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Arion for 3ds Max

 

 

The finest rendering quality for 3ds max, GPU accelerated.

 

The most sophisticated render engine on the market.

Arion Renderer is a physically-based, unbiased and spectral rendering engine with state of the art GPU acceleration.

Arion for 3ds Max is a tight integration of Arion Renderer inside of 3ds Max interface and tools.

Fast learning curve, fast and beautiful renders are just three of its many great features.

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Motion blur

Real motion blur is one of the features that make an engine deserve to be called production-ready. Efficient motion blur is simply mandatory for animation rendering.

Motion blur in Arion for 3ds Max is physically-correct and happens automatically, taking into account the camera shutter and the motion speed of the entities in the scene. It does not happen as a fake post-process effect, and it does not require multiple pass renders; it simply happens as naturally as Depth of Field does.

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Particle Flow &Forest Pack Pro

Memory conservation is one of the most important aspects in production rendering, cost-efficiency and render-farm management.The state-of-the-art implementation of geometry instancing in Arion Renderer runs at an incredible speed on both the CPU and the GPU.

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Arion for 3ds Max supports 3ds Max native instanced copies and also Particle Flow native geometry and Shape Instance node.

Network rendering

Arion for 3ds Max plug-in is sold with an UNLIMITED number of network rendering slaves to be used through Backburner®.When the schedule is tight and adding computers to the network is the only solution, there's no need to worry about any licensing issues. Arion for 3ds Max will simply feed all the rendering nodes from a single master license.Note that unlimited network rendering is exclusive to Arion for 3ds Max and is not available in the stand-alone version of Arion.

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AOVs (compositing channels)

Arion's render passes have been improved and extended in Arion 2.0, giving more flexibility for shot compositing.For example, we have added the new Roughness and Fresnel channels, which make it possible to tweak reflections in post-production.Now it is also possible to define shadow catcher materials to render matte/shadow channels to better embed rendered objects into real-life footage or background photographs.

Displacement mapping

Sometimes it is required to add extra details to a surface that bump or normal mapping are unable to reproduce accurately. Then it is crucial for a production-proven render engine to support render-time micro-polygon displacement mapping.Arion's approach to displacement mapping is very precise, it supports real curvature without cracking and works on the CPU and the GPU. Remarkably, it is evaluated in render-time, requiring no extra warm-up time or memory.

 

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