PresenZ for V-ray in 3ds max.

The PresenZ Floating Tool bar

When you have succesfully installed PresenZ and launch 3ds Max. You will see a toolbar appear with 5 buttons. This floating toolbar can be inserted into the UI as you please.

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From left to right:

  • The PresenZ render dialog: An easy way to launch a render, V-Ray distributive rendering will be available very soon.
  • PresenZ Camera: Create a PresenZ camera by clicking in the scene.
  • PresenZ merge UI: Opens the PresenZ Merger UI, which is by default in C:Program FilesPresenZPresenZ version for version 3dsMax and V-ray. For more information you can visit the Utilities section of the documentation.
  • Glass Dialog: To tag a surface with the PresenZ glass attribute settings
  • Help: Will direct you to the PresenZ support page.
  • Updater: Updates PresenZ to the latest version.

If for some reason you do not see this toolbar on start you will have to navigate through the max menu. Press the Customize menu -> Show UI -> Show Floating Toolbars. This will show all the toolbars that are not locked in the UI. You will find the PresenZ toolbar here.

Creating a PresenZ Camera

Use the Icon to create a camera in the PresenZ toolbar.

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You can find the PresenZ camera under the Camera -> Vray -> VRayPresenz.

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Create a camera in your viewport. Which should look something like the following:

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As you can see the camera is represented by a box ( the Zone of View ), with a viewer avatar inside it. The viewer avatar represents the VR viewer, so for instance its orientation corresponds to the default orientation of the VR viewer. We designed the User Interface this way so you can see what happens when you change certain parameters, for instance the size of the zone of view, the render scale or the viewer IPD.

PresenZ plugin Parameters

The PresenZ Parameter section is divided in 4 sections.

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General

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  • PresenZ enabled: By default this is checked. This will launch a PresenZ render when pressing the render option in 3ds Max. Uncheck this box to disable the PresenZ render, easy to switch back to normal 2D renders while still using the same camera location of the PresenZ Camera.
  • Render Scale: By default this is set to 1.0 . This will change the scale of the scene without having to rescale all objects in the max scene. Refer to the general section to get more information on the scene scale .
  • Zone of View dimensions: By default the Zone of View is 1.0m , 1.0m , 0.5m , and the distance to the ground is 1.6m. These can be changed to increase the size of the Zone of View. For more information on the Zone of View please refer to this section .
  • Display ground: By default this box is checked. Uncheck this box to remove the visual for ground indication. This feature is to visualize how far the viewer will be from the ground. Ideally you want to line this up with the ground, so that the user will feel like they are standing with both feet on the ground and not floating.

Rendering Options

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  • Draft Rendering: By default unchecked. Check this box to enable PresenZ draft rendering mode. This feature allows you to make a quick VR ready test render. This is very helpful to have a sense of your lighting setup , position of the zone of view and the general scale of your scene. Without having to do a full render. But this will not cover all the possible viewing positions inside the ZOV, you will see “undefined” or missing zones with the Draft Rendering enabled so it is not suitable for production.

  • Render Inside zov: By default unchecked. Check this box to enable the option the render objects inside the zov. Good for product design and presentations.

  • Deep Reflections: By default checked. Uncheck this box to turn of deep reflections. Rendering without it will make any reflection feel like it is baked on the surface of the reflective object.

  • IPD: Inter-pupillary distance, by default this is set 63.5 millimeter. This is to increase or decrease the distance between the eyes. It will only affect the deep reflections. Changing this will also visually change the distance btween the eyes on the avatar, inside the Zone of View.

  • Glass rendering: When checked you can use the dropdown menu to select the render passes. This parameter must be used in conjunction with the prz_glass_IOR V-ray_user_attribute or the PresenZ specific shader, you can find more information on this in in the general information section ( Chapter 5 ) .

    • Opaque only: This will render all geometry without the prz_glass_IOR tag. Anything which is not a glass surface
    • Glass only: This will render all geometry with the prz_glass_IOR tag. All glass surfaces.
    • Opaque and glass: This will render both the opaque and glass pass.
  • Lights visibility override: Dropdown menu, by default ” all visible” . Invisible lights may interfere with your PresenZ rendering and can cause artifacts. Please refer to invisible lights section inside the general information .

Multiboxing

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This parameter section is for the multiboxing setup. This is covered extensively inside the general information section for multiboxing. Please refer to the linked section for a better understanding of this functionality.

  • Zone of view offset: This parameter will project a new zone of view next to the original. Every new zone of view needs to be rendered out separately.
  • Specular point offset: When changing this parameter you can see the avatar move. This changes the specular point to the position of this avatar. It does not change the position of the zone of view at playback. More info on the specular point here.

Advanced Options

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  • Subframe rendering:On by default. Unless you know what you are doing it’s best to leave this on. It makes sure that the scene, plugins, textures, etc… , don’t have to be reloaded inbetween render iterations. If you are planning on splitting the different passes on your render farm yourself, you can disable it to render each pass seperately, since you will need to load everything for each machine.

Warning

Exception bug: When subframe rendering is enabled, and the local machine is not enabled in the distributed rendering (the machine which spawns the job), there is a chance of incomplete prz files. Make sure your local machine is part of the distributed render.

  • Internal cam id / secondary pass:A normal PresenZ render has 18 passes, 9 primary, and 9 secondary. The render icon from the floating tool bar will batch render these 18 passes in one click for you. If you know what you are doing and you wish to manually render every single pass you can select the pass to render with those parameter. Instead of using the provided batch render icon, you will have to press the normal 3ds Max render button. This is also useful if you wish to set up your own render farm. Don’t hesitate to contact our support, we’ll give you some examples of Deadline scripts.

Merging your render

When using the PresenZ render dialog ( The presenz render button ) you can use function ” Merge files after rendering. ” to automatically merge your files.

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You can manually merge your output files with the PresenZ Utility merger.