Quicksilver_Hardware_Renderer - superclass: RendererClass; super-superclass:MAXWrapper - 26:26 - classID: #(268839321, 1854680990)
This class represents the Quicksilver Hardware Renderer introduced in 3ds Max 2011 and enhanced in 3ds Max 2012 to use the Nitrous Graphics System.
It lets you construct an instance of the Quicksilver_Hardware_Renderer class to be assigned to the Current, Production and Material Editor renderers using the renderers structure.
The QuicksliverHardware Renderer can not be assigned as the ActiveShade renderer.
Constructor
Quicksilver_Hardware_Renderer ...
EXAMPLE
--Assign a Quicksilver Hardware Renderer class instance to the current renderer: renderers.current = Quicksilver_Hardware_Renderer () --> Quicksilver_Hardware_Renderer:Hardware_Renderer
Quicksilver_Hardware_Renderer interfaces:
Interface: IQuicksilverRenderer
Properties
<Quicksilver_Hardware_Renderer>.AutoSynchronizeWithActiveViewport : boolean : Read|Write
When this property is true, the quicksilver renderer automatically synchronizes settings to match the active viewport, before rendering.
Methods
<void><Quicksilver_Hardware_Renderer>.SynchronizeWithActiveViewport()
Synchronizes the quicksilver settings with the active viewport. For example, if the active viewport is using the clay shading mode, the quicksilver renderer will do the same.
Properties:
<Quicksilver_Hardware_Renderer>.RenderingMode Name default: #iterations -- enum
Get/set the state of the Rendering Mode radio buttons.
Possible values are:
#time - the Per-Frame Duration in seconds will be controlled by the .RenderingTime
value.
#iterations (default) - the number of iterations specified by the .RenderingIterations
property will be performed, resulting in variable Per-Frame Duration depending on the complexity of each frame.
Available in 3ds Max 2012 and higher.
<Quicksilver_Hardware_Renderer>.RenderingTime Integer default: 10 -- integer
Get/set the rendering duration in seconds.
This value will be used when the .RenderingMode
is set to #time
.
Valid range is from 1 to 3540, default value is 10.
Available in 3ds Max 2012 and higher.
Note that the User Interface exposes this value as two spinners - Minutes and Seconds.
The Seconds spinner cannot be set to 0 to avoid the entering of 0 Minutes 0 Seconds.
Thus setting the .RenderingTime
value to 120 via MAXScript will result in 2 Minutes and 1 Second and not 2 Minutes 0 Seconds, and the internal value will be stored as121 seconds!
<Quicksilver_Hardware_Renderer>.RenderingIterations Integer default: 256 -- integer
Get/set the number of iterations to perform when the .RenderingMode
property is set to #iterations
This is the number of iterative refinement steps performed by the Nitrous Graphics system introduced in 3ds Max 2012.
Min. value is 1, Max. value is 4096, Default is 256.
Available in 3ds Max 2012 and higher.
Similar properties and methods are exposed by the NitrousGraphicsManager Interface for controlling the viewport Visual Style.
Properties:
<Quicksilver_Hardware_Renderer>.VisualStyle Name default: #Realistic -- enum
VisualStyle enums: { #Realistic | #Shaded | #ConsistentColors | #HiddenLine | #Wireframe | #Clay | #BoundingBox | #Ink | #ColorInk | #Acrylic | #Tech | #Graphite | #ColorPencil | #Pastel }
Get/set the rendering visual style.
Available in 3ds Max 2012 and higher.
<Quicksilver_Hardware_Renderer>.EdgedFaces BooleanClass default: false -- bool
Get/set the state of the Edged Faces checkbox.
Available in 3ds Max 2012 and higher.
<Quicksilver_Hardware_Renderer>.TextureEnabled BooleanClass default: true -- bool
Get/set the state of the "Textures" checkbox.
When set to true (default), textures will be rendered.
When set to false, textures will be ignored.
Available in 3ds Max 2012 and higher.
<Quicksilver_Hardware_Renderer>.TransparencyEnabled BooleanClass default: true -- bool
Enable/Disable the calculation of transparency.
Default value is false.
Methods:
<string><Quicksilver_Hardware_Renderer>.GetNPRParameterInfo()
Returns information about the parameters exposed by the current visual style.
Available in 3ds Max 2012 and higher.
<integer><Quicksilver_Hardware_Renderer>.GetNPRParameterCount()
Returns the number of parameters exposed by the current visual style.
Available in 3ds Max 2012 and higher.
<string><Quicksilver_Hardware_Renderer>.GetNPRParameterName <integer>index
Returns the name of the indexed parameter. The index is zero-based.
Available in 3ds Max 2012 and higher.
<enum><Quicksilver_Hardware_Renderer>.GetNPRParameterType <integer>index
GetNPRParameterType enums: { #Unknown | #Bool | #Int | #Float | #Float4 | #String }
Returns the type of the indexed parameter. The index is zero-based.
Available in 3ds Max 2012 and higher.
<boolean><Quicksilver_Hardware_Renderer>.GetNPRBool <string>name
Returns the value of the named boolean parameter.
Available in 3ds Max 2012 and higher.
<void><Quicksilver_Hardware_Renderer>.SetNPRBool <string>name <boolean>value
Sets the value of the named boolean parameter to the boolean value passed as second argument.
Available in 3ds Max 2012 and higher.
<string><Quicksilver_Hardware_Renderer>.GetNPRString <string>name
Returns the value of the named string parameter.
Available in 3ds Max 2012 and higher.
<void><Quicksilver_Hardware_Renderer>.SetNPRString <string>name <string>value
Sets the value of the named string parameter to the string value passed as second argument.
Available in 3ds Max 2012 and higher.
<integer><Quicksilver_Hardware_Renderer>.GetNPRInt <string>name
Returns the value of the named integer parameter.
Available in 3ds Max 2012 and higher.
<void><Quicksilver_Hardware_Renderer>.SetNPRInt <string>name <integer>value
Sets the value of the named integer parameter to the Integer value passed as second argument.
Available in 3ds Max 2012 and higher.
<integer><Quicksilver_Hardware_Renderer>.GetNPRMinInt <string>name
Returns the minimum range value of the named integer parameter.
Available in 3ds Max 2012 and higher.
<integer><Quicksilver_Hardware_Renderer>.GetNPRMaxInt <string>name
Returns the maximum range value of the named integer parameter.
Available in 3ds Max 2012 and higher.
<float><Quicksilver_Hardware_Renderer>.GetNPRFloat <string>name
Returns the value of the named float parameter.
Available in 3ds Max 2012 and higher.
<void><Quicksilver_Hardware_Renderer>.SetNPRFloat <string>name <float>value
Sets the value of the named float parameter to the Float value passed as second argument.
Available in 3ds Max 2012 and higher.
<float><Quicksilver_Hardware_Renderer>.GetNPRMinFloat <string>name
Returns the minimum range value of the named float parameter.
Available in 3ds Max 2012 and higher.
<float><Quicksilver_Hardware_Renderer>.GetNPRMaxFloat <string>name
Returns the maximum range value of the named float parameter.
Available in 3ds Max 2012 and higher.
<point4><Quicksilver_Hardware_Renderer>.GetNPRFloat4 <string>name
Returns the Point4 value of the named float4 parameter.
Available in 3ds Max 2012 and higher.
<void><Quicksilver_Hardware_Renderer>.SetNPRFloat4 <string>name <point4>value
Sets the value of the named float4 parameter to the Point4 value passed as second argument.
Available in 3ds Max 2012 and higher.
<point4><Quicksilver_Hardware_Renderer>.GetNPRMinFloat4 <string>name
Returns the minimum range value of the named float4 parameter.
Available in 3ds Max 2012 and higher.
<point4><Quicksilver_Hardware_Renderer>.GetNPRMaxFloat4 <string>name
Returns the maximum range value of the named float4 parameter.
Available in 3ds Max 2012 and higher.
<void><Quicksilver_Hardware_Renderer>.ShowNPRParameters()
For future use.
Available in 3ds Max 2012 and higher.
Properties:
<Quicksilver_Hardware_Renderer>.UseDefaultLights BooleanClass default: false -- bool
Get/set whether to use the Default Lights (True) or the Scene lights (False).
Default value is false.
<Quicksilver_Hardware_Renderer>.Highlights BooleanClass default: true -- bool
Get/set whether to render with Highlights (True, Default) or without Highlights (False).
Available in 3ds Max 2013 and higher.
<Quicksilver_Hardware_Renderer>.IndirectIlluminationEnabled BooleanClass default: false -- bool
Enable/Disable Indirect Illumination calculations.
