Quick Start Guide

Part 1: Scene Setup

For the purposes of this guide, a very simple scene will do. I will be using a teapot sitting on a box. In this image I have set the teapot's segment count to 16 so it looks pretty round.

A simple scene in the viewport

Now that we have a scene, we need to set up lighting. Trying to render the scene as it currently is would just output a black frame.

Part 2: Lighting

For this scene, I'll be using an environment map for lighting. The specific map I'm using is the 8k x 4k version of Pink Sunrise which can be downloaded for free at HDRI Haven, but any HDRI should work just as well.

To bring up our environment setup, press 8 or open the "Rendering" menu and select "Environment...". In the "Environment and Effects" window click the button at the top under the label "Environment Map:". If you haven't set an environment map yet, this button should be labeled "None".

In the texmap list that pops up, select bitmap and then navigate to the HDRI file on your hard drive. Leave all of the HDR settings as default when you load the HDRI file.

Now the environment is set up and we can do a test render. First, make sure that your perspective viewport is selected and has a decent view of the scene. Then, press F10 to bring up the render setup dialog. In the "Renderer" dropdown, make sure "Cycles Renderer" is selected. With all the options still at default, you can click Render to produce something that resembles this image.

The scene rendered with environment lighting

If you would like, you can rotate the environment map by changing the HDRI bitmap's U offset in the coordinates rollout of the bitmap parameter panel.

Texmap parameters used to rotate the environment

Part 3: Materials

Now that we have some basic lighting set up, we need to give the scene some materials. This simple scene will need just two materials: one for the box and one for the teapot.

Box Material

For the box we will use a simple Cycles Diffuse material with a checker texture for color. You can find the Cycles Diffuse material in the "Cycles" section of the material list. In this example, the checker texture has both its U and V tiling set to 4 to make the checker pattern denser. In the Slate material editor, this looks like this image.

Material used for the box

Teapot Material

For the teapot we will use a preset configuration that is built into Max's Physical Material. To do this, first create a Physical Material and apply it to the teapot. In the presets rollout at the top of the Physical Material configuration, there is a dropdown menu labeled <Choose Preset....>. In this menu, select Copper.


With these materials in place, our render output now looks like this.

The scene rendered with some materials

Part 4: Cleaning Up Noise

Now we have a completed scene, but the renderer's output is quite noisy. This noise is most noticeable in the reflected light near the base of the teapot. There is also some visible noise in the blurred reflections on the side of the teapot.

Cycles give us a few options to help reduce this noise.

First, we can always simply render more samples. By default this plugin will render 100 samples per pixel, which is fine for previews and simple scenes, but will not provide the quality we want for final production renders. To help cut down on the noise in this scene, lets up the sample count from 100 to 200. This is done in the Cycles tab of the Render Setup Dialog. Be aware that increasing the sample count will proportionally increase the render time. That is, 200 samples will take twice as long to render as 100 samples.

Another tool available to help clean up noise is sample clamping. This allows us to set a maximum possible brightness for any one sample. Limiting the maximum brightness will reduce the variance across multiple samples of the same pixel and will lead to a more noise-free render.

It should be noted that the sample clamp option gives you speed at the expense of physical accuracy. This option limits how bright a single pixel can be sampled, which means that it makes the scene darker overall. Be careful when using this option, particularly direct clamping, to make sure you are not removing too much light from the scene.

By default both direct and indirect clamping are disabled. We want to enable indirect clamping and set its threshold to 1.8. Leave direct clamping disabled.

The render parameters to control clamping

With these options set, let's run the render again.

The scene rendered with less noise

Here we can see that a lot of the noise from the initial render is gone, but this render is not perfectly clean yet. The render quality can be further increased by raising the sample count a bit more. Try playing around with the sample count a bit to see what value is needed to reduce the noise in this scene to an acceptable level.

Part 5: Where to go Next

Now you have a basic understanding of how this plugin works and how to set up a scene, lighting, and materials.

From here you may want to check out my youtube channel, which has a number of videos covering how to use various features of this plugin.

There is not (yet) a lot of info about using this plugin specifically, so you may also want to look up some tutorials on how to use Cycles with Blender. Most information from such tutorials will apply to this plugin just as much as it does to Blender. The Shader Graph Editor in particular should make it very easy to follow tutorials for building Cycles shaders.