Generated by All in One SEO v4.9.10, this is an llms.txt file, used by LLMs to index the site. # renderStacks the smarter way to render by quasiKrystal ## Sitemaps - [XML Sitemap](https://renderstacks.com/sitemap.xml): Contains all public & indexable URLs for this website. ## Posts - [renderStacks 4.38](https://renderstacks.com/renderstacks-4-36/) - 4.38 – 6/29/2026 New – RenderFlow pmodifier integration. Pmodifier for submitting passes directly to Pulze RenderFlow via rfcli. Supports job name (with token resolution), priority, and initial job status (pending/suspended). RenderFlow is now detected as a network render target. When a pass has a RenderFlow pmodifier assigned, the Net Render button submits to RenderFlow automatically. - [renderStacks 4.34](https://renderstacks.com/renderstacks-4-34/) - 4.34 – 3/23/2026 New – Added “Passes to show in the Render Check” with 3 options: Selected, All, and None. New – Added total pass count display in Render Check. New – Added the same “Passes to show in the Render Check” option to Preferences and save it as a user setting. Improved – If - [renderStacks 4.26](https://renderstacks.com/renderstacks-4-26/) - 4.26 – 12/30/2025 New – rsUserNetSubmit allows to replace netSubmit so you can use custom submission function. Improved – Righ click mene > Paste/Instance Pmodifiers are available for passgroups. You were able to CTRL+V before. Now it is exposed to the right click menu. Improved – now Use Vray Frame Buffer is on by default. Fixed – rsUserPreSubmitFn was not stopping - [renderStacks 2.72](https://renderstacks.com/renderstacks-2-72/) - renderStacks 2.72 has been released. 2.72 - 2/15/2023 Improved -- Update Render Setup dialog only when Common/RenderElement is active. If you usually open renderer tabs, you probably wouldn't need to close Render Setup dialog all the time. Fixed - static Overscan issues Fixed - Preview render was failing when render output was not set properly - [renderStacks 2.77](https://renderstacks.com/renderstacks-2-77/) - renderStacks 2.77 has been released. !!! If you are using a non-commercial version. 2.77 probably have been expired. Please download 2.78 again. 2.77 - 5/25/2023 New - Controller support for ObjParams/ManyObjectParams New - All On, All off support for atmospherics/RenderElement/RenderEffects Improved - When Visibility doesn't have any set assigned. It would hide all objects since - [renderStacks 2.81](https://renderstacks.com/renderstacks-2-81/) - A hot fix for rsPreview UI crash. 2.81 - 6/3/2023 Improved - Frame Range modifier - Get Active Frame button to set Range from the active animation range Fixed - rsPreview was crashing. when the UI is being opened. - [renderStacks 2.91](https://renderstacks.com/renderstacks-2-91/) - renderStacks 2.91 has been released. New - PhoenixSim pmodifier with comprehensive Deadline support. New - New - rsPrvRender Environment Map override. It is On override to temporarily turn on Environment Map while previewing. New - token which removes 2 characters in front of digits. Improved - Skip Existing Images support for RenderCommon pmodifier. Fixed - [renderStacks 3.16](https://renderstacks.com/renderstacks-3-16/) - renderStacks 3.16 has been released. New -Multi Visibility pmodifier mode. In the video, "onBase" pass group has "base" Visibility set with base cylinder. Then, "etc" and "TubeTeapot" had Visibility sets with corresponding layers. Improved - Treeview drawing performance improvement - 174 passes setup took 5.7s to start renderStacks. Now it takes less than a second. - [renderStacks 3.23](https://renderstacks.com/renderstacks-3-23/) - renderStacks 3.24 has been released. 3.23 caused an issue for users who don't use Deadline. Please re-download 3.25. New - Deadline single file submission Now you can submit only one max file per submission. This allows faster submissions and will save storage. New - Always on top dialog option in Preference New - token - [renderStacks 3.27](https://renderstacks.com/renderstacks-3-27/) - renderStacks 3.27 has been released. New - You can use the range expression, [start-end], to generate multiple passes with range. For example… Shot_[007-9] will make Shot_007, Shot_008, Shot_009. The bigger number padding will be used for all names. Fixed - UNC path was blocking render/submission because it was detected as an invalid path. - [renderStacks 3.29](https://renderstacks.com/renderstacks-3-29/) - renderStacks 3.29 has been released. Fixed - the crash happening while minimizing the renderStacks dialog Fixed - Changed CoronaRenderSelected/ObjectID override to use the built-in methods when there is only 1 object id - [renderStacks 3.35](https://renderstacks.com/renderstacks-3-35/) - renderStacks 