batch render script

I have a scene where many animated cameras need to be rendered through bacckburner.

For clarity, for each camera, I like to send a) a LC flyby render, b) an IRmap render (using a) and c) the final rendered images as rpf files. Thats three different render jobs for each cameras, all with dependancies so that c) will only occur after b) etc etc.

This creates quite a lot of jobs, with quite a lot of room for errors (especially when this is done last thing at night!). Is there a good script utility that will basically allow me to right a text file (or something?) and list all the jobs in one file, then just hit ‘GO’?

Where do I begin?

Cheers

i wish there was.
i considered creating such a script, but it would be quite some work, and i don’t really have the time.
besides, about 2 years ago i said to myself that i’d wait for vray 1.5 until i make more vray related scripts. i didn’t know then that it will never be released. :evil:

Am i correct in thinking that a script could do this? I’ve been using max for about 12 years and never really needed to use them!

The FlyThrough LC and the IRR map calculation can be done in one job - just check save and ‘switch to saved cache’ - havent seen any scripts that does the rest, but using saved presets makes it a lot easier.

just check save and ‘switch to saved cache’

Presumably I use render every Nth frame with the timeline at the bounds of the camera movement? I always thought LC needed to be calculated on Single Frame Only

yeah i’m quite sure that all nessecary backburner & vray actions can be scripted.

Yes, you set your LC/IRR map render up in one job, LC set to flythrough and save / switch to saved cache and then render every 15th frame or so with Incremental add to IRR map. It will render the LC first, save that and then render the IRR map for every 15th frame - will only do LC once because its set to switch to saved cache.

..definately makes it somewhat easier… STILL… screwed up the settings on two of my 30 jobs running this weekend, worst thing is when you load the wrong IRR map… it wont crash - just render MUCH slower…