- RAY TRACING: SPEEDING UP THINGS (OBJECTS)
- RAY TRACING: SPEEDING UP THINGS (GLOBALS)
- RAYTRACING: INDEX OF REFRACTION (IOR)
- RENDERING: FILTERS FOR STILL IMAGES VERSUS VIDEO
- RENDERING VIDEO: RENDER FRAMES, NOT FIELDS
- RENDERING VIDEO: MAKE SURE VIDEO COLOR CHECK IS ON
- RENDERING VIDEO: CHECK YOUR GAMMA!
- RENDERING GREAT BIG, GIANT, HONKING, ENORMOUS IMAGES SUCCESSFULLY
- DON'T RENDER MOVIES—RENDER FRAMES!
- SPEAKING OF THE RAM PLAYER...
- RERENDERING FROM THE ENVIRONMENT BACKGROUND
- OKAY, SO YOU REALLY WANT TO RERENDER YOUR ANIMATION...
- IFL = IMAGE FILE LIST
- YOU CAN'T CREATE .IFL FILES ON READ-ONLY MEDIA!
- MANIPULATING IMAGE SEQUENCES USING .IFLS
- CREATE NESTED .IFL FILES
- A CHICKEN AND EGG PROBLEM: HOW DO YOU SET UP AN ANIMATED BACKGROUND FOR A SCENE IF YOU HAVEN'T RENDERED THE BACKGROUND YET?
- COULD YOU MAKE THINGS MORE COMPLICATED, PLEASE? (WHAT ABOUT USING A COMPOSITING PROGRAM?)
- COMPOSITING USING VIDEO POST
- RENDERING WITH SCANLINE MOTION BLUR: MULTI-PASS AND IMAGE
- RENDERING WITH SCANLINE: MIX IMAGE AND MULTI-PASS MOTION BLUR
- RENDERING IMAGES FOR PRINT: TEACH THOSE PRINT FOLKS A LESSON (OR TWO...)
- RENDERING IMAGES FOR PRINT: OH YEAH, ANOTHER THING...
- "THOSE PRINT PEOPLE"—MAKE IT EASIER ON THEM WITH 3DS MAX 6
- THE PRINT SIZE WIZARD (ENOUGH WITH THE PRINTING STUFF ALREADY!)
- MENTAL RAY IS IN THE BUILDING!
- MENTAL RAY IS ON THE COUCH!
- USE MENTAL RAY'S IMAGE SAMPLING WISELY
- IN MENTAL RAY, CONTRAST CAN SAVE YOUR DAY!
- HIDDEN LINE RENDERING: RENDER TO VECTORS IN MENTAL RAY
- TRIM YOUR (BSP) TREE IN MENTAL RAY
- MENTAL RAY PREFERENCES: PLEASE LEAVE ME A MESSAGE
- RENDERING AESTHETICS: OUTER SPACE SCENES
- RENDERING AESTHETICS: UNDERWATER SCENES
- RENDERING AESTHETICS: DISTANT LANDSCAPES
- RENDERING AESTHETICS: STILL LIFE AND MACROPHOTOGRAPHY
- "HELLO... YOU'VE GOT RENDER!"
RENDERING WITH SCANLINE MOTION BLUR: MULTI-PASS AND IMAGE
Motion blur on fast-moving 3D objects, as well as depth of field (DOF), help increase the realism of your 3D renderings and give a sense of scale, if used appropriately. Image motion blur simply "smears" a fast-moving object's motion across the frame. Image motion blur is fast, but it works only on linear motion, so it's not effective for things like rotating propellers and fan blades. Object motion blur samples an object's motion through the frame, and then composites multiple "slices" of the object on a per-frame basis.
The 3ds max Camera Multi-Pass motion blur (set in the Modify panel of a selected camera) simulates what a real-world camera does and gives the best results if you're using the 3ds max scanline renderer. In the real world, a camera's shutter is open for a period of time, information at an infinite number of intervals is exposed onto your film, the shutter closes, and another photo is taken. Consequently, everything in your photo gets blurred, including shadows, hair, and other elements that tend to pose complex rendering problems in the 3D world. The disadvantage to this technique when done in the 3D realm is speed; the camera effectively has to do multiple renderings of a single frame, with a moving object's motion "sampled" during the course of the frame.
There are workarounds for this technique, however. If you don't mind compositing your scene elements, then render your scene in layers (as mentioned earlier), and use Multi-Pass motion blur just on the spinning objects in that element. Then use (fast) image motion blur on other object layers.