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The highest resolution image you can render with 3ds Max is limited by the configuration of your system and will vary depending on the requirements of your scene. If you try to render a high res image that is beyond the capabilities of your system, you will receive the following error message:Error creating BitmapOne way to work around this error is to render the image in sections. Use the Blowup rendering function, then piece the rendered sections together, using image editing software, such as Adobe Photoshop. This method can be used to create images of any resolution so long as your system and image editing software can handle the resolution of the final output.
Your image size must be equally divisible by the number of X and Y sections you intend to render. Simply divide the image into equal sections and adjust the Blowup settings accordingly.The following steps detail how you would split up the rendering of a 6,000 x 4,000 resolution image:. Start 3ds Max and open the scene you want to render. Click Rendering Render Setup. In the Common tab under the Common Parameters rollout, set the Area to Render to Blowup. Click OK. The marquee will move to the top-left quarter of the viewport. In the Render Scene dialog box, click the Render button.
To render the rest of the image, repeat steps 2-10, making sure that you change the File Name each time that you render a new section of the image. In this example, the following settings would be applied under Blowup Region in the Viewport Configuration dialog box:topleft.jpg / X=3,000 / Y=0 / Width=3,000 / Height=2,250topright.jpg / X=3,000 / Y=0 / Width=3,000 / Height=2,250bottomleft.jpg / X=0 / Y=2,250 / Width=3,000 / Height=2,250bottomright.jpg / X=3,000 / Y=2,250 / Width=3,000 / Height=2,250. Using your image editing software, create a new image that is 6,000 x 4,000. Open each of the images you created and copy them into the new image, positioning them appropriately. The images should line up correctly with each other to make a 6,000 x 4,000 image, which you can then save.Note for Mental Ray rendering: If your scene uses Final Gathering, it is important that you first save a Final Gather (FG) map before attempting the procedure outlined above or else artifacts may appear where the sections are joined together. For instructions on how to create a Final Gather map, refer to the following solution.
SettingDescriptionGeneral OptionsImage Precision (Antialiasing)Increase this value to smooth jagged edges in the rendered image. Enter a value between 1 (most jagged) and 10 (smoothest). See.Reflection and Transparency OptionsMaximum Number of ReflectionsIncrease this value when objects are missing from reflections in the rendered image. Enter a value between 0 (no reflections) and 100 (most reflections). See.Maximum Number of RefractionsIncrease this value when you cannot see objects through multiple panes of glass. Enter a value between 0 (completely opaque) and 100 (completely transparent).
See.Blurred Reflections PrecisionIncrease this value when the edges or surfaces of objects in blurred reflections are speckled. Enter a value between 1 (speckled) and 11 (smoothest).Blurred Refractions PrecisionIncrease this value when the edges of objects seen through rough glass are speckled. Enter a value between 1 (speckled) and 11 (smoothest).Shadow OptionsEnable Soft ShadowsSelect this option to make shadow edges blurred.
Clear it to make shadow edges sharp and distinct. See.Soft Shadow PrecisionIncrease this value when the edges of soft shadows are speckled instead of smooth. Enter a value between 1 (speckled shadows) and 10 (smoothest shadows).Indirect Illumination OptionsCompute Indirect and Sky IlluminationSelect this option to include light from the sky and light that bounces off other objects. Clear it to omit these light sources from the rendered image. See.Indirect Illumination PrecisionIncrease this value to achieve more detailed indirect illumination (the level of detail that is visible in indirect light) and shadows. Greater precision yields smaller subtle effects, usually in corners or below objects. Enter a value between 1 (less detail) and 10 (more detail).Indirect Illumination SmoothnessIncrease this value when indirect illumination looks splotchy or scaly.
Greater precision yields smaller subtle effects, usually in corners or below objects. Enter a value between 1 (most splotchy) and 10 (least splotchy).Indirect Illumination BouncesIncrease this value when areas of the scene that should be indirectly illuminated do not display as desired. This setting determines the number of times that indirect light bounces off objects in the scene.
It controls the amount of realism in indirect lighting. With more bounces, light can penetrate further into a scene, resulting in more physically correct lighting and a brighter scene.
Enter a value between 1 (less indirect illumination) and 100 (most indirect illumination). Typically, 3 bounces achieve sufficient results for indirect illumination.
Further bounces can add more subtle effects, but they are often not significant.Daylight Portal Options (only applies to sunlit interiors): These settings are available only for interior views that include daylight. See.WindowsWhether the rendering engine calculates daylight portals for windows. By default, this setting is turned off.DoorsWhether the rendering engine calculates daylight portals for doors that contain glass. By default, this setting is turned off.Curtain WallsWhether the rendering engine calculates daylight portals for curtain walls. By default, this setting is turned off.