Initial settings for Max (mental ray)

Overview

Almost identical to the Max intial settings, the Max.mentalray intial settings are configured to provide as much interactive performance as possible with small scenes, containing only a few shadow-casting lights using the mental ray renderer. Your application will be directed towards modeling, animating and rendering characters or models related to the entertainment industry.

*changes from the Max initial settings


Rendering

 

The mental ray renderer will be assigned as default.

No Exposure Control plugin will be assigned.

return to top

 

Layers

By default, all created objects will remain controllable at the object level. Rendering, Motion Blur and Display properties will be available at an individual level for optimal flexibility. Note that the Layers feature can still be used.

return to top

Material Editor

The material editor of 3ds Max will always default to use the new Arch & Design (mi) material, dedicated to achieve photorealistic renderings easily.

The Reflectance / Transmittance information will be shown by default to facilitate the small changes you may need to make for Global Illumination.

Mental ray

return to top

Lights

The Lights will default to not cast any shadows. This is to facilitate the process of creating fill lights, highlights and effects that do not require shadows in traditionnal animation scenes. The default shadow generator will be set to Ray-traced Shadows, as they typically render more efficiently than Shadow Maps in mental ray.

return to top

Daylight

Daylight assemblies will always default to the mr Sun and mr Sky.

return to top

Motion Blur

In order to use Motion Blur with mental ray, objects should have Object Motion Blur turned on. Image Motion Blur will not work with mental ray.

return to top

Cloning

Modeling of characters or animation projects often requires to construct objects based on an existing one. For this reason, the default mode for cloning an object will be Copy..

return to top

Inverse Kinematics

The solver of the HD IK chains will be set to calculate interpolation between keyframes. This setting is optimized for animation.

return to top

Viewport Shading

 

The interactive viewport of 3ds Max is well suited for interactive environments where a few light sources are defined and interacts in real time with the scene.

return to top

Real-World Texture Coordinates

 

There are two workflows for texture mapping objects, controlled by the "Use Real-World Texture Coordinates" preference. Modeling and animation projects typically involve free-form textures to be placed on objects for maximum visual effect. For this reason the default value of this toggle is OFF, which means that objects and modifiers which generate texture coordinates don't scale them to the real-world size of the object. This is the style of texturing which 3ds Max has traditionally supported.

return to top