue Displays the contents of the Video Post queue in the main preview window. The Preview button must also be turned on. Rather than having to test render every time you want to see the result of the effect in the scene, VP Queue displays a final composite, combining the effect you are editing with the contents of the Video Post queue. NOTE If you leave the Preview and VP Queue buttons active when you exit Lens Effects Flare, it will take several seconds to re-render the scene in the main preview window the next time you start Lens Effects Flare. The view in the main preview window also depends upon which lens flare options you have set in the Preferences panel on page 6854. Lens Flare Properties group Specifies global settings for the flare, such as the source for the flare(s), the size, seed number, rotation, and so on. Seed Gives the random number generator in Lens Effects a different starting point, which creates slightly different lens flares without changing any settings. Using Seed guarantees a different lens flare, even if the differences are very small. For example, if you set up a ray effect for your lens flare, you will get slightly different rays in the lens flare if you adjust the seed value. Lens Effects Filters | 6851 Size Affects the size of the overall lens flare. This value is a percentage of the size of the rendered frame. Default = 30. Other parts of the lens flare, such as glow, ring, etc., also have size adjustments, but this size setting affects the entire lens flare, including secondary flares. Adjusting individual sizes does not affect this size variable, or vice versa. This parameter can be animated on page 6848. Animating the Size parameter causes flares to grow or diminish in size over the course of your animation. Hue If Apply Hue Globally is selected, it controls the amount of Hue applied to the Lens Flare effect. This parameter can be animated. Apply Hue Globally Globally applies the Hue of the Node Source to the other Flare effects. Angle Affects the amount that the flare rotates from its default position, as the position of the flare changes relative to the camera. This parameter can be animated. The lock button to the right of the Auto Key button locks the secondary flares so they do rotate. When the button is disabled, the secondary flares will not rotate. Animating the Angle parameter does not animate the manual and automatic secondary flares unless you turn on the L button. The default behavior mimics a camera, in which the aperture does not rotate. Rays, stars, and streaks don't animate either unless you turn on their individual Auto Rotate toggles. Intensity Controls the overall brightness and opacity of the flare. Higher values produce bright, more opaque flares, and lower values produce dim, transparent flares. This parameter can be animated. Squeeze Squeezes the size of the lens flare, either horizontally or vertically to compensate for different frame aspect ratios. You can set Squeeze from 100 to -100. Positive values stretch the flare horizontally, and negative values stretch it vertically. The value is a percentage of the size of the flare. This parameter can be animated. For example, if you convert a film for use on TV, applying Squeeze would cause the lens flare to look correct on the smaller screen, and not thin and tall, although a wide-screen 35-MM film image is much wider than a regular TV. Although Squeeze is a global setting, you can apply this effect to selected portions of your flare through the Preferences panel on page 6854 so that only the flare elements you want are distorted. The Squeeze spinner value is given as a percentage of the size of the flare. 6852 | Chapter 22 Video Post Node Sources Lets you select the source object for the lens flare effect. The source of the lens flare may be any object in the scene, but is generally a light, such as a target spot light, or an omni light. Clicking this button displays the Select Flare Objects dialog. You must select a source for the flare to key off. NOTE If you select a source object, then rename the object later, you must reselect the object to ensure the correct generation of the lens flare. Lens Flare Effects group Controls specific effects for the flare, such as fades, brightness, softening, and so on. Brighten Lets you set an overall brightness that affects the whole image. When a bright effect, such as a lens flare, appears in an image, the whole image should appear brighter. This effect is available only when the Brighten option is enabled under the Render section of the Preferences panel. This parameter can be animated on page 6848. Animating the Brighten spinner is an easy way to create flares that "flash" the scene as they appear. Dist Fade Causes the effect of the lens flare to fade with its distance from the camera. This option is used only when the Dist Fade button is turned on. The values are in 3ds Max world units. This option is used when you want to create the effect of flares disappearing at a certain point away from the camera. Cent Fade Fades the secondary flares near the center of the row of flares along the main axis of the flare. This is an effect that can be seen in many lens flares seen through a real camera lens. This value is in 3ds Max world units. This setting is only active when the Cent Fade button is selected. Dist Blur Blurs the flare based on its distance from the camera. This value is in 3ds Max world units. This parameter can be animated. Blur Int Controls the strength of the blur when it is applied to the lens flare. The value set in this spinner takes full effect as the flare reaches the Dist Blur distance in your scene. Flares closer to the camera plane get a percentage of the intensity setting. This parameter can be animated. Soften Provides an overall softening effect for the lens flare This parameter can be animated. Flare Parameter tabs Let you create and control the lens flare. Each of the nine tabs controls a specific aspect of the lens flare. Lens Effects Filters | 6853 WARNING When you animate Lens Effects parameters, this creates pointers into the actual scene, so Lens Effects animation is lost if you save the Video Post queue in a VPX file on page 8165. To preserve the animation, save the Video Post data, including Lens Effects animation, in the MAX file. A flare is composed of eight basic parts. Each part of a flare is controlled on its own panel in the Lens Effects Flare interface. Each part of the lens flare can be individually activated and deactivated to create different effects. Prefs on page 6854: This page lets you control which parts of a lens flare are active and how they effect the overall image. Glow on page 6857: A general glow centered around the source object of the flare. You can control the color, size, shape, and other aspects of the glow. Ring on page 6858: A circular color band that surrounds the center of the source object. You can control the color, size, shape, and other aspects of the ring. A Sec on page 6860: Auto Secondary Flares. The small circles you would normally see coming out from the source of the lens flare. As the camera position changes relative to the source object, the secondary flares move. The secondary flares are automatically generated when this option is active. M Sec on page 6861: Manual Secondary Flares. Additional secondary flares added to the lens flare effect. They appear in the same axis as the automatic secondary flares and look very similar. Rays on page 6863: Bright lines that radiate out from the center of the source object, providing the illusion of extreme brightness for the object. Star on page 6865: Bright lines that radiate out from the center of the source object, generally composed of 6 or more spokes, (instead of hundreds, like a ray). Stars are generally thicker and extend out farther from the center of the source object than rays. Streak on page 6867: Wide horizontal bands that run through the center of the source object. Inferno on page 6869: Lets you add special effects, such as explosions, to your flare effect. Flare Preferences Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose Lens Effects Flare from Filter Plug-In list. > Setup > Prefs tab 6854 | Chapter 22 Video Post In the Prefs panel, you can control whether or not specific parts of the lens flare, such as the rays or the star are rendered by turning them on or off. You can also control the axial transparency of the lens flare. Interface Affect Alpha Specifies whether or not the lens flare affects the alpha channel of an image, when the image is rendered in a 32-bit file format. The alpha channel is an extra 8 bits of color (256 colors) that indicate transparency in an image. Alpha channels are used to composite one image seamlessly over the top of another. If you want to composite a lens flare, or an image that contains a lens flare, over the top of another image, enable this option. If you are not rendering to a 32-bit file, do not enable this option. Affect Z Buffer The Z-Buffer stores an object's distance from the camera. The Z-Buffer is useful for optical effects such as fog. When this option is enabled, the linear distance of the lens flare is recorded, and can be used in special effects that make use of the Z-Buffer, for example, the Focus on page 6871 effect. To use Focus with a lens flare, enable this option. Lens Effects Filters | 6855 Occlusion Radius A radius around the center of the flare that determines when the lens flare effect will begin to fade as it passes behind another object. This radius is measured in pixels. When the lens flare or scene is animated and the source of the lens flare goes behind another object, if occlusion is enabled, the flare dies down and disappears until the source object reappears on the other side of the hiding object. The radius makes the flare gently fade when it is occluded, instead of blinking out. Motion Blur Determines whether or not an animated lens flare is rendered using Motion Blur. Motion Blur renders multiple copies in short increments to the same frame, which gives the illusion of a blurred object in motion. When an object is moving rapidly across the screen, it animates more smoothly if motion blur is turned on. Using motion blur can add considerable time to your rendering. You can set the amount of blur with the Motion Blur spinner. Values range from 0 to 100, and are based on the number of samples the motion blur should use. Axial Transparency A standard circular transparency gradient that affects the transparency of the lens flare secondary elements along their axis and relative to their source. This lets your secondary elements be brighter on one side than the other, adding extra realism to your flare effects. Render Specifies whether or not each part of the lens flare is rendered in the final image. Use this set of check boxes to turn parts of the lens flare on and off. NOTE Effects such as secondary flares are available in sets. The Render button and Off Scene determine whether the secondary flares are present in the scene. The individual secondary flare sets are controlled on their respective pages. Off Scene Specifies whether or not lens flares that have their sources outside the scene will affect the image. For example, if a lens flare source is just off the edge of a frame, the secondary flares, and possibly the star or ring, could still be showing on the screen. Without Off Scene, the lens flare does not appear at all. You can turn this option on or off for each part of the flare. Squeeze Specifies whether the Squeeze setting affects a particular part of the lens flare. This setting depends on the Squeeze setting in the lens flare properties. Inferno Defines whether the inferno on page 6869 settings are active for this portion of the lens flare. 6856 | Chapter 22 Video Post Occlusion Defines the percentage of the flare part that appears when it is occluded by another object. A value of 100 indicates that the whole object will disappear. Lower settings cause the lens flare to wrap around the occluding object, making it fade, but not disappear entirely. For example, if you look at a cylinder with a bright light behind it, the light makes the cylinder appear thinner at the brightest areas. NOTE The Occlusion spinners work in conjunction with the Occlusion Radius spinner in the top right of the Preferences panel. Flare Glow Parameters Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose Lens Effects Flare from Filter Plug-In list. > Setup > Glow tab The glow of a lens flare is centered around the source object of the flare. The parameters on the Glow panel let you control each aspect of the glow. Interface Lens Effects Filters | 6857 Size Specifies the diameter of the glow of the lens flare as a percentage of the overall size of the frame. This value is separate from the overall size value set in the Flare Properties on page 6849. This parameter can be animated on page 6848. Hue Specifies the gradation of color for the glow. Clicking the green arrow button lets you animate this control. This parameter can be animated. Hide Behind Geometry Places the glow behind the geometric forms. Gradients Use radial, circular, transparency, and size gradients on page 6902. Glow gradients are subtler than flare gradients, because they are glowing an area larger than a pixel. Flare Ring Parameters Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose Lens Effects Flare from Filter Plug-In list. > Setup > Ring tab The ring is a circular color band that surrounds the center of the source object. You set ring options on the Ring panel of the Lens Effects Flare dialog. 6858 | Chapter 22 Video Post Interface Size Specifies the overall size of the ring as a percentage of the overall frame and represents the diameter of the ring. The ring radius should be larger than the glow radius to make the lens flare look convincing. This parameter is separate from the overall size spinner in the Lens Flare Effects section of the dialog. This parameter can be animated on page 6848. Thick Specifies the overall thickness of the ring, as a percentage of the overall size of the frame. When the ring is fairly thick, the size of the ring is measured to the inner radius. The thickness controls how thick the ring is from that point outward. This parameter can be animated. Hue Specifies the gradation of color for the ring. This parameter can be animated. Gradients Use radial, circular, transparency, and size gradients on page 6902. Lens Effects Filters | 6859 Automatic Secondary Flare Parameters Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose Lens Effects Flare from Filter Plug-In list. > Setup > A Sec tab Secondary flares are the small circles you would normally see coming out from the source of the lens flare along an axis relative to the camera position. These are caused by light refracting off the different lens elements in the camera. As the camera position changes relative to the source object, the secondary flares move. These secondary flares are automatically generated when this option is selected in the Preferences section of the dialog. You create sets of secondary elements that share common parameters instead of building them one at a time. Many of the controls on the A Sec panel are for individual sets of elements, not all sets. Interface Min Controls the minimum size of secondary flares in the current set. This number is defined as a percentage of the overall image. This parameter can be animated on page 6848. 6860 | Chapter 22 Video Post Max Controls the maximum size of secondary flares in the current set. This number is defined as a percentage of the overall image. This parameter can be animated on page 6848. Sets Specifies which set of secondary flares you are working with. You can have as many sets of automatic secondary elements as you wish, each having their own properties. By default, seven sets are available. You can scroll through them by clicking the forward and reverse arrow icons beside the name of the set. To add another set to your flare, click the Add button beneath the On check box. To delete a set, click the Del button. Axis Defines the overall length of the axis the automatic secondary flares will be distributed along. Increasing the value creates more space between the flares, while decreasing the value creates less space between the flares. You can set the axis from 0 to 5 degrees. This parameter can be animated on page 6848. On Defines whether a group or set of secondary flares is active or not. Fade Determines whether or not axial fade is active for the current set of secondary flares. Hue Specifies the gradation of color of the secondary flares. This parameter can be animated. Qty Controls the number of secondary flares that appear in the current set of flares. This parameter can be animated. Shape Controls the shape of the secondary flares for the current set. The default value is circular, but you can choose from 3 to 8 sided secondary flares. Gradients Defines the gradient on page 6902 for the secondary flare. Manual Secondary Flare Parameters Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose Lens Effects Flare from Filter Plug-In list. > Setup > M Sec tab Manual secondary flares are additional secondary flares that are individually added to the lens flare. These can be used in addition to, or in place of automatic secondary flares on page 6860. You use Manual secondary flares when you want to add unique flares that you don't want repeated. Lens Effects Filters | 6861 You can have groups of secondary flares, instead of just one set. Many of the controls in this dialog are for a specific set of flares, not all sets. Interface Size Controls the size, as a percentage of the overall image, of the manual secondary lens flare. This parameter can be animated on page 6848. Plane Controls the distance, in degrees, between the flare source and the manual secondary flare. By default, the flare plane exists at the center of the chosen node source. Positive values place the flare in front of the source, while negative values place the flare behind the flare source. This parameter can be animated. TIP In live camera work, there are often one or two secondary elements behind the light source, so you should have one or two as well. On Turns manual secondary flares on or off. This option must be selected in both the Manual Secondary and Preferences tabs for the manual secondary flares to render. 6862 | Chapter 22 Video Post Fade Specifies whether or not the current set of secondary flares has axial fade. Sets Specifies which set of secondary flares you are working with. You can have as many sets of manual secondary elements as you wish, each having their own properties. By default, seven sets are available. You can scroll through them by clicking the forward and reverse arrow buttons next to the name of the set. To add another set to your flare, click the Add button beneath the On check box. To delete a set, click the Del button. Hue Specifies the gradation of color of secondary flares. This parameter can be animated. Scale Specifies how to scale secondary flares. This parameter can be animated. Shape This menu controls the overall shape of the secondary flares. Gradients Defines the gradient on page 6902 for the secondary flare. Flare Ray Parameters Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose Lens Effects Flare from Filter Plug-In list. > Setup > Rays tab Rays are bright single-pixel lines that radiate from the center of the source object, providing the illusion of extreme brightness for the object. Rays let you emulate scratches in the lens elements of a camera. You control the parameters for rays in the Rays panel of the Lens Effects Flare dialog. Lens Effects Filters | 6863 Interface Size Specifies the overall length of the rays as they radiate from the center, as a percentage of the frame size. This parameter can be animated on page 6848. Angle Specifies the angle for the rays. You can enter both positive and negative values so, when animated, the rays rotate in a clockwise or counterclockwise direction. This parameter can be animated. Group Forces the grouping of rays into eight equidistant groups of equal size. Rays that are part of a group are evenly distributed within that group. Increasing the number of rays makes each grouping more dense, and therefore more bright. Number Specifies the overall number of rays that appear in the lens flare. Rays are randomly spaced around the radius. This parameter can be animated. Auto Rotate Adds the angle specified in the Angle spinner on the Rays panel to the angle set in the Angle spinner under Lens Flare Properties. Auto Rotate also ensures that the rays maintain their relative position to the flare as it is being animated. 6864 | Chapter 22 Video Post Hue Specifies the gradation of the color of the rays. This parameter can be animated. Sharp Specifies the overall sharpness of the rays. Higher numbers produce crisp, clean, and clear rays. Lower numbers produce more of a secondary glow look. Values range from 0 to 10. This parameter can be animated. Gradients Defines the gradient on page 6902 for the rays. Flare Star Parameters Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose Lens Effects Flare from Filter Plug-In list. > Setup > Star tab A Star is larger than a ray effect and is composed of six or more spokes, instead of hundreds like a ray. Stars are thicker and extend out farther from the center of the source object than rays. You control the settings for stars on the Star panel of the Lens Effects Flare dialog. Lens Effects Filters | 6865 Interface Size Specifies the overall size of the star effect, as a percentage of the overall frame. This parameter can be animated on page 6848. Angle Sets the starting angle in degrees in which the star spokes point. You can enter both positive and negative values so, when animated, the star spokes rotate in a clockwise or counterclockwise direction. This parameter can be animated. Random Enables random spacing of star spokes around the flare center. Qty Specifies the number of spokes in the star effect. Default = 6. Spokes are spaced at equidistant points about the center of the flare. This parameter can be animated. Width Specifies the width of the individual spokes, as a percentage of the overall frame. This option can be animated. Auto Rotate Adds the angle specified in the Angle spinner on the Rays panel to the angle set in Angle spinner under Lens Flare Properties. Auto Rotate also 6866 | Chapter 22 Video Post ensures that the stars maintain their relative position to the flare as it is being animated. Hue Specifies the gradation of the color of the star. This parameter can be animated. Sharp Specifies the overall sharpness of the star. Higher numbers produce crisp, clean, and clear stars. Lower numbers produce more of a secondary glow look. This parameter can be animated. Range = 0 to 10. Taper Controls the taper of the individual spokes of the star. Taper widens or narrows the tips of the individual star points. Low numbers create a sharp point, while high numbers flare the points. This parameter can be animated. Default = 0. Gradients The gradients on page 6902 are the same for the Star effect as for others, except for two gradients: Section Color and Section Transparency. These options are useful when you want to create a "soft" look to the spokes. Both gradients work from the center of each spoke to the outer edge of the spoke. Flare Streak Parameters Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose Lens Effects Flare from Filter Plug-In list. > Setup > Streak tab A streak is a wide horizontal band that runs through the center of the source object. In real camera work, it is produced when using anamorphic lenses to film a scene. You set streak options on the Streak panel of the Lens Effects Flare dialog. Lens Effects Filters | 6867 Interface Size Specifies the overall size of the streak, as a percentage of the overall frame. This parameter can be animated on page 6848. Angle Specifies the angle for the streak. You can enter both positive and negative values so, when animated, the streak rotates in a clockwise or counterclockwise direction. This parameter can be animated. Axial Align Forces the streak to align itself to the axis of the secondary flares and the lens flare itself. Width Specifies the width of the streak, as a percentage of the frame. This parameter can be animated. Auto Rotate Adds the angle specified in the Angle spinner on the Streak panel to the angle set in Angle spinner under Lens Flare Properties. Auto Rotate also ensures that the stars maintain their relative position to the flare as it is being animated. Hue Specifies the gradation of the color of the streak. This parameter can be animated. 6868 | Chapter 22 Video Post Sharp Specifies the overall sharpness of the streak. Higher numbers produce crisp, clean, and clear streaks. Lower numbers produce more of a secondary glow look. Valid values are from 0 to 10. This parameter can be animated. Taper Controls the taper of the individual spokes of the streak. Taper widens or narrows the tips of the individual streak points. Low numbers create a sharp point, while high numbers flare the points. Default = 0. This parameter can be animated. Gradients The gradients on page 6902 are the same for the Streak effect as for others, except for two gradients: Section Color and Section Transparency. These options are useful when you want to create a "soft" look to the streak spokes. Both gradients work from the center of each spoke to the outer edge of the spoke. Flare Inferno Parameters Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose Lens Effects Flare from Filter Plug-In list. > Setup > Inferno tab Infernos let you use lens flare to create explosions, fire, and smoke effects and add a bit of fractal noise to any part of the lens flare. This noise comes in three types: Gaseous, Electric, and Fiery. Interface Lens Effects Filters | 6869 You add the Inferno effect to other lens flare effects. Inferno is selected in the Preferences panel. The lens flare effect you are adding Inferno to, such as glow, must also be selected for Inferno to work correctly. The Inferno panel is divided into two sections: Settings and Parameters. Settings group Gaseous A loose and soft pattern, often used for clouds and smoke. Fiery Fractal patterns with bright, well-defined areas, often used for fires. Electric Long, well-defined tendril pattern that can be used to produce arcing electricity, when animated. By adjusting the quality of the pattern to 0, you can create the effect of water reflection. Lock Effect Locks the inferno effect to the lens flare. When the lens flare moves across the screen, the inferno effect moves with it. Use this option when you want the noise pattern to move with the flare for effects like torches. Lock Noise Locks the inferno noise patterns into the screen. When the lens flare is animated and moving across the screen, the noise pattern stays in one spot and the flare moves through it. This is often used for creating plasma trails and cloud patterns. Motion When you animate the inferno, motion specifies how fast the inferno patterns move in the direction set by the Direction spinner. For example, if you want to simulate a raging fire, you want the fractal patterns to move upward. This parameter can be animated on page 6848. Direction Specifies the direction, in degrees, of the inferno effect motion. By default, 0 is aligned in the 12 o'clock position, and works clockwise. This parameter can be animated. NOTE The Motion and Direction spinners control the motion of the fractal pattern in the X and Y directions. You can control the Z direction using the Speed option under Inferno Parameters. Quality Specifies the overall quality of the fractal noise patterns in the inferno effect. Higher values result in more iterations of the fractals, more detail in the effect, and slightly longer render times. This parameter can be animated. Reseed The number that the fractal routines use as a starting point. Set this spinner to any number to create different fractal effects. The Reseed button randomly selects a new number. 6870 | Chapter 22 Video Post Parameters group Size Specifies the overall size of the fractal patterns. Smaller numbers produce small, grainy fractals. Higher numbers produce larger patterns. This option can be animated. Speed Sets the overall speed of the turbulence in the fractal patterns as they are animated. Higher numbers produce faster turbulence in the pattern. This parameter can be animated. Base Specifies the brightness of the colors in the inferno effect. Higher values result in brighter color ranges and brighter infernos. Lower values result in dark, softer effects. The Base spinner only affects Fiery and Electric inferno types This parameter can be animated. Amplitude With the Base spinner, controls the maximum brightness for each portion of the fractal inferno patterns. Higher values result in fractal patterns with brighter colors. Lower values result in the same patterns, with muted colors. This parameter can be animated. Bias Shifts the colors of the effect toward one end of the color range or the other. At a setting of 50, Bias has no effect. Above 50, the colors are brighter, and below 50, they are darker and softer. This parameter can be animated. Edge Controls the contrast between the light and dark areas of the fractal patterns. High values produce a high contrast and more well-defined fractal patterns. Low values result in less defined, subtler effects. This parameter can be animated. Radial Density Controls the density of the inferno effect in a radial fashion from the center of the effect to the edge. Wherever there is white in the gradient, you only see inferno noise. Where the gradient is black, you can see the underlying flare. If you set the right side of the gradient to black and the left side to white, and apply the Inferno to the Glow effect of a flare, the inferno effect appears toward the outer edges of the glow, while the center of the glow is still visible. Lens Effects Focus Filter Video Post toolbar > Add Image Filter Event > Choose Lens Effects Focus from Filter Plug-In list. > Setup The Lens Effects Focus dialog lets you blur objects based on their distance from the camera. Focus uses the Z-Buffer information from the scene to create Lens Effects Filters | 6871 its blurring effects. You can use Focus to create effects such as foreground elements in focus and background elements out of focus. Like Flare, Glow, and Highlight, you can load and save your focus settings for future use. Focus settings are saved to LZO files on page 8030 (.lzo). WARNING This filter is not supported by the mental ray renderer on page 6230. Procedures To save your focus settings, do one of the following: You can save all of your lens focus settings to a file, so you can reload them any time. Lens Effects Focus settings are saved as LZO files. 1 Click the Reset button. This resets Lens Effects Focus to its default settings. 2 Click the Load button. This displays a Windows-standard file open dialog from which you can select the settings file you want to load. 3 Click the Save button. This displays a Windows-standard Save As dialog in which you specify a directory and filename. 