3.35 has been released. Fixed - “Capture from scene” function in the right click menu has been revisited. Exposure and MtlMapParams now works correctly. Fixed - When duplicate pass, modifiers were swapped between the sources and the copy.. Fixed - if a modifier name had dot or space, ManyObjectParam failed to get value. Fixed - [renderStacks 3.41](https://renderstacks.com/renderstacks-3-41/) - renderStacks 3.41 has been released. New - Capture Viewport Selected Obj Values. This updates the value of items of the selected objects in the viewport New - Multi node rename. In the past, you can only rename a node when only single node is selected. Now it will popup rename dialog for each node if - [renderStacks 3.45](https://renderstacks.com/renderstacks-3-45/) - renderStacks 3.45 has been released. 3.45 - 8/11/2024 Improved - Visibility pmod now has Include button. You can reverse selection for the single visibility mode. You can minus selection in multi visibility mode. Improved - VRayOverrideMtl Options are supported for VRayOverrideMtl pmod Improved - Sanity check now has warning/mustfix checks. Yellow bg is a warning - [renderStacks 3.53](https://renderstacks.com/renderstacks-3-53/) - renderStacks 3.53 has been released. 3.53 - 9/2/2024 New -RenderOutput and RenderOutputVRay - Added Element Active checkbox so you can globally turn on/off render elements New - RenderOutputVRay - Disable VRayVFBRegion and disable test resolution are now exposed in UI. In the past, it always had ran. Improved - Deadline submitter dialog will be automatically - [renderStacks 3.56 has been released.](https://renderstacks.com/renderstacks-3-56-has-been-released/) - Paid users! Please make sure if you are getting the update email. All the communication email will use the email you provide while purchasing. There will be an important update for the paid users soon. If you want to contact us for any matters, send to the email you get the key from. 3.56 - - [renderStacks 3.64](https://renderstacks.com/renderstacks-3-64/) - renderStacks 3.64 has been released. 3.64 - 11/18/2024 New - The Pass Filter lets you display only specific passes based on the applied filter. It also supports filtering by pass color and pass set. Check the video here. New - Camera Modifier StoreView - This feature lets you save a snapshot of the perspective view - [renderStacks 3.81 has been released.](https://renderstacks.com/renderstacks-3-81-has-been-released/) - 3.81- 12/24/2024 New - Option to install as an ApplicationPackage Improved - Department and Comment is added in Deadline pmod. Improved - String value parameters are supported now for the pmod that requires adding properties. For example, you can set AltIniPath of Deadline pmod now. Improved - RenderElement pmos - Arnold AOV support, Turning on/off - [renderStacks 4.02 & rsPassBuilder](https://renderstacks.com/renderstacks-4-02-rspassbuilder/) - #renderStacks for #3dsMax Version 4 is here! Big thanks for all your support for renderStacks. This update brings a new feature, rsPassBuilder, just for commercial users. We’ve done our best to make most features available for non-commercial users, but we’ve reached a point where we need to give more value to our commercial users. https://www.youtube.com/watch?v=R5ROotE66HY - [renderStacks 4.05 & GarageFarm.NET support](https://renderstacks.com/renderstacks-4-05-garagefarm_net_support/) - 4.05 – 5/8/2025 Improved -Maxscript pmod script textbox is now aligned left. Improved - rsPassBuilder - Select and untag rsPassBuilder pass, Delete existing pass builder pass is now optional. Improved - Added Sort items alphabetically for rsRenamer Fixed - Merge dialog becomes too big with a lot of passes Fixed - Empty Arnold AOV can - [renderStacks 4.07](https://renderstacks.com/renderstacks-4-07/) - 4.07 - 6/23/2025 Improved - All tool buttons above the tree view will be aligned to left all the time. Fixed - rsMini was not launching Fixed - Some users have reported that opening a rightlick menu crashes renderStacks. It is fized now. Fixed - if Arnold AOV was never opened. renderStacks would crash while - [renderStacks 4.18](https://renderstacks.com/renderstacks-4-18/) - 4.18 - 9/22/2025 New – rsPassGenFromCVS utility: Generate passes and pmodifiers directly from a CSV file or the clipboard. *Commercial Version Only Improved – Set Editor: Users can now add or remove items in Layer Sets and Pass Sets via the right-click menu. Improved – RenderOutput pmod: Added a “Use VRay Frame Buffer” checkbox. Improved - [1 year anniversary interview with Andy Lewis, the beta tester #1.](https://renderstacks.com/1-year-anniversary-interview-with-andy-lewis-the-beta-tester-1/) - It