From the course: 3ds Max: Rendering Interiors
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Caching Final Gather and rendering the image passes - 3ds Max Tutorial
From the course: 3ds Max: Rendering Interiors
Caching Final Gather and rendering the image passes
When we're constructing an interior rendering, anything we can do to save time and preserve quality is very valuable. I've fine tuned my lighting, materials and final gather, my bounce lighting quality. And I'm almost ready to render, however, I know I'm going to take a hit in time in rendering that animated camera. So what I'll do is look at caching that final gather and seeing if I can reuse it in here. I'll switch over to the animated camera, pressing C for camera and choosing camera ani. Now I'll go into my render setup, and in here I'll scroll down or roll up final gather in GI and look in the Reuse section. What I'm going to do in here is to look at different ways of caching that final gather. There's a couple of different modes available when we choose to cache this, a single file and once per frame. The difference is fairly straightforward. If we're only animating a camera or running still images roughly in the same direction, we can use the single file option and cash the…
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Creating an ambient-occlusion override material5m 19s
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Creating an ambient-occlusion rendering pass with custom materials7m 22s
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Lighting a custom specular pass for sparkle6m 16s
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Setting up custom masks for compositing flexibility5m 50s
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Fine-tuning Final Gather and lighting3m 36s
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Caching Final Gather and rendering the image passes5m 44s
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