6872 | Chapter 22 Video Post Interface The Lens Effects Focus dialog contains a preview window, and an area below to control the parameters of Focus. Lens Effects Filters | 6873 Preview group Preview window Lets you quickly preview the Focus effect. Preview Displays a generic scene to which you can quickly set up a Focus effect. Appears light green when selected. VP Queue Lets you preview the scene in the Video Post queue. Preview must be selected for the VP Queue function to work. Focus Control group The settings on the left side of the panel let you select a method for blurring your scene. The settings on the right side of the dialog let you determine how much blurring is applied to the scene. Scene Blur Applies the blurring effect to the entire scene, not just a portion of it. Radial Blur Applies the blurring effect to the entire scene in a radial fashion, starting at the center of the frame. This is useful for emphasizing fish-eye lens effects and effects where the edges of the frame are blurred. This type of Focus depends on the Focal Range and Limit settings. A scene with a radial blur is applied. Focal Node Lets you select a specific object in the scene as the focal point for blurring. The selected objects remains in focus, while objects outside of the set Focal Limit are blurred. Select Displays the Select Focal Object dialog so you can select a single 3ds Max object to use as the focal object. The object you select can be animated over time, which results in animated follow focus effects. You can also choose your camera target as the focal object so its depth in the scene determines the focus. Affect Alpha When this option is selected, the blur effect is also applied to the Alpha channel of the image when you render to a 32-bit format. Select this option to composite the blurred image over another. Horiz. Focal Loss Specifies the amount of blur applied to the image in the horizontal (X-axis) direction. Values range from 0 to 100% focal loss. This parameter can be animated on page 6848. Lock Locks the horizontal and vertical loss settings together. When selected, the vertical focal loss is automatically updated to match your changes to the horizontal loss. 6874 | Chapter 22 Video Post Vert. Focal Loss Specifies the amount of blur applied to the image in the vertical (Y-axis) direction. Values range from 0 to 100% focal loss. This parameter can be animated. Focal Range Specifies how far away from the center of the image (Radial Blur) or from the camera (Focal Object) the blur effect begins. Increasing values move the radius of the effect farther away from the camera or the center of the image. This parameter can be animated. Focal Limit Specifies the distance from the center of the image (Radial Blur) or the distance from the camera (Focal Object) at which the blur effect is at full strength. Setting a high Focal Limit with a low Focal Range, produces a gradual increase in the amount of blur in the scene, while setting Focal Limit and Range close together produces a rapid blur effect over a short distance. This parameter can be animated. NOTE Do not set Focal Range and Focal Limit to the same value. This produces an abrupt change from a blur to a sharp focus, producing an undesirable visual effect. WARNING When you animate Lens Effects parameters, this creates pointers into the actual scene, so Lens Effects animation is lost if you save the Video Post queue in a VPX file on page 8165. To preserve the animation, save the Video Post data, including Lens Effects animation, in the MAX file. Button group Reset Resets Lens Effects Flare to its default settings. Load Displays a Windows-standard file open dialog from which you can select the settings file you want to load. Save Displays a Windows-standard Save As dialog in which you specify a directory and filename. Lens Effects Focus settings are saved as LZO files. Lens Effects Glow Filter Video Post toolbar > Add Image Filter Event > Choose Lens Effects Glow from Filter Plug-In list. > Setup The Lens Effects Glow dialog lets you add a glowing aura around any assigned object. For example, for an exploding particle system, adding a glow to the particles makes them seem as though they are brighter and hotter. Lens Effects Filters | 6875 The Lens Effects Glow module is multi-threaded and will take advantage of multi-processing machines. Procedures To save your glow settings, do one of the following: You can save all of your lens glow settings to a file, so you can reload them any time. Lens Effects Glow settings are saved to LZG files on page 8030 (.lzg). 1 Click the Reset button. This resets Lens Effects Glow to its default settings. 2 Click the Load button. This displays a Windows-standard file open dialog from which you can select the settings file you want to load. 3 Click the Save button. This displays a Windows-standard Save As dialog in which you specify a directory and filename. 6876 | Chapter 22 Video Post Interface The Lens Effects Glow dialog contains a preview window, and an area below to control the parameters of Glow. Lens Effects Filters | 6877 Preview group Preview window Lets you quickly preview the glow effect. The preview window is multi-threaded to take advantage of systems with multiprocessors, and updates every time you make a change to any of the glow settings that might affect the scene. Preview Displays a generic scene to which you can quickly set up a Glow effect. Appears light green when selected. VP Queue Lets you preview the scene in the Video Post queue. Preview must be selected for the VP Queue function to work. Focus Control tabs The Lens Effect Glow dialog contains four tabs: Properties on page 6878, Preferences on page 6882, Gradients on page 6902, and Inferno on page 6884 Button group Reset Resets Lens Effects Glow to its default settings. Load Displays a Windows-standard file open dialog from which you can select the settings file you want to load. Save Displays a Windows-standard Save As dialog in which you specify a directory and filename. Lens Effects Glow settings are saved as LZG files. Glow Properties Video Post toolbar > Add Image Filter Event > Choose Lens Effects Glow from Filter Plug-In list. > Setup > Properties tab The Lens Effects Glow properties let you determine which pieces of geometry in your scene will exhibit the effects of the glow filter, as well as how much of a glow is applied. Procedures To set a material's Effects Channel ID: 1 In the Material Editor, make the material you want to be post-processed the active material. 6878 | Chapter 22 Video Post 2 Choose a non-zero ID from the Material Effects Channel flyout. The Effects Channel ID can range from 1 to 15. If you give the same Effects Channel ID value to more than one material, all these materials will be post-processed. NOTE For Multi/Sub-Object materials, post-processing applies at the sub-object/sub-material level. The Effects Channel ID of the parent Multi/Sub-Object material is ignored. To set up an RLA file so it saves Object and Material Effects channel data: 1 Place an Image Output Event in the Video Post Queue. 2 In the Image Output Event dialog, click Files. 3 Choose the .rla file type on page 7364 and a file name, and then click Setup. 4 In the RLA Image File Format dialog, select Object, Material Effects, and then click OK. 5 Click OK. When the RLA file has saved the Object and Material Effects channels, you can use the rendered scene file as an Image Input event or a Filter or Layer mask, and continue to use the Object or Material Effects Channel data. Lens Effects Filters | 6879 Interface The Properties panel is divided into two sections: Source and Filter. Source group Specifies the objects in the scene to which a glow is applied. You can select more than one source option at a time. Whole Applies a glow to the whole scene, not just a particular piece of geometry. This makes each pixel in the scene a potential glow source. The areas of the scene that have glow applied to them are determined by the settings in the Filter section of the dialog. Object ID Lets you apply the glow to an object or part of an object with a specific Object ID (in the G-buffer on page 7991), if the object matches the Filter settings. To apply an Object ID glow for an object, right-click the object and select properties from the menu. Then, set the Object Channel ID. Set this field to match, and Lens Effects glow will apply the glow to that object and any other objects with the same ID. This parameter can be animated on page 6848. Effects ID Lets you apply the glow to an object or part of an object with a specific Effects ID, if the object or part of the object matches the Filter settings. You apply a Effects ID in the Materials Editor by assigning the material to one of the available Material Effects channels. This parameter can be animated. The glow will be applied only to areas of the geometry where the ID is present. 6880 | Chapter 22 Video Post NOTE To apply different glow settings to different pieces of geometry or IDs, add more glow entries to the video post queue. Set each glow entry to affect a different Effect or Object ID, and set the appropriate settings. This process will call the glow routine multiple times, increasing your rendering time. Try to keep the number of glow routines to a minimum per frame. Unclamped An unclamped color is brighter than pure white (255,255,255). 3ds Max keeps track of these "hot" areas which tend to show up when your scene contains bright metallic highlights or explosions. This spinner lets you determine the lowest pixel value that is glowed. Pure white has a pixel value of 1. When this spinner is set to 1, any pixels with a value above 255 will be glowed. You can invert this value by clicking the I button to the right of the spinner. This parameter can be animated. Surf Norm Glows part of an object, based on the angle of the surface normal to the camera. A value of 0 is coplanar, or parallel to the screen. A value of 90 is normal, or perpendicular to the screen. If you set Surf Norm to 45, only surfaces with normal angles greater than 45 degrees will be glowed. You can invert this value by clicking the I button to the right of the spinner. This parameter can be animated. Mask Glows the mask channel of an image. The spinner value represents the level of grayscale present in a Mask. When this is set, any part of the Mask images larger than the set value will be glowed in the final image. You can invert this value by clicking the I button to the right of the spinner. This parameter can be animated. Range = 0 to 255. Alpha Glows the alpha channel of an image. The transparency of an alpha channel is interpreted opposite that of the Mask channel. This parameter can be inverted, and can also be animated. Range = 0 to 255. Z Buffer Hi and Lo Glows objects based on their distance (Z-Buffer distance) from the camera. The Hi value is the maximum distance and the Lo value is the minimum. Any objects between these two Z-Buffer distances will be glowed. These parameters can be animated. Filter group Filters the Source selections to let you control how the glow is applied. For example, you can have ten spheres in your scene, each with the same Object ID, but different colors. If you set the Source as the Object ID of the spheres, which selects all of the spheres, that is the only place in your scene that Glow applies an effect. Lens Effects Filters | 6881 However, now that Glow knows where the pixels are that can be glowed, it needs to know which ones to actually apply the Glow to. Glow uses the filter controls to find out which source pixels to apply a glow to. All Selects all source objects in the scene and applies a glow to them. Edge Selects all source objects along a boundary edge and applies a glow to them. Applying a glow along the edges of objects produces a soft halo that exists on both inside and outside edges of your object. Perimeter Alpha Applies a glow only to the perimeter of an object based on its alpha channel. Selecting this option glows only the outside of an object without any spill on the interior. Perimeter Alpha keeps all the edges clean because it relies on the scene alpha channel for its effect. Perimeter Applies glow effect only to the perimeter of an object based on Edge inferencing. Although not as precise as Perimeter Alpha, you might need to use the Perimeter option at times when the alpha channel is unavailable. Bright Filters the source objects based on their brightness values. Only objects with a brightness above the spinner setting are selected and glowed. This option can be inverted. This parameter can be animated. Hue Filters the source objects by their hue. Select the hue by clicking the color swatch next to the spinner. The spinner beside the Hue color swatch lets you enter a variance level so that the glow can find several different hues in the same range as the chosen color. This parameter can be animated. Range = 0 to 255. Glow Preferences Video Post toolbar > Add Image Filter Event > Choose Lens Effects Glow from Filter Plug-In list. > Setup > Preferences tab Glow Preferences define the size of the glow, its occlusion, and whether or not it affects the Z-Buffer or alpha channels. 6882 | Chapter 22 Video Post Interface The Preferences panel is divided into four sections: Scene, Distance Fade, Effect, and Color. Scene group Affect Alpha Specifies whether or not the glow affects the alpha channel of the image, when rendered to a 32-bit file format. Affect Z Buffer Specifies whether or not the glow affects the Z-Buffer of the image. When this option is enabled, the linear distance of the glow is recorded, and can be used in special effects that make use of the Z-Buffer. For example, Lens Effects Focus blurs objects based on their Z-Buffer information. To use Focus with a glow, you must enable this option. Distance Fade group These controls fade the glow effect, based on its distance from the camera. This is the same as distance fade for the lens flare. Bright Lets you fade the brightness of the glow effect based on the distance from the camera. This is ideal for submarine running lights and any other effect where you want your glow to disappear into the distance. This parameter can be animated on page 6848. Size Lets you fade the size of the glow effect based on the distance from the camera. In most circumstances, you want the overall size of the glow to Lens Effects Filters | 6883 diminish as it gets farther away from the camera. This parameter can be animated. Lock When selected, locks the Bright and Size values together, so that the size and brightness fading is synchronized. Effect group Size Sets the size of the overall glow effect. This parameter can be animated. Softness Softens and blurs the glow effect. Values range from 0 to 100. This control is enabled only when you use Gradients as the color method (see the next section). Softness is only available when the Gradient option in the Color area is selected. This parameter can be animated. Color group Gradient Creates the glow based on the settings in the Gradients panel. When you use this method, you can use the Softness spinner in the Effect area. Pixel Creates the glow based on the pixel color of the object. This is the default method. It is very fast. User Lets you select a color for the glow effect. Click the color swatch to display the Color Selector on page 391 and choose a color. Intensity Controls the intensity or brightness of the glow effect. Values range from 0 to 100. This control is enabled only when Pixel or User is the chosen color method. Glow Inferno Video Post toolbar > Add Image Filter Event > Choose Lens Effects Glow from Filter Plug-In list. > Setup > Inferno tab The Inferno panel lets you create explosions, fire, and smoke effects by combining the lens flare glow with black and white fractal noise. The Glow inferno effect is like the Inferno effect in Lens Flare on page 6869, but it is applied to the Glow through the R, G, and B color channels. 6884 | Chapter 22 Video Post Interface The Inferno panel is divided into two sections: Settings and Parameters. Settings group Gaseous A loose and soft pattern, often used for clouds and smoke. Fiery Fractal patterns with bright, well-defined areas, often used for fires. Electric Long, well-defined tendril pattern that can be used to produce arcing electricity, when animated. By adjusting the quality of the pattern to 0, you can create the effect of water reflection. Reseed The number that the fractal routines use as a starting point. Set this spinner to any number to create different fractal effects. The Reseed button randomly selects a new number. Motion When you animate the inferno, motion specifies how fast the inferno patterns move in the direction set by the Direction spinner. For example, if you want to simulate a raging fire, you want the fractal patterns to move upward. This parameter can be animated on page 6848. Direction Specifies the direction, in degrees, of the inferno effect motion. By default, 0 is aligned in the 12 o'clock position, and works clockwise. This parameter can be animated. Lens Effects Filters | 6885 NOTE The Motion and Direction spinners control the motion of the fractal pattern in the X and Y directions. You can control the Z direction using the Speed option under Inferno Parameters. Quality Specifies the overall quality of the fractal noise patterns in the inferno effect. Higher values result in more iterations of the fractals, more detail in the effect, and slightly longer render times. This parameter can be animated. Red/Green/Blue Selects the color channel to use for the Inferno effect. Parameters group Size Specifies the overall size of the fractal patterns. Smaller numbers produce small, grainy fractals. Higher numbers produce larger patterns. This option can be animated. Speed Sets the overall speed of the turbulence in the fractal patterns as they are animated. Higher numbers produce faster turbulence in the pattern. This parameter can be animated. Base Specifies the brightness of the colors in the inferno effect. Higher values result in brighter color ranges and brighter infernos. Lower values result in dark, softer effects. The Base spinner only affects Fiery and Electric inferno types This parameter can be animated. Amplitude With the Base spinner, controls the maximum brightness for each portion of the fractal inferno patterns. Higher values result in fractal patterns with brighter colors. Lower values result in the same patterns, with muted colors. This parameter can be animated. Bias Shifts the colors of the effect toward one end of the color range or the other. At a setting of 50, Bias has no effect. Above 50, the colors are brighter, and below 50, they are darker and softer. This parameter can be animated. Edge Controls the contrast between the light and dark areas of the fractal patterns. High values produce a high contrast and more well-defined fractal patterns. Low values result in less defined, subtler effects. This parameter can be animated. Radial Density Controls the density of the inferno effect in a radial fashion from the center of the effect to the edge. Wherever there is white in the gradient, you only see inferno noise. Where the gradient is black, you can see the underlying glow. If you set the right side of the gradient to black and the left side to white, and apply the Inferno to the Glow effect of a flare, the inferno effect appears toward the outer edges of the glow, while the center of the glow is still visible. 6886 | Chapter 22 Video Post Lens Effects Highlight Filter Video Post toolbar > Add Image Filter Event > Choose Lens Effects Highlight from Filter Plug-In list. > Setup The Lens Effects Highlight dialog lets you assign bright, star-shaped highlights. Use it on objects that have shiny materials. For example, a shiny, red car might show highlights in bright sunlight. Example of highlights Another good example of an effect perfect for Highlight is the creation of pixie dust. If you create a particle system and animate it moving in a straight line with small four-point Highlight stars applied to each pixel, it will look a lot like twinkling magic. The Lens Effects Highlight module is multi-threaded and will take advantage of multi-processing machines, making it one of, if not the fastest highlight routines available. Lens Effects Filters | 6887 Procedures To save your highlight settings: You can save all of your lens highlight settings to a file, so you can reload them any time. Lens Effects Highlight settings are saved as LZH files on page 8030 (.lzh). Do one of the following: 1 Click the Reset button. This resets Lens Effects Highlight to its default settings. 2 Click the Load button. This displays a Windows-standard file open dialog from which you can select the settings file you want to load. 3 Click the Save button. This displays a Windows-standard Save As dialog in which you specify a directory and filename. 6888 | Chapter 22 Video Post Interface When you select Lens Effects Highlight from the Image Filter Event drop-down list and click Setup, the Highlight dialog is displayed. Lens Effects Filters | 6889 The Lens Effects Highlight interface is almost identical to the Glow module, with a large preview window, and tabs to control every aspect of your highlight effects. Preview group Preview window Lets you quickly preview the glow effect. The preview window is multi-threaded to take advantage of systems with multiprocessors, and updates every time you make a change to any of the glow settings that might affect the scene. Preview Activates a generic cross star filter so you can quickly set up a Highlight effect. However, as with the Glow module, it is more effective seeing your entire scene and how your effect will interact with your geometry. VP Queue Lets you preview the scene in the Video Post queue. Preview must be selected for the VP Queue function to work. Highlight Control tabs Similar to the Glow settings, Highlight is also broken down into tabbed sections for fine control over each aspect of the Highlight effect. The four tabs are: Highlight Properties on page 6890 Highlight Geometry on page 6895 Highlight Preferences on page 6900 Lens Effects Gradients on page 6902 Button group Reset Resets Lens Effects Highlight to its default settings. Load Displays a Windows-standard file open dialog from which you can select the settings file you want to load. Save Displays a Windows-standard Save As dialog in which you specify a directory and filename. Lens Effects Highlight settings are saved as LZH files. Highlight Properties Video Post toolbar > Add Image Filter Event > Choose Lens Effects Highlight from Filter Plug-In list > Setup > Properties tab 6890 | Chapter 22 Video Post The Lens Effects Highlight properties enable you to determine which parts of your scene will have highlights applied to them, as well as how the highlights are to be applied. Interface The Properties panel is broken down into two sections: Source and Filter. Source group The Source section lets you select any G-Buffer data in the scene that will have a highlight applied to it. Lens Effects Highlight will begin the process by finding the source pixels from your scene that you want to glow. Whole Lets you apply highlights to the whole scene, not just a particular piece of geometry. This, in effect, makes each pixel in the scene a potential highlight source. The areas of the scene that have highlights applied to them are determined by the settings in the Filter section of the dialog. Object ID The Object ID Lets you apply highlights to particular objects in your scene that have a corresponding G-Buffer (or Object) ID. The G-Buffer is a geometry buffer and can be defined when you right-click any 3ds Max object and select Properties from the menu. Then, set the Object Channel ID under the G-Buffer ID controls. This parameter can be animated on page 6848. Effects ID The Effects ID lets you apply the highlight to an object or part of an object with a specific Effects ID assigned to it. Effects ID's are applied in the materials editor by assigning the material one of the eight Material Effects Lens Effects Filters | 6891 channels that are available. See G-Buffer on page 7991. This parameter can be animated. The highlights are then only applied to areas of the geometry where that particular ID is present. NOTE In many instances, you may want to apply different highlight settings to different pieces of geometry or ID's. To accomplish this, add additional Lens Effects Highlight entries to the Video Post queue. Then set each different Highlight entry to effect a different Effect or Object ID and proceed. Unclamped An unclamped color is brighter than pure white (255,255,255). 3ds Max keeps track of these "hot" areas which tend to show up when your scene contains bright metallic highlights or explosions. This spinner lets you determine the lowest pixel value that is highlighted. Pure white has a pixel value of 1. When this spinner is set to 1, any pixels with a value above 255 will be glowed. You can invert this value by clicking the I button to the right of the spinner. This parameter can be animated. Surf Norm Highlights part of an object, based on the angle of the surface normal to the camera. A value of 0 is coplanar, or parallel to the screen. A value of 90 is normal, or perpendicular to the screen. If you set Surf Norm to 45, only surfaces with normal angles greater than 45 degrees will be glowed. You can invert this value by clicking the I button to the right of the spinner. This parameter can be animated. Mask Highlights the mask channel of an image. The spinner value represents the level of grayscale present in a Mask. When this is set, any part of the Mask images larger than the set value will be glowed in the final image. You can invert this value by clicking the I button to the right of the spinner. This parameter can be animated. Range = 0 to 255. Alpha Highlights the alpha channel of an image. The transparency of an alpha channel is interpreted opposite that of the Mask channel. Values range from 0 to 255. This parameter can be inverted by clicking the I button to the right of the spinner, and can also be animated. Z Buffer Hi and Lo Highlights objects based on their distance (Z-Buffer distance) from the camera. The Hi value is the maximum distance and the Lo value is the minimum. Any objects between these two Z-Buffer distances will be highlighted. These parameters can be animated. Filter group Filters the Source selections to let you control how the highlight is applied. For example, you can have ten spheres in your scene, each with the same 6892 | Chapter 22 Video Post Object ID, but different colors. If you set the Source as the Object ID of the spheres, which selects all of the spheres, that is the only place in your scene that Highlight will apply an effect. However, now that Highlight knows where the pixels are that can be highlighted, it needs to know which ones to actually apply the highlights to. Highlight uses the filter controls to find out which source pixels to apply the highlight to. All Selects all source pixels in the scene and applies a highlight to them. Edge Selects all source pixels along a boundary edge and applies a highlight to them. Applying a highlight along the edges of objects produces a soft halo that exists on both inside and outside edges of your object. Edge highlights Perimeter Alpha Applies a highlight only to the perimeter of an object based on its alpha channel. Selecting this option highlights only the outside of an object without any spill on the interior. Whereas highlighting by Edge produces a spill onto the object, Perimeter Alpha keeps all of the edges clean because it relies on the scene alpha channel to derive it's effect. Lens Effects Filters | 6893 Perimeter alpha highlights Perimeter Applies highlight effect only to the perimeter of an object based on Edge inferencing. Although not as precise as Perimeter Alpha, you might need to use the Perimeter option at times when the alpha channel is unavailable. 6894 | Chapter 22 Video Post Perimeter highlights Bright Filters the source objects based on their brightness values. Only objects with a brightness above the spinner setting are selected and highlighted. This option can be inverted by clicking the I button next to the spinner. This parameter can be animated. Hue Filters the source objects by their hue. Select the hue by clicking the color swatch next to the spinner. You can choose hue values from 0 to 255. The spinner beside the Hue color swatch lets you enter a variance level so that the glow can find several different hues in the same range as the chosen color This parameter can be animated. Highlight Geometry Video Post toolbar > Add Image Filter Event > Choose Lens Effects Highlight from Filter Plug-In list > Setup > Geometry tab The Geometry panel is where you set the initial rotation of the highlights as well as how the elements are affected over time. The Geometry panel consists of three areas: Effect, Vary, and Rotate. Lens Effects Filters | 6895 Interface Effect group Angle Controls the angle of the highlight points over the course of the animation. This parameter can be animated on page 6848. Clamp Determines the number of pixels highlight must read to place a single highlight effect. In many cases, you want to key your highlight effects off of the brightness of objects that can produce a lot of pixels to generate from. The end result is something that looks like stadium lights from a Monday Night Football game, where each pixel has the highlight cross drawn on top of it, which blurs the overall effect. When you want only one or two highlights, use this spinner to adjust how highlight processes the chosen pixels. This parameter can be animated. 