Friday, July 22, 2011

PART VI. RENDERING

When you finished doing your models, adding textures, placing lights and cameras and creating the animation sequence, then you are now going to render your scene. Rendering make take some time to finish depending on the number of polygons in the scene and the objects inside it. More polygons mean slower rendering time and less polygons will make the rendering faster. This is true especially in 3D games. Notice how game developers use small amount of polygons as possible. Lesser polygons make it possible for game consoles to run the game programs seamlessly. If there were more polygons, then you will experience lagging in playing your favorite 3D games.

In 3D Max, the most common rendering outputs are image and video files. The image file format is JPEG while the video file format is AVI. These are two popular file formats used in animation.

A. IMAGE RENDERING

You can indicate the dimension of the image file you want to render. In addition, you can also set which frame you want to render. When rendering an image file in Max, make sure that the viewport you want to render is active. Or else, you might be surprised that the rendered image is not in the right perspective you expected.

Figure 6-1. Rendered image in the Perspective viewport.

Try This!

1. Open the food stand.max which you can download from this link http://www.mediafire.com/?zbrpnr47o6pzdsz.


2. Go to ‘Rendering’ menu and choose ‘Render’.


3. In the ‘Render Scene:’ window, click on the ‘800x600’ button under the ‘Output Size’ group.


4. Scroll-down and check the ‘Save File’ box under the ‘Render Output’ group. Then, click on the ‘Files…’ button.


5. In the ‘Render Output File’ window, select the location where you want to save your image file. Then, rename the file appropriately and choose JPEG as the ‘Save as type’. Click on the ‘Save’ button after that.


6. Click on the ‘Render’ button.


7. When Max is done rendering, open the jpeg file on the Desktop and see how your rendered image file looks like.

No comments: