user guides
TRANSCRIPT
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2
Index
1. Installation ........................................................................................................................... 3
2. Basic Settings ....................................................................................................................... 7
2.1. Functions overview....................................................................................................... 7
2.2. Basic rendering procedure .......................................................................................... 8
2.3. Rendering set up for lucille Beta 0.9.4 for 3dsMAX .................................................. 9
3. Operating Instructions ......................................................................................................... 13
3.1.Operation for lucille Beta 0.9.4 for 3dsMAX .............................................................. 13
Anti Aliasing ................................................................................................................. 13
Global Illumination ...................................................................................................... 14
Motion Blur .................................................................................................................... 15
IBL ................................................................................................................................... 17
3.2. Common Parameters supported by lucille Beta 0.9.4 for 3dsMax .............................. 18
Common ............................................................................................................................. 18
3.3. Supported Material Maps ................................................................................................ 19
Supported 3dsMax Default Materials............................................................................ 19
Supported 3dsMax Default Maps .................................................................................... 21
Supported Parameters for the default 3dsMax Map .................................................... 22
lucille Materials .......................................................................................................... 24
3.4 Supported Light ................................................................................................................ 36
SpotLight ........................................................................................................................ 36
Directional Light .......................................................................................................... 37
Omni Light ...................................................................................................................... 38
4.Support ......................................................................................................................................... 42
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1. Installation
1.1. Getting started
lucille Beta supports a plug-in for Autodesk 3dsMax. Follow the procedures described
below to enable rendering using lucille from Autodesk 3dsMax.
1. Please download lucille Beta from the lucille Website.
2. Click setup_lucille_Beta_0.9.4_3dsMax2011.exe
3. To get installation started, click“Next”.
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4. Please read the Lucille EULA and check “I accept”when you agree with the EULA.
5. Check the components to download.
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6. Please choose the Install location of Lucille Renderer to install. Click “Next” un-
less you need a specific location.
7. Please choose the Install location of Lucille renderer plug-in for 3dsMAX. Click “In-
stall” unless you need a specific location.
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8. Installation will be started.
1.2. Confirm the Installation
Please use the following procedure to verify that the installation was completed
successfully.
1. Open Command Line Prompt and enter "lucille --version".
2. You will see the version of lucille to be operated.
If you have installed lucille before, the latest version may not be assigned to be op-
erated. If you find that it is not the version you want, please either delete the di-
rectory of the previous one or remove the directory from the “path” environment vari-
able.
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2. Basic Settings
2.1. Functions overview
lucille is an accelerated Global Illumination Renderer. Some of the lucille-specific
functions are described here.
lucille’s functions
Displacement
Performs 3D displacement using the specified parameters
Global Illumination
Performs Global Illumination with minimal artifacts
Motion Blur
Performs fast 3D motion blur
IBL(image-based lighting)
Environment lighting with HDR images
Light
Partially supports 3dsMax Standard lights
Material
lucille Material
Partially supports 3dsMax Standard Materials and Maps
Geometry
Polygon and subdivision surface
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2.2. Basic rendering procedure
lucille Beta 0.9.4 for 3dsMAX supports a plug-in for Autodesk 3dsMax. Assign lucille
Renderer from [Render setup]>[Common] on 3dsMax same as other renderer such as mental
ray or V-ray. The following shows the basics steps for rendering using lucille on
3dsMax.
1. Choose [Rendering] from the menu bar, and click [Render Setup].
2. Click [Choose Renderer...] in [Production] from the [Assign Renderer] rollout.
3. Choose [lucille Renderer] from the renderer list on [Production] and click [OK]*1
4. Unlock [Production] and [Material Editor], and choose [Default Scanline Renderer]
on [Material Editor].
5. Set up parameters of lucille functions from [Render Setup]>[lucille menu] as you
like. See “Rendering set up for lucille Beta 0.9.4 for 3dsMAX” for details on
parameter settings of lucille functions.
6. Please check “Supported Material and Map”about the details of material settings.
7. Click the [Render] button located on the bottom of [Render Setup] rollout. lucille
should start rendering.
*1If "lucille Renderer" cannot be found from the renderer list, lucille plug-in for
3dsMax may not be loaded correctly. Please check if [LUCILLE FOR
3dsMaxRENDERER.DLR](Lucille Renderer) is recognized from [Plug-in-Manager...] in
[Customize] and that the status is loaded. *2[Material Editor] is not supported by lucille, so the Sample Slot of Material Editor
does not get displayed when [Material Editor] is locked and lucille is chosen.
