In some ways, 3ds Max is like a photography studio. You
arrange and manipulate three-dimensional objects, lights, and a camera, with the
ultimate goal of producing an image that illustrates your message. The act of
creating that image is called rendering. In
this lesson, you'll learn some of the different ways you can use 3ds Max to
render.
Set up the lesson:
-
On the File menu, choose Open and navigate to
the
\tutorials\intro_to_rendering folder.
Highlight
rendering_still_images_start.max
and click Open.
The scene contains a textured model of an
apple, plus a shadow-casting spotlight, a fill light, and a ground plane.
Render the scene:
-
Make sure the Perspective (lower-right)
viewport is active; that is, it has a yellow border. If not, right-click
anywhere inside the Perspective viewport.
-
Press
Shift+Q or click the Quick Render button on the main toolbar to
render the viewport.
In a few moments, a default rendering of the
apple scene appears on the screen.
This rendering has several characteristics,
all of which you can change:
-
It appears in the
rendered frame window. The text in this window's
title bar tells you that you're currently viewing frame 0 as rendered from the
Perspective viewport, and the window is displaying the image at a zoom ratio of
1:1, or normal magnification.
-
Its resolution is 320 pixels in the
horizontal dimension and 240 pixels in the vertical dimension, or 320 x 240 for
short.
-
It uses the
default
scanline renderer. This is the renderer that most 3ds Max artists
employ, but others are available. One of these is mental ray, a powerful
renderer that is included with the software. You'll take a quick look at mental
ray shortly.
-
Close the rendered frame window by clicking
the X button in its upper-right corner.
The most efficient way to work with 3ds Max
is to use keyboard shortcuts whenever possible. The default shortcut for the
Quick Render command is easy to remember.
-
On the keyboard, press
Shift+Q.
The scene is rendered again, exactly the same
as before.
Use the rendered frame window tools:
The rendered frame window has a number of
tools you can use to work with the image and view it in different ways. Most of
these are available as buttons in the toolbar, which is highlighted in the
illustration above. In this procedure, you'll try out a few of the other,
mouse-related functions. You'll find detailed descriptions of all of the
controls in the Rendered Frame Window topic.
-
Click in the window to activate it, and then
rotate the mouse wheel forward and back.
If you're not using a wheel mouse, you can
zoom the window by pressing and holding the
Ctrl key and
then clicking the left mouse button to zoom in, or the right mouse button to
zoom out.
This zooms the image in and out about the
mouse cursor position. The current zoom ratio appears at the right end of the
text in the window title bar. You can zoom between 1/8 and 64 times actual size.
You can change the window size using standard
Windows methods, such as by dragging the lower-right corner.
-
When zoomed in, you can pan the image by
pressing and holding the middle mouse button (or wheel button), and then
dragging in the window.
If you're not using a three-button mouse, pan
the image by pressing and holding the
Shift key and the left
mouse button, and then dragging in the window.
-
Return to the 1:1 zoom ratio, and then,
without holding down any keys, right-click and hold in the image portion of the
window.
A temporary window appears, showing general
image data such as the resolution, as well as specific information about the
pixel currently under the mouse cursor.
-
Still holding down the right mouse button,
drag the mouse so that the cursor is over a lighter part of the image, such as
the specular highlight on the apple.
The color swatch at the right end of the
toolbar changes visibly to a light red color. This color remains when you
release the mouse button.
-
Close the rendered frame window.
Render with a different keyboard shortcut:
Did you notice that the apple is off-center?
There are different ways to fix this; you'll do so by moving the apple. You'll
also learn about using the Render Last command.
-
On the toolbar, click the Select And
Move button, and then move the mouse cursor into the Top viewport.
-
Position the mouse cursor over the apple (the
round, wireframe object), press and hold the left mouse button, and then drag
slowly to the right. As you drag, watch the apple in the Perspective viewport.
When the apple is near the center of the viewport, release the mouse button.
Because you were working in the Top viewport,
it is now the active viewport.
-
Render the image by pressing
Shift+Q.
The program renders the view from the Top
viewport. The Quick Render command always renders the active viewport. However,
you probably wanted to see the Perspective-viewport image. This is a common
error in 3ds Max. Fortunately, the program offers a way around it, called Render
Last.
-
Activate the Perspective viewport and render
again.
The new image replaces the previous one in
the rendered frame window.
