Batch Camera Render

Date Updated: 
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 -

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.


  • 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: 


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.


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.
batchcamerarender_1.9.10.ms211.22 KB


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sergo's picture

In current version there's no

In current version there's no way, sorry.

I know guys, this is the main drawback of this script. I'm working on a new version and it will be available sooner or later. I work on these scripts in my spare time, so it takes some times.

renndermonkey's picture

Thanks Sergo!

This script has become ESSENTIAL to my workflow, thanks so much.

I use this script mostly to help with stereoscopic animations of product renders. I can set output paths and then submit left&right cameras all at once with the %variables%.

I know this is a batch camera render, and not a render pass manager, but it would speed up workflow even more if I could choose multiple scene states to render per camera.

For example:

I submit a left and right camera, with 3 different multimatte render elements- I also have two scene states setup, one is an RGB pass for object mattes, and the other is setup for reflections in alpha channel. Is there a way to send these additional scene states at the same time?

sergo's picture

Script requires some

Script requires some adaptation.

TSchmiesing's picture

Odd. It seems to be working

Odd. It seems to be working this morning. Thanks for the follow up though.

sergo's picture

That's strange. Send me

That's strange. Send me cameras from your scene if you still didn't manage to solve the problem.

TSchmiesing's picture

We can not get independent

We can not get independent resolutions for each camera. Are we doing something wrong? No matter what we seem to do the Resolution stays set to 'Undefined.'

sergo's picture

You can submit your job one

You can submit your job one time in a regular way and check Include Maps checkbox. After that you can submit jobs by the script, checkbox remains checked and, AFAIK will remain in this scene all the time.

leverkusen's picture

Thank you so much for your

Thank you so much for your script, I use it since 2 years now!
One request I would have: Could it be possible to include maps as default, without showing the Submit Dialog?
(I hate to rename the job names in this dialog over and over again..) Thank you, Elke

sergo's picture

Thank you, Nicolas! It works

Thank you, Nicolas!
It works now.

NicolasC's picture

Hello :) Your website seems

Hello :)

Your website seems offline ...


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