RenderProduction
Render Botton
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2.3. Rendering set up for lucille Beta 0.9.4 for 3dsMAX
lucille Beta 0.9.4 for 3dsMax has following functions.
Anti Aliasing
Displacement
Global Illumination
Motion Blur
IBL(Image Based Lighting)
These functions are to be set up from [Rendering]>[Render Setup]>[Lucille Renderer].
Anti Aliasing
Adaptive
Not available on this version
Quality
Determine the number of rays to trace for 1 pixel. Increasing [Quality]
will result in better quality, but more rendering time will be required.
The range is from 1 to 32.
Filter
Choose a type of anti-aliasing filter to use.
Supported filters include [guassian], [box], [triangle], [catmull-rom],
and [sinc].
[pixels] is to determine the kernel size of the filter. The range is from
1.0 to 3.0 pixels.
Displacement(Global Settings)
Enable
Determine if displacement is available or not.
The following options configure the level of fineness in displacement.
Level
Determine the number of divided polygons to be applied displacement. The
recommended range is from 1 to 6. [Level] is available only when [View
dependent] is off.
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View dependent
Determine the fineness of displacement automatically. When an object is
far from a view point, the less number of divided polygons are created.
When an object is close to a view point, the more number of divided
polygons are created.
[View dependent] is not available with Motion Blur. When using them both,
[View dependent] will be off.
Edge len
Determine the number of divided polygons when using [View dependent]. For
example, when [Edge len] is set in 1.0 pixel, polygons are divided in 1.0
pixel width from the view point. Decreasing [Edge len] create more effect
of displacement. The range is more than 0.1. [Edge len] is available only
when using [View Dependent]
*When [Edge len] is 0 or more than 25, rendering process may fail.
Global Illumination
Enable
Determine if Global Illumination is available or not.
Quality
Determine the number of final gather rays. Increasing the value reduces
noise, but will also increase rendering time. The range is from 1 to 32.
Estimation samples
Determine the number of G.I samples. Increasing this value leads to a
more accurate rendering result, but will also increase rendering time.
G.I. scale
Enhance Global illumination effect.G.I. when its effect needs to be exag-
gerated. G.I.scale is not physically accurate, but may be needed to get a
more visibly different result.
Save cache
Save G.I sample as Real Flow bin particle format. This is only for de-
bug.G.I.
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Motion Blur
Enable
Determine if Motion Blur is available or not.
Duration(frames)
Determine the duration to apply motion blur for. The value is in units
of frames.
Interval Center
Determine the center point. The range is from 0 to 1.
Subdivs
Determine the number of times to divide a object in a frame by time line.
Increasing the value makes an animation smoother, but the rendering time
and memory will be required. This version is supporting only linear. The
value is fixed in 2.
Quality
Determines the number of rays. Increasing the value will result in a
better quality result, but more rendering time is required.The range is
from 1 to 100.
Note
When using Motion Blur, each objects need to be set motion blur available.
Right click when choosing objects to be applied motion blur, and click
[Object Property].Then set [Motion Blur] in [object].
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IBL
Enable
Determine if IBL is available or not.
Number of points
Determine the number of light samples of IBL. Increasing [Number of points]
results in less noise, but more rendering time is required.
Light multiplier
Determine multiplier samples from IBL map. Increasing [Light multiplier] in-
creases the intensity of the light.
HDRI Map Path
Determine the path for HDRI. The file formats should be Wald's RGBE for-
mat(.hdr) .
Visible
Determine if the HDRI is visible or not on the background.
Rend multiplier
Determien brightness of HDRI and the location of HDRI in the background.
Map coord
Determine the coordinate system of IBL Map. Angular supports Angular Map
format and Mirror supports Longitude-Latitude format. Spherical is not
supported by this version.
vert rot
Rotate HDRI vertically. The unit is degree.
horiz rot
Rotate HDRI horizanally. The unit is degree.
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3. Operating Instructions
The followings are described operating instructions for Anti Aliasing, Displacement,
Global Illumination, Motion Blur, IBL. See “Rendering set up for lucille Beta 0.9.4
for 3dsMAX”, about the details of setting each parameters.