-
Close the rendered frame window.
-
Activate any other viewport, and then press
the
F9 key.
This executes the Render Last command, which
renders the same viewport that you rendered most recently in the current
session, no matter which viewport is active. It's not available from the
toolbar, but if you remember the keyboard shortcut, you can save time when
working in different viewports.
-
Press
Ctrl+Z to undo the
apple move. You might need to press it more than once.
Explore rendering options and presets:
In this procedure, you'll try a couple of
options for rendering objects that don't normally appear. The scene you loaded
contains a hidden object and an object that faces away from the camera. Neither
has shown up in the renderings so far.
-
Press
F10 to open the
Render Scene dialog.
The dialog opens to the Common panel.
Available here are controls for changing output size, rendering to disk, and
more. You'll look at some of these shortly. Right now, we're interested in the
rendering options.
-
In the Options group, turn on Render Hidden
Geometry.
-
Render the Perspective viewport. If the
Perspective viewport is active, you can do this by clicking the Render button at
the bottom of the dialog. If a different viewport is active, first choose
Perspective from the Viewport drop-down list to the left of the Render button.
A second, green apple appears in the rendered
image. If your scene contains objects that you want to appear in the rendered
image but not in the viewport, you can hide them, and then use this option when
rendering.
-
In the Options group, turn on Force 2-Sided.
-
Render the Perspective viewport again.
The ground plane appears in the rendering,
with the apples casting shadows on it. This object isn't hidden, but because
it's facing away from the “camera,” it doesn't normally show up when you render.
This option is a handy way to make sure all objects in the scene show up in the
rendered image, no matter which way they're facing.
A handy feature in 3ds Max lets you save a
custom rendering setup as a preset for use with other scenes. You'll try it now.
-
At the bottom of the Render Scene dialog,
click the Preset drop-down list, and then choose Save Preset.
The Render Presets Save dialog appears.
-
Enter
Hidden+2-Sided, and then click Save.
The Select Preset Categories dialog appears,
with a list of the different panels on the Render Scene and Environment And
Effects dialogs. You can store any combination of panel settings in a preset. By
default, all are highlighted, but for this exercise, you're interested in saving
only the settings on the Common panel.
-
Click Common, the first item in the list, and
then click Save.
The preset is saved, and then appears in the
Preset list.
-
In the Options group, turn off both Render
Hidden Geometry and Force 2-Sided.
-
Click the Preset list, and then choose the
Hidden+2-Sided item.
The Select Preset Categories dialog appears,
showing only the Common item. If you save a preset with multiple panels, you can
choose specific ones for selective loading.
-
The software loads the preset, and according
to its settings, turns on both Render Hidden Geometry and Force 2-Sided again.
Change the output size:
Until now, you've been rendering to the
screen at a relatively small size: 320 x 240. 3ds Max lets you render at any
size up to 32,768 x 32,768, however, and in a number of different file formats.
-
Still on the Render Scene dialog, in the
Output Size group, click the 640x480 button.
The new output resolution appears in the
Width and Height fields.
-
Render the Perspective viewport.
The software renders the image at the new,
larger size. It takes a bit longer, but is much easier to see.
The Image Aspect value, below the Width and
Height fields, is currently 1.333. This is the ratio of width to height. You can
alter it by changing one of the dimensions.
-
Increase the Height value to
640.
The Image Aspect is now 1.0, which means that
the width and height are the same, resulting in a square image.
-
Render the Perspective viewport.
The software divides the added height evenly
between the top and bottom of the image, so there are now 80 additional pixels
both above and below the original image.
Tip: When rendering to nonstandard aspect
ratios, the Safe Frame option helps you preview exactly how the final render
will appear. Right-click the viewport label (“Perspective”), and then choose
Show Safe Frame from the menu. The outer frame shows you the area that will
render; the others are used when creating video content.
You can also change the dimensions by
adjusting the Image Aspect value; this always affects only the Height value. If
you try it now, be sure to set Image Aspect back to 1.0 when you're done.
You can lock the aspect ratio so that
changing one dimension automatically adjusts the other.
-
Click the lock button to the right of the
Image Aspect field.
Image Aspect becomes a read-only field.
-
Set the Height value to
480.
Both Height and Width change to 480.
-
Render the Perspective viewport.
The output image is still square, but
smaller.
