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124 Chapter 17: Rendering
Density Renders the photon map as it is
projected into the scene. High density is
displayed in red, and lower values render in
increasingly cooler colors.
Irradiance—Similar to the Density rendering,
but shades the photons based on their
irradiance. The maximum irradiance is
rendered in red, and lower values render in
increasingly cooler colors.
BSP—Renders a visualization of the parameters
usedbythetreeintheBSP ray-trace acceleration
method (page 3–129). If a message from the
renderer reports excessively large depth or size
values, or if rendering seems unusually slow, this
can help you locate the problem.
Depth—Shows the depth of the tree, with top
faces in bright red, and increasingly deep faces
in increasingly cool colors.
Size—Shows the size of leaves in the t ree, with
differently sized leaves indicated by different
colors.
Final G ather Renders the scene w ith initial
final-gather points displayed as green dots, and
final final-gather points displayed as red dots.
Distributed Bucket Rendering
Rollout (mental ray Renderer)
Rendering menu > Render > Render Scene dial og >
Processing panel > Distributed Bucket Rendering rollout
Main toolbar > Render Scene > Render Scene dialog >
Processing panel > Distributed Bucket Rendering rollout
Note: The Processing panel appears only when the
mental ray renderer is the currently active renderer.
Controls on this rollout are for setting up and
managed distributed bucket rendering. With
distributed rendering, multiple networked systems
canallworkonamentalrayrendering.Buckets
are assigned to systems as they become available.
While distributed bucket rendering can b e used
for offline rendering of animation f rames, as in
standard network rendering, it’s best suited for
speedinguptherenderingofsingleimagesasyou
work. Especially when rendering hig h-resolution
still images, you can get much faster results with
distributed bucket rendering.
Tip: When you use distributed bucket rendering,
be sure to:
Turn on Use Placeholder Objects on the
Translator Options rollout (page 3–119).
When placeholder objects are enabled,
geometry is sen t to the renderer only on
demand.
Leave Bucket Order set to Hilbert on the
Sampling Quality rollout (page 3–98).
With Hilbert order, the sequence of buckets to
render uses the fewest number of data transfers.
Note: Contour shading does not work with
distributed bucket rendering.
Note: You cannot use distributed bucket rendering
when you render to texture ( page 3–144).
Impor tant: To use distributed bucket rendering, you
must set u p host systems that are capable of running
the mental ray renderer. There are t wo ways to do so:
set up satellite systems, or install mental ray standalone
licensing on remote hosts.
Satellite Systems
“Satellite” processors allow any owner of a
3ds Max license to freely use up to eight slave
CPUs to render an image using distributed bucket
rendering (not counting the one, two, or four
processors on the “master” system that runs
3ds Max).
Each satellite system must have the following files
installed:
rayrc
raysat_3dsmax<X>.bat