From the course: 3ds Max: Tips, Tricks and Techniques
Converting scenes for different renderers - 3ds Max Tutorial
From the course: 3ds Max: Tips, Tricks and Techniques
Converting scenes for different renderers
Angle in 2016, Arnold became the new high end production renderer in 3ds Max. And it replaced Mental Ray. And although Mental Ray is still available from Invidia as a free plug in for a single work station, there are some real key advantages to using Arnold, you may have a need to convert your old Mental Ray scenes to Arnold. And this is done using a tool called the Scene Converter and my friend George Maystree covered that briefly in the course ART Renderer 3ds Max. But I want to revisit that because we need to go a little bit deeper into the Scene Converter to find out its limitations and what we need to do to actually really completely clean our scene from all of the unknown nodes such as the Mental Ray materials and so on. So I've got a scene prepared for that and this was from another course, which is 3ds Max advanced lighting. Go to the file menu and open and in the current project scenes open up scene_converter.max click open and the Scene Converter dialogue comes up automatically. This file contains Mental Ray legacy assets, well we want to open the Scene Converter right away, in the scene converter we have two main sections here, we have options and editor. Options are the controls for actually executing the Scene Converter scripts and the editor tab exists so that you can edit existing Scene Converter scripts or create your own. So I'll go back to the options tab and we see in bright yellow over here some elements of the scene could not be loaded, click expand and these are all the scene elements from Mental Ray that currently cannot be loaded. Up here at the top we have the script that we are going to execute and from this file browser here, want to click on that and it takes us to our current user 3ds max Scene Converter conversion pre sets. And let's choose the Arnold preset and click open. Once we do that over here on the right the conversion rules will change. And if we want to know exactly what's going to happen when we convert this scene we can expand all of these, and we can see all the various rules. If we wanted to execute just a single rule we could select it, and then click apply only selected. But we want to convert the entire scene so we'll unexpand this, deselect everything and click convert scene. And now all of those rules are applied, okay. Now over here in our options tab, in the current scene status it says, inspect the scene to detect possible problems, okay well that means we need to check in on our render setup dialogue and our material editor to make sure that there's no garbage leftover. I'm going to close the Scene Converter. And go into the render setup. And very importantly the renderer section here, the pull down list, is blank. And that means that there's still a reference to Mental Ray in this scene, and as on the side the Scene Converter has an option that's supposed to change the active renderer but in my test I was not able to get that to work. So we have to go into this render setup and manually change the renderer over to Arnold and then go to the system tab, it's important in this case to enable Legacy 3ds Max map support because my scene has lots and lots of 3ds Max Legacy maps, and while we're here I recommend disabling autodetect threads and setting the number of threads to negative one so that we'll still have one processor core available for other processes other than Arnold. Okay we've run the Scene Converter and we've manually gone into render set up and changed the renderer to Arnold. And hopefully that means our scene is cleaned up now. So let's close the render set up and let's save this scene as a new file name. And while we're here we can see that the Scene Converter automatically made a backup of our existing scene the one with the Mental Ray assets so we could actually save over the current scene if we wanted to but I never do that, I don't recommend it, I'm going to change the filename to Scene Converter converted to Arnold. And then click save. So we've saved that out. Now to test to see whether the Scene Converter actually worked or not we actually have to reset 3ds Max and reopen the scene because the Scene Converter has no mechanism to refresh itself, the Scene Converter only checks the scene when that file is loaded. So let's go to file reset, and click yes, go to file open recent and open up Scene Converter converted to Arnold. Once that starts to load the Scene Converter tell us that we still have some junk leftover in our scene. destination which is remove from scene. So it worked for everything that was considered a texture map but for some reason these nodes are not registered as texture maps and therefore they didn't get deleted. So we have really no choice now but to go into the material editor and go on a search and destroy mission for these unknown notes. Okay so I'll close the Scene Converter, go into the material editor, and here are all the scene materials. We can load those all into the view in one fell swoop so we can try to find the missing notes. There is no search engine here. So we have to kind of hunt and peck and try to find it. So let's go up to the material menu and choose get all scene materials and now all of the materials and all of their graphs are loaded in. And we'll use the middle mouse and the mouse wheel to zoom in and pan around and we're looking for anything that says missing. Okay here's one. It's a missing texture that's going, let me maximize this, we've got a missing texture, it's going to an output node to change its brightness and that's being multiplied into something else. In a real production environment I would have to replace this with some node that Arnold can actually render. This is a missing Mental Ray node and I would need to figure out what that used to be and replace it with something new that's relevant but in this teaching example we certainly don't have time for all of that so I'm just going select that node and press delete. And I've just basically broken my shading network but that's what I had to do in order to remove that bogus node. Okay so now we need to keep looking around here trying to find more of those, so here's another one, missing texture. And once again I'm going to delete it and once again that's actually going to break my scene, it's going to break the shader so it won't render correctly anymore at least not the version that I designed but again we don't really have any choice in this teaching example so we got to just work with what we have here. Just going to continue to navigate around in here, looking for missing textures. Here's another one, select that and delete it. And that's all the missing textures that were on materials and we can go ahead and clear out this graph, press the Z key to zoom out to enclose all of the nodes in the graph, use control A to select everything, and then press delete on