6896 | Chapter 22 Video Post Clamp value of 5 Clamp value of 15 Lens Effects Filters | 6897 As you can see, the Clamp value lets you maximize or minimize the overall number of highlights drawn over the same image. This can be a tremendous time saver. Alt. Rays Alternates the lengths of points around the highlight. It works on every other ray point, changing from the ray's full length to a smaller one based on the percentage spinner beneath it. This parameter can be animated. Alt. Rays turned off 6898 | Chapter 22 Video Post Alt. Rays turned on and set to 40% Vary group The Vary group of controls adds randomness to your Highlight effects. You can quickly adjust your effects so that no two look alike. In many instances, you want to avoid having your Highlights rotate in formation, and the Size and Angle buttons control that. Size Varies the overall size of the individual Highlights. Angle Varies the initial orientation of the individual Highlights. Reseed Forces Highlight to use a different random number to generate parts of its effects. Rotate group These two buttons let you have your highlights automatically rotate based on their relative position in the scene. Distance Automatically rotates the individual highlight elements as they recede into the distance. The faster your elements recede, the faster they will rotate. Lens Effects Filters | 6899 Pan Automatically rotates the individual Highlight elements as they move laterally across the screen. If you have objects in your scene that are passing by the camera, they can be automatically rotated based on their position. The faster your elements move across the screen, the faster they will rotate. Highlight Preferences Video Post toolbar > Add Image Filter Event > Choose Lens Effects Highlight from Filter Plug-In list > Setup > Preferences tab The Preferences panel defines the size and number of points on the highlight, occlusion settings, and whether or not it affects the Z-Buffer or alpha channels. Interface Scene group Affect Alpha Determines whether or not the highlight settings affect the alpha channel of the image when you render to a 32-bit file format. Affect Z Buffer Determines whether or not the highlight affects the Z-Buffer of the image. When this option is selected, the linear distance of the highlight is recorded, and can be used in special effects that make use of the Z-Buffer. For example, the Focus module that ships with Lens Effects blurs objects based on their Z-Buffer information. If you want to use Focus to blur a highlight, 6900 | Chapter 22 Video Post you must select this option. If you are not sure about whether or not to select this option, leave it disabled, because you probably don't need it. Distance Fade group Bright Lets you fade the brightness of the highlight effect based on the distance away from the camera. This parameter can be animated on page 6848. Lock Locks the Bright and Size spinner values together. Size Lets you fade the size of the highlight effect based on the distance from the camera. In most circumstances, you want the overall size of your highlights to diminish as they get farther from the camera. This option takes care of that for you. This parameter can be animated. Effect group Size Lets you determine the overall size of the highlight effect, and is calculated in pixels. This parameter can be animated. Points Controls the number of points to be generated for a highlight effect. This parameter can be animated. Color group Gradient Lets you create the highlight based on the settings in the Gradients panel. Pixel Lets you create the highlight color based on the pixel color of the highlighted object. This is the default method for Lens Effects Highlight and is exceptionally fast. User Lets you select a specific color for the highlights through the standard 3ds Max Color Selector on page 391. The color swatch shows you the currently selected color. Intensity Lets you control the intensity or brightness of the highlights. Values range from 0 to 100. This spinner functions only when you are using either the Pixel or User color methods to control the brightness of the highlight effect. This parameter can be animated. Lens Effects Filters | 6901 Lens Effects Gradients Video Post toolbar > Add Image Filter Event > Choose Lens Effects Highlight from Filter Plug-In list > Setup > Gradients tab A gradient is a smooth linear transition from one color or brightness to another, as shown below. Lens Effects use gradients to control aspects of the lens flares, such as colors and transparency. Lens Effects use several gradient types on page 6907. Lens Effects Gradients are always interpreted from left to right. Gradient Flags Gradients use Flags to indicate points along the gradient bar where you want different colors or brightness values to be. The colors between the flags are interpolated automatically by Lens Effects. Each Gradient inside Lens Effects can contain up to 100 flags. The current flag is highlighted and green. The position number above the gradient bar indicates the position of the current flag, in relation to the overall length of the gradient. A gradient always has non-moveable start and end flags. You can add up to 98 intermediate flags to alter the overall appearance of your gradients. You can also change the color or brightness of the end flags to suit your needs. When you place two gradient flags on top of one another, you create a sharp break in the gradient. When a third flag is placed on top of the second flag, a sharp edge appears in the gradient. WARNING When you animate Lens Effects parameters, this creates pointers into the actual scene, so Lens Effects animation is lost if you save the Video Post queue in a VPX file on page 8165. To preserve the animation, save the Video Post data, including Lens Effects animation, in the MAX file. 6902 | Chapter 22 Video Post Procedures To add an intermediate flag: ■ Click the gradient bar where you want to place the new flag. The flag uses the color of the gradient at the point where you placed it. To adjust the color, double-click to display the Color Selector on page 177. To adjust the position of a flag: ■ Drag the flag left or right. The gradient updates to show you the changes. To delete a flag: ■ Drag the flag outside the gradient bar. The flag turns red, and the mouse point changes to a down arrow pointing to a bucket. When you let go of the mouse button, the flag is deleted. To change a flag's properties: 1 Right-click the flag to display a menu. 2 Click Properties and change any settings you want. Interface Right-clicking a gradient flag and selecting Edit Properties displays the Flag Properties dialog. To change gradient options on page 6904, right-click the gradient bar, not the flags. Lens Effects Filters | 6903 The Flag Properties dialog lets you change the name of the flag, its color, and its position. Name By default, flags are named Flag #. You can enter a different name for the current flag. The arrows to the right of the name box let you choose other flags on the same gradient. Color The Color swatch lets you control the color or brightness component of the gradient at the position where the flag is located. Click the color swatch to display the color picker and choose a different color. The green arrow to the left of the color swatch indicates that this flag parameter can be animated on page 6848. Position Each gradient has 100 possible positions from left to right. The number in the spinner represents the position of the flag along the gradient. Gradients are read from left to right so a value of zero aligns the flag with the left edge of the gradient. This flag parameter can be animated. Gradient Options Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose a Lens Effects Filter from the Filter Plug-In list. > Setup > Gradient tab Each gradient in Lens Effects has a set of common options. Right-clicking the gradient bar displays a shortcut menu with the following options. 6904 | Chapter 22 Video Post Interface Reset Resets the gradient back to its default parameters. This action cannot be undone. Load Gradient Displays a file open dialog in which you can load a particular gradient. Gradients are saved with a .dgr extension. Save Gradient Displays a file save as dialog where you specify the path and filename for the gradient. Load UV Map Lets you load a bitmap image and use each row of pixels of the bitmap as an animated gradient. When a bitmap is loaded into a gradient control, Lens Effects reads the first 100 pixels across the top row of the image (for the 100 divisions of its gradient controls) and makes them the gradient. With each successive frame, Lens Effects reads in the next row of pixels as the gradient. When you scrub the animation slider, you can see the gradient change over time. NOTE If the animation is longer than the chosen bitmap is tall, then the bitmap pattern is repeated. Load Bitmap Displays a 3ds Max file browser so you can select a bitmap to use as your gradient. Unlike UV Map, the Load Bitmap option only reads the first row of pixels for the entire animation. This is a good option when you need to have a complex but static gradient. Lens Effects Filters | 6905 Flag Mode Indicates you are using flags to set the colors of your gradient instead of using a bitmap as the source. Flag Mode is selected by default. Compositing Methods The last five options on the shortcut menu are different types of compositing methods. When you work with Color and Transparency gradient controls in any of the Lens Effects filters, you must be aware of both the Radial and Circular gradients. Both Lens Effects color gradients and both Transparency gradients are "locked together" and will work together based on the compositing method you choose to create an effect. Each compositing method works on a pixel-by-pixel basis on the positional value in both gradients. The compositing methods define how the colors and brightness values are combined to form a single color. When combining the colors, the algorithms evaluate each color channel of the color to find the end result. This lets you create five very different looking effects with the same two gradients. High Value When this option is selected, the higher color or brightness value between the two gradients is selected. For example, if you had a color with RGB values of 255,210,255 and another with 225,240,225, the resulting color would be 255,240,255. This option generally results in a slightly brighter lens flare than the default settings. This is the most common way of using only one gradient. Set one gradient to the color or brightness you desire, then set the other gradient to pure black. This assures that all of the values you set in one gradient are used exclusively to achieve the effect. Average Calculates an average value between the colors. In the example above, the resulting color would be 175, 225, 225. This option is good if you want to mix gradient values and results in effects that are not as bright as High Value. Low Value Selects the lower color values, resulting in a less intense lens flare and a more subtle overall effect. In the example above, the resulting color would be 100,210,295. Additive Adds colors values together, pushing their composite value toward pure white, producing the brightest but most washed-out effects. Additive compositing is good when you want to burn effects out. Subtractive Subtracts colors values from each other, resulting in slightly muted and less intense colors. 6906 | Chapter 22 Video Post These compositing methods may be applied to all types of gradients, except size gradients. The type of compositing being used for a gradient is noted above the gradient bar. Compositing methods are applied to every gradient. Some gradients are linked together, so if you assign a specific compositing method to one, the compositing method is automatically assigned to the other. Types of Gradients Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose a Lens Effects Filter from the Filter Plug-In list. > Setup > Gradient tab There are two different kinds of gradients in Lens Effects, Radial and Circular. Between the two types, you can achieve almost limitless effects. Interface Radial Radial gradients work from the center point to the outer edge of a Lens Effects feature, changing color or brightness in a straight line from left to right as you scan the gradient bar. The left edge of the gradient is aligned with the center of the effect and the right edge is aligned with the outer edge of the effect. Scheme of a radial gradient Lens Effects Filters | 6907 Circular Changes colors in a circular manner, working clockwise around a Lens Effects feature. If you mark North, East, South, and West on a circle, these points represent the 0%, 25%, 50%, and 75% marks of the gradient. Each parameter panel in Flare, Glow, and Highlight that utilizes gradients contain five gradient controls. The five controls are: Scheme of a circular gradient Color (Radial and Circular) Defines the colors used on page 6909 for an effect. This is based on the RGB color system, but can also be set with HSV. Within each set of gradient controls, there is a Radial and Circular Color gradient. Radial Color works with Circular Color to produce the overall color for the Lens Effects element. Transparency (Radial and Circular) Varies the visibility of parts of the effect. The transparency gradients only make use of brightness (or luminance) values, which are essentially grayscale values. This black-to-white ramp of values provides you with 256 levels of transparency for your effects. Just like the Color gradients, both Transparency gradients are tied together to generate the overall visibility of effect. See Gradient Options on page 6904. Size Varies the size of specific parts of the Lens Effect. Most size gradients are used to affect the radius of a lens flare part, such as a glow. Like transparency 6908 | Chapter 22 Video Post gradients, only the brightness values are used to provide you with 256 different sizes. The Radial Size gradient, for example, works both like a Radial and Circular gradient. This gradient is applied in a clockwise fashion, starting at 12 o'clock. The values in the gradient are applied from the center of the effect toward the outer edge, with brighter values producing bigger sizes and darker values producing shorter sizes. Gradient Colors Rendering menu > Video Post > Video Post toolbar > Add Image Filter Event > Choose a lens effects filter from the Filter plug-in list. > Setup > Gradient tab Colors in 3ds Max are interpreted in two different ways: RGB and HSV. In RGB (red, green, blue), you can select one of 256 shades of red, green, and blue, giving you a palette of 16.7 million colors (24 Bit). In HSV (Hue, Saturation, Value), you can select one of 256 hues of color, then adjust the saturation or the value of the color. The saturation can also be considered the blackness of a color and value can be considered the whiteness of a color. For transparent and size gradients, you adjust the vertical whiteness slider just to the left of the RGB and HSV sliders. The white triangle on the right side of the vertical bar is the slider. This controls the overall value of the color in terms of HSV. In RGB terms, it is the same as adjusting all three colors equally at the same time. Higher values on the whiteness scale represent more transparency, or smaller sizes. See also: ■ Color Selector Dialog on page 391 Layer Events Alpha Compositor Rendering menu > Video Post > Video Post window > Make sure the two child events are in the order you want the Image Layer event to use them. > Select Layer Events | 6909 the two events. > Video Post toolbar > Add Image Layer Event > Choose Alpha Compositor from the Layer Plug-in list. Rendering menu > Video Post > Video Post window > Select an Alpha Compositor > Video Post toolbar > Edit Current Event The Alpha compositor composites the two images using the alpha channel on page 7905 of the foreground image. The background image appears in areas where the foreground image's alpha channel is transparent. Procedures To use the Alpha Compositor filters: 1 Add two Scene or Image Input events to the queue. 2 Select both events and assign an Image Layer event consisting of the Alpha Composite Filter. 3 Select the Image Layer event and click Edit Current Event. Cross Fade Compositor Rendering menu > Video Post > Video Post window > Make sure the two child events are in the order you want the Image Layer event to use them. > Select the two events. > Video Post toolbar > Add Image Layer Event > Choose Cross Fade Compositor from the Layer Plug-in list. Rendering menu > Video Post > Video Post window > Select a Cross Fade Compositor. > Video Post toolbar > Edit Current Event The Cross Fade compositor composites the two images over time, cross-fading from the background image to the foreground image. The rate of the cross fade is determined by the length of the Cross Fade Transition filter's time range. 6910 | Chapter 22 Video Post Cross Fade fades one image into another over time. There are no setup options for this compositor. Procedures To use the Cross Fade Compositor: 1 Add two Scene or Image Input events to the queue. 2 Select both events and assign an Image Layer event consisting of the Cross Fade Compositor. Pseudo Alpha Compositor Rendering menu > Video Post > Video Post window > Make sure the two child events are in the order you want the Image Layer event to use them. > Select the two events. > Video Post toolbar > Add Image Layer Event > Choose Pseudo-Alpha Compositor from the Layer Plug-in list. Rendering menu > Video Post > Video Post window > Select a Pseudo-Alpha Compositor. > Video Post toolbar > Edit Current Event The Pseudo-Alpha compositor composites a foreground image against the background by creating an alpha channel for the foreground image based on the foreground image's upper-left-corner pixel. All pixels in the foreground image that use this color become transparent. Pseudo Alpha Compositor | 6911 Pseudo Alpha compositing Because only one pixel color becomes transparent, edges of the opaque areas in the foreground image are aliased. Use this method when the foreground image is a bitmap whose format does not have an alpha channel. There are no setup options for this compositor. There is also a Pseudo Alpha filter event on page 6842. Procedures To use the Pseudo Alpha Compositor: 1 Add two Scene or Image Input events to the queue. 2 Select both events and assign an Image Layer event consisting of the Pseudo Alpha Composite Filter. Simple Additive Compositor Rendering menu > Video Post > Video Post window > Make sure the two child events are in the order you want the Image Layer event to use them. > Select the two events. > Video Post toolbar > Add Image Layer Event > Choose Simple Additive Compositor from the Layer Plug-in list. Rendering menu > Video Post > Video Post window > Select a Simple Additive Compositor. > Video Post toolbar > Edit Current Event The Simple Additive compositor composites the two images using the second image's intensity (HSV value) to determine transparency. Areas of full intensity (255) are opaque; areas of zero intensity are transparent; and areas with intermediate transparency are translucent. 6912 | Chapter 22 Video Post Additive compositing This layer event can be useful when the second image is a bitmap whose format does not have an alpha channel. There are no setup options for this compositor. Procedures To use the Simple Additive Compositor: 1 Add two Scene or Image Input events to the queue. 2 Select both events and assign an Image Layer event consisting of the Simple Additive Compositor. Simple Wipe Compositor Rendering menu > Video Post > Video Post window > Make sure the two child events are in the order you want the Image Layer event to use them. > Select the two events. > Video Post toolbar > Add Image Layer Event > Choose Simple Wipe Compositor from the Layer Plug-in list. Rendering menu > Video Post > Video Post window > Select a Simple Wipe Compositor. > Video Post toolbar > Edit Current Event The Simple Wipe compositor reveals or erases the foreground image with a wipe transition. Unlike the Wipe filter on page 6843, the Wipe layer event moves the image, sliding it in or out. The rate of the wipe is determined by the length of the Wipe compositor's time range. Simple Wipe Compositor | 6913 Wipe reveals an image by wiping from one side to the other, over time. Procedures To use the Simple Wipe compositor: 1 Add two Scene or Image Input events to the queue. 2 Select both events and assign an Image Layer event consisting of the Simple Wipe Compositor. 3 Select the Image Layer event and click Edit Current Event. 4 Click Setup to display the Simple Wipe Compositor Setup dialog. Interface 6914 | Chapter 22 Video Post Direction group Right-pointing arrow Wipes from left to right. Left-pointing arrow Wipes from right to left. Mode group Push Reveals the image. Pop Erases the image. Simple Wipe Compositor | 6915 6916 Managing Scenes and Projects 23 These topics are concerned with managing scenes, projects, and the files that make them up. Working with AutoCAD, Revit, and AutoCAD Architecture 3ds Max contains many features designed to streamline the design visualization workflow. See Working with Drawing Files on page 6978. The File Link Manager on page 6987 allows you to create a live link to a DWG file. You can then apply materials and animations in 3ds Max, but still update your geometry if any changes are made to the original file. File-Handling Commands The principal commands for handling files on page 6919 are found on the default File menu on page 7473, as in most Windows applications. File-Handling Utilities Several utilities help you manage files: ■ The Asset Browser on page 7132 provides another way to find and preview files and use them in 3ds Max scenes ■ The Bitmap / Photometric Path Editor utility on page 7141 lets you view bitmap paths or remove them from the scene file. ■ The File Finder on page 7143 is another resource for finding 3ds Max scenes. ■ The Resource Collector on page 7145 copies or moves a scene's bitmaps into a single directory. ■ The Fix Ambient utility on page 7147 resolves lighting issues with older versions of scene files. 6917 ■ The Bitmap Pager Statistics dialog on page 7150 provides information that helps you resolve issues with scenes that require large amounts of memory for texture maps. ■ The Substitute modifier on page 1762lets you replace linked AutoCAD Architecture objects with native 3ds Max geometry and objects. Geometry File Formats You can import a variety of geometry file formats on page 7161 into a scene. Image File Formats You can use image file formats on page 7324 in a variety of ways: as textures for materials, as backgrounds to viewports, as background environments, as Image Input events in Video Post, and as images projected from a light. External References (XRefs) to Objects and Scenes External references on page 6933 to objects and scenes are another powerful way to manage a project, especially when it involves multiple contributors. RAM Player You can preview images by using the View File command on page 7127, or by using the more interactive RAM Player on page 7374. Scene Explorer Scene Explorer on page 7379 is a powerful tool for organizing scene elements, selecting object based on various criteria, changing object display properties, and creating and modifying object hierarchies. Scene States The Scene States on page 7407 feature provides a fast way to save different scene conditions with various properties that can be restored at any time and rendered to produce different interpretations of a model. Schematic View Schematic View on page 7411 displays the scene as a graphic schema instead of as geometry. It gives you an alternate way to select or rename the objects in your scene, and to navigate among modifiers. It is especially useful for viewing objects in a hierarchy. 6918 | Chapter 23 Managing Scenes and Projects Layers Layers on page 7438 are like transparent overlays on which you organize and group different kinds of scene information. The objects you create have common properties including color, renderability, and display. File-Handling Commands The main file-handling commands are on the default File menu on page 7473. These commands are for creating, opening, and saving scenes; importing and exporting other 3D file formats; viewing a 2D image file; displaying or changing a scene file's properties; exiting 3ds Max and other operations. New on page 6920 Reset on page 6921 Open on page 6922 Open Recent on page 6927 Save on page 6927 Save As on page 6928 Save Copy As on page 6930 Save Selected on page 6931 XRef Objects on page 6936 XRef Scene on page 6959 File Link Manager Utility on page 6987 Merge on page 7058 Merge Animation on page 7063 Replace on page 7070 Load Animation on page 7077 Save Animation on page 7080 Import on page 7096 Export on page 7097 Export Selected on page 7099 File-Handling Commands | 6919 Asset Tracking on page 7100 Archive on page 7121 Summary Info on page 7122 File Properties on page 7124 View Image File on page 7127 Exit on page 7129 See also: ■ Asset Browser Utility on page 7132 ■ Geometry File Formats on page 7161 ■ Image File Formats on page 7324 ■ RAM Player on page 7374 New File menu > New Keyboard > Ctrl+N New clears the contents of the current scene without changing system settings (viewport configuration, snap settings, Material Editor, background image, and so on). The New command also gives you the option, when you use it while a populated scene is active, to reuse objects from the current scene in the new one. Procedures To create a new scene: 1 Choose File > New or press Ctrl+N. 2 In the New Scene dialog, specify the types of objects to keep, if any. 3 Click OK. 6920 | Chapter 23 Managing Scenes and Projects Interface The New Scene dialog has the following controls: Keep Objects and Hierarchy Keeps the objects and the hierarchical links on page 8002 between them, but removes any animation keys on page 8020. NOTE If the current scene has any file links, 3ds Max performs a Bind operation on all linked files. Keep Objects Keeps the objects in the scene, but removes any links between them and any animation keys. WARNING This option should not be used when working with a scene containing linked or imported objects. New All (Default) Clears the contents of the current scene. Reset File menu > Reset Reset clears all data and resets the program settings (viewport configuration, snap settings, Material Editor, background image, and so on). Resetting restores the startup defaults, saved in the file maxstart.max, and removes any customization you might have done during the current session. Reset | 6921 Resetting has the same effect as exiting and restarting 3ds Max. TIP To change the startup defaults, start 3ds Max and make the adjustments you would like to see at startup. Then save the file to your scenes/ directory as maxstart.max. Procedures If you have made changes since the last Save operation, a dialog prompts you whether you want to save your changes. To reset 3ds Max: 1 Choose File > Reset. If you have made any changes since the last Save operation, a dialog prompts you to save them. As further protection against data loss, a confirmation dialog appears. 2 When asked if you really want to reset, click Yes. Clicking No on this dialog cancels the Reset operation. Open File menu > Open Keyboard > Ctrl+O Open loads a scene file (MAX file), character file (CHR file), or VIZ Render file (DRF File on page 7167) from an Open File dialog. You can also choose a previously opened file and use command-line options on page 7468. The MAX file type is a complete scene file. A CHR file is a character file saved with Save Character. For more information on the CHR file format, see Character Assembly on page 277 and Save Character on page 303. A DRF file is a scene file from VIZ Render, a rendering tool included with AutoCAD Architecture (formerly Autodesk Architectural Desktop). The DRF file type is similar to MAX files from previous versions of Autodesk VIZ. If the file you're loading was created using plug-ins that are not installed, a dialog lists them. You can still load the file, but any entities in the scene that were created by the missing plug-ins are replaced with stand-ins; non-rendering 6922 | Chapter 23 Managing Scenes and Projects boxes or placeholder modifiers. You can safely delete these from the scene, unless you are sharing the scene with a user who has the plug-ins installed. If the file you are loading contains bitmaps that cannot be located, a Missing External Files dialog on page 7130 appears. This dialog lets you browse for the missing maps, or continue opening the file without loading them. Automatic Unit Conversion When Respect System Units In Files is turned on in the System Unit Scale group of the System Unit Setup dialog on page 7809, loaded files that have a different scene unit scale display a File Load: Units Mismatch dialog on page 7815. This dialog lets you rescale the loaded scene to the current scene unit scale, or change the current scene unit scale to match the one in the loaded file. No conversion is done when loading files created in 3ds Max 1.x. ■ If you choose to match the units in the loaded file, the System Unit Scale setting in the System Unit Setup dialog is changed to the setting in the scene file. This is the recommended choice, and it is the default in 3ds Max. For example, if the current system unit scale is set to 1 unit = 1 inch, and the incoming file was set to 1 unit = 1 foot, a sphere with a radius of 100 feet remains 100 feet. ■ If you rescale the file objects, the objects are scaled as if they had been created using the current scene unit scale. For example, if the current system unit scale is set to 1 unit = 1 inch, and the incoming file was set to 1 unit = 1 foot, a sphere with a radius of 100 feet becomes 1200 inches in radius (assuming the unit display is set to generic units). If Respect System Units In Files is off (which is not recommended), 3ds Max disregards the units chosen in the loaded scene file. For example, a 100-unit radius sphere that was created in a 1 unit = 1 foot scene becomes a 100-inch sphere in a 1 unit = 1 inch scene. Procedures To reopen a previously opened file: ■ From the bottom of the File menu, choose the file name. You set the number of files listed by changing the Recent Files In File Menu on page 7750 field on the Files panel of the Customize > Preferences dialog. Open | 6923 To start 3ds Max and open a specific file: ■ In a command prompt window, specify the file name after the executable name. For example: “c:\Program Files\Autodesk\3ds Max 2009\3dsmax.exe” myproject.max To start 3ds Max and open the last file you worked on: ■ In a command prompt window, type -L after the executable name: “c:\Program Files\Autodesk\3ds Max 2009\3dsmax.exe” −l Interface The Open File dialog has standard Windows file open controls. At the right, the Thumbnail area shows a preview of the scene whose file name is highlighted in the list on the left. TIP You can resize the dialog by dragging an edge or a corner. Clicking the plus button appends a sequence number to the file name you entered, or increments the sequence number if the name already has one, and then opens the file of that name, if it is present. For example, if you have highlighted a file named test00.max, clicking the + button changes the name to test01.max and then opens that file. 6924 | Chapter 23 Managing Scenes and Projects Opening an Obsolete File When opening a scene created in an earlier version of 3ds Max, you will see an Obsolete File dialog. If you resave the scene, you will overwrite the file. You can still edit it using 3ds Max, but you will no longer be able to edit it in earlier versions of the software. Don't display this message When turned on, you will not see the Obsolete File dialog. The dialog is also controlled by the Display Obsolete File Message switch on the Customize > Preferences > Files panel. NOTE If you still need to open the scene using an earlier version of 3ds Max, use File > Save As on page 6928 and save the file using a different name. Then you will be able to open the orginal file with the earlier version. Open from Vault File menu > Open from Vault The Open From Vault command lets you open a MAX file directly from Autodesk Vault, the data-management provider included with 3ds Max. This allows for secure control and versioning of assets used in the digital-content creation process without the need to use the Vault client. NOTE Open from Vault appears on the File menu only if you installed the Vault plug-in, an optional part of the 3ds Max software installation See also: ■ Asset Tracking on page 7099 Open from Vault | 6925 Procedures To use Open From Vault: 1 Open the File menu and choose Open From Vault. 