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  1. RAY TRACING: SPEEDING UP THINGS (OBJECTS)
  2. RAY TRACING: SPEEDING UP THINGS (GLOBALS)
  3. RAYTRACING: INDEX OF REFRACTION (IOR)
  4. RENDERING: FILTERS FOR STILL IMAGES VERSUS VIDEO
  5. RENDERING VIDEO: RENDER FRAMES, NOT FIELDS
  6. RENDERING VIDEO: MAKE SURE VIDEO COLOR CHECK IS ON
  7. RENDERING VIDEO: CHECK YOUR GAMMA!
  8. RENDERING GREAT BIG, GIANT, HONKING, ENORMOUS IMAGES SUCCESSFULLY
  9. DON'T RENDER MOVIES—RENDER FRAMES!
  10. SPEAKING OF THE RAM PLAYER...
  11. RERENDERING FROM THE ENVIRONMENT BACKGROUND
  12. OKAY, SO YOU REALLY WANT TO RERENDER YOUR ANIMATION...
  13. IFL = IMAGE FILE LIST
  14. YOU CAN'T CREATE .IFL FILES ON READ-ONLY MEDIA!
  15. MANIPULATING IMAGE SEQUENCES USING .IFLS
  16. CREATE NESTED .IFL FILES
  17. A CHICKEN AND EGG PROBLEM: HOW DO YOU SET UP AN ANIMATED BACKGROUND FOR A SCENE IF YOU HAVEN'T RENDERED THE BACKGROUND YET?
  18. COULD YOU MAKE THINGS MORE COMPLICATED, PLEASE? (WHAT ABOUT USING A COMPOSITING PROGRAM?)
  19. COMPOSITING USING VIDEO POST
  20. RENDERING WITH SCANLINE MOTION BLUR: MULTI-PASS AND IMAGE
  21. RENDERING WITH SCANLINE: MIX IMAGE AND MULTI-PASS MOTION BLUR
  22. RENDERING IMAGES FOR PRINT: TEACH THOSE PRINT FOLKS A LESSON (OR TWO...)
  23. RENDERING IMAGES FOR PRINT: OH YEAH, ANOTHER THING...
  24. "THOSE PRINT PEOPLE"—MAKE IT EASIER ON THEM WITH 3DS MAX 6
  25. THE PRINT SIZE WIZARD (ENOUGH WITH THE PRINTING STUFF ALREADY!)
  26. MENTAL RAY IS IN THE BUILDING!
  27. MENTAL RAY IS ON THE COUCH!
  28. USE MENTAL RAY'S IMAGE SAMPLING WISELY
  29. IN MENTAL RAY, CONTRAST CAN SAVE YOUR DAY!
  30. HIDDEN LINE RENDERING: RENDER TO VECTORS IN MENTAL RAY
  31. TRIM YOUR (BSP) TREE IN MENTAL RAY
  32. MENTAL RAY PREFERENCES: PLEASE LEAVE ME A MESSAGE
  33. RENDERING AESTHETICS: OUTER SPACE SCENES
  34. RENDERING AESTHETICS: UNDERWATER SCENES
  35. RENDERING AESTHETICS: DISTANT LANDSCAPES
  36. RENDERING AESTHETICS: STILL LIFE AND MACROPHOTOGRAPHY
  37. "HELLO... YOU'VE GOT RENDER!"
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This chapter is from the book

This chapter is from the book

RENDERING IMAGES FOR PRINT: TEACH THOSE PRINT FOLKS A LESSON (OR TWO...)

It never fails—I'll have someone in the print industry want me to supply him with a 3D rendered image for a magazine or a poster, and when I ask, "What resolution do you want it?" he responds, "Make it 300 DPI." If this happens to you, first, resist the urge to smack the person. Second, explain that DPI—dots per inch—is simply a way of subdividing (measuring) a fixed, final value (your 3D rendering), not the actual measurement itself. (It's like asking, "How far is it from here to the next town?" and the person responds, "55 miles per hour.") Arrghhh!

Instead, tell the client that you need to know both the DPI and the final print size. For instance, if that person is running an image that's going to be 8 inches x 9 inches, at 300 DPI, then (in general) you should render your 3D graphic at a figure of 1 pixel equals 1 dot. Multiply 300 DPI by this final print size, and you'll get a rendered image that's 2400 x 2700 pixels. That's what you should render and deliver to the client (along with your invoice asking for immediate payment).

Figure 6.25Figure 6.25

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