Cebas finalRender R3 and R3 SE

Cebas finalRender R3 and R3 SE

Two editions of finalRender?

With the introduction of Release 3.0, finalRender Stage-1 for 3ds Max will be offered in 2 versions:
Firstly as a standard version (finalRender R3) targeted to the mainstream user base, while the other version, called the Studio Edition (finalRender R3 SE for short), is the perfect choice for bigger production houses and advanced users seeking the maximum in quality and flexibility. Both products use the same rock solid and Hollywood production proven rendering core and rendering results (when not using any of the advanced features of R3 SE) will be identical between the two versions. Check out the SE Comparison feature page to learn more about the differences.
finalToon, cebas’s Non Photo Realistic (NPR) renderer for 3ds Max has also been upgraded with features and functions, finalToon is available as an integrated part that comes with finalRender R3, finalRender R3 SE or as a standalone version.

finalRender R3 SE is build upon:

  • all features and functions of finalRender R3
  • pyroCluster 3.5 (without mental ray shaders)
  • finalToon R3
  • former finalShaders shaders (unlimited network render license)

Check out the massive features of the basic finalRender R3 ! It’s all included in SE!

Render Elements

finalRender R3 SE offers special Render Elements not found in the standard edition. The Render Elements are:

  • fR Complete
  • fR Material
  • fR Object-Material ID

In addition to the render elements finalRender R3 SE incorporates a whole new mechanism to render render elements in individual passes, were each render pass can show different objects in its render elements.
This feature makes finalRender R3 SE overcome the 32 Render Elements restriction in 3ds Max.

Another option that can be found in finalRender R3 SE is that the Anti-Aliasing controls can also affect the Render Elements and the Beauty Pass at the same time with the same settings. This allows for cleaner or faster Render Element renderings.

Render Element Passes

Until now, there was a built-in limit in 3ds Max of 32 Render Elements that could be created in one render. finalRender R3 SE is the first rendering application to overcome this restriction and allows even the largest scale movie productions to have reliable rendering output without limits.

Creating enormous amounts of complex frames is a huge task for any rendering pipeline, especially considering the memory footprint of modern F/X scenes which use thousands of objects and gigabytes of high-res textures. Sending all this to a render farm and rendering everything in 4k resolution requires maximum attention to details and extremely efficient memory handling. This is why rendering an image in layers, by dividing it into its key components, offers invaluable flexibility and control, especially as today’s complex production scenes often require it to be broken-out into multiple separate scenes and passes.

Render Passes Dialog

What is the idea?

The option to add multiple “Passes” along with specific Render Elements per pass easily allows to overcome the 32 RE’s limit introduced by 3ds Max’ default system. Another large benefit in using “Passes” is reducing the memory footprint for every rendering pass, each Render Pass may only render certain objects resulting in a reduction of memory needed for rendering the whole scene.

Adding hundreds of Settings all by Hand?

One might think, who will ever need more than 32  Render Elements?
Setting up such scenes for rendering will cause a major headache and the 3ds Max user interface is not helping either.

- Here comes finalRender R3 SE to the rescue – by fully supporting MAXScript and Render Element Passes along with the possibility of setting each individual Render Element via MAXScript as well. A simple MAXScript  can easily collect hundreds of objects and put them automatically in a separate Render Element and adjust the Render Element settings at the same time. So if anything changes, the script is re-run and you’re fine to output to the farm.

finalRender Object Properties

fR Object Properties

finalRender R3 SE offers a special Matte/Shadow Rollout Menu added to the standard right click Object Properties menu in 3ds Max.
The great thing about using object properties to control Matte/Shadow options is the independence of any material assigned to that object.

Full License of pyroCluster 3.5 Included!

Volcano

pyrocluster closes the gap between soft hazy 3D environment effects and puffy dense pyroclastic volcano clouds! A long awaited 3D artist’s dream comes true! 3D smoke and cloud effects in all variations just right under your finger tips.

pyrocluster offers state of the art volume acceleration rendering technologies, and it is by far one of the fastest and most flexible 3D smoke/cloud generators for 3ds max. To guarantee a flawless integration into 3ds max, many new workflow and design concepts have been introduced.pyrocluster is now much more user friendly and offers even better control over volumetric effects like any other tool for 3ds max.