3.1.Operation for lucille Beta 0.9.4 for 3dsMAX
Anti Aliasing
1. Choose [Rendering]>[Render Setup], and open [Lucille Renderer]tab.
2. Choose type of filters from [Filter].Supported filters are
Gaussian,box,triangle,catmull-rom,sinc.
3. Set the width to apply a filter. Enter a value you need in [pixel] box. The range
is from 0.1 to 3.0. Increasing the value of [pixel] result in the smoother edge.
4. Set [Quality] up. The range is from 1 to 32. Increasing [Quality] result in less
jaggy, but the more rendering time will be required.
5. Start rendering by clicking [Render] button on the right bottom of the window.
6. The render result will be displayed.
* Rendering example
With anti aliasing
Quality:3
Pixel:2.0
Without anti aliasing
Quality:1
Pixel:0.1
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Global Illumination
1. Choose [Render Setup] from [Rendering], and open [Lucille Renderer] tab.
2. Check [Enable] in[Global Illumination].
3. Set[Quality]. Increasing [Quality] will result in less noise, but the rendering
time will be required.
4. Set[ Estimation Samples] . Increasing [Estimation Samples] will result in more
physically accurate, but the rendering time will be required.
5. Set[G.I.Scale]. Increasing [G.I. scale] will enhance the G.I. effect, although
it will not be physically accurate.
6. Start rendering by clicking [Render] button on the right bottom of the window.
* Rendering example
With G.I.
Quality:4
Estimation Samples:1000
G.I.Scale:3.14
Without G.I
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Motion Blur
1. First, prepare an animation scene.
2. Choose [Render Setup] from [Rendering], and open [Lucille Renderer] tab.
3. Check [Enable] in [Motion Blur].
4. Set [Duration]to apply motion blur. The value is in units of frames.
5. Set [Interval Center]to determine the center point for motion blur. The range is
from 0 to 1.
6. Set [Quality]to determine the number of rays. Increasing [Quality] result in bet-
ter quality.
7. Open [Object Properties] by right clicking the object you would like to blur.
8. Check [Object] in [Motion Blur] from the [General]tab.
9. Choose the period of the animation to render.
10. Start rendering by clicking [Render] button.
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* Rendering example
Anti Aliasing
Quality:1
Pixels:2.0
Motion Blur
Duration:0.5
Interval Center:0.0
Subdivs:2
Quality:5
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IBL
1. First, prepare HDRI for IBL. The format should be Angular Map or Longitude-Latitude.
2. Enter the path of HDRI which you have in[HDRI Map Path].
3. Check[Enable].
4. If needed, check [Visible] to set the HDRI as the background of the rendering re-
sult.
5. Set[Number of Points]to determine the number of light samples for IBL map.
5. Set [Light multiplier]. Increasing [Light multiplier] increases the intensity of
the light.
6. Start rendering by clicking [Render] button on the right bottom of the window.
* Rendering example
Anti Aliasing Quality:2
IBL Enable:on,visible:on
Light multiplier: 0.6
Map coord:Mirror
horiz rot: 35
Anti Aliasing Quality:2
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3.2. Common Parameters supported by lucille Beta 0.9.4 for 3dsMax
Like other plug-in renderers, lucille Beta 0.9.4 for 3dsMax supports common renderer
parameter settings. The following is a list of supported/unsupported features. Parameters
in the red rectangle are currently not supported. Please refer to 3dsMax's reference manual
for the usage of each feature.
Common
The following parameters are supported.
Time Output
Render Output
Email Notifications
Scripts
Assign Render
Only "Production"*1
*1
Material Editor and ActiveShade is not
supported. Select Default Scanline
Renderer as the Material Editor Renderer.
Area to Render, Lighting, and Bitmap
Proxies are not supported.
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3.3. Supported Material Maps
lucille Beta 0.9.4 for 3dsMax supports the default material map for 3dsMax. lucille also
offers its own materials, and supports import from RSL(RenderMan shading language) shaders.
Some Mental Ray materials and V-ray materials are also supported.
The following is a list of 3dsMax default material maps, lucille materials, RSL shaders,
and V-ray materials supported by lucille. Some features of the default 3dsMax material map
and V-ray material map are not supported. Features not currently supported are shown in a
red rectangle.
Please refer to 3dsMax, Mental Ray, or V-ray's reference manual for the usage of each
feature.
Supported 3dsMax Default Materials
lucille supports the following materials
Standard
Other materials are not supported on the current version.