Default value is False.
<Quicksilver_Hardware_Renderer>.IndirectIlluminationMultiplier Float default: 1.0 -- float
Get/set the Indirect Illumination Multiplier value.
Valid values are between 0.0 and 3.0
Default value is 1.0.
<Quicksilver_Hardware_Renderer>.IndirectIlluminationSampleArea Float default: 100.0 -- float
Get/set the Indirect Illumination Sample area value.
Available in 3ds Max 2012 and higher.
<Quicksilver_Hardware_Renderer>.IndirectIlluminationLODEnabled BooleanClass default: false -- bool
Get/set the state of the Indirect Illumination Level Of Detail option.
Available in 3ds Max 2012 and higher.
<Quicksilver_Hardware_Renderer>.IndirectIlluminationShadowEnabled BooleanClass default: false -- bool
Enable/Disable Indirect Illumination Shadows.
Default value is false.
<Quicksilver_Hardware_Renderer>.IndirectIlluminationShadowRange Integer default: 8 -- integer
Get/set the Indirect Illumination Shadow Range value.
Valid values are between 1 and 32.
Default value is 8.
<Quicksilver_Hardware_Renderer>.IndirectIlluminationShadowSize Integer default: 256 -- integer
Get/set the Indirect Illumination Shadow Size value.
Valid values are between 32 and 2048.
Default value is 256.
<Quicksilver_Hardware_Renderer>.IndirectIlluminationRSMSize Integer default: 256 -- integer
Get/set the Indirect Illumination RSM Size value.
Valid values are between 32 and 2048.
Default value is 256.
Properties:
<Quicksilver_Hardware_Renderer>.UseShadows BooleanClass default: true -- bool
Get/set whether to use shadows.
Default value is true.
<Quicksilver_Hardware_Renderer>.SoftShadowMultiplier Float default: 1.0 -- float
Get/set the Soft Shadows Multiplier value.
Valid values are:
0.0 - Point Lights / Hard Shadows
0.125 - Very Low
0.25 - Low
0.5 - Medium
1.0 - Default
2.0 - High Quality
4.0 - High Quality
8.0 - High Quality
16.0 - Very High Quality
Any other values will be ignored.
<Quicksilver_Hardware_Renderer>.ShadowIntensity Float default: 1.0 -- float
Get/set the Shadow Intensity/Fade value.
Valid range is 0.0 to 1.0.
Default value is 1.0.
Available in 3ds Max 2013 and higher.
<Quicksilver_Hardware_Renderer>.AmbientOcclusionEnabled BooleanClass default: false -- bool
Enable/Disable Ambient Occlusion.
Default value is false.
<Quicksilver_Hardware_Renderer>.AmbientOcclusionIntensity Float default: 1.0 -- float
Get/set the Ambient Occlusion Intensity/Fade value.
Valid range is 0.0 to 2.0.
Default value is 1.0.
<Quicksilver_Hardware_Renderer>.AmbientOcclusionRadius Float default: 3.0 -- float
Get/set the Ambient Occlusion Radius value.
Valid range is 0.0 to 200.0.
Default value is 3.0.
Properties:
<Quicksilver_Hardware_Renderer>.ReflectionsEnabled BooleanClass default: true -- bool
Enable/Disable the calculation of reflections.
Default value is true.
These properties are Available in 3ds Max 2021.3 Update and higher.
<Quicksilver_Hardware_Renderer>.ReflectionsUseNodesList : boolean : Read|Write
Enables the selection of objects for dynamic reflection based on a list of nodes. The operation can either include or exclude the objects on this list. See SetReflectionsNodesIncludeList()
and SetReflectionsNodesExcludeList()
below to set the node list.
<Quicksilver_Hardware_Renderer>.ReflectionsMaterialIDEnabled : boolean : Read|Write
Enables the selection of objects for dynamic reflection based on the Material ID specified by .ReflectionsMaterialID
(below).
<Quicksilver_Hardware_Renderer>.ReflectionsMaterialID : integer : Read|Write|Validated by Range: 0 to 65535
Specifies the Material ID to use to identify objects used for dynamic reflections, when .ReflectionsMaterialIDEnabled
is true.
<Quicksilver_Hardware_Renderer>.ReflectionsObjectIDEnabled : boolean : Read|Write
Enables the selection of objects for dynamic reflection based on Object ID.
