Autodesk 12812-051462-9011 User Guide 3 - Page 1068
Render Passes group
UPC - 606121832362
View all Autodesk 12812-051462-9011 manuals
Add to My Manuals
Save this manual to your list of manuals |
Page 1068 highlights
Render Passes group Controls in this group let you create a rendering out of multiple passes that render portions a scene. This can be a useful way to render large scenes or scenes that have complex effects. It can also be a way to divide the labor on a composited ("merged") rendering. See the "Procedures" section, above, for more information. NOTE You cannot render to passes when you render to texture on page 6371. Save When on, saves the image currently being rendered (prior to merging) inside the specified PASS file. ■ ... [browse] Click to display a file selector dialog, which lets you specify a name for the PASS file and the folder where it is saved. ■ File name After you have specified a PASS file, the name field displays its name and path. If you are rendering a time segment (that is, an animation), the PASS files are created with sequence numbers appended to the main file name (for example, test0000.pass, test0001.pass, and so on). Merge When on, the PASS files specified in the list will be merged into the final rendering. ■ List of PASS files Lists the PASS files that will be merged into the final rendering (possibly including the pass that is currently being rendered and saved). ■ Add Click to add a PASS file to the list. If you choose a PASS file with a sequence number appended to its name, 3ds Max asks if you want to use the individual file or the entire sequence. ■ Delete Click to delete the highlighted PASS file from the list. Merge Shader Lets you choose the shader used to merge the PASS files. Clicking the shader button displays a Material/Map Browser so you can choose the shader (when a shader is chosen, its name appears on the button). When the toggle is on, this shader is used for merging. IMPORTANT No merge shaders are provided with 3ds Max. This option is provided for users who plan to write a custom merge shader appropriate to their particular compositing project. mental ray Renderer | 6323