3ds Max 2012 Bible - Kelly L. Murdock [280]
Image Motion Blur is also set in the Properties dialog box for each object. 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 Apply to Environment Map option lets you apply the blurring effect to the background as well as the objects. The Work with Transparency option blurs transparent objects without affecting their transparent regions. Using this option adds time to the rendering process.
Cross-Reference
You can add two additional blur effects to a scene: the Blur Render Effect, found in the Rendering Effects dialog box (covered in Chapter 46, “Using Atmospheric and Render Effects”) and the Scene Motion Blur effect, available through the Video Post dialog box (covered in Chapter 49, “Compositing with Render Elements and the Video Post Interface”). •
Other options
The Auto Reflect/Refract Maps section lets you specify a Rendering Iterations value for reflection maps within the scene. The higher the value, the more objects are included in the reflection computations and the longer the rendering time.
Color Range Limiting offers two methods for correcting over-brightness caused by applying filters. The Clamp method lowers any value above a relative ceiling of 1 to 1 and raises any values below 0 to 0. The Scale method scales all colors between the maximum and minimum values.
The Conserve Memory option optimizes the rendering process to use the least amount of memory possible. If you plan on using Max (or some other program) while it is rendering, you should enable this option.
Quicksilver Hardware Renderer
The Quicksilver Hardware Renderer takes advantage of the advanced graphics processing capabilities found in modern video cards. The advantage of this rendering option is speed. The Quicksilver Hardware Renderer can render scenes much faster than mental ray and at a better quality than the Scanline Renderer.
Caution
Some Max features don't work with Quicksilver including Exclude/Include for lights, Visibility in the Object Properties dialog box, Vertex Colors, multiple layers of transparency, and several map types including cellular, flat mirror, particle age, particle mblur, thin wall refraction, and non-regular noise. •
The Quicksilver Hardware Renderer is available only if your video card supports Shader Model 3.0. If you select Help⇒Diagnose Video Hardware, Max runs a utility that checks and reports the capabilities of your current graphics card. Look for the GPU Shader Model Support to be SM3.0 or later.
When the Quicksilver Hardware Renderer is enabled, the Renderer panel displays the options available for this renderer, as shown in Figure 23.7. This renderer supports many of the options found in the more advanced mental ray Renderer, including the mental ray materials and lights. If you use any hardware shaders in the scene, you can specify their directory in the Hardware Shaders Cache Folder located at the bottom of the panel.
FIGURE 23.7
Many of the options for the Quicksilver Hardware Renderer are similar to the other renderers.
Cross-Reference
You can learn more about the mental ray rendering options in Chapter 47, “Rendering with mental ray and iray.” •
Rendering Preferences
In addition to the settings available in the Render Scene dialog box, the Rendering panel in the Preference Settings dialog box includes many global rendering settings. The Preference Settings dialog box can be opened using the Customize⇒Preferences menu command. Figure 23.8 shows this panel.
FIGURE 23.8
The Rendering panel in the Preference Settings dialog box lets you set global rendering settings.
The Video Color Check options specify how unsafe video colors are flagged or corrected. The