the keyboard just to clear out that view or that graph. And just to refresh your memory, the rules around the graph here are very weird if I delete a single child node like those missing textures, those actually get deleted from the scene but if I delete that entire graph as we just did, it doesn't actually delete anything from the scene, it just clears out the view here. All right that's weird but that's what it is. Okay so we've cleared out those missing textures, hopefully. So we're going to close the material editor, save the scene, and then test it, go to file reset. Reset the scene. Go to file, open recent and reopen Scene Converter, convert it to Arnold and cross our fingers and indeed we still have more junk leftover in the scene. So we've got to go back into open Scene Converter again third time now, and what do we got here? So we can expand this and there's still one node that's leftover, hm. Well that's odd. Okay well we'll close the Scene Converter and go back to the material editor and there's just an issue with this command. Material get all scene materials, does not actually load all of the scene materials, it loads all of the scene materials that are applied onto objects, it does not load the environment. And I've got a Mental Ray node in my environment and that's what this is here, so I had to do a lot of detective work to figure all this out, so now we're going to really, really finally clean up this scene. I'm going to drag this env corrected over into the view, choose instance, press Z to zoom in and here's the final missing texture. And that was a Kelvin temperature node that I used to color correct the background bitmap. And if I select that and just press delete it's not really going to break my scene in this case because all I did was color correct by using this rgb multiply all I did was color correct by using this rgb multiply node, and now if I try to render this my background would node, and now if I try to render this my background would show up fine it just wouldn't be color corrected. show up fine it just wouldn't be color corrected. Okay so close the material editor again, Okay so close the material editor again, save the scene again, reset the scene again. save the scene again, reset the scene again. And finally the moment of truth reopen Scene Converter And finally the moment of truth reopen Scene Converter convert it to Arnold.max and finally we don't get that convert it to Arnold.max and finally we don't get that Scene Converter dialogue. Scene Converter dialogue. We've successfully removed all of the Mental Ray nodes We've successfully removed all of the Mental Ray nodes through a combination of the Scene Converter and a lot through a combination of the Scene Converter and a lot of manual work. of manual work. And that's how to use the Scene Converter in a complex And that's how to use the Scene Converter in a complex scene in a real world production environment. scene in a real world production environment.
Practice while you learn with exercise files
Download the files the instructor uses to teach the course. Follow along and learn by watching, listening and practicing.
- Ex_Files_3DSMax_Q1_2018.zip
- Ex_Files_3DSMax_Q1_2019.zip
- Ex_Files_3DSMax_Q2_2018.zip
- Ex_Files_3DSMax_Q2_2019.zip
- Ex_Files_3DSMax_Q3_2017.zip
- Ex_Files_3DSMax_Q3_2018.zip
- Ex_Files_3DSMax_Q4_2017.zip
- Ex_Files_3DSMax_Q4_2018.zip
- Ex_Files_3DSMax_Q3_2019.zip
- Ex_Files_3DSMax_Q4_2019.zip
- Ex_Files_3DSMax_Q1_2020.zip
- Ex_Files_3DSMax_Q2_2020.zip
- Ex_Files_3DSMax_Q3_2020.zip
- Ex_Files_3DSMax_Q4_2020.zip
Contents
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Modeling a floor plan from a 2D drafting document13m 36s
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Modeling terrain with Displace space warp11m 18s
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Projecting UVs with the Camera Map world-space modifier7m 46s
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Capturing shadows with Arnold Shadow Matte map10m 43s
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Rendering compositing passes with Arnold AOVs9m 6s
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Mechanical rigging with IK and the LookAt controller9m 16s
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Modulating animation with Multiply and Ease Curves13m 9s
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Working with audio and the AudioFloat controller12m 8s
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Automating with Expression controllers10m 13s
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Real-time animation with the Motion Capture utility10m 17s
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Stylized rendering with Scanline Ink 'n Paint8m 16s
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Getting started with the Max Creation Graph13m 25s
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Modifying a Max Creation Graph tool12m 27s
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Sculpting a terrain with Texture Object Mask9m 33s
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Building a road with Conform space warp11m 12s
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Shading a landscape with Arnold Curvature14m 59s
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Creating custom attributes with the Parameter Editor9m 1s
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Driving animation curves with the Reaction controller6m 56s
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Rigging a camera-facing matte painting10m 41s
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Aligning a camera to a background with Perspective Match10m 32s
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Projecting a photo to proxy geometry with Camera Map11m 49s
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Automation with wire parameters and manipulators8m 18s
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Converting scenes for different renderers10m 52s
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Rendering light groups with Arnold AOVs10m 11s
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Graphing scene conditions with State Sets Compositor9m 34s
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Introduction to 3ds Max Fluids10m 18s
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Modeling with the Motion Field Space Warp9m 55s
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Non-destructive model adjustment with Linked Xform9m 23s
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Animating sub-objects with Linked Xform10m 11s
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Customize and cycle Path Constraint animation5m 54s
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Generate complex motion with Waveform Controllers10m 56s
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Illuminate a scene with an Arnold Mesh Light5m 49s
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Shading with Maya maps in 3ds Max4m 32s