This product is part of finalRender R3 SE ! To learn more about this amazing value check out the description of pyrocluster 3.5

fR-3DGradient

Unlimited flexibility in 3D!

fR-3DGradient is a advanced texture map optimized for maximum flexibility and performance. This new procedural texture map brings the power of the 3rd dimension to your finger tips! Now, you control the colors in 3D space. Relative to the bounding volume of the object, the world bounding box or even absolute object measures. fR-3DGradient lets you create an unlimited amount of material properties you would not have dreamed of. >From easy linear color ramps to 3D fire effects – an extrodinary number of possibilities are opened up, all with a simple and easy interface. All changes you do to the texture are shown in realtime in the material editor.

fR-CD

You can´t do a CD without it!

Have you ever tried to render a CD-ROM or even animate such a beast?
Using standard 3ds max tools and materials makes it nearly impossible. Getting the spectral rainbow colors right is just a huge task; getting the colorful streaks, always pointing to the center of the CD, is very tedious.

The fR-CD shader/material handles the interaction with the light rays hitting the surface based on true optical effects. A free adjustable spectral color gradient lets you define at what angle a color should be reflected. As you move your camera, light or object the CD-ROM effect will change accordingly.

fR-Curvature

Get Curvy!!!

Introducing fR-Curvature! This great new Shader is just what the doctor ordered!

fR-Curvature is a real-time convex and concave shader that takes the curvature of a mesh and maps it with colors, maps, and textures. You can see the image above is rendered in only 4 seconds, and this is with MTD too!!

fR-Curvature is a spectacular tool for masking other maps as well as creating effects like real-time ambient occlusion, dirt, and powerful sub surface scattering masks.

fR-Curvature is amazing for Character work, FX work, and landscape situations.

fR-DistantFur

Micro fur structures are no more a problem!

Creating surfaces with hundreds of hairs may be easy to do, but creating a surface with hundreds of thousands short hairs is nearly impossible to achieve.
fR-DistantFur is a special fur shader material for finalRender R3 SE. It allows you to render surfaces with nearly an unlimited amount of “micro fur”, or short hair. This material render effect works for distant objects only. A horse, cow, dog or even a zebra in full scale view will be perfect for the fR-DistantFur shader/material.
Not only for animals, fR-DistantFur can be used to simulate cloth or any subtly furry objects.

fR-Electron

Welcome to your personal raster electron microscope!

fR-Electron is the perfect material to simulate electron microscope imagery. Besides the really cool rendering effect, the material may also be used for superb metallic effects or any other kind of advanced material.

fR-Elevation

No matter if it is the Grand Canyon or the Himalayas!

You need to render a landscape with sand, rocks, snow…?
finalShaders’ fR-Elevation offers all the control you need to set up a landscape in no time at all. An unlimited expandable amount of layers, each with its own material, allow you to define exactly at which height snow, water, rocks or sand should appear, and how they get blended.

fR-FastSkin

Introducing fR-FastSkin, a new Shader for finalRender R3 SE users!

fR-Fastskin is the newest in fast and accurate skin shading for realistic and hyper-realistic characters. fR-Fastskin has a short set of parameters to allow artists to get right to creating. There is no more fiddling around with 40 different settings with fR-FastSkin.

Click on this image to see a larger rendering:

fR-Ghost

fR-Ghost is a special effects material that allows you to create a multitude of diverse rendering effects. The focus of this material is to simulate the famous ghost-like effect as seen in many Hollywood block buster movies. However, this material was designed with versatility so that it can be used in many other creative ways.

fR-MeshDistance

fR-MeshDistance is an amazing texture map that can be used in many surprising ways!

This texture map is available in the finalRender R3 SE version, only.  Its main purpose is to automatically fade the texture map to black based on the distance to the surface of the object it is applied to.
One or more “exterior” objects may also be chosen to measure the distance between the surface the map is applied to and the picked object(s).  Only true 3D materials would be suitable for this type of texture map; materials like fR-Volumetric or fR-VolumeSolid.

VolumeSolid Example with MeshDistance
In the image above, fR-VolumeSolid and fR-MeshDistance was used to create this effect.

More can be found here

About the Author