3ds MAX and CUDA

ok I have 3ds MAX Design 2009 for my college class and an 1GB Nvidia Geforce 9800GT video card in my PC. I want to do renders using my GPU but I can’t figure out how to use CUDA with 3ds MAX. I can’t find any plugins either. Can anyone help me?

I would be very surprised if you find such. I have 3ds Max and most of the other major 3D modelling apps in my 3D Lab and I have not seen where any of them have plugins that can make use of the CUDA graphics board. I have CUDA boards in all of the lab machines along with the CUDA toolkit, but none of the 3D apps can make use of CUDA.

If you do find something for 3ds Max, Maya, Vue, etc, I would like to hear about it.

Ken Chaffin

I don’t know if there is any plug-in for 3dsmax to render scene using CUDA. But there are some GPU ray tracer implementations using CUDA:

http://mxadd.org/ (see “PROJECTS” page)

Also you can use Nvidia Optix to implement your own renderer. It’s built on top of CUDA.

well that stinks that there aren’t any. Any chance of anyone making one?

Hello,

search for Octane, by refractive software. It’s not final yet, but in open beta (for Linux and Win). It will be an unbiased renderer.

The demo images look fantastic.

Best regards,

Michael

Hi, I just wanted to point you to n-Tracer, our GPU-based (CUDA-based) renderer for 3dsmax 2009. You can find more information at our website: http://n-dimensional.es

The renderer is still under development and we are still looking for stability, image quality and features. So no optimization have been yet done.

As an example of our results, this is an screenshot rendered with n-Tracer.

This image took 90 seconds to render at 1440x1080 with global illumination on a low-end graphics system (GeForce 230 Mobile). Still didn’t try with a GeForce GTX400 class (hello? nVidia? ;) )

The following is an animation made with n-Tracer (not real-time) to show the effects of global illumination:

http://www.youtube.com/watch?v=F8fRieEK6nM

If you have any question or want to provide feedback, please do not hesitate to contact us.

Cheers.

Hi, I just wanted to point you to n-Tracer, our GPU-based (CUDA-based) renderer for 3dsmax 2009. You can find more information at our website: http://n-dimensional.es

The renderer is still under development and we are still looking for stability, image quality and features. So no optimization have been yet done.

As an example of our results, this is an screenshot rendered with n-Tracer.

This image took 90 seconds to render at 1440x1080 with global illumination on a low-end graphics system (GeForce 230 Mobile). Still didn’t try with a GeForce GTX400 class (hello? nVidia? ;) )

The following is an animation made with n-Tracer (not real-time) to show the effects of global illumination:

http://www.youtube.com/watch?v=F8fRieEK6nM

If you have any question or want to provide feedback, please do not hesitate to contact us.

Cheers.

The last entry here is dated 2010.
I am just waking up to the fact that I have both Mental Ray and iRay . Can anyone tell me what the difference is as of November 2017???

Better yet can someone show me a working bump map using one of the types of Mental Ray materials e.g Arch & Design. I currently have a mystery whereby I created a complex environment and ran a render in Mental Ray on 3ds 2017 version with latest Nvida drivers located but I keep getting green renders of the material in my rendering output. The viewport shows the material is gray at first but the material changes to black over time and modifications in the viewport.

I need an effective sample of creating bump maps in Mental ray.
Here is what I did.
I created a material based on a UV unwrap file I created via 3ds Max. I peppered it with black slots and set it up specifically for an unwrap UVW modifier based object according to standard practice. I guess 3DS uses Scanline rendering in the viewports but even so this is bizarre flaky behavior to be sure.
I first get the bump map to work with mentalray Arch & Design material setting a bumpmap to to the
While this appears to work. I get a green lime green colored version of my bump map I still can not figure out why lime green. Again not in viewport That comes out as expected based on the gray background within the uvw unwrap map I created. It is unclear how the interface should be used to properly implement a bumpmap.
A NVIDA tutorial would go a long way…

The last entry here is dated 2010.
I am just waking up to the fact that I have both Mental Ray and iRay . Can anyone tell me what the difference is as of November 2017???

Better yet can someone show me a working bump map using one of the types of Mental Ray materials e.g Arch & Design. I currently have a mystery whereby I created a complex environment and ran a render in Mental Ray on 3ds 2017 version with latest Nvida drivers located but I keep getting green renders of the material in my rendering output. The viewport shows the material is gray at first but the material changes to black over time and modifications in the viewport.

I need an effective sample of creating bump maps in Mental ray.
Here is what I did.
I created a material based on a UV unwrap file I created via 3ds Max. I peppered it with black slots and set it up specifically for an unwrap UVW modifier based object according to standard practice. I guess 3DS uses Scanline rendering in the viewports but even so this is bizarre flaky behavior to be sure.
I first get the bump map to work with mentalray Arch & Design material setting a bumpmap to to the
While this appears to work. I get a green lime green colored version of my bump map I still can not figure out why lime green. Again not in viewport That comes out as expected based on the gray background within the uvw unwrap map I created. It is unclear how the interface should be used to properly implement a bumpmap.
A NVIDA tutorial would go a long way…