This shader allows re-rendering a subset of the objects in a scene, defined by object or material. It is intended for a “quick fix” solution when almost everything in a scene is perfect, but just one object or material needs a small tweak.
To use the Render Subset of Scene/Masking map:
The Lens button label now shows the name of the map.
Only the specified objects or materials render.
When on this shader is enabled. When off, the shader is disabled and 3ds Max renders the entire scene. Default=on.
The object or objects to be rendered. Use the Add, Replace, and Delete buttons to edit the list.
Specifies a material to render.
Outputs only the mask color (see following) in the specified objects’ locations; this is very fast. Use this if you only want to locate the objects in the scene.
Rays not hitting any objects return the Background color, and rays hitting any object not in the subset return the Other Objects color.
The color returned for specified objects when Mask Only is on.
The color returned for the background when Mask Only is on.
The color returned for non-specified objects when Mask Only is on.
Determines whether the final gather (FG) preprocessing should apply to all objects, or only those in the subset. Because FG blends neighboring FG samples, a given object might use information in FG points coming from nearby objects not in the subset. This is especially true if the objects are coplanar. Therefore it is advised to let the FG prepass “see” the entire scene.
Turning off this option and creating FG points only for the subset of objects is faster, but there is a certain risk of boundary artifacts, especially in animations. If the scene uses a saved FG map, this option can be left off.