Batch Camera Render

Version: 
1.9.8.10
Date Updated: 
12/15/2013
Author Name: 
Sergo Pogosyan

You can also try new beta of Batch Camera Render 2 - multiple setting for one camera and new render submit procedure.

This script aims to replace standard 3dsmax's Batch Render and imitates Houdini Output Node workflow. Using it you can specify rendering parameters - frame size, frame number, output path - directly to camera object, so every camera in scene 'knows' what it intended to render. Additional functionality is Lighting Assignment - you can specify which light will be turn on or off for selected camera during the rendering.

This bug fixed - http://www.scriptspot.com/3ds-max/scripts/batch-camera-render#comment-15090

UPDATE 15  December 2013

There are several new features I've added since 1.9.81, but I put the list of most visible ones for now. Later I'll add full list of new features.

  • Drag-n-drop of cameras in list
  • Camera list window size can be changed (script restart required)
  • When committing region render it is possible to switch to view render without restarting the render
  • ini files parsing updated - more details later
  • Keyword syntax can be used in Scene State names - thanks to Stefan Runevik for suggestion

UPDATE 23 November 2011

  • Preview button added - renders only current frame without saving anything - no images, no vray maps, no scripts running, no elements.

 

UPDATE 17 November

  • Ortho mode added to Vray rollout - it turns any camera to orthographic, including Vray Physical camera.

 Fixes:

  • Animated Ranges now evaluated correctly - animation of camera target is taken in account.
  • Vray parameters restored after each camera for correct process of undefined properties.

UPDATE 22 June 2011 

Script is under GPL v2 license from now on.

UPDATE 05 July 2011

New Features:

  • Copy/Paste from one camera to one/several cameras - use new buttons at the top of the window.
  • Submit Scripts section - you can assign script files that will run on each render submit. Per Submit script runs once per render submit and Per Camera script runs for each camera before submit. All these scripts run on local machine, not on render server.
  • Last Rendered Location field - here is stored last render file location. Very useful for locating last-time rendered images.
  • I hope many of you use Global Defaults INI file during the each day work. If so, I'm sure you'll find useful new feature - Local Defaults!
    Using this feature you can set default values for the current scene, project or some other group of files. Local default values override the values from Global INI file. They are defined in local INI file. Path of local INI file is set in the Local INI Path field in the Options rollout and it  can contain global keywords (%scenepath%, %projectpath% for example). To save some property value as local defaults press "To Local Defaults" button in property's section. After that all new cameras in current scene will have default values defined in saved section.
    Local INI Path can be saved in Global INI file, so by using relative keywords (%scenepath%, %projectpath%) each scene and project will use their own Local INI file automaticaly.
Additional Info: 

Installation:

Run this script with Maxscript -> Run Script command from any folder on your hard drive, then go to the *'Customize User Interface' -> 'Toolbars'*, browse to category 'Sergo Pogosyan' and add 'Render scene cameras...' button to the toolbar or to the menu.

Usage:

When you start this script it iterate over all cameras in scene and list them in the dialog box. To each of these cameras you can assign frame resolution, number of frames to render including nonsequential frames, output file location and lighting setup. All these properties can be changed for one or several selected cameras. Output file location is split to folder path and file name, so you can specify new folder for all selected cameras in scene. 'Lighting assignement' section contains three list: Solo light list contains lights that will be only lights turned on during the rendering, 'Forced On' and 'Forced Off' lights are turned on or off respectively during the rendering. After all these setting will be set up (if some properties is not set value from the Render Setup will be used), check the camera(s) in the list and hit Render button. Check Net Render checkbox to submit network render job.

Supported lights: All bundled 3ds max lights, all Vray Lights
Supported cameras: All bundled 3ds max cameras, Vray PhysicalCamera

Version Requirement: 
3ds max 2008-2014. 32-bit and 64-bit.
AttachmentSize
batchcamerarender_1.9.10.ms211.22 KB

Comments

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sergo's picture

Thank you :)

Thank you :)

hiepkts's picture

thank so much

this script is very good. I like it. Thank you!

sergo's picture

Thank you for site related

Thank you for site related tip, it is down, and unfortunately will be down until Monday.

Regarding the tools - are you talking about batch file rendering tool? I remember that there were one or more things on scriptspot for this kind of task, but I can't tell exactly the names. And yes, this is not the feature I'm planning to add to script in near future.

themaxxer's picture

"I believe there are many

"I believe there are many tools for this puporse on the scriptspot. Unfortunately it is different task, so I'm not sure I'll add this feature to the script."

hm, I don't find anything, which one do you mean? thanks.

by the way... is your website down? I can't download nor reach the site!

best regards
themaxxer

YoyoGraphics's picture

That's a good idea! Next to

That's a good idea! Next to the file output name you could have a VRay Framebuffer checkbox, that would disable the Max output. Keep in mind though that the VRay Framebuffer can only save to .exr or .vrimg formats.

People on the VRay forum were just telling me that sometimes the framebuffer doesn't always save all the channels you want into EXRs, so they render to .vrimg and use the converter. Perhaps conversion at the end could another option.

- Geoff

sergo's picture

Thank you for testing. Now I

Thank you for testing.

Now I see your point. Let's deal with it.
Do you have some suggestion how to make this work more properly?

I really don't want to add new field with Vray image file name. Would it be convinient to save Vray-image file with same name as the main output + "vray" or something like that?

YoyoGraphics's picture

I see that you have a switch

I see that you have a switch to turn that on and off, but I don't see a way to specify a filename for its output.

What works well is leaving the Main output blank while the VRay Framebuffer does the saving. You get a warning that you are rendering a sequence without specifying a file output, but VRay has that covered, so you just say Ok.

Again, this is so that all the elements will be properly included in the EXR file. Outputting through the Main file output and saving the elements to separate files works fine, but it's nicer to just have everything in one EXR file sequence.

- Geoff

sergo's picture

Take a closer look to vray

Take a closer look to vray section, there would be the way to save multichannel-ed exr. As far as I remeber you should Enable VFB and disable "Save Separate Channels". To be true I don't use this functionality, so I can't gurantee the result. But all this checkboxes are the same as the checkboxes in standard Render Setup's Vray Frame Buffer rollout. If you can get correct result with standard dialog this should be possible to accomplish in maxscript too.

YoyoGraphics's picture

VRay Frame Buffer?

Perhaps this has already been asked, but is there a way to get this to function with the VRay Frame Buffer? As far as I know, saving through the VRay Frame Buffer is the only way to get all of your VRay Render Elements saved PROPERLY into an EXR file (and it's the only way to save to .vrimg format).

- Geoff

vklein's picture

You are the greatest

I see multiple jobs per camera on your version 2 screen. You are turning my wishes into reality. THANKS A LOT !!! When will it be available??? ;-)

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