Change the output location:
Until now, you've been rendering only to the
screen. In this procedure, you'll learn about rendering to a disk file, and find
out how to turn off screen output.
-
In the Render Output group, near the bottom
of the Common Parameters rollout, click the Files button.
The Render Output File dialog appears.
-
If necessary, change the output location to
\3dsmax9\images\.
-
Click the drop-down-list next to Save As
Type, and choose BMP Image File (*.bmp).
This is the Windows Bitmap file format,
commonly used for image files in Windows.
-
Click in the File Name field, and type
apples. Press the
Enter key.
-
The BMP Configuration dialog appears. Accept
the default choice, RGB 24 bit, by clicking OK.
The dialog closes. Nothing has rendered yet,
but in the Render Output group, Save File is now available and enabled, and the
read-only below it shows the output path and file name. These features become
available only after you specify file output properties with the Files button.
-
Render the Perspective viewport using any of
the methods you've learned so far.
The software renders the image to both the
rendered frame window and the specified file. You can see the latter with the
View Image File command.
-
From the File menu, choose View Image File.
Use the View File dialog to open the
apples.bmp file.
A new window opens showing the rendered
image. It's exactly the same as the rendered frame window, except that its title
bar shows the name of the file rather than the rendered viewport.
-
The software automatically appended the
.bmp filename extension when you specified the file
type. You can also specify the file type explicitly by including the extension
in the file name.
-
Click the Files button again, and change Save
As Type back to All Formats (at the top of the list). Then change the file name
to
apples.tga. Press
Enter.
-
The software recognizes that you want to
render the image in Targa format, and displays the Targa Image Control dialog.
The Targa image format supports the alpha channel, which allows transparency
effects when compositing the rendered image.
-
Click the OK button to accept the Targa image
defaults.
-
Near the bottom of the Render Output group,
turn off Rendered Frame Window.
-
Render the Perspective viewport.
The software renders the image to the
specified file, but not the rendered frame window. You can see the Targa image
file with the View Image File command.
If you click the Display
Alpha Channel button on the window toolbar, you can see a tiny bit of
transparency (black) in the upper-right corner. This is where the ground plane
ends, showing the background, which is usually transparent.
-
Use a different renderer:
Included with 3ds Max is a powerful,
sophisticated renderer called mental ray. Full exploitation of its capabilities
is beyond the scope of this tutorial, but basic usage is straightforward.
-
In the Render Output group, turn off Save
File and turn on Rendered Frame Window.
-
Scroll down to the Assign Renderer rollout
and click the rollout title bar to expand it.
-
Click the top Choose Renderer button, to the
right of Production.
The Choose Renderer dialog appears.
-
In the list, click the mental ray Renderer
entry to highlight it, and then click OK.
”mental ray” appears as the production
renderer.
-
Render the Perspective viewport.
The software renders the image to the
rendered frame window. During the rendering process, you can see the small
rectangles, or “buckets,” into which mental ray subdivides the image, appear one
by one.
In the final image, the red and green apples
and the ground plane all appear, because mental ray supports the same options as
the default scanline renderer.
Other renderers are available as plug-ins;
after installation, they appear on the Choose Renderer dialog.
-
Restore Default Scanline Renderer as the
production renderer.
There are some specific techniques to learn for rendering your
animation into a movie file. You can render directly to a movie format such as
AVI, or you can render a sequence of still image files to file formats such as
TGA and then use the RAM Player to save them into a movie. The latter method is
the recommended choice. It's a few steps more than rendering directly into a
movie, but it gives you more control over file size and quality of output, plus
if you have frames with artifacts or other errors, you can repair or remove
them.
Warning: The next lesson will take a long time to
render. Depending on the speed of your PC, it can take several hours or more to
render the individual frames.
Set up the scene:
-
From the
\tutorials\full_house directory, open
full_house_walkin_start_render.max.
If you get a Units Mismatch dialog, choose
Adopt The File's Unit Scale and click OK. In general, when encountering this
dialog, choose Adopt Unit Scale.
This is a large file, so it will take a while
to load. This file has stored all the radiosity rendering information, so the
render times will be quicker.
This file is similar to the one created in
the earlier walkthrough lesson. It has been reduced from 730 frames to 257
frames to shorten the total rendering time.
Render to an image sequence:
-
If the Camera viewport isn't active,
right-click in it to activate it.