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Supported parameters of the default 3dsMax material
Standard
The following parameters are supported
Shader Basic Parameters
The following shaders are not
supported
Multi Layer
Oren Nayar
Strauss
Translucent Shader
Wire is not supported.
Face Map is not supported.
2-Sided is not supported.
Sample Slot*1, Extended Parameters,
SuperSampling, Dynamics Properties, DirectX
Manager, and Mentalray Connction are not
supported.
*1
lucille Beta 0.9.4 for 3dsMax cannot display
the created materials in the sample slot. By
assigning Default Scanline Renderer as the
renderer for [Material Editor], the preview
will show up, but will be slightly different
from the actual rendering results by lucille.
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Supported 3dsMax Default Maps
Maps Rollout
The following map properties are supported.
Diffuse Color
Bump
Bitmap, Mix, or Normal Bump with
Bitmap can be specified for Map.
Displacement
Only Bitamp can be specified for Map.
Maps
The following Maps are supported.
Bitmap
Normal Bump
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Only Explicit Map Channel is
supported.Vertex Color Channel,
Planar from Object XYZ, Planar
from World XYZ are not supported
Supported Parameters for the default 3dsMax Map
Bitmap
The following parameters are supported.
Bitmap Parameters
Only the file name field is
supported for Bitmap. The type of
images supported is PNG and JPG.
Coordinates
Environ is not supported.
Only Explicit Map Channel is
supported for Mapping
U, V is not supported for Angle.
Blur and Blur offset is not
supported.
VW, WU is not supporte
Noise, Time are is not supported.
Noise
The following parameters are supported.
Noise Parameters
Output
Coordinates is not supported.
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Normal Bump
The following parameters are supported.
Parameters
Only Tangent is supported for
Method.
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lucille Materials
lucille Beta 0.9.4 for 3dsMax can create various textures using lucille's materials. The
materials supported are lucille material and AO(Ambient Occlusion) material. lucille
material is mainly used for basic texture settings.
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lucille Material
Diffuse
Diffuse: Set Diffuse color and map.
Multiplier: Set the mixture level of diffuse and Bitmap.
Roughness: Set roughness of
Contribution: Contribution of diffuse term.
Reflection
Reflection: Set Reflection color and map.
Multiplier: Set the mixture level of diffuse and Bitmap
Reflectance: Set the degree of reflectance.
Reflection glossiness: This parameter is a coefficient for gloss reflection. It
is used to get a rough metal texture. Set to 0.0 for weakest glossiness, and 1.0
for strongest glossiness.
Reflection glossiness quality: Set the sampling count for reflection glossiness.
A higher value can lead to better quality, but will result in more rendering time.
Reflection falloff dist: Set Fall off distance for the reflection ray.
Reflection falloff color: If the reflection ray hits an object or background
longer than the falloff distance, this color will be applied as the ray's color.
Enable falloff: Set falloff
Refraction trace depth: Limit the number of reflection.
Reflection cutoff threshold: lucille tries to estimate the contribution of re-
flections to the image, and if it is below this threshold, these effects are
not computed.
Fresnel reflection: Set the strength of reflection and refraction according to
the Fresnel reflection equation.
Refraction
Refraction: Set the Refraction color and map.
Multiplier: Set the mixture level of diffuse and Bitmap.
Refractance: Set the degree of reflectance.
Index of Refraction: Set Refractive Index.
Refraction glossiness: This parameter is a coefficient for gloss refraction. It
is used to get a rough glass texture. Set to 0.0 for weakest glossiness, and 1.0
for strongest glossiness.
Refraction glossiness quality: Set the sampling count for refraction glossiness.
A higher value can lead to better quality, but will result in more rendering time.
Refraction falloff dist: Set the Fall off distance for the refraction ray.
Refraction falloff color: If the refraction ray hits an object or background
longer than the falloff distance, this color will be applied as the ray's color.
Enable falloff: Set falloff
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Refraction trace depth: Limit the number of refraction.
Refraction cutoff threshold: lucille tries to estimate the contribution of re-
fractions to the image, and if it is below this threshold, these effects are
not computed.
BRDF
BRDF type: Set the BRDF model. Currently only the Wald model can be selected.
Aniso axis: Set the Aniso axis.
U aniso: Set the Aniso for the U direction. A smaller value will have sharper re-
sults.
V aniso: Set the Aniso for the V direction (Perpendicular to U direction). A
smaller value will have sharper results.
