What's New in Release 3.0?
With the introduction of Release 3.0, finalRender for 3ds Max will be offered in 2 flavors; as a standard version (finalRender R3) targeted to the mainstream user base, while the other version, named Studio Edition (finalRender R3 SE for short), will be 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.
finalToon, the quasi standard in Non Photo Realistic (NPR) rendering for 3ds Max has also been massively upgraded with features and functions, finalToon is available as an integrated part that comes with finalRender R3 or finalRender R3 SE or as a standalone version.
Newly developed 3D-ObjectsfR-Scatter
finalRender R3 introduces a new object called fR-Scatter that can be easily created and selected from the standard 3ds Max geometry drop down list. fR-Scatter is an extremely memory efficient tool for finalRender users to create virtually an unlimited amount of objects in a 3D scene without busting 3ds Max memory in the modeling editor or scene file. fR-Scatter offers a variety of options and controls for nearly every aspect of placement of the scattered objects on any surface. Placement can either be done by using texture maps, vertex paint or by using collision objects to avoid placement of scattered geometry. Handling millions of objects in the 3ds Max viewport is easily possible as well as having animated groups of objects scattered around on a surface. This tool represents outstanding value for all finalRender users and is included with the finalRender R3 upgrade at no additional cost!
Former finalShaders materials enhanced and added to finalRender R3
finalRender R3 adds more power to the material toolset than any version before! finalShaders is an advanced material extension for finalRender and offers many special purpose materials extending the finalRender Stage-1 core set of materials. finalShaders materials are licensed per CPU while core materials of finalRender are "unlimited" network renderable. By shifting such materials into the finalRender core, a huge value is added to the renderer and for the user as well!
A long time wish of the finalRender community finally comes true! By adding the fR-Wire material to the core tool set of materials to finalRender R3.0, users are now able to easily render true wire frame or outline objects based on simple materials with full control of all shading properties.
Not many renderers for 3ds Max can offer true volumetric shaders or materials. fR-Volumetric, a former finalShaders material is now a standard material to choose from when finalRender is used as the renderer, providing users with true 3D volumetric shading within the materials themselves.
fR-Layer, one of the most flexible finalShaders materials ever, has been added to the finalRender R3 standard material set. Not only has this material been moved to be part of the finalRender core, it has also been improved to support MaxScript and sub-object animation, making it one of the most powerful utility shaders available for 3ds Max.
Newly developed Materials
Besides including finalShaders materials into the finalRender core, cebas has developed some completely new finalRender materials and added those to the core tool-set of finalRender.
Full control over raytracing ray levels is exposed by the new fR-Override material in finalRender. This material lets the user configure which other materials that should be "seen", in addition to the main material, by secondary ray effects. This new material makes it possible to use different materials for reflections, refractions, caustics,casting shadows, receiving shadows and GI, all on the same object with one material applied to!
Every new release of finalRender not only offers a vast set of new features, it also comes with many bug fixes and enhancements to existing features. The following materials have been updated with new functions along with bug fixes:
Several updates and enhancements have been made to the fR-Architectural material so that it matches the current state of the internal 3ds Max material and it also comes with new finalRender specific functionality as well. For example, Specular Highlights can now be individually adjusted and balanced against the reflectivity of the material.
Anisotropic rendering effects are now easier than ever and offer more control and flexibility, especially the real world effects and behaviors of reflections now match reality better than ever.
Ambient Occlusion plays an important role in lighting and optimal scene setups, finalRender adds new functionality and features to get an even better and more flexible AO workflow with the fR-Architectural material.
Self Illumination in fR-Architectural has been added and it now supports real world scales based on physical units.
Anisotropic rendering effects have been upgraded to the latest status for the fR-Advanced material as well. A new Clamp Output roll-out menu has been added to allow for the control of the non-clamped color values of this shader. New options in the GI/Caustics rollout menu have been added as well.
The latest additions to the Anisotropic effects have been added to the metal material as well. More rendering improvements to enhance blurry and GI renderings are included as well.
Several new parameters and functions have been added to this material to enhance the speed and increase the quality of the true area light effects based on this material.
fR-Matte/Shadow (plus special SE, only enhancements)
Matte Shadow rendering effects are an important key to effective rendering pipelines in every day production work. Many new controls have been added to this material offering now the most feature rich Matte/Shadow material of all times.
Dirt rendering has become much easier to control and better than ever! Now, new modes in this material offer special dirt surface controls named Corner and Contact.
Newly developed Texture Maps
A brand new material layering texture map has been added to the standard material tool-set of finalRender. Using the layer texture map gives much more control and flexibility to the user compared to the material layer map.