-
From the Rendering menu, choose Render.
Next, you'll define the animation range.
-
On the Common tab of the Render Scene dialog,
in the Time Output group, choose Active Time Segment.
This option automatically renders all
currently playable frames. Alternatively, you could choose Range or Frames and
set the frame range to render.
-
In the Render Output group, click the Files
button.
The Render Output File dialog opens.
-
Navigate to a directory where you want to
save your work. You can use the Create New Folder button to establish a new
location, if necessary.
Warning: Make sure you don't choose a
directory on a DVD drive or some other write-protected location. Also make sure
you choose a location with plenty of free space.
Next you'll define the type
of still image file to render.
-
In the Save As Type field, click the
drop-down arrow and choose Targa Image File, (*.tga ...).
This is a high-quality file type, good for
this kind of rendering.
-
In the File name field, type
my_walkin.tga, then click Save.
After you click Save, you see a
format-specific dialog that asks you to specify attribute and information
settings. You can accept the default values, and then click OK.
When you render an still-image sequence, as
in this case, the software automatically appends the first part of the file name
with a four-digit frame number. So the first frame will be
my_walkin0000.tga, the second will be
my_walkin0001.tga, and so on.
-
Make sure Save File is turned on in the
Render Output rollout, and that the Viewport field at the bottom of the Render
Scene dialog reads Camera03 (not Top, Front, or Left), then click Render.
The Rendering dialog appears, or you may
first see a Raytrace Messages dialog. Wait for a short while as the first frame
is rendered. You will see the Last Frame Time, Elapsed Time, and Time Remaining
values change after the first frame finishes.
If you did see the Raytrace Messages dialog,
click the Raytracer tab of the Render Scene dialog, and then turn off Show
Messages.
-
Allow at least four frames to render.
-
At this point, you can go away and return
once your rendering is complete.
Tip: You could also sit and watch the
rendering for errors or improvements. In the real world, this can be a good
idea; to study what you are creating.
When the rendering is finished, the target
directory contains the 258 output files.
Convert an image sequence into a movie:
-
From the Rendering menu, choose RAM Player.
The RAM Player loads still image sequences
into memory and plays them so you can watch them as a movie. It actually lets
you load two different sequences and then compare them visually, but you won't
use that functionality here. You'll simply use the RAM Player to save the files
into an AVI file.
-
On the RAM Player toolbar, click
Open Channel A.
-
In the Open File Channel A dialog, navigate
to the sequence of TGA image files. Highlight the name of the first file in the
sequence, then turn on Sequence, and click Open.
Now the RAM Player will load the sequential
image files, rather than just the first one.
The Image File List dialog appears. Here you
can use the Every Nth and Multiplier fields if you need to speed up or slow down
your animation. If your animation is too slow, change Every Nth to
2 or
3. If your
animation is too fast, increase the Multiplier.
-
The RAM Player Configuration dialog appears.
Here you can observe and adjust your memory usage. Loading this sequence takes
about 57 MB. There are also tools here to resize your animation, specify a range
of frames to use, and split the alpha (transparency) information into a separate
file.
-
Increase the Memory Usage to its maximum for
your system, then click OK.
The RAM Player loads the file into memory. In
the Loading dialog, observe how much memory is being used and remains available.
If it looks like you are about to run out
memory, click Stop Loading. If you have a low-memory system, reduce the number
of frames to load and try again.
-
On the RAM Player toolbar, click
the Play button and watch the movie play.
-
On the RAM Player toolbar, click
the Save Channel A button.
The Save File dialog appears.
-
Choose AVI as the file type, and give the
animation the name
my_walkin.avi. Click Save.
The Video Compression dialog appears. Here,
you can choose a codec (compression/decompression type) and adjust the quality
of the file. To reduce file size, lower the quality.
-
-
When the file conversion is finished, close
the RAM Player, and then from the File menu, choose View Image File. Play your
finished AVI file and observe the results.
You have learned how to render your animation to a sequence of
still image files. This allows you better control for later correction of your
animation. You also learned how to assemble the still image sequence into a
movie file, such as AVI or QuickTime, using the RAM Player.
Creating an Animated Shadow
Study
Creating an Animated Shadow Study
In addition to animating a camera, you can animate the
Daylight system's time of day. This is a good way to create a shadow study.