2 If you're not logged in to a provider, you're asked to log in via the Vault Log In dialog on page 7105. Fill out the form and then click OK. 3 Use the Open File From Vault dialog to browse the vault and choose a MAX file to open. 4 At this point, one of two things happens: ■ If the file is available for checkout, a dialog opens letting you know that the file is under version control and asking you if you want to check it out before making edits. Click Yes. ■ If another user has the file checked out, a dialog opens notifying you of this and telling you that you won't be able to save edits. Click OK to open the file in read-only mode. If you attempt to save this file, a dialog appears notifying you that the scene file is read-only and will not be overwritten. 5 If you attempt to open a different file or use the New or Reset command while the file is checked out, a dialog appears asking if you want to check the files back in. Enter a comment, if appropriate, and then click OK to check the file in. Alternatively, if you just want to create a new version on the provider, turn on Keep Checked Out and then click OK. A new version will be created, but the file will still be checked out to you. Interface NOTE If you haven't set a working folder, the following dialog appears when you attempt to open a file from the vault: 6926 | Chapter 23 Managing Scenes and Projects After you click OK, the Browse For Folder dialog opens, which you can use to specify a working folder. Open Recent File menu > Open Recent Open recent displays a list of recently opened and saved files. The list is sorted in chronological order, with the most recent files at the top. Procedures To change the number of files displayed in the Open Recent list: 1 Choose Customize > Preferences > Files tab > File Handling. 2 Set a value for Recent Files In File Menu. The upper limit is 50. Save File menu > Save Keyboard > Ctrl+S Save updates the current scene by overwriting the last save of the scene. If no scene was previously saved, this command works like Save As on page 6928. See also: ■ Save As on page 6928 ■ Save Copy As on page 6930 Saving to an Obsolete File When you open a file that was created with an earlier version of the software, and then attempt to save it in a current version of 3ds Max, an alert is displayed, warning you are about to overwrite the obsolete file. Open Recent | 6927 Choose Yes to go ahead and overwrite the original file, No to stop the Save. If you choose No, you can use Save As on page 6928 to save the file under a different name. If you save to the original file name, you can still edit it using the current version of the software, but you will no longer be able to edit it in earlier versions of 3ds Max. Interface When you save a scene, you also save the program settings. When you open the file again, it opens with the same viewport configuration, view and zoom levels, snap and grid settings, and so on. You can incrementally number saved files, and make automatic backup files at specified time intervals. These options, Increment On Save and Backup On Save, are on the Files panel on page 7750 of the Preference Settings dialog. Save As File menu > Save As Save As lets you save the current scene filein MAX or CHR format under a different file name. A CHR file is a character file saved with Save Character. For more information on the CHR file format, see Character Assembly on page 277 and Save Character on page 303. 6928 | Chapter 23 Managing Scenes and Projects NOTE 3ds Max lets you number saved files incrementally and make automatic backup files at specified time intervals. The options to set up Increment On Save and Backup On Save are on the Files panel on page 7750 of the Preference Settings dialog. See also: ■ Save on page 6927 ■ Save Copy As on page 6930 Procedures To save a file to a different name: 1 Choose File > Save As. 2 Do one of the following: ■ Enter a name in the File Name field. ■ Click the Increment button. Interface The Save File As dialog has standard Windows file save controls. At the right, the Thumbnail area shows a preview of the scene whose file name is highlighted in the list on the left. TIP You can resize the dialog by dragging an edge or a corner. Save As | 6929 Clicking the plus button appends a sequence number to the file name you entered, or increments the sequence number if the name already has one, and then saves the file to that name. For example, if you have highlighted a file named test00.max, clicking the plus button changes the name to test01.max and then saves test01.max. Save Copy As File menu > Save Copy As Save Copy As allows you to save a copy of the current scene under a different file name. It does not change the name of the file being worked on. IMPORTANT Save Copy As does not update the original file name as Save does, and Save does not update the file you last saved using Saved Copy As. For example, if you make edits to a 3ds Max scene named filename.max, then use Save Copy As with the file name filename01.max, make additional edits, and then click Save, your second set of edits will be saved as filename.max but not as filename01.max. See also: ■ Save on page 6927 ■ Save As on page 6928 ■ Auto Backup on page 7750 Procedures To save a copy of the file to a different name: 1 Choose File > Save Copy As. 2 Browse or type the name of the file you want to create or update. 3 Click the Save button. 6930 | Chapter 23 Managing Scenes and Projects Interface Save Copy As displays a standard Windows save dialog. Save Copy As increments the number at the end of the file name in order to propose unique but similarly-named files each time the command is used. Clicking the Save button saves the file to the name displayed in the File Name text box. TIP You can resize the dialog by dragging an edge or a corner. Clicking the plus button saves the file with a name ending in a number one increment greater than that displayed in the File Name text box. Save Selected Select objects to save. > File menu > Save Selected Save Selected saves the selected geometry as a scene file under a different file name. Identically named bitmaps with different properties are stored as different files. Objects linked to a selected object are also saved. The following dependencies are preserved for a Save Selected operation: ■ Ancestors of selected child objects are saved, all the way to the root of the hierarchy. Save Selected | 6931 ■ Space Warps to which selected objects are bound are saved. ■ IK follow objects to which selected objects are bound are saved. Procedures To save selected objects to a new file: 1 Select one or more objects. 2 Choose File > Save Selected. 3 Enter a name in the File Name field. 4 Click Save. Set Project Folder File menu > Set Project Folder You can set a project folder when setting up a project, to provide a simple way of keeping all of your files organized for a particular project. When you open 3ds Max for the first time, the project folder defaults to the install folder, but you can set the folder to a different location. When you set the project folder, 3ds Max automatically creates a series of folders within it such as scenes and renderOutput. Saving or opening files from the browser defaults to this location. Using a consistent project folder structure among team members is a useful practice for both organizing and sharing files. You can also set the project folder from the Asset Tracking Dialog on page 7100 > Paths menu. Procedures To set the project folder from the File menu: 1 Choose File > Set Project Folder. 2 Choose a path from the browser and click OK to set your project folder. 6932 | Chapter 23 Managing Scenes and Projects Interface Use the browser controls to navigate the disk structure to the project folder to use, highlight the folder name, and then click OK. Make New Folder Click this to create a folder named New Folder within the highlighted folder. When first created, the folder name is highlighted so that you can edit it; use the keyboard to rename the folder, or press Enter to accept the default name. External References (XRefs) You can use two kinds of externally referenced files (XRefs): XRef Objects on page 6936 and XRef Scenes on page 6959. Using these external references allows for a team approach to animation, where the modeling, materials, transform controllers, and animation can be handled in separate files by different artists. External References (XRefs) | 6933 It can also make large files much easier to deal with through the use of proxy objects. You access the XRef Objects and XRef Scenes commands from the File menu. The two types of references have distinct purposes: ■ An externally referenced scene displays the entire contents of an external MAX file in the current scene. The objects within the external file are visible as a reference but cannot be selected. This prevents accidental changes to the referenced scene while allowing functionality such as Snap, AutoGrid, and Clone and Align to position local objects in context, as well as to pick objects as the target location for the clones. If you need to move, rotate or scale the referenced scene, you can bind it to a local object. Transforming the object the externally referenced scene was bound to will transform all objects in the externally referenced scene. Scene externally referenced objects can also be used as reference coordinate system on page 967. When changes to the externally referenced file are saved (such as objects added, edited or deleted), an Update of Xref Scene will inherit those changes locally. ■ Externally referenced objects appear in the scene and can be animated. Depending on the object's XRef settings, you might or might not be able to edit the object’s entities such as its transforms, materials, manipulators, or modifiers. You can add modifiers and apply transform animation to the referenced objects, but you cannot inadvertently change the model’s structure. Referenced objects allow for the substitution of a proxy object, so you can animate a low-polygon version of a complex model and then render the polygon-intensive version. You can also reference transform controllers externally in addition to materials. This is part of the process of referencing objects, or you can also use the special XRef controller on page 3269 or XRef material on page 5765, respectively. By default, when referencing an object, its material and transform controller is also referenced. Alternatively, you can create an XRef controller or an XRef material that allows for referencing a transform controller or a material from an external MAX file. These external references can be assigned to any object in the scene, whether or not the object is externally referenced. NOTE Any atmospherics applied in an XRef object's source file will be carried into the scene. Render Effects assigned to XRef objects are not externally referenced. 6934 | Chapter 23 Managing Scenes and Projects The use of referenced objects and scenes allows several people to work collaboratively on the same objects as the work progresses, without having to wait for the objects to be finalized. You can choose to have the objects update automatically, as soon as changes are saved to the original file, or to update manually, on demand. There are also tools for easy conversion of scene objects into referenced objects, and a button to merge referenced objects into the scene as normal objects. Objects in a scene can be externally referenced, created and maintained by other users. External References (XRefs) | 6935 XRef Objects File menu > XRef Objects Externally referenced objects, XRef objects, appear in your master (current) scene, but are actually referenced from external 3ds Max files. As a result, the source objects are protected from modifications you make to the XRef objects. Updates or changes made to the source objects are also updated in the master file when the source scene is reloaded. However, if an XRef object’s entities are merged, the controls are local and can be modified. Therefore, they no longer reference the original attributes. For example, if you set the Modifiers option on page 6946 of the XRef Objects dialog on page 6941 to XRef or Ignore, the only entry in the modifier stack will be “XRef Object.” You can add additional modifiers to the object, but you cannot access the original ones unless you merge the XRef object into the scene. If you merge the modifiers into the master scene, you can edit them in the stack. However, changes that you make to the modifier stack in the master file have no effect in the source file. An externally referenced object can be animated in the master file only if its transform controller has been merged. In other words, no animation can be added or blended with an XRef controller. However, an offset can be added, but it then applies to the whole animation, and the offset cannot be animated. NOTE The XRef behavior of world-space modifiers is different than the object-space modifiers. World-space modifiers are not externally referenced. They are always merged. Transforms and manipulators in your source file will be treated according to the Merge Transforms and Merge Manipulators setting in the XRef Objects dialog. 6936 | Chapter 23 Managing Scenes and Projects Objects in a scene can be XRefs from other scenes. They can be transformed and positioned in the scene using a local offset. When an XRef object is loaded into the master file, it can have an XRef material on page 5765 as well as an XRef controller on page 3269 assigned to it. You can either merge the material and transform information or you can maintain it as a live connection with the source file. XRef objects can be modified or transformed in your master scene just like any other object. XRef objects also allow the use of proxy objects to stand in or substitute for geometry. Use XRef objects to manage the complexity of your master scene during animation by substituting “lightweight” proxy objects for more complex geometry. You can create a proxy by simplifying a clone of your existing model or you can build simple substitute objects like boxes or cylinders, or you can save a External References (XRefs) | 6937 copy of the model in the early stages of modeling before you add the detail. You can even use an object from another scene. A proxy object is substituted in the scene, but the reference to the real object is always available. Choosing XRef Objects displays the XRef Objects dialog on page 6941, where you add externally referenced objects, transforms, and materials to your master scene, and control their visibility, merge states, and other options. If your XRef object relies on another object in the source scene, the relationship will not be automatically preserved in the destination file. Examples of this include objects with path constraints, atmospherics, particle arrays with object emitters, or space warps bound to an object. To preserve the relationship between the source objects in the master file, in the XRef Merge dialog, enable Display Influences and select the object's influences. Objects that influence each other must be referenced in the same record to maintain the relationship. NOTE Render effects such as glow or flare are not carried in XRefs. To use render effects from the source file, merge them in using the Merge buttons found in the Environment And Effects dialog. 6938 | Chapter 23 Managing Scenes and Projects Procedures To add an XRef object: 1 Choose File > XRef Objects. The XRef Objects dialog enables you to choose to Merge Transforms, Merge Materials, and Merge Manipulators. NOTE If you want to maintain externally referenced entities (transforms, materials, manipulators, or modifiers), make sure Merge Transforms, Merge Materials, and Merge Manipulators are off and the Modifiers setting is set to XRef before you proceed to the next step. TIP To include all objects, including influences, transforms, and materials, and bypass the XRef Merge dialog, turn on Include All on the XRef Objects dialog before you click Create XRef Record From File. 2 Click the Create XRef Record From File button in the XRef Objects dialog. The Open File dialog appears. Choose the file you want by highlighting it in the list, then click Open. The XRef Merge Dialog on page 6956 appears. If the Merge Manipulators toggle is off before you click Create XRef Record From File, manipulators applied to XRef objects are linked to the (externally referenced) source file. In a similar way, the Modifiers drop-down list gives you three alternatives for how to handle object modifiers. If the Merge Materials toggle is off before you click Create XRef Record From File, materials applied to XRef objects are linked to the (externally referenced) source file. If Merge Materials is on, the materials are merged with the master scene. If the Merge Transforms toggle is off before you click Create XRef Record From File, transforms applied to XRef objects are linked to the (externally referenced) source file and cannot be keyframed in the master file. If Merge Transforms is on, the transforms are merged with the master scene and can be keyframed. 3 Select the objects that you’d like to appear in your master scene as XRef objects. You can choose as many as you want by holding down the Ctrl key and highlighting them in the list. If the source scene has a lot of object types you don't need to include, you can filter the list by using the List Types External References (XRefs) | 6939 radio buttons. Use the All button to select all of the entries, the None button to select no entries and the Invert button to highlight the opposite of your current selection. You can also choose to display Influences and Select Influences. 4 The XRef record appears in the upper list of the XRef Objects dialog and has the same name as its source file. The externally referenced entities appear in the lower list, where an entity can be either an object, a controller, or a material. Make additional choices at this time if you like. You can control how the objects will update (either automatically or on demand). Updating is done at the XRef record level: all objects, transforms, and materials from a single XRef record are updated at the same time. To substitute an XRef object with a proxy object: With proxy objects, you can avoid loading your detailed model in memory, and speed up the time of test renderings. 1 Select an XRef object. 2 On the Modify panel > Proxy rollout, click the Browse button, and use the File Open dialog to choose the file that contains the proxy. The XRef Merge dialog appears. 3 Pick the object to use as a proxy. When you have picked the proxy object, the Enable toggle should turn on. 4 Turn on Use In Rendering to use the proxy object in renderings. To add objects to an XRef record: 1 In the XRef Objects dialog, highlight an XRef record (in the top list) that contains objects that have not already been added to the scene. 2 On the Entities List toolbar (the lower toolbar), click Add Objects. This button is not available if all of the objects in the source file have already been added to the XRef record. The XRef Merge dialog appears. 3 Highlight the objects that you want to add as XRefs, and then click OK. 6940 | Chapter 23 Managing Scenes and Projects The selected objects are added. Depending on the dialog settings, transforms and materials might also be added as external references. To change an XRef object into a scene object: ■ Highlight the XRef object in the Entities list (the lower list), and then click Merge In Scene. The XRef object becomes a full-fledged object in the scene, giving you access to its modifier stack. TIP This button is also available in the upper Records list, where it merges all entities from the highlighted source record into the master (current) scene. XRef Objects Dialog File menu > XRef Objects > XRef Objects dialog The XRef Objects dialog provides the interface for loading XRef entities into your master scene (the scene where you create the XRefs) from a source scene (the scene file that contains the entities that you want to externally reference). XRef entities can be XRef objects, transform controllers, materials, and manipulators. An XRef record can be made up of one or more XRef entities. The XRef Objects dialog is divided into the XRef Record section at the top and the XRef Entities section at the bottom. The XRef Objects dialog provides controls to add and remove XRef objects, controllers, and materials. When you create XRefs, the mapping between each externally referenced item and their source items is unique. This allows correct external referencing of source items with identical node names. However, if you retarget an externally referenced item by choosing a source object name that is not unique in the source scene, 3ds Max might not map the externally referenced item to the desired source object. External References (XRefs) | 6941 Interface TIP You can resize the XRef Objects dialog. This can be useful if you want to see all of the columns in the XRef Entities list. You can also adjust the relative height of the two lists in the dialog: Drag the horizontal line that is just above the XRef Entities toolbar (the lower of the two toolbars). XRef Record toolbar Use these tools to create and update XRef records. Create XRef Record from File Launches an Open File dialog so you can select the source file for your XRef record. When you a select a file, the XRef Merge dialog on page 6956 appears. Any transform animation assigned to the source objects can be merged along with the XRef object, but it will not be updated with the source object. NOTE If you want to maintain externally referenced transforms, materials, and manipulators, make sure Merge Transforms, Merge Materials, and Merge Manipulators in the XRef Objects dialog are off before you click Create XRef Record from File. 6942 | Chapter 23 Managing Scenes and Projects Remove XRef Record Deletes the highlighted XRef record(s) after you confirm the action. All entities associated with the highlighted record(s) are removed from the scene. NOTE Once you have removed an XRef record, you cannot undo this action. Combine XRef Records Click to combine the contents of more than one XRef record from the same source file into one record. This is useful when you want to clean up the organization of your XRef records. Rather than having multiple records of the same file, you can group all of the objects, controllers, and materials from that file under the same record. This button is available only when you highlight two records that refer to the same file name and path; both records must have identical settings. XRef records must refer to the same file with the same XRef entities. Combine XRef Records only allows you to consolidate all of the entities of one file into one XRef record entry. It does not allow you to combine the contents of different files, even if the files have the same name. NOTE Nested externally referenced records cannot be combined. Update Refreshes the contents of the selected XRef record. If the objects, controllers, materials, or manipulators referenced have changed in the source scene, you will see these changes in your master scene. NOTE The changes must be saved in the source file before you see them in the master file. If you remove externally referenced entities from the master file using the Delete XRef Entity button, these entities will not be externally referenced when you update the XRef record, even though they continue to exist in the source scene. NOTE Reloading XRef items works correctly even when an object in the source scene has been renamed, or deleted and then re-created with the exact same name, including character case. However, if the source scene contains several nodes with the same name, an XRef item corresponding to a node whose name is not unique in the source scene might not necessarily resolve as you expect during the update process. For best results, maintain unique names for all nodes in the source scene. External References (XRefs) | 6943 WARNING If you update an XRef in a scene with radiosity on page 6168, probably this will invalidate the radiosity solution. After you update the XRef, reset the radiosity solution and then recalculate it. Merge In Scene Converts all XRef entities of the highlighted record into native (local) entities in your master scene. The objects, controllers, materials, and manipulators are no longer referenced from the source file but become part of your master scene. A prompt appears so you can confirm the action. Since a merged XRef entity becomes part of the scene and is no longer an XRef entity, its name is removed from the XRef Entities list. This works on a XRef record basis, so all entities belonging to the highlighted XRef record are converted. The contents of the source file are not affected by this button. Merging an XRef object loads the full modifier stack of the source object into the master scene (your current scene), while maintaining any additional stack items that were added while the object was an external reference. Thus, you can use Merge In Scene to update an object that has been modified as an external reference. Similarly, merging an XRef controller into the master scene maintains any offset transformation you might have applied to the controller in the master scene. Convert Selected Object(s) to XRefs Creates a source file for currently selected objects. This means that you can select objects in the current scene, including their transform controllers and materials, and then save them to a separate scene file. This file is then listed as an XRef record that contains the entities you selected. NOTE This option can be used on both—native (local) objects or externally referenced objects. If you use it for an object that is already an XRef object, it creates a nested XRef. Nested XRefs still behave as you expect, but they can reduce performance when you open a scene or render it. Select Selects all entities that belong to the currently highlighted XRef record or records. To add highlighted records’ entities to the selection, hold Ctrl while clicking Select. To remove highlighted records’ entities from the selection, hold Alt while clicking Select. Select by Name Opens the Select Objects dialog on page 228, which lists all objects and highlights those belonging to the currently highlighted 6944 | Chapter 23 Managing Scenes and Projects XRef record, as well as objects selected in the scene. Use this dialog to select XRef objects. Highlight Selected Objects' XRef Records Based on the object(s) selected in the scene, the corresponding record(s) that contain these objects are highlighted in the XRef Objects dialog. XRef Record list Displays the names of the source files that contain the source objects used as XRef objects in the current scene. These files are added using the Create XRef Record button and removed using the Remove XRef Record button. To see the full path of the source file, move the cursor over the name of an XRef record. The full path is displayed in a tool tip. If a source file itself contains external references, a plus/minus icon appears to the left of its name. Click the icon to expand or collapse the display of nested XRef entries. Nested XRef records that are missing and unresolved are displayed in gray. Right-clicking the XRef Record list displays a pop-up menu on page 6951 that has additional options for managing the list and its records. Enabled Turn off to disable all XRef objects referenced from the MAX files currently highlighted in the XRef Record list. Disabled external reference files and objects are are not loaded into memory. Default=on. Include All If you turn this on before you add an XRef record, all the objects in the source file are included as external references. This option bypasses the XRef Merge dialog. Default=off. If you create an XRef record when Include All is turned off, only those entities selected for that XRef record (in the XRef Merge dialog) will be a part of the record: any new objects created in the source file will not be part of the record. If Include All is turned on when you create a record, any new objects created in the source file will be included in the XRef record when you reopen or Update the master file. If Include All is turned on before a record is updated (after the first XRef), all new objects will be included in the XRef, but turning if off later will not remove them from the record. If the source scene includes nested external references, using Include All can cause some confusion if you are not careful about your tree of scenes. Consider the following arrangement: master.max (Include All) --> a.max (Include All) --> b.max External References (XRefs) | 6945 If you later open b.max, create objects, and save it, then open master.max without first opening and saving a.max, you won't see the new objects created in b.max. The scene master.max is simply reading a.max, and since a.max hasn't changed, the new objects aren't present. Automatic Update When on, changes made to externally referenced objects, controllers, materials, and manipulators in the source scene are automatically updated in the master file as soon as the source file is saved. There's no need to click Update. Default=off. NOTE You can change the state of Enabled, Include All, and Automatic Update after a record is created. Merge Transforms When on, combines all objects' externally referenced transform controllers from the source file into the master file. This means that the transform controllers will be loaded in the master file but will then no longer have a live connection with the source file. This is useful if you don't require the live connection, and want to alter the transform controllers in the master scene without losing your edits upon Update. Default=off. To use Merge Transforms, you must turn on this option before you add the XRef record (source) file. Merge Materials When on, combines all externally referenced materials from the source file into the master file. This means that the materials will be loaded in the master file but will then no longer have a live connection with the source file. This is useful if you don't require the live connection, and want to alter the materials in the master scene without losing your edits upon Update. Default=off. To use Merge Materials, you must turn on this option before you add the XRef record (source) file. When Merge Materials is on and there are name conflicts between materials in the target scene and materials in the XRef source scene (or between materials in two XRef records), 3ds Max displays a Duplicate Name dialog on page 5368 so you can resolve the conflicts. Merge Manipulators When on, any manipulator on page 2636 applied to the XRef object in the source file is combined into the scene. Manipulators are applied to the XRef object and can be changed. However, these changes have no effect in the XRef source file. Default=off. To use Merge Manipulators, you must turn on this option before you add the XRef record (source) file. Modifiers Determines how modifiers from the source file will be loaded into your master file. Modifiers are not listed as XRef entities. To see an XRef 6946 | Chapter 23 Managing Scenes and Projects modifier on the Modify panel, you must use the Merge option. Otherwise, you have the choice of either not merging the modifier information at all (with the Ignore option) or merging the information with the object with the XRef Modifiers option. You must choose the Modifiers option before you add the XRef record (source) file. ■ XRef Modifiers are contained within the XRef object and cannot be changed in the master scene. When you load the external reference file, you will see the results of the modifier but they will not be listed separately from the object on the Modify panel. Additional modifiers can be applied to the XRef object, and will be a part of the scene; however, they will not be reflected back to the source file. NOTE World-space modifers remain at the top of the modifier stack and are not merged with XRef objects. ■ Merge Modifiers assigned to the XRef object (in the source file) are merged into the master scene. When you load the external reference file, you will see the changes caused by the modifier and they will appear in the modifier stack in the Modify panel. The modifiers are copies of the original source modifiers. Although they inherit their original state, updates to the XRef will not overwrite changes made in the master scene. However, these changes are not reflected in the source file. ■ Ignore Any modifiers assigned to the XRef object (in the source file) are disregarded and the base object is brought into the master scene as an XRef object. When you load the external reference file, the modifiers are not applied to the object so the modifications in the source file will not be reflected in the master file. Although the Merge Transforms, Merge Materials, Merge Manipulators, and Modifiers settings are disabled after you add a record, when you highlight the record in the XRef Record list, the toggles and list field show the settings used when the record was created. XRef Entities toolbar Add Objects Click to add further entities to the highlighted XRef record. This button is available only when the highlighted XRef record contains objects that you have not yet referenced externally. The XRef Merge dialog External References (XRefs) | 6947 appears, with a list of the available objects. Highlight the objects to reference externally, and then click OK. NOTE If new objects have a relationship in the source file with objects that are already in a record in the master file, update the record after Add Objects to refresh the relationship. For example, if a car is referenced in a master scene, and the car is later constrained to a new path in the source scene, adding the path with Add Objects will not put the master car on the path. To do that, update the record. Delete XRef Entity Click to delete the highlighted XRef. An alert prompts you to confirm the action. All highlighted entities are removed from the scene. You can delete XRef objects, controllers, or materials. NOTE Deleting XRef controllers is equivalent to merging them into the master scene. The reason for this is that nodes must have a transform controller at all times, in order to be positioned in the scene. Deleting XRef materials is equivalent to merging them into the master scene. This action could could impact all objects in the master scene that use an XRef material, and could have implications difficult to be foreseen. Merge In Scene Merges the current selection in the XRef Entities list into the master scene (the current scene). Use this button to change XRef objects, controllers, or materials into objects, controllers, or materials that are native to the current scene. The connection between the external entity from the source scene and your master scene is broken, and the object, controller, or material that you merged is no longer updated when the source scene changes. 