New multipass tools for 3ds max renders from VRay and Mental Ray

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Hugo_Guerra

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Apr 20, 2008, 2:21:31 PM4/20/08
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I have just uploaded a set of 6 gizmos called "3ds Max Tools" for
Nuke, they are in the "Files" sections of these group.

These is a collection of tools to use in Nuke with 3ds Max renders, it
is the follow up to the VRay Tools 0.1. Beware that some of these
tools are in alpha stage, so more updates and de-buging will happen
and I really don´t guaranty that it will work with your pipeline
without testing. It works fine in my pipeline so please just ask if
you need help.

The 6 gizmos are made to help CC and comp multi-pass 3D rendering from
3ds Max, they work with 2 render engines fro now; VRay and Mental Ray,
Brazil, Scanline, Final Render and Gelato will follow later on in the
near future.

Note that these gizmos will only work in Nuke 4.7v2 and behond, they
do works fine in Nuke 5.0v1.

The Gizmos are:

- H_3dsVRay9Pass
- H_3dsMRay8Pass
- H_3dsVRay10Regroup
- H_3dsMRay10Regroup
- H_3dsMaxEXRpassFix
- H_3dsMax_exrID

1- H_3dsVRay9Pass (these is an updated version 0.2 of the old "VRay
Tools") will allow you to mix and CC a VRay render out of up to 9
passes. You will need to make the render from the Frame Buffer of MAX
with the "Vrimg" file option, these is the only way of having the file
with all passes in a single file with all the channels. If you render
the passes from Render Elements as seperate files, then use the
"H_3dsVRay10Regroup" Gizmo to regroup all the passes to one single
stream. The passes that work with these gizmo are: GI, Light,
Refraction, Reflection, SelfIllumination, Caustics, Specular,
Background and the Final Render.
On the gizmo you have a 3 main tabs:
- VRay Mixer Tab: Use it to change the amount or mix of all the
passes, you can also multiply them here.The option "GI Fixer" is used
to fix a bug that sometimes happens to the GI pass. In some systems
you get a "too hot" GI, so these option fixes that problem, if you don
´t have these problem and you see that the final render is the same as
the output of these gizmo, then leave it in
"NormalVRayGlobalIllumination".
- VRay CC and FX: Use it to CC and make Glow FX to any pass you want,
also use the "Output Preview" pulldown menu to preview a specific pass
to CC.
- VRayBackground Lightwrap: These is just the normal Lightwrap
operator, it can use the VRayBackground or another background if you
feed the gizmo with another input.

2- H_3dsVRay10Regroup and the H_3dsMRay10Regroup work as nodes to
gather all the 3D passes from "Render Elelments" and make a one single
file stream just like the VRIMG outputs of VRay. It can gather up to
10 passes, respectively, from individual files and if you have not
made one single file. These node must be place before you use the
H_3dsVRay9Pass or the H_3dsMRay8Pass.

3- H_3dsMRay8Pass - These node allows you to reconstruct a 3ds MAx
Mental Ray render out of up to 8 passes including an Ambient Occlusion
pass, with the option of CC, Glow, and mixing all individual 8 passes.
Beware these gizmo is still in alpha stage, so some bug may happen,
since Mental Ray does not output everything to the Render Elements.
For example from 3ds max 9 there is no SSS pass in the diffuse, but
with 3ds max 9 SP1/ 3ds max 2008 the SSS materials show up both in
diffuse and as seperate in the Atmosphere pass. Also the refraction is
not exact to the beauty. I will be updating these gizmo as time goes
by, since max 2009 was a complete diferrent system from Mental Ray
passes giving now all Raw passes also.
You will need to make the render from Render Elements tab in MAX.The
passes needed are: Final Render, Diffuse (with the Light option in
Render Elements), Refraction, Reflection, SelfIllumination, Specular,
Shadows (depending of the lights, it may no show up) and Atmosphere
(SSS shows up here). Opcional: Ambient Occlusion pass from mental ray
shaders.
On the gizmo you have a 2 main tabs:
- Mental Ray Mixer Tab: Use it to change the amount or mix of all the
passes, you can also multiply them here.
- MRay CC and FX Tab: Use it to CC and make Glow FX to any pass you
want, also use the "Output Preview" pulldown menu to preview a
specific pass to CC.

5- H_3dsMaxEXRpassFix - these Node helps you rename the deep pixel
passes coming from 3ds Max Buffer EXR exporter 1.2. So it just fixes
the problem of having the UV, IDs and Velocity all merged in the
"other" pass. After you pipe a file you should now get the proper
named passes: Normals, UV´s, Vel, ObjectID, MaterialID and RenderID.

6- H_3dsMax_exrID - Allows to pick the RenderID, ObjectID or
MaterialID from a EXR render from 3ds max. Giving you masks to CC or
apply other FX to specific objects or materials in the scene. Beware
that you need to specify in max the ID buffers for the object (object
prop.) or for the materials (material editor) for the gizmo to work.
- IDType: you can select if you want RenderID, ObjectID or Material ID
as your input.
- ID type: select if the scene was rendered in VRAY or Scanline/Mental
Ray.
- ID picker: just write the number of the ID you need to output, you
can use "Result Preview" to preview the mask or you can do some
antialising to the ID.
- Output Masks in: Select if you want to bring the mask you have done
to the main alpha channel of if you want it to be keeped in the buffer
ID channel.



Any questions or bugs just send an email.

Hugo_Guerra

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Apr 20, 2008, 2:51:55 PM4/20/08
to nukeuser
Just posted the first video tutorial of how to make the passes out of
max:

http://www.vfxtalk.com/forum/3ds-max-mental-ray-passes-t14675.html?p=66321

these first one is about Mental Ray passes, and it is to help you to
output the passes needed to use with the "H_3dsMRay8pass" gizmo,
others will follow later these week.

Have fun

Hugo_Guerra

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Apr 21, 2008, 8:58:24 AM4/21/08
to nukeuser
The second one regarding how to render out V-Ray passes out of 3ds max
9 sp1 is already online in:

http://www.vfxtalk.com/forum/3ds-max...3.html?p=66390

Have fun
__________________
Hugo Guerra

Compositor at Animech AB, Sweden
www.hugo-guerra.com
www.animech.com

On Apr 20, 8:51 pm, Hugo_Guerra <hugo.c.gue...@gmail.com> wrote:
> Just posted the first video tutorial of how to make the passes out of
> max:
>
> http://www.vfxtalk.com/forum/3ds-max-mental-ray-passes-t14675.html?p=...
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