Lighting and Rendering / 3ds Max

This page contains the information about 3ds Max' lighting and rendering settings which can be used with Verge3D.


Verge3D supports three renderers provided by 3ds Max: Scanline, ART (recommended), and Arnold. The Scanline renderer is intended for use with Standard lights and materials, while the ART/Arnold is typically used with Photometric lights and Physical materials.

Choosing the right renderer is the first thing you should consider before starting to work with graphics. If you are not sure which renderer to choose, we recommend using ART. In order to set the renderer in 3ds Max, use the "Render Setup..." window.

Environment Lighting

Environment lighting is a very important component of Verge3D graphics pipeline based on ART/Physical materials. You may illuminate your scene with an environment map alone, without using any light objects (as in the Scooter demo).

The default cube template provides an HDR texture for image-based lighting. You can replace this texture with your own file, or setup environment lighting from scratch as shown in this video.


If you'd like to have dynamic shadows in your scene, or if you need to move the source of light (as with car lights), you may utilize light objects.

Verge3D supports two types of lights provided by 3ds Max: standard and photometric.

Photometric Lights

Photometric lights are typically used with Physical materials. Verge3D reproduces them by using 3ds Max' ART renderer as reference. In addition, you may use Physical Camera Expose Control settings to tweak the brightness and color range of your renderings.

Standard Lights

Standard lights are typically used with Standard materials. Verge3D reproduces them by using 3ds Max' Scanline renderer as reference.

Per-Object Rendering Settings

Render Order — modifies the rendering order for a particular object. The smaller the index, the earlier the object will be rendered. In most cases, you need to tweak this value when using Blend transparency to eliminate transparency artifacts.

Frustum Culling — enables/disables frustum culling optimization for the object. Uncheck this option if you have some skinned object which can move beyond the screen space to prevent it from being culled.

Global Rendering Settings

Global rendering settings accessible from the Verge3D Export Settings dialog window (Verge3D->Export Settings... in 3ds Max menu).

Anti-Aliasing — select what anti-aliasing algorithm to use for the scene:

Use HDR Rendering — enable high-dynamic-range rendering.

Environment Map Size — texture size to use for environment lighting:

IBL Environment Mode

Object Outlining — see below.

Outline Rendering

Outline rendering (aka silhouette edge rendering) is a common non-photorealistic rendering (NPR) technique that can significantly enhance the visual perception of your scene. This effect can be used for various applications such as e-learning, games, architecture visualization, and technical drawing.

To use object outlining (and optional glowing) in your Verge3D application, first enable the effect in the Verge3D Export Settings dialog, then use the outline puzzle to apply it to your object(s).

The outline rendering does not work inside AR/VR sessions. Use other methods to highlight your objects, such as animation or changing material's color.

You can tweak outlining using the following properties:

Enabled — enable/disable the effect.

Edge Strength — outlining strength factor.

Edge Glow — intensity of additional glowing (rendered beyond the main outline edge).

Edge Thickness — outline edge thickness factor.

Pulse Period — pulse period in seconds. Specify to make the effect animated.

Visible Edge Color — visible edge color.

Hidden Edge Color — color of the outline edge being rendered behind any other scene objects.

Render Hidden Edge — enable/disable rendering of the outline edge behind other scene objects.

Though it's possible to render glowing objects, in the most cases the outline rendering is used to improve visual clarity of your scene. If you need glowing from lamps or another bright objects, consider using the bloom post-processing instead.

Exposure Control

Verge3D for 3ds Max supports the following exposure control algorithms:

See the Autodesk's official documentation for more information on how to configure exposure controls for your scene.

Got Questions?

Feel free to ask on the forums!