Iray for ds Max - NVIDIA Advanced Rendering
Transcription
Iray for ds Max - NVIDIA Advanced Rendering
Iray for 3ds Max User's guide 30 November 2015 Document version 1.0 NVIDIA Advanced Rendering Center Fasanenstraße 81 10623 Berlin Germany phone +49.30.315.99.70 fax +49.30.315.99.733 [email protected] Copyright Information © 1986, 2015 NVIDIA ARC GmbH. All rights reserved. This document is protected under copyright law. The contents of this document may not be translated, copied or duplicated in any form, in whole or in part, without the express written permission of NVIDIA ARC GmbH. The information contained in this document is subject to change without notice. NVIDIA ARC GmbH and its employees shall not be responsible for incidental or consequential damages resulting from the use of this material or liable for technical or editorial omissions made herein. NVIDIA and the NVIDIA logo are registered trademarks of NVIDIA Corporation. imatter, IndeX, Iray, mental images, mental ray, and RealityServer are trademarks and/or registered trademarks of NVIDIA ARC GmbH. Other product names mentioned in this document may be trademarks or registered trademarks of their respective companies and are hereby acknowledged. Document build number 255414 ii Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC Contents 1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.1.1 What is Iray+? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.1.2 Why use Iray+? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.1.2.1 Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.1.2.2 Interactive rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.1.2.3 3ds Max . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.1.2.4 Powerful . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.1.2.5 Extensible . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.1.2.6 Flexible . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2 The conceptual model of Iray+ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2.1 Rendering and the world . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2.1.1 Modelling the world . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2.1.2 Creating a record of the world . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2.1.3 The rendering process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2.2 Material concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2.2.1 MDL: the standard for materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2.2.2 Real-world structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2.2.3 Built with collaboration in mind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2.3 Lighting concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2.3.1 Environment lighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2.3.2 Artificial lighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2.3.3 3ds Max lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2.3.4 Area lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2.4 Rendering concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2.5 Scalability concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.3 Getting started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.3.1 Installing Iray+ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.3.2 Choosing Iray+ as your renderer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.3.3 Ensuring material accuracy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.3.4 Downloading material libraries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.4 Iray+ feature list . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.4.1 Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.4.2 Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.4.3 Lighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.4.4 Workflow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.5 Tutorials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.5.1 Headphones tutorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.5.2 Interior tutorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.5.3 HDRI camera-matching tutorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1 Using materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1.1 Using an existing material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 5 5 5 6 6 7 7 8 8 8 9 9 9 9 10 10 10 10 11 11 11 12 12 13 14 15 15 16 iii 2.1.2 Creating materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.2 Iray+ material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.2.1 Adding an Iray+ material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.3 Iray+ Ocean . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.3.1 Using Iray+ ocean . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.3.2 Volume parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.3.3 Particle parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.3.4 Refraction parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.4 Iray+ Metal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.4.1 Using Iray+ Metal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.4.2 Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.5 Iray+ conversion materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.5.1 Iray+ Arch and Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.5.1.1 Conversion notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.5.2 Iray+ Fast SSS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.5.3 Iray+ Metallic Paint . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.5.4 Iray+ Skin SSS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.5.5 Iray+ Generic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Lighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.1 Physical sky . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.1.1 Adding a light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.1.2 Physical sky parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.1.3 Appearance parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.1.4 Ground parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.1.5 Light details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.2 Image based lighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.2.1 Using HDR and EXR files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.2.2 Adding a light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.2.3 IBL parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.2.4 Ground parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.2.5 Light Details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.3 Iray+ lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.3.1 Adding a light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.3.2 Light parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.3.2.1 Light Intensity parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.3.3 Light details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.4 Iray+ emission . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.4.1 Light details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.5 Compatibility with 3ds Max lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.5.1 Features supported in 3ds Max lights: . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.5.2 Features not supported in any 3ds Max light: . . . . . . . . . . . . . . . . . . . . . . 3.5.3 Supported 3ds Max lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.5.4 Light details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iv Iray for 3ds Max: User's guide 17 18 19 19 19 21 21 22 23 23 24 25 26 28 28 29 30 32 34 34 34 34 35 36 37 37 37 37 38 39 39 40 40 40 42 42 43 44 45 45 45 45 45 ©1986,2015 NVIDIA ARC 4 Cameras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.1 Using cameras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.1.1 Adding a camera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.1.2 Iray+ compatibility with 3ds Max cameras . . . . . . . . . . . . . . . . . . . . . . . . . 4.1.3 Camera effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.2 Tone mapping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.3 Camera effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.4 Depth of field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.4.1 Adding depth of field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.4.2 Depth of field parameters and compatibility . . . . . . . . . . . . . . . . . . . . . . . 4.5 Motion blur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.5.1 Adding motion blur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.5.2 Motion blur parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.1 Render setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.1.1 Choosing Iray+ as your renderer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.2 Renderers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.2.1 Iray+ renderer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.2.2 Frame completion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.2.3 Optimization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.2.4 Iray+ interactive renderer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.2.5 Frame completion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.2.6 Optimization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.3 Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.3.1 Tone mapping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.3.2 Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.3.3 Resource Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.3.4 Network Render . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.3.5 Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.4 Render elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.4.1 Modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.4.2 Standard render elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.4.3 Distance and depth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.5 Light path expressions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.5.1 Using light path expressions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.5.2 LPE examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.5.3 More resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.6 Remote rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.6.1 Network render . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.6.2 Remote streaming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.6.3 Current resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.6.4 Local . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.6.5 Remote . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 46 46 46 46 46 47 48 48 49 49 50 50 51 52 52 52 52 53 53 53 54 54 54 55 55 56 57 57 57 58 59 59 60 60 60 62 62 62 62 64 65 65 65 v 6 Advanced . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.1 Using MDL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.1.1 Adding custom MDL search paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.1.2 Importing MDL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.1.3 Supported parameters for editing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.1.4 Exporting MDL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.1.5 Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.2 Scene conversion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.2.1 Converting multiple objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.2.2 Compatibility with scene conversion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.2.3 Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.2.4 Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.2.5 Lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.3 Lighting analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.3.1 Enabling analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.3.2 Using lighting analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.4 Iray+ material library converter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.4.1 Using the Iray+ library converter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1 Iray+ compatibility with 3ds Max . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.1 Render setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.1.1 Common panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.1.2 Iray+ settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.1.3 Iray+ renderer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.1.4 Iray+ interactive renderer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.1.5 Iray+ render elements: render layers . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.1.6 Iray+ render elements: light path expressions . . . . . . . . . . . . . . . . . . . 7.1.1.7 Iray+ tone mapping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.2 Rendering misc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.2.1 Environment and effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.2.2 Material editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.3 Render windows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.3.1 Activeshade window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.3.2 Production render window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.4 Iray+ lighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.4.1 IBL lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.4.2 Physical sky . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.5 3ds Max standard lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.5.1 Target and free spot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.5.2 Target and free directional . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.5.3 Omni . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.5.4 Skylight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.5.5 mental ray area omni . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . vi Iray for 3ds Max: User's guide 68 68 68 68 69 70 70 70 71 73 73 73 74 74 76 76 76 76 79 79 79 79 79 79 80 80 81 81 81 81 81 82 82 82 83 83 84 84 84 85 85 85 85 ©1986,2015 NVIDIA ARC 7.1.5.6 mental ray area spot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.6 3ds Max photometric lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.6.1 Target and free light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.6.2 mental ray sky portal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.7 3ds Max cameras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.7.1 Target and free . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.7.2 Physical . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.8 Iray+ materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.8.1 Iray+ material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.8.2 Iray+ metal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.8.3 Iray+ ocean . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.8.4 Iray+ conversion materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.9 Other . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.9.1 3ds Max standard maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.9.2 Render to bitmap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.9.3 mental ray maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.9.4 Iray+ noise maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.9.5 Texture spaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2 Maxscript reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2.1 Render settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2.2 Create a new Iray+ material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2.3 Create a new Iray+ map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2.4 Get a list of Iray+ parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2.5 Set an Iray+ material parameter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2.6 Get an Iray+ material parameter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2.7 Set Iray+ material layer type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2.8 Get Iray+ material layer type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2.9 Lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2.10 Other . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2.10.1 Enable/disable irradiance layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2.10.2 Get irradiance min/max values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2.10.3 Get irradiance min/max colour values . . . . . . . . . . . . . . . . . . . . . . . 7.3 System requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.3.0.1 Minimum requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.3.0.2 Recommended requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.3.0.3 Iray+ interactive requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.3.0.4 NVIDIA CUDA GPU reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.3.0.5 CPU-only mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.4 Additional content . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.4.1 Material libraries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.4.1.1 moofe HDRI and backplates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.5 Licensing and copyright information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 85 86 86 86 86 86 86 87 87 87 88 88 89 89 89 89 90 90 90 90 91 91 92 92 92 93 94 94 94 94 94 95 95 95 95 96 96 96 96 97 97 98 vii 8 Appendix — Material components and libraries . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.1 Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.1.1 Geometry parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.1.2 Base . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.1.3 Decal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.1.4 Surface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.1.5 Coating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2 Low-level material components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.1 Diffuse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.2 Diffuse transmission . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.3 Subsurface scattering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.4 Diffuse subsurface scattering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.5 Multilayered subsurface scattering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.6 Pearlescent subsurface scattering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.7 Dielectric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.8 Two-lobe dielectric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.9 Specular reflection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.10 Conductor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.11 Gloss . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.12 Gloss flakes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.13 Flip-flop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.14 Interference pattern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.15 Thinwall transparent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.16 Physically based transparent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.17 Physically based translucent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.18 Backscattering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.19 Anisotropic conductor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.20 Anisotropic dielectric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.21 Woven anisotropic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.22 Fibre anisotropic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.3 Noise maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.3.1 Flake noise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.3.2 Flow noise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.3.3 Perlin noise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.3.4 Worley noise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4 Material libraries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.1 LWIrayPlusMaterials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.2 Ceramic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.3 Composites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.4 Concrete . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.5 Emission . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.6 Fabrics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.7 Flooring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.8 Gems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . viii Iray for 3ds Max: User's guide 99 99 100 101 102 102 103 104 104 106 108 113 116 118 122 126 130 131 135 136 139 141 144 145 149 152 155 159 164 169 172 172 173 175 178 181 181 183 184 185 186 186 188 190 ©1986,2015 NVIDIA ARC 8.4.9 Glass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.10 Interior Walls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.11 Liquids . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.12 Masonry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.13 Metals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.14 Miscellaneous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.15 Organic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.16 Metallic paint . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.17 Paper and Card . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.18 Plastics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.19 Roofing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.20 Site . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.21 Stone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.22 Stucco . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.23 Vegetation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4.24 Wood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.5 Component index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 190 191 191 192 193 195 196 196 197 197 198 198 200 201 201 202 205 ix 1 Overview 1 Overview 1.1 Introduction Iray for 3ds Max is a software plug-in for 3ds Max created by Lightwork Design that provides Iray+, a physically based ray tracing renderer based on NVIDIA Iray. Iray+ employs descriptions of appearance, called materials, that are specified by the NVIDIA Material Definition Language (MDL). This focus on the physical accuracy provided by NVIDIA Iray allows you to create the highest quality images and animations with a real world approach to materials, cameras and lighting. Bedroom Interior Rendered in Iray+ This document describes the concepts and features in the plug-in, as well as help and advice on how to use Iray for 3ds Max. This guide assumes a familiarity with the interface and concepts in 3ds Max. See Autodesk’s 3ds Max documentation for help and advice with general use. For an overall list of Iray+ compatibility with 3ds Max features see the compatibility section (page 79) in the Reference section. Iray+ complements the 3ds Max integration of NVIDIA’s Iray. Throughout this document, Iray+ refers to the renderer capabilities provide by Iray for 3ds Max. Feedback and Known Issues For feedback, known issues and other information during the beta program see the Iray+ Private Forum. 1.1.1 What is Iray+? Iray+ is a physically based ray tracing renderer with accurate materials based on NVIDIA’s Material Definition (MDL) standard. This physically accurate engine allows you to create the highest quality images and animations with a real-world approach to materials, cameras and ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 1 1 Overview 1.1 Introduction lighting. The lighting in an Iray+ rendered image is authentic to the real world, as all light interactions in your scene are represented accurately. Iray+ is based on the NVIDIA technology NVIDIA Iray, which is used in many professional high-end applications and by top design and visualisation companies around the world. Iray+ boasts improvements including an easy to understand material structure and usability enhancements. Iray+ extends the capabilities of the NVIDIA Iray implementation currently included in 3ds Max, including new features such as full MDL support, interactive rendering, support for cloud or remote renderings and an improved approach to using and creating physically accurate materials. The Iray+ plug-in includes two renderers; Iray+ and Iray+ Interactive. The Iray+ renderer creates production images while the Iray+ Interactive renderer allows you to navigate models in real-time with results that are almost indistinguishable from the Iray+ renderer. We’ve developed a comprehensive library of high-quality materials and an intuitive material editing UI, which enables you to create the materials you need in minutes. Our photometric lights and physically accurate sky system mean all lighting is representative of the real world. Iray+ also supports remote rendering, which enables you to harness the GPU power of cloud rendering and render farms. 1.1.2 1.1.2.1 Why use Iray+? Concepts Iray+ is based on the fundamental concepts of the real world, with lighting physics, photographic settings and the structure of materials all true to life. We use real-world concepts and present the minimum necessary parameters needed to get stunning images and animations. 1.1.2.2 Interactive rendering Iray+ Interactive renderer uses advanced approximation algorithms to mimic realism while minimizing unwanted noise. This gives you greater speed in your workflow. The ability to use both renderers simultaneously means you can quickly preview your scene with Iray+ Interactive renderer on your workstation whilst rendering remotely in Iray+ renderer for your production work. 1.1.2.3 3ds Max We have designed Iray for 3ds Max to complement your existing workflows, not disrupt them. We have kept the number of Iray+-specific UIs to a minimum and where possible we defer to 3ds Max to accomplish tasks. Where we do use our own objects and parameters we present them clearly and in the familiar formats used by 3ds Max. 1.1.2.4 Powerful Iray+ is designed to make optimal use of GPU hardware to ensure that your rendering is as fast and as powerful as possible. We recommend using NVIDIA GPUs to enhance the performance of your rendering. Local and remote rendering are fully supported and can be used with many batch rendering tools. 2 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 1.2 The conceptual model of Iray+ 1.1.2.5 1 Overview Extensible Iray for 3ds Max is just one of the many future products in the Iray+ product line, all sharing compatibility with this and other Iray+ enabled software. This means MDL materials and other elements can be used at every stage during a workflow from prototyping, review, simulation and manufacture. Iray for 3ds Max includes conversion from mental ray® and Autodesk materials, quickly bringing any existing scenes up-to-date. 1.1.2.6 Flexible NVIDIA Iray is used by professionals in many industries including automotive, jewelry, architecture, product, interior design and many more. An expansive material library provides the basis for creating virtually any material. MDL provides a powerful method for expressing and sharing any material. 1.2 The conceptual model of Iray+ A Canon 5D Mk II SLR rendered in Iray+ 1.2.1 1.2.1.1 Rendering and the world Modelling the world At a fundamental level, the natural world may be modelled as the interaction of energy and matter. This interaction can, in turn, be viewed by an observer through the visible appearance of the world. In this model of the natural world, the appearance of an object is a consequence of the matter that constitutes it; in other words, appearance is an intrinsic quality of an object. However, to facilitate the mapping of intuitive categories of the natural world to a simulated world, a formal model can separate the appearance of an object from the object itself. Appearance is then an extrinsic category between the observer and the interaction of energy and matter. Defining appearance as an extrinsic property also has a very useful side-effect: the separation of the ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 3 1 Overview 1.2 The conceptual model of Iray+ look of an object and its geometric structure facilitates an experimental freedom fundamental to the role that rendering plays in design and visualization tasks. Iray+ maps the conceptual categories of the natural world model — energy, matter, appearance and observer — to categories suitable for describing a simulated world: light, geometry, material and camera. There are three important points to note in this mapping: • Objects are abstracted to their geometric form. • The interaction of light with the geometric form of an object is defined by a material, which determines appearance. Interactions of light and objects are captured by an analogy to a traditional photographic camera. • Lights, geometries, materials, and cameras in a simulated world and their spatial relationships constitute a scene. In Iray+, the scene is the simulated world to be rendered. 