<Quicksilver_Hardware_Renderer>.ReflectionsObjectID : integer : Read|Write|Validated by Range: 0 to 65535
Specifies the Object ID to use for dynamic reflections, when .ReflectionsObjectIDEnabled
is true.
Methods
<void><Quicksilver_Hardware_Renderer>.SetReflectionsNodesIncludeList <&node array>in_nodes_array_by_reference_set_as_include_list
in_nodes_array_by_reference_set_as_include_list is In and Out parameter
Sets the list of nodes to use for reflections to the nodes specified by in_nodes_array_by_reference_set_as_include_list
.
Available in 3ds Max 2021.3 Update and higher.
<void><Quicksilver_Hardware_Renderer>.SetReflectionsNodesExcludeList <&node array>in_nodes_array_by_reference_set_as_exclude_list
in_nodes_array_by_reference_set_as_exclude_list is In and Out parameter
Sets the list of nodes to exclude for reflections to the nodes specified by in_nodes_array_by_reference_set_as_exclude_list
.
<boolean><Quicksilver_Hardware_Renderer>.GetReflectionsNodesList <&node array>out_nodes_array_by_reference
out_nodes_array_by_reference is In and Out parameter
Fills the out_nodes_array_by_reference
with the list of nodes used for dynamic scene reflections. The method returns true if it is an "include" list, and false if it is an "exclude" list.
Properties:
<Quicksilver_Hardware_Renderer>.DepthOfFieldEnabled BooleanClass default: true -- bool
Enable/Disable Depth Of Field calculations.
Default value is true.
<Quicksilver_Hardware_Renderer>.DepthOfFieldMode Name default: #camera -- enum
Get/set the Depth Of Field mode.
Possible values are:
#Camera
- (default) -uses the Camera's Depth Of Field settings.
#Override
- uses the renderer's Override settings (NearPlane, FarPlane, FocalPlane).
<Quicksilver_Hardware_Renderer>.FocalPlane Float default: 100.0 -- float
Get/set the Override Depth Of Field Focal Plane value.
Default is 100.0.
Used only when .DepthOfFieldMode
is set to #Override
.
<Quicksilver_Hardware_Renderer>.fStop Float default: 1.0 -- float
Get/set the Depth Of Field fStop value.
Available in 3ds Max 2012 and higher.
<Quicksilver_Hardware_Renderer>.BokehShape String default: "" -- filename
Get/set the Bokeh shape control bitmap.
When set to empty string "" (default), the Depth Of Field effect will create a disk-shaped circle of confusion.
When set to a valid bitmap file with RGB and Alpha channel, the Alpha channel will define the shape of the Bokeh effect.
Available in 3ds Max 2013 and higher.
Not exposed to the UI.
Properties:
<Quicksilver_Hardware_Renderer>.UseShaderCacheFileSystem BooleanClass default: true -- bool
Enable/disable the use of the Hardware Shaders Cache File system.
Default value is true.
Methods:
<void><Quicksilver_Hardware_Renderer>.ForceSaveShaderCacheFile()
Forces the saving of the Shader Cache File.
<Quicksilver_Hardware_Renderer>.BloomEnabled : boolean : Read|Write
Get/set the Enable Bloom setting.
<Quicksilver_Hardware_Renderer>.BloomTintColor : point3 : Read|Write
Get/set the bloom Tint color setting, as an RGB value.
<Quicksilver_Hardware_Renderer>.BloomTintContribution : float : Read|Write
Get/set the bloom tint multiplier value. This value multiplies the tint strength.
<Quicksilver_Hardware_Renderer>.BloomThreshold : float : Read|Write
Get/set the bloom Threshold setting. This value controls the amount of bloom applied based on pixel intensity. Higher values filter more light.
<Quicksilver_Hardware_Renderer>.BloomThresholdSmoothing : float : Read|Write
Get/set the bloom threshold Smoothing value, which softens the edges. This value is the size of the window to smooth the threshold, calculated by this smoothstep function: float brightness = smoothstep(Threshold, Threshold + ThresholdSmoothing, pixelLuminance)
.
<Quicksilver_Hardware_Renderer>.BloomStrength : float : Read|Write
Get/set the bloom Strength value, which multiplies the overall bloom effect.