has been a year since renderStacks has been released. First of all, thanks to all renderStacks users! We planned to have a big feature announcement. But, the beta testing and documentation is still going on. We will update ASAP when it is ready. To celebrate 1 year anniversary, we interviewed with our awesome first - [renderStacks 2nd anniversary interview - Ignacio Mullor](https://renderstacks.com/renderstacks-2nd-anniversary-interview-ignacio-mullor/) - I know it is a little bit late. But, renderStacks had a 2-year-old birthday last month! To celebrate the birthday, we had an interview with our awesome user, Ignacio Mullor. Who are you, awesome renderStacks user? Please introduce yourself. My name is Ignacio Mullor, I’m a Freelance CG creator from Barcelona located in Japan at - [renderStacks pricing change](https://renderstacks.com/renderstacks-pricing-change/) - It has been almost 4 years since renderStacks was released, and the pricing hasn't been changed. We were trying to update the pricing last year. But, billing system was not ready. Finally, we are ready to update the pricing in mid-May. This is the new pricing. _ Current New Subscription 1 user 59.99 65.00 Subscription - [renderStacks 2.65](https://renderstacks.com/renderstacks-2-65/) - renderStacks 2.65 has been released. !!! updated with 2.66 with a small hot fix. Please re-download 2.66 New - MtlMapParams modifier - now you can control any material/map parameter per pass. New - Generate Batch - You can generate batch file for local rendering instead of using the current session. It will launch 3dsmaxbatch and - [renderStacks 2.59](https://renderstacks.com/renderstacks-2-59/) - renderStacks 2.59 has been released. New - ChaosPlayer support. I tried MRVIewer and DJV, RV. ChaosPlayer is still my favorite. Improved - Removed backup render preset from rsPrvRender. Ya, that polluting render presets are gone. Fixed - output preview button display. The black button at bottom center. Fixed -Output folder should be generated only when - [renderStacks 2.57](https://renderstacks.com/renderstacks-2-57/) - renderStacks 2.57 has been released. !!! renderStacks supports only 3dsMax 2017.1+ from now on !!! New - RenderEffects pmodifier New - Disabling the ::base pmodifier support. Sometimes you want to disable all pmodifiers of a type for troubleshooting and such. Now you can disable pmodifiers in ::base. Then, all the same type pmodifiers in all - [renderStacks 2.52](https://renderstacks.com/renderstacks-2-52/) - renderStacks 2.52 has been released. If you have been using the non-commercial version, you will have to upgrade to this version. I forget to update the timer, and all previous versions would be expired today. * Non-commercial version has a time limit and will expire at some point. You will have to download a newer - [renderStacks 2.49](https://renderstacks.com/renderstacks-2-49/) - A small update, if you were using 2.45, please update. New - Global Preference Override allow you to control some of Preferences settings globally using global variable or environment variable. Improved - Maxscript documentation has been updated. Fixed - Set Editor was not opening. Fixed - Sometimes pmodifier parameter UI showed the wrong contents. - [renderStacks 2.45](https://renderstacks.com/renderstacks-2-45/) - renderStacks 2.45 has been released It has been a while we had an update. There was some core work going on. Now we have a way of making "pmodifier plugin". The documentation will be released in the future. Also now renderStacks can do more than render. It can "Execute" tasks. As the first implementation of - [renderStacks 2.36](https://renderstacks.com/renderstacks-2-32/) - renderStacks 2.36 has been released. It was 2.35 and had a small bug. 2.36 is the hot fix version. Improved - Image aspect ratio spinner in Resolution modifier Improved - Added more Arnold option for rsPrv Improved - Added Red as a new pass color. Only accessible via right click mnu Improved - Deadline "onComplete" - [renderStacks 2.29](https://renderstacks.com/renderstacks-2-29/) - renderStacks 2.29 has been released. https://youtu.be/hqNlzgLAMx0 ​Improved - Now when you resize renderStacks, it will not restart itself. This also means you can resize while it is docked. Improved - Various options that is related to renderStacks UI are moved under Preference menu for a better access and visibility. https://renderstacks.com/wp-content/uploads/2020/07/Pasted-9.png Improved - Holding ESC allows - [renderStacks 2.15](https://renderstacks.com/renderstacks-2-15/) - renderStacks 2.15 has been released. New – Maxscript pmodifier https://www.youtube.com/watch?v=0UOQpuAKpmA New – Newly revamped Set