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)


Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
birket's picture

Haven't used this for a

Haven't used this for a while, but decided to give it another try. I'm using Max2009 64bit and Vray 1.5 SP4.

After using the script, all my scene's vray render settings are put back to the defaults! A pain. Could anyone check this?


masquerade's picture

Thank you RPGSI, I am glad

Thank you RPGSI, I am glad that you use it.


As for the preserve material opacity for AO pass, unfortunately it is not that easy as it should be.

Thats because the script started as a very simple script, then I added tens of features. It became somehow messy and unorganized. The best thing I should do is to re-write the script while making it expandable and flexible.


Anyway, I have also been thinking to add that option, but since no one asked for it (till now) I didnt take the risk getting lost 2000 lines. 

Since you ask it, I will try to do that when I have some time.



RPGSI's picture



tHANk you deeply so much for your script ..

Its a most here at the Studio !
And works greathly with Max 2010!


Anyway !

CAN WE PLZ "humbly" request A Extra FEATURE ?


- We need in the - Ambient Occlusion - an Option to - "preserve material transparency" ...

So we can render ambient occlusion but the transparency is still there ...


I mean should not be dificult for you at all as you already achieved this in the Matte pass !

We just need that option for the Ambient Occlusion also !

As far we know and searched for - there is no script in the world that does that ..
- Ambient occlusion with transparency automaticaly...

If ya able to achieve this would be a MOST !




masquerade's picture

I added Sub-Object support

I added Sub-Object support to the Matte section. It is now possible to render mattes of current selections.

For now, it only supports Editable Poly objects and Edit_Poly modifiers, any other selection methods will be ignored. Also for now, it is not possible to select other matte options (include Displacements and opacities) while this option is selected. I can consider to include them as well as Editable_mesh object and Edit_Mesh modifier support regarding to the responses.

 Just check "Matte of Selected Objects" from matte section, and select the faces of your object.

esa sangkala's picture

genius.. this is what i

genius.. this is what i need, ill test for a few week.. thanks for sharing bro..

masquerade's picture

thanks,unfortunately, I dont


unfortunately, I dont have the chance to test it on 2009 versions (and Vray sp2 also), so It is hard to locate the problem. If I had a chance I will work on it on a 2009 version.  

AdamHoej's picture

I have a problem regarding

I have a problem regarding the Shadows.
When ever i press Render at the shadows the following error pops out:

-- Unknown property: "basematerial" in VRayMtlWrapper:VRayMtlWrapper

I use 3ds max 2009 Design, and vRay 1.50 SP2

Really nice script otherwise!

masquerade's picture

Brave, I sent you a PM

Brave, I sent you a PM related to the subject.

masquerade's picture

Ah thats a bit different.

Ah thats a bit different. You want to make the selected objects reflect only the environment. All other objects will be black. What I am trying to implement right now is a matte render which shows only the object reflections over selected objects.

If you reach me via e-mail we can discuss it further and maybe I can customize the script for your needs.

birket's picture

I think thats right.

I think thats right. Basically, I think it would be useful to render *only* the reflections of other objects - we usually replace the environmental reflections in post production (of a glass building facade for example).

The way we do this at the moment is to make the chosen objects 100% reflective (black diffuse, white in the reflection, black in the refraction) and all the other ojects 100% black. We then make the environment 100% white. At render time, we just have a black and white image (though we must manually 'paint out' the white of the surrounding environment that isn't the reflected environment)


Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.