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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.
Crash when vray ir/lcache maps are set to auto-save
Region render was not set properly during the rendering
This is major update of the script, so it may not be as stable as before. Backup scenes or cameras at least before running this version. More information can be found here - 1.10b Multiple presets for each camera
Problems with render elements paths
Copy/paste of render region settings
Properly convert render region values when change resolution
Multiple presets for each camera
New keyword %presetname% to support multiple presets
Distributed rendering checkbox added to vray common settings
Bugfix - Net render not starting after cancelling during local rendering.
Improved performance with scenes with lots of cameras
Added support of Vray RT as a production renderer
Added support of using MFRender script to render scenes through BatchCamera script.
Bugfix - Error was popping up sometimes during drag-n-drop
Bugfix - Render elements didn't render in certain conditions
Bugfix - Pre-render/post-render scripts didn't work on network rendering
Bugfix - Select All and Toggle All buttons didn't work properly
Submitted by Martin Breidt on Fri, 2006-10-20 20:45
Useful utility if you need extra image margins for your renderings - it adjusts your camera and render settings so that your old image will be part of the new rendering without changing perspective - just like changing Canvas Size in Photoshop - but in 3D.
Just released version 1.2 of my PowerCoreTools CPU managment script for 3ds Max
A tool to control CPU usage while 3ds Max is rendering. Automatically sets process priority and affinity ( the number of CPU cores the render process uses) at render start. Restores the initial settings when the rendering is done. Can be configured to run in a complete transparent No-UI mode, which is launched right after 3ds Max has started. This keeps your workstation responsive for other tasks while rendering. A second 3ds Max session stays responsive and can be used to continue work on different tasks.
A look at the following screenshot will probably tell more than thousand words:
Submitted by Ivan Tepavicharov on Tue, 2009-02-03 06:29
Render different types of masks (Luminance, RGB, Reflection, Lights/Shadows, ObjectsID, SSS, Texture, AO, ZDepth, Specular, Refraction). The script don't affect the scene materials, lights and render settings. Support "FumeFX" and "HairFarm".
A maxscript Utility for the batch generation of cubemap faces across multiple cameras, and optional assembling of a "complete" cubemap in DDS format. The completed DDS texture is ready to use in the DirectX shader material - the original inspiration and motivation for this script.
Very simply script which allows the creation of "hidden" Vray Physical Camera in 3dsMax2016 with Vray 3.xx
In the last release of Vray 3.2 for 3dsMax, the Vray Camera does not appear; VRay uses the physical camera of 3dsmax. If you write in maxscript: " vrayCreateVRayPhysicalCamera() " we can create the "hidden" Vray physical camera.