1.2.1.2 Creating a record of the world The virtual camera specified in a scene defines attributes analogous to those that characterize a real-world mechanical camera, for example, viewing direction and focal length. But, unlike a real-world camera, a virtual camera cannot create a record of a scene; this task falls to the renderer. Strategies for creating a record of a rendering can differ between renderers. In ray tracing, for example, lines drawn from the camera’s "eye" position into the scene determine the color values of the corresponding position in the resulting record. In other words, the camera determines the geometry of the relationship and the renderer controls how the color values are calculated. Control of the renderer is highly dependent on how the renderer is implemented in software. Developing an intuition for controls of the renderer requires an understanding of the rendering process itself. 1.2.1.3 The rendering process The preceding sections described the input, process, and output that map to the phases of the rendering process: • Input — The scene, which contains the description of the world and a position and direction from which it is viewed. The more comprehensive and detailed the description, the more realistically light interaction with surfaces and volumes can be modelled. • Process — The renderer, which processes the scene description. The algorithms the renderer implements determine its abilities to record and render the behavior of light and its interaction with objects. • Output — The output of the rendering process, which is an image — the record of what the camera "saw". The quality of the image is determined by the sophistication of the file storage format and the capabilities of the output device used to display the image. 4 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 1.2 The conceptual model of Iray+ 1.2.2 1 Overview Material concepts Still Life with Iray+ Materials 1.2.2.1 MDL: the standard for materials Materials in Iray+ are based on MDL (Material Definition Language), which consist of building blocks that can be combined in flexible ways. MDL is an open standard for describing materials and the interaction of light on their surface and volume. Iray+ materials simulate the entire lighting equation, and, by using measured data in your materials, will result in simulation-grade accuracy. In Iray+ you are presented with a wide variety of materials, which form starting points that can be adapted to represent almost any material with accuracy. Materials can be shared with other MDL-enabled applications ensuring that all designers, developers, and other people working on a project, will be working from one set of materials. 1.2.2.2 Real-world structure Iray+ material layers follow the real-world material creation structure, so the way you see them presented in Iray+ follows how they would be manufactured or found in nature. A painted, varnished wood, for example, follows the structure: ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 5 1 Overview 1.2 The conceptual model of Iray+ Video: http://player.vimeo.com/video/114038416 Decal Vinyl Sticker Surface 2 Scratches alpha channel Surface 1 Clear Coat Varnish Coating Paint with diffuse color Base Pine Wood with bump map Geometry Wood Geometry They’re created in a top down structure, with the core geometry at the bottom of the layer order, and additional layers built on top as required. Multiple layers of each type can be added in any order, allowing highly complex finishes, such as multi-layered paint peel and rust, chips and scratches. 1.2.2.3 Built with collaboration in mind The real-world approach to materials allows efficient reuse and sharing of each component between different materials. For example, you could take the Paint, Varnish and Decal from the Pine wood base and add it to a Plaster or Concrete Base. Very quickly you have created a new material from these building blocks without the arduous work of starting from scratch every time. The large library of materials already in Iray+ means it is extremely quick to create even the most unique of materials. The open nature of MDL allows sharing between communities and between applications removing much of the repetition usually involved. 1.2.3 Lighting concepts Lighting in an Iray+ scene can come from three sources: global illumination from the environment, emissive materials or artificial lights within the scene. A scene can be lit entirely by one of these sources, or by a combination of the three. These three broad categories can be further subdivided into more specific light sources or light types. The environment lighting can come either directly from an IBL (page 37) (image-based lighting), or from a procedural sun and sky simulation environment called PhysicalSky (page 34). The artificial lights come in various types, some of which are controlled by the usual 3ds Max light types, and others which are unique to the Iray+ plug-in (page 40). 6 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 1.2 The conceptual model of Iray+ 1 Overview Interior scene lit with Iray+ Lighting The lighting systems in Iray+ are all physically correct; if you put data from the real world in to a model or simulation you will get accurate lighting out. This is perfect for studying light in simulation, and for creating realistic animation. The PhysicalSky (page 34) environment is ideal for daylight studies and will give accurate luminance levels in any model. As well as adding new Iray+ lights for powerful control over the look of your scenes, we support many of the existing 3ds Max lights, so your existing models will work as expected without needing to replace existing lighting ( see the lighting compatibility table (page 44)). 1.2.3.1 Environment lighting Iray+ uses the concept of environments to describe the world around the scene. These serve to provide the visible background to the image (in the absence of a backplate) and also to light the scene. The IBL (page 37) environment can be specified as either a sphere or hemisphere, and additional parameters that allow you to control the dome size and various ground plane effects. Iray+ also provides a powerful procedural environment called PhysicalSky (page 34). This generates a physically realistic, high dynamic range sky dome around a scene. You can control many aspects of this dome including the overall intensity, as well as the sun’s position and appearance in the sky (the sun position can be set either directly with an altitude-azimuth coordinate system, or by using the comprehensive date/time/location panel). As this is physically accurate, you will see realistic halo effects around the sun disk, haze in the atmosphere, sky color etc. 1.2.3.2 Artificial lighting Iray+ has several types of artificial light which can be used to partially or fully illuminate a scene. As mentioned above, some of these light types are used in conjunction with the standard 3ds Max light types to integrate seamlessly into your existing workflow, while other light types are unique to the Iray+ plug-in and are controlled separately. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 7 1 Overview 1.2.3.3 1.2 The conceptual model of Iray+ 3ds Max lights The following light types are used when converting from the standard 3ds Max light types. No special controls are added for them in the Iray+ plug-in, but the most appropriate type will be automatically selected for the best conversion. See the lighting compatibility table (page 44) for more details. Distant lights Distant lights act as a point light placed infinitely far from the scene. The illumination is parallel and uniform — i.e., each point in the scene "sees" the light in the same direction, and at the same intensity. In essence it mimics simple sunlight. Point lights Point lights give a uniform light distribution from a single point within the scene. The illumination at any point in the scene depends on the direction to the light position as seen from that point, and is also proportional to the inverse square of the distance between that point and the light position. The light source is not visible in the scene. Spot lights Spot lights are similar to point lights, but the light distribution is not spherically uniform. Instead it is directed into a "cone", to mimic the appearance of a real spot light. The light source is not visible in the scene. Photometric lights Similar to point and spot lights, but rather than a uniform distribution, or a simple cone distribution, this light type reads in an external IES file which describes a more complex light distribution. This distribution can be oriented in the same way as the spot light, but the actual shape of the distribution is fixed by the IES file. The light source is not visible in the scene. 1.2.3.4 Area lights Area lights are unique to the Iray+ plug-in and therefore have their own controls and user interface. See the Iray+ Lights (page 40) page for details. Area lights define simple pieces of geometry (rectangles, discs, spheres and cylinders) that emit light. Unlike the other types of artificial light, these are visible in the scene by default so are good for modelling simple bulbs, strip lights, and the like. They can also be made invisible to the camera like all the other light types. Each type of area light has parameters that allow you to control the position, size, shape, and orientation of the light. By default, the area lights will emit a basic uniform illumination, but it is also possible to attach an IES file as with Photometric lights. In this case, every point on the surface of the area light will act as a point source with this profile, and the total illumination is given by an integration over the surface. 1.2.4 Rendering concepts Iray+ has different renderers which are tailored for performing specific rendering tasks. Iray+ (page 2) is a production renderer with full global illumination support. Iray+ Interactive (page 2) allows rapid interaction and modification of your scene. This ‘Unified Rendering Model’ means all renderers share a common representation of your scene and materials in 3ds Max. This ensures consistency of appearance whichever renderer you are using. If you 8 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 1.3 Getting started 1 Overview use other Iray+ enabled software in your workflow, this consistency extends across your entire workflow. 1.2.5 Scalability concepts Iray+ is designed to take full advantage of your GPUs, offering massive render speed performance enhancements when you add additional hardware. This makes it an incredibly efficient choice for using distributed rendering in your workflow. Cluster or Render farms are supported out-of-the-box using the 3ds Max batch rendering tool, or other add-ons, such as Backburner. Cloud rendering support comes as standard and is extremely simple to set up. See also: • Iray+ Feature List (page 10) • Introduction to Iray+ (page 1) 1.3 Getting started Before installing Iray+, ensure your system matches the System Requirements (page 95). 1.3.1 Installing Iray+ 1 Open Iray+ Installer. 2 If you already have a version of the plug in installed, the installer will ask you whether to remove it first. It is recommended that you uninstall any existing versions of the plug-in. 3 Select Next to start the installation progress and view the License Agreement. 4 The Installer will attempt to install to the Plug-Ins directory of 3ds Max in the Program C:\Program~Files\Autodesk\3ds~Max~20**\plug-ins Files directory, for example, in 5 If the folder already exists, the Installer will ask you to confirm that you would like to install to that directory. 6 When installation is complete select Finish . 1.3.2 Choosing Iray+ as your renderer Iray+ includes 2 renderers, Iray+ and Iray+ Interactive . Iray+ delivers the best results and is a good choice as your production renderer. Iray+ Interactive allows easier navigation with faster results and is a good choice as your ActiveShade renderer. Assigning Iray+ as your Renderer ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 9 1 Overview 1.4 Iray+ feature list 1 In 3ds Max, choose the [ Rendering I Render Setup... ] menu item. 2 Choose the Common tab and scroll to the Assign Renderer group. 3 In the Production renderer dialog, assign Iray+ or Iray+ Interactive. 4 In the ActiveShade renderer dialog, assign Iray+ or Iray+ Interactive . This will enable all Iray+ options within Render Setup and the Material Editor. 1.3.3 Ensuring material accuracy Materials in Iray+ are designed with size accuracy in mind. To ensure Iray+ materials display at an accurate scale: 1 Select [ Customize I Preferences ] in the 3ds Max menu bar. 2 Under the General tab, ensure the Use Real-World Texture Coordinates checkbox is ticked. 3 Select OK to confirm the change. 1.3.4 Downloading material libraries Iray+ makes hundreds of materials available to use in your work. See the Material Libraries page (page 180) to download these. 1.4 Iray+ feature list 1.4.1 Rendering • Includes two renderers: Iray+ Interactive, for fast preview of lighting and materials; and Iray+, for full photorealistic representation of all aspects of the scene • Physically accurate ray trace rendering • Images converge quickly without persistent artefacts • Instant scene preview with Iray+ Interactive renderer in ActiveShade • Assign local or remote resources (GPU and CPU) independently to either renderer • Near linear acceleration when adding additional GPUs • Remote and cloud rendering capability • Simultaneous render elements for post processing • Architectural sampler for optimisation of architectural scenes • Uses latest version of Iray+ (Iray+ 2015) which includes new features and significant speed improvements • Support for motion blur and depth of field using 3ds Max camera multi-pass effect. 10 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 1.4 Iray+ feature list 1.4.2 1 Overview Materials • Intuitive material design, based on layered representation of real-world materials • Supports up to 16 layers per material for complex material representation • Native MDL support • A library of high quality materials • MDL import and export for cross application material sharing • Support for standard 3ds Max maps and additional new Iray+ noise maps • Fast conversion from mental ray or Autodesk materials • Measured material data import • New materials made available regularly • Decal support • Accelerated Subsurface Scattering. 1.4.3 Lighting • Supports 3ds Max standard and photometric lights • New Iray+ photometric light type • Fast area light with IES distribution • Emissive materials to make any geometry emit light • Iray+ physical sun and sky system • Configurable IBL environments with optional matte shadows and reflections • Irradiance lighting analysis mode for accurate light and heat simulation • Viewport preview of IBL for fast positioning • Accurate preview of all light types in ActiveShade with interactive update • Real world units for area lights • User enabled caustic sampling • Define custom Light Path Expressions (LPEs) and render to separate layers. 1.4.4 Workflow • Adjust tone mapping interactively in ActiveShade • Intuitive material editing UI in both compact and slate material editors • Control over frame completion and render optimizations • Fits into existing 3ds Max workflows • Supports MaxScript • MDL export/import allows material consistency between all Iray+-based plug-in ren- derers (3ds Max, Maya and Revit) • Access infinite compute resource using cluster or cloud rendering • Simple scene conversion between mental ray and Iray+ includes lights, materials and environments. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 11 1 Overview 1.5 1.5.1 1.5 Tutorials Tutorials Headphones tutorial This tutorial walks you through setting up lighting, Iray+ materials and rendering with Iray+ and Iray+ Interactive renderers using a product within a studio environment. Download the tutorial 12 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 1.5 Tutorials 1.5.2 1 Overview Interior tutorial This architectural visualization tutorial includes using Iray+ Interactive for fast scene changes to geometry and materials, Depth of Field, Tone Mapping and Iray+ Lighting. Download the tutorial ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 13 1 Overview 1.5.3 1.5 Tutorials HDRI camera-matching tutorial HDRI Tutorial The tutorial walks you through the steps required to match Moofe (page 97) backplates with your camera in 3ds Max. A selection of HDRI and backplates are available free for personal use from moofe, download the starter pack here. Download the tutorial 14 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 2 Materials 2 2.1 Materials Using materials Materials in Iray+ are integrated directly in the 3ds Max Slate and Compact Material Editors, with a large, high quality library of example materials to give you a reference point to create virtually any material. If you prefer to start from scratch, Iray+ base components give total freedom over building materials. Material structure in Iray+ ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 15 2 Materials 2.1 Using materials Video: http://zippy.gfycat.com/FittingUnripeBarasingha.mp4 In the Slate Material Editor, Iray+ Materials show each layer and its available map locations are shown as input sockets. As you add or remove layers the material node will update. Later sections of this documentation describe importing and exporting MDL materials (page 68). See Autodesk Help for more information on using the Slate Material Editors material nodes. 2.1.1 Using an existing material The quickest way to get started with materials in Iray+ is by choosing an example from our supplied material library. You can then adapt this to your own requirements. For this example we will take a material from the example Iray+ Material Library. 1 If the LwIrayPlusMaterials.mat library is not loaded in the 3ds Max Material Editor, click the dropdown arrow at the top of the Material/Map Browser and choose the Open Material Library... item. 16 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 2.1 Using materials 2 Materials Video: http://zippy.gfycat.com/ RecklessBogusCottontail.mp4 1 Navigate to: C:\Program~Files\Autodesk\3dsMax2015\materiallibraries and choose the LwIrayPlusMaterials.mat file. 2 Inside are several example materials to use and adapt. 2.1.2 Creating materials When creating a material from the ground up, you will use one of the Iray+ material components (page 104). In the following example, we will work with an Iray+ material component to create a complex multi-layered car paint. An Iray+ material example 1 Create a simple studio environment and add a 10m3 object such as a ChamferBox 2 Apply a UVW map modifier and set Box as the mapping type 3 Open an ActiveShade window to view the changes to materials as you add layers ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 17 2 Materials 2.2 Iray+ material 4 In the 3ds Max Material Editor, choose Iray+ Material from the Material/Map Browser from [ Materials I Iray+ I Iray+ Material ] and apply this to the object you created. Select the following parameters to create the basis of the material: • Base • Base Preset: Matte • Colour: RGB 0, 35, 4 • Roughness: 0.05 5 To add some paint flakes, add a coating layer from [ Iray+ Material I Coating ] and apply the following parameters: • Coating Preset: Flakes • FlakeColour: RGB 124, 251, 0 • FlakeRoughness: 0.2 • Weight: 0.15 • FlakeSize: 0.05 • FlakeAmount: 0.5 • FlakeBumpiness: 0.5 6 For a second coating layer, add some finish to the material. Add a coating layer from [ Iray+ Material I Coating ] and apply the following parameters: • Coating Preset: ClearCoat (remove the Iray+ Perlin Noise map attached to the Nor- mal parameter) • DiffuseColour: RGB 7, 10, 28 • Roughness: 0.2 • ReflectedColour: RGB 255, 255, 255 • Exponent: 4.0 • NormalReflectivity: 0.2 • GrazingReflectivity: 1.0 • UseIOR: Off • Weight: 1.0 7 Now add a Surface layer from [ Iray+ Material I Surface ] and apply the RadialScratches2 preset. You should have a material similar to the illustration above. See also: • Iray+ Material Library Converter (page 76) • Material Libraries (page 180) Note: If you are using 3ds Max 2014, navigate to: C:\Program~Files\Autodesk\3dsMax2014\materiallibraries or: C:\Program~Files\Autodesk\3dsMax2016\materiallibraries for 3ds Max 2016 2.2 Iray+ material The Iray+ Material is a monolithic shader used to create almost all other Iray+ materials. Iray+ Material provides the full range of functionality described in the section on material components (page 104). That section should be used as a reference for all material creation except some exceptional uses where Iray+ Ocean (page 19) and Iray+ Metal (page 23) are uniquely suited. 18 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 2.3 Iray+ Ocean 2.2.1 2 Materials Adding an Iray+ material Adding a material Iray+ Material is found in the material editor under [ Materials I Iray+ ]. You can begin adding layers, and using the preset dropdown menus to develop your required appearance. The following sections describe the capabilities and presets of each layer. 2.3 Iray+ Ocean Iray+ Ocean is a specialized material designed for creating complex bodies of water that include particles and volumetric effects. Examples of materials created using Iray+ Ocean can be found in the Iray+ Liquids library (page 191). 2.3.1 Using Iray+ ocean Adding a material Iray+ Ocean is found in the material editor under [ Materials I Iray+ ]. The following sections describe the parameters and functionality available in this material. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 19 2 Materials 2.3 Iray+ Ocean The Ocean Material Editor UI 20 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 2.3 Iray+ Ocean 2.3.2 2 Materials Volume parameters VolumeColor Color Controls the color of the material. Light passing through the material will gradually be absorbed based on this color. The further the light travels in the material, the more light will be absorbed. This must be a single color value, it cannot be a texture map or noise function. VolumeColor VolumeDistance VolumeColor VolumeColor 0.0→inf This scale, in metres, controls the overall strength of the subsurface absorption and scattering effects. Reducing this parameter will strengthen the effects. On average, light passing through the material will undergo scattering and absorption each time it travels this distance through the material. VolumeDistance: 0.0 VolumeDistance: 7.0 VolumeDistance: 20.0 2.3.3 Particle parameters ParticleDensity 0.0→1.0 Controls how much of the volume is taken up by particles. The higher the ParticleDensity, the less you will be able to see below the surface of the material. ParticleDensity: 0.0 ©1986,2015 NVIDIA ARC ParticleDensity: 0.02 Iray for 3ds Max: User's guide ParticleDensity: 0.2 21 2 Materials 2.3 Iray+ Ocean QuickParticles On/Off Checkbox Switches between a simplified and a more accurate representation of particles in the material. If set to true, particles are approximated by a simple but fast shading effect at the surface of the material. If false, particles are simulated using slower but more accurate subsurface scattering effects. 2.3.4 IOR Refraction parameters 0.0→inf IOR (Index of Refraction) controls how much the material refracts (or distorts) the transmitted light. IOR: 1.0 ThinWalled IOR: 1.34 IOR: 20 On/Off Checkbox Treats the objects to which the material is applied as thin sheets instead of solid, filled objects. If set to true, all refraction, subsurface absorption and subsurface scattering effects will be disabled. ThinWall On 22 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 2.4 Iray+ Metal 2.4 2 Materials Iray+ Metal Iray+ Metal material The Iray+ Metal material contains measured information about metals from which various metal types can be created using combinations of surfaces and coatings; because they use measured data, these are extremely accurate. If you want more control over the appearance (and therefore less accuracy) of a metal material use Iray+ Material (page 18) and choose one of the metal base presets. Examples of materials created using Iray+ Metal can be found in the Iray+ Metals library (page 193). 2.4.1 Using Iray+ Metal Adding a material Iray+ Metal is found in the material editor under [ Materials I Iray+ ]. The following sections describe the parameters and functionality available in this material. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 23 2 Materials 2.4.2 Presets 2.4 Iray+ Metal Parameters Dropdown menu This component contains the following measured examples of metal: 24 Aluminium AluminiumCopper Chromium Copper Gold Iron Lead Mercury Molybdenum Nickel Platinum Rhodium Silver Titanium Tungsten Vanadium Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 2.5 Iray+ conversion materials Roughness 2 Materials 0.0→1.0 / Map Simulates the level of polish. Higher values result in blurrier reflections. Roughness: 0.0 Anisotropy Roughness: 0.1 Roughness: 0.5 0.0→1.0 / Map Simulates the effect of reflections on brushed or machined surfaces where you have parallel scratches or grooves. Reflections tend to get stretched out in a direction orthogonal to the scratch direction. Higher values increase stretching. Anisotropy works in conjunction with the roughness parameter. Anisotropy: 0.0 AnisotropyRotation Anisotropy: 0.5 Anisotropy: 0.9 0.0→1.0 / Map Controls the direction the reflection is stretched relative to the texture coordinate axis at that point. You can apply textures to this to get circular brushed effects. The range is 0.0 to 1.0, where 1.0 means 360 degrees, 0.25 means 90 degrees, etc. To work this out, just multiply the value by 360. You can apply textures to this to get circular brushed effects. AnisotropyRotation: 0.25 (90 ◦ ) 2.5 AnisotropyRotation: 0.5 (180 ◦ ) AnisotropyRotation: 0.85 (306 ◦ ) Iray+ conversion materials Iray+ has several materials that are used primarily to faciliate scene conversion from mental ray (page 70). These conversion materials are optimised for compatibility not speed, for faster rendering time, we recommend using Iray+ materials where possible. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 25 2 Materials 2.5 Iray+ conversion materials • Iray+ Arch and Design (page 26) • Iray+ FastSSS (page 28) • Iray+ Metallic Paint (page 29) • Iray+ Skin SSS (page 30) • Iray+ Generic (page 32) Note: These materials will not appear in the material editor unless you have converted your scene using the scene conversion tool. We recommend using Iray+ Components (page 99) where possible. 2.5.1 Iray+ Arch and Design This material matches the mental ray Arch and Design material in 3ds Max, allowing simple conversion (page 70) of existing scenes to Iray+ materials. This material is energy conserving; this is described in the original Arch and Design documentation, and Iray+ matches this. Conversion from mental ray Arch and Design to this material makes some assumptions based on your chosen parameter value. See the conversion notes (page 28) for details. Group Parameter Name Description Range/Input Diffuse DiffuseLevel Defines the brightness of the diffuse color. Final level affected by Reflectivity and Transparency as this is an Energy Conserving Material. 0.0→1.0 DiffuseRoughness Known as Oren-Nayar diffuse: allows clay-like powder surfaces at higher values. 0.0→1.0/ Map DiffuseColour The main color of the material. RGB/Map Reflectivity The (maximum) amount of reflectivity. Final level dependant on BRDF values. 0.0→1.0 ReflectionGlossiness Defines the glossiness of the surface. 1.0 results in a perfectly mirrored surface, lower values result in more diffuse reflectivity. 0.0→1.0 / Map ReflectionColour The overall reflection color, usually white. RGB/Map MetalMaterial When enabled, the color of the reflections is taken from the main diffuse color (DiffuseColour). Reflectivity sets the balance between the diffuse and glossy reflections. On/Off Transparency The amount of transparency; final level is dependant on BRDF values. Transparency is also affected by RefractionColour, with black being completely diffuse. 0.0→1.0 Reflection Refraction 26 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 2.5 Iray+ conversion materials Translucency Anisotropy 2 Materials RefractionGlossiness Defines the sharpness of the refraction. 1.0 will result in completely clear transparency, lower numbers are more diffuse. 0.0→1.0 / Map RefractionColour Can be used to create a colored glass. If the Refraction Transparancy is set to 1.0 in Iray/mental ray, setting the transparency color to black will mean that the material reverts to its supplied diffuse color. Whereas in Iray+ this will result in a pure black material that ignores the diffuse colour. To mimic the mental ray implementation, you can simply set the Refraction Transparancy to 0.0 RGB/Map RefractionIOR The Index of Refraction of the material. 0.0→50.0 RefractionFalloffOn Enables falloff for refractions, used for materials where you cannot see the transparency beyond a certain distance/color. On/Off RefractionFalloffDistance The distance where no transparency is seen or when the falloff color is reached. 0.0→inf RefractionFalloffColourOn Enables using RefractionFalloffColor. On/Off RefractionFalloffColor Changes the color of the refraction at the extremities or edges of the material, for example, a glass bottle may look more green at its edges than its center. RGB/Map ThinWalled Treats surfaces as thin wafers of material, rather than the boundaries of solids. On/Off Translucency Enables material translucency. On/Off TranslucencyWeight Determines how much of the existing transparency is used as translucency. For example, a value of 0.3 means that 30% of the transparency will be used as translucency. 