From the course: 3ds Max and After Effects: Product Visualization

Unlock the full course today

Join today to access over 22,600 courses taught by industry experts or purchase this course individually.

Saving and loading an XRef

Saving and loading an XRef

From the course: 3ds Max and After Effects: Product Visualization

Start my 1-month free trial

Saving and loading an XRef

- [Instructor] We're about ready to save this scene out to an external reference. So that we can save disk space by loading that external reference into master scenes and making many versions of that master scene, without incurring any disk storage penalty. We're lucky in this case that the scene comes with materials already assigned to all of the objects. However, they are of the type standard material or the 3ds Max legacy scanline renderer materials. We're going to be rendering physically based materials in Arnold. And so before we save out an external reference, we'll want to convert the materials to physical. To do that, go to the rendering menu and choose scene converter. And up at the top, you should see the description labeled, convert to ART compatible features. ART or A-R-T is the autodesk raytracer. There actually isn't an option to convert to Arnold compatible features. But this is going to be good enough…

Contents