For example, see 3ds Max Materials in mental ray Renderings. Getting Good Results with mental ray RenderingĪlthough 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.Once you have chosen mental ray rendering, the Render Setup dialog displays panels and rollouts that control the mental ray 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. See the Renderer panel Sampling Quality rollout. Each CPU is assigned a bucket as the bucket becomes available, so different buckets can appear in the rendered image at different times. In this case, the order has been optimized to avoid sending lots of data over the network. If you use distributed rendering to render a scene, it might be hard to understand the logic behind the rendering order. This is especially important when you have enabled placeholder objects (see the Processing panel Translator Options rollout). 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. By default, mental ray uses the Hilbert method, which picks the next bucket to render based on the cost of switching to the next one. The order in which the buckets are rendered can vary, depending on the method you choose. 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 mental ray renderer is optimized to use multiple processors and to take advantage of incremental changes for efficient rendering of animations. A rendering engine is usually included in a modern 3D game engine and it can achieve really amazing graphics.Differences Between the mental ray Renderer and the Default Scanline RendererĬompared 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. That’s the minimum a human eye needs in order to create the illusion of movement.Įven though rendering is based on tons of sophisticated calculations, modern softwares can offer some fairly easy parameters for you to understand and work with. The main goal is to achieve the highest possible degree of photorealism at an acceptable minimum rendering speed which is usually 24 frames/sec. For example, if you want to move a character in your scene, you need to make sure that the character’s movement is updated before drawing the next frame, so that it’s displayed at the speed with which the human eye can perceive as natural movement. That’s why interactivity and speed play important roles in the real-time rendering process. In real-time rendering, most common in video games or interactive graphics, the 3D images are calculated at a very high speed so that it looks like the scenes, which consist of multitudes of images, occur in real time when players interact with your game.
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There are two major types of rendering in 3D and the main difference between them is the speed at which the images are calculated and processed: real-time and offline or pre-rendering. Rendering can take from seconds to even days for a single image or frame. With 3D rendering, your computer graphics converts 3D wireframe models into 2D images with 3D photorealistic, or as close to reality, effects. It’s also considered to be a creative process, much like photography or cinematography, because it makes use of light and ultimately produces images. 3D rendering is the process of producing an image based on three-dimensional data stored on your computer.