Updated 25th October 2004
RenderPipe MAX supports 3ds max version
7 and Autodesk VIZ 2005 - please contact
ART VPS customer support to get access to the
release.
Updated 26 June 2003
Problems with artefacts in bump maps have been
solved in version 2.6 of RenderPipe MAX (PURE version
1.4, RenderDrive version 2.9). Please see the release
notes or user manual for more details.
If you are using version 2.5 of RenderPipe MAX
or earlier please go
to the answer on the old software releases page
- in those releases sometimes the underlying tessellation
of geometry could be seen.
New 10th November 2003
Sometimes the brick map is not rendered correctly.
The effect is view and resolution dependent, so
increasing the resolution or changing the view often
avoids the problem.
To eliminate the problem insert a RenderPipe Texture
between the material and the map.
New 15th December 2003
Sometimes in some scenes 3ds max 6 will crash when
a RP light is selected. To avoid this problem go
to the Preferences panel, swap to the mental ray
tab and switch off 'Enable mental ray Extensions'.
Updated 26 June 2003
The RPC plug-in, which drives Real People, Trees,
etc, is supported by RenderPipe MAX, subject to
the following notes:
Do not use Instances or References of RPCs -
if you duplicate RPCs you must use the Copy option.
Deselect RPCs before starting to render
Put the RPC files on a local disk in the computer
running 3dsmax. If you attempt to use RPC files
located on a disk in a different computer, you
may find that performance is very poor.
If you are using version 2.5 or earlier of RenderPipe
MAX then please see
the answer on the old software releases page.
Updated 8th March 2004
The EasyNat and NatFX plugins from Bionatics allow
you to add procedural trees and plants to you scene.
This answer covers the EasyNat plugin, go to the
next answer if you are using NatFX.
To work with RenderPipe you should do the following:
-
Go to the EasyNat settings panel
(accessed from the EasyNat menu) and change the
Maps path to be much shallower - e.g. just C:\EASYnat
Maps
-
RenderPipe will treat the transparent
parts of sub-materials as refractive - for each
sub-material that has an opacity map, set the
Index of Refraction to 1.0
sweettoof.com
-
Use 2D or 3D Mode, don't use Hybrid
mode
Updated 8th March 2004
The EasyNat and NatFX plugins from Bionatics
allow you to add procedural trees and plants to
you scene. This answer covers the natFX plugin,
go to our previous answer if you are using EasyNat.
To work with RenderPipe you should do the following:
-
RenderPipe will treat the transparent
parts of sub-materials as refractive - for each
sub-material that has an opacity map, set the
Index of Refraction to 1.0.
-
Use 2D or 3D Mode, don't use
Hybrid mode
Updated 9th November 2003
This problem is fixed in RenderPipe
MAX version 2.7 and later.
If you turn on the default background
for a material slot in the Material Editor, RenderPipe
Glass and RenderPipe Mirror can appear green. This
happens if you are using RenderPipe version 2.6
with 3ds max 5 or VIZ 4.
This problem does not affect RenderPipe
MAX version 2.7, so update to that release.
To avoid this in version 2.6:
1. Switch off the background for the slot
or 2. Go to the Material Editor
options, switch on the Custom Background and choose
a bitmap as the background.
RenderPipe MAX uses a physical model for materials.
It treats all non-opaque 3dsmax materials as refractive,
using the Index of Refraction in the Extended Parameters
rollout on the Material Editor. 3dsmax's default
value for the Index of Refraction is 1.5, so materials
behave like glass. To eliminate the refraction,
set the Index of Refraction to 1.0, the value for
air.
See page 6-2 of the PURE user manual or page 8-2
of the RenderDrive user manual.
RenderPipe MAX does not support the Raytrace material.
This is because the Raytrace material is specific
to the 3dsmax raytracer. Change the material to
be a RenderPipe material or one of the supported
3dsmax materials. See the release notes for an up
to date list of supported materials (or the user
manual pages listed above).
RenderPipe makes the material reflective if the
reflection map is switched on, whether or not the
there is a map there. The same applies to refraction,
however we recommend that you do not switch on the
refraction map - instead use the Index of Refraction
in the Extended Parameters rollout, combined with
the material's opacity.
Updated 28th January 2004
RenderPipe MAX version 2.6 and later supports radiosity
in 3dsmax 5 and VIZ 4. The radiosity solution is
calculated within 3dsmax or VIZ, then it is combined
with the usual ray traced lighting at render time.
Photometric, IES and daylight lights are not supported.
Max's Exposure Control is not supported, use RenderPipe's
Exposure Control instead located on the render panel.
