Quick Passes

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Easy rendering of commonly used render passes for compositing.
Quick Passes support Default Scanline, Mental Ray and Vray renderers and Materials.
Quick Passes can render:
- Black-White mattes for selected objects or for reflections over selected objects with any supported renderer, with the options of considering current Displacement Maps, Material Opacities, and Object Opacities.
-Ambient Occlusion of the scene with any supported Renderer, with the options of wireframed AO for selected Objects (For Mr only) and considering current Displacement and Bump maps.
-Reflections on selected objects with any of supported Renderer with the options of considering current Displacement and Bump maps. If there is no light in the scene (default lights) selecting only one geometry object is enough. If there are lights in the scene you have to add them also to the selection. Selected lights not necessarily have to be turned on. You can also blur the reflections with the given spread and sampling values. And turn on or off current Environment Map.
-Shadows on selected objects with any of
supported Renderer. At least one light and one geometry objectmust
selected.Selected lights not necessarily have to beturned on or their cast shadow
options checked.
Quick Passes dont change your scene settings or materials. Ok, it actually changes them but, puts everything back afterwards. Special Thanks to Ivan Tepavicharov for letting me use his Idea of getting and recalling materials. All Get and Recall functions of Quick Passes based on Ivan's idea.
Just run the script, select the pass you want to render, override the renderer if you want, select the necessary objects and/or lights, hit render.
For matte render you must select at least one geometry object

For AO render you dont have to select anything (if you check Wireframed AO, and usin MR renderer, selected objects will be wireframed.
For Reflection rendering you must select at least one geometry object and one light. If there isnt any light in the scene, only selecting one object is enough
For Shadow rendering you must select at least one geometry object and one light. Selected light dont have to be casting shadows or turned on. In any case light will be turned on and its current shadow type will be used.
It will render the scene using current common properties of the scene.
Feel free use, distribute, alter and impove it. I appreciate if you let me know about your opinions, bug reports, requests or improvements.
Version History
------------------------
2.15
-Several Bug Fixes with save options.
-Added new option to AO Pass. Now it is capable of rendering AO passes only on selected objects.
2.13
-matte pass support for AfterBurn
-Daylight System Support
2.12
-Added support for Vray Camera. Exposure control, Vignetting and White Balance issues handled (Thanks to birket)
-Regarding to reflection passes, Now it considers the scenes FG, Caustics, GI and Exposure Control settings (if the renderer is not overrided) (Thanks to Iain Banks)
2.1
-Bug Fix => now returns back environment map and exposure control settings (Thanks to Iain Banks)
-Added Reflection Matte option to the Matte section, which allows
rendering black and white mattes of reflections of other objects on
selected objects. (Thanks to birket for the idea)
-Added an UNTESTED version of the script for the compatibility with Max 2009 and Vray Sp2
-When rendering with current renderer, and current renderer is Mental Ray, every pass uses the present antialiasing settings
2.0
-New UI
-Support for Mental Ray, Scanline and Vray for each pass.
-Network render option
-Override Renderer Option
-Wireframed AO
-Options of Preserving Bump, Displacement and Opacity Maps.
1.0
-First Release
This is a Macroscript. After you run the script, you can find the
script under customize => customize user interface - category: Tik
Works, and can assign it to a hotkey, menu or quad menu
| Attachment | Size |
|---|---|
| Tik_Quick_Passes_v2.00.mcr | 56.36 KB |
| Tik_Quick_Passes_v2.1.mcr | 69.06 KB |
| Tik_Quick_Passes_v2.1(VRAY_Sp2).mcr | 69.06 KB |
| Tik_Quick_Passes_v2.12.mcr | 68.67 KB |
| Tik_Quick_Passes_v2.12(VRAY_Sp2).mcr | 68.67 KB |
| Tik_Quick_Passes_v2.13.mcr | 69.1 KB |
| Tik_Quick_Passes_v2.13(VRAY_Sp2).mcr | 69.1 KB |
| Tik_Quick_Passes_v2.15.mcr | 68.14 KB |
| Tik_Quick_Passes_v2.15(VRAY SP2).mcr | 67.93 KB |

