Let’s pick up on the topic Let .mi export… and show how to export to .mi from 3ds Max.
Step by Step Procedure
You can simply export your scene to an .mi file in 3ds Max when using mental ray as Production renderer.
- Go to “Rendering/Render Setup” or press F10.
- Choose NVIDIA mental ray as Production renderer.
- You find “Export to .mi File” in the “Processing” panel in the “Translator Options” rollout.
Note: All the controls (but the “Browse…” button) are initially greyed out until a filename is specified.
- Press the “Browse…” button to spectify the .mi file output.
- Render or press Shift+Q. Instead of actually rendering, the scene is exported to .mi file.
You can use mental ray Standalone to render the exported .mi file.
Note: When rendering with Standalone you might see errors about missing SubstanceShader.dll and PointCloudShader.dll. These errors can usually be ignored and do not prevent proper rendering. You might want to delete the corresponding link in the .mi file to prevent these errors to show up (see link directives at the top of the .mi file).
“Export on Render”
Uncheck “Export on Render” if you want to render to the viewport instead of export to .mi file.
If you choose to export “Un-compressed” (the default), the three dimensional vectors in objects are echoed in ASCII format. If you uncheck this option and choose to export compressed, vectors in objects are exported in binary format resulting in a smaller .mi file size and in exact floating point precision. See also the section “Export Binary vs. Ascii” in the post about exporting to .mi file in Maya.
“Incremental (Single File)”
If you select “Incremental (Single File)” options, animations are exported as a single .mi file that contains a definition of the first frame and descriptors of the incremental changes from frame to frame. If you uncheck “Incremental (Single File)”, each frame is exported as a separate .mi file.
Allows to specify the output file name.