RenderPipe MAX does not support photometric lights,
IES lights or daylight lights. In their place RenderPipe
MAX provides a range of features:
RP lights. These are real area lights, which
give physically accurate lighting and shadows.
The light source can be made visible so you get
real specular highlights, rather than having to
model the light source separately.
A max script for converting IES light files to
RenderMan light shaders. The script is on the
CD with instructions in the RenderPipe_MAX\scripts
directory. (To use the script you need an IES
file - it does not convert the IES Sun and IES
Sky lights. In VIZ and max you can use an IES
file by going a Photometric light, setting Distribution
to 'Web' and using the Web File button in the
Web Parameters rollout.)
RP_hdr_skylight.sl or skylight.sl, a hemispherical
daylight shader (in RenderPipe_MAX\examples).
Remember also that PURE and RenderDrive ray trace
the entire scene, not just parts of the scene.
Also make use of the RP Selective Secondary Illumination
material (RP SSI), which is a material that is applied
to surfaces that you wish to receive secondary illumination.
RenderPipe MAX version 2.5 and earlier does not
support 3dsmax 5 and VIZ 4's radiosity renderer.
Updated
28th January 2004
RenderPipe MAX
(version 2.6 and later) supports the radiosity advanced
lighting option in 3dsmax R5 / R6 and VIZ R4.
The radiosity solution
is calculated by 3dsmax / VIZ on the workstation,
then passed to RenderDrive and used in the render.
Though the calculation of the radiosity solution
is not accelerated by RenderDrive, the use of the
solution is accelerated. In most cases switching
on radiosity when using RenderPipe MAX has a smaller
sweettoof.com
time penalty than when using the scanline renderer.
For best results
use simple geometry and ensure that geometry is
not peeking into dark space because this will result
in the triangles along that edge looking darker
(for example, if a wall is partly under the floor).
A draw back with
the radiosity solution is that where two triangles
share vertices the stored radiosity value may be
good for one triangle but bad for the other. For
example, each vertex of a box is shared by at least
three triangles, one for each side of the box. If
the lighting is uneven the radiosity value stored
for the vertex can only be perfect for one of the
three sides.
Meshing parameters
are not honored, so objects should be tessellated
manually if the quality of radiosity solution needs
increasing.
The Advanced Lighting
(Lighting Override) material and LightScape material
render as their base material, the lighting parameters
being ignored.
Max's Exposure Control is not supported,
use RenderPipe's Exposure Control instead located
on the render panel.
A variable is available
to adjust the radiosity bias. The variable is called
'radiosityBias' and should be added in the file
RPMax.ini under the [RenderDrive] section. It should
take a value from 0.0 to 1.0. The default value
is 0.01, and values between 0.01 and 0.1 should
yield the best results. If a scene shows persistent
radiosity problems which cannot be fixed by either
re-tesselation of the geometry or increasing the
solution quality, try adjusting this value slightly.
Note that you have to reload the scene after editing
the variable.
Updated 9th December 2003
The skylight shader is a RenderMan light shader
which gives daylight style illumination from a hemisphere.
It is designed to be used to give the effect of
outdoor illumination from the sky or for use with
HDRI.
In version 2.7 the skylight shader has been improved
and renamed RP_hdr_skylight.
To use the skylight shader, first create an RP
RenderMan Light - choose the RP RenderMan Light
in the Lights section of the Create view on the
side bar, then click where you want the top of the
hemisphere of light to be and drag down to where
the centre of the hemisphere will be. (See chapter
17 for the RenderDrive manual or chapter 15 of the
PURE manual for more general advice on RP RenderMan
lights.)
Next swap to the Modify tab on the side bar. Under
'Shader:' click on the button labelled 'None"
and choose the file skylight.sl.
Click on the 'Light Shader Parameters' rollout
to open it. The following parameters are available:
intensity - this controls the intensity of the
light, as for any other light.
lightcolor - this controls the color of the light.
texturename - this allows the illumination to
be textured. The texture is multiplied by the
lightcolor. The texture does not work properly
in skylight.sl, which has been corrected in RP_hdr_skylight.sl.
The texture coordinates used are spherical environment,
and cannot be altered. This matches using the
map in background set to have spherical environment
coordinates, leaving all other settings unchanged.
spread - click on the button with a black triangle
next to 'spread' and choose 'Angle'. The default
value is 90 degrees. At this value light will
come from the whole hemisphere, falling off in
intensity towards the horizon. If you reduce spread
to zero, the light will behave like a direct light,
illuminating with parallel light rays. If you
increase spread to 180 degrees illumination will
be even from all directions, including from below.
from - this is the position of the light. Leave
it set to Automatic so the light position is passed
automatically and controlled through the viewports.
to - this is shown in the viewport as the light's
target. As for 'from', leave it set to Automatic
so the light's target position is passed automatically
and controlled through the viewports.
