Batch Camera Render



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 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.
Download here
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


Comments
Wonderful script I have 3
Wonderful script I have 3 main wishes:
1: Could you make it possible to have multiple render jobs per camera? I think it's a basis workflow principle. (I think houdini also could hook multiple output-nodes based one the same cameara). Not everything is possible through render elements. We need this a lot. (i.e. one camera multiple passes for transparency animations with different object-sets being rendered separately and blended in/out in compositing, separate masks/uv passes).
2: Could it be made possible to be able to select and copy the keywords from the "Syntax" Messagebox under "Render Output" or better click to insert the keywords?
3: Could you for resolutions also respect the pixel aspect? So the default D1/D1wide resolution (720x576) or fancy stereoscopy side by side resolutions work?
If you talking about choosing
If you talking about choosing lights in Light Assignment section then yes, it is happening from time to time, max hangs on pressing "choose light" button. And I don't know why. It seems that it is a maxscript bug, because script doesn't make something unusual in this place.
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Thanks for all, I have a
Thanks for all,
I have a problem on only one pc,
when i try to chose light, 3dsmax crash
Have you a solution?
Max
Please provide more detailed
Please provide more detailed steps to reproduce the error.
This kind of error might occur if you delete the camera and then try to select it in the script window. Press Refresh button after you delete the camera object and if script was open during deletion.
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somemistake
just like this : No " "getAppData" "function for undefined,
So sad!
Thanks!
Thanks for your answer :)
Thanks for your answer :)
3ds max 2011 - no
3ds max 2011 - no problem.
vray 2.0 - didn't try.
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vray 2 and max 2011
Does the script support Max 2011 and Vray 2.0 ?
just downloaded 1.9.5 - the
just downloaded 1.9.5 - the ability to save multiple versions of the same type of render element is a great improvement! Thanks!!
Thank you and sorry. Uploaded
Thank you and sorry. Uploaded right file, you can try it now.
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