This video is my lecture created for Autodesk University 2011.
GPU-accelerated rendering within Autodesk 3ds Max software is no longer limited to the iRay rendering engine. In this 90-minute session, I explore numerous options now available with the 3ds Max Quicksilver hardware renderer. Quicksilver accelerates rendering by using both the CPU and the GPU and is somewhat like having a game-engine renderer within 3ds Max. The main role of the CPU is to translate scene data for rendering; this includes compiling shaders for the specific graphic card in use - then the GPU does the heavy lifting of rendering tasks.
- Intro & verifying hardware compatibility (0:0:00)
- Similarities & differences to iRay (starts at 0:5:52)
- GPU monitors (0:31:00)
- Wicked-easy setups (0:35:32)
- The main QS Interface (0:44:45)
- NPR & Stylized rendering (0:53:01)
- Render Elements (1:00:48)
- Autodesk Composite (1:07:22)
- Custom AO, contour and direct lighting/shadow passes (1:14:07)
- Additional Tips & Tricks in Autodesk Composite (1:20:32)
- Nitrous texture limiting (1:25:54)
3ds Max users of all types can take advantage of the Quicksilver hardware rendering engine. There can be different uses at various points in a production cycle to create stills/animations with a faster turnaround, or more iterations of a piece in the same amount of time as a software renderer. This is true even if projects are destined to use a different rendering engine for the final deliverable. GPU rendering within 3ds Max has more options that ever so its time to hit the hardware, people!
A few important things to reitarate:
- Verify you have Shader model 3.0 via DirectX to work with Quicksilver
- The Arch+Design shader works with Quicksilver, mental ray and iRay so its easy to flip-flop renderes with it
- Use Iterations for final output of animations
- When using the Quicksilver hardware renderer, change the Material Editor renerer to mental ray to speed it up
Web and download links:
MaxScripts - tiny ZIP file including:
- Randomize Object (Wireframe) Color - for Object ID Render Element option in QS
- Texture Map Limit - option for Nitrous viewports
- Bobo's NPR Explorer - for Nitrous viewports
I hope you all enjoy!