0.0→1.0 / Map TranslucencyColour The color of the translucency. RGB/Map Anisotropy Controls the shape of the highlight. At 1.0, the highlight is round: there is no anisotropy. Lower values create elongated highlights and reflection effects. 0.0→1.0 / Map AnisotropyRotation Changes the orientation of the highlight. The range of 0.0 to 1.0 is mapped to a range of 0.0 to 360.0 degrees. 0.0→1.0 / Map ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 27 2 Materials 2.5 Iray+ conversion materials BRDF 2.5.1.1 ByIOR When enabled, the BRDF uses the RefractionIOR value (Refraction group) to determine... On/Off BRDF_0DegRefl Reflectivity at the angle directly facing the camera or viewer. 0.0→1.0 BRDF_90DegRefl Reflectivity as viewed at the ’grazing’ angle or the appearance of reflectivity as it appears looking across the surface. 0.0→1.0 BRDF_CurveShape Alters the falloff of the BRDF curve. 0.01→25.0 Conversion notes • Glossy samples — If 0.0, the converter will turn off Glossiness • Highlights+FG — When enabled, the converter will reduce Glossiness and Reflectivity of the material • Self-illumination — Only values in Kelvin will be converted. If you have set a color preset (i.e. incandescent filament lamp) this will not convert, and the color temperature will default to 6500k. • Templates — For correct conversion of the following Arch and Design templates: • Glazed Ceramic • Matte Plastic • Glossy Plastic Set the Refraction and/or transparency to 0. This will result in a more accurate appearance. 2.5.2 Iray+ Fast SSS This material matches the mental ray Subsurface Scattering Fast Material in 3ds Max, allowing simple conversion of existing scenes to Iray for 3ds Max materials. Group Parameter Name Description Range/Input Diffuse OverallDiffuseColoration This is the overall diffuse color. All other colors in this material are multiplied by this color to give the final result. Useful for tinting the final effect. RGB/Map UnscatteredDiffuseColour The color of the material which is not scattering light. RGB/Map UnscatteredDiffuseWeight The contribution of the unscattered element to the overall look. 0.0→1.0 / Map FrontSubsurfaceColour The color of the front surface scattering. RGB/Map FrontSubsurfaceWeight The contribution of the front surface scattering to the overall look. 0.0→1.0 / Map BackSubsurfaceColour The color of the back surface scattering, i.e. light going through the object. RGB/Map BackSubsurfaceWeight The contribution of the back surface scattering to the overall look. 0.0→1.0 / Map Subsurface 28 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 2.5 Iray+ conversion materials Specularity Advanced 2.5.3 2 Materials SubsurfaceScatterRadius The scatter radius in the subsurface. Light will scatter this distance in the subsurface. 0.0→inf /Map SpecularColour The color of highlights on the reflective parts of the object. RGB/Map Shininess Shininess affects the size of the specular highlights, and the amount of reflectivity visible on the object. 0.0→1.0 / Map ScatterBias Control the mix of forward and backwards scattering. A value of 0.0 gives completely uniform scattering. Positive values favor forward scattering, and negative values favor back scattering. -1.0→1.0 IOR Controls how much the material refracts (or distorts) the transmitted light. 0.0→50.0 Iray+ Metallic Paint Iray+ Metallic Paint material This material matches the mental ray Car Paint material in 3ds Max, allowing simple conversion of existing scenes to Iray+ materials. Group Parameter Name Description Range/Input Diffuse BaseColour Sets the base color for the paint. RGB/Map Roughness Increasing the roughness gives materials a flatter, more matte appearance. 0.0→1.0 / Map EdgeWeight Defines how much of the geometry is defined as Edges (glancing angles). 0.0→1.0 / Map EdgeColour The color seen at the edges—this usually is set much darker than the BaseColour. RGB/Map ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 29 2 Materials Reflectivity Flakes 2.5.4 2.5 Iray+ conversion materials EdgeBias Defines how much of the appearance is biased to the EdgeColour, i.e. the falloff rate towards the edge (color). A value of 0.0 gives no falloff. 0.01→25.0 / Map LightFacingWeight Defines how much of the geometry is defined as a Face (geometry facing towards a light). 0.0→1.0 / Map LightFacingColour The color seen illuminated on the object’s surface. RGB/Map LightFacingBias Defines how much of the material appearance is weighted towards the LightFacingColour. A smaller number increases the amount of LightFacingColour seen. 0.01→25.0 / Map ReflColour The color of the reflection. RGB/Map ReflEdgeWeight The reflective strength at the edges. 0.0→1.0 / Map ReflFacingWeight The reflective strength for facing geometry. 0.0→1.0 / Map FlakeColour Allows different colored flakes of paint in the appearance of your material. RGB/Map FlakeWeight Defines how much of the surface should be covered by flakes. 0.0→1.0 / Map FlakeScale Controls the size of individual flakes. 0.0→inf /Map FlakeDensity Defines how close together the flakes will appear. 0.0→inf /Map UnitConversion Adjusts, FlakeScale, to control the size of individual flakes, when using non-metres units. 0.0→inf Iray+ Skin SSS Iray+ Skin SSS material This material matches the mental ray Subsurface Scattering Fast Skin material in 3ds Max, allowing simple conversion of existing scenes to Iray+ materials. 30 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 2.5 Iray+ conversion materials 2 Materials Group Parameter Name Description Range/Input Diffuse OverallDiffuseColoration The overall coloration. This affects all skin layers. RGB/Map UnscatteredDiffuseColour The color of the material which is not scattering light, ie the very top layer of the skin. RGB/Map UnscatteredDiffuseWeight The contribution of the unscattered element to the overall look. 0.0→1.0 / Map SubsurfaceScatterRadius The scatter radius in the subsurface (all 3 layers). Light will scatter this distance in the subsurface. 0.0→inf /Map TopScatterColour The color of the epidermal (top) skin layer. RGB/Map TopScatterWeight The weight of the epidermal (top) skin layer, default is 0.5. 0.0→1.0 / Map SubdermalScatterColour The color of the subdermal skin layer. This is the thicker ’meat’ layer and is usually reddish in human skin. RGB/Map SubdermalScatterWeight The weight of the subdermal skin layer, default is 0.5. 0.0→1.0 / Map BackScatterColour The color of the back scatter layer. This is often used for ’through’ skin effects like ears. RGB/Map BackScatterWeight The weight of the back scatter layer. 0.0→1.0 / Map OverallSpecularWeight The overall weight of all the specular effects in the material. 0.0→1.0 / Map SpecularColour1 The color of the broad, soft specularity of skin. RGB/Map SpecularWeight1 The weight of the broad, soft specularity of skin. 0.0→1.0 / Map SpecularEdgeWeight1 The additional weight at the edges of the broad, soft specularity of skin. 0.0→1.0 / Map Shininess1 Affects the size of the broad, soft specularity of skin. 0.0→1.0 / Map SpecularColour2 The color of the near-reflective specularity of the top layer oiliness and wetness of skin. RGB/Map SpecularWeight2 The weight of the near-reflective specularity of the top layer oiliness and wetness of skin. 0.0→1.0 / Map SpecularEdgeWeight2 The additional weight at the edges of the near-reflective specularity of the top layer oiliness and wetness of skin. 0.0→1.0 / Map Shininess2 Affects the size of the near-reflective specularity of the top layer oiliness and wetness of skin. 0.0→1.0 / Map ReflectionWeight The weight of the reflections. 0.0→1.0 / Map Subsurface Scattering Specularity Reflectivity ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 31 2 Materials 2.5 Iray+ conversion materials Advanced 2.5.5 ReflEdgeWeight The weight of the reflections at the edges. 0.0→1.0 / Map ReflGlossiness The glossiness of the surface. 1.0 results in a perfectly mirrored surface, lower values result in more diffuse reflectivity. 0.0→1.0 / Map ScatterBias Control the mix of forward and backwards scattering. A value of 0.0 gives completely uniform scattering. Positive values favor forward scattering, and negative values favor back scattering. -1.0→1.0 IOR Controls how much the material refracts (or distorts) the transmitted light. 0.0→50.0 Iray+ Generic This is a diverse, multipurpose material that is designed to mimic the features of the Autodesk Generic material. The purpose of this conversion material is to allow accurate conversions of the whole Autodesk Material library. For example, the scene convertor works by converting an Autodesk Concrete material into an Autodesk Generic material, and in turn into an Iray+ Generic material. Group Parameter Name Description Range/Input Generic Colour The base color of the material. RGB/Map Image Apply an image to the material, this will usually hide the color unless you omit tiling from the map. RGB/Map ImageFade Controls the fade between the Colour and the Image parameters. 0.0→100.0 Glossiness Controls the glossiness of the surface. 0.0→100.0 UseGlossinessMap When enabled, the Glossiness parameter is ignored and the GlossinessMap parameter is used instead. On/Off GlossinessMap Apply a map for the glossy pattern. Only active when UseGlossinessMap is checked. RGB/Map Highlights Uses metallic specular highlights for the material. When switched off this uses non-metallic highlights. On/Off EnableReflectivity When enabled, the material is reflective. On/Off DirectRefl Controls the normal reflectivity. 0.0→100.0 UseDirectRefltMap When enabled, the DirectRelf parameter is ignored and the DirectReflMap is used instead. On/Off Reflectivity 32 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 2.5 Iray+ conversion materials Transparency 2 Materials DirectReflMap Apply a map for the normal reflectivity pattern. (Ignore the numeric value field.) Map ObliqueRefl Controls the grazing reflectivity. 0.0→100.0 UseObliqueRelfMap When enabled, the ObliqueRefl parameter is ignored and the ObliqueReflMap parameter is used instead. On/Off ObliqueRelfMap Apply a map for the grazing reflectivity pattern. (Ignore the numeric value field.) Map ByIOR When enabled, RefractionIOR (Transparency group) is used to determine reflectivity. On/Off EnableTransparency When enabled, the material is transparent. On/Off TransparencyAmount Controls the overall transparency. 0.0→100.0 UseTransparencyImage When enabled, the TransparencyImage parameter is used in combination with the Reflectivity. On/Off TransparencyImage When UseTransparencyImage is enabled, this will be used. (Ignore the numeric value field.) Map TransparencyImageFade Controls the compositing of the effect of the image map. 0.0→100.0 TranslucencyAmount Controls the translucency of the material. 0.0→100.0 UseTranslucencyMap When enabled, the TranslucencyMap is used instead of the TranslucencyAmount. On/Off TranslucencyMap Apply a map for the translucency pattern. (Ignore the numeric value field.) Map RefractionIOR The Index of Refraction of the material. Controls how much the material refracts (or distorts) the transmitted light 0.0→50.0 ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 33 3 Lighting 3 3.1 Physical sky Lighting 3.1 Physical sky PhysicalSky generates a physically realistic, high dynamic range sky dome around a scene so you can create stills and animations for any time of the day at any location in the world. An alternative is to use an IBL light (page 37) using your own HDRI. 3.1.1 Adding a light Create Panel 3.1.2 ⇒ Lights ⇒ Dropdown ⇒ PhysSky button Physical sky parameters Iray+ Physical Sky Parameters Manual Azimuth The angle of the sun around the horizon measured clockwise from North Altitude The elevation in degrees of the sun in the sky between the horizon and the zenith (the point directly overhead). 34 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 3.1 Physical sky 3 Lighting Date, Time and Location Time Set the time, date and time zone of your location, and give the option of observing Daylight Saving Time Location Set the Longitude and Latitude of your location Intensity Physically Based Fixes certain parameters to physically accurate values, these parameters are Intensity, Haze, Glow and Red Shift parameters. Intensity Increases or decreases the brightness of the scene, values other than 1.0 are not physically accurate. 3.1.3 Appearance parameters Iray+ Physical Sky Appearance Parameters Atmospherics Haze Simulates the effect of particulates in the atmosphere. Low values will give a clear sky, while the higher values will increase the effect of light scattering Glow Affects the size and softness of the glow around the sun disc, at 0.0, the sun will look sharp. The higher the value the larger and blurrier the sun disc will appear. Color ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 35 3 Lighting 3.1 Physical sky Red-Blue Shift Controls the appearance of red in the sky. Can be used to create more dramatic sunrise and sunsets Floor Color Controls the color appearance of the floor. Sun Disc Size Changes the size of the sun disc, this does not affect the amount of light in the scene only the physical appearance. Horizon Horizon Controls the height of the horizon line Horizon Blur Softens the horizon line and blends it with the sky. 3.1.4 Ground parameters Iray+ Physical Sky Ground parameters Shadow/Reflections Shadows Toggle for shadow visibility on the ground plane of your environment. Density Controls the strength (darkness) of the shadow. Reflections Toggle for reflections on the ground plane of your environment. Glossiness Range is from 0 to 10,000,000. A value of 0 gives diffuse reflections and 10,000,000 gives perfect mirror reflections, with numbers in between giving varying degrees of glossiness. 36 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 3.2 Image based lighting 3 Lighting Note: Iray+ Interactive (page 2) renderer does not display varying degrees of glossiness — in general, glossiness will not be displayed except for values greater than 20,000, when perfect mirror is used. Reflectivity Adds a color tint to the reflection. Ground Height Defines where the ground plane is on your model. Change this if the base of your model is not sitting on the ground plane correctly. Note: Iray+ allows one Physical Sky or IBL (page 37) environment to contribute to lighting at one time, however you can add and keep as many inside the scene as your require. To choose the active environment when there is more than one in the scene, use the Active Environment (page 56) setting in Settings (page 55). 3.1.5 Light details • IBL (page 37) • Iray+ lights (page 40) See also: • Lighting analysis (page 74) • Lighting concepts (page 34) • 3ds Max Light compatibility (page 44) 3.2 Image based lighting An IBL (Image Based Lighting) instance in your scene gives you the use of HDRI type environments for scene lighting. This can also be used as a background for your scene, or purely for lighting purposes. An alternative is to use the built-in high dynamic range sun and sky system: Physical Sky (page 34). For downloadable HDRI content, see section moofe HDRI and backplates (page 97). 3.2.1 Using HDR and EXR files To achieve realistic lighting results from a Spherical environment, it is important to ensure that the chosen HDRI or IBL has a realistic dynamic range. For example, HDRIs of exteriors often do not show the sun as being sufficiently bright compared to the rest of the image. The sun (unobscured by cloud) should be of the order of 100,000 times brighter than the surrounding sky. If the sun is significantly fainter than this, the final image may be unrealistic. Typical results are an overly blue tint to the scene (due to the relatively stronger contribution from the sky), soft shadows, and a general lack of contrast. 3.2.2 Adding a light ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 37 3 Lighting 3.2 Image based lighting Create Panel 3.2.3 ⇒ Lights ⇒ Dropdown ⇒ IBL button IBL parameters Iray+ IBL parameters Image Map Button Use the map button (says ‘none’ when empty, and the filename of the HDRI when in use) Intensity Increases or decreases the contribution of the HDRI to the lighting Mirror Image Flips the attached map horizontally Preview in viewport Shows the HDRI in the viewport Wireframe Preview Shows the environment in wireframe form in your viewport Shape Dropdown menu gives the option for Hemisphere or Spherical environments. Radius Increase or decrease the size of the environment. Cam Height Moves the HDRI up or down within the environment. 38 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 3.2 Image based lighting 3.2.4 3 Lighting Ground parameters Iray+ Ground Parameters Shadow/Reflections Shadows Toggle for shadow visibility on the ground plane of your environment. Density Controls the strength (darkness) of the shadow. Reflections Toggle for reflections on the ground plane of your environment. Glossiness Range is from 0 to 10,000,000. A value of 0 gives diffuse reflections and 10,000,000 gives perfect mirror reflections, with numbers in between giving varying degrees of glossiness. Note: Iray+ Interactive (page 2) renderer does not display varying degrees of glossiness — in general, glossiness will not be displayed except for values greater than 20,000, when perfect mirror is used. Reflectivity Adds a color tint to the reflection Ground Height Defines where the ground plane is on your model. Change this if the base of your model is not sitting on the ground plane correctly. Note: Iray+ allows one Physical Sky (page 34) or IBL environment to contribute to lighting at one time, however you can add and keep as many inside the scene as your require. To choose the active environment, when there is more than one in the scene, use the Active Environment (page 56) setting in Settings (page 55). 3.2.5 Light Details • Physical Sky (page 34) ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 39 3 Lighting 3.3 Iray+ lights • Iray+ Lights (page 40) • Iray+ Emission (page 43) See also: • Lighting analysis (page 74) • Lighting concepts (page 34) • 3ds Max light compatibility (page 44) 3.3 3.3.1 Iray+ lights Adding a light Create Panel 3.3.2 ⇒ Lights ⇒ Dropdown ⇒ Light button Light parameters Iray+ Light Parameters On Toggles the effect of the light without removing the geometry from the scene Visible to Camera Controls whether the camera can see the light source geometry. If you have the light marked as “on” and Visible to Camera marked “off’ with the Iray+ renderer, a light will only be made invisible to primary eye rays, that is, when viewed directly from the camera. But any lights marked as not visible with the light still “on” will still be visible in reflections, or through transparent materials, and will still cast shadows. However, when using the Iray+ Interactive renderer, the light will be invisible even in reflections/refractions. 40 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 3.3 Iray+ lights 3 Lighting Emit Light from (Shape) Dropdown Choose different light shapes: • Disc • Rectangle • Sphere • Cylinder Radius Changes the size of the light shape for Sphere, Disc and Cylinder lights Length Changes the length of the light shape for Rectangle and Cylinder lights Width Changes the width of the Rectangle lights. Light Distribution Use Profile Toggles the photometric profile on or off, but does not turn off the light Map Button Opens your file system to locate a photometric profile X, Y, Z Rotation Transforms the photometric light distribution, using 3ds Max transforms in the viewport only rotate the light, not the photometric. Note: You can rotate the IES file by using 3ds Max transforms on the light in the viewport. Color effects for Iray+ Lights ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 41 3 Lighting 3.3.2.1 3.3 Iray+ lights Light Intensity parameters Intensity Increases or decreases the intensity of the light, this is measured in lux or lumens depending on which of the following parameters is selected: Lumens The total amount of light emitted will be independent of the size of the light source geometry. Increasing the surface area will mean each part of the surface becomes dimmer, so that the sum total light emitted stays constant Lux This is based on Power per Unit Area. The total amount of light emitted will be proportional to the surface area of the light source geometry. Increasing the surface area will mean more light enters the scene. Color Lighting Type Provides preset color temperatures based on various light types: • Full Spectrum • D50 Horizon light (5003k) • D55 Mid morning/afternoon daylight (5503k) • D65 Noon daylight (6504k) • D75 North sky daylight (7504k) • F1 Daylight Fluorescent (6430k) • F2 Cool White Fluorescent (4230k) • F3 White Fluorescent (3450k) • F4 Warm White Fluorescent (2940k) • F5 Daylight Fluorescent (6350k) • F6 Light White Fluorescent (4150k) • A Incandescent/Tungsten (2856k) • Phosphor Mercury (6800k) • Xenon (6400k • Mercury (4000k) • Quartz (3350k) • Halogen (3000k) • High pressure sodium (2200k) Color Temperature (K) Provides manual control over the Kelvin value of the light. Filter Color Acts as a colored gel in front of your light source. Using a 0k or Full Spectrum value will show the tint chosen exactly. Using a different temperature light will see accurate color mixing between the tint and the light color. 3.3.3 Light details • Physical Sky (page 34) • IBL (page 37) • Iray+ Emission (page 43) 42 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 3.4 Iray+ emission 3 Lighting See also: • Lighting analysis (page 74) • Lighting concepts (page 34) • 3ds Max light compatibility (page 44) 3.4 Iray+ emission Iray+ Emission allows any geometry to have emissive properties, which lets you create objects such as screens, LEDs, light bulbs and projections. Emissive materials can use textured emission through bitmaps or use standard light profiles. Iray+ Emission can be set at the Geometry layer of every Iray+ material. Note: The Iray+ Interactive Renderer will not display illumination of the scene; the object itself will be shown illuminated. Iray+ Emission Dropdown Emission On Toggles Emission on or off without losing chosen settings Use Profile Add a photometric/IES file to define characteristics of the emission. You will not be able to use IES profiles in conjunction with a textured emission map Template Choose from a dropdown list of common lighting types with fixed, accurate values: ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 43 3 Lighting 3.4 Iray+ emission Emission Type Kelvin Equivalent Full Spectrum 0k Xenon short-arc 6200k Fluorescent 5000k Studio 3200k Warm Fluorescent 3000k Incandescent 2800k Candle 1850k Match 1700k Custom Controls temperature and intensity parameters manually Color Temperature Specifies color temperature in Kelvin. Tint Add a color value or textured emission map which acts as a ’gel’ or projection in front of the light. Note: IES/Photometric profiles are not compatible with textured emission. Intensity Lumens The total amount of light emitted will be independent of the size of the light source geometry. Increasing the surface area will mean each part of the surface becomes dimmer, so that the sum total light emitted stays constant. Lux This is based on Power per Unit Area. The total amount of light emitted will be proportional to the surface area of the light source geometry. Increasing the surface area will mean more light enters the scene. 3.4.1 Light details • Iray+ Lights (page 40) • Physical Sky (page 34) • IBL (page 37) See also: • Lighting analysis (page 74) • Lighting concepts (page 34) • 3ds Max light compatibility (page 44) 44 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 3.5 Compatibility with 3ds Max lights 3.5 3 Lighting Compatibility with 3ds Max lights Iray+ supports many of the existing lights and lighting features in 3ds Max, this means your existing non-Iray+ scenes should continue to work without replacing them all. The following page has details of the features that work and the documented exceptions. 3.5.1 Features supported in 3ds Max lights: • Light templates — Templates which use any parameters supported below will work. • Photometric distribution — .ies photometric files supported (not .cibse or .ltli files). • Intensity — Intensity in all calculations (lm, lx at, cd). • Color — All templates, tints and color temperatures supported. 3.5.2 Features not supported in any 3ds Max light: • Shadows — Iray+ is physically accurate, therefore shadows will always show accurately. • Attenuation — Not supported, as it is not physically accurate. • Atmospheres and effects. • Advanced effects — Contrast, Soften Diffuse Edge and projector maps not supported. 3.5.3 Supported 3ds Max lights Group Light Name Compatibility Standard Target Spot yes Target Direct yes Omni yes mr Area Omni no Free Spot yes Free Direct yes Skylight no mr Area Spot no Target Light yes mr Sky Portal no Free Light yes Photometric 3.5.4 Light details • Physical Sky (page 34) • IBL (page 37) • Iray+ Light (page 40) • Iray+ Emission (page 43) ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 45 4 Cameras 4 4.1 Using cameras Cameras 4.1 Using cameras Iray+ uses existing 3ds Max cameras, so all basic functions of the camera are compatible. 4.1.1 Adding a camera Create Panel 4.1.2 ⇒ Cameras ⇒ Dropdown ⇒ Target, Free or Physical button Iray+ compatibility with 3ds Max cameras Some of the advanced features of 3ds Max cameras are not supported by Iray+ or can be found in separate interfaces, for example depth of field settings can be found in the Settings (page 55) screen. There is limited supported for the Physical Camera. In particular, simple camera position, target and FOV are supported, but more subtle attributes such as Tilt Correction are not. Camera Feature Compatible Notes Lens/FOV yes Simple lens attributes that affect the FOV are supported but more complex properies within the Physical Camera, such as Aperture, are not. Orthographic Projection yes Show Cone and Horizon yes Environment Ranges no Ranges will show in viewport but effects will not render. Clipping Planes no Clipping will show in viewport but will not render. Depth of Field yes Depth of Field is only supported when using non-Physical Cameras. See Depth of Field (page 48). Motion Blur yes See Motion Blur (page 50). Lens Distortion and Perspective Control no Doesn’t affect the rendered image. Exposure no White Balance is controlled using the Iray+ Tone Mapping (page 46). Perspective Control no Doesn’t affect the rendered image. 4.1.3 Camera effects Details on advanced camera effects such Depth of Field (page 48) and Motion Blur (page 50) can be found on the Camera Effects page (page 48) 46 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 4.2 Tone mapping 4.2 4 Cameras Tone mapping The tone mapper allows various controls over the look of your scene. These can be used during rendering without interrupting progress. These can be found in [ Render Setup I Settings ] tab, under the Tone Mapper rollout. Video: http: //zippy.gfycat.com/PointedHonorableBilby.mp4 Enable Tone Mapping You may want to disable tone mapping if you are exporting a scene with high dynamic range. Exposure Value (EV) Affects the overall exposure of your scene, positive values underexpose, negative numbers overexpose. Highlight Recovery Controls the compression of the highlights in the image. The higher the value the less the highlights will be be compressed, with 1.0 giving no compression. Shadow Increases the darkness of shadows Saturation Increases or decreases the overall color in your scene White Balance Predominant Lighting Adjusts the color of the scene based on the type of lighting used. The dropdown menu lists many options and the corresponding Kelvin value. • D50 (Horizon light) 5003k • D55 (Mid morning/afternoon daylight) 5503k ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 47 4 Cameras 4.4 Depth of field • D65 (Noon daylight) 6504k • D75 (North sky daylight) 7504k • F1 (Daylight Fluorescent) 6430k • F2 (cool white fluorescent) 4230k • F3 (White Fluorescent) 3450k • F4 (warm white fluorescent) 2940k • F5 (Daylight fluorescent) 6350k • F6 (lite white fluorescent) 4150k • A (Incandescent/Tungsten) 2856k • Phosphor Mercury 6800k • Xenon 6400k • Mercury 4000k • Quartz 3350k • Halogen 3000k • High pressure sodium 2200k Custom (Kelvin) Assigns a custom Kelvin value. 4.3 Camera effects Iray+ uses existing camera functionality in 3ds Max, and is compatible with all on-camera Multi-Pass Effects. Iray+ also adds an Iray+ specific depth of field effect which is recommended for use in Iray+ scenes. 