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3ds Max Tutorial - Index
3ds Max Tutorial - The User Interface
3ds Max Tutorial - Working with Files
3ds Max Tutorial - Object and Transformation
3ds Max Tutorial - Modeling
3ds Max Tutorial - Materials and Textures
3ds Max Tutorial - Basic Animation Techniques
3ds Max Tutorial - Lights
3ds Max Tutorial - Cameras
3ds Max Tutorial - Rendering
3ds Max Tutorial - Scene Creation

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  Home > Courses, Tutorials & eBooks > 3DS Max Tutorial > Rendering

3DS Max Tutorial - Rendering

Page 3 of 3

Default Scanline Renderer

The scanline renderer is the default renderer. By default, you use the scanline renderer when you render a scene from the Render Scene dialog or from Video Post. The Material Editor also uses the scanline renderer to display materials and maps.

The image produced by the scanline renderer is displayed in the rendered frame window, a separate window with its own controls. Scanline renderer renders the scene as a series of horizontal lines.

The Default Scanline Renderer rollout, found in the Renderer panel is the default renderer rollout that appears in the Render Scene dialog box. If a different renderer is loaded, then a different rollout for that renderer is displayed in the Renderer panel.

Figure 9-5: Default Scanline Renderer rollout


Options section furnishes the control for toggling on-off features like mapping, shadows and reflections in order to speed up rendering for performing test renders.

Mapping is turned off to ignore all mapping information. It affects automatic reflections and environment maps, as well as material mapping. Turning off the shadows speeds up the test rendering. Auto Reflect/Refract and Mirrors when turned off, ignores automatic reflection/refraction maps to speed up rendering for tests.

Force Wireframe is used to render all surfaces in the scene as wireframes. You can choose the thickness of the wireframe in pixels.

Turning on Enable SSE 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.


Antialiasing smoothes the jagged edges along the border lines when rendering. Filter drop-down list lets you choose the filter that works at the sub-pixel level to perform the antialiasing. The Filter Maps option allows you to disable the computationally expensive process of filtering material maps. The Filter Size value applies only to the Soften filter.

Global Supersampling

Global Supersampling is an additional antialiasing process that you can apply to materials. This process can improve the image quality.

  • “Disable all Samplers” disables all supersampling.
  • “Enable Global Supersampler” applies the same supersampler to all materials. When turned off, materials set to use the global settings are controlled by the settings appearing in the rendering dialog.
  • “Supersample Maps” turns on or off supersampling for mapped materials and the sampler drop down list lets you choose which supersampling method to apply.

Object Motion Blur

Object Motion Blur blurs the object by creating multiple "time-slice" images of the object for each frame. This takes camera movement into account. Object motion blur is applied during the scanline rendering process.

Toggle Apply is used for turning object motion blur on or off, globally for the entire scene. Samples determine how many Duration Subdivision copies are sampled. The maximum setting is 32.

Image Motion Blur

This type of blur is affected by the movement of the camera and is applied after the image has been rendered. You achieve this blur by smearing the image in proportion to the movement of the various objects.

The Duration value determines the time length of the blur between frames. The Environment Map option lets you apply the blurring effect to the background as well as to the objects.

The transparency option blurs transparent objects without affecting their transparent regions. Using this option adds time to the rendering process.

Auto Reflect/ Refract Maps

The Auto Reflect/Refract Maps section lets you specify a Rendering Iterations value for reflection maps within the scene. The higher the value, the greater are the objects included in the reflection computations, and the rendering time is longer.

Color Range Limiting

Color Range Limiting lets you handle over-brightness by toggling between Clamping and Scaling color components (RGB) that are out of the range (0 to 1). Typically, specular highlights can cause color components to rise above the range while using filters with negative lobes can cause color components to be below the range.

Memory Management

The Memory Management section allows you to optimize the rendering process to use the least amount of memory possible by using the conserve memory option.



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