The column capitals are awful, but other than that I really like how this design turned out.

I think the fabrics really showcase the power of iRay’s multi-layer materials. It wasn’t terribly complicated to get the raw silk and metallic-threaded fabric looking accurate. And backscattering is incredibly useful to give a nice comfy feel to velvets (see the soffits) and carpet.

Created in 3ds max, rendered with iRay.


I stumbled on this render of a home theater bar we did a few years ago-

Created with 3ds max 9. Rendered in Mental Ray.


foamymushroom asked: Hey man, I've just followed you because your max work is amazing. I also have a quick question, the jigsaw piece, how did you get those type of reflections and maps? Im guessing v-ray hdri? For the close up image.. But thats all I got. I like to think im getting better with max, but theres only so many tutorials to follow... Cheers man! Regards, Foamy. :)

Hi there. Thanks for the kind words!

I’ve been using iRay for all the lastest renders you see, although it is possible to get something close with Mental Ray or Vray. The only effect you wouldn’t be able to get without iRay is the spectral dispersion. That is all the rainbow-like colors inside the refractions. I know Mental Ray doesn’t support, but I don’t know about Vray.

The scene setup just uses an hdri map as an environment for light and reflections. There are no ‘lights’ in the scene.

It takes years and years to get to know max, try not to get frustrated and keep at it.


Experimenting with iRay.

I cranked up the spectral dispersion on the glass so it has more of a diamond-like property. The zoomed shot really shows this off.


This is a fairly simple scene I setup to do more testing with the iRay renderer. The full resolution is 3840 x 5760 px. Render time was about four hours.

I have a cropped shot of the full resolution attached. You can really see the caustics from the water and glass. This is such a step up from Mental Ray; the setup for indirect illumination and glossy reflections are completely effortless.

The falling water was created with 3dsmax’s SuperSpray.


This render is being shown in Electronic House this month.



Moving onto real world objects with iRay. I’ve been waiting so long for spectral dispersion.

Created in 3ds max, rendered with iRay.

4 hours, 1 min on an i7 with two GTX680s.


So they finally released a 3ds max update that supports the Kepler chipset for iRay. I’ve had two NVIDIA GTX680s sitting in my box chomping at the bit for months.

This is a simple material test using the iRay Layered Materials (which they also somewhat recently released). No lights were used in the scene, just an HDR environment map.

The 680s render incredibly fast. I’ve started using iRay for my work production in the last two jobs. It’s been surprisingly easy to adapt to. I don’t have any finished imagery yet, but I will post them here as soon as I do.