Quick Passes

121 votes
3.05 Beta
Date Updated: 
Author Name: 
Arda Kutlu


Easy rendering of commonly used render passes for compositing.

Quick Passes support Default Scanline, Mental Ray Quicksilver and Vray renderers and Materials.

Quick Passes can render:

- Black-White mattes for selected objects or for reflections over selected objects with any supported renderer, with the options of considering current Displacement Maps, Material Opacities, and Object Opacities.

-Ambient Occlusion of the scene with any supported Renderer, with the options of wireframed AO for selected Objects (For Mr only) and considering current Displacement Bump, opacity (Vray only) maps.

-Reflections on selected objects with any of supported Renderer with the options of considering current Displacement and Bump maps. If there is no light in the scene (default lights) selecting only one geometry object is enough. If there are lights in the scene you have to add them also to the selection. Selected lights not necessarily have to be turned on. You can also blur the reflections with the given spread and sampling values. And turn on or off current Environment Map.

-Shadows on selected objects with any ofsupported Renderer. At least one light and one geometry objectmustselected.Selected lights not necessarily have to beturned on or their cast shadowoptions checked.

-ZDepth with any supported Renderer. (except Quicksilver Renderer). You can select auto and manual scene dimensions. If you select auto, at least one object should be selected. Any geometrical or non geometrical object(s) can be selected. If it is geometrical it considers nearest and farthest vertexes. If there are multiple objects in the scene, select two objects (nearest and farthest) for best results.



Quick Passes dont change your scene settings or materials. Ok, it actually changes them but, puts everything back afterwards. Special Thanks to Ivan Tepavicharov for letting me use his Idea of getting and recalling materials. All Get and Recall functions of Quick Passes based on Ivan's idea.

Just run the script, select the pass you want to render, override the renderer if you want, select the necessary objects and/or lights, hit render.

For matte render you must select at least one geometry object

For AO render you dont have to select anything (if you check Wireframed AO, and usin MR renderer, selected objects will be wireframed.

For Reflection rendering you must select at least one geometry object and one light. If there isnt any light in the scene, only selecting one object is enough

For Shadow rendering you must select at least one geometry object and one light. Selected light dont have to be casting shadows or turned on. In any case light will be turned on and its current shadow type will be used.

It will render the scene using current common properties of the scene.

Feel free use, distribute, alter and impove it. I appreciate if you let me know about your opinions, bug reports, requests or improvements.

Version History


3.05 Beta

-Fix for the 400 mb Dynamic Memory limitation of Vray

3.04 Beta

-BugFix: Re-enabling forgotten "face matte" function with improvements. It is not limited with editable poly and edit poly modifiers. You dont have to be in the Face selection mode. Supports multiple objects. Just select faces in each object that  you want to be rendered

-BugFix: Light support fixes in shadow and reflection passes.

-BugFix: While rendering ZDepth with Auto Dimension feature on, it no longer leaves unnecessary Edit Mesh modifiers on top of the selected objects.

3.0 Beta

- Added ZDepth Pass. With this option, you can quickly render Zdepth passes while keeping opacity and cutout maps, as well as displacement maps. You can enter the far and near plane manually, or use auto mode to make the script calculate the distances automatically according to the selection.

Thanks to Eren Saritas for the idea and technique used in ZDepth pass.

- Added Quicksilver Renderer support. It is a partial support, since due to the limitations of QS renderer, it is limited with basic AO and Matte Passes.

- Vray AO pass method is changed. Now it uses Dirt Map technique instead of Skylighting, which makes it possible to keep Opacity and Cutout maps.


-One version for both Max 2008 and 2009, no idea with 2010, so if anyone try that out on 2010, I would appreciate information about that.

-Added Sub-Object function to the Matte Pass. Now it can render mattes of selected faces.

-Know issue: Matte Sub-Object function currently support only Editable Poly objects and edit poly modifiers. Selections made with editable_meshes, edit mesh modifiers, poly and mesh select modifiers will be ignored.


- Bugfix - qp now overrides network render option when it is off in qp and on in render options.

