Prism

10 votes
Version: 
1.4
Author Name: 
grover_gol

Prism is the render pass manager for 3ds Max, which was developed by me in Altspace. It significantly simplifies the process of creating and managing render passes. With the intuitive user interface you can quickly create an unlimited number of passes in a single output file. Prism is easy to install and configure, it’s based on native Max script and works with 3ds Max 2012 and above. It supports network rendering using Autodesk Backburner and Thinkbox Deadline, and does not require separate installation on a render farm’s computers. Prism supports all popular rendering systems, including V-Ray 3.0 and Corona renderer. Prism provides a large variety of different settings in each pass, making possibilities limitless, also the handy system of file naming templates lets you easily find your rendered output.

Prism (previously called LPM 2.0) is a fork of lukas pass manager, it was renamed to avoid confusion. Thanks to all who participated in "lpm_pro_v1.096_max2014_beta1" developing (Lukas Lepicovsky, Jakub Jeziorski, Mike Samoilov, John Martini). It was good start for me in august 2014.

What's new in version 1.4

Tutorials

Version Requirement: 
3ds Max 2012 and above

Comments

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grover_gol's picture

Rename

Hi John. Lucas and me agreed that this fork should be renamed to avoid confusion. I decided to develop my version of pass manager by my self to be more independent and flexible. Lots of things were changed and added in the code since lpm 1.09 that I took as the base one year ago. Now I have many ideas and planning to release new version soon. As for money, it's not a main aim, it's silly to develop program for the whole year for hundred bucks. So I just try to help people to work faster and more efficient. Yes the code is open and you can use it until you think it's honestly. So soon this fork will have new name. Hope my work will be helpful for all 3ds max users. Thanks.

jhn's picture

So is LPM the proper and

So is LPM the proper and agreed upon rename then? Looks a bit confusing to me. Also the code was released under GPL, can we port some of the features from LPM 2.0 to LPassManager? I would like to better understand the position of LPassmanager towards LPM 2.0. Obviously LPM is also being used as a vehicle to sell additional plugins, which is ok I guess, but I have a hard time understanding the motives of the development behind LPM 2.0. Any insights are appreciated!

Royal Ghost's picture

Sorry

Sorry, extra space in link.
https://github.com/LPassManager/LPM_3DS_MAX

Royal Ghost | veda3d.com

mike_kennedy's picture

Git Hub Link is dead

The Git hub link is Dead.

Mike Kennedy
earth_mike(AT)hotmail.com

Royal Ghost's picture

Note

Note: LPM 2.0 is not official next version of original LPM. Sergey rejected invitation to join to original developers and inject his code to main thread. Also Sergey agreed with rename his fork of the LPM. By the way, latest version of LPM available on Github https://github.com/LPassManager/LPM_3DS_MAX

Royal Ghost | veda3d.com

mike_kennedy's picture

Paypal in Russian

I can't read Russian and when I try to donate with Paypal it doesn't work, could you set up and English page too?

Mike Kennedy
earth_mike(AT)hotmail.com

mike_kennedy's picture

One thing thats not working

I found this one, The Render ever ride doesn't seem to be working, IF I have Final Gather off in a pass but on in the Max settings, it will render final gather even though the render over ride is set not too.

We are using Deadline, not sure if that's at fault, but 1.09 and Deadline were working for this.

Mike Kennedy
earth_mike(AT)hotmail.com

grover_gol's picture

Missing features from V109

Hi Mike. Thanks for support. I'll do my best to make every user happy ))

mike_kennedy's picture

Missing features from V109

These missing features from v109 would be great to have in v2:

Default pass setup with a object pass and a light pass added when you create a new pass.
Saves a few clicks, though I can understand some folks would prefer to roll their own.

Locked camera in the main panel. Not sure if it is hidden, be nice to have to avoid rendering the wrong window.

I like the changes so far and bought the scripts to support!
Mike

Mike Kennedy
earth_mike(AT)hotmail.com

grover_gol's picture

Baking textures

There is no baking textures yet.

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