Multipass Rendering in 3ds Max


In this tutorial I run through explaining the basic of how to properly render out the passes need to recreate a render from max in an outside compositing program.
This tutorial covers just the workflow inside of 3ds Max.


5 Comments...

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doM

says:

1:11 pm at July 13th, 2012

This tute is exactly what I needed now. Thank you! Nice clean works and cool stuffs, keep it up! :)

Rajib Hussain

says:

9:41 am at August 11th, 2012

Thanx bro… itried it n found very usable
have learnt some usual pointz from it.
Pleaze keep on Sharing Tutorialz like this buddy….thanx

Chris

says:

6:08 pm at October 4th, 2012

Man this is rocking Joker! I’ve struggle for a while to understand this, but you’ve made it easy; thanks!

Just a thought because this is another area I struggle in, and you seem to really have it down in both Max and Photoshop, could you do a tutorial that helps describe map creation? Basically, how to create maps, and why they work the way they do in the material. So maps like specular, reflection, normals, displacements, opacity, bumps, etc… The bump, opacity and displacement maps are not hard for me, but I really struggle to understand the rest of them, and how they are best implemented within a standard or A&D material.

Any help would really be appreciated.

Chris

says:

6:10 pm at October 4th, 2012

Let me rephrase one of my statements, I not only struggle with implementation, but creation as well.

Kalpesh Relkar

says:

8:03 pm at October 13th, 2012

Gr8


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