Render Optimizer build(20120109)
Hi Guys,
Welcome to new Render Optimizer V2 at 3dsmax2013. Use this tool to optimize Light-Method, Sampling-Method, Ambient Occlusion Cache and RAM-Managment.
Render Optimizer V1 at 3dsmax 2011 + 2012: download Update at 09-01-2012
New Render Optimizer V2 at 3dsmax 2013: download Update at 27-04-2012
Install Render Optimizer from 3dsmax2011 to 3dsmax2013
1) copy Render_Optimizer_v2.mse + Render_Optimizer_v2_loader.mcr for example to c:\3dsmax2013\macroscripts\
4) start 3dsmax
5) goto the customize user interface -> Toolbar -> Category mental ray
6) move per drag and drop the Render_Optimizer Icon to the toolbar and start the new Button.
Render Optimizer ( added 66 special Options at 3dsmax)
1. Unified Sampling ( Tutorial: http://www.infinity-vision.de/blog/unified_sampling )
2. Progressive Rendering
3. Image Based Lighting ( Tutorial: http://www.infinity-vision.de/page/ibl_mode )
4. Importons ( Tutorial: http://www.infinity-vision.de/blog/blog_importon )
5. Irradiance Particle
6. Ambient Occlusions Cache
7. Special Options ( Framebuffer, Final Gathering , Motion Blur ...)
- ( Tutorial "Final Gathering": http://www.infinity-vision.de/blog/fg_multiframe )
- ( Tutorial "Motion Blur": http://www.infinity-vision.de/blog/ro_tutorial_motion_blur )
8. Ram Managment (Documentation: http://www.infinity-vision.de/blog/ram_optimizer_v14 )
9. save/load/remove all Options at the scene File.
Artur Leão, and i am wrote on a same Project, look at his Website.
This Tool is for free. All Users can help to make it better. Please send your Tips/Codes/ideas to Artur Leao or Thorsten Hartmann.













28 Comments
Sorry Mike this Script habe to many functions, that only work correct in mental 3.9 / 3dsmax2012. But i can try i limited Version at 3dsmax2011.
cheers
thorsten
mfg
thorsten
Thanks for the script.
Why scale rgb parameter of Irradiance Particle, can not be > 1?
@dave: sorry i don´t know. Here it is fast.
@mikinik: thank for find a bug. I will change it at the next Version.
new build (20110431) fix the Irradiance Particle Scale Bug.
have fun!
New build (20110501) fix the "AO" and "Special Option" save & load Bug. Now it works.
have fun!
mfg
thorsten
Now added undersampling at unfied Sampling and Progressive Rendering.
mfg
thorsten
it have a new tab SPECIAL.. it controls final gather options instead the option of FG in Render Setup panel????? or we can work with this two final gather active????
And other question... the option AO... applies ambient occlusion to all of the materials in the scene????? When i can use AO cache and when progressive???
Sorry for my bad english...
Thanks a lot!!!!!! master
my english is not better.*smile*
at the next weekend, i will do a tutorial "how work the new features". You can overwrite the FG interpolation mode
"3.4" +"strict 3.4" = Radius interpolation
"automatic"= Rays per FG Point
"multiframe"= Radius interpolation + Rays per FG Point
"Brute Force"= Ray per FG point is zero
work with "multiframe" mode is simple.
use the radius setting at the 3dsmax GUI Rendersettings. Go do Render Optimizer, activate "multfiframe" and set the Ray per FG-Point. Now have you "two" interpolation Modes in "one".
mfg
thorsten
with your multiframe option.... we can obtain better results?
Thanks one more time Thorsten.....
A friend (who has max 2012) directed me to this script, unfortunately I only have max 9 is there a version or a different script available that would do the same thing but in Max 9?
Thank you for your time
Chris
Sorry, this Script supported only new Function at 3dsmax2011.
mfg
thorsten
Seems that the download link for the 2013's updated version is corrupted.
Thanks for all your contributions!
Sorry, i have fix the link and it works now.
Ia, it works now... Thanks again
Ia, it works now... Thanks again
I just want to ask, when I activate the IBL from render optimizer (no FG, no skylight, only 1 omni and turn off to override max default light), I got the black render when using A&D material. Did I do something wrong here?
yes this is correct. Autodesk had forget to set the right Lightmode Value "4", but you can use TH-Generic, this is similar to A&D Material.
cheers
thorsten
Thanks for your reply. I tried using TH-Generic and its works like charm :)
Thank you very much