Note
Reflection parameters follow the law of physics. Diffuse, reflection, and refraction
parameters do not always effect the shading results. The parameter values will be ad-
justed inside the shader so the amount of energy follow the rule of physics.
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A Guide for Creating a lucille Material
It is possible to create a custom material using the lucille material. A lucille material
can be created by setting the parameters of a material and setting it as a preset. The
following is a guide to create lucille Material.
Creating a new material
1. Boot the lucille material script [lmmaterial.ms].
2. Open the [Material Editor].
3. Click the [Standard] button inside [Material Editor].
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4. Choose [lucilleMax Material] from the [Material/Map Browswer].
5. Change the parameters inside [Base Parameter] and [BRDF Parameters] to create a materi-
al.
Creating a new material from existing materials
A new material can be created by using the parameters of an existing lucille material. Some
material presets can be found at lucille's website
(http://www.fixstars.com/ja/lucille/resources/index/). A material of your choice can be
created by using these material presets and changing some of the parameters. The following
guide describes how to create a new material from existing materials.
Step by step Guide
1. Load a lucille material save as a 3dsMax material(mat.)
※Refer to "Loading lucille material" for procedures to load a lucille material.
2. Change the parameters inside [Base Parameter] and [BRDF Parameters] to create a custom
material.
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Exporting lucille Material
A lucille Material can be exported as a 3dsMax material (.mat) file. The following is a
guide to export your custom lucille material.
Step by step guide
1. Check if the [lucilleMax Material] you want to export is inside the [Material/Map
Browswer].
2. Select the [Material Slot], click [Get Material], and open [Material/Map Browser].
3. Click [Put to Library] and enter the name of the exporting material.
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4. Select [Mtl Library] from [Browse From:] inside [Material/Map Browser].
5. Select [File] > [Save as] > [Save Material Library] and specify a directory to save the
material to.
6. Click [Save] to export the material. The material will be exported to the directory you
specified.
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Loading lucille Material
Lucille materials saved as 3dsMax material(mat.)files can be loaded to 3dsMax. The fol-
lowing is a guide to load such lucille material files,
Step by step guide
1. Boot lucille material script
※ Refer to "Booting lucille material" for a guide on how to boot a lucille material script.
2. Open [Material Editor].
3. Choose [Material Slot], click [GET Material], and open [Material/Map Browser].
4. Check [Mtl Library] at [Browse From:] inside [Material/Map Browser].
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5. Click [File] > [Open], and specify the material file you wish to load.
6. The selected material will be added to the right side of [Material/Map Browser].
7. Click the added material inside [Material/Map Browser], and it will be applied to a
[Material Slot] selected in [Material Editor].
※lucille Beta 0.9.4 for 3dsMax does not support rendering within the [Material Editor].
Therefore, a lucille material cannot be previewed inside a [Material Slot]. If a mate-
rial is applied successfully, the [Material Slot] will become blank or the object will
be shown in black.
34
8. Assign the material to an object by drag & drop.
9. Click[Render] inside [Render Setup], and check if the material is loaded properly.
Rendering example of lucille material: Glass.
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AO(Ambient Occlusion) Material
Base Parameters
Quality: Set the sampling count for AO. A larger value will lead to noise-less
rendering results, but will also take longer to render.
Cutoff: A ray that hits after it traveled longer than the specified distance will
be assumed it was not occluded. Setting zero will disable this parameter.
Output Beta:Occludsion rate will be output as Beta values.
Invert Beta:Beta values will be inverted when Output Beta option is enabled.
Un-occluded: Set the color of a ray that was not occluded.
Occluded: Set the color of a ray that was occluded.
Sample of rendering results:
Anti Aliasing
Quality:3
Pixels:2.0
Ambient Occlusion
Quality:128
Cutoff:0.0
Anti Aliasing
Quality:3
Pixels:2.0
Ambient Occlusion
Quality:128
Cutoff:10.0
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Shadows are all ray cast.
Area Shadow will become soft shadow,
Shadow Map, Ray Traced Shadows, mental ray
Shadow Map, Adv.Ray Traced will become hard
shadow.
3.4 Supported Light
lucille Beta 0.9.4 for 3dsMax supports 3dsMax Standard Lights. The following are a list of
the supported/unsupported features for 3dsMax Standard Lights.
SpotLight
The following parameters are supported.
