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it's been a number of easy to use and workflow enhancements. We'll start by looking at the string options in the mental ray renderer. I'll click on Render Setup and go into the Renderer tab. There's our unified sampling, and I'll scroll all the way down to the bottom of this roll up. In string options then, we can add in custom code here to script what we'd like to do with mental ray. And we've got fully exposed mental ray nodes if we need. It's a great way, if you're customizing mental ray, to fit into a workflow in your facility.
Iray now also supports composite maps and other maps that are nested in the view. When we switch over to iray by clicking on the Common tab and scrolling down to the Assigned Renderer roll-out, and clicking on the Choose Renderer button. We can pick iray. And now if we're using our vector displacement maps or similar, they'll render and be supported here. I'll click Render, and we'll start to see this image take shape. There's a number of map types supported by iray, bringing it much more inline with what Mental Ray can do, and fully supporting all of our nested materials and maps.
3ds Max is also now searchable right from the view port. I'll press X, and it pulls up the Search All Actions dialog. You can input part or all of an object or a command in here, and jump right to it. For example, I'll look for rect, because I have in mind a rectangle or something similar. And 3ds Max will list everything that involves rect. Rectangle shapes, selection regions, and so forth. I'll click on rectangle, and 3ds Max will jump straight on the Command panel to the Create tab into the splines and highlight rectangle, ready to create.
It's a great way to jump around and find what you're looking for, even if you can only remember part of it. For the Nitrous viewports 3ds Max is now supporting DirectX 11. So for your high level shading, you can view it and see it straight in the view. This will work in our realistic mode, and allow a much faster prototype cycle when making game objects. We can see how they're going to look in the game before we go over to a game engine. One of the last major improvements here in ease of use, is the ability to cycle the views when working in full screen mode.
I'll press Window key and Shift, and tab through these windows. We can see in here that top, front, and left are nearly black because of my lighting. And here in the camera, I can see my shaded view. It's a great way to cycle through the views, versus using individual hot keys for the different views to navigate around. There's plenty of other improvements. So spend some time in 2014 and see what you find.
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