3ds Max prompts you to confirm the merge. Since a merged XRef object becomes part of the scene and is no longer an XRef object, its name is removed from the list. Merging an XRef object loads the full modifier stack of the original object, while maintaining any additional stack items that were added while the object was an XRef object. Thus, you can use Merge to update an original object that has been altered as an external reference. If you do this, use Convert Selected Object(s) to XRefs to save out the “improved” original into a file, which then can be merged back into the original source. 6948 | Chapter 23 Managing Scenes and Projects NOTE It is also possible to merge into the master scene nested XRef entities. Once they are merged, all externally referenced nesting levels are removed and the scene entity from the lowest level source scene is merged into the master scene. In case of XRef objects, modifiers applied in a nested source file are all merged and present in the master scene. List Objects When on, shows the XRef objects for the current XRef record in the XRef Entities list. List Materials When on, shows the XRef materials for the current XRef record in the XRef Entities list. List Controllers When on, shows the XRef controllers for the current XRef record in the XRef Entities list. NOTE You can enable any combination of the List buttons to show certain types of entities and hide others. Select Selects in the scene the XRef entities currently highlighted in the XRef Entities list. To add highlighted entities to the selection, hold Ctrl while clicking Select. To remove highlighted entities from the selection, hold Alt while clicking Select. Select by Name Opens the Select Objects dialog on page 228, which lists all objects and highlights the XRef objects selected in the XRef Entities list, as well as any objects selected in the scene. If an XRef controller or XRef material is highlighted in the XRef Entities list, the Select Objects dialog highlights the object to which the XRef controller or material belongs to. Highlight Selected Object's XRef Records When XRef objects are selected in the scene, the XRef record to which they belong is highlighted in the XRef Record list and the XRef objects and their XRef entities are highlighted in the XRef Entities list. External References (XRefs) | 6949 XRef Entities list Displays the XRef objects, controllers, and materials that belong to the record that is currently highlighted in the XRef Record list. If no source file is highlighted, this list is empty. Right-clicking the XRef Entities list displays a pop-up menu on page 6954 that has additional options for managing the list as well as the objects, controllers, and materials in it. The XRef Entities list includes the following information for each XRef entity: ■ Scene Name Name of the entity in the master (current) scene. By default, the name of the entity in the master scene is the same as the name of the entity in the source file. If you change the name of the entity on the command panel on page 7631, the name will update in the XRef Entities list. ■ Source Name Name of the entity in the source file. You cannot change this name from the master file. If the name of the entity changes in the source file, the XRef in the master file will become unresolved. ■ Type ■ Status Usually this field displays “XRef Resolved” to indicate that the XRef is valid. When an external reference is unresolved this field displays “Unresolved XRef” An unresolved XRef indicates that there is no longer a connection between the entity in your master file and the source file. This can happen for a number of reasons. For example, the entity in the source file might have been renamed or deleted, or the file cannot be found. Whether the entity is an XRef object, controller, or material. NOTE If you resolve the cross reference, the XRef will be resolved again when you click Update. ■ Proxy Whether a proxy is enabled for the entity. You enable and disable proxies for XRef entities on the Proxy Object rollout. Displays “–––” when the proxy is disabled and “Enabled” when the proxy is enabled. You can assign a proxy object using the Proxy Object rollout on page 6974. ■ Proxy Render Whether the proxy will be used in the rendering. Displays “–––” when the XRef object will be rendered and “Enabled” when the proxy object will be rendered. ■ Proxy Name object. Name of the proxy object that will be used as the XRef 6950 | Chapter 23 Managing Scenes and Projects ■ Proxy File Name Name of the file that contains the proxy object to use for the XRef object. ■ Proxy Path Path of the file for the proxy object to use for the XRef object. XRef Record List Right-Click Menu File menu > XRef Objects > XRef Objects dialog > Right-click the list of XRef Record list. This contextual menu appears in the XRef Objects dialog on page 6941 when you right-click the XRef Record list. It provides additional options for managing the list. Some of the options on this menu are unavailable unless you have highlighted an XRef record. Interface Create XRef Record from File Launches an Open File dialog so you can select the source file for your XRef record. When you a select a file, the XRef Merge dialog on page 6956 appears. Any transform animation assigned to the source objects can be merged along with the XRef object, but it will not be updated with the source object. NOTE If you want to maintain externally referenced transforms, materials, and manipulators, make sure Merge Transforms, Merge Materials, and Merge Manipulators in the XRef Objects dialog are off before you click Create XRef Record from File. Remove XRef Record Deletes the highlighted XRef record(s) after you confirm the action. All entities associated with the highlighted record(s) are removed from the scene. NOTE Once you have removed an XRef record, you cannot undo this action. File Submenu Open Opens the source file. If you have not saved changes to the (current) master file, 3ds Max prompts you to do so. External References (XRefs) | 6951 Browse Displays the Open File dialog that enables you to browse for a new source file. The file you choose replaces the highlighted XRef record in the XRef Objects dialog. Available only when a single file is highlighted. Reveal Location in Explorer Launches Windows Explorer, open to the folder in which the highlighted source file resides with the source file highlighted. Available only when a single file is highlighted. Strip Path Removes path information from the file name, saving only the file name. The source file location is saved relative to the master file location. WARNING If you strip the path before you have saved the master file, the record's XRefs can become unresolved. This is because there is no location for the Untitled, unsaved MAX scene. Resolve Path to UNC Location If the record's file name has had its path stripped, this option restores the full path name. Combine XRef Records Click to combine the contents of more than one XRef record from the same source file into one record. This is useful when you want to clean up the organization of your XRef records. Rather than having multiple records of the same file, you can group all of the objects, controllers, and materials from that file under the same record. This option is available only when you highlight two records that refer to the same file name and path; both records must have identical settings. XRef records must refer to the same file with the same XRef entities. Combine XRef Records only allows you to consolidate all of the entities of one file into one XRef record entry. It does not allow you to combine the contents of different files, even if the files have the same name. NOTE Nested externally referenced records cannot be combined. Update Refreshes the contents of the selected XRef record. If the objects, controllers, materials, or manipulators referenced have changed in the source scene, you will see these changes in your master scene. NOTE The changes must be saved in the source file before you see them in the master file. If you remove externally referenced entities from the master file using the Delete XRef Entity button, these entities will not be externally referenced when you update the XRef record, even though they continue to exist in the source scene. 6952 | Chapter 23 Managing Scenes and Projects WARNING If you update an XRef in a scene with radiosity on page 6168, probably this will invalidate the radiosity solution. After you update the XRef, reset the radiosity solution and then recalculate it. Select Selects the entities that belong to the currently highlighted XRef record. Select by Name Opens the Select Objects dialog on page 228, which lists all objects and highlights those belonging to the currently highlighted XRef record. Use this dialog to select XRef objects. Highlight Selected Objects' XRefs Records Based on the object(s) selected in the scene, the corresponding record(s) that contain these objects are highlighted in the XRef Objects dialog on page 6941. Highlight All Highlights all XRef records in the XRef Record list. Highlight Inverse Highlights all XRef records in the XRef Record list except the currently highlighted record(s). Highlight None Turns off highlighting for any XRef records currently highlighted in the XRef Records list. Hide All Unresolved Hides all unresolved XRef records in the XRef Record list. Select All Unresolved Highlights all unresolved XRef records in the XRef Record list. Merge In Scene Converts all XRef entities of the highlighted record into native (local) entities in your master scene. The objects, controllers, materials, and manipulators are no longer referenced from the source file but become part of your master scene. A prompt appears so you can confirm the action. Since a merged XRef entity becomes part of the scene and is no longer an XRef entity, its name is removed from the XRef Entities list. This works on a XRef record basis, so all entities belonging to the highlighted XRef record are converted. The contents of the source file are not affected by this option. Merging an XRef object loads the full modifier stack of the original object into the master scene (your current scene), while maintaining any additional stack items that were added while the object was an external reference. Thus, you can use Merge In Scene to update an object that has been modified as an external reference. Similarly, merging an XRef controller into the master scene maintains any offset transformation you might have applied to the controller in the master scene. External References (XRefs) | 6953 Convert Selected Object(s) to XRefs Creates a source file for the currently selected objects. This means that you can select objects in the current scene, including their transform controllers and materials, and then save them to a separate scene file. This file is then listed as an XRef record that contains the entities you selected. NOTE This option can be used on both—native (local) objects or externally referenced objects. If you use it for an object that is already an XRef object, it creates a nested XRef. Nested XRefs still behave as you expect, but they can reduce performance when you open a scene or render it. XRef Entities List Right-Click Menu File menu > XRef Objects > XRef Objects dialog > Right-click the list of XRef entities (objects and materials). This contextual menu appears in the XRef Objects dialog on page 6941 when you right-click the XRef Entities list. It provides additional options for managing the list. Some of the options on this menu are unavailable unless you have highlighted an XRef entity. Interface Add Objects Displays the XRef Merge dialog on page 6956 so you can add entities to the XRef Entities list. If all entities in the source scene are already externally referenced, this choice has no effect. Delete XRef Entity Deletes the highlighted XRef entities from the scene. An alert prompts you to confirm the action. NOTE Deleting XRef controllers is equivalent to merging them into the master scene. The reason for this is that nodes must have a transform controller at all times, in order to be positioned in the scene. Deleting XRef materials is equivalent to merging them into the master scene. This action could impact all objects in the master scene that use an XRef material, and could have implications difficult to be foreseen. Select Selects in the scene the XRef entities currently highlighted in the XRef Entities list. 6954 | Chapter 23 Managing Scenes and Projects Select by Name Opens the Select Objects dialog on page 228, which lists all objects and highlights the XRef objects selected in the XRef Entities list. If an XRef controller or XRef material is selected in the XRef Entities list, the Select Objects dialog highlights the object to which the XRef controller or material belongs to. Highlight Selected Objects' XRefs When XRef objects are selected in the scene, the XRef record to which they belong is highlighted in the XRef Record list and the XRef objects and their XRef entities are highlighted in the XRef Entities list. Highlight All Highlights all XRef entities in the XRef Entities list. Highlight Inverse Highlights all XRef entities in the XRef Entities list except the currently highlighted XRef entities. Highlight None Turns off highlighting for any XRef entities currently highlighted in the XRef Entities list. List Objects Toggles the display of XRef objects for the current XRef record in the XRef Entities list. List Materials Toggles the display of XRef materials for the current XRef record in the XRef Entities list. List Controllers Toggles the display of XRef controllers for the current XRef record in the XRef Entities list. The state of List Objects, List Materials, and List Controllers is the same as the state of the toolbar buttons in the XRef Objects dialog. Changing the state in the menu changes the button state, and vice versa. Merge In Scene Merges the current selection in the XRef Entities list into the master scene (the current scene). Use this option to change XRef objects or materials into objects that are native to the current scene. The connection between the external entity from the source scene and your master scene is broken, and the object, controller, or material that you merged is no longer updated when the source scene changes. 3ds Max prompts you to confirm the merge. Since a merged XRef object becomes part of the scene and is no longer an XRef object, its name is removed from the list. Merging an XRef object loads the full modifier stack of the original object, while maintaining any additional stack items that were added while the object was an XRef object. Thus, you can use Merge to update an original object that has been altered as an external reference. If you do this, use Convert Selected External References (XRefs) | 6955 Object(s) to XRefs to save out the “improved” original into a file, which then can be merged back into the original source. NOTE It is also possible to merge into the master scene nested XRef entities. Once they are merged, all externally referenced nesting levels are removed and the scene entity from the lowest level source scene is merged into the master scene. In case of XRef objects, modifiers applied in a nested source file are all merged and present in the master scene. Apply XRef Material(s) to Object(s) Applies the original, externally referenced material(s) to the highlighted objects. This can be useful if you have assigned a local material to the object (for example, to use in renderings of the master scene) and now want to restore the object's original material. It can also restore the externally referenced source material if the material was originally merged into the master scene. Apply XRef Controller(s) to Object(s) Applies the original, externally referenced controller(s) to the highlighted objects. This can be useful if you have assigned a local controller to the object (for example, to use in renderings of the master scene) and now want to restore the object's original controller. It can also restore the externally referenced source controller if the controller was originally merged into the master scene. Reset PRS Offset Sets the PRS transformation on page 3271of the XRef object to its transformation defined in the source file. NOTE You can undo this action. XRef Merge Dialog File menu > XRef Objects > XRef Objects dialog > Create XRef Record From File button > Open File > XRef Merge dialog The XRef Merge dialog lets you choose which objects to add as XRef objects to the scene. This behaves similarly to the Merge command on page 7058. Controls on this dialog are similar to those on the Selection Floater on page 231. The Merge dialog lets you load and save influences with or without their dependents. In many cases, objects should be referenced with their influences, but the display only makes you aware of the relationships, it does not force you to externally reference them. 6956 | Chapter 23 Managing Scenes and Projects When you select an item in the list window and click Influences, the object’s influences are selected in the list window. When you select an item in the list window and Display Influences is on, the object’s influences are shown in blue in the list window. When you select an item in the list window and Select Influences is on, the object’s influences are also selected in the list window. Procedures To show an object's influences in the XRef Merge dialog: ■ Select an object in the list window and enable Display Influences. The influences are shown in blue. To select an object's influences in the XRef Merge dialog, do either of the following: ■ Select an object in the list window and click Influences. ■ Select an object in the list window and enable Select Influences. External References (XRefs) | 6957 Interface XRef Merge Objects list Objects are listed according to the current Sort and List Types selections. Influences When you select an object in the list window and then click the Influences button, the selected object's influences are highlighted as well. All, None, and Invert These buttons alter the pattern of selection in the list window. Display Influences When this is on and you select an item in the list window, all of its influences are shown in blue. If you want to highlight these influences, click Influences. 6958 | Chapter 23 Managing Scenes and Projects Select Influences When this is on and you select an item in the list window, all of its influences are highlighted as well. XRef Scene File menu > XRef Scene An externally referenced scene, or XRef scene, appears in your current file, but is actually loaded temporarily from another MAX file. As a result, the source scene is protected from any modifications you might make to the XRef scene via the master scene. Updates or changes made to the source scenes are also updated in the master file once the changes are made and saved to the source file. The XRef scene feature allows team members working on the same project to have access to each other’s work without the risk of changing the files. A modeler can create a setting, while a second modeler might create a character. The animator can externally reference the setting as a scene and animate the character in the setting without being able to make changes to the setting. If the setting file is changed, those changes will be reflected in the animator’s scene. Objects loaded in the master file via XRef scenes cannot be selected nor modified, and do not appear in the Select From Scene dialog or Scene Explorer, the modifier stack, or the Track View. You can animate them in the current file only by using the Bind To Parent function in the XRef Scenes window. You can snap to externally referenced scene entities. You can use Snap, AutoGrid, and Clone and Align to position local objects in context, as well as to pick objects as the target location for the clones. If you need to move, rotate or scale the referenced scene, you can bind it to a local object. Transforming the object the externally referenced scene was bound to transforms all objects in the externally referenced scene. You can also use externally referenced objects in the scene as the reference coordinate system on page 967. When you save changes to the externally referenced file (such as objects added, edited, or deleted), updating the XRef Scene inherits those changes locally. External References (XRefs) | 6959 Importing the whole village model into the building model as an XRef Radiosity solution data cannot be part of an XRef if objects have duplicate names. To solve this, change the duplicate names. Also, to reference radiosity data externally, the Save Scene Information In MAX File switch must be on in the Radiosity panel on page 7786 of the Preferences dialog. (It is on by default.) Be aware that render effects are not carried into the master scene by XRef scenes. To use the render effects (such as glow or flare) from the XRef file, merge them in using the Merge buttons found in the Environment And Effects dialog. NOTE Atmospheric effects assigned to objects in the source file are carried into the master file when the source file is used as an XRef scene. Choosing XRef Scene displays the XRef Scenes dialog on page 6967. 6960 | Chapter 23 Managing Scenes and Projects Overlays Overlays allow multiple scene references without the risk of creating circular dependencies. The scene XRef marked as overlay is loaded only into the master scene that references it, and is not visible in other scenes that might XRef the master file that uses the overlay. Consider two scenes that reference each other: Ordinarily, 3ds Max would recognize this as a circular dependency, and disallow it. However, you can set up such a combination of XRefs by following these steps: 1 In scene 2, XRef scene 1 and use the toggle to flag it as an overlay. 2 Save scene 2. 3 Open scene 1, and XRef scene 2. Scene 2 is externally referenced into scene 1, without pulling scene 1 in as a nested external reference. The previous example is not particularly practical. But suppose you want to mask off part of your scene so other artists who XRef the scene will not see it. For example, you are working on a building and have XRefed a CAD file that lays out the plumbing of the building, as well as a scene of ground terrain that contains some XRefs to some trees. The XRef scene graph might look like this: External References (XRefs) | 6961 The building scene XRefs the terrain and the plumbing data. The terrain scene XRefs the trees. You decide you are the only one who needs to see the CAD plumbing data. The CAD plumbing data is needed only to line up where the sinks need to be in the building, so you set up the CAD plumbing data XRef to be an overlay. Other scenes that include the building scene won’t see the plumbing. For example, another artist who is responsible for the lighting and cameras sets up an XRef to the building scene. Now the XRef graph looks like this: 6962 | Chapter 23 Managing Scenes and Projects In this case, an overlay is used to simply hide data information from other master scenes. Another use of overlays is to avoid circular XRefs. For example, picture four artists working on a scene of a city block. Two of them are working on individual buildings, one is working on a sky bridge that connects the two buildings, and the fourth artist is setting up the cameras and the lights. The graph of externally referenced scenes might look like this: External References (XRefs) | 6963 But the artists working on Building A and the artist working on the sky bridge need to see each other’s work to make sure everything lines up. The obvious solution would be to externally reference each other’s scene file: 6964 | Chapter 23 Managing Scenes and Projects However, 3ds Max detects a circular external reference and won’t allow this, unless both the Building A scene and the Sky Bridge scene flag their external reference as an Overlay. External References (XRefs) | 6965 WARNING If you turn off the Overlay flag for an existing XRef scene, you can cause circular external references to occur, that aren’t detected until you or another user tries to open one of the scenes in the project. Procedures To add an XRef scene: 1 Choose File > XRef Scene. 2 Click the Add button. An Open File dialog appears that lets you locate the MAX file you wish to reference. A thumbnail display is provided to help you identify your file. 3 Click Open to bring the XRef scene into the current scene. 6966 | Chapter 23 Managing Scenes and Projects 4 The path and file name of the selected file appears in the XRef Files window. You can add as many files as you like; each one appears in the XRef Files window. 5 Make additional choices in the XRef Scenes dialog if you want. You can affect the display of the XRef scene, making it visible or not, or making objects in the referenced scene appear as bounding boxes. You can ignore the file's lights, cameras, shapes, helpers, or animation. You can control when the file updates, either automatically or on demand. You can have the file enabled or disabled, or you can merge it, severing the XRef relationship and inserting the scene into your current file. You can bind the scene to a Parent object to reposition or animate the XRef scene. To scale, rotate, or reposition an XRef scene: 1 Create an object in your current scene to be the parent object. 2 Choose the XRef scene from the XRef File window. 3 Click Bind (in the Parent group), and then select the parent object by clicking it in the viewport. 