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.
Quicksilver rendering. Time: 4 seconds
mental ray rendering of the same scene, for comparison. Time: 24 seconds
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.
You can render multiple transparent surfaces.
Car rendered with a transparent body to show interior parts. Shadows show transparency as well.
You can render to the non-photorealistic styles also provided by Nitrous viewports.
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 |
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Arch & Design material | The Quicksilver renderer ignores these settings for the Arch & Design material:
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Autodesk Materials | The Quicksilver renderer ignores these settings for Autodesk Materials:
Note: The Quicksilver renderer does not support ProMaterials from 3ds Max 2010 scenes.
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Standard material | |
Double-Sided material | |
Multi/Sub-Object material |
Map or Shader Type | Restrictions |
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MetaSL shaders | See Map to Material Conversion and DirectX Shader Material. |
DirectX shaders | See DirectX Shader Material. |
mr Physical Sky |
Note: If you turn on Use Custom Background Map, the background is visible in reflections and refractions, but does not otherwise contribute to the lighting of the scene.
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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. |
Feature | Capabilities and Restrictions |
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Render Elements | Supports these Alpha and Z Depth elements:
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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. |