On the Rendering panel
of the Preference Settings dialog, you set options for rendering,
such as the default color of ambient light in rendered scenes. The
many choices available enable you to reassign the renderers used
for production and draft rendering.
NoteAs of 3ds Max Design 2010,
bitmap paging is always active, and managed automatically.
Video Color Check group
Some pixel colors are
beyond the safe
You can choose to flag or modify them to acceptable values.
- Flag with Black
Flags all illegal pixels with
black to show you the illegality of your image. This mode teaches
you how to make correct colors, instead of depending on Scale options.
Scale options force a natural discontinuity in the color values.
In some cases, that discontinuity can cause visible
- Scale Luma
Scales the luminance
to bring the color into range, and maintains saturation. This generally
makes the illegal areas appear darker than they should be.
- Scale Saturation
Scales the chroma to bring
the color into range, and maintains saturation. Because this option
keeps the brightness levels of the pixels fairly equal to the unscaled
ones, this is the more useful of the two scale methods.
Output Dithering group
all file types.
- True Color
Toggles dithering for
any true color output device. For 24-bit work, turn on True Color.
For paletted work, turn it off.
Turns dithering on or
off for any 8-bit paletted device.
Field Order group
Selects the field order
of rendered images when the Render To Fields option is enabled on
the Render Setup dialog. Some video devices require that the even
field be first, other video devices require that the odd field be
first. Determine the correct field order for your video device.
If the video output of your device is strobing or appears jittery,
it may be due to incorrect
try changing this parameter and re-rendering your animation.
Super Black group
black threshold above a certain level
primarily for luminance keying.
- Angle Separation
Locks the spotlight
at the angle separation defined by the spinner (degrees). This option
constrains the hotspot angle so that it can't equal the falloff
and cause aliasing artifacts.
- Don't Antialias Against Background
Ensures that the edges
of rendered geometry are not antialiased against the background.
The inside of the geometry is still antialiased. Keep this control
off unless you're creating sprites for game development, or require
special compositing techniques because the background will not be
rendered. In these cases, turning on this option helps avoid generating
alpha antialiasing on the outlines of the geometry. Default=off.
NoteWhen Don’t Antialias
Against Background is on, render only against
a black background.
- Filter Background
Controls whether the antialiasing
filter of the renderer affects the background image. See Plate Match
/MAX R2.5/VIZ R2 Filter Types in
Default Scanline Renderer Rollout for
detailed information of filtering background and antialiasing.
- Use Environment Alpha
Controls whether or not the
renderer uses the environment map’s alpha channel in creating the
alpha for the rendered image. When off, the background is transparent. When
on, the alpha of the resulting image is a combination of the scene
and image alpha.
NoteOnly background images
with alpha channels or black backgrounds are supported when compositing
in other programs such as Photoshop.
Default Ambient Light Color
Click the color swatch
to change the default
ambient light color
for renderings. This setting defines the darkest color for rendered
shadows in the scene.
Output File Sequencing
- Nth Serial Numbering
Specifies whether output frame
files generated using a frame-step value other than 1 are numbered
sequentially (on) or according to their true frame numbers (off).
Render Termination Alert
Beeps when the rendering
has finished. You can set the frequency and the duration.
- Play Sound
Plays a sound file when the
rendering has finished.
- Choose Sound
Opens the Open Sound browser
dialog, select a sound file using the browser. You can test sound
files with the Play button in the Open Sound dialog. Press ESC to turn
off the sound.
GBuffer Layers group
- Maximum Number
Limits the number of layers
that are stored in the G-buffer during rendering. Default=10; Range=1
Memory requirements might
dictate that you limit the number of G-buffer layers. The RLA and
RLF image formats, used for compositing, can store many G-buffers
for object Z buffer information, material ID, transparency, and
Causes 3ds Max Design to
treat the rendering task as separate threads. This option works
with multiprocessor systems. Each processor in your computer handles
a different thread, which makes full use of available processing
power and speeds up rendering to its maximum level. When off, 3ds Max Design treats
a rendering task as a single processing task and doesn't divide