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Tips and Tricks
Ted Boardman tedb@tbmax.com
http://www.tbmax.com
As some of you might have noticed, last months column was missing.
It was an extra busy month with lots of traveling and finishing
my newest book, 3ds max 6 Fundamentals by New Riders Publishing,
that should be appearing in the books stores or available through
my website around the New Year.
My travels took me to Helsinki, Finland; Tallinn, Estonia; and
Rotterdam, Holland as well as a couple of training trips in the
US. And yes, I managed to run into a 3ds maxer by coincidence on
the streets of Tallinn. Douglas Triana, who is from Costa Rica
and lives in Helsinki, and who I know from 3D Festival in Copenhagen
was there for his birthday. Small world, huh?
By
the way, I’m writing this column at the MGM Grand in
Las Vegas where the 11th Autodesk® University is about to start
this week. Hope to see many of you while I’m here.
Want a free computer?
Well,
of course the answer is yes and, of course I don’t
have one for you, but I will talk about a few things that you can
do that could be the equivalent to getting a free computer. There
are a few things you can do to streamline your workflow and to
reduce computing overhead to free up RAM and processor cycles for
better performance. We’ll look at some issues like File Linking
in VIZ, shadow casting, and reflections and I’ll offer some
suggestions that will be useful for both radiosity and scanline
rendering.
File Linking
Someone
on the Autodesk®VIZ forum recently was asking what
equipment would be the best value for increasing rendering speed,
new CPU, more RAM, or a new graphics card. The graphics card is
not in the rendering loop at all so there is nothing you can do
there to increase rendering speed. He already had 2 gigs of RAM
and perhaps it would be worth getting more, RAM is relatively cheap
these days. New CPU’s alone are seldom worth the price you
pay as an upgrade, so save that money for a completely new computer.
I
suggested he take a serious look at his modeling, lighting, and
shadows
to see where he could reduce overhead with a couple
of the techniques I’ll mention in this column, but also make
sure that he tried binding his scene if he was using File Linking
from ADT or Acad.
Simply
by binding this particular file the rendering time was cut in
half. That
is exactly the same as getting a free computer
for the project. File Linking, by its very nature, needs large
amounts of computing resources to keep track of everything and
you should be certain that you really need the active file linking.
You don’t need to give up file linking completely, in any
case, just make a copy of the file and bind the copy for rendering.
If you need to make changes you can go back to the original, edit
it, copy again, and bind the new copy.
Binding the File Linking will be especially productive if your
files are large enough to be taxing the current resources in your
computer. If you have small files and lots of RAM, the savings
may not be so dramatic, but hey, even 10 to 20 percent increase
can be very helpful when you are up against deadlines…and
it’s free!
Modeling
Another anecdote I’ll pass on from a recent training session
is the case of a company that designs and builds modular homes
and uses VIZ for presentations and marketing. They were getting
some pretty good results, but wanted to get a better handle on
efficient modeling, so I went in for a few days training.
The
exterior example that we took for the class was a small single
story house
with minimal landscaping. The render times for a Daylight
radiosity rendering was over 20 minutes, that’s after the
radiosity calculations and is much too long, certainly for a two-day
class.
I used Summary Info from the File pull-down menu to look through
the scene for anything that might jump out at me. I soon found
the front door handle at around 90,000 faces and three exterior
lamps and around 40,000 faces each. Deleting those four objects
from the scene brought the render times to around 4 minutes. A
quick remodeling of the objects resulted no extra rendering time
for the same quality of view. Again, the result was the equivalent
of several free computers for that project.
Reflections
In many typical interior scenes, reflections can sometimes add
considerable overhead to rendering time and often don’t look
very convincing anyway. Let’s look at a couple of possibilities
that might both save time and make the scene look better to the
viewer.
Figure
1 shows a retail space in the process of being decorated. The
lighting
is “fakeosity”with 4 attenuated spotlights
at the ceiling that are shadow casting, another attenuated spolight
at the floor lighting the walls and ceiling to simulated bounced
light from the floor. There is another Omni light the is place
near the camera and is set to include only the stack of fabric
covered chairs to boost them from the background. Remember, unless
you are a lighting engineer, you will get better results by approaching
lighting the way a photographer would, whether you are using Photometric
or Standard lights.
The wood floor material is a Bricks map with a Wood map and with
a Raytrace reflection map set to 50 percent Amount.
Figure
1: A retail space with a Raytrace map on the wood floor
reflecting the scene.
The reflections do not look at all natural, but are overpowering
and confusing. This scene took 20 seconds to render on a single
P4 2.8gig machine.
One of the first things to do if you are using any Raytrace maps
or Raytrace materials in your scene is to go to the Rendering pull-down
menu, Raytrace Globals option and, in the Golbal Raytracer Settings
change the Maximum Depth to 3 or 4. See Figure 2.