4.4 Depth of field Iray+ Depth of Field is integrated directly onto 3ds Max (non-Physical) Cameras, it works in a similar way to the mental ray Depth of Field multi-pass effect. Car rendered using Iray+ Depth of Field 48 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 4.4 Depth of field 4.4.1 4 Cameras Adding depth of field 1 Add or select a Camera in your scene, and select the modify panel 2 On the camera’s Parameters rollout, under the Multi-Pass Effect group select Depth of Field (Iray+) 3 Ensure the Enable checkbox is checked, if you have an ActiveShade window open you will see the effect and any changes made to the parameters. Note: Lower f-stop numbers result in a shallower (blurrier) effect, larger numbers result in a sharper image. Iray+ Interactive Renderer Settings 4.4.2 Depth of field parameters and compatibility Multi-Pass Effect Enable Turns the chosen Multi-Pass Effect on/off Preview Not compatible with Iray+, use ActiveShade to preview effect Multi-Pass Dropdown Gives choice over Multi-Pass effect. Depth of Field (Iray+) is recommended, however other depth of field effects will also work Render Effects Per Pass Not compatible with Iray+ as depth of field is created in the first pass. Target Distance Uses the location of the cameras target to as the focal point of the effect, if you don’t want to alter your cameras target to choose a focal point use Distance parameter below ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 49 4 Cameras 4.5 Motion blur Iray+ Depth of Field f-stop Adjusts the strength of the depth of field effect Focal Distance Use target distance Enable checkbox if you are using a Target Camera and want the focal point of your scene to be where your camera’s target is positioned as set in the above Target Distance spinbox. If unchecked, Focal Distance will be used instead Distance For Free Cameras or manual control over focal distance in your scene, this will be used if Use Target Distance checkbox is unchecked Apply to backplate Applies depth of field effect to any backplate in your scene. 4.5 Motion blur Iray+ uses 3ds Max’s Motion Blur multi-pass effect, for in depth details refer to 3ds Max’s Documentation. Dice rendered using Motion Blur 4.5.1 Adding motion blur 1 Add or select an Camera in your scene, and select the modify panel 2 On the camera’s Parameters rollout, under the Multi-Pass Effect group select Motion Blur 3 Ensure the Enable checkbox is checked, if you have an ActiveShade window open you will see the effect and any changes made to the parameters. 50 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 4.5 Motion blur 4.5.2 4 Cameras Motion blur parameters See Multi-Pass Motion Blur Parameters for Cameras in 3ds Max’s Documentation for further detail on motion blur. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 51 5 Rendering 5 5.2 Renderers Rendering 5.1 5.1.1 Render setup Choosing Iray+ as your renderer Iray+ has two renderers, Iray+ and Iray+ Interactive . Iray+ renderer delivers the best results, and is a good choice as your production renderer. Iray+ Interactive allows easier movement with your scene, and images resolve faster, this is a good choice for an ActiveShade renderer. Assigning Iray+ as your Renderer 1 In 3ds Max, choose the [ Rendering I Render Setup... ] menu item. 2 Choose the Common tab and scroll to Assign Renderer. 3 In the Production renderer dialog, assign Iray+ or Iray+ Interactive. 4 In the ActiveShade renderer dialog, assign Iray+ or Iray+ Interactive. This will enable all Iray+ options within Render Setup and the Material Editor. 5.2 Renderers Iray+ has two renderers, Iray+ and Iray+ Interactive. Iray+ renderer delivers the best results, and is a good choice as your production renderer. Iray+ Interactive allows easier navigation within your scene, and images resolve faster; this is a good choice for an ActiveShade renderer. Iray+ also contains a Lighting Analysis (page 74) mode which allows you to simulate and monitor the minimum and maximum lighting levels in your scene. 52 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 5.2 Renderers 5.2.1 5 Rendering Iray+ renderer Iray+ Renderer Settings 5.2.2 Frame completion Passes/Frame Defines how many iterations Iray+ will take before considering a frame complete Minutes/Frame Defines how many minutes Iray+ will take rendering each frame Note: Rendering will stop at the first Frame Completion value reached (e.g. 1000 passes reached before 60 mins). 5.2.3 Optimization Render Output Window (Production Renderer only) Only Update on Render Completion Maximises render efficiency by showing no updates until the final render. Update Interval (seconds) Sets the time interval, in seconds, between updates of the Production Render Output window. Increasing this value can result in improved rendering performance. Decreasing can degrade rendering performance but provides more frequent feedback. Your first iteration may take longer than this value to be shown, as the scene’s complexity may take longer than your chosen time. Sample Methods Use Caustic Sampler Transmission effects and caustics will be seen to resolve far quicker, and with more accuracy, but with an increase in render time. In actuality, direct caustics that will be accelerated with this sampler; indirect caustics (for example the reflection of a caustic) will still resolve at the same rate. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 53 5 Rendering 5.2 Renderers Use Architectural Sampler (Production Renderer only.) This sampler is designed to make indoor scenes, or scenes with a lot of indirect/bounced light, converge to the finished result after fewer iterations. However, it is likely to slow down the rendering process in terms of the number of iterations rendered per minute. 5.2.4 Iray+ interactive renderer Note: Iray+ Interactive Renderer has some limitations, including: • Maximum of 16 lights • Emissive materials will not illuminate your scene • Subsurface scattering effects will not be rendered with SSS materials More information on Iray+ Interactive limitations (page 2). Iray+ Interactive Renderer Settings 5.2.5 Frame completion Passes/Frame Defines how many iterations the renderer will take before considering a frame complete Minutes/Frame Defines how many minutes Iray+ will take rendering each frame Note: Rendering will stop at the first Frame Completion value reached (e.g. 1000 passes reached before 60 mins). 5.2.6 Optimization Ray Depth Increases or decreases the extent of the raytracing; a lower number will reduce scene accuracy but will speed up rendering 54 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 5.3 Settings 5 Rendering Lighting Approximate Bounced Light Adds an approximation of indirect light in the scene Approximate Area Lights Replaces accurate area lights with an approximation based on point lights 5.3 Settings Settings contains options for advanced workflows such as overriding materials, settings custom MDL paths and alternating lighting environments. This menu also provides fine grain settings for hardware use. These options can be found in the [ Render Setup I Settings ] tab. 5.3.1 Tone mapping The tone mapper allows various controls over the look of your scene. These can be used during rendering without interrupting progress. These can be found in [ Render Setup I Settings ] tab, under the Tone Mapper rollout. The Iray+ Tone Mapper Enable Tone Mapping You may want to disable tone mapping if you are exporting a scene with high dynamic range. Exposure Value (EV) Affects the overall exposure of your scene. Increasing the EV will reduce the exposure while decreasing it will brighten the image. Highlights Recovers overexposed highlight detail by compressing the upper end of the brightness range. Setting 0.0 will disable the effect. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 55 5 Rendering 5.3 Settings Shadow Increases the darkness of shadows. Setting 0.0 will leave the shadows unaltered. Saturation Increases or decreases the overall color in your scene. White Balance Predominant Lighting Provides preset color temperatures based on various light types: • D50 (Horizon light) 5003k • D55 (Mid morning/afternoon daylight) 5503k • D65 (Noon daylight) 6504k • D75 (North sky daylight) 7504k • F1 (Daylight Fluorescent) 6430k • F2 (cool white fluorescent) 4230k • F3 (White Fluorescent) 3450k • F4 (warm white fluorescent) 2940k • F5 (Daylight fluorescent) 6350k • F6 (lite white fluorescent) 4150k • A (Incandescent/Tungsten) 2856k • Phosphor Mercury 6800k • Xenon 6400k • Mercury 4000k • Quartz 3350k • Halogen 3000k • High pressure sodium 2200k Custom (Kelvin) Gives custom control over the Kelvin value. 5.3.2 Environment Active environment drop down gives information on which environment in your scene is currently active. Iray+ only allows one environment be active at a time. Working with multiple environments in Iray+ None Iray+ will not use any environment in your scene Select button will select this environment in 3ds Max allowing you quicker access to transform or edit its parameters 56 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 5.3 Settings 5.3.3 5 Rendering Resource Manager The resource manager gives options over local and remote rendering. See Remote rendering (page 62) for more details. Managing GPUs and render resources in Iray+ 5.3.4 Network Render Access the Network Render dialog for remote offline rendering. See Remote rendering (page 62) for more details. Network Render dialog 5.3.5 Materials Materials dialog Material Override Allows you to replace all materials in your scene with a single one. This is ideal for creating ’clay’ renders. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 57 5 Rendering 5.4 Render elements Custom MDL Allows you to specify additional paths to custom MDL materials. See Using MDL for more details. 5.4 Render elements Render Elements Iray+ can render many simultaneous renders elements in production rendering (Production Rendering Mode). These are useful for post-processing and compositing without the need to re-render scenes. They can be found in the [ Render Setup I Render Elements ] tab, under the Elements — Production rollout. See LPEs (page 60) if you require more flexiblity when creating such extra layers (for example, a purely specular layer). Note: Render Elements are only available in production rendering (Production Rendering Mode). 58 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 5.4 Render elements 5.4.1 5 Rendering Modes Beauty The default, standard photorealistic image will be rendered alongside any chosen render elements. Irradiance Irradiance mode renders a ’heat-map’ style image, which gives an indication of the variances in lighting intensities. Irradiance mode is not available in Iray+ Interactive. The following render elements are not available in irradiance mode: • Diffuse • Specular • Glossy • Emission 5.4.2 Standard render elements Alpha A grayscale alpha channel representing the transparency in the scene. The darker the pixel, the more transparent it is. Black = Totally Transparent, White = Totally Opaque Depth A grayscale representation of the depth in the scene. The nearer the object to the camera the whiter the object. Useful for adding depth of field in post-processing Distance Similar to Depth, except it measures distance from the camera, so the furthest edges of large objects are further away than the center even though they are the same depth in the scene Normal Surface normal, used for shading Object ID Assigns each object a separate color. Useful for selecting individual objects in post-processing Material ID Assigns each material a separate color. Useful for selecting objects with the same material in postprocessing Diffuse Renders diffuse materials without contribution from lighting Specular Renders only specular components within the scene Glossy Renders only glossy components within the scene Emission Renders only emission components within the scene ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 59 5 Rendering 5.5 Light path expressions Ambient Occlusion ( Iray+ Interactive (page 52) Renderer only) Renders areas of the scene using Ambient Occlusion. Note: Render Elements are not yet supported by Remote Rendering (page 62). 5.4.3 Distance and depth Both Distance and Depth have a finite resolution. If using the infinite Ground plane (Physical Sky (page 34) or IBL (page 37) Iray+ light) then the available resolution of the the depth values will be spread over the whole ground plane and so may not give the required results for the main model geometry. Unless viewing a finite portion of the ground plane, it may be best to remove it when rendering these elements. 5.5 Light path expressions Light Path Expressions (LPEs) describe the propagation of light through a scene starting from a source of light, bouncing around between the objects of the scene and ultimately ending up at the eye. The paths that light takes through a scene are called light transport paths. For example, LPEs may be used to extract specific light contributions from Iray+ into separate render elements for use in compositing and post-processing. In essence, LPEs are regular expressions. The alphabet of LPEs consists of descriptions of interactions between light, the scene and objects within. The separate Render Elements (page 58) functionality allows less flexibility to create such layers of information but may often give the required result. Some types of information, useful for post-processing, are only available using Render Elements, for example, Material ID. LPEs will be rendered out at the same time as any Render Elements defined. If Irradiance mode is selected then this limits the information available to create certain LPEs — although not enforced, it is advised to use Beauty mode for reliable results with LPEs. Note: LPEs are only available in production rendering (Production Rendering Mode). 5.5.1 Using light path expressions 1 Open [ Render Setup I Render Elements ]. 60 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 5.5 Light path expressions 5 Rendering Iray+ Light Path Expressions 2 In the Light Path Expressions rollout select New 3 In the New LPE dialog, choose between an Alpha or RGB buffer, enter a name and your light path expression and select OK. Iray+ Light Path Expressions ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 61 5 Rendering 5.6 Remote rendering Note: The LPE name is a label for your own convenience, they can be named anything (e.g. "Diffuse Layer", "My LPE" etc). This label will be appended to the filename when you save out a render. For example, if you are rendering your scene out to My_Render.png and add an LPE called "My_LPE" you will also get My_Render — My_LPE.png. 4 With the LPE chosen in the drop down, select Add to Render Elements . The LPE will appear in the table above. To edit or rename an LPE that you have already added to the render elements, follow these steps: 1 Select the LPE you wish to edit from the drop down menu 2 Select Edit and make any changes to the name or LPE Note: If you wish to delete an LPE that you have added to the render elements, then it is possible to do this without needing to delete it from the render elements first. 5.5.2 LPE examples LPE Description Notes L.{2,}E Indirect Lighting Displays all light that has bounced more than once E.*Le Environment Lighting Displays all light contributed by the environment E.*La Area Lighting Displays all light contributed by Area Lights E<RS.>.*L Specular Reflection Displays all specular reflection that hits the camera 5.5.3 More resources • Compositing with Light Path Expressions in the Iray+ Blog 5.6 Remote rendering Iray+ has built in remote rendering. There are two methods used: Network Render which uses Iray+ Server for offline rendering and Remote Streaming which uses a live remote connection to give fast direct images within 3ds Max. Currently NVIDIA’s Visual Computing Appliance (VCA) is fully supported. Autodesk® Backburner™ also works but is not yet officially supported. 5.6.1 Network render Network render provides “offline” rendering, enabling you to create rendering jobs to be submitted to Iray+ Server. Once submitted, you can close 3ds Max or continue working on your project and download your finished renders from the server on completion. Iray+ Server can be used to render on another machine you may own, and is perfect for teams to share the rendering power of other machines in the workplace. Network Render can be found on the Network Render rollout under [ Render Setup I Settings ]. To launch the Queue Server click Submit to Queue.... You can also launch this directly from the 3ds Max toolbar under [ Iray+ I Network Render ]. 62 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 5.6 Remote rendering 5 Rendering The Network Render dialog The Queue Server dialog provides server connection details as well as information on your pending rendering job. The Network Render Dialog Server settings Address The IP address of the remote server VCA If you are using an NVIDIA VCA, this will enable VCA-specific streaming settings Username/Password Your authentication details for the remote server Create job Job Name Provides a title to Iray+ Server to identify your job Priority Sets your jobs priority on a scale of 0 to 100, where 0 is the highest priority and 100 is the lowest. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 63 5 Rendering 5.6 Remote rendering File Name Prepends each of your rendered frames with this name, this differs from the filename you may have chosen under [ Render Setup I Common I Common Parameters ]. Format Iray+ Server supports PNG, EXR, HDR, PSD, TIF and JPG formats, this differs from what you may have set under [ Render Setup I Common I Common Parameters ]. Color Choose between RGB or RGBA, RGBA contains an alpha channel in each of your frame. Render Settings Provides details of compatible parameters that are applied to the pending job. This includes parameters such as Time Output, Frame Completion, Output Size etc. Status Shows submission progress, you will not be able to use the 3ds Max until submission is complete or you have cancelled submission. Open Server Manager Opens your web browser and launches Iray+ Server to to see progress of your render and lets you download the completed job. Submit Submits your rendering job to Iray+ Server. Cancel Cancels your job submission and closes the dialog. Note: Iray+ Server only supports Iray+ renderer, any jobs sent with Iray+ Interactive as your production renderer will revert to Iray+ 5.6.2 Remote streaming Remote Rendering can be found on the Resources rollout under [ Render Setup I Settings ]. Managing GPU’s and render resources in Iray+ 64 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 5.6 Remote rendering 5.6.3 5 Rendering Current resources Local Uses rendering resources set in the Local group described below. This will be selected by default when disconnected from a server. No remote resources will be used when this is selected. Remote Uses remote resources set under Remote Settings dialog. This will become selected automatically when you connect to a remote server. 5.6.4 Local Iray+ works on CPU but is massively improved using NVIDIA CUDA GPUs. You can choose to allocate all or only some of your GPUs to Iray+. Use CPUs Allocates your CPUs to Iray+ rendering. You may want to keep them free for smoother operation of 3ds Max and other resource-intensive applications. If you do not have any GPUs available for Iray+, this option will be disabled. Use CUDA GPUs Gives choice over which GPUs are allocated to Iray+ rendering. GPUs used by windows are clearly marked. Note: Using CPUs and GPUs in combination may not provide a speed advantage over using GPUs only. We recommend GPU-only rendering if you have older or less powerful CPUs. 5.6.5 Remote Remote status allows you to connect to remote rendering devices such as VCAs. The Settings button launches the Remote Settings dialog box. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 65 5 Rendering 5.6 Remote rendering The Remote Settings Dialog Server Status The connection status of the server Address The IP address of the remote server Username/Password Your authentication details for the remote server VCA If you are using an NVIDIA VCA, this will enable VCA-specific streaming settings Connect Connects and disconnects from the server. This checks your connection, but on a VCA this does not actually reserve nodes for usage until you also use the Reserve Nodes button VCA Settings Nodes The number of Nodes available and the amount of nodes you have reserved Reserve Nodes Lets you reserve some or all rendering resources on the server. 66 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 5.6 Remote rendering 5 Rendering Note: We recommend that communication with VCAs uses the WebSocket Secure (WSS) protocol. If you connect to a VCA with an IP address and you don’t specify a protocol at the beginning of the address, the Iray+ plug-in will assume the WSS protocol. You can also communicate with VCAs using the WebSocket (WS) protocol. Examples: 127.0.0.1 This will be interpreted as wss://127.0.0.1:8080 by Iray+. ws://127.0.0.1:8080/bridge A specific address will override Iray+ interpretation of the address. Streaming Settings Provides fine-grain control for image quality of remote streaming, this is useful for optimising workflows which use Iray+ Interactive on remote servers where speed of feedback may be prioritised over quality. Compression Gives choice over image compression types, (Video, JPEG, PNG) or lossless (EXR). Bitrate (Mbps/sec) The amount of information (Megabits) processed per second when Video is selected as the compression format, 5 Mbps is the default. IQ Mode If you are using a VCA this option will enable this high quality interactive remote rendering mode. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 67 6 Advanced 6 6.1 Using MDL Advanced 6.1 Using MDL Iray+ will maintain backwards compatibility of data, such as material appearances and lighting values from Iray+ 1.0. However, any scenes or materials created during the Iray+ Beta program may be liable to change. 6.1.1 Adding custom MDL search paths To use MDL within Iray+, you must specify the location on disk where the MDL is stored in [ Render Setup I Settings I Custom MDL ] for MDL import to work. This is also true if the MDL you are importing is based on other supporting MDL files (i.e. it includes other MDL files), in this case the path to the supporting MDL will also need to specified in the Custom MDL section. Adding MDL search paths to Iray+ 1 Open [ Render Setup I Settings ] and scroll to the Custom MDL section 2 Select the Add button and navigate to the folder containing the required MDL. 3 Click OK and it will be added. Note: If your MDL does not reference full paths (including subfolders) then you should add those subfolders to the Custom MDL search paths. 6.1.2 Importing MDL Adding Layers and Import/Export of MDL in the material editor Iray+ maintains compatibility with other MDL enabled applications. 68 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 6.1 Using MDL 6 Advanced To import MDL into 3ds Max: 1 Open the 3ds Max Material Editor 2 Add an Iray+ Material from [ Materials I Iray+ ] in the Material/Map Browser 3 With the Iray+ Material selected, Choose [ MDL I/O I Import... ] from the Material Detail panel 4 Navigate to your MDL file in the file browser and click Open. The imported file will expose any supported parameters (page 69) included in the MDL and you will be able to edit any enabled parameters. The file path that you are importing the MDL from will need to be specified in Custom MDL for importing to function correctly. An Imported MDL Note: Reimporting MDL into Iray+ that you have previously exported from the plug-in may result in limited editing ability. If you want to save your materials to re-use in Iray+, save them in Material Libraries. 6.1.3 Supported parameters for editing Imported MDL materials maintain their appearance but not all parameters can be edited once imported. The following categories of MDL parameters are all editable once imported: ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 69 6 Advanced 6.2 Scene conversion color float3 float2 float bool int ::df::scatter_mode ::intensity_mode texture_2d texture_3d texture_cube texture_ptex light_profile 6.1.4 Exporting MDL Exporting MDL is a similar process: 1 Open the 3ds Max Material Editor 2 Choose the material you want to export to MDL 3 With the Material selected, Choose [ MDL I/O I Export... ] from the Material Detail panel 4 Choose a location and name your MDL file in the file browser and click Save. 6.1.5 Resources For more information on MDL, see NVIDIA Material Definition Language (MDL) Handbook. 6.2 Scene conversion A mental ray scene converted to Iray+ 70 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 6.2 Scene conversion 6 Advanced Iray+ provides tools to convert your existing mental ray or Autodesk scenes into Iray+. You can convert all Lights, Materials and Environments, or any combination of the three. You can even convert individual scene objects. Note: Only Autodesk or mental ray scenes are currently supported. When you switch your Renderer (page 52) to Iray+ or Iray+ Interactive you will be given the opportunity to convert any non Iray+ materials or lighting in your scene. Scene Conversion Dialog 6.2.1 Converting multiple objects Iray Menu Bar ⇒ Iray Scene Converter or [right mouse click] ⇒ Iray+ Scene Converter Scene conversion ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 71 6 Advanced 6.2 Scene conversion Conversion mental ray Sun/Sky and Skylights Converts lighting, including MR Sun and Sky (Daylight) to PhysSky. Incompatible lights (page 44) will not convert. If you want the X, Y and Z position of the MR Sun to be converted with the scene, you will need to set it up using the ’Date, Time, and Location’ controls within the modify panel. Positioning the MR Sun manually will mean its X, Y and Z positions are not converted. Note: When converting a mental ray Sun/Sky, the Sky object will remain in the scene after conversion. This will be ignored by the Iray+ renderer. The Iray+ PhysicalSky created in the conversion contains both sun and sky effects. Environment Settings Recreates environments as Iray+ IBL environments and matches settings Materials Recreates materials with Iray+ materials taking across any maps at the correct scale Remove Unused Materials Removes all mental ray® materials from your material library after completing a conversion, and replaces them with the Iray+ materials. Leaving this unchecked will result in the material library displaying both the mental ray® and Iray+ materials together. Log to MaxScript Listener Send completed conversion details to the MaxScript Listener window, where more details can be read Convert Starts the conversion process. You will be given the opportunity to save your file as the conversion can’t be undone. Conversion status Lists objects in your scene as well as their type, each column is sortable. Other columns include: • Status — Indicates conversion status. Items that won’t be converted will display Directly Supported by Iray+ or Not Supported etc. Before conversion, compatible items will have the status Ready to Convert, after conversion, the status will be Converted • Details — Provides advice and details about the conversion status Select in Viewport Objects selected in Conversion Status are also selected in the viewport. This is useful for quickly creating selection sets, deleting or taking other actions on multiple items View Documentation Displays this page in your default browser. Note: After converting a scene you may need to adjust the scene’s Exposure Value in [ Settings I Tone Mapping ] because your scene may appear overexposed. 72 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 6.2 Scene conversion 6 Advanced 6.2.2 Compatibility with scene conversion 6.2.3 Materials Type Supported Details MR Arch and Design yes Converted to Iray+ Arch and Design (page 26) MR CarPaint yes Converted to Iray+ Metallic Paint (page 29) MR Subsurface Scattering Fast yes Converted to Iray+ Fast SSS (page 28) MR Subsurface Scattering Fast Skin yes Converted to Iray+ Skin (page 30) Autodesk Materials yes Standard Materials yes Basic Parameters supported natively. Unsupported maps will not work. Multi/sub-object yes Nested Multi/sub-object materials are not supported. Autodesk Pro Materials no Blend no Matte/Shadow no Top/Bottom no Shell no Composite no 6.2.4 Maps The commonly used maps are listed below. Assume that any map not listed is not supported. Type Supported Dent Map yes Noise Map yes Autodesk Bitmap yes Autodesk Cutout yes Bitmap yes Converts to Iray+ bitmap on-the-fly Cellular yes This is baked and converted on-the-fly Gradient yes This is baked and converted on-the-fly Marble yes This is converted on-the-fly Normal Bump yes Converts to Iray+ bitmap on-the-fly Perlin Marble yes This is baked and converted on-the-fly Composite no Color Correction no Falloff no RGB Multiply no RGB Tint no ©1986,2015 NVIDIA ARC Details This is converted to a Standard Map Iray for 3ds Max: User's guide 73 6 Advanced 6.3 Lighting analysis Smoke no Splat no Swirl no Tiles no Waves no 6.2.5 Lights Type Supported Details MR Sun/Sky yes Not supported if sun position was set manually Skylight yes Converted to IBL environment MR Area Omni no MR Area Spot no MR Sky Portal no Target Spot yes Converted on-the-fly Target Direct yes Converted on-the-fly Omni yes Converted on-the-fly Free Spot yes Converted on-the-fly Free Direct yes Converted on-the-fly Target Light yes Converted on-the-fly Free Light yes Converted on-the-fly 6.3 Lighting analysis The lighting analysis feature enables Architects and Designers to visualise the effect of light within their designs. This can be used to simulate the effect of heat caused by the sun’s interaction with a design, or to find dark spots in a building. 74 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 6.3 Lighting analysis 6 Advanced Note: Lighting Analysis requires Iray+ to be set as your ActiveShade renderer (page 52); Iray+ Interactive (page 2) does not support lighting analysis. Lighting analysis user interface ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 75 6 Advanced 6.3.1 6.4 Iray+ material library converter Enabling analysis The default ActiveShade progress UI The Iray+ ActiveShade status window shows render progress including percentage complete, iterations completed and elapsed time. To launch Lighting Analysis, check the Enable Analysis checkbox. This will display an irradiance layer in your ActiveShade window instead of a beauty layer. 6.3.2 Using lighting analysis Color chart This chart provides a reference for the irradiance values (in Lux or Foot Candles) in your scene. Units Use the dropdown to choose between Lux and Foot Candles (FC). Real Min/Max Shows the actual minimum and maximum irradiance values regardless of a custom value set in the Range parameter. Range If set to Auto, this will show the full range of irradiance value in the scene. Setting this to Custom allows you to set the minimum or maximum range to a specific irradiance value, anything outside of this range will clip to these values. 6.4 Iray+ material library converter Iray+ includes a tool for converting the units used in specific material libraries. Iray+ uses 1 metre units for all materials and maps. If your workflow uses different scales then you will need to convert our libraries and any libraries you have created to this Note: The converter will always convert to your currently set system units. These can be found on the toolbar under [ Customize I Units Setup I System Unit Setup ]. 6.4.1 Using the Iray+ library converter Utilities Panel ⇒ More... button ⇒ Iray+ Library Converter 1 Enable the Iray+ Library converter from the Tool Panel under [ Utilities Panel I More... I Iray+ Library Converter ]. 76 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 6.4 Iray+ material library converter 6 Advanced Enabling the Iray+ Library Converter 2 Use Select Material Libraries and navigate to your material libraries (.mat) in the file system. Select one or more libraries and open them The Iray+ Library Converter UI 3 Set the unit scale used when the material library was saved, for Iray+ supplied material libraries the default will be 1 metre 4 Click Convert to system units to convert to your currently set system units. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 77 6 Advanced 6.4 Iray+ material library converter The converter will create a new material library for each library selected, these will be saved in the same location as the original. The name of the new library will have a suffix indicating the current system units. (i.e. examplelibary_in.mat for inches). 78 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 7 Reference 7 Reference 7.1 Iray+ compatibility with 3ds Max This section defines which functionality in 3ds Max is supported by the Iray+ plug-in. Some features are supported directly by existing 3ds Max user interface components, while others are supported through an interface provided by Iray+. Other features are not functional in Iray+. Additionally, Iray+ provides tools to convert your existing mental ray or Autodesk scenes into Iray+. See the section on scene conversion (page 70)) for more details. 7.1.1 7.1.1.1 Render setup Common panel Supported Unsupported • Rendering single and multiple frames as • Options Panel • Advanced Lighting defined in the time output panel • Output size as defined by width and • Bitmap performance and memory height options • Filename and type in Render Output • Scripts • Area to Render (production renderer Only) 7.1.1.2 Iray+ settings Supported Unsupported • Assigning CPU and GPU resources • Preview of DOF in viewports using dynamically during a session shaded or realistic mode • Assigning a remote server IP address • Rendering multiple environments • Defining cloud video format, bitrate and max framerate • Adding paths to custom MDL • Choosing the environment from a list of active environments • Previewing environments in viewports using shaded or realistic mode • Displaying Iray+ build information 7.1.1.3 Iray+ renderer Supported Unsupported • None • Rendering using local GPU/CPU • Rendering using remote server • Rendering using IQ on VCA • User-defined frame completion criteria (passes or time) • Caustic Sampler • Architectural Sampler (production renderer only) • Noise reduction of Fireflies (white spots) ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 79 7 Reference 7.1.1.4 7.1 Iray+ compatibility with 3ds Max Iray+ interactive renderer Supported • Rendering using local GPU/CPU • Rendering using remote server • User–defined frame completion criteria (passes or time) • User–defined ray depth • Approximate bounced light • Approximate area lights 7.1.1.5 Unsupported • Rendering the irradiance canvas • More than 32 (procedural) texture functions per material • The corner-radius feature of geometry • Subsurface scattering effects will not be rendered with SSS materials • Illumination of the scene from emissive geometry; but it is considered when the geometry is hit directly (or hit via a perfectly specular reflection or refraction). That is, whilst it will not illuminate the scene; the object itself will be shown illuminated • More than 16 light sources • Caustic Sampler • Architectural Sampler • Noise reduction of Fireflies (white spots) Iray+ render elements: render layers Supported Unsupported • Adding and removing standard • Render elements with ActiveShade • Merging elements elements from the active list • Rendering standard elements to file in 8, • Output to combustion 16 or 32bit file formats • Ability to disable tone mapping • Beauty • Display of render elements within • Alpha production render window • Distance • Normal • Texture coordinates • Object ID • Material ID • Diffuse • Specular • Glossy • Emission • Irradiance (Iray+ Renderer only) • AO (Iray+ Interactive Renderer only) Note: All elements (except beauty pass) are not gamma corrected 80 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 7.1 Iray+ compatibility with 3ds Max 7.1.1.6 7 Reference Iray+ render elements: light path expressions Supported • Adding any number of Light Path Expressions (LPEs) from a predefined set to be rendered as separate files • Creating new LPEs and rendering them to file • Add and remove LPEs from the active list • Globally turn LPE renders on or off • Define whether to apply LPE to beauty, alpha or irradiance passes • Syntax checking and error reporting of incorrect LPEs 7.1.1.7 Iray+ tone mapping Supported • Enabling/Disabling of Tone Mapping • User parameters for exposure value (EV), highlight recover, shadows and saturation • Predefined white balance settings • User defined white balance color • On-the-fly parameter changes while rendering in ActiveShade 7.1.2 7.1.2.1 Unsupported • Photographic tone mapping • Animation of tone map parameters Rendering misc Environment and effects Supported • Environment Maps/Backplates with Screen mapping 7.1.2.2 Unsupported • LPEs with ActiveShade • Rendering using the Iray+ Interactive renderer. However, the predefined render elements — diffuse, specular, glossy, and emission — are available Unsupported • Any Environment mapping other than Screen • Exposure control (use Iray+ Tone Mapping (page 46)) • Atmosphere and Effects Material editor Supported • Full support with the exception of material thumbnail rendering: 3ds Max 2016 will show default thumbnail. 3ds Max 2014 and 2015 will show a black thumbnail. ©1986,2015 NVIDIA ARC Unsupported • Rendering of material thumbnails when ActiveShade rendering is in progress Iray for 3ds Max: User's guide 81 7 Reference 7.1.3 7.1.3.1 7.1 Iray+ compatibility with 3ds Max Render windows Activeshade window Supported • Rendering with Iray+ Interactive or Iray+ renderers, either remotely or locally • Rendering a fixed view or the currently selected viewport • Updating interactively with environment, view, geometry, light, texture space and material parameter changes • Updating interactively using the Iray+ tone map parameters • Closing the ActiveShade window at any time • Standard 3ds Max ActiveShade window controls functions (clone, save etc) • ActiveShade continues rendering once production render has completed • ActiveShade has priority over material thumbnail rendering • In-viewport rendering as well as rendering in a separate window 7.1.3.2 Production render window Supported • Rendering with Iray+ or Iray+ Interactive renderers • Render any viewport or camera including orthographic views • Supports all production window controls except sub-area rendering • Area to Render options 82 Unsupported • Concurrent renders with either material thumbnails or a production render • Area to Render options Unsupported • Render preset dropdown options Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 7.1 Iray+ compatibility with 3ds Max 7.1.4 7.1.4.1 7 Reference Iray+ lighting IBL lights Supported Unsupported • Matte Shadows and reflections in the XY • Ground or cube type environments • X or Y up vectors (world coordinates) plane • User control of shadow intensity • Arbitrary up vectors • User control of reflection intensity and • Rotation other than around the Z axis glossiness • Viewport preview in wireframe mode • User control of ground height • Bump maps in matte shadows or • Equi-rectangular lat/long image (HDR) reflections for the environment • Intensity scaling • Turning viewport preview on/off (shaded and realistic modes) • Shaded or wireframe preview of the dome/sphere (shaded and realistic modes) • Hemisphere or Sphere environment types • Defining the radius in display units • Adjusting the camera height in display units • Standard 3ds Max transformations (rotation and translation) in the viewport using environment gizmo ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 83 7 Reference 7.1.4.2 7.1 Iray+ compatibility with 3ds Max Physical sky Supported Unsupported • Matte Shadows and reflections in the XY • Visual Cloud effects • Atmospheric effects plane • User control of shadow intensity • Bump maps on matte • User control of reflection intensity and shadows/reflections • Viewport preview in wireframe mode glossiness • User control of ground height • Up vectors other than +Z (WC) • Manual sun positioning using azimuth and altitude parameters • Automatic sun location based on date, time and location • Wireframe preview in viewport • Animation of sun location via azimuth/altitude or date/location parameters • Physically realistic daylight values by default • Automatic sun intensity and color adaption based on height above the horizon • North direction defined by rotating the Physical Sky gizmo directly in the viewport 7.1.5 7.1.5.1 3ds Max standard lights Target and free spot Supported • General Parameters rollout: • Light Type parameters • Intensity/Color/Attenuation rollout: • Multiplier (Note: Intensity is multiplied by a factor in Iray+ to bring the light into the physically correct space where intensity is defined in Lumens) • Color • Spotlight Parameters rollout: • Falloff/Field 84 Unsupported • General Parameters rollout: • Shadow parameters (shadows are always on) • Intensity/Color/Attenuation rollout: • Decay (In Iray+, Spot lights have a physically-realistic inverse square decay as you move away from the light source. This cannot be changed.) • Near/Far Attenuation • Spotlight Parameters rollout: • Overshoot • Hotspot/Beam • Circle/Rectangle • Aspect • Advanced Effects rollout • Shadow Parameters rollout • Atmosphere and Effects rollout Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 7.1 Iray+ compatibility with 3ds Max 7.1.5.2 7 Reference Target and free directional Supported • General Parameters rollout: • Light Type parameters • Intensity/Color/Attenuation rollout: • Multiplier (Note: Intensity is multiplied by a factor in Iray+ to bring the light into the physically correct space where intensity is defined in Lumens) • Color 7.1.5.3 Omni Supported • General Parameters rollout: • Light Type parameters • Intensity/Color/Attenuation rollout: • Multiplier (Note: Intensity is multiplied by a factor in Iray+ to bring the light into the physically correct space where intensity is defined in Lumens) • Color 7.1.5.4 Unsupported • General Parameters rollout: • Shadow parameters (shadows are always on) • Intensity/Color/Attenuation rollout: • Decay • Near/Far Attenuation • Directional parameters • In Iray+, "Distant" lights cannot be restricted to a circular/rectangular tube, and they do not have hotspot or falloff regions. Light will fall evenly across the whole scene • Advanced Effects rollout • Shadow Parameters rollout • Atmosphere and Effects rollout Unsupported • General Parameters rollout: • Shadow parameters (shadows are always on) • Intensity/Color/Attenuation rollout: • Decay (In Iray+, Omni lights have a physically-realistic inverse square decay as you move away from the light source. This cannot be changed.) • Near/Far Attenuation • Advanced Effects rollout • Shadow Parameters rollout • Atmosphere and Effects rollout Skylight Not supported 7.1.5.5 mental ray area omni Not supported 7.1.5.6 mental ray area spot Not supported ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 85 7 Reference 7.1.6 7.1.6.1 7.1 Iray+ compatibility with 3ds Max 3ds Max photometric lights Target and free light Supported • General Parameters rollout: • Light Properties parameters • Light Distribution (Type) • Intensity/Color/Attenuation rollout: • Color parameters • Intensity parameters • Dimming parameters • Shape/Area Shadows rollout • Emit light from (Shape) parameters • Distribution (Spotlight) rollout • Distribution (Photometric Web) rollout: • Choose Photometric File (only .ies files are supported) 7.1.6.2 Unsupported • General Parameters rollout: • Shadows parameters • Intensity/Color/Attenuation rollout: • Far Attenuation parameters • Shape/Area Shadows rollout • Rendering parameters • Atmospheres and Effects rollout • Advanced Effects rollout mental ray sky portal Not supported 7.1.7 7.1.7.1 3ds Max cameras Target and free Supported • Lens • Horizontal and vertical field of view • Orthographic Projection • Stock Lenses • Multi-Pass Effect • Depth of Field (mental ray) • Depth of Field (Iray+) • Motion Blur • Target Distance • Iray+ Depth of Field rollout • Depth of Field Parameters rollout (only for Depth of Field (mental ray)) • Motion Blur rollout 7.1.7.2 Physical Supported • Basic rollout • Target Distance • Physical camera rollout • Specify FOV 86 Unsupported • Environment Ranges • Clipping Planes • Multi-Pass Effect • Depth of Field • Scanline Renderer Params Unsupported • Physical Camera rollout (except for FOV) • Exposure rollout • Bokeh (Depth of Field) rollout • Perspective Control rollout • Lens Distortion rollout • Miscellaneous rollout Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 7.1 Iray+ compatibility with 3ds Max 7.1.8 7.1.8.1 7 Reference Iray+ materials Iray+ material Iray+ Material (page 18) is the generic material used as the starting point to create a wide range of materials Supported • Template components representing real world materials and effects • A wide range of predefined BSDFs, VDFs and EDFs • Subsurface scattering • Anisotropic reflectance • Emission • Normal maps • Rounded corners • Up to 16 optional Decal, Coating and Surface layers • Opacity maps • Up to 6 texture channels (1-6) defined on a per-map basis • Loading MDL as a base component • Saving MDL • Saving and loading from a scene or a 3ds Max material library • Importing Measured data 7.1.8.2 Unsupported • Displacement maps • Multiple subsurface scatttering (SSS) layers. Note: there are specific materials supplied for skin and ocean • User authoring of new template components • Localisation of parameter names Iray+ metal Iray+ Metal (page 23) is a material used to create more accurate representations of metals than the Iray+ Material by using BSDFs based on measured data. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 87 7 Reference 7.1 Iray+ compatibility with 3ds Max Supported • Representation of the following metal types • Aluminum • Aluminum Copper • Chromium • Copper • Gold • Iron • Lead • Mercury • Molybdenum • Nickel • Platinum • Rhodium • Silver • Titanium • Tungsten • Vanadium • User controlled roughness and glossiness • User controlled anisotropy and rotation 7.1.8.3 Unsupported • Loading new data sets of metals • Adaptation of color or reflectance properties other than those outlined above Iray+ ocean Iray+ Ocean (page 19) is a specific material used to simulate large bodies of water that may contain particles. Supported • IOR • Representation of particles and particle density • Volume distance and color • Thin walled on/off 7.1.8.4 Unsupported • Diffuse bitmaps Iray+ conversion materials These materials are provided for compatibility with mental ray (MR) based materials. They are MDL equivalents of MR and can be used in Iray+ in exactly the same way as they are in MR using the same parameters. They are also used by the conversion scripts. These materials support all the parameters of the mental ray equivalents. Comparisons between MR and Iray+ materials should be a good match, although not exact. • Iray+ Arch and Design • Iray+ Metallic Paint • Iray+ Skin • Iray+ FastSSS • Iray+ SSS 88 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 7.1 Iray+ compatibility with 3ds Max 7.1.9 7.1.9.1 7 Reference Other 3ds Max standard maps Bitmap and normal bump map types are supported correctly in Iray+. Many of the other standard maps are partially supported by rendering the map to a bitmap texture internally and then using this in an Iray+ material. The result is that many of the standard map types are represented in Iray+ but there will be tiling artifacts where procedural maps have been rendered to file. Supported • Bitmap • Normal Bump 7.1.9.2 Render to bitmap Supported • Cellular • Checker • ColorCorrection • Dent • Gradient • Gradient ramp • Marble • Noise • Perlin marble • Smoke • Speckle • Splat • Stucco • Swirl • Substance • Tiles • Vector file • Waves • Wood 7.1.9.3 Unsupported • Some standard maps that use scene global information (falloff, camera direction, etc.) Unsupported • Camera map per pixel • Combustion • Composite • Falloff • Flat mirror • Map output selector • Mask • Mix • Particle age • Particle Mblur • Raytrace • Reflect/refract • RGB Tint • Vertex color mental ray maps None of the mental ray maps are supported with Iray+ materials. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 89 7 Reference 7.1.9.4 7.2 Maxscript reference Iray+ noise maps Supported A set of Iray+ native procedural maps are provided: • Flake Noise • Flow Noise • Perlin Noise • Worley noise Iray+ maps can be applied to any Iray+ material that takes a map input. They can be instanced, duplicated and referenced. 7.1.9.5 Unsupported • Parameters in the Noise rollout. Use Iray+ parameters instead. Texture spaces All of the standard 3ds Max texture spaces are supported including UVW unwrap. Texture channels can be defined on a per-bitmap basis: • There is a limit of 6 texture channels per object imposed by Iray+. In 3ds Max the limit is far higher. • Exceeding this limit (for example, setting texture channel for a bitmap to greater than 6) will result in no texture coordinates being used for that map. 7.2 Maxscript reference Iray+ includes support for MaxScript within 3ds Max. These functions have been made available to allow reading and modification of Iray+ Lights, Materials and Render Settings. 7.2.1 Render settings The Iray+ Render Settings can be read and modified using standard MaxScript functions. Example: renderers.current = Iray() // set the renderer to Iray+. // You could also use Iray__Interactive() here. cur = renderers.current // Show all render properties available to Iray+ renderer: showproperties cur pathtofile = "C:\previews\BackplateImg.jpg" cur.backplate_file = pathtofile // Set the backplate image List of supported render properties: .brightness : float .saturation : float .burn_highlights : float .crush_blacks : float .use_custom_whitepoint : boolean .whitepoint : RGB color 90 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 7.2 Maxscript reference 7 Reference .whitepoint_preset : integer .cloud_address : string .cloud_video_format : string .cloud_video_bit_rate : integer .cloud_video_frame_rate : integer .backplate_use : boolean .backplate_fit : boolean .backplate_file : string .backplate_scale : point2 .backplate_scale_linked : boolean .backplate_offset : point2 .backplate_gamma : float .dof_enable : boolean .dof_strength : float .dof_use_target_dist : boolean .dof_focus_dist : float .dof_backplate : boolean .iteration_count : integer .max_rendering_time : integer .physically_accurate : boolean .photo_max_bounces : integer .caustic_sampler : boolean .irt_approx_bounced_light : boolean .irt_approx_area_light : boolean .irt_max_bounces : integer 7.2.2 Create a new Iray+ material Iray+ materials can be created using a single initialiser: Iray__Material() The layer on this can then be changed using irpSetMaterialType (page 93) Example: // Assigns a name to the Iray+ material. // This can then be assigned to a scene object. IrayMaterial = Iray__Material() 7.2.3 Create a new Iray+ map An Iray+ map can be created using a similar approach to the creation of an Iray+ material. Example: IrayMaterial = Iray__Perlin_Noise() ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 91 7 Reference 7.2 Maxscript reference List of Iray+ Map initialisers: Iray__Perlin_Noise() Iray__Worley_Noise() Iray__Flake_Noise() Iray__Flow_Noise() 7.2.4 Get a list of Iray+ parameters irpGetPropertyList <object.material> This function returns the property names of a specified object as an array. Example: irpGetPropertyList $obj.mat 7.2.5 Set an Iray+ material parameter irpSetProperty <object.material> <property_name_string> <property_value> Allows you to access and set the properties of an Iray+ material. Example: irpSetProperty $obj.mat "refr_gloss" 1.0 You can also pass maps to the Iray+ material using this function. If supported, it will attach the map to the specified material parameter. Note: The property name must always be passed as a string. To get a list of property names, see irpGetPropertyList. 7.2.6 Get an Iray+ material parameter irpGetProperty <object.material> <property_name_string> 92 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 7.2 Maxscript reference 7 Reference Allows you to get the property of an Iray+ material. Example: irpGetProperty $obj.mat "refr_gloss" // Returns the value of // the "refr_gloss" parameter Note: The property name must always be passed as a string. To get a list of property names, see irpGetPropertyList 7.2.7 Set Iray+ material layer type irpSetMaterialType <object.material> <IRP_LayerName_string> \ <enable_emission_bool> Used to set the material layer type of the Iray+ material. Example: IrayMaterial = Iray__Material() // Create a new Iray+ material. // Set the layer type of an Iray+ Material to // IrayPlus_ArchAndDesign. Disable emission on the material. irpSetMaterialType IrayMaterial "IrayPlus_ArchAndDesign" false You can apply one of the Iray+ mental ray conversion material layers using one of the currently supported layer types: "IrayPlus_Generic" "IrayPlus_ArchAndDesign" "IrayPlus_MetallicPaint" "IrayPlus_FastSSS" "IrayPlus_SkinSSS" Alternatively, you can set one of the standard Iray+ material layers using the name of the required layer. A list of the layer names can be found here (page 104) For example, to set a Velvet material with no emission you would use: // Set the layer type of the Iray+ Material to Velvet. // Disable emission on the material. irpSetMaterialType $obj.mat "Velvet" false ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 93 7 Reference 7.2.8 7.2 Maxscript reference Get Iray+ material layer type irpGetMaterialType <object.material> Used to get the layer type of the Iray+ material. Example: // Returns a string containing the layer type // of the currently applied Iray+ material layer. irpGetMaterialType allObjects[1].mat 7.2.9 Lights Most of the lights are supported using the standard built-in MaxScript functions. For more information on these functions, please refer to the Autodesk MaxScript Documentation. Example: // Uses the max setProperty function to set // an Iray+ lights property. setProperty <IrayLight> <light-property> <value> 7.2.10 Other There are some miscellaneous settings exposed to maxscript as described below: 7.2.10.1 Enable/disable irradiance layer Enable, disable or query the state of the Irradiance layer: MAXScriptIrayPlusRenderer.enableIrradiance <optional-bool> Example: MAXScriptIrayPlusRenderer.enableIrradiance true // To query the state, simply omit the true/false condition. 7.2.10.2 Get irradiance min/max values Get the minimum or maximum Irradiance values in the scene. MAXScriptIrayPlusRenderer.minIrradiance 94 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 7.3 System requirements 7 Reference MAXScriptIrayPlusRenderer.maxIrradiance Example: MAXScriptIrayPlusRenderer.maxIrradiance 7.2.10.3 Get irradiance min/max colour values Get the minimum or maximum Irradiance colour in the scene. MAXScriptIrayPlusRenderer.\ getIrradianceDisplayColour<Min/Max_Scene_Irradiance> Example: MAXScriptIrayPlusRenderer.getIrradianceDisplayColor \ MAXScriptIrayPlusRenderer.minIrradiance 7.3 System requirements 7.3.0.1 Minimum requirements • Autodesk 3ds Max 2014 or later • Windows 7 64-bit Professional operating system • 64-bit Intel or AMD multi core processor • 4GB Ram • 2GB free disk space for installation • 3GB free disk space if downloading Material Libraries (page 180) • NVIDIA GPU with the following minimum specifications: • CUDA compute capability 2.0 and higher • Driver needs to support CUDA 7.0 or higher (For Windows, this depends upon having NVIDIA Quadro driver version 347.62 or later) • Iray+ Interactive requires these specifications (page 54). 7.3.0.2 Recommended requirements • Autodesk 3ds Max 2015 or later • Windows 8 or Windows 7 64-bit Professional operating system • 64-bit Intel or AMD multi core processor • 8GB Ram • 2GB free disk space for installation • 3GB free disk space if downloading Material Libraries (page 180) • 2x NVIDIA GPUs with the following minimum specifications: ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 95 7 Reference 7.4 Additional content • CUDA compute capability 2.0 and higher • Driver needs to support CUDA 7.0 or higher (For Windows, this depends upon having NVIDIA Quadro driver version 347.62 or later) • Iray+ Interactive requires these specifications (page 54). 7.3.0.3 Iray+ interactive requirements GPUs with CUDA Compute Capability 2.0 and higher are supported by Iray+ Interactive, ie of the Fermi, Kepler, Maxwell or later generations. The following device configurations are supported: • Arbitrary combinations of Compute Capability 2.x devices • Compute Capability 3.0 devices only • Compute Capability 3.5 devices only. Note: The following device configurations are not supported: • Mixing devices between generations • Combining Compute Capability 3.0 and Compute Capability 3.5 devices • Switching at runtime between different GPU generations, for example, switching from a Compute Capability 3.0 to a Compute Capability 2.0 device. Driver requirements: The driver needs to support CUDA 7.0. 7.3.0.4 NVIDIA CUDA GPU reference A list of compatible GPUs can be found here. 7.3.0.5 CPU-only mode Iray+ will run without a GPU, but for best performance we recommend using GPUs. If your GPU does not meet the minimum requirements then Iray+ will automatically use CPU rendering. 7.4 Additional content Iray+ gives you access to additional content to download. 96 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 7.4 Additional content 7.4.1 7 Reference Material libraries Iray+ makes hundred of materials available for use in your projects. See the Material libraries (page 180) section to download them. 7.4.1.1 moofe HDRI and backplates moofe, a leading supplier of professional quality HDRI and backplates, is offering Iray+ users a free (for personal use) collection of their high quality environments. Commercial licenses are available with a 10% discount. A tutorial on matching your camera to moofe environments is also available (page 11). To get started download the sample pack below, and follow the included instructions to access the full quality unwatermarked versions. Download the moofe sample pack. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 97 7 Reference 7.5 7.5 Licensing and copyright information Licensing and copyright information 3ds Max is a registered trademark of Autodesk, Inc., in the USA and other countries. Iray+ is a registered trademark of NVIDIA ARC GmbH, licensed for use by Lightwork Design Ltd. Some sections and images in this documentation are used with permission from NVIDIA ARC GmbH. All other text, images, models, textures, and downloads are Copyright Lightwork Design Ltd. 2015. Any material libraries or textures available via this website are licensed for personal or commercial use in Iray+. Do not redistribute or make commercially available. 