RP_hdr_skylight_additions:
use_from_to - click on the black triangle next
to 'use_from_to' and choose 'Check box'. If 'use_from_to'
is switched on (or set to 1) then the shader will
make use of 'from' and 'to'. If 'use_from_to'
is switched off then the shader will ignore 'from'
and 'to' and render as though the shader is pointing
downwards in 3ds max's coordinate systems.
filterwidth - this sets a filter size to be applied
to the texture. If you are using a texture it
is worth setting a filterwidth of between 0.1
and 0.5, especially if using an HDR map or floating
point tiff. Because the shader lights from all
directions, bitmaps with a lot of variation can
cause very long render times and noisiness. The
filter smooths out the bitmap, reducing the render
time and reducing noise.
This shader produces a very nice result and is
well worth using on outdoor scenes.
It is not usually appropriate to use area light
geometry with the skylight shader.
New 4th June 2003
The skylight shader can cause light colored speckles
to appear over frames of an animation. This is sporadic
and affects random frames. It will be fixed in a
future software update. There are two ways to avoid
it:
1. Relight without using the skylight shader
2. Re-render affected frames
To render QuickTime VR we recommend you use our
qtvr.sl camera transform shader. When you render
using this shader you will get a single flattened
image. You can then use the QuickTime package to
create a QuickTime VR file. The same shader and
procedure can be used to create files for equivalent
formats too.
This is a very good way to produce high quality
QuickTime VR. Most other methods reply on several
flat renders, which are then stitched together,
so introduces projection artefacts. The PURE / RenderDrive
method produces a single image with no artefacts.
The shader can be obtained by e-mailing ART VPS
customer support at [email protected].
To use the shader, apply it to your RP Camera using
the 'None' button in the 'Custom projection shader'
box.
To control the shader's parameters you need to
edit the shader's header. The following parameters
are available:
minaz and maxaz specify
the azimuth limits (rotation about the vertical).
minel and maxel specify
the elevation, the rotation up and down.
fov specifies the field of view.
There is no point editing its value because RenderPipe
sets it automatically from the RP camera's field
of view. seat specifies the base point of projection
relative to the camera and does not normally need
to be changed.
aspect tells the shader the aspect
ratio of the image. You MUST set this to be the
image width divided by height. So if your image
is 640 x 480, set aspect to 1.3333. To do this
change the line near the top of the shader from:
uniform float aspect = 1)
to:
uniform float aspect = 1.3333)
New 3rd March 2004
There are 11 shaders in the RenderPipe_MAX\example_shaders
on the PURE / RenderDrive CD. Some of these shaders
can be used directly, others are provided as example
shells in which you can develop your own shaders.
See chapter 17 of the RenderDrive manual or chapter
15 of the PURE user manual for more information
about these shaders. The RP_HDR_Skylight shader
is explained in the release notes and on page 10-18
of the RenderDrive user manual and 8-18 of the PURE
user manual (November 2003 version or later). The
QTVR and RPMetallicShiny shaders are explained in
the release notes.
There are also a number of shaders on the example
and tutorial CD in the 'RenderMan MAX Shader Examples'
directory. The readme file in that directory explains
what the shaders do.
To make the most of the RenderMan interface you
can write your own shaders. The manual contains
some advice about this, and lists some useful documents
and books. If you need help with a shader let us
know.
We are often asked if third-party plugins are supported.
There are so many third-party plugins and they change
so often that we can't give definitive answers for
most of them. However, these general rules can be
used:
Plug-ins that need to do shading at render time
are not supported (though see Maps below). This
means that third-party Materials, Lights and Environment
effects are not supported.
Plug-ins specific to other renderers, such as
anti-aliasing plug-ins for the default scanline
renderer, are not supported.
Maps - 2D and 3D Map plug-ins are supported.
The RenderPipe Texture mechanism is used to convert
these types of Map to bitmaps. (See page 6-7 of
the PURE user manual and page 8-7 of the RenderDrive
user manual.) Other types of Map plug-in are not
supported.
Almost all other plug-ins are supported. This
includes Geometry, Modifiers, Particles, Dynamics
and File Formats.
Render Effects and Video Post plug-ins are normally
supported, though see page 6-12 of the PURE user
manual and 8-12 of the RenderDrive user manual
as these types of plug-in may depend on g-buffer
channels, some of which are rendered differently
by PURE / RenderDrive compared to the default
scanline renderer.
