Indigo for 3ds Max is the integrated rendering solution for Autodesk 3ds Max developed by Glare Technologies.
For general support inquiries please contact support@indigorenderer.com.
Lenses experiment by Silverwing
A 64-bit version of 3ds Max is required.
Download Indigo for your system here; if you are unsure about which version to download, please see this tutorial page.
Upon running the installer, ensure that the "3ds Max plugin" component is selected for installation:
Continue with the normal install process for Indigo, after which the Indigo for 3ds Max installer will launch.
When the Indigo for 3ds Max installer launches, you will be prompted for the versions of 3ds Max you would like to use with Indigo:
If you encounter any problems installing Indigo for 3ds Max, please email us at support@indigorenderer.com.
After the Indigo for 3ds Max installer has completed, restart 3ds Max. Enter the Render Setup dialog by pressing F10, and click the "..." button next to the Production renderer entry in the Assign Renderer roll-out:
From the list of renderers, select "Indigo Renderer" :
Indigo for 3ds Max is now installed and ready to use.
This tutorial follows on from the Getting Started guide, and covers the basic rendering and material editing workflow. Basic familiarity with 3ds Max is assumed.
We begin with an empty 3ds Max scene, and create a teapot on a pedestal as shown:
Before rendering, we must assign Indigo as the active renderer in the Render Setup dialog (keyboard shortcut: F10), as per the Getting Started guide.
If there are no light sources present, which is the case in a newly created scene, IndigoMax will use a sun/sky background to illuminate the scene.
So if we now hit Render, we get an image like this:
Next we will use our own light sources to illuminate the scene, instead of the default lighting. Lights in Indigo must have finite area, i.e. they cannot be point or directional lights; so we create the simplest possible surface, a quad patch, and point it at the teapot (two lights are shown here, illuminating from the sides):
We must now create a material for this object, to specify an emission parameter. Open the Material Editor window and create a new Indigo Material, which we'll call "emitter".
In the emitter material settings, we'll set a black albedo colour (i.e. our light doesn't reflect any light) and a "white" emission colour:
We'll also create two new Indigo Materials for the teapot and the pedestal. Change the teapot material definition to "Phong", then turn it into copper by choosing its chemical name "Cu" from the Complex IOR combo box. For the pedestal material we'll simply choose a dark green colour for the Phong albedo:
If we now apply the emitter material to the two light quads, and the teapot and pedestal materials to their respective models, we get the following rendered result:
Another important material type is Specular, which simulates perfect reflection and refraction as governed by the physical Fresnel equations to produce realistic glass, water, acrylics etc.
The use of this material type is somewhat more complex than others, since objects with Specular materials must be closed (so as to produce a containing medium). For more information on this please see the manual page on physically-correct glass modelling.
We'll turn the copper teapot material into a glass material by changing its material definition to "Specular / glossy transparent". To give the glass some colour, we sett its transmittance colour to a cyan, and increase the Strength a bit to make it darker / more dense:
To better illustrate the effect of the Specular material we put a while wall behind the teapot and pedestal, and change the pedestal to be made of gold:
There is an increased amount of noise in the image, due to the complex light paths which can result from specular light interactions. Indigo's strictly unbiased rendering can have difficulty rendering such scenes cleanly using the normal sampling mode, and for these situations the MLT sampling mode can be of assistance.
HDR illumination is easy to set up, allowing for realistic and efficient illumination from distant light sources, as specified by Indigo Texture maps (illustrated here by the Uffizi Gallery HDR image by Paul Debevec):
This concludes the basic usage tutorial. For more information on using Indigo please refer to the rest of the manual and our Tutorials section, and our Forum contains a wealth of useful information (besides being a great community to interact with!).
IndigoMax supports 4 different basic configurations, or usage modes, to allow for greater workflow flexibility.
These configurations can be selected from the Render Setup menu, in the IndigoMax settings tab:
The 4 configurations work as follows:
The Indigo Material in 3ds Max allows you to switch between the various basic material types Indigo supports, specifically Diffuse / Oren-Nayar for rough reflecting materials (e.g. matte paint, chalk), Diffuse transmitter for rough transmitting materials (e.g. lamp shades, curtains), Phong for smooth reflective materials (e.g. metals, plastic) and Specular / glossy transparent for water or glass (both smooth and frosted).
There are also three more complex Indigo material types, which use other Indigo materials as sub-materials: Blend, Coating and Double sided.
Indigo materials can be found in the Indigo Renderer sub-menu when creating materials:
For more information about the Diffuse and Oren-Nayar materials, please click the links to see the relevant documentation pages.
Diffuse material settings:
For more information about this material type please see the Diffuse transmitter material documentation.
Diffuse material settings:
For more information about this material type please see the Phong material documentation.
For more information about the Specular and Glossy transparent materials, please click the links to see the relevant documentation pages.
For more information about the Blend material, please click the link to see the relevant documentation page.
Blend material settings:
For more information about the Coating material, please click the link to see the relevant documentation page.
Coating material settings:
For more information about the Double-sided thin material, please click the link to see the relevant documentation page.
Front and Back material settings:
The Indigo environment settings can be set from the normal 3ds Max environment settings, allowing a choice of physically-based Sun/sky or environment map illumination in your scene.
For example, to create a Sun/sky environment, open the Environment Settings dialog (keyboard shortcut: 8) and select the Indigo SunSky option from the Indigo Renderer Maps list:
The Indigo Sun/sky and environment map settings are described in the following sections.
Indigo offers two Sun/sky models: either the classical Preetham Shirley Smits model, or the more accurate spectrally simulated model.
In this mode, an Indigo Texture (potentially in HDR) can be used as a background map to illuminate the scene. Usually latitude / longitude maps are saved in the compact .EXR format.
In this section we'll cover using environment maps to illuminate a scene.
In a simple scene with the background clearly visible, open the Environment settings (keyboard shortcut: 8 key) and add a new Indigo Environment map:
In the Indigo Environment map settings, create a new Indigo Texture map for the Image channel:
In the Indigo Texture map settings, the coordinates used should be set to "Environment (lat / long)" if you are using a normal HDR environment map:
This is for the usual latitude / longitude format environment maps, which look like this (example by Paul Debevec):
If we render this setup with a simple "teapot on a pedestal" scene, we get the following result: