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Part V: Animation and Rendering Basics
Object Motion Blur is set in the Properties dialog box for each object. The renderer completes this blur by
rendering the object over several frames. The movement of the camera doesn’t affect this type of blur. The
Duration value determines how long the object is blurred between frames. The Samples value specifies how
many Duration units are sampled. The Duration Subdivision value is the number of copies rendered within
each Duration segment. All these values can have a maximum setting of 16. The smoothest blurs occur
when the Duration and Samples values are equal.
Image Motion Blur is also set in the Properties dialog box for each object. This type of blur is affected by the
movement of the camera and is applied after the image has been rendered. You achieve this blur by smear-
ing the image in proportion to the movement of the various objects. The Duration value determines the
time length of the blur between frames. The Apply to Environment Map option lets you apply the blurring
effect to the background as well as the objects. The Work with Transparency option blurs transparent
objects without affecting their transparent regions. Using this option adds time to the rendering process.
Cross-Ref
You can add two additional blur effects to a scene: the Blur Render Effect, found in the Rendering Effects dialog
box (covered in Chapter 46, “Using Atmospheric and Render Effects”) and the Scene Motion Blur effect, available
through the Video Post dialog box (covered in Bonus Chapter 4 on the DVD, “Compositing with Render Elements
and the Video Post Interface”). n
Other options
The Auto Reflect/Refract Maps section lets you specify a Rendering Iterations value for reflection maps
within the scene. The higher the value, the more objects are included in the reflection computations and the
longer the rendering time.
Color Range Limiting offers two methods for correcting over-brightness caused by applying filters. The
Clamp method lowers any value above a relative ceiling of 1 to 1 and raises any values below 0 to 0. The
Scale method scales all colors between the maximum and minimum values.
The Conserve Memory option optimizes the rendering process to use the least amount of memory possible.
If you plan on using Max (or some other program) while it is rendering, you should enable this option.
Quicksilver Hardware Renderer
The Quicksilver Hardware Renderer takes advantage of the advanced graphics processing capabilities found
in modern video cards. The advantage of this rendering option is speed. The Quicksilver Hardware
Renderer can render scenes much faster than mental ray and at a better quality than the Scanline Renderer.
New Feature
The Quicksilver Hardware Renderer is a new option in 3ds Max 2011. n
Caution
Some Max features don’t work with Quicksilver including Exclude/Include for lights, Visibility in the Object
Properties dialog box, Vertex Colors, multiple layers of transparency, and several map types including cellular, flat
mirror, particle age, particle mblur, thin wall refraction, and non-regular noise. n
The Quicksilver Hardware Renderer is available only if your video card supports Shader Model 3.0. If you
select Help ➪ Diagnose Video Hardware, Max runs a utility that checks and reports the capabilities of your
current graphics card. Look for the GPU Shader Model Support to be SM3.0 or later.
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