New Lights Added
The user of finalRender R3.0 will now find a brand new light light type in the finalRender light section. This revolutionary new light source for 3ds Max scenes combines true ambient occlusion rendering, skylight rendering with area shadows and HDRI illumination - all in one light! The easy to control system can be used as a every day solution for fast and effortless realistic outdoor lighting.
Along with its unique animation mode it offers unmatched animated skylight illumination and soft shadows at ultra fast rendering speeds.
Linear Workflow Enhancements
Linear Workflow (LWF) has lately became a much talked about topic throughout the 3D community.However, the topic of LWF causes more confusion than anything else in the industry and the wealth of often conflicting information available does nothing to make this subjetc easier to understand.
finalRender R3 is designed to assist the user to achieve a correct and hassle free full linear workflow when rendering - always! No shaders or effects within finalRender break the true linear rendering mode. All calculations within finalRender are linear and lighting and color handling stays fully linear. If wished, the final output can be adjusted to any non linear display type including printing on film or other output devices.
Simple and easy to follow steps and tools within finalRender automatically allow the user to stay within a proper linear workflow from start to finish! Enhanced LUT table handling at the very base of rendering ensures proper color control throughout the whole production process.
Tools to support LWF within finalRender
fR Photographic Tone Mapper
One of the most important features to handle HDRI imagery is Tone Mapping, this newly developed render effect is based on the latest scientific findings and research about visual perception of the human vision and the behavior of colors and brightness levels on different output devices. This new tool helps a lot in tone mapping HDR rendering outputs so that they are properly shown on Non-Linear Displays (LCD/CRT).
fR Physical Camera
A brand new camera type has been added to 3ds max, this new camera model within finalRender simulates a real world camera with real world settings for easier and faster camera setup. Effects like Exposure, Motion Blur, Glare and Vignetting are all physically based off the real world camera values that can now be easily adjusted in a separate camera rollout menu.
Even the larger production houses on the market suffer and fight the problems that come from an improper use of a Linear Work Flow (LWF). finalRender R3.0 tackles the root of this problem with an improved HDR import filter. Bitmap HDR offers a new Color Space Conversion tool with multiple options and methods to properly handle linear and non linear images. One method used is "De-Gamma" which is a function to strip out all Non Linear information in an image, in fact it turns a non linear image file into a linear image. Many bitmap textures nowadays come with a pre-baked Gamma correction making those textures behave strangely when used "as is" in normal renderings. Depending on the type of texture and method of Gamma correction, it is necessary to strip out any modification to colors and intensities that might have been applied to the bitmap. Such a process has to be performed before the bitmap can be used in a "neutral" way for the renderer and its shading and illumination process. Besides "De-Gamma", LUT files are supported as well to define the target color space of an image. By using this tool and making sure that all texture maps (even non-HDR based textures) go through Bitmap HDR, the whole production can be sure to have correct colors everywhere in the process.
Discussion about Linear Workflow became even more popular when ILM introduced their OpenEXR file format to introduce an open standard to efficiently store linear bitmap files. finalRender R3.0 offers now, the best OpenEXR implementations available for 3ds Max. finalRender's OpenEXR bitmap handler offers many new unique features helping in maintaining a clean and efficient Linear Workflow within any production. Such features as unlimited OpenEXR Layers stored in one single file, help a lot in keeping the amount of bitmap files to a minimum when doing compositing work.
With Release 3.0 of finalRender, a separate Anti-Aliasing Gamma value has been introduced to the advanced control section of the Anti-Aliasing rendering menu. This option allows the user to assign an individual Gamma value to the Anti-Aliasing engine of finalRender which helps a lot in solving many rendering problems and issues that would have been impossible to solve in R2.0 of finalRender. This feature is good for night or dark scenes, were AA in darker areas is critical, especially when the final result is displayed on a Gamma corrected screen.
General Enhancements and New Developments
A special debug mode has been added to the raytracing acceleration settings. By enabling this new debug mode, the rendering will show a false color image that encodes through a cold/warm color gradient the quality of the raytracing acceleration tree (MSP-Tree). This allows to visually detect possible pitfalls for the render engine when building the acceleration tree.
Now, several new and different selectable sky color models are available from the Physical Sky menu. A ground (plane) color option has also been added to the new Physical Sky dialog along with many internal corrections and enhancements, not necessarily directly visible to the user in the form of new settings.
finalRender Stage-1 R 3.0 introduces a new hybrid scanline-rendering technology, besides the standard Raytracing algorithm, another special "Scanline-Rendering" algorithm has been added to the core rendering engine of finalRender. The main advantage of such a hybrid approach of using two rendering technologies at the same time, is improved rendering speed and better image quality. Both rendering technologies have their advantages and disadvantages, but combining the best of both technologies into a hybrid rendering core leads to a much better and more robust rendering solution than before!
