What to do after the download

  1. Exit all your 3ds Max sessions.
  2. Double click the .msi file - RichDirt/RichScene uses standard windows installers. Installation requires Admin privileges.

    Attention: In 2016-2011 3ds Max Design users needed to change the install path to C:\Program Files\Autodesk\3ds Max Design 201X. In 2017 Autodesk merged both Design and Standard versions so you do not need to change the path. For 2011-2016: Do the change after the installer started (it will ask you).
  3. The free trial of RichDirt does not require any license. You can now directly start 3ds Max, and use it.
  4. Start 3ds Max. Select the renderer ( V-Ray or mental ray) (Rendering -> Render Setup -> Common Parameters , scroll to the lower end and open the ´Assign Renderer´ rollup)
  5. Create a box. Open the material editor. V-Ray users create a V-Ray material. mental ray users create a material, for example an Arch and Design material. Click the map button of the ´Diffuse´ color. This opens the Material/Map Browser. RichDirt is a map (not a material), and is found in the ´standard´ map Rollup.
  6. In the RichDirt map choose a Red color for ´Dirt´. Assign the material to the box that you created in step 5. Hit Render ! Congratulation - your first image with RichDirt !
  7. V-Ray network rendering (aka ´Distributed Bucket Rendering´) - copy C:\Program Files\Autodesk\3ds Max 2019\plugins\richdirt\richDirt2.dll. to each of your slave machines (same folder on slave machine). (Use the right version \Autodesk\3ds Max 2011, 2012,13,14,15,16)
  8. mental ray network rendering (aka ´Distributed Bucket Rendering´) - copy C:\Program Files\Autodesk\3ds Max 20XX\NVIDIA\shaders_autoload\mentalray\shaders\richDirt2_mr.dll. to each of your slave machines (same folder on slave machine). (Use the right version \Autodesk\3ds Max 2011, \Autodesk\3ds Max 2012 ). 2011 and 2012 used \3ds Max 2011\mentalimages instead of \3ds Max 2013\NVIDIA in the path. 2017 uses C:\Program Files\Autodesk\3ds Max 2017\Plugins\NVIDIA\Shaders\shaders_autoload\mentalray\shaders. As of april 2018 it seems that NVidia doesnt ship a version for Max 2019.
  9. Do you use Backburner? Network rendering via Backburner is technically different from network rendering via ´Distributed Bucket Rendering -DBR´ (see above). DBR cuts a single image into tiles, and assigns tiles to different machines in a network. DBR can be used to render a single image faster. Backburner typically works on full images, like an animation, a whole image is then rendered on one machine. For V-Ray it is sufficient to copy richDirt2.dll to all machines. For mental ray 2 dlls had been required. One dll is richDirt2_mr.dll - this is the mental ray shader dll. The second dll is (like for V-Ray) richDirt2.dll. richDirt2.dll is found in C:\Program Files\Autodesk\3ds Max 20XX\plugins\richDirt.dll richDirt2_mr.dll is found in C:\Program Files\Autodesk\3ds Max 20XX\NVIDIA\shaders_autoload\mentalray\shaders\richDirt_mr.dll. In 2017: 2C:\Program Files\Autodesk\3ds Max 2017\Plugins\NVIDIA\Shaders\shaders_autoload\mentalray\shaders For Backburner the dlls are required for -each- machine that is used as a render node. One way to achieve this is a common directory for all plugins. To use a common directory one -must- use UNC paths. See the Autodesk documentation on Backburner and UNC paths. Simply copy the dlls manually to this common directory. Using a common UNC directory obviously doesn´t allow mixing 32 bit and 64 bit. It is a good idea to test that the installation indeed worked - render an animation of 200 frames via backburner, a simple cube with RichDirt will be fine, if the installation didn´t work you would see drop outs in the animation. If you don´t use UNC paths there are 2 ways to get things to run: - copy the dlls manually. - or simply run the installer on each render node machine.
Enjoy rendering with RichDirt !


mental images and mental ray, are registered trademarks, and are trademarks of NVIDIA, in the U.S.A. and/or other countries. Autodesk and 3ds Max are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. Adobe and Photoshop and After Effects are either registered trademarks or trademarks of Adobe Systems Incorporated in the United States and/or other countries. All other brand names, product names, or trademarks belong to their respective holders.