Hi! I haven't tested your
Hi! I haven't tested your script yet but I think this line cause an error on system without vray installed ...
local vr=RendererClass.classes[(findItem RendererClass.classes vray)]()
Martin
oh gee.. thanks. I actually
oh gee.. thanks. I actually missed that one. Thanks for pointing me out.
replaced the line with local
replaced the line with
local vr=try(RendererClass.classes[(findItem RendererClass.classes vray)]())catch()
now it works
thanks again
Yes it does work, but I'm
Yes it does work, but I'm not absolutely sure that it will find the vray renderer with this line thought... maybe you could findstring every element of the RendererClass for the "vray" string, just to make sure it not "vray_1_70" or something like that.
Martin
yes you are right.. Ill test
yes you are right.. Ill test that out.
I get the following "unknown
I get the following "unknown property" error:
VrayRR.moblur_qmc_minSamples=renderers.current.moblur_qmc_minSamples
However, I am using Max 2009 64bit with vray 1.5 sp2. Any ideas? Sounds very useful
I unfortunately have no
I unfortunately have no chance to try it with max 2009 or Vray sp2 cause I dont own them. If I have the chance, I will look for that.
The line which throws the error is motion blur subdivision samples of Vray.
there could be some changes on motion blur sampling in Vray 1.5 sp2. Because until that line the script checks for camera properties and depth of field properties of the current Vray renderer (if the current renderer is Vray) If there was a problem related with initializing of Vray it would throw an error with a previous line.
you can try this,
-Assign Vray renderer as the render engine
-open maxscript listener
-write "show renderers.current" and press "Shift+Enter" to execute
-look for the lines starting with moblur.(I also appreciate if you can post me this list)
-check if there is the line ".moblur_qmc_minSamples : integer"
if that line exists, I dont have any idea how to fix it right now.
if that line doesnt exist, look for a similar one. It may contain also subdivision or subdiv.
-replace the "VrayRR.moblur_qmc_minSamples=renderers.current.moblur_qmc_minSamples" line with "VrayRR.moblur_qmc_minSamples=renderers."The new property"
You can also delete the whole line for good, but that means your passes' motion blur wont match with the scene's if you change the subdivision levels from default.
hope this helps.
Just jumping in here. The
Just jumping in here.
The VRay parameter is actually "moblur_dmc_minSamples" (DMC instead of QMC)
So the line in your script becomes:
FYI, masquerade I've attached a text file with all the VRay renderer properties.
Christopher Grant
ScriptSpot.com
Thanks Chris. That was
Thanks Chris. That was really helpful.
I didnt try but I think both "qmc" s should be replaced with dmc. So I think the line should be
VrayRR.moblur_dmc_minSamples=renderers.current.moblur_dmc_minSamples
Thanks again for the list.
Thanks for that. I'll give
Thanks for that. I'll give it some testing.
Another very (VERY) useful feature would be to be able to render a 'reflection matte'. i.e. where an object reflects the environment, it shows white. Where an object reflects another object, it shows black. In this way, *just* the reflections can easily be isolated in post production without resorting to screen layers etc that can knock out any dark areas of reflection and result in poor antialiasing of the reflective component.
Is this something that you could implement?
Thats a good Idea birket. If
Thats a good Idea birket. If I understand it correctly you want to render a matte pass to seperate object reflections and environment reflections, right? So both making all object reflections on selected objects white and everything else black, or making all objects' reflections black and environment reflections white should work for you.
Let me know If I understood something wrong.
Ill try to implement it to matte section as soon as I can.
Thanks.
I think thats right.
I think thats right. Basically, I think it would be useful to render *only* the reflections of other objects - we usually replace the environmental reflections in post production (of a glass building facade for example).
The way we do this at the moment is to make the chosen objects 100% reflective (black diffuse, white in the reflection, black in the refraction) and all the other ojects 100% black. We then make the environment 100% white. At render time, we just have a black and white image (though we must manually 'paint out' the white of the surrounding environment that isn't the reflected environment)
Ah thats a bit different.
Ah thats a bit different. You want to make the selected objects reflect only the environment. All other objects will be black. What I am trying to implement right now is a matte render which shows only the object reflections over selected objects.
If you reach me via e-mail we can discuss it further and maybe I can customize the script for your needs.
this tool is very
this tool is very interesting :) thank you for sharing...
Can you share some info
Can you share some info about the use of tabs in a rollout? I'm interested in it, because I'm working on some script that works together. Thanks a lot.
Brave
Brave, I sent you a PM
Brave, I sent you a PM related to the subject.