Viewport rendering updates can now be iterative, this latest addition to finalRender, represents another break through technology towards a faster rendering and quicker scene setup. The main use of the Iterative rendering option is in connection with the all new Interactive rendering mode, however it can also be used in normal renderings.
Micro Triangle Displacement
Displacement rendering offers great flexibility in creating extraordinary surface detail, new enhancements to the algorithm allow now for much better results with even a smaller memory footprint than before! New triangles, created by the MTD algorithm, may now re-use the original Smoothing Group for smoothing the final surface or they may use material ID information or a specific smoothing angle.
Global Blurry Multiplier
Adaptive Multiple Ray Sampler (AMRS) offers improved functionality by allowing global adjustment of all blurry rendering effects in a scene at the same time. This is a great time saver when it comes to fine tuning and tweaking a scene to its best.
finalRender offers already the biggest choice of special rendering cameras, with this new release many improvements have been done to the various rendering modes and camera models. The Cylinder Camera, for example, offers now more options and better control than before, each view-axis can now be controlled in detail.
No other rendering system is offering the same or similar methods to render a mass of lights in a scene, all individually controlled by a simple particle system. fR Particle Light has been enhanced in this release of finalRender and it now supports the latest 3ds Max API calls and methods and in addition to this freshen-up of function calls, new features have been added as well. Particle lights now support real raytraced and area shadows for an even better and more realistic rendering effect.
Render Core Additons
Updates to the raytracing core bring new tools and functionality to this release of finalRender. With the introduction of a global Ray Bias value for all secondary rays in a scene, this is a great help when debugging or fixing a scene where rendering artifacts show up due to "lazy" modeling or imported CAD data. Refraction and Reflection rays now have individual environment map and color slots so that they can "see" different things in one and the same scene.
fR-PhysicalSky Texture Map
finalRender's fR-PhysicalSky texture map is now visible in the modeling viewport as a background image map, interactive updates in the 3ds Max viewport of this texture map are possible when using the map in texture mode.
GI and Rendering Enhancements
Overall rendering core enhancements and changes have been done to increase overall rendering speed and rendering quality. The filtering methods, for example, used when Anti-Aliasing screen pixels for secondary rays has been optimized to create a much cleaner result with less noise.
GI Edge Detection Changes / Additions
finalRender is all about reality and simulating the light flow within a 3D scene. Proper flow of light and energy transfer, based on physically accurate light transportation models, is the base finalRender is built on. However, the freedom to leave the boundaries of physics, for the user, has always been there and will always be there.
"Details Detection" is a great tool that has been introduced to finalRender some time ago to add more depth to an image or get a visually more pleasing result in less render time. By adding new controls and features to this tool, a whole new level of realism is possible, now.
Render Element Enhancements
In this release of finalRender, the Render Elements have been updated a lot to fit user needs or the specific production needs of the "2012" movie production. Many Render Elements have new options to enhance compositing or rendering workflow in general, new Render Elements offer increased flexibility or advanced functions for complex compositing tasks.
Newly Developed Render Elements
fR Ambient Occlusion
fR Self Illumination
Updated and Enhanced Render Elements in R3.0:
fR Global Illumination
Interactive Fully Buffered Rendering Mode
finalRender R3 comes with many new enhancements and advanced tools, one of its most remarkable tools is the the interactive fully buffered rendering mode. finalRender's rendering engine has been completely re-written to support the Active Shade rendering mode of 3ds Max. This special rendering mode, allows finalRender to update only those changes to the scene the user has actually modified. This gives and enormous speed advantage as many things do not have to be re-rendered all the time over and over again. The implementation of this fully buffered realtime rendering mode was done in a way that allows finalRender to actually use the results created from this mode in the final renderings, unlike some other systems on the market which force the user to re-render every frame from scratch again.
New render Effects Added
This new Render Effect simulates photo-real brightness overshoot of nearby pixels on film material or CCD cameras. Control and adjustment of this effect can be done at interactive rates and gives instant feedback most of the time.
Exposure Controls Enhanced
fR Color Mapping got new options and controls for even better Exposure Control and better feedback on the results even when using Render Elements.
finalRender R3 SE (Studio Edition)
What's Studio Edition?
With the introduction of Release 3, finalRender for 3ds Max will be offered in 2 flavors; as a standard version (finalRender R3) targeted to the mainstream user base, while the other version, named Studio Edition (finalRender R3 SE for short), will be 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.
