Chapter 11. 3ds Max Rendering
Rendering is the last step in creating your CG work, but it is the first step to consider when you start to build a scene. During rendering, the computer calculates the scene's surface properties, lighting, shadows, and object movement, and then it saves a sequence of images. To get to the point where the computer takes over, you'll need to set up your camera and render settings so that you'll get exactly what you need from your scene.
This chapter will show you how to render your scene using 3ds Max's scanline renderer and how to create reflections and refractions using raytracing.
Topics in this chapter include:
Previewing with Active Shade
Raytraced Reflections and Refractions
Bringing It All Together: Rendering the Rocket
In a manner of speaking, everything you do in CG can be considered setup for rendering. More specifically, how you set up your render settings and what final decisions you make about your 3ds Max scene ultimately determine how your work will look. In many ways, you should be thinking about rendering all along—especially if you are creating 3D assets for a game, where the 3D scenes are rendered in real time by the game engine. If you create models and textures with the final image in mind and gear the lighting toward elegantly showing off the scene, the final touches will be relatively easy to set up.
To set the proper settings, begin with the Render ...