3ds Max Finishing Rendering and Stats Again
On the Rendering panel of the Preference Settings dialog, you gear up options for rendering, such every bit the default color of ambient lite in rendered scenes. The many choices available enable you to reassign the renderers used for production and draft rendering.
Note: Bitmap paging is always active, and managed automatically.
Interface
Video Color Bank check grouping
Some pixel colors are across the safe NTSC or PAL threshold. You tin choose to flag or modify them to adequate values.
- Flag with Blackness Flags all illegal pixels with black to bear witness y'all the illegality of your image. This mode teaches you lot how to brand correct colors, instead of depending on Calibration options. Calibration options force a natural discontinuity in the color values. In some cases, that discontinuity can cause visible aliasing.
- Scale Luma Scales the luminance to bring the color into range, and maintains saturation. This generally makes the illegal areas announced darker than they should be.
- Scale Saturation Scales the chroma to bring the color into range, and maintains saturation. Because this option keeps the brightness levels of the pixels fairly equal to the unscaled ones, this is the more useful of the two calibration methods.
- NTSC/PAL
- Determines the standard for the video colour check. Meet NTSC (Glossary) and PAL (Glossary).
Output Dithering group
Sets output dithering for all file types.
- True Colour
- Toggles dithering for any truthful color output device. For 24-chip work, turn on True Color. For paletted work, turn information technology off.
- Paletted
- Turns dithering on or off for any 8-chip paletted device.
Field Club group
- Odd/Even
- Selects the field lodge of rendered images when the Render To Fields option is enabled on the Render Setup dialog. Some video devices require that the even field be start, other video devices require that the odd field exist first. Determine the correct field guild for your video device. If the video output of your device is strobing or appears jittery, it may be due to incorrect field guild, try irresolute this parameter and re-rendering your animation.
Super Black group
- Threshold
- Keeps the super black threshold in a higher place a certain level primarily for luminance keying.
HotSpot/Falloff group
- Angle Separation
- Locks the spotlight hotspot and falloff cones at the angle separation defined past the spinner (degrees). This option constrains the hotspot angle so that it can't equal the falloff and cause aliasing artifacts.
Default Ambient Lite Color group
Click the colour swatch to alter the default ambient calorie-free color for renderings. This setting defines the darkest color for rendered shadows in the scene.
Output File Sequencing group
- Nth Serial Numbering
- Specifies whether output frame files generated using a frame-pace value other than ane are numbered sequentially (on) or according to their true frame numbers (off).
Background grouping
- Don't Antialias Against Background
- Ensures that the edges of rendered geometry are not antialiased against the background. The inside of the geometry is still antialiased. Go along this control off unless you're creating sprites for game development, or require special compositing techniques because the background will not be rendered. In these cases, turning on this option helps avoid generating alpha antialiasing on the outlines of the geometry. Default=off.
Note: When Don't Antialias Against Background is on, render only confronting a black background.
- Filter Groundwork
- Controls whether the antialiasing filter of the renderer affects the background image. See Plate Match /MAX R2.5/VIZ R2 Filter Types in Default Scanline Renderer Rollout for detailed information of filtering background and antialiasing.
- Use Environment Alpha
- Controls whether or not the renderer uses the environment map's alpha channel in creating the alpha for the rendered image. When off, the background is transparent. When on, the alpha of the resulting paradigm is a combination of the scene and image alpha.
Annotation: Only groundwork images with alpha channels or black backgrounds are supported when compositing in other programs such as Photoshop.
Render Termination Alert group
- Beep
-
Beeps when the rendering has finished. Yous can gear up the frequency and the duration.
- Play Audio
-
Plays a sound file when the rendering has finished.
Cull Sound Opens the Open up Sound browser dialog, select a audio file using the browser. Y'all can test sound files with the Play button in the Open up Sound dialog. Press
to turn off the sound.
Messages grouping
The options in this group are likewise bachelor on the Return Message Window right-click menu (the Open On Fault preference is too bachelor on the window itself). Changing a preference hither changes its state on the right-click menu, and vice versa.
- Open up Message Window on Error
- Whenever the renderer detects an error, it generates an error message. When this pick is on, the Messages Window is displayed and the error message appears in it. Default=on.
- Show/Log Data Letters
- When on, displays informational messages in the Letters Window. Default=off.
- Prove/Log Progress Letters
- When on, displays progress messages in the Messages Window. Default=off.
- Log Debug Messages (to file)
- When on, writes debug messages to the log file, if 1 has been specified. Default=off.
Debug messages are never displayed in the Messages Window. The renderer tin generate a large number of them, which would make the window hard to read.
- Write Messages to File
- When on, generates a log file. Default=off.
The other log file options are unavailable unless you turn on Write Messages To File:
- Append to File When on, appends messages to the existing file. When off (or if the named file is not constitute), only new messages are written to the file. Default=off.
- File Click to display a file dialog that lets you choose the name and location of the .log file.
- File name field When you have specified a log file, this field shows its name and its path.
GBuffer Layers group
- Maximum Number
- Limits the number of layers that are stored in the G-buffer during rendering. Default=10; Range=1 to 999.
Memory requirements might dictate that you limit the number of G-buffer layers. The RLA and RLF image formats, used for compositing, can shop many G-buffers for object Z buffer information, textile ID, transparency, and so on.
Multi-threading group
- On
- Causes 3ds Max to treat the rendering task as separate threads. This selection works with multiprocessor systems. Each processor in your figurer handles a different thread, which makes full utilize of available processing power and speeds up rendering to its maximum level. When off, 3ds Max treats a rendering task equally a single processing job and doesn't carve up it upwardly.
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Source: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2020/ENU/3DSMax-Customizing/files/GUID-5F506D3B-BC0F-4605-8EE5-A294543C0C1F-htm.html
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