4 Transform the parent object. The XRef scene will follow. This works best if both the parent object and the XRef scene have their pivot points positioned near the scene's origin (0,0,0). If the XRef scene was created a large distance from the origin, you can run into a problem. As you scale the parent object, the XRef scene will move away from the center. To counteract this problem, you can create a second parent object centered over the XRef scene. Then select and link the original parent object to the centered parent object. You can then scale the centered parent object and the XRef will not move toward or away from the origin and use the original parent object to move the externally referenced scene. An alternative method for scale problems is to use the Rescale World Units Utility on page 2682 on the original file. XRef Scenes Dialog File menu > XRef Scene > XRef Scenes dialog External References (XRefs) | 6967 The XRef Scenes dialog lets you add and remove XRef scenes. It also gives you tools to control the display of the XRef scene, options to ignore various components of the scene, and the ability to bind to a parent object so you can scale, rotate, or move the XRef scene. Accessing XRef Scenes Although XRefs are inaccessible “boxes” in the scene, they can be accessed in various ways. ■ Cameras and lights in the XRef scenes can be accessed in the Viewports list and assigned to viewports in the current scene. ■ Objects from the XRef scenes are included in the Summary Info dialog. ■ Objects can be snapped to or used for alignment purposes with AutoGrid and Align. ■ AutoGrid works on XRef scene objects. ■ You can use objects from XRef scenes as target for cloning or reference systems. Nesting XRef Scenes XRef scenes can be nested. That is, an XRef scene can contain other XRef scenes, which can in turn contain other XRef scenes. NOTE For a nested XRef scene to update automatically, all of its parent scene files (files that include it as an XRef) must have Auto Update turned on. 6968 | Chapter 23 Managing Scenes and Projects Interface XRef File list Displays all XRef scenes in the current scene, and lets you select them for operations. XRefs that have been disabled (by turning off Enabled) External References (XRefs) | 6969 are listed in gray rather than black. If an XRef is listed in red, that means its file could not be loaded. Either the file is corrupted, or the path is not pointing to the correct directory or file name. XRef File path field Lets you change the path or file pointed to by a selected XRef scene. To use, choose one of the XRef scenes in the list, and then change the information in the field. You can either directly enter a new file name or path, or you can click the Browse button to the right of the field, and then choose a new file from the Open File dialog. The new XRef scene that you choose replaces the one currently highlighted in the list. Add Displays the Open File dialog from which you can choose a MAX scene file to be loaded into the current scene as an XRef. The selected scene appears in the list at left, and the geometry appears in the viewports. You can also add a scene by dragging a MAX file from the Windows Explorer into the list, or by dragging a MAX file into a 3ds Max viewport, whereupon you're presented with a menu with the following options: Open File, Merge File, XRef File, and Cancel. Convert Selected Lets you take any selected objects in your scene and create XRefs from them. Basically, this does a Save Selected for the objects, which are automatically cut from the MAX file and pasted into a new file. A file dialog lets you name the new file. They remain in the current scene but are now scene XRefs. Remove Removes the XRef scene currently chosen in the list, and removes it from the current scene. To use, choose one or more XRef scenes in the list, and then click the Remove button. Select buttons These standard buttons change the pattern of selection in the list. All Selects all items in the list. None Deselects all items in the list. Invert Inverts the current selection pattern in the list. XRef File group Enabled Turn this off to disable the highlighted XRef. When an XRef is disabled, it’s listed in gray in the list, and it’s not loaded into memory. Overlay When on, treats the referenced source scene as an overlay on page 6961. Default=off. 6970 | Chapter 23 Managing Scenes and Projects Overlays allow multiple scene references without the risk of creating circular dependencies. The scene XRef marked as overlay is loaded only into the master scene that references it, and is not visible in other scenes that might XRef the master file that uses the overlay. See Overlays on page 6961 for more information. WARNING If you turn off the Overlay flag for an existing XRef scene, you can cause circular XRefs to occur, that aren’t detected until you or another user tries to open one of the scenes in the project. Merge Click this to merge selected XRefs into the scene as real geometry. A prompt appears so you can confirm the action. Since a merged XRef becomes part of the scene and is no longer an XRef, its name is removed from the list. Update File group Determines how and when the XRef scenes are updated. These options are applied to the selected XRefs; for example, one XRef can have automatic updating, while another can have manual updating (using the Update Now button). WARNING If you update an XRef in a scene with radiosity on page 6168, you will likely invalidate the radiosity solution. After you update the XRef, reset the radiosity solution and then recalculate it. Automatic When this check box is turned on, the selected XRef scene is automatically updated when its source scene is saved. Update Now Click this to update a selected XRef scene when you’re not using Automatic (or when several XRef scenes are selected and some of them are not set to Automatic). When you click Update Now, the XRef is updated to match the latest saved version of the source scene. Display Options group These options let you specify how the selected XRefs are displayed in viewports. These options have no effect on the rendered scene. Visible Turn on or off to display or hide the selected XRefs. This affects the visibility of the XRef in the viewports only (not in renderings). Note, also, that this behavior is different from the “Enabled” check box. Turning off Visible does not remove the XRef from memory. Box Turn this on to display the selected XRefs as bounding boxes. Turn off to display the full geometry. External References (XRefs) | 6971 Ignore group This group box lets you specify categories that you do not want included with the XRef scene. For example, if you turn on Lights, the lights in the XRef source scene are not included in the current, target scene. You can switch these categories on and off at any time, but if you Merge an XRef scene while a category is turned off, that category of objects will not be merged into the scene. Lights Turn this on to ignore the lights. Cameras Turn this on to ignore the cameras. Shapes Turn this on to ignore the shapes. Helpers Turn this on to ignore the helpers. Animation Turn this on to ignore the animation. All animation in the scene is disabled and the scene appears as it would at frame 0 of the source scene. WARNING Children of an ignored object are also ignored. For example, if you have mesh objects linked as children to a dummy object and ignore Helpers, then the mesh objects are ignored as well. Parent group These controls let you position and animate XRef scenes within the current scene by binding the XRef scene to a parent object. Parent Name field Displays the name of the parent for the currently selected XRef. Bind Click this, and then pick an object in the current scene to become the parent of the highlighted XRefs. Once an XRef is bound to a parent object, the transforms of the parent are inherited by the XRef. Thus, you can animate the XRef by animating the transforms of the parent. Unbind Click to unbind the highlighted XRefs from whichever parent they’d been bound to. Binding XRefs to objects is similar to linking objects, as performed with the Link/Unlink buttons on the toolbar. If you Merge a linked XRef scene, converting it to objects in the current scene, the objects in the XRef scene become linked children of the binding parent. At this point, you could Unlink them (using the toolbar command), and they’ll maintain their offset position to the parent. Close Click to close the dialog. 6972 | Chapter 23 Managing Scenes and Projects XRef Object Rollout Select an XRef object. > Modify panel > XRef Object rollout When you've selected an XRef object in a scene, the XRef Object rollout appears along with the Proxy Object rollout on page 6974 on the Modify panel. The modifier stack for the XRef object simply displays “XRef Object.” Interface These controls let you change the file path, file name, and object name of the source of the XRef object. IMPORTANT The specified file must contain an object of the specified name, or no XRef object will appear in your scene. Instead, a small X appears as a placeholder. Highlight Corresponding XRef Record in the XRef Objects Dialog Click to open the XRef Objects dialog on page 6941, with the selected object's record highlighted. File name field Displays the path and file name of the scene file containing the source of the XRef object. You can edit this to point to a different path and file. File name display Displays the file name only, without the path. External References (XRefs) | 6973 Path button Click to display the Open File dialog from which you can specify a different path and file name for the source file. Object name field Displays the name of the source object pointed to in the source file. You can edit the name field to reference another object. Object name display Displays the name of the source object. Path button Click to display the XRef Merge dialog on page 6956 pointing to the scene in the XRef File Name field. Here, you can specify a different object to be used as the XRef object. Proxy Object Rollout Select an XRef object. > Modify panel > Proxy Object rollout When you've selected an XRef object in a scene, the Proxy Object rollout appears along with the XRef Object rollout on page 6973 on the Modify panel. Use these controls to specify a low-resolution object to replace the original XRef object for easier handling in the viewports, and optionally for test rendering. 6974 | Chapter 23 Managing Scenes and Projects Interface Enable When on, displays the specified proxy object in the viewports. When off, displays the original XRef object. Note: If you turn this on when no proxy object has been specified, the XRef object appears in the viewports as a small X. Use in Rendering When on, the proxy object is also displayed in the rendering. When off, the original XRef object is rendered. File Name field Specify the path and file name of the scene file containing the proxy object. Path button Click to display the Open File dialog from which you can specify the scene file containing the proxy object. Object Name field Specifies the name of the proxy object in the specified scene. Path button Click to display the XRef Merge dialog listing the objects in the specified scene file. From here, you can select an object to be used as the proxy. External References (XRefs) | 6975 Missing XRef Paths Dialog File menu > Open > Open a file that references other missing files. If you load or render a scene with XRefs, but the originally specified path of the XRef object or scene can’t be found, or if the XRef object name doesn’t match the object name in the source file, an alert appears telling you this. The alert works in the same way as the missing bitmap dialog, and provides you with three options, described below. Interface OK Lets you open the file. The referenced scene will have placeholders, but will not exist in the scene. Browse Displays the Configure XRefs Paths dialog which you can use to specify the correct file path. This lets you modify, delete, add, and change the list position of the paths 3ds Max uses to look for missing files. This panel is similar to the one displayed by choosing Customize > Configure User Paths > XRefs on page 7738. If this problem occurs during network rendering, the dialog doesn’t appear, but the errors are written to the network log file. File Link Data synchronization between drawing files created with AutoCAD, AutoCAD Architecture (ACA), or Revit and 3ds Max is implemented using the File Link 6976 | Chapter 23 Managing Scenes and Projects Manager, which keeps drawing data linked to the scenes. It is best understood through a few simple principles: ■ Changes in AutoCAD, AutoCAD Architecture, or Revit can change the data viewed in 3ds Max, but changes in 3ds Max never change the data in AutoCAD, AutoCAD Architecture or Revit. Creating a file link is a one-way process that supports the central role of AutoCAD, AutoCAD Architecture or Revit in developing and keeping a record of your core design database. Many changes made in AutoCAD, AutoCAD Architecture, or Revit will appear in 3ds Max after a file link reload. These include adding or removing objects, moving objects, changing material assignments (specific to ACA and Revit drawings), and enabling Live Section objects (specific to ACA drawings). Changes made in 3ds Max, such as moving objects, changing material assignments, and adding lights, will never appear in your AutoCAD, AutoCAD Architecture, or Revit drawing. ■ Changes you can make in AutoCAD, AutoCAD Architecture, or Revit should be made in AutoCAD, AutoCAD Architecture, or Revit. Changes that you make in AutoCAD, AutoCAD Architecture, or Revit become part of that database, whereas changes you make in 3ds Max appear only in the renderings you produce. ■ Changes in AutoCAD, AutoCAD Architecture, or Revit aren't reflected in 3ds Max unless you choose them to be. When you make changes to drawing files, those changes will not appear in 3ds Max unless you use the Reload command on page 6987 on the File Link Manager. When you reload a link in 3ds Max, you can choose to update just the geometry from AutoCAD, AutoCAD Architecture, or Revit, you can reload only specific objects, or (with AutoCAD Architecture and Revit drawings) you can choose to update both the geometry and the material assignments. NOTE After changing your Revit project, you must export a new DWG file and then reload that file into 3ds Max. 3ds Max cannot link a native Revit project, RVT file, directly. You can transform (move, rotate, or scale) AutoCAD, AutoCAD Architecture, or Revit objects and blocks that appear in 3ds Max, and these types of changes are not lost upon reload. If you have moved, rotated, or scaled linked objects and want the objects to resume the position and scale they have in the original drawing file, use the Reset Position function on page 7024. File Link | 6977 ■ 3ds Max integrates linked AutoCAD, AutoCAD Architecture, or Revit data with non-AutoCAD, AutoCAD Architecture, or Revit data. In addition to the linked AutoCAD, AutoCAD Architecture, or Revit geometry and material assignments, 3ds Max allows you to create or merge into your scene many types of data from other sources, including: ■ Lighting objects for simulating light fixtures and daylight conditions. ■ Entourage objects such as surrounding buildings, terrain, trees, cars, and people. ■ Advanced rendering material effects that simulate the rich visual variety of any imaginable material. You can take advantage of materials that appear on objects created in 3ds Max, and you can create your own material effects using the Material Editor. Materials created with the Material Editor can be assigned to any component in your scene. ■ Bitmaps for use as environment backgrounds. You can use still images in a variety of formats, or even animated movies, as a rendering background to create stunning photomontages that appear to place your proposed design right into the actual location. See also: ■ File Link Manager Utility on page 6987 ■ Working with Drawing Files on page 6978 ■ Resetting Transforms on Linked AutoCAD Objects on page 7024 Working with Drawing Files You can attach any DWG file on page 7958 (or DXF file on page 7958) with the File Link Manager on page 6987. This feature allows you to work in another design software's environment, such as AutoCAD®, Autodesk® AutoCAD Architecture, or Autodesk Revit® while maintaining a single design database. NOTE For this documentation, the term “drawing” refers to DWG or DXF files created with AutoCAD and AutoCAD Architecture, or exported from Revit. 6978 | Chapter 23 Managing Scenes and Projects Creating Links to Files You can establish, reload, and detach links to any number of linked files. You can also edit out unnecessary information by using layers and other filters. The File Link Manager defines which geometry is included in the scene from the linked file, how the geometry is organized, and when it's regenerated. You can also create links to files using the drag and drop feature. The objects that you bring in from linked files behave just like any other object created in 3ds Max. You can scale, rotate, and move them as well as attach modifiers and materials. When 3ds Max stores linked file data, you'll need to decide how the objects from the linked files will be organized in the scene. For example, drawings are commonly organized by layers, blocks, and objects, and 3ds Max scenes are organized by hierarchies of objects. For translating between systems, 3ds Max includes object types called VIZBlocks on page 8165 and Block/Style Parents on page 7928. Working with VIZBlocks and Block/Style Parents A VIZBlock and a Block/Style Parent is like a nested block; it has an object/sub-object or parent/child hierarchy structure. In many cases, linked drawing data initially appears as a VIZBlock or Block/Style Parent (depending on the Derive AutoCAD Primitives By options on page 7004 you choose). Using VIZBlocks is helpful when you're working with layering and color schemes. You can create multiple links to the same linked file, so you can use the same geometry in different combinations. Dynamic Blocks in 3ds Max Dynamic Blocks give blocks flexibility and intelligence. A dynamic block reference can easily be changed in a drawing while you work. You can manipulate the geometry through custom grips or custom properties. The File Link Manager handles dynamic blocks much the same way as any other block found in a DWG file. Dynamic block instances, even those that have been grip-edited, display certain types of instance behavior such as material propagation. For more detailed information about dynamic block handling in 3ds Max, see Blocks on page 7048. Reloading, Binding and Detaching Links to Files You can also reload or detach linked files. When you reload a linked file, any changes you've made to the linked file are applied to the reloaded geometry in your scene. Note, however, that 3ds Max won't edit or change your original File Link | 6979 linked file. The integrity of your other software's design database is never compromised by the File Link Manager. Finally, if you decide to break a link to a linked file, there are two options. You can use Bind to keep the objects from the linked file in your scene, or you can use Detach to have them removed along with the link. For more information, see File Link Tips on page 6981. NOTE Both Detach and Bind are available from the Files panel of the File Link Manager. ObjectDBX Objects 3ds Max supports the display and use of custom AutoCAD objects. These custom objects are created using the ObjectDBX™ or ObjectARX® APIs. Applications and products that work with either of these APIs can read and write to AutoCAD drawings, and ObjectARX products can extend the available feature set of AutoCAD. NOTE To improve file performance, some of the ObjectDBX rules have been updated. This means that some DXF files, ones built by non-Autodesk products or very old DXF files, may no longer import or file link into 3ds Max. Object Enablers AutoCAD and AutoCAD vertical applications, such as AutoCAD Architecture (formerly Architectural Desktop or ADT), have custom objects that are unique to the product. In order to view them in 3ds Max, you need the appropriate Object Enabler (OE). Object Enablers let you access, display, and manipulate these objects in 3ds Max, as well as the other vertical applications, including 3ds Max. When you use the File Link Manager to Attach a DWG file to your scene, you may encounter a Proxy Objects Detected dialog. This means there are custom objects in the drawing that require special Object Enablers before you can edit the objects in 3ds Max. 6980 | Chapter 23 Managing Scenes and Projects Do not show this message again Check this option to not display this message the next time proxy objects are detected. For a list of downloadable OEs, see the http://www.autodesk.com/autocad-object-enablersAutodesk Web site NOTE Drawings that are exported from Revit do not require Object Enablers. File Link Tips Here are some tips for choosing File Linking options and avoiding common pitfalls. Linked Data and Face-Normal Conventions Face normals on page 8059 can be a source of confusion when linking to AutoCAD, AutoCAD Architecture, or Revit drawing files. In 3ds Max, every face has a front and a back, corresponding to the inside or outside surface of File Link | 6981 a solid object. In a cube, for example, there is seldom the need to view the inside surface of any of the six squares that make up the cube. So for many viewing and rendering operations, 3ds Max ignores a face if it's facing away (that is, if its face normal is directed away) from a point of view. When you create objects in AutoCAD, AutoCAD Architecture, or Revit, 3ds Max generally understands which way faces should be oriented and manages face normals accordingly. However, occasionally you may encounter linked drawing geometry that displays correctly in AutoCAD, AutoCAD Architecture, or Revit, but doesn't strictly respect face-normal conventions. This can make it appear as though elements visible in the drawing file are missing or appear “inside-out” in 3ds Max. If this happens, try one of these four options: ■ During file link or import of the DWG file, turn on the Unify Normals switch in either the Basic panel of the File Link Settings dialog or the Geometry Options group of the AutoCAD DWG/DXF Import Options dialog. ■ If the drawing is already linked or imported, assign a Normal modifier on page 1581 to the object that is not displaying properly. Turn on the Unify Normals switch to force all the normals to face the same direction. If the object then appears to be “inside-out,” turn on the Flip Normals switch as well. ■ To render the faces correctly, turn on the Render Setup dialog on page 6067 > Force 2-Sided switch. Also, to display the faces correctly in the viewports, turn on Viewport Configuration dialog > Rendering Method panel on page 7818 > Force 2-Sided. ■ Apply a material with the 2–Sided switch turned on. NOTE Using the Force 2–Sided options can result in slower performance, particularly when rendering. Using either of the Unify Normals options is the preferred method of handling face normals. If you experience a high volume of face normal problems in a particular file, verify that the File Link Settings dialog on page 6998 > Weld switch is on, and then reload the drawing. Weld forces nearby faces to share edges and vertices. Welding can still result in groups of face normals that are flipped in 3ds Max, in which case, turn on Unify Normals as well. 6982 | Chapter 23 Managing Scenes and Projects NOTE The disadvantage of welding is that it can be time-consuming when you attach and reload the linked file. The time penalty is much greater when 3ds Max is creating objects that have very large numbers of individual faces. Linking Files with High Numbers of Linear Line Segments Two-dimensional elements in drawing files, such as lines, polylines, circles, and arcs, are represented as splines in 3ds Max. These splines carry much more information at each vertex than typical AutoCAD 2D structures. Since some drawing files contain large quantities of 2D data, exercise caution when linking files containing a high number of discrete line segments. There are two ways these elements can be left out of your 3ds Max scene: ■ by freezing their layers in AutoCAD, AutoCAD Architecture, or Revit before you start 3ds Max and before each subsequent reloading process. ■ by excluding specific layers during the File Link Attach/Reload process or Import process so you do not have to freeze layers in the drawing. This is the preferred workflow. If you need this type of 2D geometry in your visualization, try to use polylines instead of connected lines to get cleaner geometry in 3ds Max and to reduce the final size of your scene. Linked 3D Solids Objects 3D Solids objects that you link from a drawing file into 3ds Max are tessellated; that is, turned into mesh objects with faces. The fineness of the tessellation is controlled by the Maximum Surface Deviation For 3D Solids setting on page 7001on the File Link Settings dialog. A high value results in coarser tessellation. 3ds Max uses less memory in the scene, but poor approximations of curved surfaces could result. For acceptable performance, keep this value as high as possible. TIP You can change the value of the Surface Deviation For 3D Solids control at any time by turning on Show Reload Options on page 6996on the Files panel of the File Link Manager dialog, and then adjusting when you reload the file. Linked Spline Objects Splines are not rendered in 3ds Max unless they have rendering parameters applied. Normally, you have to collapse a shape to an editable spline object File Link | 6983 in order to apply rendering parameters; however, this is not possible with spline objects from AutoCAD. Instead, you can apply a Renderable Spline modifier on page 1652 to the spline. This lets you set rendering properties without having to collapse to an editable spline. External References and Block Names A linked AutoCAD or AutoCAD Architecture drawing can include xrefs that reference files but use the same block names. 3ds Max keeps the blocks distinct by prepending xref names to block names. In Revit, a DWG, DXF or RVT file can be linked to the project. This kind of link is called a RVT Link on page 8110. When the project is exported to a DWG file, this type of link is represented in the exported drawing as an external referenced drawing. In this case, more than one drawing file may be created, with one referencing the other(s). Circular References An xref file that contains a sequence of nested references that refers back to the xref file is considered a circular reference. 3ds Max resolves xrefs until it detects a circular reference. For example, if you have the circular reference A|B|C|A, 3ds Max detects and breaks the circularity between C and A. This is consistent with the way AutoCAD and AutoCAD Architecture handle circular xref dependencies. Overlay External References 3ds Max treats overlay xrefs in the same way as AutoCAD when resolving xrefs. For more information regarding overlay xrefs, refer to your AutoCAD User Reference. Cloning Actively Linked Objects If you want to clone actively linked objects, you should only use the Copy option. Creating references or instances of actively linked objects is not recommended, as reliability issues can arise when the instanced or referenced object is deleted in the linked file. When you copy actively linked objects, linked through the File Link Manager on page 6987, the copies are automatically converted to editable mesh or editable 6984 | Chapter 23 Managing Scenes and Projects spline objects. If your selection contains several objects which instance another object, the resulting copies also instance the same object. Compound Objects Containing Actively Linked Objects If you use an actively linked object as part of a compound object, you should always choose Copy when you specify how the linked object is transferred to the compound object. Choosing Reference or Instance can cause instability in the software. Attaching Actively Linked Objects to an Editable Mesh, Poly, Patch, or Spline Object Actively linked objects should not be attached to editable objects, as this introduces instability to the software. Instead, make a copy of the actively linked object, and attach the clone to the editable object. Creating Hierarchies with Actively Linked Objects Creating parent-child links between actively linked objects AND 3ds Max objects can cause unpredictable results. For this reason, 3ds Max does not allow you to link an actively linked object to a 3ds Max object. However, you can link a 3ds Max object to an actively linked object. The existing hierarchies of linked objects cannot be broken in 3ds Max. This would compromise the structure of Blocks and Styles. Any changes must be made in the original DWG file. Similarly, actively linked objects cannot be included in the creation of Group on page 282 or Assembly on page 287 objects in 3ds Max. Controller Assignments Actively linked objects should not be included in any IK animation chains, as they will cause unpredictable results. Likewise, animation controllers should not be applied to actively linked objects. Assignments to avoid include: ■ HI IK Solver on page 3392 ■ IK Limb Solver on page 3444 ■ Spline IK Solver on page 3445 ■ HD IK Solver on page 3422 File Link | 6985 ■ Inherit Link Info on page 3502 ■ Link Inheritance Utility on page 3372 ■ Assign Controller on page 3593 Interpreting Layer Data from AutoCAD, AutoCAD Architecture, and Revit 3ds Max has its own Layer system that looks and operates like a simplified version of the system you are familiar with from AutoCAD or AutoCAD Architecture (formerly Architectural Desktop). As in AutoCAD or AutoCAD Architecture, you can hide and unhide layers, freeze and unfreeze them, and change the display color for all objects on the layer. NOTE Categories in your Revit project are similar to Layers in AutoCAD. When you export your project to a DWG, categories are mapped to AutoCAD Layers via the Export Layers table. For more information regarding Export Layers, refer to your Autodesk Revit Help file. Layer operations are accessed through the tools on the Layers toolbar, and also on an object-by-object basis using the quad menu on page 7516. Unlinked objects, such as 3ds Max objects or drawing geometry that has been bound into the scene using the Bind command, may be assigned to any layer you choose, including layers created by the File Link Manager. Linked objects from AutoCAD, AutoCAD Architecture, or Revit, with some minor exceptions, will be assigned to the same layers they occupy in program where the drawing was created. Any changes made to the layer settings in 3ds Max (hidden/unhidden, frozen/unfrozen, display color) affect linked objects just as they do unlinked objects. Also, any changes you make to the layers are not reset when you reload the drawing. You can rename layers created by the File Link Manager. When the next reload occurs, the renamed layer is not affected by the File Link Manager. Objects on the renamed layer are updated; however, they remain on the same layer. The original layer is only recreated when a new object has been created in the DWG file. New objects are never placed on the renamed layer. You can also delete layers imported by the File Link Manager on page 6987; but only if they don't contain any objects. 6986 | Chapter 23 Managing Scenes and Projects You can move actively linked objects between layers in 3ds Max. When the next reload occurs, the objects are updated; however, they are not moved back to their original layers. You can also place non-linked objects, such as 3ds Max objects or drawing geometry that has been bound into the scene, on any of the imported layers. Objects contained in layers that are frozen in AutoCAD or AutoCAD Architecture are not linked to 3ds Max. Objects that were originally linked to 3ds Max are removed if their layer is frozen in AutoCAD or AutoCAD Architecture and the link is reloaded, but they are added again, upon reload, after their layer is unfrozen in the program where the drawing is created. NOTE This is only the case if Skip all Frozen Layers is active on the Select Layers dialog on page 7017. If you select the layers individually from a list, you can bring in data on frozen layers. See also: ■ Using Layers to Organize a Scene on page 7438 Scale Synchronization 3ds Max automatically manages the scale conversion on linked geometry and materials. 