Editor https://www.youtube.com/watch?v=1tb7isZrQAw Resizable Added Selection Set Member view Display usage count Rightclick menu Clear Unused Add to/Remove from scene – Layerset, Selection Set New – Select the Selected Items in the Scene (see reply) Improved – When you use Skip - [Maxscript documentation is added](https://renderstacks.com/maxscript-documentation-is-added/) - I added a small Maxscript documentation about scripting renderStacks. https://renderstacks.com/docs/renderstacks/maxscript/ - [renderStacks 2.08](https://renderstacks.com/renderstacks-2-08/) - renderStacks 2.08 has been released. https://youtu.be/9ytwk_PiJ9g New - VRayFramebufferLayerTree pmodifier Improved - FrameRange - Move to first frame Improved - Deadline - USER-DEFINED NETWORKPATH support Improved - Deadline - Auto turn off script job Improved - Renderer/VRayFramebufferLayerTree support for load/save Improved - ObjSet editor will open as floating dialog Improved - Save - save to - [renderStacks 2 is here!](https://renderstacks.com/renderstacks-2-is-here/) - It has been a while since the last update of renderStacks. Now renderStacks is supporting a nested pass setup with the pmodifier on passgroup and instanced passes. It took a lot longer than we expected. But, I hope this would add another dimension to your workflow! Here is a short video about the pmodifier on - [renderStacks 1.243](https://renderstacks.com/renderstacks-1-243/) - renderStacks 1.243 has been released with 3dsMax 2022 support. In the latest update to renderstacks, we were extremely excited to collaborate with the Blizzard Animation team at Blizzard Entertainment to develop the Tractor pmodifier that is now available for all renderStacks users. Here is the list of new features. As always, all new features are - [renderStacks 1.246](https://renderstacks.com/renderstacks-1-246/) - renderStacks 1.246 has been released. It is a small update. But, all new features are from user request. Automatic layer localization for Scene Xref. Please read this page for details. Delete Passgroup Tree Now you can delete passgroup(s) with all their passes. SHIFT+Del or SHIFT+Remove Node button or right click menu. Visibility Pmodifier Selection Set - [renderStacks 1.231](https://renderstacks.com/renderstacks-1-231/) - I'm sorry for the late announcement. renderStacks had been updated to 1.231 on 2/18/2021. It you have downloaded after 2/18,you probably already have 1.231. Also if you are have a commercial license, you already have gotten email. If you use NC version and are using older version, please download again. RenderOutputVRay - file was not - [renderStacks 1.229](https://renderstacks.com/renderstacks-1-229/) - Apparently a lot of users are confused about the new RenderOutputVRay in renderStacks 1.222. To prevent the confusion. We added explicit "V-Ray saw image file" checkbox so you can turn off V-Ray raw image file output when you don't use multi channel exr. Also the documentation has been updated for RenderOutputVRay. Please read the documentation! - [renderStacks 1.222](https://renderstacks.com/renderstacks-1-222/) - https://youtu.be/Tyn9fClAm4w renderStacks 1.222 has been release with many user requested features, improvement and fixes include... RenderOutputVRay pmod rsUserPreSubmitFn Custom BackBurner IP/Name option in Preference Pass group will have prefix {g} in the treeview Sort Pass by alphabetically in right click menu Camera select button in Camera pmodifier Open in Built-In Image Viewer after multi preview - [renderStacks 1.108](https://renderstacks.com/renderstacks-1-108/) - renderStacks has been updated to 1.108 This release is the productivity update. As our user based grows, we have received a lot of great feedback and ideas. We tried our best to address and implement what our users want. New features includes... Layer based workflow for LightOn/Material pmodifier Toggle Note panel Treeview size adjustment Streamlined - [renderStacks 1.06](https://renderstacks.com/renderstacks-1-06/) - renderStacks 1.06 has been released with 6 new pmodifiers. With Royal Render support, now renderStacks is supporting 3 network renderfarm management solution out of box. XRefSceneVisible pmodifier LayerPropsRender pmodifier LayerPropsDisplay pmodifier CoronaRenderSelected pmodifier CoronaOverrideMtl pmodifier Royal Render Pmodifier Other new features are User Token for RenderOutput pmodifier FStorm Camera Overscan support for Resolution pmodifier Also - [Clarification about license](https://renderstacks.com/clarification-about-license/) - We got some questions about renderStacks license. Here are answers. renderStacks doesn't requires render node license. It doesn't even need to be