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Varying shader properties by object with Arnold Color Jitter5m 26s
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Render a mesh object with Arnold Standard Volume9m 47s
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Render a Point Cloud object8m 21s
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Setting track value boundaries with a limit controller4m 5s
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Drawing curves with Freehand Spline8m 41s
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Correcting intersections with Spline Overlap4m 38s
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Reducing curve detail with Optimize Spline6m 42s
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Resampling curves with Normalize Spline8m 44s
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Soft-selecting curves with Spline Influence7m 42s
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Blending curves with Spline Morph12m 15s
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Combining splines with shape Booleans10m 51s
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Approximating global illumination in Arnold13m 10s
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Rendering proxies with Arnold procedurals10m 25s
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Introduction to the Open Shading Language map11m 16s
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Basic syntax of Open Shading Language8m 24s
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Declaring OSL input and output parameters12m 53s
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Generating a fractal noise pattern in OSL9m 25s
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Iterating a for loop in OSL10m 16s
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Using the if… else conditional statement in OSL10m 9s
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Managing OSL file assets and paths10m 8s
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Accelerate Arnold rendering with adaptive sampling5m 59s
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Texturing with the Advanced Wood procedural map11m 2s
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Art directing the Advanced Wood texture map5m 16s
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Setting a fluid initial state9m 19s
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In-camera compositing with Camera Map modifier7m 8s
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Creating animation layers14m 33s
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Collaborate online with shared views6m 14s
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Rendering iridescence with Arnold Thin Film8m 17s
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Loading and saving fluid presets7m 36s
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Introduction to 3ds Max Interactive9m 15s
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Building a motion graphics rig with Data Channel10m 18s
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Creating custom project folder structures8m 28s
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Open Shading Language code editor tips and tricks8m 21s
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Spawning particles from a 3D map11m 18s
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Rendering a starfield10m 21s
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Faking GI with an Arnold ambient occlusion filter9m 4s
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Modeling with the animation Snapshot tool6m 30s
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Rendering particles with Arnold Standard Volume11m 23s
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Render Arnold volume with physical values6m 38s
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Volume indirect global illumination in Arnold7m 56s
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Removing polygon detail with Freeform Optimize6m 26s
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Transform and retime a cache with Fluid Loader7m 25s
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Rendering motion blur in Arnold10m 46s
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Drawing splines on an editable poly2m 48s
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Sketching freeform topology over a polygon mesh6m 17s
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Animating effects with Data Channel Decay6m 54s
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Animating controllers in the Material Editor7m 17s
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Painting a vertex color mask with VertexPaint9m 25s
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Drawing polygon freeform strips5m 17s
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Extruding polygon freeform branches2m 41s
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Interactive ActiveShade in a viewport4m 35s
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Fluid data channels5m 50s
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Displaying fluid data channels9m 56s
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Assigning UVW coordinates in an OSL network8m 52s
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Using named coordinate spaces in Open Shading Language (OSL)11m 27s
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Shadow group exclusion with Arnold properties5m 59s
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Erasing materials with MAXScript or UVW Remove3m 3s
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Understanding Fluid Churn and Vorticity channels6m 13s
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Rendering Fluid channels with Arnold User Data5m 56s
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Keyframe quantization and sub-frame editing with Snap Keys8m 37s
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Importing a CAD solid model as a Body Object8m 38s
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Solid model subtraction and intersection with Body Cutter4m 58s
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Solid model union with Join Bodies6m 54s
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Denoising an Arnold rendering7m 50s
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Interactive Update in the animation Curve Editor2m 54s
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Curve Editor view menu: Tips and tricks5m 33s
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Editing animation curves with the Region Keys tool4m 56s
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Combining data channels of Fluids7m 13s
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Shading per object with OSL Random by Index7m 15s
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Layering materials of Fluids6m 51s