Object Type
Name and Color
General Parameters
Use Global Settings is not supported
All selection items for Shadows
will be recognized as raytracing. Selecting Ar-
ea shadow will result in soft shadow, and se-
lecting other items will result in hard shadow.
Intensity/Color/Attenuation
Spotlight Parameters
Only Circle is supported
Overshoot is not supported.
Advanced Effects
Projector Map is not supported.
The following parameters are not supported.
Shadow Parameters
Shadow Map Params
Area Shadows
The following parameters are supported.
Basic Options
Only Rectangle and Sphere are supported.
37
Directional Light
The following parameters are supported.
Object Type
Name and Color
General Parameters
Use Global Settings is not supported.
All selection items for Shadows
will be recognized as raytracing. Selecting Area
shadow will result in soft shadow, and selecting
other items will result in hard shadow.
Intensity/Color/Attenuation
Directional Parameters
Only Circle is supported
Overshoot is not supported.
Aspect is not supported.
Advanced Effects
Projector Map is not supported.
The following parameters is not supported.
Shadow Parameters
Shadow Map Params
Shadows are all raytcast.
Area Shadow will become soft shadow,
Shadow Map, Ray Traced Shadows, mental ray Shadow
Map, Adv.Ray Traced will become hard shadow.
38
Shadows are all rayt cast.
Area Shadow will become soft shadow,
Shadow Map, Ray Traced Shadows, mental ray Shadow
Map, Adv.Ray Traced will become hard shadow.
Omni Light
The following parameters are supported.
Object Type
Name and Color
General Parameters
Use Global Settings is not supported.
All selection items for Shadows will be
recognized as raytracing. Selecting Area shadow
will result in soft shadow, and selecting other
items will result in hard shadow.
Intensity/Color/Attenuation
Directional Parameters
Only Circle is supported
Overshoot is not supported.
Aspect is not supported.
Advanced Effects
Projector Map is not supported.
Shadow Parameters, Shadow Map Params is not sup-
ported.
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3.6.lucille Specific Property
lucille Beta 0.9.4 for 3dsMax supports lucille specific objet properties. Use the proper-
ties when you wish to set rendering properties per object.
Step by step guide
1.Click [MAX Script] > [Run Scripts...] and boot the script for object properties (file
name [lmproperty]). The file is stored at "C:\Program
Files\lucille\plugins\max\max2010_x86_64\scripts\lmproperty.ms" at default.
2 Lucille Properties will be added to the menu.
3.Click [Lucille properties] to display the lucille properties window.
40
Lucille properties parameters
Emit GI
Set if the object emits GI.
Receive GI
Set if the object receives GI.
Surface ID
Set an ID to a surface for calculation (not supported for this version)
Object visible to GI ray
Set if the object is visible from the GI ray (not supported for this version)
Object visible to reflection ray
Set if the object is visible from the reflection ray (not supported for this ver-
sion)
Object visible to refraction ray
Set if the object is visible from the refraction ray (not supported for this ver-
sion)
Displacement Setting
Use global settings is on : Use Render global setting.
Use global settings is off : Set displacement setting per object. Each parameter
is the same as render global.
Matte object
Set if the object is a matte object.
Matte Alpha multiplier
Set a multiplier coefficient for when the Matte object option is enabled.
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3.7. Rendering Frame
lucille Beta 0.9.4 for 3dsMax can display rendering results in the rendering frame. The
following are a list of supported/unsupported parameters.
The following parameters are supported.
Area to Render
Region is not supported.
Viewport
Only Perspective view is supported. If Top, Front, or Left is selected, an invalid
rendering result will be displayed.
The following parameters are not supported.
Render Preset
An invalid rendering result will be displayed when selected.
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4.Support
Please contact us about business inquiries including quote requests and partnership
opportunities.
Please feel free to contact us about additional functions and shaders.*
Fixstars Coporation
Gate City Ohsaki West Tower 18F
1-11-1 Ohsaki, Shinagawa-Ku
Tokyo, Japan 141-0032
Autodesk 3dsMax is a registered trademark or a trademark of Autodesk,Inc
Mental Ray is a registered trademark or a trademark mental of images GmbH
V-ray is a registered trademark or a trademark of Chaos Software Ltd
The RenderMan is a trademark of Pixar.
The RenderMan(R)Interface Procedures and Protocol are:Copyright 1988,1989,2000,2005 Pixar.All Rights Reserved.