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Deferred Rendering Pipeline using 3dsmax

Deferred Rendering Pipeline using 3dsmax

Anonymous
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Deferred Rendering Pipeline using 3dsmax

Anonymous
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As you all may know a deferred render system is a very popular technique in many triple A games, including the HD Era of Grand Theft Auto games + Red Dead Redemption 2.

My question is how do 3d artists within game studios like Rockstar Games (that DO NOT use UNITY or UNREAL ENGINE) preview what their assets/3d models would look like in the deferred rendering game engine WITHOUT having to bug a programmer to upload their models each and every time they want to preview their work. Surely there is a way to integrate your DirectX deferred rendering pipeline system WITHIN the 3ds max viewport to be able to view your work in real time.

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omidt_gh
Enthusiast
Enthusiast

there are many solutions, the very best solution we always used is a bridge between the 3dsmax/Maya/Blender/etc and the game engine. you can find at least one of these plugins for 3dsmax for free or at least very cheap.
For example, With this method, the 3dsmax viewport will be rendered directly inside of the Unreal engine and will show inside of 3dsmax viewport.

Of course, the other solutions like in-house development of plugins and bridge are available too.

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