#raytrace renderer in MAX
15 messages in this thread
Jonas,
What's the possibility that Max is goiing to include a raytrace renderer?
Brad
Hi Brad,
<< What's the possibility that Max is goiing to include a raytrace renderer? >>
MAX's open architecture will allow for Render Plug-Ins.
jonas[adesk]
<MAX's open architecture will allow for Render Plug-Ins>
Ack. You mean a raytrace engine will NOT be part of the core MAX package?
It's nice to hear plug-ins will be so easily obtainable, but I would think the
time has come, with such advanced program architecture and advanced hardware
MAX will be running on, for 3DS to finally include a corecomp raytracer.
In any case, not a MAJOR worry, for, as you said, plug-ins will fill the gap
where corecomps leave off. It will just mean more $$$
Hi Jerome,
<< You mean a raytrace engine will NOT be part of the core MAX package? >>
I mean that at this time, the only information announced is contained within
the MAX files found in the 3DS section of the lib.
I'm sorry but non of us are at liberty to discuss any issues outside of the
uploaded files. 🙁
jonas[adesk]
<<I mean that at this time, the only information announced is contained within
the MAX files found in the 3DS section of the lib.
I'm sorry but non of us are at liberty to discuss any issues outside of the
uploaded files. 🙁 >>
OK. <pout>…
Well, at least remmeber the wishes from a while back for a raytracer that will
be part of the core 3DS renderer.
Jerome, I think you should realize that whether raytracing is included with the
shipping version of MAX or not, it would still be as well-integrated and
seamless as possible when offered.
-Alan
<< whether raytracing is included with the shipping version of MAX or not, it
would still be as well-integrated and seamless as possible when offered>>
True enough, especially if it's YG who offers it. It's not so much that I
would see it as such great importance for it to be offered right ON the
shipping date, but that it would be a quality product offered by YG, who knows
their stuff about 3DS. That, and that I think its time has come, whenever YG
has the opportunity to integrate it with the package…
Jerome, I share your enthusiasm about the possibility of raytracing in 3DS.
Here's what I suspect will happen: As there are many, many others who have
written wonderful RT code, I wouldn't expect the Yost Group to re-invent the
wheel, so to speak, and re-write a whole new raytracer when they can be doing
other, more ground-breaking things. I'm hoping folks like Michael Bassier and
Aleskey's Moscow-based magicians will see their way to providing MAX with some
great, fully controlable RT CoreComp plug-ins to let us have some fun with the
things raytracing is famous for. It would be wonderful to selectively RT
certain objects in the scene, thereby preserving some of the speed of 3DS's
fine scan-line renderer.
Then again, if the YG *did* include it, I'm sure it would be great stuff!<g>
-Alan
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
All of that sounds just great, Michael!
Hmmm…that cloud shader sounds REAL interesting. Hope you go ahead and do
it…
-Alan
RayMan for MAX
Cloud shader…
Textile shader…
Michael,
Your message leaves me very optimistic about the future of plug-ins for MAX!
Looking forward to hearing more obout these products. I always hoped for
more along the lines of shaders for 3DS.
Ralph
GOOD ideas. Similar to what I would have imaged for such a renderer. I look
forward to seeing if this becomes reality…
<< I wouldn't expect the Yost Group to re-invent the wheel, so to speak, and
re-write a whole new raytracer when they can be doing other, more
ground-breaking things >>
Valid point…
<< Then again, if the YG *did* include it, I'm sure it would be great stuff!<g>
>>
Which was my point originally 🙂 That, and the fact that 3DS users won't have
to wait for it to come out, as well as paying xtra $$$ for it. Also, 3DS users
could then count on a basic system of ray-tracing coherent to all. Fancier,
more innovate ray-tracing features could, indeed, be left to other developers,
but I would like to see some basic raytrace abilities we can all know, and all
count on. As I said, with the hardware MAX will be running on, as well as the
level of work 3DS projects have come to, I indeed believe its time has come.
There are too many times TRUE reflections of the scene would come in handy, as
well as refractions beyond what refraction mapping can do.
I can't answer your question about raytracing, but I want to clear up a
misconception about "plug-ins" for MAX and "core components" (or "corecomps").
They're the same thing. Just about every function we showed at Siggraph was a
core component plug-in. In the first two demos, we showed corecomps that ship
with MAX, and in the third we showed a separate product that runs as a core
component in MAX. Core components can be anything from a cylinder-create tool,
to a bend tool, to a full animation application, like Biped.
– Jack
<<Core components can be anything from a cylinder-create tool, to a bend tool,
to a full animation application, like Biped>>
Ok.. slight misunderstanding of the terminology there. I had thought a "core
component" was going to be a routine that YG has produced as part of the base
product that everyone gets, and other components produced by others were still
going to be considered "plug-ins", even though they worked in conjunction with,
and at the same level as the other core components.
(I had also thought biped was going to ship with MAX, too…)
Thanx!