Posted by visualz, 11 May 2011 8:00 pm
This set of videos first takes a look at setting up and using the iRay rendering engine native to Autodesk 3ds Max 2012 for animations. These raw animation frames are then sweetened using Autodesk 3ds Max Composite 2012. The rapid growth of iRay's popularity has been staggering. While this is certainly the case, most discussions around iRay seem to typically focus on static image (still) renderings. Here, we'll focus on using iRay to generate realistic animation sequences that will, in turn, feed compositing workflows in 3ds Max Composite 2012.
This first video introduces the task at hand, discusses some instances when people might look to use the iRay renderer, and also opens the discussion up as to the requirements for working within iRay.
The second video continues the discussion around iRay's requirements and the use of the mental ray Photographic Exposure Controls. It also introduces the use of a free, third-party solution to monitor the GPU processing and memory use of your graphics card (LINK> www.techpowerup.com/gpuz/)
The next video briefly discusses material and shader considerations for iRay and also touches upon GPU acceleration for network rendering.
The next video details a few benefits of iRay as well as introduces a free MaxScript to accomodate render passes for iRay (LINK > www.scriptspot.com/3ds-max/scripts/quick-passes )
The last video in the set takes a look at how you can take raw rendered sequences from 3ds Max iRay and bring them over to Autodesk 3ds Max Composite 2012 for sweetening and versioning.
I hope you enjoy this brief look at one workflow using iRay for animated sequences. Needless to say, its wicked to have so many options to choose from. 3ds Max 2012 now offers four native rendering solutions out-of-the-box including Scanline, mental ray, Quicksilver and iRay... phew! 'time to get rendering.
But Wait! There's More!
The two bonus-videos below are excerpts from a larger presentation at the GPU Technology Conference. Here, nVidia's CEO, Jen-Hsun Huang, introduces 3ds Max, iRay and discusses the possibilities now (and in the future!) with our very own, Ken Pimentel.
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