The Quicksilver hardware renderer uses graphics hardware to generate renderings.
One advantage of the Quicksilver hardware renderer is its speed. The default settings provide rapid rendering.
The Quicksilver hardware renderer accelerates rendering by using both the CPU (Central Processing Unit) and the Graphics Processing Unit (GPU). It is somewhat like having a game-engine renderer within 3ds Max. The main role of the CPU is to translate scene data for rendering; this includes compiling shaders for the specific graphic card in use. Because of this, the first frame you render can take a while, as shaders are compiled. This needs to happen only once per shader: The more often you use the Quicksilver renderer, the faster it will become.
In Autodesk 3ds Max 2012, you can now render multiple transparent surfaces.
Car rendered with a transparent body to show interior parts
In Autodesk 3ds Max 2012, you can render to the non-photorealistic styles also provided by Nitrous viewports.
If you aren’t sure what graphics hardware you have, in 3ds Max choose Help Diagnose Video Hardware. This displays a dialog with details about your graphics configuration, including GPU Shader Model Support, which shows the Shader Model version number.
Shadows in Quicksilver Hardware Renderings
The Quicksilver hardware renderer supports most of the shadow controls associated with light objects, but always generates shadow-mapped shadows. These shadows are adaptive, and adjust to the scale of the scene: They never show the jagged edges that can appear on scanline-rendered shadow-mapped shadows if you choose an inappropriate shadow map size.
For area lights, the Quicksilver renderer can generate soft-edged shadows.
The Quicksilver renderer doesn't support patterns in shadows (Shadow Parameters Map).
Material Type | Restrictions |
---|---|
Arch & Design material | The Quicksilver renderer ignores these settings for the Arch & Design material:
|
Autodesk Materials | The Quicksilver renderer ignores these settings for Autodesk Materials:
|
Standard material | |
Double-Sided material | |
Multi/Sub-Object material |
Map or Shader Type | Restrictions |
---|---|
MetaSL shaders | See Map to Material Conversion and DirectX Shader Material. |
DirectX shaders | See DirectX Shader Material. |
mr Physical Sky | |
Utility Gamma & Gain shader | |
Standard maps | When you use a Bitmap, make sure that Tiling is on (it is on by default). For the Falloff map, the main settings are supported but not Mix Curve or Output settings; however, the MetaSL Component Falloff shader is fully supported. The following Standard maps are not supported:
Reflections are always box projections: Planar projections are not supported. |
Additional Capabilities and Restrictions
Feature | Capabilities and Restrictions |
---|---|
Render Elements | Supports these Alpha and Z Depth elements:
|
Render to Texture | Not supported |
Object Properties settings | The Quicksilver renderer ignores these, but the Renderable and Visibility properties are passed to the renderer by 3ds Max, so these settings work as expected. |
Using the Quicksilver Renderer: Tips and Tricks
The main rollout for the Quicksilver hardware renderer, like that for the iray renderer, lets you adjust render quality by setting either the time to spend on rendering, or the number of iterations to perform.
These controls choose the visual style of the rendering, and how the renderer handles lighting.
These controls let you choose how the Quicksilver renderer handles reflective objects.
These controls let you add depth of field to the rendering. Depth of field is available only when you render a Camera or Perspective view.
These controls let you manage the location of hardware shaders on your computer.