Batch Camera Render

Date Updated: 
Author Name: 
Sergo Pogosyan

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.

Recent update:

  • Region render parameter can be specified for each camera
  • Set Viewport button sets viewport camera and resolution and aspect as well
  • It is possible now to specify backburner servers and server groups for silent rendering submit (code editing required)

Here are the details:

Script's website -

Github -

2015 Updates

  • Vray Elements fixed for Vray 3 and Vray output saving with VFB color correction
  • Cancelling of rendering of multiple cameras at once,
  • Hierarchical ini files

2013 Updates

  • 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
  • Keyword syntax can be used in Scene State names - thanks to Stefan Runevik for suggestion

2011 Updates

  • Preview button added - renders only current frame without saving anything - no images, no vray maps, no scripts running, no elements.
  • Ortho mode added to Vray rollout - it turns any camera to orthographic, including Vray Physical camera.
  • 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.
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.


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pedro_s's picture

wow! thanks for your fast

thanks for your fast answer! I also read your answer in the BatchCam2 forum and I will follow your advice :)
I found the .tga place in script. If necessary I’ll change there! But I have one more question.
In BactchCam1.9.x is it possible to render two images from the same camera but with different scenes?

Many thanks!!

sergo's picture

type is hardcoded (but can be changed in script)

Hi Pedro,

as far as I remember I have tga type hardcoded in script. This was done because some file types makes element go crazy. I can give you the exact place in script where you can change default element type.

pedro_s's picture

Hi Sergo, Many thanks for

Hi Sergo,

Many thanks for this amazing script and for the batch cam 2 too! I'm testing both and they work fine! But I've a question here, and two for the BatchCam2 :P
- Can I choose the extension for the elements in BatchCam1.9.8.10? (or, what I’m doing wrong?) I render tests through farm in .png/ .tif and .jpg but the elements extension file always save .tga

ex:CAM03t100000.png /CAM03t10.VRayDiffuseFilter.0000.tga

Best Regards!


sergo's picture

Autoload Scene state is possible in current version

That is already possible in current version. Just use %cameraname% as your scenestate in the script and you are done!

Setup is like this: You have cameras, you have scene states named after camera names and you have %cameraname% put for each camera in the script.

fajar's picture

Any chance to add

Any chance to add shutdown/restart/hibernate after render.

crystal3d's picture

Suggestion: Autoload Scene state that has identical name

as the camera :)
That would be perfect fit for my workflow.

sergo's picture

You can have that option

You can have that option checked in standard render dialog, it will not be touched by the script.
Here is my quick setup that saves lightcache and irmap using camera name as filename, hope that helps:

birket's picture

'Use camera path' option for vray GI solution calculations

I have a scene with 10 to 20 animated vray cameras. I need to create a solution for each camera (using lightcache and irmap). Normally, when I do them one at a time by hand, I have the options checked to 'use camera path' for the solution.
This means the GI solution is only caluculated for what the camera 'sees'.

Could this option be added to Batch Camera Render?

(I've just tested a batch job where I told each of my 3 animated cameras to save the lightcache and irmaps. They don't appear to have saved them. Any ideas why?)


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