- Bugfix - If an object is invisible  to camera, it now stays same after rendering AO with "AO on selected objects" option checked.

- Bugfix - if render elements are on now it renders AO pass as it should.

- Bugfixes regarding to the save file option. 


-Several Bug Fixes with save options.

-Added new option to AO Pass. Now it is capable of rendering AO passes only on selected objects.


-matte pass support for AfterBurn

-Daylight System Support


-Added support for Vray Camera. Exposure control, Vignetting and White Balance issues handled (Thanks to birket)

-Regarding to reflection passes, Now it considers the scenes FG, Caustics, GI and Exposure Control settings (if the renderer is not overrided) (Thanks to Iain Banks) 


-Bug Fix => now returns back environment map and exposure control settings (Thanks to Iain Banks)

-Added Reflection Matte option to the Matte section, which allowsrendering black and white mattes of reflections of other objects onselected objects. (Thanks to birket for the idea)

-Added an UNTESTED version of the script for the compatibility with Max 2009 and Vray Sp2

-When rendering with current renderer, and current renderer is Mental Ray, every pass uses the present antialiasing settings


-New UI

-Support for Mental Ray, Scanline and Vray for each pass.

-Network render option

-Override Renderer Option

-Wireframed AO

-Options of Preserving Bump, Displacement and Opacity Maps.


-First Release



Additional Info: 

This is a Macroscript. After you run the script, you can find the
script under customize => customize user interface - category: Tik
Works, and can assign it to a hotkey, menu or quad menu

Version Requirement: 
2008 and above
Other Software Required: 
Vray is not required but supported. (Above 1.5sp)


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vbn's picture

Ok, thanks for the

Ok, thanks for the suggestion!

masquerade's picture

Actually I am aware of that.

Actually I am aware of that. To include Xrefs, I believe the only way is to merge xrefs to the scene, change their materials, render it and afterwards making them xrefs again (deleting the objects and putting the initial xref is the only possible workaround I guess)

I have never worked with xrefs before, so I have little knowledge about it both about scripting and using them as a scene element. For now, you have to merge them to the scene before using the script. If anyone has a source script which I can use as example, I can work on it.

vbn's picture

Great script but I found a problem...

Great script! A real time saver.
But I think it has some more room for improvement. I found a problem with it. When I render an AO pass with Vray and the scene includes xrefs, the xrefs don't have AO material. Can you please fix this? Thanks.

akisey's picture

Truly amazing

This script is a godsend!
Now with the z-depth feature, adding DOF and Distant fog has never been easier.

I'd like to thank the developer and suggest everyone to try this script out. By far one of the most useful tools available here.

masquerade's picture

QuickPasses Version 3.0 Beta

I made some upgrades including Quicksilver Renderer support, Vray optimization and Zdept Pass. I would appreciate any bug report.

bublik's picture

I liked this script. thank

I liked this script. thank you

masquerade's picture

To tell the truth, I moved to

To tell the truth, I moved to Maya, not entirely but mostly. I prefer mental ray. I find it more suitable for animated scenes.

birket's picture

Thanks for your reply. A

Thanks for your reply. A pity. What are you using these days? I will do further testing.


masquerade's picture

Hi, Since version 2008, I


Since version 2008, I havent done anything about Vray support because I dont use it anymore. As far as I remember, I didnt add Vray sun to the acceptable lights or maybe maxscript connection of that object could be changed in later versions.

About the problem with not-obscuring-chair, that actually sounds pretty odd.. Did you try the same thing on a simpler scene? In order to lower the list of possible problems, could you confirm that if it is a scene specific problem?

birket's picture

I am trying to create a

I am trying to create a reflection matte for a glazed window. I select the glass and one light in the scene (a Vray plane light) and render.

There is a chair in front of the glass window that partially obscures it from the point of view of the camera. Shouldn't the reflection matte therefore be partially obscured by the chair? At the moment, I get a reflection matte as though the chair (or any other occluding object) isn't there, so I therefore need to also render an ordinary matte for the glass and combine this with the reflection matte to get *only* the reflection matte.


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