Note that the Arnold rendering plugin for 3ds Max supports this new API, making it easy for 3rd party plugins to experiment with it and support it. You can do this:. Any declared 2D post render effect in 3ds Max should only be applied to the entire rendered image after it has been stitched and not to the individual region rendered images. The Unreal Engine renderer needs to interpret those light intensities in a context in order to determine the luminance of the scene: how bright or dark that scene should appear in the final rendering. This can cause collisions to happen where you're not expecting them.
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