98 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8 Appendix — Material components and libraries 8 Appendix — Material components and libraries Iray+ provides a number of approaches for creating and using materials. Material Libraries (page 180) are provided as a simple of way of quickly adding fully-realised complex materials. Another approach provides example material components in our Iray+ Material (page 18), which provides a more generalised starting point based on non-specific practical types of material (such as Rubber, Gel, ThinFilm etc). These High-Level Components can be quickly worked into your own complex material based on our Material Structure (page 5) layer concept. These High-Level Components are based on Low-Level Components. These are the basis of all materials in Iray+, describing the fundamental scientific properties behind every material and the effect of light on them. One low-level component can be used to create a set of high-level components. Each high- level component is, effectively, an instance of a low-level component with a different set of defaults. When you construct a material, you will use high-level components as a starting point. The low-level components are referenced in this documentation as a method of showing the shared parameters and flexibility that these have. 8.1 Structure Material structure in Iray+ At its simplest, an Iray+ Material must contain a Geometry and a Base layer. Optionally, you can add Decals, Coating and Surface layers on top of these in any order to add complexity. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 99 8 Appendix — Material components and libraries 8.1 Structure Geometry UI 8.1.1 Geometry parameters Geometry refers to the underlying structure of every material. At this level, some fundamental characteristics of your material can be defined: Opacity set an overall opacity value for the material or add a map to define opaque and transparent regions of the material Corner Radius Softens the edges of corner without having to alter geometry. Most real world objects do not have perfectly sharp corners. You can only use either a Normal Map or Corner Radius on a geometry layer. However, you can also combine Normal maps on other layer types with Corner Radius enabled on the Geometry layer Normal set a bump map to simulate surface detail, and control the intensity and orientation of the effect. Emission On Toggles Emission on or off without losing chosen settings Use Profile Add a photometric/IES file to define characteristics of the emission. You will not be able to use IES profiles in conjunction with a textured emission map Template Choose from a dropdown list of common lighting types with fixed, accurate values 100 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.1 Structure 8 Appendix — Material components and libraries Lighting Type Choose common lighting types with manual control over intensity and tint Custom Controls temperature and intensity parameters manually Color Temperature Specifies color temperature in kelvin Tint Specify a color value or textured emission map which acts as a ’gel’ or projection in front of the light. Note: IES/Photometric profiles are not compatible with textured emission. Intensity Lumens Intensity value is defined in Lumens: the intensity is absolute regardless of the size of the geometry Lux Intensity value is defined in Lux: the intensity is based on Power per Unit Area, and so is based on the size of the geometry. 8.1.2 Base The Base is the second layer in an Iray+ Material, like Geometry, every material contains a base. This is the core component for creating realistic materials as you define the basic form of the material (wood, metal, plastic etc.). The material examples available in the Base layer presets dropdown in the 3ds Max Material Editor provide starting points for virtually any material. High-level component Low-level component used CarbonFiber CeramicTiles CeramicWhiteware Clay Cloth CloudyGem ConcretePolished ConcreteRough Diamond Gel Glass GlassDispersion GlassFrosted GlassThin Glossy Lampshade AnisotropicDielectric (page 159) Dielectric (page 122) TwoLobeDielectric (page 126) TwoLobeDielectric (page 126) Diffuse (page 104) SubsurfaceScattering (page 108) Dielectric (page 122) Dielectric (page 122) PhysicalTransparent (page 145) PearlescentSSS (page 118) PhysicalTransparent (page 145) PhysicalTransparent (page 145) PhysicalTranslucent (page 149) ThinwallTransparent (page 144) Dielectric (page 122) DiffuseTransmission (page 106) ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 101 8 Appendix — Material components and libraries Leather Masonry Matte Metal MetalBrushed MetalPolished MetalSatin Mirror Paper PaperTranslucent Plaster PlasticOpaque PlasticTranslucent(FastSSS) PlasticTranslucent(SSS) PlasticTransparent Rubber Satin Stone StonePolished Velvet Water Wax Wood Woodgrain WoodVarnished 8.1.3 8.1 Structure TwoLobeDielectric (page 126) Dielectric (page 122) Diffuse (page 104) Conductor (page 131) AnisotropicConductor (page 155) AnisotropicConductor (page 155) AnisotropicConductor (page 155) SpecularReflection (page 130) Diffuse (page 104) DiffuseTransmission (page 106) Diffuse (page 104) TwoLobeDielectric (page 126) DiffuseSSS (page 112) SubsurfaceScattering (page 108) PhysicalTranslucent (page 149) Dielectric (page 122) WovenAnisotropic (page 164) Diffuse (page 104) Dielectric (page 122) Backscattering (page 152) PhysicalTransparent (page 145) SubsurfaceScattering (page 108) Dielectric (page 122) FibreAnisotropic (page 169) Dielectric (page 122) Decal Decals are stickers or images which can be applied at any level within the material hierarchy. High-level component Low-level component used BrushedMetalFoil BrushedPlastic Matte MetalFoil Mirror Satin AnisotropicConductor (page 155) AnisotropicDielectric (page 159) Diffuse (page 104) Conductor (page 131) SpecularReflection (page 130) Gloss (page 134) 8.1.4 Surface Surface layers can represent effects such as Dirt, Scratches, Rust and other imperfections found in the real world. High-level component Low-level component used DeepScratches Dirt1 Diffuse (page 104) DiffuseTransmission (page 106) 102 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.1 Structure Dirt2 Dirt3 DustStreaks DustUniform DustVariable HeatStainedSteel LinearScratches1 LinearScratches2 LinearScratches3 LinearScratches4 RadialScratches RustPatches RustUniform Verdigris 8.1.5 8 Appendix — Material components and libraries DiffuseTransmission (page 106) DiffuseTransmission (page 106) DiffuseTransmission (page 106) DiffuseTransmission (page 106) DiffuseTransmission (page 106) InterferencePattern (page 141) Gloss (page 134) Diffuse (page 104) Gloss (page 134) Gloss (page 134) Gloss (page 134) Diffuse (page 104) Diffuse (page 104) Diffuse (page 104) Coating An Iray+ Material can have any number of Coating layers, representing finishes such as Varnish, Paints, Glazes and many other effects. High-level component Low-level component used Anodised CeramicGlaze Clearcoat Flakes FlipFlopPaint Galvanised GlossFinish GlossVarnish HammerPaint MatteFinish MatteVarnish MetalPlating PaintEggShell PaintGloss PaintMatte PaintPearl PlasticCoating PowderCoating ThinFilm Conductor (page 131) Dielectric (page 122) Dielectric (page 122) GlossFlakes (page 136) Flipflop (page 139) GlossFlakes (page 136) GlossLayer (page 134) Dielectric (page 122) AnisotropicDielectric (page 159) Diffuse (page 104) Dielectric (page 122) Conductor (page 131) AnisotropicDielectric (page 159) AnisotropicDielectric (page 159) AnisotropicDielectric (page 159) AnisotropicDielectric (page 159) AnisotropicDielectric (page 159) AnisotropicDielectric (page 159) InterferencePattern (page 141) ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 103 8 Appendix — Material components and libraries 8.2 8.2 Low-level material components Low-level material components 8.2.1 Diffuse This component is good for representing non-shiny materials. Diffuse uses a Lambertian reflection model where reflected rays are scattered in a random direction across a hemisphere. There is also a Roughness parameter that uses the Oren-Nayar method for representing rough surfaces made up of microfacets pointing in different directions. To be accurate it predicts reflectance from rough diffuse surfaces for the entire hemisphere of source and sensor directions. The model for this component takes into account complex physical phenomena such as masking, shadowing and interreflections between points on the surface facets. In practical terms increasing the roughness parameter is useful for representing powdery surfaces like rust. The Diffuse Material Editor UI Diffuse Color Map / Color The basic color of the component. This can be a single color value or a texture map. Roughness 0.0→1.0 / Map The ’Roughness’ of the Diffuse component is different to the roughness of all the other Iray+ components. Increasing Diffuse roughness makes the surface look powdery or rubbery. In all of the other components the ’Roughness’ parameter controls glossy roughness, which affects how blurred the reflections are. Roughness: 0.0 Roughness: 0.5 Roughness: 1.0 Parameters for surface, coating and decal layer only Weight 0.0→1.0 / Map Gives control over the contribution of the layers to the overall material appearance. A value of 1.0 will completely block any effect of any material layers below. A value of 0.0 will remove any of the layers contribution. Normal 0.0→1.0 / Map Allows you to set a bump map to simulate surface detail and control the intensity and orientation of the effect 104 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8 Appendix — Material components and libraries Materials using Diffuse Base Cloth Matte Paper Plaster LinearScratches2 RustPatches RustUniform Coatings MatteFinish Surface DeepScratches Verdigris ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 105 8 Appendix — Material components and libraries 8.2 Low-level material components Decals MatteDecal 8.2.2 Diffuse transmission This component is designed to represent non-shiny matte materials that transmit light, such as lampshades or translucent paper screens. There is a Roughness parameter that uses the Oren-Nayar method for representing rough surfaces made up of microfacets. In practical terms increasing the Roughness parameter is useful for representing powdery surfaces. The DiffuseTransmission Material Editor UI Diffuse Reflection ReflectionColour Map / Color The basic color of the component. This can be a single color value or a texture map. Roughness 0.0→1.0 / Map Controls the Oren-Nayar roughness of the material. Increasing this makes the surface look powdery or rubbery Roughness: 0.0 106 Roughness: 0.5 Iray for 3ds Max: User's guide Roughness: 1.0 ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8 Appendix — Material components and libraries Diffuse Transmission TransmissionWeight 0.0→1.0 / Map Controls how much light can pass through the material. Setting this to zero will make the material opaque. For real-world materials, this parameter should always be less than 0.5. TransmissionWeight: 0.0 TransmissionColour TransmissionWeight: 0.5 TransmissionWeight: 1.0 Map / Color Controls the color of light passing through the material. For most materials this would be the same as the ReflectionColour. This can be a single color value or a texture map. TransmissionColour TransmissionColour TransmissionColour Parameters of Surface, Coating and Decal Layers Only Weight 0.0→1.0 / Map Gives control over the contribution of the layers to the overall material appearance. A value of 1.0 will completely block any effect of any material layers below. A value of 0.0 will remove any of the layers contribution. Normal 0.0→1.0 / Map Allows you to set a bump map to simulate surface detail and control the intensity and orientation of the effect ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 107 8 Appendix — Material components and libraries 8.2 Low-level material components Materials using DiffuseTransmission Base Lampshade PaperTranslucent Surface 8.2.3 Dirt1 Dirt2 DustUniform DustVariable Dirt3 DustStreaks Subsurface scattering This is a full-featured subsurface scattering component (see DiffuseSSS (page 112) for a simplified version). This component produces a more realistic subsurface scattering effect than other components, but this comes at the expense of rendering speed. All light in your scene will penetrate the object and you will be able to see objects through, and behind the material. 108 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8 Appendix — Material components and libraries The SubsurfaceScattering Material Editor UI Transmission TransmissionColor Color Controls the Color of the transmitted light. Color inputs Color inputs Color inputs First color is TransmissionColor, second color is DiffuseColor. DiffuseColor Map / Color The basic surface color of the component, this is controlled by the DiffuseWeight parameter. This can be a single Color value or a texture map. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 109 8 Appendix — Material components and libraries DiffuseWeight 8.2 Low-level material components 0.0→1.0 Controls the balance between the diffuse surface texturing and the more complex subsurface scattering effect. Increasing the value will reduce the contribution of subsurface scattering. DiffuseWeight: 0.1 Reflection ReflectionColor DiffuseWeight: 0.3 DiffuseWeight: 0.5 Map / Color Controls the color of the glossy highlights on the material. This can be a single color value or a texture map. ReflectionColor Roughness ReflectionColor ReflectionColor 0.0→1.0 Controls the size of the glossy highlights. Higher values will make reflections appear more blurred. Roughness: 0.0 110 Roughness: 0.1 Iray for 3ds Max: User's guide Roughness: 1.0 ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8 Appendix — Material components and libraries Subsurface Scattering SubsurfaceColor Color Controls the color of the inside of the material. Light passing through will gradually be absorbed based on this color. The thicker the object, the more light will be absorbed. A pure white color means there will be no absorption, a pure black color means all light is absorbed as soon as it enters the material. This must be a single color value, it cannot be a texture map or noise function. Color inputs Color inputs Color inputs First color is SubsurfaceColor, second color is TransmissionColor. SubsurfaceScatterDistance 0.0→inf This scale, in metres, controls the overall strength of the subsurface scattering effect. Reducing this parameter will strengthen the effect. On average, light passing through the material will undergo scattering each time it travels this distance through the material. Note that the useful range for this parameter is between one-tenth and ten times the size of the object the material is applied to. Setting a value outside of this range will make little or no difference to the material’s appearance. SubsurfaceScatterDistance: 0.005 ©1986,2015 NVIDIA ARC SubsurfaceScatterDistance: 0.01 SubsurfaceScatterDistance: 0.1 Iray for 3ds Max: User's guide 111 8 Appendix — Material components and libraries SubsurfaceAbsorbDistance 8.2 Low-level material components 0.0→inf This scale, in metres, controls the overall strength of the subsurface absorption effect. Reducing this parameter will strengthen the effect. On average, light passing through the material will be attenuated by the SubsurfaceColour each time it travels this distance through the material. SubsurfaceAbsorbDistance: SubsurfaceAbsorbDistance: SubsurfaceAbsorbDistance: 0.01 0.1 0.5 Refraction IOR 0.0→inf The index of refraction of the material. IOR: 1.1 AbbeNumber IOR: 1.492 IOR: 1.9 0.0→inf This controls the spectral dispersion effect. Set it to zero to disable spectral dispersion. A nonzero value will enable dispersion, with the strength of the dispersion effect depending on the Abbe number in a physically realistic way. A low Abbe number leads to strong dispersion, a high Abbe number leads to weak dispersion. Types of glass are often classified according to their Abbe number — typical values range from 20 up to 85. Materials using Subsurface Scattering Base CloudyGem 112 PlasticTranslucent(SSS) Iray for 3ds Max: User's guide Wax ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8.2.4 8 Appendix — Material components and libraries Diffuse subsurface scattering DiffuseSSS is a simplified subsurface scattering component where visual details behind the object that uses this material will not be visible. However, you will be able to see light passing through the object. Glossy reflections are also visible on the surface of the material. The reflections are not affected by the material color but are defined by the incident light. This component renders quicker than SubsurfaceScattering and should be used instead if you don’t need to see objects through the material. This is useful for representing objects like grapes. The DiffuseSSS Material Editor UI Diffuse Subsurface Scattering Tint Color Controls the color of the inside of the material. Light passing through will gradually be absorbed based on the Tint color. The thicker the object, the more light will be absorbed. A pure white tint means there will be no absorption, a pure black tint means all light is absorbed as soon as it enters the material. This must be a single color value, it cannot be a texture map or noise function. White (No Absorption) ©1986,2015 NVIDIA ARC Green Black (Full Absorption) Iray for 3ds Max: User's guide 113 8 Appendix — Material components and libraries DistanceScale 8.2 Low-level material components 0.0→inf This scale, in metres, controls the overall strength of the subsurface scattering and absorption effects. Reducing this parameter will strengthen the effects. On average, light passing through the material will undergo scattering and absorption each time it travels this distance through the material. Note that the useful range for the distance scale parameter is between one-tenth and ten times the size of the object the material is applied to. Setting a value outside of this range will make little or no difference to the material’s appearance. DistanceScale: 0.01 Reflection Roughness DistanceScale: 0.05 DistanceScale: 0.5 0.0→1.0 / Map Simulates the level of polish. Higher values will make the reflections appear more blurred. Roughness: 0.0 NormalReflectivity Roughness: 0.2 Roughness: 1.0 0.0→1.0 / Map This parameter controls how shiny the object appears looking straight on. NormalReflectivity: 0.0 114 NormalReflectivity: 0.4 NormalReflectivity: 0.7 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.2 Low-level material components GrazingReflectivity 8 Appendix — Material components and libraries 0.0→1.0 / Map This parameter controls how shiny the object appears looking at a very shallow angle. GrazingReflectivity: 0.0 Exponent GrazingReflectivity: 1.0 0.0→25.0 Controls how quickly the shininess changes between the normal and grazing values as you move across the surface. Exponent: 1.0 Exponent: 2.5 Exponent: 5.0 Refraction Use IOR On/Off Checkbox Ignores the normal, grazing values and exponent, and uses the IOR value to define the falloff curve. IOR 0.0→50.0 Index of Refraction. Controls the amount of reflection and shape of the falloff curve, Use IOR must be checked. IOR: 1.0 ©1986,2015 NVIDIA ARC IOR: 1.8 Iray for 3ds Max: User's guide IOR: 2.5 115 8 Appendix — Material components and libraries 8.2 Low-level material components Materials using DiffuseSSS Base PlasticTranslucent (FastSSS) 8.2.5 Multilayered subsurface scattering MultiLayeredSSS This is a full-featured subsurface scattering component (see DiffuseSSS (page 112) for a simplified version). This component produces a more realistic subsurface scattering effect than other components, but this comes at the expense of rendering speed. All light in your scene will penetrate the object and you will be able to see objects through, and behind the material. The MultiLayeredSSS Material Editor UI Unscattered Diffuse Diffusetexture Map / Color The basic color of the component, this is controlled by the DiffuseWeight parameter. This can be a single Color value or a texture map. 116 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.2 Low-level material components DiffuseWeight 8 Appendix — Material components and libraries 0.0→1.0 Controls the balance between the DiffuseColor surface texturing and the more complex subsurface scattering effect. Increasing the value will reduce the contribution of subsurface scattering. DiffuseWeight: 0.2 DiffuseWeight: 0.5 DiffuseWeight: 0.8 Subsurface scattering Subsurfacecolor Map / Color Controls the Color of the inside of the material. Light passing through will gradually be absorbed and the thicker the object, the more light will be absorbed. A pure white tint means there will be no absorption, a pure black tint means all light is absorbed as soon as it enters the material. SubsurfaceColour Subsurfacescatterdistance SubsurfaceColour SubsurfaceColour 0.0→inf This scale, in metres, controls the overall strength of the subsurface scattering effect. Reducing this parameter will strengthen the effect. On average, light passing through the material will undergo scattering each time it travels this distance through the material. SubsurfaceScatterDistance: 0.0 ©1986,2015 NVIDIA ARC SubsurfaceScatterDistance: 0.005 SubsurfaceScatterDistance: 0.2 Iray for 3ds Max: User's guide 117 8 Appendix — Material components and libraries Subsurfaceabsorbdistance 8.2 Low-level material components 0.0→inf This scale controls the overall strength of the subsurface scattering and absorption effects. Reducing this parameter will strengthen the effects. On average, light passing through the material will undergo scattering and absorption each time it travels this distance through the material. Note that the useful range for the distance scale parameter is between one-tenth and ten times the size of the object the material is applied to. Setting a value outside of this range will make little or no difference to the material’s appearance. SubsurfaceAbsorbDistance: SubsurfaceAbsorbDistance: SubsurfaceAbsorbDistance: 0.0 0.5 1.0 Specular reflections Specularweight 0.0→1.0 Controls the strength of the glossy highlights on the surface of the material. Higher values will make the reflections stronger. Specularroughness 0.0→1.0 / Map Controls the size of the glossy highlights. Higher values will make reflections appear more blurred. IOR 0.0→inf The index of refraction of the material. Materials using MultilayeredSSS Base Skin 8.2.6 Pearlescent subsurface scattering This component can be used to represent materials such as shampoo and shower gel. 118 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8 Appendix — Material components and libraries The PearlescentSSS Material Editor UI Diffuse DiffuseColor Map / Color Defines the Diffuse color, this works in conjunction with DiffuseWeight. DiffuseWeight 0.0→1.0 Controls the balance between the diffuse surface tint and the light transmitted through the interior of the material. Increasing the value will make the material more opaque. Weight: 0.0 ©1986,2015 NVIDIA ARC Weight: 0.4 Iray for 3ds Max: User's guide Weight: 0.8 119 8 Appendix — Material components and libraries Reflection NormalReflectivity 8.2 Low-level material components 0.0→1.0 This parameter controls how strong the glossy highlights appear when looking straight on. NormalReflectivity: 0.0 GrazingReflectivity NormalReflectivity: 0.1 NormalReflectivity: 0.4 0.0→1.0 This parameter control how strong the glossy highlights appear when looking at a very shallow angle. GrazingReflectivity: 0.0 Exponent GrazingReflectivity: 1.0 0.01→25.0 Controls how quickly the strength of the glossy highlights changes between the normal and grazing values as you move across the surface. Exponent: 0.01 120 Exponent: 1.0 Iray for 3ds Max: User's guide Exponent: 5.0 ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8 Appendix — Material components and libraries 0.0→1.0 / Map Roughness Controls the size of the glossy highlights. Higher values will make the reflections appear more blurred Roughness: 0.0 Absorption ScatterColour Roughness: 0.3 Roughness: 1.0 Color Controls the color of the inside of the material. Light passing through will gradually be absorbed based on this color. The thicker the object, the more light will be absorbed. A pure white tint means there will be no absorption, a pure black tint means all light is absorbed as soon as it enters the material Tint/ TintScattering DistanceScale Tint/ TintScattering Tint/ TintScattering 0.0→inf This scale, in metres, controls the overall strength of the subsurface scattering and absorption effects. Reducing this parameter will strengthen the effects. On average, light passing through the material will undergo scattering and absorption each time it travels this distance through the material. DistanceScale: 0.005 ©1986,2015 NVIDIA ARC DistanceScale: 0.05 Iray for 3ds Max: User's guide DistanceScale: 0.5 121 8 Appendix — Material components and libraries 8.2 Low-level material components Refraction IOR 0.0→50.0 Controls the amount of ideal (non-glossy) reflection on the surface of the material. IOR: 1.0 Normal GelNoise IOR: 1.2 IOR: 2.0 0.0→1.0 / Map Can be used to create gel effects within the subsurface such as bubbles and sheens. GelNoise: 1.0 GelNoise: 5.0 GelNoise: 25.0 Materials using Pearlescent SSS Base Gel 8.2.7 Dielectric A component for representing the specific reflectance properties of non-metals such as plastics. The reflections are not affected by the material color but are defined by the incident light. This component follows Fresnel’s Law where the amount of reflectance varies based on the angle of view. For example, viewing a carbon fiber type object at very shallow angles results 122 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8 Appendix — Material components and libraries in almost complete reflectance whereas looking straight on, the object exhibits less reflectance. This Fresnel falloff can be defined explicitly by setting reflectance values for 0 degrees (e.g., looking at the middle of a sphere object) and 90 degrees (looking at the edge of a sphere). You can define how quickly the falloff varies between 0 and 90 via an exponent parameter. The Fresnel effect can also be specified by using an IOR value which effectively fills the above values in for you. This is the same as the AnisotropicDielectric (page 159) component without additional control over Anisotropy. The Dielectric Material Editor UI Diffuse DiffuseColor Map / Color The basic color of the component. This can be a single color value or a texture map. Reflection Roughness 0.0→1.0 / Map Simulates the level of polish. Higher values result in blurrier reflections. Can be used to create powdery or frosted looking materials. Roughness: 0.0 ©1986,2015 NVIDIA ARC Roughness: 0.1 Iray for 3ds Max: User's guide Roughness: 0.5 123 8 Appendix — Material components and libraries ReflectedColor 8.2 Low-level material components Map / Color Can be used to control the color of reflections or using greyscale, the amount of reflections. ReflectedColor: White Exponent ReflectedColor: Dark Grey ReflectedColor: Magenta 0.0→25.0 Controls how quickly the shininess changes between the normal and grazing values as you move across the surface. Exponent: 0.1 NormalReflectivity Exponent: 1.0 Exponent: 5.0 0.0→1.0 / Map This parameter controls how shiny the object appears looking straight on. Typical materials of this type display little reflectance at 0 degrees. NormalReflectivity: 0.0 124 NormalReflectivity: 0.1 NormalReflectivity: 0.5 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.2 Low-level material components GrazingReflectivity 8 Appendix — Material components and libraries 0.0→1.0 / Map This parameter control how shiny the object appears looking at a very shallow angle. Typical materials of this type display higher reflectance at 90 degrees to the camera. GrazingReflectivity: 0.0 GrazingReflectivity: 1.0 Refraction Use IOR On/Off Checkbox Ignores the normal, grazing values and exponent, and uses the IOR value to define the falloff curve. IOR 0.0→50.0 Index of Refraction. Controls the amount of reflection and shape of the falloff curve, Use IOR must be checked. IOR: 0.0 IOR: 2.5 IOR: 10.0 Coating Layers Only Weight 0.0→1.0 / Map Gives control over the contribution of the layers to the overall material appearance. A value of 1.0 will completely block any effect of any material layers below. A value of 0.0 will remove any of the layers contribution. Normal 0.0→1.0 / Map Allows you to set a bump map to simulate surface detail and control the intensity and orientation of the effect ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 125 8 Appendix — Material components and libraries 8.2 Low-level material components Materials using Dielectric Base CeramicTiles ConcretePolished ConcreteRough Glossy Masonry Rubber StonePolished Wood ClearCoat GlossVarnish MatteVarnish WoodVarnished Coatings CeramicGlaze 8.2.8 Two-lobe dielectric This component is designed to represent the reflectance properties of non- metals such as plastics, ceramics and glass. It is similar to the Dielectric component, but allows the creation of advanced glossy reflections that have two ’lobes’ or highlights of different sizes. 