<Quicksilver_Hardware_Renderer>.BloomRadius : integer : Read|Write
Get/set the bloom Radius value. Controls the bloom effect width, where higher values give a wider effect. Valid settings are between 1 and 10.
<Quicksilver_Hardware_Renderer>.BloomQuality : enum : Read|Write
BloomQuality enums: {#Gaussian_3x3|#Gaussian_5x5|#Gaussian_7x7|#Gaussian_9x9}
Get/set the bloom Quality. The enums correspond to the 1-4 slider value in the UI. This property controls blur, detail and noise, based on a Gaussian kernel filter. Higher values produce better quality.
<Quicksilver_Hardware_Renderer>.BloomDirtMapEnabled : boolean
Get/set whether a dirt map is used. If true the dirt map specified by the .BloomDirtMap
, with a multiplier specified by .BloomDirtContribution
, is applied to the bloom effect.
<Quicksilver_Hardware_Renderer>.BloomDirtMap : texturemap : Read|Write
Get/set the texture map used as a dirt map for the bloom. A dirt map can mimic the look of dirt and scratches on a camera lens.
<Quicksilver_Hardware_Renderer>.BloomDirtContribution : float : Read|Write
Get/set the bloom dirt map contribution multiplier.
<Quicksilver_Hardware_Renderer>.BloomApplyOnBackground : boolean : Read|Write
Get/set the bloom Apply on Background setting.
<Quicksilver_Hardware_Renderer>.BloomShowBloomPass : boolean : Read|Write
Get/set whether to show only the bloom pass. This property is intended for debugging, and is not exposed in the UI.
<Quicksilver_Hardware_Renderer>.BloomShowFilterPass : boolean : Read|Write
Get/set whether to show only the bloom filtering pass. This property is intended for debugging, and is not exposed in the UI.
<Quicksilver_Hardware_Renderer>.BloomShowRadiusPassNumber : integer : Read|Write
Get/set value for the bloom radius pass number. If 0 or greater, the pass is displayed in the viewport. This property is intended for debugging, and is not exposed in the UI.
Methods:
<void><Quicksilver_Hardware_Renderer>.CommitParameters()
Commits all changes to the Renderer's UI.
<void><Quicksilver_Hardware_Renderer>.UpdateUI()
Updates the Renderer's UI to reflect changes made using MAXScript.
<void><Quicksilver_Hardware_Renderer>.RunUnitTests()
For internal use only.
Available in 3ds Max 2012 and higher.
<Quicksilver_Hardware_Renderer>.HardwareSamplingQuality : enum : Read|Write
HardwareSamplingQuality enums: {#None|#2X|#4X|#8X}
Get/set the Hardware Sampling Quality. This controls the anti-aliasing quality performed by the graphics hardware.
Default value is #None.
<Quicksilver_Hardware_Renderer>.SoftwareSamplingQuality : enum : Read|Write
SoftwareSamplingQuality enums: {#None|#4X|#16X}
Get/set the Software Sampling Quality. This controls the anti-aliasing quality performed by the CPU in addition to the hardware anti-aliasing.
Default value is #None.
<Quicksilver_Hardware_Renderer>.IndirectIlluminationSamples : float : Read|Write|Validated by Range: 0.001 to 1.0
Get/set the Indirect Illumination Samples value.
Valid values are between 0.001 and 1.0
Default value is 1.0.
<Quicksilver_Hardware_Renderer>.TransparencyMode : enum : Read|Write
TransparencyMode enums: {#Simple|#Best}
Get/set the transparency mode.
Default value is #Simple
.
<Quicksilver_Hardware_Renderer>.NearPlane : float : Read|Write
Get/set the Override Depth Of Field Near Plane value.
Default is 90.0.
Used only when .DepthOfFieldMode
is set to #Override
.
<Quicksilver_Hardware_Renderer>.FarPlane : float : Read|Write
Get/set the Override Depth Of Field Far Plane value.
Default is 110.0.
Used only when .DepthOfFieldMode
is set to #Override
.
<Quicksilver_Hardware_Renderer>.LightingMode : enum : Read|Write
LightingMode enums: {#Deferred| #Forward}
Get/set the Lighting mode.
Default value is #Deferred
<Quicksilver_Hardware_Renderer>.ShadingMode : enum : Read|Write
ShadingMode enums: {#Luminance| #Illuminance}
Get/set the Shading mode.
Default value is #Luminance
.