We can also set an absolute time that we want each frame to calculate and that’s a really cool feature because that way we know exactly how long it’s going to take to render a sequence. I’m going to choose to render based on time with a duration of only three seconds per frame and that’ll be fine because I have a very low resolution of only 640 x 360. Now we come down to the visual style and appearance. I am going to render a realistic rendering, not a stylized one so leave that at realistic. I don’t have any transparency in the scene. I’ve actually hidden the glazing here but just for safety I’m going to turn transparency off.
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Scrolling down a little bit more there’s a lighting and shadows quality slider here but it actually doesn’t do anything so pretend it doesn’t exist. Then we have shadows. Yes we do want shadows to be on and also very helpfully we have ambient occlusion built in here. There is screen space ambient occlusion that’s calculated by the video card and it’s a basic solution to give us some contact shadows and some darker crevices. So I’ll enable that and reduce the radius of that by a little bit. Let’s set it to a value of one. Indirect illumination sounds cool and if you enable this what the Quicksilver renderer is going to do is attempt to place some point lights around the scene to give the effect of global illumination, however it doesn’t really work in animation so we can’t use that here.