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  • new render element - 3dsmax layers

    Hi all
    id like to recommend a new render pass that can render out a matte channel (and RGBA channel) based on the 3dsmax layers.
    Adding the render channel brings down a check box to select what layers you want to render.
    Channel name could just be same as layer name.

    the reason for this is when rendering selection masks out, you have to merge a scene together rather than leave them in their own xfref scenes or objects. This can lead to massive scene sizes of over 1gb which are very slow to deal with.
    every time you change something you have to re merge xrefs and redo the include.exclude selections.

    if i could render the layer i could leave them in the xrefs. and just manage my render channels by layer masks. I often find myself out of the 15 material channels and then soe of the parametric materials on multiple objects i make i cant assign an id at creation time and there are hundreds of materials.

    Rendering a 3dsmax layer would fix that is it would render a channel for people, trees, ground etc.

    Any one else have any ideas along this line, it would certainly help us

    cheers

    Jacob

  • #2
    Well, that's one that I'm struggling for a long time now, I tried to find the answer in RPManager but I never really understood his properties section, so I'm still stuck doing it the old way like you.

    It would be a huge add-on!

    I tried to ask to Ivan from the rendermask script to implement a matte pass on selected object, it would help, but he turned me down telling me that it wasn't the purpose of the script... I don't really understand why, if he does OC, reflection, luminance, texture, etc why not a matte pass, but, anyway.

    Yeah, if someone has a solution/direction, I would really appreciate!

    Thanks

    Stan
    3LP Team

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    • #3
      You can easily write a script which will set the gbufferchannel for each object on each layer to be set per layer and use the MultiMatteElement render element.

      You can also use the MME masks to get mattes per material, but what I would like to see would be an extra option, call it a Vray GBufferID and then an extra option in the MultiMatteElement to use max GbufferID or VrayGBufferID, and thus we would be able to masks for materials, layers and individual objects in one go.
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      • #4
        And the nice thing is the new multimatte allows you to add random lists of objects into each of the red, green and blue channel so you don't even need to use gbuffer ids so you just need maxscript to select all the objects on a layer and pop them into a list. I'm on vray 2.3 in the office and I can't change version just yet but if you're on vray 2.4 it's possible to do.

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        • #5
          yeah for sure, but I think the whole point is to be able to re-render just a part of the image, lets say you want to change a texture on a object, then you need to send back the job, but want to have a 2 min render per frame for only the object you need to re-render.
          so you matte out all the rest...

          quick example, just to explain the idea, it could be way different, but the whole point is not to re-render everything.
          Yeah for sure in a ideal world, everything needs to be right before clicking render, but, often, it's not the case.

          and be able to re-render part a scene based on ether the selection or even better, layers, like Jacob explained (Xref scene etc) would make it way easier to handle large and complex scene. (and small one as well actually )

          so like I said, I asked to Ivan form rendermask, he will have a look to integrate the selection part into his script
          http://www.scriptspot.com/3ds-max/scripts/rendermask

          and someone replied that a old script (could still work) for the selected objects already
          http://www.scriptspot.com/3ds-max/sc...ss-on-selected

          Haven't tested it yet, it's not layers, but it would be awesome to have layer supports, and/or a native option in vray to do those kind of renders.
          In the same idea, a lot of ppl are talking about tricking vray by putting a black plane linked to the cam to render only regions (or animated regions).
          I think the whole idea of rendering part of a image could be more explored in general.

          Regards,

          Stan
          3LP Team

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