The retail copies of 3ds Max and 3ds Max design are now shipping
and already available for download for anyone on subscription. By
the time you read this article it's likely that the boxed copies
will be shipping as well.
There are several new features in 3ds Max 2011, including
improvements to the viewport display and an entirely new node-based
material editor. In addition, there are several enhancements to aid
interoperability with other software. However, the feature we were
most keen to test was the new hardware-based rendering engine,
codenamed Quicksilver. This engine makes use of the GPU to vastly
accelerate rendering, well that's the claim anyway. We wanted to
see if this claim was true.
After downloading our software from Autodesk, we installed it on
a BOXX workstation containing an NVIDIA Quadro FX 5800 - this GPU
has 4GB of RAM onboard and 240 CUDA Cores. To keep the test fair,
we chose a machine with dual Intel CPUs, running at 2.66Ghz. This
setup should provide plenty of power to both Mental Ray and
Quicksilver. Quicksilver can render any Mental Ray materials and
also includes advanced effects such as depth of field, ambient
occlusion, soft shadows and indirect illumination, as well as the
staple transparency and reflections.
We set up a fairly complicated test scene, consisting of around
5 million polygons and making use of Mental Ray proxies, opacity
maps and glossy reflections to give the renderers a workout. The
options within the Quicksilver are different from those within
Mental Ray so we couldn't perform a direct comparison between
Quicksilver and Mental Ray using the same settings. What we focused
on instead was trying to identify the differences between each
renderer so that we could compare the time taken to render each
frame. You can see the output from the two renderers below:

Firstly, I should say that we had to turn off our Mental Ray
proxies as they are not supported by Quicksilver; displacement is
not supported either so we resorted to using bump maps instead. At
first glance the two images look pretty similar, aside from slight
differences in colour and exposure that we put down to differences
in the way the two renders simulate light. On closer inspection,
there seem to be a few issues with the opacity maps we used on our
flowers, and the shadows produced by Quicksilver are not as soft
even though we used the highest available sampling rate for soft
shadows. The ground does not look as textured in the Quicksilver
image either, although this may be down to the differences in
colour and exposure.
This is a very early test but the results are looking promising.
It is worth bearing in mind that this is the first release of
Quicksilver and it isn't perfect but it is definitely the future of
rendering. At present, Quicksilver can not match the quality of
software renders such as Mental Ray. However, it can get around 80%
of the way there in a fraction of the time and produces production
quality images. For those who are not interested in ultimate
quality or who need to quickly produce advanced effects such as
depth of field or ambient occlusion, Quicksilver is a great choice
and, along with GPU-accelerated rendering in general, is definitely
something to watch in the future.
If you'd like to find out more about GPU rendering or about the
new 3ds Max 2011 releases, give us a call on 03332 409 309 or email
3D@Jigsaw24.com.