Some plug-ins are a combination of types. In
these cases, apply the above guidelines to each
distinct part of the plug-in.
Updated 9th December 2003
RenderPipe supports the Background (as set on the
Environment panel) by inserting a surrounding sphere
with suitable material at render time.
If the Background is not appearing when doing
a RenderPipe render then check the following:
A camera view is being rendered
The camera is perspective, so is not set to be
orthographic
Manual clipping is not switched on, or if it
is on the ranges allow for a surrounding sphere
The bounds of the scene are not too large. For
example if there is geometry with a coordinate
of 600, 000, 000 then the background will not
appear.
In RenderPipe MAX version 2.7 or later, RenderPipe
also renders Backgrounds from Perspective viewports.
When using RenderPipe MAX, direct lights shadow
as though they are outside the bounds of the scene.
If you surround your scene with a sphere to model
the environment, the sphere will shadow the direct
lights where ever the lights are placed. To eliminate
the problem set the sphere not to cast shadows -
right mouse click on it and choose Properties. Switch
off the 'Cast Shadows' switch. In VIZ you will probably
need to click on the 'By Layer' button in the 'Rendering
Control' box, changing it to 'By Object' thus enabling
the object controls.
See page 8-4 of the PURE user manual and page 10-4
of the RenderDrive user manual for more information
about this.
RenderPipe MAX uses the RenderMan solar call to
implement direct lights. It makes physical sense
because direct lights are provided to model sunlight,
which is a very distant light source.
(Updated 30 May 2003)
Firstly, if you are using the RPC plug-in (Real
People, Trees etc) go through the advice in 'RPC
(Real People, Trees, etc) support' above.
Secondly, search your 3dsmax installation for the
cebas.dlu plug-in and if you find it remove it.
Its presence causes the 3dsmax API to give an error
when accessing some types of material. (This does
not affect version 2.6 of RenderPipe MAX .)
Thirdly, if you are using version 2.4 of RenderPipe
MAX, check that Background Environment map is valid.
If the map is empty but switched on, the render
will fail without warning. This does not affect
version 2.5 or later of RenderPipe MAX.
Finally if none of the above advice eliminates
the problem, you need to track down the object that
is causing the problem:
First set the render mode to 'Selected', deselect
everything using the 'Select None' option in the
Edit menu, then render. If this render fails then
the problem is with the lights, camera or environment.
If it works then the problem is with geometry
or materials.
If the previous test shows the geometry or materials
are at fault, swap the render mode back to 'View'.
Use the Display floater to hide objects and then
render until you find the problem object. If you
use a binary search this won't take long - hide
half the objects and render. If the render still
fails, then the problem is within the half of
the objects still visible. If the render does
not fail, then the problem is with the half of
the objects that are hidden, so unhide them and
hide the objects that were visible. Either way
the scene is already halved. Repeat this process
until you track down the problem object.
New 12th June 2003
Two useful MAX scripts are provided in the RenderPipe_MAX\scripts
directory on the CD. They are:
-
index_of_refraction.ms - this script goes through
all the max materials in the scene and sets
their Index of Refraction to 1.0. This is useful
because at the default value of 1.5 RenderPipe
treats transparent materials as refractive.
-
rplighter.ms - this script converts all the
standard max lights in the scene to RenderPipe
lights, and switches off the original max lights.
Note that RP Lighter does not preserve
all data, e.g. include / exclude lists, nor does it
convert lights that are within groups. It does not
convert photometric, lightscape or daylight lights.
New 12 June 2003
In 3ds max it is possible to set an
object to be 'Visible to Reflection / Refraction',
but not 'Visible to Camera' . The object will then
appear in reflections and refractions, but will not
appear when viewed directly.
RenderPipe supports these flags, but
with one difference - the 'Visible to Reflection /
Refraction' switch is treated as a secondary visibility
switch so RenderPipe does not take account of index
of refraction.
If you view an object that is visible
in reflections and refractions, but not visible to
camera, through a transparent object with index of
refraction 1.0 then the object will be visible. Similarly
if the object is visible to camera but not visible
to reflection / refraction, it will not be seen through
the transparent object.
New 26th June 2003
Yes, RenderPipe MAX does work with the
network renderer / backburner. See page 16-2 of the
RenderDrive User Manual or page 14-2 of the PURE User
manual for advice on setting it up - do look at the
PDF version of the manual if using RenderPipe MAX
version 2.6 or later.
