3ds Max Design can both
read and write image files in the OpenEXR format. OpenEXR is both
an image file format and a general open-source API for reading and
writing such files.
The best place to look
for information on OpenEXR itself is the official Website.
The following is taken directly from the OpenEXR home page:
“OpenEXR is a high dynamic-range
(HDR) image file format developed by Industrial Light & Magic
for use in computer imaging applications.
“OpenEXR is used by ILM
on all motion pictures currently in production. The first movies
to employ OpenEXR were Harry Potter and the Sorcerer's Stone, Men
in Black II, Gangs of New York, and Signs. Since
then, OpenEXR has become ILM's main image file format.
“OpenEXR's features include:
- “Higher dynamic range and color precision
than existing 8- and 10-bit image file formats.
- “Support for 16-bit floating-point, 32-bit
floating-point, and 32-bit integer pixels. The 16-bit floating-point
format, called “half,” is compatible with the half data type in
NVIDIA’s Cg graphics language and is supported natively on their
new GeForce FX and Quadro FX 3D graphics solutions.
- “Multiple lossless image compression
algorithms. Some of the included codecs can achieve 2:1 lossless
compression ratios on images with film grain.
- “Extensibility. New compression codecs
and image types can easily be added by extending the C++ classes
included in the OpenEXR software distribution. New image attributes
(strings, vectors, integers, and so on) can be added to OpenEXR
image headers without affecting backward compatibility with existing
The OpenEXR Bitmap I/O
software goes beyond the “standard” OpenEXR format, taking advantage
of the flexibility of the format itself. It can write channels and
attributes as well as general RGBA data in formats that many OpenEXR
file importers cannot understand, due to implementation limits as
well as limits to the current set of standards.
For example, you can
output full-latitude 32-bit floating-point RGBA files. While the
OpenEXR API itself fully supports this capability, and these files
are written using the standard set of OpenEXR libraries, most applications
read only the 16-bit “half” floating-point RGBA files: These are considered
“standard” EXR files.
To take best advantage
of the OpenEXR format’s 32-bit support, use the mental ray renderer
Frame Buffer Type
to Floating-Point (32 bits per channel).
When you render with
floating-point, 32-bit output, bright areas such as self-illumination
or reflections of light sources might appear to be jagged. See
Frame Buffer Type
The OpenEXR plug-in stores
configuration information in a binary CFG file named fopenexr.cfg. The file is generated automatically
the first time you edit the OpenEXR configuration settings, and
is updated each time you modify settings when you load or save an
- Saving OpenEXR Files
Use the OpenEXR Configuration
dialog to set output parameters for OpenEXR files. You can specify
the format for saving the RGBA data, as well as which of the four
standard channels should be saved.
- Opening OpenEXR Files
This version of the
OpenEXR Configuration dialog appears whenever you open an EXR file.
It lets you choose which layer to use, apply color correction, and
preview the image.