#raytrace renderer in MAX
25-Aug-95 05:05:09
Sb: #187187-#raytrace renderer in MAX
Fm: Michael Bassier 100114,1717
To: ALAN IGLESIAS 70262,1240
I totaly agree with you. We had the luck that we were very early involved in
the creation of the rendering API. And so it`s only a question of time until
you see RayMan for MAX.
I have a vision of a RENDER-TECHNIQUE button in the material editor. You click
on the button and a queue list window opens. You can click on ADD and then you
see a list of installed shading/rendering techniques (like SCANLINE, RAYTRACE,
FUR/HAIR, CLOUD, TEXTILE). After selecting one or more shader a option windows
for this special shader will be opened and you can set things like tracelevel,
refraction level (for raytracing), hair thickness, amount of hairs (for the
hair/fur shader) and so on…
By selecting one or more shader for this material you can have the optimal
speed and image quality for this single material. Of course you can mix all
materials/shaders in your scene.
And this is just a question of time until we have this. The very fast and
optimized scanline renderer of 3DS, the extremly optimized RayMan raytracer
(remember that RayMan 1.5 uses an additional Z-Buffer for speeding up
rendering), the incredible cloud shader (we might release some day) and our new
textile shader we`re going to develope. Yeah, that would be a killing render
engine…
Can`t wait to have it…
Michael