The Studio Edition of finalRender offers highly specialized tools to support complex rendering pipelines and workflows. finalRender R3 SE is the first rendering solution for 3ds Max to offer virtually an unlimited amount of Render Elements and Passes per frame, scriptability has been enhanced to allow access to every aspect of the newly introduced render passes system. Standard MaxScript functions have been added to support new finalRender R3 SE functionality, one example is controlling the complete image output path per Render Pass and Element along with changing the file number sequencing when rendering out complex animation shots, a thing usually not possible with standard 3ds Max functions.
Matte Shadow features are key to advanced F/X shots in modern movie productions, finalRender R3 SE offers one of the most complete options and features to handle matte shadow materials under all possible situations. Every production facility will be pleased to know that compositing complex shots even with hundreds of layers and passes is no problem at all with finalRender R3 SE.
Find below a list of features that come standard with the finalRender SE version, only.
PyroCluster, the leading Volumetric Render Engine and Raymarcher comes with SE!
The full blown 3ds Max volumetric rendering engine PyroCluster 3.5 comes now as a core part of finalRender SE. The highly versatile volumetric rendering engine comes perfectly integrated with finalRender SE and offers many combined benefits like clouds receiving and sending Global Illumination. PyroCluster alone represents a sales price value of US$345 and comes now integrated with finalRender SE at no additional cost! PyroCluster 3.5 was lately used in block buster movies like GI Joe and Blade Trinity as well as many other TV and games productions. To learn more about PyroCluster and its features check out the cebas VISUAL TECHNOLOGY Inc. homepage.
Former finalShaders materials enhanced and added to finalRender R3 SE
User feedback indicates a strong need for special purpose materials that are easy to setup and apply. finalRender has always been the best choice when it gets to flexibility and the quality of materials shipped with the base package and cebas also offers finalShaders, an advanced material extension for finalRender that offers many special purpose materials extending the finalRender Stage-1 core set of materials and has always been available at an additional cost - until now! With this new release, fialRender becomes an even more complete package than any other rendering solution on the market, cebas are including the full blown material and shader package of finalShaders within finalRender R3 SE, this make finalRender SE one of the most affordable and complete professional rendering systems on the market.
finalRender R3 SE ships with the following additional materials and textures from finalShaders by default:
Newly developed 3D-Objects
fR-Ocean (SE version only)
Rendering realistic water effects has always been a challenge, especially rendering large scale water surfaces like oceans and sea water are problematic without proper tools. With the release of finalRender R3.0 SE, 3ds Max users are able to create full blown sea water effects without the need to spend additional money on other tools to do large scale water effects and render them. The fR-Ocean object creates a realistic water surface in the form of a standard 3ds Max object. The ocean surface can be easily scaled, animated and optimized for the camera view to ensure the highest detail with the least amount of polygons. Along with the specialized fR-Ocean material, this geometry object can be used to create some of the most realistic water effects.
Newly developed Materials
fR-ReWrapper (SE version only)
finalRender's development is all about supporting the needs of our customers. In an effort to enhance finalRender's Render Element System to outperform anything known so far, the fR-ReWrapper material has been added to allow for the most flexibility when writing out Render Elements within one rendering pass.
fR-Ocean (SE version only)
For rendering realistic water and sea water effects the fR-Ocean material is the perfect choice! Based on real world physics, sea water or lake water can be easily simulated including controlling the amount of plankton or other particles floating in the water. By default, proper and realistic reflection and absorption effects are simulated and rendered as it would appear in the real world. For full artistic control and to simulate ultra clean pool water as well, all parameters of this shader can be easily modified.
General Enhancements and New Developments
MAXScript Extensions (some SE only enhancements)
finalRender R3 offers better 3ds Max integration than any other version before, many enhancements done to MAXScript, for example, allow a much easier and better integration in existing or new rendering pipelines. Users of the Studio Edition may for example script the Render Elements completely, including things such as Include/Exclude Lists, file output and all Render Elements settings.
Motion Blur Enhancements (SE Version only)
A new global TM Sampling option has been added to the motion blur parameters to allow the user to fine tune and optimize the scene for speed when using real 3D motion blur.
Object Properties (some SE only options)
finalRender Object Properties have been enhanced and new features and functions have been added. Every object may be turned into a Matte/Shadow object without applying any kind of material.
Local Motion blur settings are now available to control the creation of motion blur mesh samples (SE Version only)
Render Element Enhancements
finalRender R3 SE was built to work with extreme scenes and handle an unlimited amount of Render Passes and Render Elements. Born out of a large scale production like "2012", finalRender SE is able to offer the ultimate set of Render Element handling tools.
Newly Developed Render Elements
fR Complete (SE Version only)
fR Material (SE Version only)
fR Object-Material ID (SE Version only)
finalRender Stage-1 Release 3.0 SP2 SE (Studio Edition) for 3ds Max 2009-2011 32/64bit 下载 Download