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116 Chapter 17: Rendering
3.
ASaveAsdialogisdisplayed.Useittoentera
name and location for the PASS file.
4. Click Render.
The par tial rendering is saved in the PASS file
you specified.
5. Repeat steps 1 through 4 until you have
generated all the p asses for the rendering (or all
thepassesbutthelast).
Wa rn in g: If your scene includes an environment,
render it only in the final pass. Rendering the
environment in multiple passes is time consuming,
and c an lead to artifac ts such as unwanted color
changes to the background. Render all passes but
the last one using a default black background.
6.
In the Render Passes g roup, click Add to add
the various pass files to the list.
7. Turn on Merg e.
At this point, you might also want to tur n off
Save, unless you want the final result to be saved
asaPASSfileaswellasarendering.
8. Click Render.
The rendering consists of all the passes merged
into one.
Tip: For some purposes, you mig ht want to create
the passes, then create a new 3ds Max scene with
no objects, set the rendering resolution to match
the passes, you created, then merge the passes as
described in steps 7 and 8 above.
Interfa ce
Memory Options group
Use Pla ceholder Objects—When on, geometry is
sent to the mental ray renderer only on demand.
Initially,thementalrayscenedatabaseispopulated
only with the size (bounding box) and position of
objects in t he 3ds Max scene. When the mental ray
renderer renders a bucket that contains an object,
the object’s geometry is sent to the rendering
engine only at that point. Default=off.
This option can improve rendering speed when a
large amount of the scene’s geometry is outside of
theviewyouarerendering.
Tip: When you use placeholders,
always
calculate
buckets in Hilbert order. See
Sampling Quality
Rollout (mental ray Renderer) (page 3–97)
.