RenderStorm 3ds Max plugin
Release notes: 2/29/2017
This plugin performs automated "PreFlight" Scene Check (asset gathering, 3rdparty
plugin check, etc) and is designed as the easiest and most troublefree way to submit your 3ds Max scene to the RenderStorm Cloud.
- Currently supports 3ds Max versions 2015, 2016 and 2017
- Rendering engines supported: scanline, iray, Maxwell, VRAY, Mental Ray, Redshift*
- Supports "tiled" (distributed) rendering of single stillimages across multiple rendernodes
- *Full (automatic) Mental Ray GI support is for still frames only. Submitting animated sequences for scenes with Mental Ray GI enabled is a semimanual process. (See “manual Mental Ray GI procedure” at the end of this document)
- Attn: REDSHIFT GPU USERS!: We support Most Versions of Redshift. Please contact us with your Current RedShift Version and we will setup your account to work with Your Version. To find your version go to control panel - programs - programs and features as below:
Automated “preflight” scene checking and asset gathering
render elements supported
VRAY frame buffer supported
support for VRAY, scanline, iray, Maxwell renderers, mental ray*, Arnold (Coming Soon) and Redshift
Tiled rendering supported
limited Mental Ray GI processing (manual process only)
no support for simulation/dynamics baking/preprocessing
Included in Guide:
- Plugin Installation
- Special Instructions for 3ds Max 2016
- Nonstandard 3dS Max Installation Locations
- Using the Plugin
- Basic Settings
- Extra Command Line Options
- VRAY Special Options
- Mental Ray Manual GI
The RenderStorm 3ds Max plugin is downloaded and installed automatically when you install the RenderStorm Cloud User Interface (“Cloud UI”) application after registering your account. Your existing 3ds Max installed versions will be automatically detected and the proper files will be installed. Once installed, a new "Submit to RenderStorm" option will be installed under the main 3ds Max rendering menu.
"Rendering" dropdown menu
* Special instructions for 3ds Max 2016 users * (You should skip this section if you don’t use 3ds Max 2016)
Please follow these instructions to enable the “Submit to RenderStorm” button on your 3dsmax Rendering
Step 1. After installing the plugin as above, open 3ds Max 2016 and navigate to Customize> Customize User Interface.
Step 2. Click on the “menus” tab
Step 3. In the right section of the box, expand the list under “Rendering”
Step 4. Click the “Category” dropdown, scroll down to “RenderStorm”, and CLICKDRAG
the “Submit to RenderStorm” option into the right pane in the location you want the button to appear under “Rendering”.
Step 5. You should now have a “Submit to RenderStorm” menu item in the main 3ds Max Rendering dropdown menu. (now click it!)
*If you originally installed your 3ds Max application in a nondefault location: (then follow these steps to install our 3ds max plugin)
Step 1. Start the RenderStorm Cloud User Interface (Cloud UI) desktop utility that you just downloaded and installed. Login to your account with the username and password you chose when you registered.
Step 2. After you have logged into the Cloud UI utility, the application will then search your system for your 3ds Max installation. If 3ds Max is not in the default location/path of your hard drive, you will need to manually the root location/path. (First make sure you are logged into the Cloud UI application. You can do this by clicking on the cloud in the system tray and then clicking on connect to render farm service. )
Then choose: > preferences
From the preferences screen, choose >Plugin Manager and then Right click and choose: > Add to manually set the location to the root directory of your 3ds Max root drive. (example: R:\mystuff\autodesk\3ds max 2015\”)
Using the Plugin
Whenever invoked, the RenderStorm plugin will create it's own popup GUI and will show the current scene's render settings along with a few controls for submitting your scene for render.
*(Please be sure that the RenderStorm Cloud UI utility is running and connected to the RenderStorm cloud
rendering service before attempting to submit rendering jobs via the plugin.)
**If you want to make basic changes to rendering settings (such as resolution, frame range, etc) in your scene, please return to 3ds Max's main Rendering rollout and make your changes there. Your new settings will automatically be shown in the RenderStorm plugin when you are ready to render.**
Then, you may adjust specific parameters if needed and submit your job by pressing the "Save and Submit" button on the bottom of the plugin GUI.
-Priority: select your job priority. HIgher charges for Business and Premium but jobs will start sooner and finish ahead of any "Standard" jobs.
-Job Project Folder : Select the root location of your project. Selecting this location from the drop down box on subsequent job submissions from the same project will allow our "smart sync" to only upload "changes" from the last time you submitted your job. Any textures/assets previously uploaded will simply be reused and won't need to be reuploaded.
-Image prefix: Change the name of your rendered frames. Using "Default" will use the name designated in 3ds Max's scene render settings.
-Tile Rendering: Use this option to speed up rendering of very highresolution or computationally heavy still images. For the “rows” To use, enable Tiled rendering and in the “rows” box, enter the number of machines you want to use. ***Use this feature only for very large, long singleframe
-Continue on Error: We recommend leaving this item checked/enabled. There are often small “errors” internally during rendering, which are “normal” and should not cause rendering issues in 99% of cases.
-Overwrite files: Check this option only if you want new download final rendered images to overwrite existing ones in the same folder. We recommend leaving this option unchecked. Additional Command line arguments (Advanced) Advanced users can add a 3ds max command line rendering flag using the <
VRAY additional options
VRAY animation type For VRAY jobs, please use the drop down box to select the appropriate scene construction type for proper GI cache processing to be performed.
Manual Mental Ray GI procedure
For animated sequences using Mental Ray, you will need to submit two jobs separate jobs and use a specific special network path for saving.accessing your GI caches on our server.
Step 1. In your mental ray GIobal Illumination (final gather, photon map, etc) render settings, find the “Reuse” section rollout and select the appropriate mode (either single frame or multiple frames)
Step 2. select/enable the check box next to “Calculate FG/GI and skip final rendering”
Step 3. Under the Final Gather section underneath, select “Incrementally add FG points to FG map files”
Step 4. Use any local path for the FG map cache location. Make sure the file name ends with “.fgm”
Step 5. Open the 3ds Max’s Asset Tracking window and go to the Options menu and make sure “Disable asset tracking” is NOT checked.
Step 6. In the “Outputs” section of the Asset Tracking window, find the mental ray fgm file and rightclick,
then select “Set Path”.
Step 8. In this window, substitute the previous file location with following custom path:
Step 9. Make sure you use a unique file name that ends with “.fgm” **IGNORE THE ERROR ABOUT FOLDER NOT BEING FOUND, the path exists on our farm!!! Just tell 3ds Max “OK” :)
Step 10. Run the RenderStorm plugin, which can be found under the main “Rendering” menu in 3ds Max.
Step 11. In the “Frames per slice” window, enter the total number of frames in your 3ds Max sequence. This will force all of your final gather maps to be rendered on a single machine so that GI flicker is minimized.
Step 12. Submit your job. This will calculate the Final Gather maps on a single, fast RenderStorm machine. A single machine is used to ensure there will be no GI “flicker” in the final rendering”
Step 13. Once the FG processing job is completed open your render settings again.
Step 14. Under the “Global Illumination” tab in 3ds Max’s rendering settings, find the “Reuse”
Step 15. Deselect/unselect the “ “Calculate FG/GI and skip final rendering” setting. We want to render our
images this time.
Step 16. Under the “Final Gather Map” options, select “Read FG points only from existing FG map files” and be sure to use the same path/location as before.
Step 17. Run the RenderStorm plugin and use the value of “1” for Frames per Slice” option. This will allow the cache sequence to be generated on multiple render nodes at the same time.
Step 18. Submit the final rendering job.