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Maxwell Render 2.5 User Manual
Chapter 9. The core rendering application | 44
• Multilight: Disabled / Intensity / Color enables the different Multilight modes. The
options Embedded/Separated allow you to export all emitter results to independent
images, or save only the composed image. For more information about Multilight, see
chapter 9.04.
• Cpu Id: This parameter is set back to a random value each time a MXS is opened.
It can be used to render the same MXS le on different computers that are not
connected in the same network. The resulting MXI les of each render can then be
copied manually to the same computer and merged in Maxwell Render using File>
Merge MXI. The MXI les need a random seed value for the merging to work properly.
Normally you won’t have to worry about this parameter. Just let Maxwell Render work
by itself.
• CPU Threads: Number of threads dedicated to the render. By default, “Automatic”
means that all available CPUs/ Cores will be used. In special situations you may
require less threads if the machine is working on other tasks. Note that one core in a
multi-core CPU is considered 1 CPU thread.
• Priority: You can set the rendering process to normal or low priority. This is useful
if you wish to work on your computer while rendering. Setting the render to Low
Priority does not mean the render will take longer to nish. If you are not using your
computer for other things while rendering, Maxwell Render will still utilize the full
capacity of your CPUs.
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Tip: The browse folder icons in this section can be dragged and dropped, allowing you to
copy le locations simply dragging a folder icon over another.
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Note: If the Multilight feature is enabled, Maxwell exports all the shadow buffers
corresponding to each individual light emitter separately during the same render process, as
well as a shadow pass of all the shadows cast by each emitter “blended” together, giving an
extraordinary control over the compositing during the post-production process. For example
you can change the brightness of an emitter using MultiLight which could then brighten
up the shadow cast by another emitter. The blended shadow pass image will take these
changes into account.
9.02.02 Output
• Resolution: Specify the size (in pixels) of the image to be rendered. When the lock
icon is enabled, the horizontal and vertical resolution values maintain the same aspect
ratio.
• Depth: Specify the bit depth for your chosen output format. Some formats such as
.jpg only allow 8bits per color channel, others such as .exr and .tif allow up to 32bits
per channel.
• Image: Specify a name along with a sufx (.jpg, .bmp, .tif, .tga, .png, .jp2) and a
path for the image le, created when rendering.
• MXI: Specify a name and path for the MXI le, created when rendering. An MXI le
is always created when rendering.
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Note: If you do not specify an output path, the image/ MXI will be saved according to the
settings in Preferences> General in Studio or in the applicable section in your plug-in. The
preference allows you to either save the image in the same folder as your .MXS le, or in
your system’s temp folder
• Selection: Specify if you want to render the full frame at the desired resolution,
render a particular region (dened by the Origin and End numeric elds), or blow up
a region (dened by the Origin and End numeric elds) at the desired resolution. You
can also draw the desired region using the marquee icon.
9.02.03 Materials
• Override: Check this option and specify a path to a .MXM le that will override all
other materials in the scene (except materials with emitters). This is useful to quickly
set up a “clay” render to check the illumination in your scene, or to mimic an ambient
occlusion pass if needed.
• Default: Set the path for the default .MXM le used for objects that do not have
a material assigned to them. Note that the default .MXM can also be set in the
Preferences> Paths section in Studio.
• Search Path: Set the path where Studio should look for any textures and other
les used in your scene to avoid “missing textures” errors when rendering. Note that
in Studio you can also set several default search paths in Preferences> Materials>
Textures.
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