Tagged 'backburner' http://www.scriptspot.com/3ds-max/scripts/tags/backburner en Render Node Monitor http://www.scriptspot.com/3ds-max/scripts/render-node-monitor <p><img src="http://www.scriptspot.com/files/dashboard2.png" alt="" width="600" height="385" /></p> <p><a href="http://www.scriptspot.com/3ds-max/scripts/render-node-monitor" target="_blank">read more</a></p> http://www.scriptspot.com/3ds-max/scripts/render-node-monitor#comments Scripts backburner Corona Distributed Rendering network rendering render farm Rendering time saving v-ray Tue, 28 Jun 2016 09:01:46 +0000 togery 13521 at http://www.scriptspot.com VrayMultiStageRender ( VrayMultiCamRender ) http://www.scriptspot.com/3ds-max/scripts/vraymultistagerender-vraymulticamrender <p> Utility for rendering animation and static scenes in 2 Stages from the animated camera.<br /> <br /> At 1st Stage is calculated LightCache in <strong><em>Fly-through</em></strong> mode and<br /> <br /> Irradiance Map in <strong><em>incremental add to current map mode</em></strong> for the entire scene,<br /> <br /> while 2nd Stage is the final rendering.<br /> <br /> This approach allows for all frames receive the same high-quality Irradiance map in less time.<br /> For more information see topic <strong><a href="http://www.spot3d.com/vray/help/150SP1/tutorials_imap2.htm" target="_blank">Rendering a walk-through animation</a></strong> from Vray tutorial. </p> <p>Main Features:</p> <ul> <li>Rendering in two stages for to obtain better results in less time. </li> <li>Support for network rendering (BackBurner, Vray Distribute Render, <a href="http://www.cinesoft.ru/duma" target="_blank">Duma</a>) </li> <li>Ability to exclude from the Global Illumination rendering VrayFur, RPC, some lights and Displace. </li> <li>Automatic creation of animated camera VrayCam. </li> <li>Create subfolders for RenderOutput, RenderElements and irradiance map. </li> <li>Automatized naming LightCache, Irradiance map, RenderOutput and RenderElements. </li> </ul> <p> VrayMultiStageRender v2.0.75</p> <ul> <li>Adds ability to auto-convert on the fly Vrimg files to EXR after each frame rendering (supported with network and local rendering)<br /> It is possible to convert the files into one EXR file with all channels or Render Elements into the separate EXR files.<br /> <img src="/files/u793/vrimgtoexr.png" border="0" alt="" /> </li> </ul> <p>VrayMultiStageRender v2.0.70</p> <ul> <li>Adds ability to exclude objects from rendering per Stage <br /> (Useful for Exclude from rendering Global Illumination VrayFur,Hair&amp;Fur, Proxy and other Objects)<br /> <a href="http://www.scriptspot.com/files/VMR_exclude_objects_from_rendering.png" title="Exclude Objects by Name and Class from Global Illumination"><br /> <br /> <img src="http://www.scriptspot.com/files/VMR_exclude_objects_from_rendering.png" border="0" alt="" width="191" height="160" /></a> </li> </ul> <p><a href="http://www.scriptspot.com/3ds-max/scripts/vraymultistagerender-vraymulticamrender" target="_blank">read more</a></p> http://www.scriptspot.com/3ds-max/scripts/vraymultistagerender-vraymulticamrender#comments Scripts backburner Distributed Renderings Duma irradiance map light cache network render Track VRay Fri, 16 Oct 2009 13:07:20 +0000 Kstudio 5538 at http://www.scriptspot.com Will It Finish? ... Render Time Estimator http://www.scriptspot.com/3ds-max/scripts/will-it-finish-render-time-estimator <p>This is a quick calculator for those of you with backburner render farms. It'll estimate how many frames your computer will render versus how many your idle backburner nodes will in a given amount of time.</p> <p>For example - say you work at a small studio and have a dozen backburner nodes available. It's Friday afternoon, you want to go home but you're concerned that the new glossy objects increased your frame time to 20 minutes / frame on your workstation. But how many can you render on the farm? This tool will help you. For the type of work I do this tool works well - your mileage may vary.</p> <p><a href="http://www.scriptspot.com/3ds-max/scripts/will-it-finish-render-time-estimator" target="_blank">read more</a></p> http://www.scriptspot.com/3ds-max/scripts/will-it-finish-render-time-estimator#comments Scripts backburner estimator eta network network rendering render time Renderfarm Fri, 05 Nov 2010 02:07:38 +0000 Christopher Grant 6502 at http://www.scriptspot.com EXR Network Render Fix http://www.scriptspot.com/3ds-max/scripts/exr-network-render-fix <p>Trying to add more channels than default when network rendering out files to the .exr-format is a scourge. They get lost somewhere on the way. This little collection of script forces the channels to be there even on the computers on your farm as they render.</p> <p><a href="http://www.scriptspot.com/3ds-max/scripts/exr-network-render-fix" target="_blank">read more</a></p> http://www.scriptspot.com/3ds-max/scripts/exr-network-render-fix#comments Scripts backburner exr fix network rendering open Thu, 22 Jan 2009 15:16:32 +0000 Pewi 4904 at http://www.scriptspot.com Delete Bad Frames on Backburner http://www.scriptspot.com/3ds-max/scripts/delete-bad-frames-on-backburner <p>This script allows you to delete bad frames that were rendered by a given<br /> node on backburner. This happens if the render farm is heterogeneous <br /> (= different software or hardware configuration on the render nodes). Instead <br /> of manually deleting the frames, it will delete all frames that were rendered <br /> by a certain machine for a certain job. To find out which frames need to be <br /> deleted it connects to the manager and fetches information about every <br /> rendered frame. If the frame was rendered by the machine that has the name </p> <p><a href="http://www.scriptspot.com/3ds-max/scripts/delete-bad-frames-on-backburner" target="_blank">read more</a></p> http://www.scriptspot.com/3ds-max/scripts/delete-bad-frames-on-backburner#comments Scripts backburner bad frame bad frames delete delete bad frames render Rendering Fri, 26 Dec 2008 16:26:53 +0000 relief7 4856 at http://www.scriptspot.com Netrender Low Priority http://www.scriptspot.com/3ds-max/scripts/netrender-low-priority <p>When network rendering - 3DSMax defaults to &#39;normal&#39; priority unless you set it otherwise. This script tells max to run in low priority (so that the system doesn&#39;t completely lockup) but ONLY when network rendering. If Max is launched normally by a user - it wont be affected.</p> http://www.scriptspot.com/3ds-max/scripts/netrender-low-priority#comments Scripts backburner network rendering priority Rendering Sat, 21 Oct 2006 03:45:42 +0000 dynedain 2451 at http://www.scriptspot.com