126 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8 Appendix — Material components and libraries Dielectric materials follows Fresnel’s Law where the amount of reflectance varies based on the angle of view. For example, viewing a carbon fiber type object at very shallow angles results in almost complete reflectance whereas looking straight on, the object exhibits less reflectance. This Fresnel falloff can be defined explicitly by setting reflectance values for 0 degrees (e.g. looking at the middle of a sphere object) and 90 degrees (looking at the edge of a sphere). You can define how quickly the falloff varies between 0 and 90 via an exponent parameter. The Fresnel effect can also be specified by using an IOR value which effectively fills the above values in for you. The TwoLobeDielectric Material Editor UI Diffuse DiffuseColor Map / Color The basic color of the component. This can be a single color value or a texture map. Reflection ReflectedColor Map / Color Can be used to control the color of reflections or using greyscale, the amount of reflections. ReflectedColor: Blue ©1986,2015 NVIDIA ARC ReflectedColor: White ReflectedColor: Magenta Iray for 3ds Max: User's guide 127 8 Appendix — Material components and libraries RoughnessLobe1 8.2 Low-level material components 0.0→1.0 / Map Controls the size of the glossy highlights for the primary lobe. Higher values will make the reflections appear more blurred. RoughnessLobe1: 0.005 RoughnessLobe2 RoughnessLobe1: 0.1 RoughnessLobe1: 0.5 0.0→1.0 / Map Controls the size of the glossy highlights for the secondary lobe. Higher values will make the reflections appear more blurred. RoughnessLobe2: 0.0 Exponent RoughnessLobe2: 0.3 RoughnessLobe2: 1.0 0.01→25.0 Controls how quickly the shininess changes between the normal and grazing values as you move across the surface. Exponent: 0.01 128 Exponent: 1.0 Iray for 3ds Max: User's guide Exponent: 5.0 ©1986,2015 NVIDIA ARC 8.2 Low-level material components NormalReflectivity 8 Appendix — Material components and libraries 0.0→1.0 / Map This parameter controls how shiny the object appears looking straight on. Typical materials of this type display little reflectance at 0 degrees. NormalReflectivity: 0.01 GrazingReflectivity NormalReflectivity: 0.1 NormalReflectivity: 0.5 0.0→1.0 / Map This parameter control how shiny the object appears looking at a very shallow angle. Typical materials of this type display higher reflectance at 90 degrees to the camera. GrazingReflectivity: 0.0 GrazingReflectivity: 1.0 Refraction Use IOR On/Off Checkbox Ignores the normal, grazing values and exponent, and uses the IOR value to define the falloff curve. IOR 0.0→50.0 Index of Refraction. Controls the amount of reflection and shape of the falloff curve, Use IOR must be checked. IOR: 1.0 ©1986,2015 NVIDIA ARC IOR: 2.5 Iray for 3ds Max: User's guide IOR: 10.0 129 8 Appendix — Material components and libraries 8.2 Low-level material components Coating Layers Only Weight 0.0→1.0 / Map Gives control over the contribution of the layers to the overall material appearance. A value of 1.0 will completely block any effect of any material layers below. A value of 0.0 will remove any of the layers contribution. Normal 0.0→1.0 / Map Allows you to set a bump map to simulate surface detail and control the intensity and orientation of the effect Materials using TwoLobeDielectric Base CeramicWhiteware 8.2.9 Clay Leather PlasticOpaque Specular reflection A simple component that represents ideal (non-glossy) mirror reflection, with an optional color tint. The SpecularReflection Material Editor UI Reflection Color Map / Color The basic color of the component. This can be a single color value or a texture map. Color 130 Color Iray for 3ds Max: User's guide Color ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8 Appendix — Material components and libraries Decal Layers Only Weight 0.0→1.0 / Map Gives control over the contribution of the layers to the overall material appearance. A value of 1.0 will completely block any effect of any material layers below. A value of 0.0 will remove any of the layers contribution. Normal 0.0→1.0 / Map Allows you to set a bump map to simulate surface detail and control the intensity and orientation of the effect Materials using specular reflection Base Mirror Decal Mirror 8.2.10 Conductor A component for representing the specific reflectance properties of metals. In the real world the reflections and specular highlights in metals are affected by the color of the metal itself. This is different to plastics, where reflections are the same color as the incident light. While metals are typically quite reflective the actual reflectance amount varies somewhat depending on the angle of view, so that very shallow angles give higher levels of reflectance. This effect is not as pronounced as seen in shiny plastics or water. This is specified by setting the IOR (Index of Refraction) of the metal. In this case IOR refers to the absorption of the material rather than, for example, the refraction of light rays through glass. If relatively high values are set for IOR (15 - 30) the fall off curve will be typical to metals. This is the same as the AnistropicConductor (page 155) component without additional control over Anisotropy. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 131 8 Appendix — Material components and libraries 8.2 Low-level material components The Conductor Material Editor UI Diffuse Color Map / Color The basic color of the component. This can be a single color value or a texture map. Reflection Roughness 0.0→1.0 / Map Simulates the level of polish. Higher values result in blurrier reflections. Roughness: 0.0 Exponent Roughness: 0.1 Roughness: 0.5 0.0→25.0 Controls how quickly the shininess changes between the normal and grazing values as you move across the surface. Exponent: 0.01 132 Exponent: 0.5 Iray for 3ds Max: User's guide Exponent: 1.5 ©1986,2015 NVIDIA ARC 8.2 Low-level material components NormalReflectivity 8 Appendix — Material components and libraries 0.0→1.0 / Map This parameter controls how shiny the object appears looking straight on. Typical materials of this type display little reflectance at 0 degrees. NormalReflectivity: 0.0 GrazingReflectivity NormalReflectivity: 0.5 NormalReflectivity: 1.0 0.0→1.0 / Map This parameter control how shiny the object appears looking at a very shallow angle. Typical materials of this type display higher reflectance at 90 degrees to the camera. GrazingReflectivity: 0.0 GrazingReflectivity: 0.5 GrazingReflectivity: 1.0 Refraction UseIOR On/Off Checkbox Ignores the normal and grazing values and exponent, and uses the IOR1.5 parameter to define the falloff curve. IOR 0.0→50.0 Controls the amount of reflection and shape of the falloff curve. IOR: 5.0 ©1986,2015 NVIDIA ARC IOR: 15.0 Iray for 3ds Max: User's guide IOR: 25.0 133 8 Appendix — Material components and libraries 8.2 Low-level material components Coating and Decal Layers Only Weight 0.0→1.0 / Map Gives control over the contribution of the layers to the overall material appearance. A value of 1.0 will completely block any effect of any material layers below. A value of 0.0 will remove any of the layers contribution. Normal 0.0→1.0 / Map Allows you to set a bump map to simulate surface detail and control the intensity and orientation of the effect Materials using Conductor Base Metal Coating Anodized MetalPlating Decals MetalFoil 134 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8.2.11 8 Appendix — Material components and libraries Gloss A layer thats adds simple glossy reflections to an object. Can be used to represent a layer of clearcoat paint or varnish on top of the base material. Also used to represent scratches and other imperfections in a surface layer. The Gloss Material Editor UI Reflection Roughness 0.0→1.0 / Map Simulates the level of polish. Higher values will make the reflections appear more blurred. Roughness: 0.0 Color Roughness: 0.1 Roughness: 0.5 Map / Color Determines the color tint of the reflections. This can be a single color value or a texture map. Weight 0.0→1.0 / Map Controls the weight of the layer. A weight of 1.0 will mean the underlying material is not visible. Weight: 0.0 ©1986,2015 NVIDIA ARC Weight: 0.3 Iray for 3ds Max: User's guide Weight: 0.6 135 8 Appendix — Material components and libraries 8.2 Low-level material components Bump Map Normal 0.0→1.0 / Map Adds a bump map or normal map to the coating, with control over the strength Materials using Gloss Coatings GlossFinish Surface LinearScratches1 LinearScratches3 LinearScratches4 RadialScratches Decals Satin 8.2.12 Gloss flakes This Coating layer simulates metallic flakes that can be used in conjunction with other layers such as clearcoat to create a variety of materials. Multiple layers of GlossFlakes can be used to create complex car paint or product packaging-type materials. 136 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8 Appendix — Material components and libraries The GlossFlakes Material Editor UI Reflection FlakeColor Map / Color Determines color of the flakes. This can be a single color value or a texture map. FlakeColor FlakeRoughness FlakeColor FlakeColor 0.0→1.0 Simulates the level of polish. Higher values will make the reflections appear more blurred. FlakeRoughness: 0.0 ©1986,2015 NVIDIA ARC FlakeRoughness: 0.1 Iray for 3ds Max: User's guide FlakeRoughness: 0.5 137 8 Appendix — Material components and libraries Weight Weight 8.2 Low-level material components 0.0→inf Determines the maximum reflectivity of the flakes. This effectively controls the weight of the layer relative to the underlying material. If you are using multiple GlossFlakes layers, this parameters should be less than 1. Weight: 0.1 FlakeSize Weight: 0.5 Weight: 1.0 0.0→inf Determines the size of the flakes. Higher values result in bigger flakes. FlakeSize: 0.005 FlakeAmount FlakeSize: 0.05 FlakeSize: 0.5 0.0→inf This represents the density of flakes in the material. The higher the value, the less you will see the layers underneath. FlakeAmount: 0.15 138 FlakeAmount: 0.5 Iray for 3ds Max: User's guide FlakeAmount: 1.0 ©1986,2015 NVIDIA ARC 8.2 Low-level material components Bump FlakeBumpiness 8 Appendix — Material components and libraries 0.0→inf Controls the strength of the bump map associated with the flake layer. FlakeBumpiness: 0.5 FlakeBumpiness: 1.0 FlakeBumpiness: 5.0 Materials using GlossFlakes Coatings Flakes 8.2.13 Galvanized Flip-flop A coating which adds different color glossy reflections depending on the angle from which the material is viewed. Useful for creating complex materials such as car paints. The FlipFlop Material Editor UI ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 139 8 Appendix — Material components and libraries 8.2 Low-level material components Reflection FlipColor Map / Color Determines the color tint of the reflections when the material is viewed at a grazing angle. FlipColor FlipColor Map / Color FlopColor Determines the color tint of the reflections when the material is viewed face on. FlopColor Roughness FlopColor 0.0→1.0 Simulates the level of polish. Higher values will make the reflections appear more blurred. Roughness: 0.0 140 Roughness: 0.2 Iray for 3ds Max: User's guide Roughness: 0.5 ©1986,2015 NVIDIA ARC 8.2 Low-level material components Exponent 8 Appendix — Material components and libraries 0.0→1.0 Controls the relative weighting of the Flip and Flop colors at intermediate angles. At high values the FlopColor dominates, at low values the FlipColor dominates. Exponent: 0.1 Weight Weight Exponent: 0.5 Exponent: 0.9 0.0→1.0 Controls the weight of the layer. This layer is always partially transparent so you will still see underlying layers even when the weight is set to 1. Weight: 0.1 8.2.14 Weight: 0.4 Weight: 0.7 Interference pattern This Coating and Surface layer simulates the interference patterns seen when light is reflected from a very thin layer of transparent material. It can be used to represent the rainbow patterns seen in soap bubbles and oil on water. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 141 8 Appendix — Material components and libraries 8.2 Low-level material components Note: This component does not contain any reflective properties, it instead relies on any reflection parameters in your chosen base component. The InterferencePattern Material Editor UI Weight Weight Map / Color Controls the weight of the layer. Note that this layer is always mostly transparent — setting a weight of 1.0 will maximise the strength of the interference pattern but will not block the underlying material from view. Weight: 0.1 142 Weight: 0.4 Iray for 3ds Max: User's guide Weight: 0.8 ©1986,2015 NVIDIA ARC 8.2 Low-level material components Film Thickness 8 Appendix — Material components and libraries 10→10,000nm The thickness of the film in nanometers. In visual terms this parameter will determine the colors you see and the number of ’rings’ in the interference pattern — higher thickness leads to more rings. The thickness should be approximately in the range of 100 to 10,000 nanometres in order to see the interference effects clearly. Thickness: 100 IOR Thickness: 250 Thickness: 300 0→inf The index of refraction of the material. This also affects the colors and number of rings in the interference pattern. IOR: 1.3 IOR: 1.7 IOR: 2.1 Bump Map Normal 0.0→1.0 / Map Adds a bump map or normal map to the layer. Normal: 0.1 ©1986,2015 NVIDIA ARC Normal: 0.5 Iray for 3ds Max: User's guide Normal: 1.0 143 8 Appendix — Material components and libraries 8.2 Low-level material components Materials using InterferencePattern Coatings ThinFilm Surface HeatStainedSteel 8.2.15 Thinwall transparent This specialised component is designed to represent glass-type materials in a simplified way. It is meant to be used on flat objects (e.g. panes of glass in a window) where refraction effects are not important. Unlike other transparent/translucent components, ThinwallTransparent can safely be applied to objects modelled as 2D planes with no thickness. This component gives an ideal (non-glossy) mirror reflection and shows light transmitted from behind. The transmitted light is not refracted. The strength of the mirror reflection is controlled by the index of refraction — the higher the IOR, the stronger the reflection becomes (and the less light is transmitted from behind). The ThinwallTransparent Material Editor UI 144 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8 Appendix — Material components and libraries Reflection Color Map / Color A color tint that will be applied to both reflections and transmitted light. This can be a single color value or a texture map. Color Color Color Refraction IOR 0.0→50.0 The index of refraction. This controls the strength of reflections from the surface of the material. IOR: 1.1 IOR: 1.5 IOR: 2.5 Materials using Specular Reflection Base GlassThin 8.2.16 Physically based transparent This component represents transparent solid objects such as cut glass or gemstones. It produces ideal (non-glossy) mirror reflections. Light is refracted as it enters and leaves the mate- ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 145 8 Appendix — Material components and libraries 8.2 Low-level material components rial, spectral dispersion can also be simulated (i.e. splitting refracted white light into a spectrum of colors). Light can be absorbed within the body of the material to give a thicknessdependent color tint to the material. Subsurface scattering is supported to make the interior of the material appear cloudy (e.g. impure gemstones). The PhysicalTransparent Material Editor UI Transmission Tint Color A color tint that will be applied to both reflections and transmitted light. This can be a single color value or a texture map. Tint 146 Tint Iray for 3ds Max: User's guide Tint ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8 Appendix — Material components and libraries Subsurface Scattering AbsorptionColor Color Controls the color of the inside of the material. Light passing through will gradually be absorbed based on this color. The thicker the object, the more light will be absorbed. A pure white color means there will be no absorption, a pure black color means all light is absorbed as soon as it enters the material. This must be a single color value, it cannot be a texture map or noise function. AbsorptionColor Scattering AbsorptionColor AbsorptionColor 0.0→1.0 Allows the strength of the subsurface scattering effect to be changed, without altering the strength of the absorption effect. Setting it to zero means there will be no SSS. Setting it to 1.0 gives the strongest SSS effect (for a given distance scale). Scattering: 0.05 ©1986,2015 NVIDIA ARC Scattering: 0.4 Iray for 3ds Max: User's guide Scattering: 1.0 147 8 Appendix — Material components and libraries DistanceScale 8.2 Low-level material components 0.0→inf This scale, in metres, controls the overall strength of the subsurface scattering and absorption effects. Reducing this parameter will strengthen the effects. On average, light passing through the material will undergo scattering and absorption each time it travels this distance through the material. Note that the useful range for the distance scale parameter is between one-tenth and ten times the size of the object the material is applied to. Setting a value outside of this range will make little or no difference to the material’s appearance. DistanceScale: 0.02 DistanceScale: 0.1 DistanceScale: 1.0 Refraction IOR 0.0→inf The index of refraction of the material. IOR: 1.2 AbbeNumber IOR: 2.0 IOR: 3.0 0.0→inf This controls the spectral dispersion effect. Set it to zero to disable spectral dispersion. A nonzero value will enable dispersion, with the strength of the dispersion effect depending on the Abbe number in a physically realistic way. A low Abbe number leads to strong dispersion, a high Abbe number leads to weak dispersion. Types of glass are often classified according to their Abbe number — typical values range from 20 up to 85. AbbeNumber: 5.0 148 AbbeNumber: 24.0 Iray for 3ds Max: User's guide AbbeNumber: 85.0 ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8 Appendix — Material components and libraries Materials using Physical Transparent Base Diamond 8.2.17 Glass GlassDispersion Water Physically based translucent This component represents translucent solid objects with glossy reflections, such as frosted glass. Light is refracted as it enters and leaves the material, and the refracted light is blurred based on the Roughness of the material. Light can be absorbed within the body of the material to give a thickness- dependent color tint, but there is no subsurface scattering. The PhysicalTranslucent Material Editor UI ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 149 8 Appendix — Material components and libraries 8.2 Low-level material components Transmission Tint Color A color tint that will be applied to both reflections and transmitted light. This can be a single color value or a texture map. Tint Roughness Tint Tint 0.0→1.0 / Map Controls the size of the glossy highlights. Higher values will make reflections and refracted light appear more blurred. Roughness: 0.02 150 Roughness: 0.1 Iray for 3ds Max: User's guide Roughness: 0.5 ©1986,2015 NVIDIA ARC 8.2 Low-level material components Absorption AbsorptionColor 8 Appendix — Material components and libraries Color Controls the color of the inside of the material. Light passing through will gradually be absorbed based on this color. The thicker the object, the more light will be absorbed. A pure white color means there will be no absorption, a pure black color means all light is absorbed as soon as it enters the material. This must be a single color value, it cannot be a texture map or noise function. Absorption + Absorption + Absorption + Tint Tint Tint DistanceScale 0.0→inf This scale, in metres, controls the overall strength of the subsurface scattering and absorption effects. Reducing this parameter will strengthen the effects. On average, light passing through the material will undergo scattering and absorption each time it travels this distance through the material. DistanceScale: 0.05 DistanceScale: 0.5 DistanceScale: 3.0 Refraction IOR 0.0→50.0 The index of refraction of the material. IOR: 1.2 ©1986,2015 NVIDIA ARC IOR: 1.5 Iray for 3ds Max: User's guide IOR: 3.0 151 8 Appendix — Material components and libraries 8.2 Low-level material components Materials using Physical Translucent Base PlasticTransparent 8.2.18 GlassFrosted Backscattering Backscatter refers to the reflection of light back in the direction it originated from. Backscatter is useful for representing materials that have a ’pile’ such as velvet and suede. The backscattering component is a combination of two reflectance functions: a backscatter function where rays of light get reflected back toward the light source, and a standard glossy function where light is bounced off at the angle of incidence. The combination of these is controlled by the GlossyWeight parameter; setting 0.0 for this results in pure backscattering. The Backscattering Material Editor UI Colour NormalColor Map / Color The color when looking directly down onto the surface of an object. GrazingColor Map / Color The color when looking at the 90 ◦ edge of an object. 152 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.2 Low-level material components Roughness 8 Appendix — Material components and libraries 0.0→1.0 / Map Higher values result in blurrier reflections. Roughness: 0.05 NormalReflectivity Roughness: 0.3 Roughness: 1.0 0.0→1.0 How shiny the object appears looking straight on. NormalReflectivity: 0.0 GrazingReflectivity NormalReflectivity: 0.5 NormalReflectivity: 1.0 0.0→1.0 How shiny the object appears looking at a very shallow angle. GrazingReflectivity: 0.0 ©1986,2015 NVIDIA ARC GrazingReflectivity: 0.5 GrazingReflectivity: 1.0 Iray for 3ds Max: User's guide 153 8 Appendix — Material components and libraries Exponent 8.2 Low-level material components 0.01→25 Controls how quickly the shininess changes between the normal and grazing values as you move across the surface. Exponent: 0.0 Reflections GlossyWeight Exponent: 0.5 Exponent: 1.0 0.0→1.0 How much of the material should be made up of the Glossy function. Set this at 0.0 for pure backscattering. GlossyWeight: 0.0 GlossyRoughness GlossyWeight: 0.5 GlossyWeight: 1.0 0.0→1.0 Simulates the level of polish in the glossy part of the material. Higher values result in blurrier reflections. GlossyRoughness: 0.0 GlossyRoughness: 0.3 GlossyRoughness: 1.0 Refraction Use IOR On/Off Checkbox Ignores the normal and grazing values and exponent, and uses the "IOR" parameter to define the falloff curve. 154 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.2 Low-level material components IOR 8 Appendix — Material components and libraries 0.0→inf Index of Refraction. Controls the amount of reflection and shape of the falloff curve, Use IOR must be checked. IOR: 1.0 IOR: 3.0 IOR: 8.0 Materials using Backscattering Base Velvet 8.2.19 Anisotropic conductor A component for representing the specific reflectance properties of metals. In the real world the reflections and specular highlights in metals are affected by the color of the metal itself. This is different to plastics, where reflections are the same color as the incident light. While metals are typically quite reflective the actual reflectance amount varies somewhat depending on the angle of view, so that very shallow angles give higher levels of reflectance. This effect is not as pronounced as seen in shiny plastics or water. This is specified by setting the IOR (Index of Refraction) of the metal. In this case IOR refers to the absorption of the material rather than, for example, the refraction of light rays through glass. If relatively high values are set for IOR (15 to 30) the fall off curve will be typical to metals. This is the same as the Conductor (page 131) component with additional control over Anisotropy. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 155 8 Appendix — Material components and libraries 8.2 Low-level material components The AnisotropicConductor Material Editor UI Diffuse Color Map / Color The basic color of the component. This can be a single color value or a texture map. Anisotropy Anisotropy 0.0→1.0 / Map Simulates the effect of reflections on brushed or machined surfaces where you have parallel scratches or grooves. Reflections tend to get stretched out in a direction orthogonal to the scratch direction. Higher values increase stretching. Anisotropy works in conjunction with the roughness parameter. Anisotropy: 0.0 156 Anisotropy: 0.5 Iray for 3ds Max: User's guide Anisotropy: 1.0 ©1986,2015 NVIDIA ARC 8.2 Low-level material components AnisotropyRotation 8 Appendix — Material components and libraries 0.0→1.0 / Map Controls the direction the reflection is stretched relative to the texture coordinate axis at that point. You can apply textures to this to get circular brushed effects. The range is 0.0 to 1.0, where 1.0 means 360 degrees, 0.25 means 90 degrees, etc. To work this out, just multiply the value by 360. You can apply textures to this to get circular brushed effects. AnisotropyRotation: 0.0 (0 ◦ ) Reflection Roughness AnisotropyRotation: 0.6 (216 ◦ ) AnisotropyRotation: 0.9 (324 ◦ ) 0.0→1.0 / Map Simulates the level of polish. Higher values result in blurrier reflections. Roughness: 0.0 Exponent Roughness: 0.1 Roughness: 0.5 0.0→25.0 Controls how quickly the shininess changes between the normal and grazing values as you move across the surface. Exponent: 0.01 ©1986,2015 NVIDIA ARC Exponent: 0.5 Iray for 3ds Max: User's guide Exponent: 1.5 157 8 Appendix — Material components and libraries NormalReflectivity 8.2 Low-level material components 0.0→1.0 / Map This parameter controls how shiny the object appears looking straight on. Typical materials of this type display little reflectance at 0 degrees. NormalReflectivity: 0.0 GrazingReflectivity NormalReflectivity: 0.5 NormalReflectivity: 1.0 0.0→1.0 / Map This parameter control how shiny the object appears looking at a very shallow angle. Typical materials of this type display higher reflectance at 90 degrees to the camera. GrazingReflectivity: 0.0 GrazingReflectivity: 0.5 GrazingReflectivity: 1.0 Refraction Use IOR On/Off Checkbox Ignores all parameters in the Reflection group and uses the IOR parameter to define the falloff curve. IOR 0.0→50.0 Controls the amount of reflection and shape of the falloff curve. IOR: 1.0 158 IOR: 1.5 Iray for 3ds Max: User's guide IOR: 2.5 ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8 Appendix — Material components and libraries Decal Layers Only Weight 0.0→1.0 / Map Gives control over the contribution of the layers to the overall material appearance. A value of 1.0 will completely block any effect of any material layers below. A value of 0.0 will remove any of the layers contribution. Normal 0.0→1.0 / Map Allows you to set a bump map to simulate surface detail and control the intensity and orientation of the effect Materials using Anisotropic Conductor Base MetalBrushed MetalPolished MetalSatin Decals BrushedMetalFoil 8.2.20 Anisotropic dielectric A component for representing the specific reflectance properties of non-metals such as plastics. The reflections are not affected by the material color but are defined by the incident light. This component follows Fresnel’s Law where the amount of reflectance varies based on the angle of view. For example, viewing a carbon fiber type object at very shallow angles results in almost complete reflectance whereas looking straight on, the object exhibits less reflectance. This Fresnel falloff can be defined explicitly by setting reflectance values for 0 degrees (e.g. looking at the middle of a sphere object) and 90 degrees (looking at the edge of a sphere). You can define how quickly the falloff varies between 0 and 90 via an exponent parameter. The Fresnel effect can also be specified by using an IOR value. This is the same as the Dielectric (page 122) component with additional control over Anisotropy. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 159 8 Appendix — Material components and libraries 8.2 Low-level material components The AnisotropicDielectric Material Editor UI Diffuse DiffuseColor Map / Color The basic color of the component. This can be a single color value or a texture map. Reflection Roughness 0.0→1.0 / Map Simulates the level of polish. Higher values result in blurrier reflections. Can be used to create powdery or frosted looking materials. Roughness: 0.0 160 Roughness: 0.1 Iray for 3ds Max: User's guide Roughness: 0.5 ©1986,2015 NVIDIA ARC 8.2 Low-level material components ReflectedColor 8 Appendix — Material components and libraries Map / Color Can be used to control the color of reflections or using greyscale, the amount of reflections. ReflectedColor: White NormalReflectivity ReflectedColor: Grey ReflectedColor: Red 0.0→1.0 / Map This parameter controls how shiny the object appears looking straight on. Typical materials of this type display little reflectance at 0 degrees. NormalReflectivity: 0.1 GrazingReflectivity NormalReflectivity: 0.5 NormalReflectivity: 1.0 0.0→1.0 / Map This parameter control how shiny the object appears looking at a very shallow angle. Typical materials of this type display higher reflectance at 90 degrees to the camera. GrazingReflectivity: 0.0 ©1986,2015 NVIDIA ARC GrazingReflectivity: 1.0 Iray for 3ds Max: User's guide 161 8 Appendix — Material components and libraries 8.2 Low-level material components 0.01→25.0 Exponent Controls how quickly the shininess changes between the normal and grazing values as you move across the surface. Exponent: 0.01 Anisotropy Anisotropy Exponent: 0.1 Exponent: 0.5 0.0→1.0 / Map Simulates the effect of reflections on brushed or machined surfaces where you have parallel scratches or grooves. Reflections tend to get stretched out in a direction orthogonal to the scratch direction. Higher values increase stretching. Anisotropy works in conjunction with the roughness parameter. Anisotropy: 0.0 AnisotropyRotation Anisotropy: 0.5 Anisotropy: 1.0 0.0→1.0 / Map Controls the direction the reflection is stretched relative to the texture coordinate axis at that point. The range is 0.0 to 1.0, where 1.0 means 360 degrees, 0.25 means 90 degrees, etc. To work this out, just multiply the value by 360. You can apply textures to this to get circular brushed effects. AnisotropyRotation: 0.0 (0 ◦ ) 162 AnisotropyRotation: 0.25 (90 ◦ ) AnisotropyRotation: 0.65 (234 ◦ ) Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8 Appendix — Material components and libraries Refraction Use IOR On/Off Checkbox Ignores the normal, grazing values and exponent, and uses the IOR value to define the falloff curve. IOR 0.0→50.0 Index of Refraction. Controls the amount of reflection and shape of the falloff curve, Use IOR must be checked. IOR: 1.0 IOR: 1.5 IOR: 2.5 Coating and Decal Layers Only Weight 0.0→1.0 / Map Gives control over the contribution of the layers to the overall material appearance. A value of 1.0 will completely block any effect of any material layers below. A value of 0.0 will remove any of the layers contribution. Normal 0.0→1.0 / Map Allows you to set a bump map to simulate surface detail and control the intensity and orientation of the effect Materials using Anisotropic Dielectric Base CarbonFiber ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 163 8 Appendix — Material components and libraries 8.2 Low-level material components Coatings HammerPaint PaintEggshell PaintGloss PaintPearl PlasticCoating PowderCoating PaintMatte Decals BrushedPlastic 8.2.21 Woven anisotropic This component is designed to represent fabric-type materials. Such materials are made up of threads or fibres running in two different directions, known as “warp” and “weft,” which can each produce anisotropic glossy reflections. By increasing the transmission parameter, it is possible to simulate thin partially-translucent fabrics. 164 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8 Appendix — Material components and libraries The WovenAnisotropic Material Editor UI Weight WarpToWeftRatio 0.0→inf Controls the relative strength of reflections from the warp versus the weft. WarpToWeftRatio: 0.0 ©1986,2015 NVIDIA ARC WarpToWeftRatio: 0.5 WarpToWeftRatio: 1.0 Iray for 3ds Max: User's guide 165 8 Appendix — Material components and libraries Warp WarpColour 8.2 Low-level material components Map / Color Controls the color of the warp threads in the material. This can be a single color or a map. WarpColor WarpRoughness WarpColor WarpColor 0.0→1.0 / Map Controls the size of the glossy highlights from the warp. Higher values will make the reflections appear more blurred. WarpRoughness: 0.05 WarpDeformationStrength WarpRoughness: 0.3 WarpRoughness: 0.8 0.0→inf Controls the spacing between the anisotropic highlights from the warp. WarpDeformationStrength: WarpDeformationStrength: WarpDeformationStrength: 0.0 0.5 1.0 166 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.2 Low-level material components WarpUniformity 8 Appendix — Material components and libraries 0.0→1.0 Controls the relative strength of the inner and outer anisotropic highlights from the warp. WarpUniformity: 0.0 Weft WeftColour WarpUniformity: 1.0 Map / Color Controls the color of the weft threads in the material. This can be a single color or a map. WeftColor WeftRoughness WeftColor WeftColor 0.0→1.0 / Map Controls the size of the glossy highlights from the weft. Higher values will make the reflections appear more blurred. WeftRoughness: 0.05 ©1986,2015 NVIDIA ARC WeftRoughness: 0.3 Iray for 3ds Max: User's guide WeftRoughness: 0.8 167 8 Appendix — Material components and libraries 8.2 Low-level material components Transmission Transmission 0.0→1.0 Controls the maximum amount of light that passes through the material. Transmission: 0.2 TransmissionColour Transmission: 0.5 Transmission: 0.8 Map / Color Controls the color of the transmitted light. TransmissionColor TransmissionExponent TransmissionColor TransmissionColor 0.01→25.0 Controls how quickly the transmission of the material changes as you move across the surface. The maximum amount of light is transmitted when the material is viewed straight on. The transmission falls to zero when the material is viewed from a very shallow angle. TransmissionExponent: 0.5 Other Shadowing TransmissionExponent: 2.0 TransmissionExponent: 5.0 0.0→1.0 Increasing this parameter will make the material appear darker when it is viewed from shallow angles. 168 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8 Appendix — Material components and libraries Coating Layers Only Weight 0.0→1.0 / Map Gives control over the contribution of the layers to the overall material appearance. A value of 1.0 will completely block any effect of any material layers below. A value of 0.0 will remove any of the layers contribution. Normal 0.0→1.0 / Map Allows you to set a bump map to simulate surface detail and control the intensity and orientation of the effect Materials using WovenAnisotropic Base Satin 8.2.22 Fibre anisotropic This component is designed to represent wooden surfaces, using a combination of diffuse texturing, glossy highlights and bump mapping. Two separate glossy highlights and bump maps can be applied. The first corresponds to the fibers within the grain of the wood. The second, corresponding to the surface of the material, can be used to simulate a clearcoat varnish. The fibers can have anisotropic highlights to accentuate the grain of the wood. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 169 8 Appendix — Material components and libraries 8.2 Low-level material components The FibreAnisotropic Material Editor UI Reflection Diffuse Map / Color The basic color of the component. This can be a single color value or a texture map, ideally a wood-grain texture. Roughness1 0.0→1.0 Controls the width of the glossy highlights from the wood fibers. Higher values will make reflections appear more blurred in one direction. Anisotropic highlights can be created by using different values for Roughness1 and Roughness2. Roughness1: 0.0 170 Roughness1: 0.5 Iray for 3ds Max: User's guide Roughness1: 1.0 ©1986,2015 NVIDIA ARC 8.2 Low-level material components 8 Appendix — Material components and libraries 0.0→1.0 Roughness2 Controls the height of the glossy highlights from the wood fibers. Higher values will make reflections appear more blurred in one direction. Anisotropic highlights can be created by using different values for Roughness1 and Roughness2. Roughness2: 0.0 Roughness2: 0.5 Roughness2: 1.0 0.0→1.0 FibreWeight Controls the strength of the glossy highlights from the wood fibers. Higher values will make the reflections stronger. FibreWeight: 0.0 Coating Roughness FibreWeight: 0.3 FibreWeight: 0.6 0.0→1.0 Simulates the level of polish on the varnished surface of the wooden object. Higher values will make the reflections appear more blurred. CoatRoughness: 0.0 CoatRoughness: 1.0 Bump / Normal Maps FibreBump 0.0→inf / Map A bump map or normal map representing the fibers within the wood grain. NormalTexture 0.0→inf /Map A bump map or normal map representing the surface of the object. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 171 8 Appendix — Material components and libraries 8.3 Noise maps Materials using FibreAnisotropic Base WoodGrain 8.3 Noise maps 8.3.1 Flake noise The Iray+ Flake Noise map simulates speckles on the surface of a texture. This has many uses including car paints, glitter and metallic flakes. Parameters Intensity 0.0→inf The maximum reflectivity of any flake. This will have no effect if attached to a Normal/Bump parameter. Intensity: 0.5 Density Intensity: 1.0 Intensity: 2.0 0.0→inf Controls the amount of flakes, the space between flakes will increase at higher numbers. This will have no effect if attached to a Normal/Bump parameter. Density: 0.5 172 Density: 1.5 Iray for 3ds Max: User's guide Density: 3.0 ©1986,2015 NVIDIA ARC 8.3 Noise maps Scale 8 Appendix — Material components and libraries 0.0→inf The size of the features in the pattern. Scale: 0.001 Scale: 0.005 Scale: 0.1 Note: The FlipTangent checkboxes on a geometry component’s Normal parameter will not function if a Noise or Bump map is attached, only Normal maps will be affected. 8.3.2 Flow noise Parameters Color 1 + 2 Color The noise blends between these two colors. These parameters will have no effect if connected to a Normal/Bump parameter. Size 0→1000 The size of the features in the noise pattern. Size: 0.005 Phase Size: 0.05 Size: 0.1 0→inf This can be used as a time control, in conjunction with 3ds Max key frames to simulate progression of the noise over time. Phase: 0.0 ©1986,2015 NVIDIA ARC Phase: 2.5 Iray for 3ds Max: User's guide Phase: 5.0 173 8 Appendix — Material components and libraries Levels 8.3 Noise maps 0→inf Controls the number of additional noise functions (octaves) to sample. Levels: 1 Level Gain Levels: 2 Levels: 5 0→inf If multiple levels are used, this parameter specifies a weighting factor for subsequent levels. Increasing this will tend to give more contrast between the noise colors. LevelGain: 1.0 Level Scale LevelGain: 2.0 LevelGain: 3.0 0.0→inf If multiple levels are used, this parameter specifies a global scaling factor for subsequent levels. LevelScale: 1.0 174 LevelScale: 1.5 Iray for 3ds Max: User's guide LevelScale: 2.0 ©1986,2015 NVIDIA ARC 8.3 Noise maps 8 Appendix — Material components and libraries 0.0→inf Level Prog UScale If multiple levels are used, this parameter specifies an additional scaling factor in the "u" direction. LevelProgUScale: 1.0 Level Prog VMotion LevelProgUScale: 2.5 LevelProgUScale: 5.0 0→inf If multiple levels are used, this parameter specifies an offset for subsequent levels in the "v" direction. LevelProgVMotion: 1.0 Absolute Noise LevelProgVMotion: 3.0 LevelProgVMotion: 50.0 On/Off Checkbox When enabled, the pattern will appear more billowing and turbulent. AbsoluteNoise: On AbsoluteNoise: Off Note: The FlipTangent checkboxes on a geometry component’s Normal parameter will not function if a Noise or Bump map is attached, only Normal maps will be affected. 8.3.3 Perlin noise The Iray+ Perlin Noise map generates a pseudo-random pattern consisting of waves across the map. It is computed over several octaves which are added together for the final result. It has many uses but primarily it is used for generating procedural textures, shapes, terrain height maps and as the basis for texture effects. ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 175 8 Appendix — Material components and libraries 8.3 Noise maps Parameters Colour 1 + 2 Color The noise blends between these two colors. These parameters will have no effect if connected to a Normal/Bump parameter. Size 0→1000 The size of the features in the noise pattern. Size: 0.01 Apply Marble Size: 0.05 Size: 0.2 On/Off Checkbox This modifies the pattern with a marble appearance. Can be used in combination with Apply Dent and Absolute Noise for more complex effects. Marble Apply Dent Marble + Dent Marble + Noise On/Off Checkbox Intensifies the contrast between the colors but the pattern will stay the same. Can be used in combination with Apply Marble and Absolute Noise for more complex effects. Dent 176 Dent + Noise Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.3 Noise maps 8 Appendix — Material components and libraries Absolute Noise On/Off Checkbox When enabled, the pattern will appear more billowing and turbulent.Can be used in combination with Apply Marble and Apply Dent for more complex effects. Noise Noise Phase Noise + Marble + Dent 0→inf This can be used as a time control, in conjunction with 3ds Max key frames to simulate progression of the noise over time. NoisePhase NoiseLevels 0→inf Controls the number of additional noise functions (octaves) to sample. NoiseLevels: 1 ©1986,2015 NVIDIA ARC NoiseLevels: 2 Iray for 3ds Max: User's guide NoiseLevels: 3 177 8 Appendix — Material components and libraries NoiseDistortion 8.3 Noise maps 0.0→inf The weight of additional noise turbulence. NoiseDistortion: 1.0, 3.0, 4.0 Noise Threshold Low / High NoiseDistortion: 1.0, 30.0, 5.0 NoiseDistortion: 60.0, 5.0, 0.0 0→inf Noise values greater then "Noise Threshold Low" are mapped to Colour 2, Noise values greater than "Noise Threshold High" are mapped to Colour 1. Low: 0.5 High: 5.0 Noise Bands Low: 0.8 High: 1.2 Low: 5.0 High: 2.0 0→inf This creates a "tree ring" like effect NoiseBands: 0.5 NoiseBands: 3.0 NoiseBands: 15.0 Note: The FlipTangent checkboxes on a geometry component’s Normal parameter will not function if a Noise or Bump map is attached, only Normal maps will be affected. 8.3.4 Worley noise Iray+ Worley Noise, also known as Cell Noise, is a texture built by calculating the distance between randomly distributed points. This produces a pattern similar to clusters of cells, and can be used as an alternative to the Iray+ Perlin Noise map to generate texture effects and procedural textures. 178 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.3 Noise maps 8 Appendix — Material components and libraries Parameters Color 1 + 2 Color The noise blends between these two colors. These parameters will have no effect if connected to a Normal/Bump parameter. Size 0→1000 The size of the features in the noise pattern. Size: 0.01 Apply Marble Size: 0.05 Size: 0.2 On/Off Checkbox This modifies the pattern with a marble appearance. Can be used in combination with Apply Dent and Absolute Noise for more complex effects. Marble Apply Dent Marble + Dent On/Off Checkbox Intensifies the contrast between the colors but the pattern will stay the same. Can be used in combination with Apply Marble and Absolute Noise for more complex effects. Dent ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 179 8 Appendix — Material components and libraries NoiseDistortion 8.3 Noise maps 0.0→inf The weight of additional noise turbulence. NoiseDistortion: 0.0, 30.0, 0.0 Noise Threshold Low / High NoiseDistortion: 20.0, 20.0, 1.0 NoiseDistortion: 0.2, 0.5, 0.0 0.0→inf Noise values greater then "Noise Threshold Low" are mapped to Colour 2, Noise values greater than "Noise Threshold High" are mapped to Colour 1. Low: 0.5 High: 5.0 Noise Bands Low: 0.8 High: 1.2 Low: 5.0 High: 2.0 0.0→inf This creates a "tree ring" like effect NoiseBands: 0.2 NoiseBands: 0.5 NoiseBands: 2.0 Note: The FlipTangent checkboxes on a geometry component’s Normal parameter will not function if a Noise or Bump map is attached, only Normal maps will be affected. 180 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.4 Material libraries 8.4 8 Appendix — Material components and libraries Material libraries Iray+ Materials Iray+ makes hundred of materials available for use in your projects. This page provides a list and preview of the material libraries available for download. Click any image to see a larger version. Each section on this page also has a link for download. Given the size of the textures involved there is no link to download all the libraries. Each library download is zipped for convenience and contains both the library and the textures required for that library. Each zip also contains information about installing an Iray+ library within 3ds Max. 8.4.1 LWIrayPlusMaterials This library contains a subset of materials from all the other Material Libraries listed on this page. The library is installed alongside the Iray+ plug-in. You can find it in the Program Files directory under: C:\Program~Files\Autodesk\3ds~Max~20XX\materiallibraries 3DPrint PhotoPolymer ©1986,2015 NVIDIA ARC Aluminium Brushed Aluminium Perforated Iray for 3ds Max: User's guide Aluminium Polished 181 8 Appendix — Material components and libraries 182 8.4 Material libraries Asphalt Bricks Carbon fiber Cardboard Carpet Ceramic Terracotta Ceramic Whiteware Chainlink Fence Chrome Colored Wax Concrete Polished Concrete PreCast Diamond Fabric_Cotton Fabric Satin Fabric Velvet Floorboard Glass_Architectural Glass Frosted Pattern Glass Lead Crystal Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.4 Material libraries 8 Appendix — Material components and libraries Gold Polished Grass Ground Cover Leather Black Metallic Paint Red Metalplate Rusted Mosaic Tile Polypropylene PVC Rooftiles Rubber Ruby Steel Brushed Steel Circular Brushed Steel Polished Wood Varnished 8.4.2 Ceramic Download the Ceramic library ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 183 8 Appendix — Material components and libraries 8.4 Material libraries Ceramic Whiteware Mosaic Tile 1 Mosaic Tile 2 Mosaic Tile 3 Porcelain Stone Tiles Tableware Walltiles Black Walltiles Blue Walltiles Brown Walltiles Green Walltiles Purple Walltiles Red Walltiles Terracotta 8.4.3 Composites Download the Composites library 184 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.4 Material libraries Carbon Fibre Cloth Plain 8.4.4 8 Appendix — Material components and libraries Carbon Fibre Cloth Twill Carbon Fibre Coated Plain Carbon Fibre Coated Twill Concrete Download the Concrete library Concrete 1 Concrete 2 Concrete 3 Concrete 4 Concrete 5 Concrete 6 Concrete 7 Concrete 8 Concrete 9 Concrete 10 Concrete 11 Concrete 12 ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 185 8 Appendix — Material components and libraries Concrete 13 Concrete 14 8.4 Material libraries Concrete 15 Concrete Cast 60W Incandescent Bulb Concrete Pavers 8.4.5 Emission Download the Emission library 8.4.6 3W LED 27W Fluorescent Bulb 35W Halogen Bulb 100W HPS Bulb 150W Xenon Arc Bulb Candle Flame Fabrics Download the Fabrics library 186 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.4 Material libraries 8 Appendix — Material components and libraries Fabric 1 Fabric 2 Fabric 3 Fabric 4 Fabric 5 Fabric 6 Fabric 7 Fabric 8 Fabric 9 Fabric 10 Fabric 11 Fabric 12 Leather 1 Leather 2 Leather 3 Leather 4 Leather 5 Leather 6 Satin 1 Satin 2 ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 187 8 Appendix — Material components and libraries 8.4.7 8.4 Material libraries Satin 3 Satin 4 Velvet 1 Velvet 3 Velvet 4 Velvet 5 Carpet 1 Carpet 2 Carpet 3 Carpet 4 Carpet 5 Carpet 6 Carpet 7 Carpet 8 Velvet 2 Flooring Download the Flooring library 188 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.4 Material libraries 8 Appendix — Material components and libraries Carpet 9 Carpet 10 Floorboard 1 Varnished Floorboard 1 Floorboard 2_Varnished Floorboard 2 Floorboard 3_Varnished Floorboard 3 Floorboard 4_Varnished Floorboard 4 Floorboard 5_Varnished Floorboard 5 Paving 1 Paving 2 Paving 3 Paving 4 Paving 5 ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 189 8 Appendix — Material components and libraries 8.4.8 8.4 Material libraries Gems Download the Gems library Diamond Ruby Sapphire Architectural (Simple) Barium Crown (BAK1) Borosilicate Crown (BK7) Dense Crown (SK16) Dense Flint (SF11) Frosted Glass_Frosted_Pattern Glass Lead Crystal Lanthanum Flint (LAF2) Low E Coated Mirror Coated Physical Blue 8.4.9 Glass Download the Glass library 190 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.4 Material libraries Physical Green 8.4.10 8 Appendix — Material components and libraries Physical Interior Walls Download the Interior Walls library Interior Wall 1 Interior Wall 2 Interior Wall 5 Plaster 8.4.11 Interior Wall 3 Interior Wall 4 Ocean Red Gel Liquids Download the Liquids library Colored Wax ©1986,2015 NVIDIA ARC Lagoon Iray for 3ds Max: User's guide 191 8 Appendix — Material components and libraries Shampoo 8.4 Material libraries Shower Gel Soap Bubble Tropical Sea Bricks 1 Bricks 2 Bricks 3 Bricks 4 Bricks 5 Bricks 6 Bricks 7 Cinder Block Water 8.4.12 Masonry Download the Masonry library 192 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.4 Material libraries 8 Appendix — Material components and libraries Concrete Blocks Stone Blocks Stonewall 1 Stonewall 2 Aluminium Brushed Aluminium Perforated Aluminium Polished Chrome Brushed Chrome Polished Copper 1 Copper 2 Copper Brushed Stonewall 3 8.4.13 Metals Download the Metals library ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 193 8 Appendix — Material components and libraries 194 8.4 Material libraries Copper Polished Gold Brushed Gold Polished Metal Grate 1 Metal Grate 2 Metal Plate Rusted Metalplate 1 Metalplate 2 Metalplate 3 Molybdenum Brushed Molybdenum Polished Nickel Brushed Nickel Polished Platinum Brushed Platinum Polished Rhodium Brushed Rhodium Polished Silver Brushed Silver Polished Steel Brushed Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.4 Material libraries 8 Appendix — Material components and libraries Steel Circular Brushed Steel Perforated Brushed Steel Polished Titanium Brushed Titanium Polished Treadplate 1 Treadplate 2 Treadplate 3 Treadplate 4 8.4.14 Miscellaneous Download the Miscellaneous library Industrial styling clay (Dark Brown) ©1986,2015 NVIDIA ARC Industrial styling clay (Light Brown) Iray for 3ds Max: User's guide 195 8 Appendix — Material components and libraries 8.4.15 8.4 Material libraries Organic Download the Organic library Grape Skin 1 Skin 2 Metallic Carpaint Black Metallic Carpaint Blue Metallic Carpaint Green Metallic Carpaint Silver Metallic Carpaint White 8.4.16 Metallic paint Download the Paint library 196 Iray for 3ds Max: User's guide Metallic Carpaint Red ©1986,2015 NVIDIA ARC 8.4 Material libraries 8.4.17 8 Appendix — Material components and libraries Paper and Card Download the Paper and Card library Cardboard 1 Cardboard 2 Cardboard 3 Cardboard 4 3DPrint PhotoPolymer ABS Injection Molded ABS LDPE Opaque HDPE Opaque PET Polypropylene Polystyrene Polyurethane Rough Polyurethane Smooth PVC 8.4.18 Plastics Download the Plastics library ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 197 8 Appendix — Material components and libraries Rubber Translucent HDPE 8.4 Material libraries Translucent Transparent White HDPE 8.4.19 Roofing Download the Roofing library Rooftiles 1 8.4.20 Rooftiles 2 Rooftiles 3 Asphalt 2 Asphalt 3 Site Download the Site library Asphalt 1 198 Iray for 3ds Max: User's guide Asphalt 4 ©1986,2015 NVIDIA ARC 8.4 Material libraries 8 Appendix — Material components and libraries Asphalt 5 Asphalt 6 Asphalt 7 Asphalt 8 Asphalt 9 Asphalt 10 Chainlink Fence Gravel 1 Gravel 2 Gravel 3 Ground Cover 1 Ground Cover 2 Ground Cover 3 Ground Cover 4 Ground Cover 5 Ground Cover 6 Ground Cover 7 Ground Cover 8 Ground Cover 9 Mesh Fence 1 ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 199 8 Appendix — Material components and libraries Mesh Fence 2 8.4 Material libraries Wooden Fence 1 Wooden Fence 2 Wooden Fence 3 Marble 1 Marble 2 Marble 3 Marble 4 Marble 5 Marble 6 Marble 7 Marble 8 Wooden Fence 4 8.4.21 Stone Download the Stone library 200 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.4 Material libraries 8.4.22 8 Appendix — Material components and libraries Marble 9 Marble 10 Marble 11 Marble 12 Stone 1 Stone 2 Stone 3 Stone 4 Stone 5 Stone 6 Stucco Download the Stucco library Stucco 1 8.4.23 Stucco 2 Stucco 3 Vegetation Download the Vegetation library ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 201 8 Appendix — Material components and libraries 8.4.24 8.4 Material libraries Grass 1 Grass 2 Grass 3 Grass 4 Grass 5 Grass 6 Hedge 1 Hedge 2 Hedge 3 Leaf 1 Leaf 2 Leaf 3 Beech 1 Beech 2 Varnished Beech 2 Wood Download the Wood library Beech 1 Varnished 202 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.4 Material libraries 8 Appendix — Material components and libraries Burl 1 Varnished Burl 1 Chestnut Varnished Chestnut Lacewood Varnished Lacewood Mahogany Varnished Mahogany Maple 1 Varnished Maple 1 Maple 2 Varnished Maple 2 Maple 3 Varnished Maple 3 Oak 1 Varnished Oak 1 Pine 1 Varnished Pine 1 Walnut 1 Varnished Walnut 1 ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 203 8 Appendix — Material components and libraries Walnut 2 Varnished Walnut 2 8.4 Material libraries Wood Planks Wood Siding 1 Wood Siding 2 204 Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.5 Component index 8.5 8 Appendix — Material components and libraries Component index This section is a visual guide to the default appearance of each Component preset in the Iray+ material editor. The name of the component is in bold, the low-level component (the basic shader type, used in common by many of the Iray+ components) is defined below. Click on the component name to go to the relevant section for that component. BrushedMetalFoil AnisotropicConductor (page 155) MetalBrushed AnisotropicConductor (page 155) MetalPolished AnisotropicConductor (page 155) MetalSatin AnisotropicConductor (page 155) CarbonFiber AnisotropicDielectric (page 159) BrushedPlastic AnisotropicDielectric (page 159) HammerPaint AnisotropicDielectric (page 159) PaintEggshell AnisotropicDielectric (page 159) PaintGloss AnisotropicDielectric (page 159) ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 205 8 Appendix — Material components and libraries 206 8.5 Component index PaintMatte AnisotropicDielectric (page 159) PaintPearl AnisotropicDielectric (page 159) PlasticCoating AnisotropicDielectric (page 159) PowderCoating AnisotropicDielectric (page 159) Velvet Backscattering (page 152) Anodized Conductor (page 131) Metal Conductor (page 131) MetalFoil Conductor (page 131) MetalPlating Conductor (page 131) Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.5 Component index 8 Appendix — Material components and libraries CeramicGlaze Dielectric (page 122) CeramicTiles Dielectric (page 122) ClearCoat Dielectric (page 122) ConcretePolished Dielectric (page 122) ConcreteRough Dielectric (page 122) GlossVarnish Dielectric (page 122) Glossy Dielectric (page 122) Masonry Dielectric (page 122) MatteVarnish Dielectric (page 122) Rubber Dielectric (page 122) StonePolished Dielectric (page 122) Wood Dielectric (page 122) ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 207 8 Appendix — Material components and libraries 208 8.5 Component index WoodVarnished Dielectric (page 122) Cloth Diffuse (page 104) DeepScratches Diffuse (page 104) LinearScratches2 Diffuse (page 104) Matte Diffuse (page 104) MatteDecal Diffuse (page 104) Paper Diffuse (page 104) Plaster Diffuse (page 104) RustPatches Diffuse (page 104) RustUniform Diffuse (page 104) Verdigris Diffuse (page 104) Default DiffuseSSS (page 112) Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.5 Component index 8 Appendix — Material components and libraries Dirt1 DiffuseTransmission (page 106) Dirt2 DiffuseTransmission (page 106) Dirt3 DiffuseTransmission (page 106) DustStreaks DiffuseTransmission (page 106) DustUniform DiffuseTransmission (page 106) DustVariable DiffuseTransmission (page 106) lampshade DiffuseTransmission (page 106) PaperTranslucent DiffuseTransmission (page 106) WoodGrain FibreAnisotropic (page 169) ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 209 8 Appendix — Material components and libraries 8.5 Component index FlipFlopPaint FlipFlop (page 139) GlossFinish Gloss (page 134) LinearScratches1 Gloss (page 134) LinearScratches3 Gloss (page 134) LinearScratches4 Gloss (page 134) RadialScratches Gloss (page 134) Satin Gloss (page 134) Flakes GlossFlakes (page 136) Galvanized GlossFlakes (page 136) HeatStainedSteel ThinFilm InterferencePattern (page 141) InterferencePattern (page 141) 210 Iray for 3ds Max: User's guide Aluminium Metal (page 23) ©1986,2015 NVIDIA ARC 8.5 Component index 8 Appendix — Material components and libraries AluminiumCopper Metal (page 23) Chromium Metal (page 23) Copper Metal (page 23) Gold Metal (page 23) Iron Metal (page 23) Lead Metal (page 23) Mercury Metal (page 23) Molybdenum Metal (page 23) Nickel Metal (page 23) Platinum Metal (page 23) Rhodium Metal (page 23) Silver Metal (page 23) ©1986,2015 NVIDIA ARC Iray for 3ds Max: User's guide 211 8 Appendix — Material components and libraries 212 8.5 Component index Titanium Metal (page 23) Tungsten Metal (page 23) Vanadium Metal (page 23) Gel PearlescentSSS (page 118) Dent PerlinNoise (page 175) DentNoise PerlinNoise (page 175) Marble PerlinNoise (page 175) MarbleDent PerlinNoise (page 175) MarbleDentNoise PerlinNoise (page 175) MarbleNoise PerlinNoise (page 175) Noise PerlinNoise (page 175) GlassFrosted PhysicalTranslucent (page 149) Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC 8.5 Component index 8 Appendix — Material components and libraries PlasticTransparent Diamond Glass PhysicalTranslucent (page 149) PhysicalTransparent (page 145) PhysicalTransparent (page 145) GlassDispersion Water Mirror PhysicalTransparent (page 145) PhysicalTransparent (page 145) SpecularReflection (page 130) MirrorDecal SpecularReflection (page 130) ©1986,2015 NVIDIA ARC PlasticTranslucent SubsurfaceScattering (page 108) Iray for 3ds Max: User's guide Wax SubsurfaceScattering (page 108) 213 8 Appendix — Material components and libraries 214 8.5 Component index GlassThin ThinwallTransparent (page 144) CeramicWhiteware TwoLobeDielectric (page 126) Clay TwoLobeDielectric (page 126) Leather TwoLobeDielectric (page 126) PlasticOpaque TwoLobeDielectric (page 126) Dent WorleyNoise (page 178) Marble WorleyNoise (page 178) MarbleDent WorleyNoise (page 178) Satin WovenAnisotropic (page 164) Iray for 3ds Max: User's guide ©1986,2015 NVIDIA ARC
Similar documents
3ds Max Solution Overview
intuitive way to create images that rival photographs—in a fraction of the time of traditional workflows. Now, you can use materials and lights that correspond and react like those in the physical ...
More information