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Render particles as Arnold primitives3m 37s
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Render PFlow particles with Arnold Shape4m 34s
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Remapping colors with Arnold Ramp RGB7m 36s
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Rendering contours with Arnold Toon7m 31s
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Mapping Arnold Toon base color8m 55s
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Controlling preview quality6m 2s
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Adding information overlays to a preview with MAXScript7m 49s
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Modeling with the updated Chamfer modifier9m 7s
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Applying a chamfer using edge weight and depth5m 4s
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Baking a map to a mesh with Assign Vertex Color9m 59s
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Generating cavity and occlusion maps with Render Surface Map6m 48s
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Baking multiple vertex color channels with VertexPaint9m 4s
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Compositing vertex color in a shading network7m 29s
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Optimizing geometry with the MultiRes modifier8m 33s
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Improving viewport performance with the Substitute modifier2m 57s
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Constructing a lighting assembly5m 24s
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Wiring parameters in a lighting assembly8m 24s
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Measuring with tape helper, the Measure Distance tool, and the Measure utility6m 39s
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Display panel tips and tricks5m 12s
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Quickly adjusting transforms and pivot point with the Transform Toolbox8m 39s
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Stacking objects with Select and Place5m 13s
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Managing objects and sub-objects with selection sets8m 17s
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Referencing scenes with containers8m 51s
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Changing inherited container content with Edit in Place8m 13s
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Locking and unlocking container parameters9m 14s
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Editing unlocked container parameters7m 16s
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Projecting splines onto surfaces with ShapeMerge6m 31s
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Analyzing and correcting mesh geometry with xView7m 29s
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Keyframing sub-objects with the Master Point controller9m 38s
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Managing scene materials with Material Explorer8m 36s
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Defining a temporary transform center with working pivot8m 23s
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Customizing keyboard shortcuts with Hotkey editor6m 56s
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Stylized rendering with OSL Halftone Dots map4m 44s
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Incorporating scene lighting in a shading network5m 20s
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Incorporating render resolution in a shading network7m 32s
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Situating geometry within an OSL HDRI environment6m 9s
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Studio lighting with HDRI lights map8m 9s
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White balance and exposure with an Arnold camera filtermap5m 11s
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Rasterizing maps with bake to texture9m 45s
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Advanced baking with bake to texture8m 26s
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Baking to physically based renderer (PBR) materials for export7m 35s
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Production rendering with Quicksilver hardware12m 11s
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Varying textures with OSL Randomized Bitmaps11m 29s
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Deforming a particle system with the Mesher compound object4m 49s
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Set up Arnold render passes with AOV Manager8m 19s
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Animating multiple tracks with Parameter Collector6m 45s
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Improving edge smoothing with Weighted Normals modifier7m 35s
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Rendering a cutaway with the Arnold Clip Geo material4m 14s
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Advanced procedural noise with Uber Noise map13m 14s
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Rendering polygon edges with OSL Wireframe map7m 32s
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Art directing the OSL Wireframe map5m 55s
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Introduction to MassFX Rigid Body dynamics7m 30s
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Setting up a MassFX Rigid Body simulation5m 14s
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Controlling a MassFX Rigid Body simulation7m 40s
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Fine-tuning a MassFX Rigid Body simulation7m 42s
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Automating secondary animation with the Flex modifier7m 2s
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Keyframing modeling commands with the Edit Poly Animate mode4m 44s
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Generating UVs with OSL projection maps5m 33s
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Retiming all keyframes in a scene with the world track6m 53s
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Snapping surfaces dynamically with MCG Ray Constraint6m 1s
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Complex sub-object selections with the Selection ribbon7m 30s
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Adding polygon edges with Paint Connect4m 33s
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Manipulating sub-objects without changing mapping with Preserve UVs3m 41s
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Hiding geometry based on distance with Viewport Clipping2m 53s
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Navigating a scene with walkthrough mode3m 55s
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Parametric soft transforms with Affect Region4m 1s
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