Figure
2: A good habit is to reduce the Maximum Depth of all Raytrace
reflections.
This says that you can only have 3 inter-reflections, for example
within a mirrored elevator car you would not see reflections to
infinity, but the reflections would fade to a color after the third
bounce. For most reflections the details become so small after
3 or 4 bounces that it is a waste of resources to calculate them.
This will not give us any extra performance in the retail space
because there are no other reflective surfaces for our floor to
pick up, but it is generally a good habit to get into.
The
next most important settings for Raytrace map reflections is
the Attenuation
of the reflections. Reflections are simply light
and must follow the rules of physics. The reflecting surface is
the light source and light decays based on the Inverse Square law.
While it’s possible to set reflection decay to Inverse Square,
a better solution that gives you more speed and control is to set
attenuation to Exponential. This is found in the Falloff Type list
in the Raytrace map Attenuation rollout of the Material Editor
so is controllable on a per material basis. See Figure 3.
Figure
3: Set Raytrace map Attenuation to Exponential for speed
and control
Using the default Ranges for the Exponential Falloff Type in this
scene results in almost no reflections visible. Look at the floor
just below the stack of chairs in Figure 4 to see a slight reflection
that quickly falls off to nothing.
Figure
4: Default Exponential Falloff kills most reflections.
The render time has dropped from 20 seconds to 16 seconds, a substantial
increase in productivity for such a simple scene, but the reflections
are less than convincing, for sure.
In the Attenuation rollout you also have the option of setting
ranges in system units, or in this case inches. The Start range
is the distance from the reflecting surface that the reflection
begins to attenuate. The End range is the point beyond which no
reflections are calculated, therefore the faster rendering. The
Exponent controls how quickly the cutoff is within the ranges.
Entering 100 in the Start field and 200 in the End field results
in a reflection that is bright and strong at the base of objects
but quickly dies out before reflecting any of the objects near
the ceiling. Reducing the Exponent from 2 to 1 allows the reflection
to extend slightly farther and increase the render time by only
1 second. See Figure 5.
Figure
5: Adjusting the Exponential ranges and exponent settings
results in more reflection that fades more convincingly. Render
times dropped from 20 seconds to 17 seconds.
Raytrace material does not have the same Attenuation controls
that a Raytrace map has, but in the Raytracer Controls rollout
you can enter a Falloff End Distance amount and check Reflect (see
Figure 6) to produce similar effects and production increases.

Figure 6: Raytrace material has a Falloff End Distance setting
in Raytracer Controls to attenuate reflections.
Raytrace reflections can be blurred for a more convincing look,
but usually at a severe hit to rendering times. You must first
enable the Global Ray Antialiaser in the Global Raytracer Settings
from Rendering, Raytrace Globals. Then in the Fast Adaptive Antialiaser
dialog set the Blur and Defocus settings. Be forewarned however,
that this is an expensive process. This can be set globally for
all raytrace reflections or locally for a material but must always
be enabled in the Raytrace Globals.
For this scene, a much cheaper method of blurring reflections
for a more convincing look is to apply a Bump map to the material.
For the wood floor a copy of the map that creates the color of
the material can be dragged and dropped onto the Bump slot and
the Bump Amount can be adjusted for the look you want. In Figure
7 the Bump Amount has been set to 5 to soften and blur the edges
of the reflections, it is especially noticeable at the stack of
chairs. The render time, however, has jumped from 17 seconds to
28 seconds, so make sure this is something you want to do.
Just for reference, the Global Ray Antialiaser blurring rendered
at 44 seconds and look similar to this image.
Figure
7: Adding a Bump map to the floor material softens and
blurs the reflections while adding to render times.
Another important option in raytrace reflections is the ability
to exclude objects from the Raytracer. Many objects in the scene
are not really visible to a surface or have very little impact
on the look of the final render but must still be calculated. Use
the Exclude feature to bypass the calculations and enjoy potentially
higher productivity.
Summary
Reflections
are absolutely necessary to most scenes, especially interiors.
You should always use attenuation both to increase productivity,
but also because it usually makes a scene much more pleasing to
the viewer’s eye.
Blurring raytrace reflections should be avoided if possible. Note,
however, that Flat Mirror reflection map could be used on this
floor to strike a good compromise with convincing reflections and
blurring but there are restrictions that a Flat Mirror map must
be used on coplanar coincident faces that reduce its usefulness.
Striking the right balance between the look you want and being
productive is one of the toughest day-to-day decisions you face.
However, if you do nothing to adjust your reflections it is guaranteed
that you are wasting valuable computer resources, so learn to apply
these tools and have fun with your newly found spare time!
Good luck
Ted
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