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Mastering
3D Studio MAX R3 |
Global Supersampling
Supersampling is an additional anti-aliasing pass completed at render
time to smooth out inconsistencies in the anti-aliasing. It is not calculated
at all if anti-aliasing is turned off. With supersampling off, the center
of the area represented by the pixel determines the color of the pixel,
which can result in jagged aliasing. With supersampling on, the area in
and around the pixel is sampled at a certain rate to calculate the pixel
color that will best reduce aliasing in the area.
As we discussed in Chapter 9, you choose a supersampler and enable it
in the SuperSampling rollout of a material. The Disable All Samplers check
box in the Global SuperSampling section of the Render dialog turns off
supersampling in all materials. You want to be able to turn them off for
test renders to speed up your render; having supersampling on can drastically
increase render time.
Color Range Limiting
Color Range Limiting prevents colors from being too bright and blowing
out due to the additive properties of the different color attributes.
It also prevents the less common problem of colors being out of range
in a negative direction. There are two options: Clamp and Scale. Clamp
cuts off any values that fall out of range. In this method, colors that
are too bright might wash out or become white. Scale retains the hue information
but scales the RGB values up or down to comply with the ranges. This can
cause your Specular highlights to look odd. (Its better to adjust
your lighting to avoid out-of-range colors, if possible.)
Object Motion Blur
Object motion blur is the simulation of blur without actually blurring
pixels. It is set per object in Object Properties. When object motion
blur is applied globally (by checking Apply), MAX renders the object at
a sub-frame sampling rate (up to 16 per frame) and offsets the images
in the direction the object is moving. This leaves a trail
of images. Duration Subdivision is how many time intervals the frame is
broken into; Samples is the number of these intervals that are sampled.
For a very even trail, the Samples value should equal the Duration Subdivision
value. For a coarser, more randomized trail, set Samples less than Duration
Subdivision. Duration is the number of frames the image is held for. Like
so many render options, object motion blur substantially increases render
time.
Image Motion Blur
Like object motion blur, image motion blur is also assigned to objects
in Object Properties. If Apply is unchecked in the Render dialog box,
the motion blur will not be applied. Image motion blur blurs the pixels
rather than superimposing a series of images. It is a post-process blur
added after the regular render pass. Duration sets the length of the blur.
Apply to Environment Map will blur the background when the camera moves.
Image motion blur will not work with objects whose geometry changes over
time, nor those with displacement maps.
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| TIP Image motion
blur is generally preferable to object motion blur, creating an effect
more similar to an actual camera motion blur.
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Auto Reflect/Refract Maps
This setting controls the quality of auto reflection/refraction maps.
A higher number will definitely give you a better reflection; it will
also significantly increase render time.
Network Rendering
MAXs network rendering is one of the most powerful features of
the program, because with one license of MAX, you are permitted unrestricted
multi-machine rendering at no extra cost.
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| TIP If you dont
have a network of computers available and you desperately need to
speed up your rendering process, you might want to consider using
a commercial render farm. They can network-render your job on hundreds
of machines. Depending on your budget and your deadline constraints,
it may be worth the expense.
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Network rendering uses the manager/server principal. One machine is the
manager; it takes control of the job and doles out work to other
machines called servers. Servers are the workhorses; they communicate
with the manager and do its bidding. (Dont let MAXs terminology
confuse you if youre used to clientserver systems.
What is usually called a serverthe central machine directing
othersis a manager in MAX; the usual client
is, in MAX, a server.) Manager.exe and Server.exe
are executables that are automatically installed when you install MAX.
They are located in the \3DStudio Max 3 root directory.

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| TIP AVI, FLI,
or QuickTime movies can only be rendered on one machine. You can send
them to a server machine to be rendered, but the frames are not divided
up among the other machines. You need to render a series of single
frames to take into Video Post or a compositing program.
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Setting Up
Your Network
Before you can network render, your network setup must meet the following
conditions:
- Your machines must be on a stable Windows
NT network. Network rendering is only supported in Windows NT.
- You must have administrator privileges.
- Although only one hardware lock is needed,
MAX must be installed and authorized on all the machines.
- You must know the name of the manager machine.
- All the sub-directories used for rendering
must be shared. This includes all texture maps and output directories.
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| TIP Use the
UNC (Universal Naming Convention) directory convention for all paths.
Using just the drive letter for things like texture map and output
directories may cause the server to look at the wrong drive. Instead
of C:\3DStudio Max 3\maps\refmap.gif, name the path
\\COMPUTER_NAME\C:\3DStudio Max 3\maps\refmap.gif.
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Setting Up
Network Rendering for MAX
Once you have your network set up to meet the above conditions, you can
set up network rendering in MAX.
- 1. Make sure MAX is authorized on the machine you
intend to be the manager (probably your main workstation). Launch Manager.exe.

- 2. Make sure MAX is authorized on all the server
machines and launch Server.exe on each one.

- 3. Click the Properties button at the bottom of
the server window. In the Manager Name or IP address, enter the name
of the Manager machine. Leave all other settings alone. Close, then
restart Server. It should register to the Manager right away.
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| NOTE MAX will
automatically find the manager on the network if the Automatic box
is checked. You may also manually enter a machine name to prevent
accidental rendering through another manager.
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Sending a
Network Render
Lets look at how to send off a network render.
- 1. From one of the network render stations, launch
the scene you want to network render.
- 2. Make sure all of your map paths (in Customize
Ø Configure Paths), as well as all
the map names used in scene materials in the Material Editor, are named
with UNC names. (Unfortunately you must do this manually.)
- 3. Making sure the camera view is active, click
the Render button.
- 4. Set your render settings in the Common Parameters
and Scanline rollouts. Uncheck Virtual Frame Buffer and check Net Render.
- 5. Make sure the desired camera view is being rendered,
the output file path is named, and Save File is checked. It doesnt
hurt to be extra careful about this, if youd like to avoid creating
your own agonizing war story about a long, wasted render.
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| WARNING You
must use a UNC name for your output path as well. Remember that you
can only render to single frames if you want to distribute the work
between more than one server machine.
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© 2000, Frol (selection,
edition, publication)
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