FAQ

Which versions of 3ds Max are supported by this plugin?

Beginning with the release of Beta 1.00, 3ds Max 2017 and 2018 are supported.

The original Alpha 1.00 supports Max 2016 only and is available from the older versions download page, but it is very incomplete and feature-lacking compared to recent beta versions.

Does this plugin support motion blur?

Yes, as of beta 1.05 motion blur is fully supported through the Physical Camera. To enable it, check the 'Enable Motion Blur' checkbox at the bottom of the camera's 'Physical Camera' rollout.

A current limitation is that motion blur is not yet supported for Max fluids. This will be addressed in a future update.

Why do my procedural textures appear blurry in renders?

By default, any procedural (non-bitmap) texmap used in a Cycles material will be sampled as a 512x512px 8bit per channel texture for rendering.

This default resolution can be changed globally in the Texmap Options section of the Translation config panel.

To change this option per-texmap, you can use the Cycles Bitmap Filter texmap node as pictured below.

What is the viewport slot on some Cycles materials used for?

Right now, all of the cycles materials only support very basic viewport rendering. This does not include anything beyond some basic phong shading with an optional diffuse texture map.

The viewport slot lets any Max material be used to override how a Cycles material is rendered in the viewport. This would allow you to use any Max material (like Arch & Design, ShaderFX, or Physical Material) to better control what is displayed in the viewport.

The viewport slot has no impact on the output of the renderer, it is used solely for overriding how a material is displayed in the viewport.

Do standard Max materials work with Cycles?

Most will not render. Only materials in the ‘Cycles’ category will render in Cycles, all other materials will render as pure black. The exceptions to this are the multi/sub-object material, which works natively in Cycles, and the Physical Material, which is approximated by Cycles.

Unlike materials, nearly all standard Max texmaps will work with Cycles as long as their coordinates are set to "Explicit Map Channel". Three-dimensional procedural textures are not supported.

What features of the Physical Material are supported by this plugin?

Options crossed out in the below image are not supported (yet).

Does the plugin support stereoscopic rendering?

Yes, as of version Beta 1.01 stereoscopic rendering is supported in production rendering mode. It is not supported in ActiveShade mode.

Stereoscopy options can be configured in the "Stereoscopy" rollout of the "Advanced" tab.

For Left/Right or Top/Bottom stereoscopic renders, you will need to modify the render resolution for the output to have the correct vertical field of view. Left/Right renders will require double the horizontal resolution and Top/Bottom renders will need double the vertical resolution.

For example, if you have set up your scene to render correctly without stereoscopy at 1280x720, you would need to use a resolution of 2560x720 for a Left/Right stereo render and 1280x1440 for a Top/Bottom stereo render.

How can I render an alpha channel with this plugin?

The alpha channel can be enabled by selecting the "Transparent Sky" checkbox in the "Film" parameter rollout.

How can I configure render options through MAXScript?

Every render option can be changed through MAXScript.

This plugin defines a global struct named 'cyclesRender' with the following variables:

  • Misc
    • cyclesRender.renderDevice
    • cyclesRender.cudaDevice
    • cyclesRender.previewSamples
  • Sampling
    • cyclesRender.samples
    • cyclesRender.sampleClampDirect
    • cyclesRender.sampleClampIndirect
    • cyclesRender.randSeed
    • cyclesRender.sampleVolStepSize
    • cyclesRender.sampleVolMaxSteps
  • Translation
    • cyclesRender.skyIntensity
    • cyclesRender.misMapSize
    • cyclesRender.pointLightSize
    • cyclesRender.cyclesRender.texmapBakeWidth
    • cyclesRender.cyclesRender.texmapBakeHeight
  • Light Path
    • cyclesRender.lightpathMaxBounce
    • cyclesRender.lightpathMinBounce
    • cyclesRender.lightpathMaxDiffuseBounce
    • cyclesRender.lightpathMaxGlossyBounce
    • cyclesRender.lightpathMaxTransmissionBounce
    • cyclesRender.lightpathMaxVolumeBounce
  • Film
    • cyclesRender.filmTransparentSky
    • cyclesRender.filmExposure
  • Performance
    • cyclesRender.tileWidth
    • cyclesRender.tileHeight
    • cyclesRender.useProgressiveRefine
  • Stereoscopy
    • cyclesRender.stereoMode
    • cyclesRender.stereoInterocularDistance
    • cyclesRender.stereoConvergenceDistance
    • cyclesRender.stereoSwapEyes
    • cyclesRender.stereoAnaglyphMode

When I select CUDA as the render device, my render is a solid red screen. How can I fix this?

A solid red render indicates the CUDA Cycles kernel failed to load. This is generally a result of incompatible hardware.

CUDA renders currently require an NVIDIA GPU with Compute Capability of 2.0 or higher. NVIDIA maintains a list of GPUs and their compute capability here: https://developer.nvidia.com/cuda-gpus