3ds Max has its own system unit for internal representation of geometrical scale. If you find that any geometry is not shown at the size you intended it to be, it is because it was created at the improper scale in the originating program. See also: ■ Using Units on page 2588 File Link Manager Utility Utilities panel > Utilities rollout > Click the More button. > Utilities dialog > File Link Manager File menu > File Link Manager The File Link Manager utility allows you to work in either another design software's environment (such as AutoCAD) or in 3ds Max while maintaining File Link | 6987 a single design database. If you use AutoCAD drawings, this feature works with drawings from AutoCAD Release 12 through AutoCAD 2005, including the AutoCAD Mechanical/Architecture and Revit applications. You can establish, refresh, and break links to any number of linked files. You can also edit out unnecessary information by using layers and other filters. The File Link Manager defines which geometry is included in the 3ds Max scene from the linked file, how the geometry is organized, and when it's regenerated. The objects that you bring in from linked files behave just like any other object created in 3ds Max. You can scale, rotate, and move them, as well as attach modifiers and materials. You can also refresh or break links to linked files. When you refresh a linked file, any changes you've made to the linked file are applied to geometry in your scene. Note, however, that 3ds Max won't edit or change your original linked file. The integrity of your other software's design database is never compromised with the File Link Manager. Finally, if you decide to break a link to a linked file, you can either keep the objects from the linked file in your scene or have them removed along with the link. TIP For optimal speed when bringing a DWG file that contains a lot of text into 3ds Max, use Import on page 7182 rather than File Link. See also: ■ File Link on page 6976 ■ File Link Tips on page 6981 ■ Working with AutoCAD, AutoCAD Architecture, and Revit Files on page 7021 Support of Multiple Materials on Linked ACIS Solids 3ds Max supports multiple materials per object in DWG files exported as ACIS solids from Revit Architecture/Structure/MEP 2008 and later, as well as solid primitives created in AutoCAD Architecture 2008 (formerly ADT) and later. Linked solids can have Multi/Sub-Object materials on page 5720 that you can view and manipulate in the Material Editor. 6988 | Chapter 23 Managing Scenes and Projects NOTE Previous versions of 3ds Max supported multiple materials for polymeshes but only one material ID for each ACIS solid when linking a DWG file, regardless of how many material IDs had been assigned to the solid. Process When 3ds Max links a ACIS solid DWG file from AutoCAD or Revit Architecture (version 2008 and later) with either the Layer, Blocks as Node Hierarchy, Split by Material” or the Entity, Blocks as Node Hierarchy derivation methods, multiple material IDs are read and editable as Multi/Sub-Object materials in the Material Editor. 3ds Max reads each face of a linked ACIS solid to determine if it contains any material IDs that it can read. If more than one material ID is read from a solid, each material ID is translated to a material ID on file link and re-assigned to the object. The program creates Multi/Sub-Object materials only if more than one material ID is found; if an ACIS solid contains only one material ID, a standard architectural material is created and assigned instead. NOTE 3ds Max first evaluates the linked file to find any Revit material IDs, and then looks for AutoCAD material IDs. NOTE If you link a DWG file with the Layer, Blocks as Node Hierarchy, Split by Materials” derivation method, the solid is not split to reflect its materials set. Multi/Sub-Object Material Naming In earlier versions, 3ds Max read the material ID information from the color ID of the AutoCAD/Revit material ID’s face. Now, 3ds Max creates a Multi/Sub-Object material for every translated per face material ID each time you link a DWG file that contains an AutoCAD/Revit solid. When the program finds multiple materials assigned to an ACIS solid and creates a Multi/Sub-Object material, it consists of instances of standard architectural scene materials. Naming Conflicts Material IDs are unique within one DWG file. However, the same material ID may appear in two different files, such as Basic Wall: Generic – 12” Masonry. If a naming conflict arises when two scenes are merged, the program applies the last loaded material used in the Multi/Sub-Object material. File Link | 6989 For example, if file1.dwg and file2.dwg both contain a material named Brick, and they are both linked, the Brick material used is the one from the second file (file2.dwg). Or, if file1.dwg contains a material named Brick that is internally stored as material ID 222 and file2.dwg contains a different material stored as ID 222, the material used in the scene when they are linked is file2.dwg’s material. If two solids share the same material ID, they will share the same Multi/Sub-Object material. Non-AutoCAD Materials 3ds Max does not link non-AutoCAD material IDs. The only non-AutoCAD Architecture IDs it preserves are the Color IDs. ACIS Solids DWG ACIS solids link as solid objects in 3ds Max. You cannot separate faces of an ACIS solid object unless you apply the Edit Poly on page 1363 or Edit Mesh on page 1353 modifier. TIP You can access the material ID value assigned to this face with the Edit Poly modifier. ACIS Solids and Materials ACIS solid materials display in the Material Editor along with any other linked material. When you apply a bitmap material to an ACIS solid, it is applied to every side of the object. For example, a brick bitmap material that you apply to a wall object appears on both sides and all edges of the wall. If you want to apply a material to each face ID, you can use a multi/sub object material so you can assign sub-materials to each face ID. When you link ACIS solids into 3ds Max, procedural textures are not supported, only materials. For example, a brick wall in Revit may have mortar lines procedurally drawn on it in red, but if the object is an ACIS solid, the mortar lines, which are procedural hatches, are lost in 3ds Max. When an ACIS object’s materials display as Multi/Sub-Object materials in the Material Editor, each material name appears in the Material/Map Browser, for example, Default wall or Basic Wall: Generic – 12” Masonry. 6990 | Chapter 23 Managing Scenes and Projects Polymesh Polymesh DWGs link as polymesh geometry in 3ds Max. Unlike ACIS solids, you can modify and edit any polymesh object’s face. Polymesh Objects and Materials When you link a polymesh DWG file, each polymesh face is considered as a separate entity, with one material permitted per entity, which allows it to contain multiple materials You can apply a bitmap material to the different faces of polymesh geometry, unlike ACIS solids, where you would need to use a Multi/Sub-Object material to create the same effect. For example, you can select the outside face of wall and apply a brick bitmap material and also apply a diffuse material on the inside wall to simulate white paint. When you link a polymesh DWG file, every material used in the scene appears in the Material Editor as a separate material where you can edit it. When a polymesh object’s materials are shown in the Material Editor, each material name appears in the Material/Map Browser, for example, Default wall or Basic Wall: Generic – 12” Masonry. Procedures To link a drawing file: You can link drawings in the form of DWG or DXF files. A DWG is the native file format for AutoCAD and AutoCAD Architecture, but you must first export a DWG when working from a Revit project. The File Link Manager does not recognize RVT files. 1 Choose File menu > File Link Manager. 2 On the Attach panel, click Files to select a file from the appropriate directory on either your local or network system, and click Open. 3 Choose a Preset from the pull-down list, if you have one defined. TIP If this is your first File Linking, and you have not defined any presets, you may want to create one on the Presets panel on page 7013 of the dialog. 4 Turn on the Rescale switch and adjust the Incoming File Units, if necessary. 5 Click Attach This File. File Link | 6991 To reload a drawing: Reload is most often used when your drawing or project has been changed in AutoCAD, AutoCAD Architecture, or Revit, or if the linked drawing file has been moved and you have to tell the File Link Manager where to find the drawing. NOTE If your Revit project has been updated, remember to export a new DWG file that can be reloaded. 1 On the Files panel of the File link Manager, click the file name in the Linked Files list and click Reload. Linked files that have been changed are prefaced with the symbol. TIP Turn on the Show Reload Options switch if you want to make changes to the settings used to link the drawing. Otherwise, the reload process will use the same settings you originally used when creating the link. 2 If Show Reload Options is turned on, the File Link Settings dialog on page 6998 is displayed where you can change your settings in the Basic and Advanced panels. NOTE You cannot change the sorting or layer options when reloading a drawing. 3 Click OK to reload the file. Interface The File Link Manager dialog contains three panels for listing linked files: ■ Attach on page 6993 ■ Files on page 6995 ■ Presets on page 6997 These panels let you attach files, update attachments and settings, and change presets used by File Link. The terminology is similar to the terminology for managing AutoCAD external references, or xrefs on page 8176. 6992 | Chapter 23 Managing Scenes and Projects NOTE An xref is an AutoCAD external reference. This is different from a 3ds Max Xref on page 8177, which is an externally referenced file that can be a 3ds Max object or scene. Attach panel File Displays an Open dialog that you can use the browse for DWG and DXF files that you want to link. When a file is selected, its path and name appears in the File list. File list The file to be attached to your scene. You can enter the file location, or you can expand the list to display a history of the last ten attached files. NOTE You can resize the File Link Manager dialog by dragging any corner or edge. This is useful for viewing a file path if it's too long to fit in the file list field. Preset Displays a list of preset settings you can choose to use when attaching the file. Each list entry in this list represents a unique collection of attach and reload settings. You can create additional presets in the Presets panel of the File Link Manager dialog. Rescale Alters the scale of the geometry from a linked file to match the system unit scale on page 7812 in 3ds Max. When Rescale is on, you can specify what the base units should be for the geometry in the linked file. For example, if the length of a line in the linked file is 2 units, you can specify that these units File Link | 6993 be considered as any of the units listed under File Units (below), such as inches, millimeters, or parsecs. When Rescale is on, and the units you specify are different from the system units currently set in the 3ds Max scene, the incoming objects are scaled appropriately. For example, if a door measures 914 units in the linked file, and you specify millimeters to convert from, the door will measure 36 inches in the 3ds Max scene. NOTE You can't change units when you reload a linked file. NOTE By default, system units are inches in 3ds Max. Consider carefully before changing the default system units. For more information, see Using Units on page 2588. Incoming File Units Displays the unit of measure found in the original drawing file and lists the units to which you can choose to rescale the attached file. This is only active when Rescale is on. Select Layers to Include Displays the Select Layers dialog on page 7017, which you use to select the layers to import from the linked file. Attach This File Attaches the selected file to your scene, using the settings selected in the Preset list, if one was selected. To cancel the File Link operation press Esc. You can do this at any time during the process. Cancelling the File Link operation removes every object the process has linked to the scene until the moment you press Esc. Close Cancels all changes to settings and closes the dialog. 6994 | Chapter 23 Managing Scenes and Projects Files panel Linked Files Lists linked files. The File Link Manager displays an icon next to the path name of each linked file. The icon reflects the status of the linked file, as described below: The linked file hasn't changed and there are no errors. The linked file can't be found at the specified location. The linked file has changed or another file has been selected by changing the path or using the browser from this list. If you want to update your scene with the changes in this file, you must reload on page 6995 your link. You can change the path name by highlighting it and clicking again to enter its location. This also displays a file browser button to the right of the file name that you can use to locate a file. If the directory of a linked file is no longer valid, then you must enter a new, valid path name. Reload Refreshes the link between the file and the 3ds Max session. This feature is useful when the file has been modified and you want to see the changes reflected in your 3ds Max scene. If you turn on Show Reload Options, the File Link Settings dialog on page 6998 displays when you click this button. Changes that have been made to the base file will be applied to the objects at the bottom of the 3ds Max modifier stack. If you have 3ds Max materials File Link | 6995 applied to walls in a floor plan in your scene, the same materials are applied to the walls when you reload an updated version of the linked file. To cancel the File Link operation press Esc. You can do this at any time during the process. Cancelling the File Link operation removes every object the process has linked to the scene until the moment you press Esc. NOTE This option is available only when the file is highlighted in the Linked Files list. Detach Removes an existing link to a file. Detach also removes all geometry associated with or dependent on the link. When you click this button, you receive a warning that you're about to remove all objects associated with the linked file. You can either proceed or cancel the operation. NOTE This option is available only when the file is highlighted in the Linked Files list. Bind Removes the link to the file. The geometry in the scene remains unchanged, but it's no longer linked back to the original file and, if the original file changes, it can't be updated using Reload. When you click this button, you receive a warning that you're about to break the link between the objects in the current 3ds Max scene and the file. NOTE This option is available only when the file is highlighted in the Linked Files list. Show Reload Options Displays the File Link Settings dialog on page 6998 when you click Reload, and uses these settings for reloading. When you turn off this option, the File Link Manager uses the reload settings stored in the current scene. Close Cancels all changes to settings and closes the dialog. 6996 | Chapter 23 Managing Scenes and Projects Presets panel Named Presets Lists all existing presets. Modify Opens the File Link Settings dialog on page 6998, letting you change the settings of the selected preset. New Opens the New Settings Preset dialog on page 7013, creating a new preset with default settings. NOTE New is only available when no preset is selected in the list. If a preset is selected, this button changes to Copy. Copy Opens the New Settings Preset dialog on page 7013, creating a new preset with the same settings as the currently selected preset. NOTE Copy is only available when a preset is selected in the list. If no preset is selected, this button changes to New. Rename Opens the Rename Settings Preset dialog on page 7015, letting you change the name of the selected preset. Delete Deletes the selected preset. Close Cancels all changes to settings and closes the dialog. File Link | 6997 File Link Settings Dialog File menu > File Link Manager > Files tab > Turn on Show Reload Options. > Click Reload. Utilities panel > Utilities rollout > More button > File Link Manager > Files tab > Turn on Show Reload Options. > Click Reload. The File Link Settings dialog gives you control over the detailed aspects of how geometry is translated from DWG or DXF files and interpreted in 3ds Max. It also allows you to control whether only a portion of the 3ds Max objects will be affected by subsequent reloading. The File Link Settings dialog is displayed when Show Reload Options is turned on in the File Link Manager dialog, or when editing a file link Preset. The File Link Settings dialog lets you: ■ View and exclude layers in a linked file. ■ Control how geometry is converted. ■ Define how linked objects are converted to 3ds Max objects, referred to as VIZBlocks. The selections you make in the File Link Settings dialog can affect the amount of memory used by 3ds Max to hold the linked data. Use the Select Layers To Include option on page 7007 to reduce the amount of information added to your scene. In some cases, it might be more efficient to create multiple links to the same file, making different file link settings for each file. See also: ■ File Link Tips on page 6981 Basic File Link Settings File Link Manager > Reload a linked file with Show Reload Options turned on. > File Link Settings dialog > Basic panel File Link Manager > Presets panel > Highlight a preset and click Modify. > File Link Settings dialog > Basic panel 6998 | Chapter 23 Managing Scenes and Projects The Basic panel of the File Link Settings dialog on page 6998 defines how 3ds Max converts the linked file’s objects into corresponding 3ds Max objects. Interface Weld nearby vertices Sets whether to weld nearby vertices of converted objects according to the Weld Threshold setting. Welding smooths across seams and unifies normals of objects with coincident vertices. Welding occurs only on vertices that are part of the same object. File Link | 6999 Weld threshold Sets the distance that determines whether vertices are coincident. If the distance between two vertices is less than or equal to the weld threshold, the vertices are welded together. To use the Weld Threshold, turn on Weld. Auto-smooth adjacent face Assigns smoothing groups on page 8130 according to the Smooth-angle value. Smoothing groups determine whether faces on an object render as a smooth surface or display a seam at their edges, creating a faceted appearance. Smooth-angle Controls whether smoothing occurs between two adjacent faces. If the angle between the two face normals is less than or equal to the smooth angle, the faces are smoothed (that is, put in the same smoothing group). Orient normals of adjacent faces consistently Analyzes the face normals of each object and flips normals where necessary, so they all point in a direction that is consistent with adjoining faces. If the imported geometry isn't properly welded, or if the AutoCAD geometry did not contain or specify normal information, normals might be oriented in the wrong direction. Use the Edit Mesh on page 1353 or Normal on page 1581modifiers to flip normals. When Unify Normals is off, normals are calculated according to the face vertex order in the linked file. Face normals for AutoCAD solids are already unified. Turn off Unify Normals when importing only AutoCAD solid models from AutoCAD Architecture. Cap closed splines Applies an Extrude modifier on page 1448 to all closed objects, and selects the Cap Start and Cap End options of the modifier. The Extrude modifier Amount value for a closed object with no thickness is set to 0. Capping makes closed objects with thickness appear solid and closed objects without thickness appear flat. When Cap Closed Objects is off, the Extrude modifier Cap Start and Cap End options for closed objects with thickness are clear. No modifiers are applied to closed objects without thickness. TIP Unless you chose the One-to-One sorting option, you won't immediately see the Extrude modifier when selecting an object. To see it, look through the modifier stack for the VIZBlock on page 8165 sub-objects. In a nested VIZBlock, the Extrude modifiers appear at the bottom of the stack. You can then edit the Extrude modifier parameters. Texture Mapping The texture mapping setting can reduce the loading time of models that have many objects with stored UVW Coordinates for texture mapped materials. 7000 | Chapter 23 Managing Scenes and Projects NOTE This setting applies only to geometry that is stored as a mesh in the scene. Spline shapes marked as renderable have separate controls for UVW coordinate generation; these are found on the Spline Rendering panel on page 7010. ■ Generate Coordinates For All Objects Automatically generates UVW coordinates for all objects when the drawing is linked. This option tells the File Link Manager to create UVW coordinates, but loading time is increased while the coordinate generation occurs. ■ Generate Coordinates On Demand Does not generate texture coordinates for linked mesh objects. Actively linked objects generate UVW coordinates on demand, so if you assign a material to an object and the material requires texture coordinates, the texture coordinates are silently assigned to that object. If the material or texture map is set to display in viewport, the coordinates are assigned as soon as the material is applied; if not, the coordinates are assigned when the scene is rendered. This option gives you faster loading speed, but no UVW coordinate generation. NOTE Objects in drawings created in AutoCAD Architecture pass texture coordinates explicitly to 3ds Max when you attach the drawing. If you specify on-demand coordinate generation, they might not match the coordinates that were specified in the original drawing. The map scaling is the same, but the texture offsets may be altered. Curve steps For objects such as splines, the number of knot points determines the spline's shape and curvature. The Curve steps value defines the number of segments between knot points. A low value gives you a more linear interpolation between the knot points; a higher number gives you a more accurate curve. Maximum surface deviation for 3D solids Specifies the maximum allowable distance from the 3ds Max surface mesh to the parametric AutoCAD solid surface. Small numbers produce more accurate surfaces with a greater number of faces. Large numbers produce less accurate surfaces with fewer faces. Include group This group allows you to toggle the inclusion of specific parts of a DWG file during the file link process. External references Imports xrefs attached to the DWG file. File Link | 7001 Lights Imports lights from pre-AutoCAD 2007 DWG files. Sun and Sky Imports Sun and Shadows position from the drawing file (AutoCAD / AutoCAD Architecture 2008 and Revit 2008 only). NOTE You must set mental ray as the default renderer for you to see the Sun and Sky effect. To set mental ray as the default renderer, see Choose Renderer Dialog on page 6136. Hatches Imports hatches from the DWG file. WARNING This stores each line or dot in the hatch pattern as a separate spline that defines the hatch; this can create a very large number of objects in your scene. Views and Camera Imports named views from the DWG file, and converts them to 3ds Max cameras. NOTE Orthographic views do not translate correctly in imported DWG files. However, there are no problems with Perspective views. Points Imports points from the DWG file. NOTE The imported point objects are represented in 3ds Max as Point Helper on page 2628 objects. UCSs (grids) Imports user coordinate systems (UCS) from the DWG file and converts them to 3ds Max grid objects. Advanced File Link Settings File menu > File Link Manager > Reload a linked file with Show Reload turned on. > File Link Settings dialog > Advanced panel File menu > File Link Manager > Presets panel > Select an existing preset and click Modify. > File Link Settings dialog > Advanced panel File menu > File Link Manager > Presets panel > Create a new preset. > Select the newly created preset and click Modify > File Link Settings dialog > Advanced panel Utilities panel > Utilities rollout > More button > File Link Manager > Reload a linked file with Show Reload turned on. > File Link Settings dialog > Advanced panel 7002 | Chapter 23 Managing Scenes and Projects Utilities panel > Utilities rollout > More button > File Link Manager > Presets panel > Highlight an existing preset and click Modify. > File Link Settings dialog > Advanced panel Utilities panel > Utilities rollout > More button > File Link Manager > Presets panel > Create a new preset. > Highlight the newly created preset and click Modify > File Link Settings dialog > Advanced panel The Advanced panel of the File Link Settings dialog on page 6998 controls how the software derives AutoCAD primitives and whether 3ds Max uses the scene material definitions when linking to or reloading the AutoCAD drawing. It also lets you selectively reload your scene, so that you reload only specific objects, not the entire file. File Link | 7003 Interface Derive AutoCAD primitives by: Lists the options for deriving objects from the linked DWG file. This setting is available only when modifying a preset on page 7016. NOTE This applies only to standard AutoCAD primitives. Specialized objects, such as those from AutoCAD Architecture, are handled differently. TIP For best results, use the Layer, Blocks as Node Hierarchy or Entity, Blocks as Node Hierarchy options, except in special circumstances. 7004 | Chapter 23 Managing Scenes and Projects There are six options to choose from: ■ Layer, Blocks as Node Hierarchy Linked objects on a given layer in the AutoCAD drawing that aren't in blocks are combined into a single Editable Mesh or Editable Spline object in 3ds Max. The name of each linked object is based on the AutoCAD object's layer. The linked object name has a “Layer:” prefix and is followed by the layer name. For example, all AutoCAD objects residing on the layer Walls become part of the Editable Mesh named Layer:Walls after they are linked in 3ds Max. Each block is linked separately as a hierarchy, with the block itself as the parent object and its constituent parts as child objects. The child objects of the block are combined by layer. TIP This is usually the best option for file linking. It preserves all ADT information, and generally maintains the same granularity as you would expect in AutoCAD. ■ Layer, Blocks as Node Hierarchy, Split by Material This works the same as the Layer, Blocks as Node Hierarchy option, with the following additional functionalities: The combination of non-block objects by layer, followed by material and support for multiple materials assigned to ACIS solid and polymesh geometry. ■ Non-block object layer combination: For example, take an AutoCAD file with six objects in layer A: three have a Brick material and three have a Stone material. Using this option, this file would be linked to in the form of two objects, or nodes, one containing the Brick material and the other with the Stone material. Each block is linked to separately as a hierarchy, with the block itself as the parent object and its constituent parts as child objects. The child objects of the block are combined by layer. ■ Multiple material support On import, ACIS solids and polymesh geometry can support multiple materials. For polymesh geometry, one material is supported per face. For an ACIS solid, if the solid has more than one material associated with it, a multi/sub object material is created that contains the materials used. If the solid has only one material associated with it, a standard/architectural material is assigned instead. File Link | 7005 NOTE Multiple material support for ACIS solids applies to DWG files imported or file linked from Revit Architecture 2008 or AutoCAD Architecture (formerly Architectural Desktop or ADT) 2008 and later. NOTE This derivation method is intended for use with AutoCAD 2007 (and later) format files. Using this method with DWG files created with previous versions of AutoCAD could result in data loss. ■ Entity, Blocks as Node Hierarchy Every linked object not in a block is represented as a separate object in the 3ds Max scene, without regard to layers. The nodes are then placed on scene layers that correspond to the drawing layers. Each block is imported separately as a hierarchy, with the block itself as the parent object and its constituent parts as child objects. The child objects of the block are combined by layer. One benefit of this option is that you can apply instanced animation controllers on page 3109 to block subcomponents and thus, by transforming a single member, transform all members at once. For example, in a scene containing a conference table with six chairs around it, you could move all of the chairs simultaneously by moving a single chair. Another advantage is that all geometry is instanced, so edited UVs and normals and other modifications need be done only once. NOTE This derivation method might cause unreliable material propagation when importing drawings containing dynamic blocks. Materials might propagate to some block instances and not to others. WARNING This option has the potential to create an enormous number of objects in your scene. Multiple materials per object are supported with this option, if needed. If the object is an ACIS solid, and has more than one material associated with it, a multi/sub object material is created containing the materials that can be edited in the Materials Editor. If the solid has only one material associated with it, a standard/architectural material is assigned instead. If the object is polymesh geometry, one material per face is supported. NOTE Multiple material support for ACIS solids applies on the DWG files imported or file linked from Revit Architecture 2008 or AutoCAD Architecture (formerly Architectural Desktop or ADT) 2007 and later. ■ Layer Linked objects are combined in 3ds Max according to their layer. Objects in each of the associated application's layers are combined into 7006 | Chapter 23 Managing Scenes and Projects one object, with the exception of blocks, each of which is represented as an individual VIZBlock (not a hierarchy). Multiple inserts of the same block are represented using instances in the scene. Material assignments are lost but material IDs are preserved. ■ Color Linked AutoCAD objects are combined in 3ds Max according to their color. All objects of the same color are combined into one object, with the exception of blocks, each of which is represented as an individual VIZBlock (not a hierarchy). Multiple inserts of the same block are represented using instances in the scene. Material assignments are lost but material IDs are preserved. NOTE Blocks can contain objects with different colors. However, when sorting, 3ds Max considers only the color of the block itself. Also, 3ds Max objects can only display one color, unless a material is applied. ■ Entity Provides a one-to-one correspondence between AutoCAD objects and 3ds Max objects. For each linked object or block in the imported file, the File Link Manager creates an independent object or VIZBlock, respectively, in the scene. Material assignments are lost but material IDs are preserved. WARNING This option has the potential to create an enormous number of objects in your scene. NOTE When working with drawings exported from Revit, it is recommended that you do not use this setting. ■ One Object All linked objects are combined into a single VIZBlock. Material assignments are lost but material IDs are preserved. Select Layers to Include Displays the Select Layers dialog on page 7017, which you use to choose layers to import from the linked file. Available only when reloading a linked file. TIP Excluding unnecessary objects from linking can improve the performance of the reload operation. Create Helper at Drawing Origin When on, 3ds Max inserts the user coordinate system icon as an origin point helper. 