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important_concepts [2014/05/31 14:48]
grantadam created
important_concepts [2023/07/11 00:14] (current)
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 A [[Render Pass]] is a set of parameters relating to your scene file that defines how 3dsmax will render that scene file. These parameters can include which camera to render from, what objects are visible in the scene, what properties/​modifiers/​materials are assigned to those objects, which xrefs are loaded, what environment effects are active, render effects that are active, output path, resolution, etc. Through the RPM interface you can create multiple passes, and define the settings for each pass, and then submit one or more of these passes to a render manager, or process locally. A [[Render Pass]] is a set of parameters relating to your scene file that defines how 3dsmax will render that scene file. These parameters can include which camera to render from, what objects are visible in the scene, what properties/​modifiers/​materials are assigned to those objects, which xrefs are loaded, what environment effects are active, render effects that are active, output path, resolution, etc. Through the RPM interface you can create multiple passes, and define the settings for each pass, and then submit one or more of these passes to a render manager, or process locally.
  
-Each Pass must have a camera assigned to it, non-camera perspective views are not supported. The same camera can be used for all passesor each pass can have it's own camera assigned.+Passes ​are created and named in the list at the top of the RPM UIand controlled through the tabs that appear below the main list and Global Parameters group boxes.
  
-[[visperpass:​visibility_per_pass_overview|Visibility]] of objects in the scene can optionally ​be controlled per pass - and in typical use will nearly always be controlled per pass - and can be be managed by RPM sets, Layers, Layer Sets, State Sets, Scene States, Named Selection Sets, and scripted calls.+Each Pass must have a camera assigned to it, non-camera perspective views are not supported. The same camera ​can be used for all passes, or each pass can have it's own camera assigned. Camera assignment is via the '​Common Params'​ tab.
  
-There are 3 ways to render through RPMa preview render ​of one or more passes, a local render, or via network submission. Buttons to render ​in any of these ways are always ​visible ​in the RPM UIas is the main pass list. +[[visperpass:visibility_per_pass_overview|Visibility]] ​of objects ​in the scene can optionally be controlled per pass - and in typical use will nearly ​always ​be controlled per pass - and can be be managed ​in multiple ways depending on your preference and task at hand: by RPM setsLayers, Layer Sets, State Sets, Scene States, Named Selection Sets, and scripted calls. Visibility sets are assigned by right clicking on the '​Visibility Sets' column of the pass in the pass list.
  
-Preview overrides allow you to reduce the settings for your preview ​renders - ie resolution, render ​parameters (AAGI settings, etc) - for much faster feedback while setting up scenes.+There are 3 ways to render through RPM: a preview ​render of one or more passesa local render, ​or via network submission. Buttons to render in any of these ways are always visible at the bottom of the RPM UI.
  
-RPM allows ​you to manage multiple ​passes, ​and also edit multiple passes simultaneously:​ there are some limitations ​to the display of the parameters when multiple ​passes ​are selected.+The controls in the '​Preview'​ tab allow you to reduce the render settings for your preview renders for your passes ​- ie resolution can be loweredrender parameters set to much faster values (AA, GI settings, etc) - so your previews ​are as quick as possible ​to give controlled feedback while setting up scenes. 
 + 
 +The Object Property system (the '​Properties'​ tab) allows you to control ​the properties of objects in your scene per pass - so you can have some objects visible to camera in pass 1, but not visible to camera in pass 2, or with different materials per pass. Setting up matte passes, shadow passes, GI bake passes can all be done in the same scene. 
 + 
 +New for Version 6 is the '​Object Property Overrides',​ which allows you to control modifiers, texture maps, materials and base object properties per pass; typically this can be used to do things like turn off all the turbosmooth modifiers in the scene or lower the SSS sampling in a Vray shader for a preview render - but it can also be used to control output render properties as well, to (say) replace part of a bitmap name to allow you to reuse shader setups without having to duplicate materials (or just a quick way to modify properties).
  
 **3rd Party renderer support:​**\\ ​ **3rd Party renderer support:​**\\ ​