From the course: 3ds Max: Tips, Tricks and Techniques

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Incorporating render resolution in a shading network

Incorporating render resolution in a shading network - 3ds Max Tutorial

From the course: 3ds Max: Tips, Tricks and Techniques

Incorporating render resolution in a shading network

- [Instructor] In the past couple of weeks we've explored a little bit of non-photorealistic rendering with the OSL Halftone Dots Map. Let's see what I've got so far. We'll do an active shade rendering. In this version of the scene, I'm using the Halftone Maps to drive the emission color map instead of the base color map. The Halftone Dots Map is a screen space rendering effect. The scale of the dots is measured in pixels. That means the effect is resolution dependent. If we change the output resolution of the rendering, the dots will remain the same absolute size in pixels, but the overall look of the rendering will be different. Resolution dependence can become a challenge in production because the look of preview and draft renders may not match the look of the production output. Changing the render size would require changing the shader parameters to maintain the overall look. So to illustrate, I'll make a clone of this…

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