Basically you set up network rendering
as normal. If you had a RenderDrive and a PURE card
you have two choices:
1. Run two network rendering servers
on 2 different PCs. One server sends jobs to the PURE
card, the other server sends jobs to the RenderDrive
2. Run one network rendering server.
It will split frames so one part of the frame renders
on PURE, the other part of the frame on the RenderDrive.
Note that the server will still run
a copy of 3ds max / VIZ in the background - this will
send the geometry to the RenderDrive / PURE, receive
the rendered images back and apply any effects.
It is necessary to be careful about
how you tell the server which rendering device to
use. If you use the 'Save selection with scene' option,
then setup number 1 above will not work - both servers
will render to the same selection.
If you have more than one network rendering
server, then you need to keep 'Save selection with
scene' switched off. You must also be careful about
changing the rendering device selection on each machine
running a queue to avoid clashes.
New 19th March
2004
This is specific
to max 5.0 and RenderPipe MAX version 2.8-1. It does
not affect 3ds max 4.*, 5.1, 6 or 6.1, nor Autodesk
VIZ 4.
If you render an
RP Texture or an RPC, then you will get an assertion
error in rpsurfac.cxx. If you press OK the render
may continue. If you press cancel 3ds max will crash.
To avoid this problem
we recommend that you install the free update to 3ds
max 5.1, which can be downloaded from Discreet's
web site.
If it is not possible
for you to upgrade to 3ds max 5.1 then please e-mail
ART VPS support as we can provide an alternative
solution.
New 8th September 2003
This is a very rare message. This assertion
error can be seen when RenderPipe MAX is outputting
the bitmaps used by a scene. It means that 3ds max
has failed to properly load one of the bitmaps, but
has also failed to give a proper warning.
A possible cause of the message is that
there was insufficient memory available for the bitmap
to be loaded, so large image files such as AVIs are
most likely to be affected. Though there may appear
to be sufficient memory it needs to be available as
a single contiguous area.
If you see this message, try rebooting
your machine, clearing up temp, increasing virtual
memory, increasing your physical memory or finally
simplifying the scene. Note this is very rare.
New 10th February 2004
In 3ds max 6, Region Net Render is an
option built into the Network Job Assignment panel
- it is enabled by switching on the 'Split Scan Lines'
option. In 3dsmax 5 and earlier, Region Net Render
is a rendering MAX script.
Region Net Render allows an image to
be split into parts, then renders each part using
the network renderer / backburner, before finally
stitching the resulting parts together.
Normally it is not
appropriate to use Region Net Render with PURE and
RenderDrive. If you have multiple RenderDrive and
PURE cards, it is better to use frame splitting direct
from the render panel. However, in the following cases
Region Net Render can be useful:
-
You have an unreliable network
-
You want to benefit from the
network renderer's queuing and scheduling
-
You are rendering an extremely
high resolution image
Region Net Render has been tested with
3ds max 5 and 6 and RenderPipe. The script has not
been tested with other versions of max and VIZ but
should work as well.
For more information on Region Net Render
see the max user documentation. For information about
using RenderPipe MAX with the network renderer, see
page 14-2 of the PURE manual or page 16-2 of the RenderDrive
manual.
Note you should not use RenderPipe lens
effects with Region Net Render, lens effects only
work on complete images.
New 29th March 2004
To use the Matte / Shadow material in
RenderPipe there must be a perspective Camera in the
scene, otherwise the material renders black.
New 18th June 2004
It is sometimes possible to see the
boundaries of a matte / shadow object, especially
when using HDRI. There main reason for this is that
the HDR skylight illuminates objects from a half dome
surrounding them. This means that the shadow is much
larger than you expect, though most of it is very
subtle. For example, the light that comes from near
the horizon on the left side of the object, casts
an extremely long shadow to the right of the object.
Just as at sunset shadows become extremely long.
A secondary reason is that RenderPipe
calculates matte / shadow by sampling with shadows
enabled, then sampling without. If the effect is inherently
noisey then the boundary may be visible.
To overcome this, make the plane or
object that has matte / shadow applied larger and
try to ensure its boundaries match those of the object
it is corresponding to in the scene.
New 29th March 2004
Shadows cast in scenes lit by HDRI lights
are usually very subtle and soft. This is because
the HDRI light illuminates from a 180 degree dome.
Light rays come from the side as well as from above,
lessening any shadow. This also makes the shadow larger
than you expect because the object shadows rays arriving
at an angle.
HDRI can be used with the Matte / Shadow
material so that shadows can be cast "onto"
objects in the HDRI background. Make sure the object
you place in the scene with Matte / Shadow applied
is large enough to catch the whole shadow as otherwise
you will see the object's boundaries. HDRI shadows
are much larger than you expect because light rays
come from such a wide angle.
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