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Quick Start #1 - First Render


To quickly see how 3Delight can render your scene:

  1. Load the plug-in (using the Plug-in Manager)
  2. Open a scene
  3. Set the default renderer to '3Delight' in Maya's Render Settings dialog.
  4. Start the render as usual

Quick Start #2 - Try another Render Engine


Now that you have already loaded the plug-in, have seen the Render Settings dialog and rendered with 3Delight, lets try to explore a few rendering options:

  1. Bring the Render Settings dialog.
  2. Click on the "Render Engine" group to open it.
  3. Select the 'REYES' or 'Path Tracing' for the option Render Engine
  4. Start the render as usual

By default 3Delight uses the 'Path Tracing' Render Engine which offers the best quality/performance for higher pixel complexity, photorealistic, projects.
For lower pixel complexity projects, such as anime and non photorealistic projects,  the 'REYES' Render Engine generally offer faster performance.

Each Render Engine has its own strength.

Quick Start #3 - Test Oversampling effect on Speed


  1. Click on the "Quality" group to open it
  2. Assign Pixel Samples to a value of 8 x 8
  3. Render as usual

As you may notice, rendering speed may be slower, but not so significantly with higher sampling rate.

It is worth to notice that in 3Delight Indirect Illumination Samples do not grow when Pixel Samples are raised, with obvious performance gains.

Quick Guideline to efficiently set sampling parameters in 3Delight

  • render with default settings
  • does your shot require 3D motion blur and/or 3D depth of field (DOF)?

     

    1. If so increment pixel samples to the desired value, typical values for heavily motion blurred / DOF shots can be in the range 6x6 – 12x12 or even more (for DOF). 
  • Do you still see GI noise (you can look in the respective image layers for this)?
    1. you can then increase GI samples on the RenderGlobals/RenderPass.
  • Do you still see Area Light illumination/shadowing noise?
    1. you can then increase Area Light global samples on the RenderGlobals/RenderPass.
  • Do you still see reflection/refraction noise?
    1. you can then increase local shading samples for reflection/refraction on your materials.
  • Do you still see subsurface noise?you can then increase local subsurface samples on your materials.

    Quick Start #4 - Render Polygon Mesh as Subdivision Surface


    1. Bring up the 3Delight Relationship Editor.

    2. In the "Shaders / Attribs" section, choose Create > Geometry Attributes Node.
    3. Click on the new geometry attributes node in the "Shaders / Attribs" section and click on a polygon mesh object in the "Objects" section.
    4. Right-click on the geometry attributes node in the Shaders / Attribs" section, and pick "Show in AE".
    5. In the Attribute Editor, right-click on the Add / Remove Attributes... button and navigate to Geometry > Polygons > Poly As Subd.
    6. Turn on the newly added  "Poly As Subd" attribute.
    7. Render as usual.

    The polygon mesh object will be rendered as a subdivision surface.

    Alternatively, for quick previews:

    1. Select your polygon object(s)

    2. Hit the "3" key, to display your object as a smooth proxy in the Maya Viewport
    3. Render as usual.

    The polygon mesh object will be rendered as a subdivision surface.

    It is worth to mention that in 3Delight there is no need to set a number of subdivisions to pre-tessellate subdivisions, nor a strategy to subdivide the mesh (e.g. length/distance/angle): 3Delight always resolves subdivision surfaces analytically, at render time, with obvious advantage in UI/UX and in visual quality.