Batch Camera Render
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.
1.18:
- Support for 3ds max 2023 Update fixed
1.17:
- Corona and Vray Sun inside Daylight System fixed (thanks to busseynova for reporting)
1.16:
- CoronaSun supported inside Daylight System
1.15:
- Don't Save Render Elements Checkbox (Thanks to antomor)
- Limited support for camera objects in xref scene files (Only root objects in first level xrefs. Cameras in nested xrefs not supported)
1.13 Bugfix:
- Deadline submission should work now
1.12 New Feature:
- Deadline support.
Very basic imlementation, it allows you to submit your jobs on a deadline server. Enter deadline repository address and check "Use Deadline" checkbox. Other checkbox doesn't matter in this case ("Net render", "Show Submit Dialog").
Probably it requires Deadline 3ds max Submitter installed. I didn't have a chance to check it on a clean machine.
1.11 Features and fixes:
- State sets support added
- "projectname" keyword added which resolves to project's folder name
- other fixes and improvements
1.10.3b Fixes:
- 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
Previous updates:
1.10.2b Fixes:
- Problems with render elements paths
- Copy/paste of render region settings
- Properly convert render region values when change resolution
New features:
- 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
Here are some details: http://usakhelo.github.io/batchcam/batchcam-1.9.20.html
Script's website - http://usakhelo.github.io/batchcam/
Github - https://github.com/usakhelo/batchcam
2015 Updates
- Region render parameter can be specified for each camera
- Set Viewport button sets viewport camera and resolution and aspect as well
- It is possible now to specify backburner servers and server groups for silent rendering submit (code editing required)
- Vray Elements fixed for Vray 3 and Vray output saving with VFB color correction
- Cancelling of rendering of multiple cameras at once,
- Hierarchical ini files
2013 Updates
- Drag-n-drop of cameras in list
- Camera list window size can be changed (script restart required)
- When committing region render it is possible to switch to view render without restarting the render
- Keyword syntax can be used in Scene State names - thanks to Stefan Runevik for suggestion
2011 Updates
- Preview button added - renders only current frame without saving anything - no images, no vray maps, no scripts running, no elements.
- Ortho mode added to Vray rollout - it turns any camera to orthographic, including Vray Physical camera.
- Copy/Paste from one camera to one/several cameras - use new buttons at the top of the window.
- Submit Scripts section - you can assign script files that will run on each render submit. Per Submit script runs once per render submit and Per Camera script runs for each camera before submit. All these scripts run on local machine, not on render server.
- Last Rendered Location field - here is stored last render file location. Very useful for locating last-time rendered images.
Installation:
Run this script with Maxscript -> Run Script command from any folder on your hard drive, then go to the *'Customize User Interface' -> 'Toolbars'*, browse to category 'Sergo Pogosyan' and add 'Render scene cameras...' button to the toolbar or to the menu.
Usage:
When you start this script it iterate over all cameras in scene and list them in the dialog box. To each of these cameras you can assign frame resolution, number of frames to render including nonsequential frames, output file location and lighting setup. All these properties can be changed for one or several selected cameras. Output file location is split to folder path and file name, so you can specify new folder for all selected cameras in scene. 'Lighting assignement' section contains three list: Solo light list contains lights that will be only lights turned on during the rendering, 'Forced On' and 'Forced Off' lights are turned on or off respectively during the rendering. After all these setting will be set up (if some properties is not set value from the Render Setup will be used), check the camera(s) in the list and hit Render button. Check Net Render checkbox to submit network render job.
Supported lights: All bundled 3ds max lights, all Vray Lights
Supported cameras: All bundled 3ds max cameras, Vray PhysicalCamera
Attachment | Size |
---|---|
batchcamerarender_1.17.ms | 245.88 KB |
batchcamerarender_1.18.ms | 245.92 KB |
Comments
I think I found the mistake:
I think I found the mistake: the settings of batch render change when different states are leoaded. I think the batch camera settings are saved with scene states too.
So when I assign different states for cameras,the settings of batch render change too.
only cameras? By the way, the
only cameras?
By the way, the scene has states.
pixela, could you send me
pixela, could you send me your camera objects?
I have some problem with
I have some problem with output-save file. I have 7 cameras in scene. I assigned them each different folder and give seperate names. And I checked. But somehow the output folders and names got mixed up. I thought it was my mistake. And I re-made the same thing for each camera. I checked twice. But now again all names are mixed up.
Is this a bug? Or am I making a mistake somewhere?
Aha, now I see. It's
Aha, now I see. It's interesting, but when you render sequences max will add framenumber at the end of file name automatically and in any case. So you'll get the sequence of files like this:
TheFile_0001_%cameraname%_0001
TheFile_0002_%cameraname%_0002
TheFile_0003_%cameraname%_0003
TheFile_0004_%cameraname%_0004
Don't know how work around of this.
I will have to take a closer
I will have to take a closer look, but what I'd like to be able to do is save a sequence of bitmaps (which I know is possible) with the naming convention of "C:\Renders\TheFile_%framenumber%_%cameraname%" It seems as though every renderer I see adds framecount to the end.
It is possible but right now
It is possible but right now you can render single frame with frame number in the filename if you use network render. If I don't miss something in your question.
Would it be possible to add a
Would it be possible to add a %framenumber% keyword to the file syntax? I would like to be able to render a single frame from each direction, then advance to the next frame. Or at least have it saved sequentially that way. (it is a weird way that this one game compiles sprites :-/)
Thank you for testing! Enjoy!
Thank you for testing!
Enjoy! :)
VFB works :) Region render on
VFB works :)
Region render on VFB works too! Thanks again.