3ds Max 2009 (+Design) - Importons & Irradiance Particles
If you already have (or will soon have) access to 3ds Max 2009 and/or 3ds Max Design 2009 then you're going to want to head over to the Maya forum to get the new ctrl.ghost shader. Many, many thanks to Max (not the program...but the man) for creating/sharing these shaders (including a 3ds Max version) that allows us to use the new Importons & irradiance particles.
Here's a direct link to the thread where you'll find the shaders (32 & 64 bit) & more information HERE
Brute Force Made Easy
Thought I'd expand a bit upon my previous blog entry where I mentioned the Ctrl.Ghost shader to use importons & irradiance particles. In 3ds Max 2009 (+ Design), we have access to the Force mode of Final Gather right out of the box. To enable this mode you simply set the final gather "Interpolate over num points" setting to 0.
Optimizing Your Scenes for mr Proxies"I'm using the new mr Proxy objects in 3ds Max 2009 / 3ds Max Design 2009 and I can't render but a few proxy objects before I run into the dreaded out of memory error....what gives?"
I've been asked this a few times, and seen it asked on various forums so I thought I'd post some information here that will help that situation.
In 3ds Max 2009 / 3ds Max Design 2009 there's a new BSP method introduced called BSP2. For those wondering, BSP = Binary Space Partitioning and it sub-divides our scenes into boxes (voxels) which allow mental ray to accelerate the ray-tracing process.
(Of course that's an over simplified explanation)