3ds Max places this helper at the world origin of the linked file. It's a reference point for all the geometry of the linked file. After attaching, the helper is selected, allowing you to easily File Link | 7007 move, rotate, or scale all the geometry that was just added to the scene. Each linked file gets a unique helper object. This setting is available only when modifying a preset on page 7016. Use Extrude Modifier to Represent Thickness When on, linked objects with thickness receive an Extrude modifier to represent the thickness value. You can then access the parameters of this modifier and change the height segments, capping options, and height value. When off, objects with thickness (and closed capped objects) are converted directly to a mesh. This setting is available only when modifying a preset on page 7016, and not using the Derive option Layer, Blocks as Node Hierarchy. Create One Scene Object for Each ADT Object AutoCAD Architecture (formerly Architectural Desktop or ADT) objects are linked as a single object instead of being separated into their constituent components. This means that if you link an AutoCAD Architecture door object, the door is represented as one object instead of three. Turning on this switch make linking faster and the scene size is smaller. This setting is available only when modifying a preset on page 7016. NOTE This switch presents several modeling concerns that you need to be aware of. ■ Material assignments from AutoCAD Architecture are not translated during the file link process. ■ If you want to assign materials to these objects, use Multi/Sub-Object materials. ■ Depending on the Texture Mapping option you choose, UVW coordinates are translated correctly. Use Scene Material Definitions When on, 3ds Max checks the current scene for any currently used materials with the exact same name as a material name in the linked DWG file. If a match is found, File Link does not translate the drawing’s material, but instead uses the material defined in the scene. When off, the File Link Manager always uses the material definitions contained in the DWG file, and will overwrite scene materials with the same name, regardless of which objects the material is applied to. All material definitions stored in the DWG file are reloaded (even when using a selective reload). If you make changes to a linked material, in 3ds Max, then reload, those changes will be lost (if the switch is off). 7008 | Chapter 23 Managing Scenes and Projects If Use Scene Material Assignments on Reload is on at the same time as Use Scene Material Definitions, standard/architectural materials, material assignments, and face material IDs are left as they are. If Use Scene Material Assignments on Reload is off at the same time as Use Scene Material Definitions, only the material assignments and face material IDs are updated and standard/architectural materials are not translated. TIP When reloading a file, most of the materials from the DWG file will have already been created in the scene by 3ds Max; they may not need to be re-translated. If you want to update a scene material with the definition contained in the drawing, turn this switch off. NOTE Material name comparison is case-sensitive. Use Scene Material Assignments on Reload When on, linked objects with a material already assigned to them in the 3ds Max scene will not have that material assignment changed. This is the case regardless of whether the material was assigned automatically by the File Link Manager or manually by the user. When off, linked objects have their material assignment “coordinated” with the drawing, so that the two are in sync. If Use Scene Material Definitions is on at the same time as Use Scene Material Assignments on Reload, standard/architectural materials and material assignments are left unchanged. If Use Scene Material Definitions is off while Use Scene Material Assignments on Reload is on, only standard/architectural materials are retranslated. Any material assignments and Face Material IDs are left unchanged, so Multi/Sub object materials are not retranslated but some sub-materials may have changed. Selective Reload Lets you perform a partial reload of your linked file. Use a partial reload when you know what has changed in the linked file, and want to speed up the time it takes to reload the geometry. The following options are available: ■ Selected in Scene scene. Reloads only the objects currently selected in your ■ Selected in List Reloads only the objects that you choose from a named list. This list is defined by clicking Linked Objects. Linked Objects Allows you to reload only objects that you choose from a named list. The list is created from the objects linked in the file. When you click Linked Objects, the Select Linked Object dialog on page 7019 is displayed. File Link | 7009 Spline Rendering File Link Settings File menu > File Link Manager > Reload a linked file with Show Reload turned on. > File Link Settings dialog > Spline Rendering panel File menu > File Link Manager > Presets panel > Select an existing preset and click Modify. > File Link Settings dialog > Spline Rendering panel File menu > File Link Manager > Presets panel > Create a new preset. > Select the newly created preset and click Modify > File Link Settings dialog > Spline Rendering panel Utilities panel > Utilities rollout > More button > File Link Manager > Reload a linked file with Show Reload turned on. > File Link Settings dialog > Spline Rendering panel Utilities panel > Utilities rollout > More button > File Link Manager > Presets panel > Highlight an existing preset and click Modify. > File Link Settings dialog > Spline Rendering panel Utilities panel > Utilities rollout > More button > File Link Manager > Presets panel > Create a new preset. > Highlight the newly created preset and click Modify > File Link Settings dialog > Spline Rendering panel The Spline Rendering panel of the File Link Settings dialog on page 6998 controls how shapes will appear in the scene once the DWG or DXF file is linked. You can control the appearance of the shape, its smoothing, mapping coordinates and if they can be rendered. 7010 | Chapter 23 Managing Scenes and Projects Interface The controls on this panel are identical in name and operation to those found on the Rendering rollout on page 615 for splines. The values of these settings are set for all imported shapes. Once the import is complete, you can change the settings as necessary for each object. Enable in Renderer When on, the shape is rendered as a 3D mesh using the Radial or Rectangular parameters set for Renderer. In previous versions of the program, the Renderable switch performed the same operation. Enable in Viewport When on, the shape is displayed in the viewport as a 3D mesh using the Radial or Rectangular parameters set for Renderer. In previous File Link | 7011 versions of the program, the Display Render Mesh performed the same operation. Use Viewport settings Lets you set different rendering parameters, and displays the mesh generated by the Viewport settings. Available only when Enable In Viewport is on. Generate Mapping Coords Turn this on to apply mapping coordinates. Default=off. 3ds Max generates the mapping coordinates in the U and V dimensions. The U coordinate wraps once around the spline; the V coordinate is mapped once along its length. Tiling is achieved using the Tiling parameters in the applied material. For more information, see Mapping Coordinates on page 5279. Real-World Map Size Controls the scaling method used for texture mapped materials that are applied to the object. The scaling values are controlled by the Use Real-World Scale settings found in the applied material's Coordinates rollout on page 5782. Default=on. Auto Smooth If Auto Smooth is turned on, the spline is auto-smoothed using the threshold specified by the Threshold setting below it. Auto Smooth sets the smoothing based on the angle between spline segments. Any two adjacent segments are put in the same smoothing group if the angle between them is less than the threshold angle. Threshold Specifies the threshold angle in degrees. Any two adjacent spline segments are put in the same smoothing group if the angle between them is less than the threshold angle. Viewport Turn this on to specify Radial or Rectangular parameters for the shape as it will display in the viewport when Enable in Viewport is turned on. Renderer Turn this on to specify Radial or Rectangular parameters for the shape as it will display when rendered or viewed in the viewport when Enable in Viewport is turned on. Radial Displays the 3D mesh as a cylindrical object. Thickness Specifies the diameter of the viewport or rendered spline mesh. Default=1.0. Range=0.0 to 100,000,000.0. 7012 | Chapter 23 Managing Scenes and Projects Splines rendered at thickness of 1.0 and 5.0, respectively Sides Sets the number of sides (or facets) for the spline mesh n the viewport or renderer. For example, a value of 4 results in a square cross-section. Angle Adjusts the rotational position of the cross-section in the viewport or renderer. For example, if the spline mesh has a square cross section you can use Angle to position a "flat" side down. Rectangular Displays the spline's mesh shape as a rectangle. Length Specifies the size of the cross–section along the local Y axis. Width Specifies the size of the cross–section along the local X axis. Angle Adjusts the rotational position of the cross-section in the viewport or renderer. For example, if you have a square cross-section you can use Angle to position a "flat" side down. Aspect Sets the aspect ratio for rectangular cross-sections. The Lock check box lets you lock the aspect ratio. When Lock is turned on, Width is locked to Length that results in a constant ratio of Width to Length. New Settings Preset Dialog File menu > File Link Manager > Presets panel > Copy or New Utilities panel > Utilities rollout > More button > File Link Manager > Presets panel > Copy or New File Link | 7013 The New Settings Preset dialog creates a new preset in the File Link Manager on page 6987. The settings of the new preset either use default values (if you clicked New), or they inherit the values of a selected preset (if you clicked Copy). After creating the preset, you can change its settings by clicking Modify. Procedures To create a new preset: 1 On the Presets panel of the File Link Manager, click New. NOTE New is available only if no named presets are highlighted. 2 On the New Settings Preset dialog, enter a name for your preset, and click OK. A new preset is created with default settings. To copy a preset: 1 On the Presets panel of the File Link Manager, choose a named preset. 2 Click Copy. NOTE Copy is available only if a named preset is highlighted. 3 In the New Settings Preset dialog, rename the preset, and click OK. A new preset is created with the same settings as the selected preset. NOTE If you do not rename the preset, it will cancel the command. 7014 | Chapter 23 Managing Scenes and Projects Interface New Name The name of your preset. Format The file type for the preset. Rename Settings Preset Dialog File menu > File Link Manager > Presets panel > Click a preset > Rename Utilities panel > Utilities rollout > More button > File Link Manager > Presets panel > Click a preset > Rename The Rename Settings Preset dialog lets you rename your preset. NOTE You cannot use names beginning with 'Preset', so names like “Preset 1” or “Preset with Welding” are not allowed. Interface File Link | 7015 New Name The name of your preset. Format The file type for the preset. NOTE By default, presets can be created only for AutoCAD file types (DWG, DXF). Other file types might be available, depending on the third-party plug-ins you have installed. Preset Editing File menu > File Link Manager > Presets panel > Click a preset > Modify Utilities panel > Utilities rollout > More button > File Link Manager > Presets panel > Click a preset > Modify After you've created a preset, you can use this function to adjust its settings. For instance, you might want to make sure Weld is on, or perhaps to include lights or views (cameras). Procedures To edit or modify a preset: 1 On the Presets panel of the File Link Manager, choose a named preset. 2 Click Modify. The File Link Settings dialog on page 6998 is displayed. 3 From the Basic, Advanced and Spline Rendering panels, make the settings you want associated with the preset and click Save. Differences Between Layers and Blocks in AutoCAD and 3ds Max AutoCAD has special handling for objects in the block definition that are associated with layer 0. When a block contains objects on layer 0, and those objects have a color property of "ByLayer" or "ByBlock", the color of the object is determined either by the color of the block or by the layer assigned to the block reference on page 7927 in AutoCAD. When blocks are nested, this color system can get complex. 7016 | Chapter 23 Managing Scenes and Projects Select Layers Dialog File menu > File Link Manager > Files panel > Reload button > File Link Settings dialog > Advanced panel > Select Layers to Include button Utilities panel > Utilities rollout > More button > File Link Manager > Files panel > Reload button > File Link Settings dialog > Advanced panel > Select Layers to Include button This dialog lets you toggle a layer's include/exclude status and choose other options, as described in this topic. NOTE You toggle the include/exclude status of a layer by clicking anywhere on a row in the list of layers. The dialog lists included layers with a check mark to the left of the layer name. This list of included layers is retained for subsequent reloads of the linked file. For informational purposes, the property icons display the state of the layers' properties, but you can't change their status in this dialog. See also: ■ Layer Properties Dialog on page 7451 Interface File Link | 7017 Skip all frozen layers Excludes all layers frozen in the linked file. All active files are included. Select from list Lets you select individual active layers to include/exclude. A check mark beside the layer name indicates the layer is selected. All Includes all layers in the linked file by selecting all of them. You can then deselect just the layers you want to exclude. None Excludes all layers in the linked file by deselecting all of them. You can then select just the layers you want to include from importing. Invert Reverses the current selection of layers in the linked file. Resolve External Reference File Dialog The Resolve External Reference File dialog is displayed when 3ds Max can't find the externally referenced files it needs in an attached DWG file. See also: ■ File Link Tips on page 6981 Interface 7018 | Chapter 23 Managing Scenes and Projects Xref Stored File Name Displays the external reference path stored in the attached drawing. Referenced by Displays the path of the attached drawing. As Block Name Displays the name of the block reference in the attached drawing. The block name is usually the same as the xref name, but it can be different. File Name for File Link When 3ds Max can't locate the linked file, use this field to enter another path and file name. 3ds Max verifies that the file exists at that location and reports its status in the lower left of the dialog. Browse Lets you use the file system to find another file for the link. Choosing a file this way enters file path and name in the File Name For File Link field. All Xref Files group Controls whether and how 3ds Max resolves external references from File Link. Prompt Only if File Cannot be Found Searches for the externally referenced file and all unresolved external references from File Link in the attached drawing by using the stored file name in the locations listed in this dialog and in the order they appear. Do Not Resolve any Xrefs Doesn't resolve this externally referenced file or any other unresolved external references from File Link in the attached drawing. However, any external references from File Link resolved before you turn on Do Not Resolve Any Xrefs will still be resolved. OK Resolves this externally referenced file. Don't Resolve This File Doesn't resolve this externally referenced file, but will prompt for any other external references from File Link to resolve. Select Linked Objects Dialog File menu > File Link Manager > Files panel > Select file to reload. > Reload button > File Link Settings dialog > Advanced panel > Turn on Selective Reload. > Linked Objects Utilities panel > Utilities rollout > More button > File Link Manager > Files panel > Select file to reload. > Reload button > File Link Settings dialog > Advanced panel > Turn on Selective Reload. > Linked Objects File Link | 7019 The Select Linked Objects dialog displays the linked objects associated with the selected linked file, including VIZBlocks on page 8165, lights, and cameras. You use this dialog when reloading a linked file so that you can include/exclude specific objects from the reloading process. You might want to do this in order to reload only the objects which have changed. Interface List of Objects Lists the VIZBlocks, cameras, and lights associated with the selected linked file. A check mark beside the object name indicates the object is selected; an X mark indicates the object is deselected. All Selects all linked objects in the linked file. You can then deselect specific linked objects by clicking their rows. None Deselects all linked objects in the linked file. You can then select specific linked objects by clicking their rows. Invert Reverses the current selection of linked objects in the linked file. 7020 | Chapter 23 Managing Scenes and Projects Working with AutoCAD,AutoCAD Architecture, and Revit Files 3ds Max produces rich visualizations based on your drawing design data. In order to produce high-quality visualizations, you need to add and adjust many design variables that affect the visual impact of your design, but don't really belong in your core AutoCAD, AutoCAD Architecture, or Revit data. You may want to test your design under different lighting conditions, experiment with different texture and material effects, animate components, or move through a space. 3ds Max allows you to enhance your design with this “extra” data while maintaining the integrity of the underlying AutoCAD, AutoCAD Architecture, or Revit design. Using the File Link Manager on page 6987, 3ds Max maintains a live data link to AutoCAD, AutoCAD Architecture, or drawings exported from Revit that allows you to use the linked object data in your 3ds Max scene. You can perform various operations on this linked data in 3ds Max for visualization purposes, but nothing you do in 3ds Max will change the base data you see in the source application. The data link allows you to periodically refresh your 3ds Max scene with revised drawing data. File Link | 7021 If a live data link is not important to you, the DWG/DXF Import functionality processes drawings, exported from Revit, in the same intelligent way as the File Link Manager. You just don't have the benefit of the live data link. See also: ■ Using Layers to Organize a Scene on page 7438 ■ File Link on page 6976 ■ Interpreting Layer Data from AutoCAD, AutoCAD Architecture, and Revit on page 6986 AutoCAD Geometry in 3ds Max The basis of your model in 3ds Max is the geometry of the objects, blocks, and other entities that are transferred through the file linking functionality. In many cases, these objects behave just like the editable meshes and splines you create in 3ds Max. But because the link to the source drawing plays such a central role in your workflow, 3ds Max has special rules and tools for handling linked AutoCAD geometry. When you are working with linked objects and blocks from AutoCAD, you will find that these are composed as groups of related objects in 3ds Max. These groups are organized hierarchically below a 3ds Max VIZBlock object. VIZBlocks are special objects created by the file linking functionality that are used to contain other file linked objects in a group. VIZBlocks don't contain any geometry directly, so for example it is meaningless to apply modifiers to them. However, they do reference the components below them so that transforms applied to a VIZBlock will be applied to all the component objects it contains. See also: ■ Styles on page 7054 ■ Instanced Objects on page 7047 ■ Blocks on page 7048 7022 | Chapter 23 Managing Scenes and Projects AutoCAD Entities and Blocks in 3ds Max AutoCAD blocks in 3ds Max are treated similarly to AutoCAD objects, though the rules for propagation of transforms are slightly different to mirror the behavior of blocks in AutoCAD. As with AutoCAD objects, linked AutoCAD blocks, of any type, and externally referenced drawings appear in 3ds Max as objects hierarchically grouped below a VIZBlock to reflect the structure of the block or xref in AutoCAD. When non-nested blocks, of any type, are linked to a scene, the naming for the incoming block instances are based on the original block definition in the form of Block: block_name where block_name is the actual name of the block definition. For example, if you link a drawing containing a series of blocks named office chair, their name will show as Block: office chair in 3ds Max. Nested blocks in AutoCAD will be analogously nested in 3ds Max under nested VIZBlocks. The grouping and naming follows the parent-child structure of xref drawing name:block name:nested block name:entity. NOTE Entities that lie on layer 0 of an AutoCAD block definition will appear as Layer:0 in 3ds Max, even though they may appear to reside on a different layer when they are inserted in AutoCAD. With linked AutoCAD Architecture objects, material assignments to linked AutoCAD blocks can propagate automatically to all other instances of those block components in the 3ds Max scene, depending on how Propagate Materials To Instances on page 5328 is set. Modifiers applied to block components, however, propagate automatically to all other block instances, regardless of how Propagate Materials To Instances is set. If you transform (move, rotate, or scale) the top-level VIZBlock that contains a block reference, all the components of that block will be transformed together and no other VIZBlocks will be affected. If, however, you transform a block component, including a nested VIZBlock, that transformation will automatically propagate to all other instances of that block in the scene. This mirrors the behavior of blocks in AutoCAD when reference-editing a block definition. See also: ■ Blocks on page 7048 File Link | 7023 Resetting Transforms on Linked AutoCAD Objects Select a linked AutoCAD object. > Modify panel > Linked Geometry rollout > Reset Position You can move, rotate, or scale linked AutoCAD objects in 3ds Max, and these transformations will remain intact even after the linked AutoCAD drawing has been reloaded. But you can choose to eliminate the transforms on an object-by-object basis using the Reset Position function, available on the Modifier panel. NOTE The Reset Position functionality is only available for linked files. It is not available when you Import a DWG file, or when you have bound a linked file. Every linked AutoCAD object and component has a Reset Position function associated with it. Clicking this button automatically resets all transformations that have been applied to this object or component in 3ds Max, so that the component resumes the location, rotation, and scale it held in the linked AutoCAD drawing when it was last reloaded. WARNING Transforms applied to block components are applied to all instances of that component in all other linked block insertions in the 3ds Max scene. Resetting the transformation of any instance will reset all of them. To reset the transforms applied to a linked AutoCAD object: 1 Select a linked object in your scene. 2 On the Command panel, click the Modify tab to display the Modify panel. The name of the linked object appears at the top of the Modify panel, and the modifiers that have been added to the object (if any) are shown on the modifier stack. 3 At the bottom of the list of applied modifiers, click either Linked Geometry, VIZBlock, or Block/Style Parent, whichever appears, if it is not already highlighted. A Linked Geometry rollout appears at the bottom of the Modify panel. 4 Click the Reset Position button The linked object reverts back to its original location, rotation, and scale in the linked AutoCAD drawing. 7024 | Chapter 23 Managing Scenes and Projects NOTE When Reset Position is applied to a linked object that has been animated (in other words, has transform keys for different frames) only the transform for frame 0 is reset. See also: ■ File Link on page 6976 Interface Reset Position Resets the selected object's transforms to those of the original AutoCAD object when the drawing was last reloaded. Restrictions on Editing AutoCAD Geometry Many operations that are allowed on mesh, spline, or shape objects in 3ds Max are not allowed on linked AutoCAD geometry, and other operations behave differently. The following operations are not allowed on linked geometry: ■ Deletion ■ Altering the parent-child hierarchy ■ Collapsing the linked geometry into an editable mesh or an editable spline If you must perform any of these operations, you must either do them in AutoCAD or else bind the drawing data to 3ds Max, which breaks the link back to AutoCAD. Applying Modifiers to Linked AutoCAD Geometry You can apply modifiers to linked AutoCAD geometry and these modifiers will persist when you reload the geometry. This can be a very powerful way File Link | 7025 to intelligently manage your design intent, but it can also lead to some unexpected results, especially when using topology-dependent modifiers. “Topology-dependent” simply means that the modifier is relying on the particular arrangement and number of faces and vertices that comprise the mesh representation of the object. It is common, for example, for the modifier to cause an action to be performed on the nth element it encounters, say the “twelfth” face or the “fourth through the twentieth” vertex. It is easy to perform edits on the base object in AutoCAD that would cause the definition of the nth element to change, which would result in the modifier yielding unexpected results when the drawing is reloaded in 3ds Max. Not all modifiers are topology-dependent. When you attempt to use a topology-dependent modifier on linked AutoCAD geometry, a warning dialog is displayed that gives you an opportunity to continue or abort the operation. When you use modifiers on linked AutoCAD objects and blocks, remember that the VIZBlock object you see in 3ds Max does not contain any geometry directly; applying modifiers to VIZBlocks will never have any visible effect. Instead, apply modifiers to the component objects below the VIZBlock in the 3ds Max object hierarchy. Copying Actively Linked Objects You can copy actively linked objects in 3ds Max; the copies are automatically converted to editable mesh objects. If your selection contains several objects that instance another object, the resulting copies also instance the same object. However, it is recommended that you do not instance or reference actively linked objects, as this can introduce instability to the scene. See also: ■ Using Modifiers on page 1085 AutoCAD Architecture Files DWG files from AutoCAD Architecture (formerly Architectural Desktop or ADT) often contain additional information, such as special objects, material definitions, and styles. 3ds Max is thoroughly compatible with AutoCAD Architecture, and it recognizes all of these specialized objects and definitions during the file link process. 7026 | Chapter 23 Managing Scenes and Projects AutoCAD Architecture Objects in 3ds Max Each instance of an AutoCAD Architecture (formerly Architectural Desktop or ADT) object is represented by multiple objects in 3ds Max. Whenever the file link process detects a useful distinction between elements of an AutoCAD Architecture object, it automatically separates, names, and groups the elements in 3ds Max to make them easier to work with. The new objects created in 3ds Max through file linking are grouped together hierarchically below a special object called a VIZBlock, allowing you to deal with individual objects in the hierarchy or with all of them as a group. You can view this hierarchy, but you cannot change it in 3ds Max. You can only change the hierarchy indirectly by editing the objects in AutoCAD Architecture, and then reloading them into 3ds Max using the File Link Manager on page 6987. Criteria for Subdividing AutoCAD Architecture Objects The File Link Manager divides an AutoCAD Architecture object into multiple objects in 3ds Max if it detects distinctions based on the following features: ■ Component name ■ Component subtype (for example, in sectioned bodies) ■ Layer ■ Material assignment So, for example, if a window object in AutoCAD Architecture contained a mullion component, but a portion of the component had a different material assignment than the rest of it, the mullion component would appear as two separate objects when linked into 3ds Max. The objects will be linked together with all the other components of the window, but you could modify the material properties of the two mullion objects separately. If you changed the material assignments in AutoCAD Architecture so that the entire mullion component only had one material assignment, then when you reloaded the drawing in 3ds Max there would only be one mullion object present. NOTE Material assignment and Layer are two of the properties used to separate one component from another. When these are changed in the AutoCAD Architecture drawing, new objects are created in 3ds Max, or geometry may move from one object to another. In either case, some scene properties are changed, such as assigned material or scene layer. File Link | 7027 3ds Max organizes and names file linked objects to reflect their structure in AutoCAD Architecture, using a parent-child hierarchy. The parent object will be a VIZBlock named object class