Join Brian Bradley for an in-depth discussion in this video The V-Ray Render Output options, part of V-Ray 3.0 for 3ds Max Essential Training.
- As well as the standard options found in the Render Settings' Common tab, for saving rendered images out of 3ds Max, when we have V-Ray set as our production renderer, we not only get a state of the art render engine to use, but we also gain access to some extra file saving options, and by extension, workflows, that can come in very handy indeed on certain types of projects. If we open up and then take a look at the V-Ray frame buffer window, you see, up on the top row of tool icons, that we have two save image options. Meaning we can save images out of the V-Ray frame buffer itself, and write them directly to disk.
Now this, of course, is something we can already do using Max's own rendered frame window, so you may be wondering what, if anything, could be different when using the options that we see here. Well for one thing, using the first option here captures the image exactly as we see it in the frame buffer window. Complete, with any frame buffer color corrections that we may have added. These, of course, wouldn't be captured if we rendered straight to disk using the standard Max Output controls. If I go ahead and click the Save icon, you see that we do go through Max's standard Save Image dialogue, complete with access to the file type drop down, and Gamma output options that we may already be familiar with, including here, the ability to save to 32-bit floating-point file types, such as .hdr and .exr.
The second save option, entitled Save all image channels, offers quite a unique piece of functionality in that it allows us to take any render elements that may have been captured by the V-Ray frame buffer, such as we already have here, and save those to disk also. So, for instance, if I click on that option, navigate to my renderoutput folder, and then save an image entitled Test.exr, I can, in the OpenEXR Configuration dialogue, add all of my render elements to either the Render Elements or G-Buffer sections, and then click OK.
If we take a look now in the renderoutput folder, you see that we do have separate EXR files for each of the render elements captured, and then saved from the V-Ray frame buffer. Do be sure to keep in mind that this approach will also capture, in the RGB channel, any color corrections or lens effects that we may have added to the image inside the V-Ray frame buffer window. New save options can also be found elsewhere in the 3ds Max UI, if I just open up the Render Setup dialogue using the F10 key, we can jump into the Frame buffer roll-out, found in the V-Ray tab, and see that we have two more save to disk options.
V-Ray raw image file and Separate render channels. The first, V-Ray raw image file, gives us a way of saving V-Ray's own version of the raw, as in camera raw, file format to disk. If I click on the browse button, we have the ability to navigate and save to a disk location. Although you will notice that this is not a 3ds Max specific Save dialogue, as there are none of the Gamma options that are typically associated with saving an image file out of 3ds Max itself.
This, instead, is a straightforward Windows dialogue that houses a number of floating-point file save options, including support for the Deep EXR format that is becoming much loved by compositors the world over. Do be aware that if we choose to write to any of the V-Ray specific formats available here, such as .vrimg, then we may find ourselves unable to use those files in post-production applications. Unless we have the ability to write custom importers for ourselves then, my recommendation would be to stick to either the Open or Deep EXR formats here.
The split render channels option is yet another way that we can go about saving render elements to disk. If we hit the browse button, we can save to any image format that we desire, so both low and high dynamic range types. And again, just as with the frame buffer option, we get each of the render elements saved as a completely separate image file. We can even, should we want to, turn off the alpha and RGB passes, and instead capture only the elements at render time. Unlike the save options on the frame buffer window however, any color corrections that have been added by the frame buffer's post-processing controls, would not be captured using this method.
It is also probably worth noting for newer users that these two options require setting up before we go ahead and take a render, whereas the two frame buffer controls can obviously only be used once a render is complete. Which, of course, would make those controls redundant when it comes to capturing an animated sequence of images. So some extremely useful save to disk options open up inside 3ds Max when we work with V-Ray's own built in frame buffer window. The most important of which, to many compositors, will be the ability to save 32-bit Deep EXR files to disk.
- Using the new UI elements, Quick Settings, and revamped Frame Buffer
- Understanding color mapping modes
- Adding V-Ray light types
- Working with the V-Ray Sun and Sky systems and dome light
- Using irradiance mapping and light cache
- Working with diffuse color maps
- Making reflective materials
- Creating a translucency effect
- Using the new SSS and skin shaders
- Ensuring quality with image sampling
- Working with the adaptive subdivision engine
- Controlling the physical camera
- Working with FX tools such as VRayFur and VRayMetaball
- Stereoscopic 3D rendering
- Using Render Mask
Skill Level Intermediate
Q: This course was updated on 02/02/2016. What changed?
A: We added tutorials on the new 3ds Max camera tool, which replaces the defunct V-Ray Physical Camera. The author also includes a method for creating a V-Ray camera via scripting.
Q: This course was updated on 04/19/2018. What changed?
A: New videos were added that cover V-Ray 3.1 to 3.3 updates.