Set up the scene:
-
From the
\tutorials\high_rise\ folder, open
cityscape.max. If you encounter a File Unit Mismatch message, choose
Adopt Unit Scale, the second choice.
This is a scene of nine city blocks, with a
skyscraper at the center. The scene contains a Daylight system. The Daylight
system is set to position the scene at the latitude of San Francisco,
California, and the sun is set at 0700 hours, about the time of dawn on a winter
day.
Animate the daylight:
-
Make sure Select Object is active on
the toolbar.
-
In the Left viewport, click the sun object in
the viewport to select it.
Daylight01 appears in the name field on the
command panel.
-
-
On the Motion panel, scroll if necessary to
the Control Parameters rollout.
-
Turn on the Auto Key button.
The button, the track bar, and the
border of the active viewport all turn red.
-
Drag the time slider to frame 5, and then on
the Control Parameters rollout, change the Hours value to
8.
The spinner arrows of the Hours, Minutes, and
Seconds fields are now bracketed in red, indicating that you have set a key to
animate the time of day.
-
Drag the time slider to frame 10, and then
change Hours to
9.
-
Continue dragging the time slider in
five-frame increments, then increasing the time of day by one hour at each
increment. Stop when the time is
17 hours (5
P.M.). This should be at frame 50.
You have set 10 keyframes (and 3ds Max has
automatically set one at frame 0, as well) to track the course of the sun
through a day. Drag the time slider and watch the Left viewport. The sun moves
smoothly: 3ds Max interpolates from one keyframe to the next so each frame is
different, even if it doesn't have a key on it.
Set the animation range:
As the animation only lasts 51 frames (0 to
50), you don't need the full default range of 101 frames.
-
Click Time Configuration.
The Time Configuration dialog is displayed.
(This button is at the extreme lower right of
the 3ds Max window.)
-
In the Animation group, change the value of
End Time to
50, and then click OK.
Now the range of frames is no greater than
the length of the animation.
Save your work:
-
Choose File > Save Copy As. In the file
dialog, name the file
my_shadows.max, and then
click Save.
Important: Save Copy As does not open
the copy. The active file is still
cityscape.max.
Tip: Always save your scene file before you
render.
Render the animation:
Rendering the animation takes about half an
hour on a high-speed system. If you want, you can skip these steps and just view
the file
shadow_study.avi, provided with the other tutorial files. See
“View the animation,” below.
-
Choose Rendering > Render.
The Render Scene dialog is displayed, with
the Render panel active.
-
On the Common Parameters rollout, in the Time
Output group, choose Active Time Segment: 0 To 50.
In the Output Size group, make sure that the
resolution is 640x480.
A smaller size would render more quickly, but
the shadows don't show up as well.
-
On the Render Output rollout, click the Files
button.
A Render Output File dialog is displayed.
-
Enter a name for the animation, and choose
one of the animation formats from the Save As Type drop-down list, and then
click Save.
You can render an animation to either the AVI
or MOV (QuickTime®) formats. After you click Save, you see a format-specific
dialog that asks you to specify the animation's compression. You can accept the
default values, and then click OK.
Note: In practice, it's a good idea to avoid
rendering directly to movie formats such as AVI or MOV. Instead render to
sequentially numbered still image frames, and then convert them to a movie
format as a second step. This has practical value if you need to correct
mistakes in individual frames, without having to re-render the entire animation.
-
Open the Assign Renderer rollout and confirm
that the Default Scanline Renderer is the production renderer. If you see mental
ray renderer click Choose Renderer and change the renderer back to the Default
Scanline Renderer.
Note: The mental ray renderer does not
support the IES Sun lighting.
-
Leave the other Render Scene settings as they
are, make sure
Camera02 is the active
viewport, and then click Render.
3ds Max renders the animation. This takes a
while (about a half hour on the high-speed system), so this is a good point to
take a break.
View the animation:
-
When rendering is done, choose File > View
Image File.
A View File dialog appears.
-
Choose the file you just rendered, and then
click Open.
Tip: You can also choose
shadow_study.avi, which is provided with the other tutorial files.
Depending on the movie type, a Media Player
or a QuickTime viewer is displayed, which lets you play the animation.
You can create a shadow study by animating the time of day of
a Daylight system. To do so, use the Auto Key button, and change the hour at
regular intervals of frames. (The longer the interval, the slower the animation
will play.)