installed on render node. When it submits render, all pass data is baked into the file. The wording for non-commercial version was confusing. We just wanted to make sure it could be used - [renderStacks has been released.](https://renderstacks.com/renderstacks-has-been-released/) - renderStacks has been released today. What's renderStacks? Click HERE. We provide perpetual and subscription options. Please check Buy/Download page. We also provide non-commercial version for free. It is a full featured version without limitation. As long as you don't make money from your render, you can try in the studio environment, too. We only provide - [rsPrvRender 1.05](https://renderstacks.com/rsprvrender-1-05/) - A small update Fixed crash while using VRayGPU New Light category override If you enable this override, rsPrvRender will turn on display by category for Light while rendering preview. This is useful to prevent lights are not rendering when you set your renderer not to render hidden light, Animation render support Now you can render - [rsPrvRender 1.02](https://renderstacks.com/rsprvrender-1-02/) - Tiny update. Please check forum for details. :) https://renderstacks.com/forum/showthread.php?tid=3 - [Introducing rsPrvRender by quasiKrystal](https://renderstacks.com/introducing-rsprvrender-by-quasikrystal/) - Hello! This is the future home of the renderStacks by quasiKrystal. Today we are releasing our first tool, rsPrvRender as a teaser for renderStacks. Do you want to know who the heck is quasiKrystal? Click About Us. [wpdm_package id='214'] rsPrvRender (renderstacksPreviewRender) is a feature of renderStacks which allows users to reduce render settings temporarily without ## Pages - [Buy/Download](https://renderstacks.com/buy/) - renderStacks supports 3dsMax 2021+. Most functionalities of renderStacks work with any renderers. Only ObjRenderProps(object properties for rendering) rsPrvRender and overscan supported is limited. The following renderers have a more complete support. Arnold, Scanline, ART, VRay, VRayGPU, Corona, Redshift, FStorm If you need more support for your renderer, contact us. renderStacks doesn't require render node lic. - [About Us](https://renderstacks.com/about-us/) - We, quasiKrystal, are a small tool maker for 3ds Max users. quasiCrystal means is "a structure that is ordered but not periodic". We hope to make a solid but something different than usual tool. renderStacks is the first product we are preparing to release soon. We have been using 3ds Max/3D Studio for 29 years - [renderStacks](https://renderstacks.com/renderstacks/) - renderStacks has been updated to 3.56! Click here to see the new feature list. https://youtu.be/TWYymL_hlAc For more videos, please visit our YouTube channel. So, what’s renderStacks? It is a render pass/generic task manager for 3dsMax. If you have used RPManager, LPass Manager, Prism, StateSet, Scene State. It is something like that. But, it is aiming - [rsPrvRender](https://renderstacks.com/rsprvrender/) - renderStacks include rsPrvRender. DO NOT INSTALL rsPrvRender if you already have installed renderStacks. This tool allows users to temporarily change selected render related settings so they can quickly preview render without changing their production render settings. Choose features to temporarily change for preview and press Preview Render button. This script will override selected features - [Docs](https://renderstacks.com/docs/renderstacks/changelog/) - [Newsletter](https://renderstacks.com/newsletter/) - [https://renderstacks.com/forum/](https://renderstacks.com/https-renderstacks-com-forum/) - [Privacy Policy](https://renderstacks.com/privacy-policy/) - Who we are Our website address is: https://renderstacks.com. What personal data we collect and why we collect it Comments When visitors leave comments on the site we collect the data shown in the comments form, and also the visitor’s IP address and browser user agent string to help spam detection. An anonymized string created from ## Docs - [[RF] RenderFlow](https://renderstacks.com/docs/renderstacks/pass-modifier/rf-renderflow/) - [RF] RenderFlow – 1 per pass, Preset Submits the current pass to Pulze RenderFlow via rfcli. When a pass has a RenderFlow pmodifier assigned, the Net Render button will submit to RenderFlow instead of the default network render manager. Options Job name – The name of the RenderFlow job. Supports tokens. Default: _ Priority – - [ChangeLog](https://renderstacks.com/docs/renderstacks/changelog/) - 4.38 – 6/29/2026 New – RenderFlow pmodifier integration. Pmodifier for submitting passes directly to Pulze RenderFlow via rfcli. Supports job name (with token resolution), priority, and initial job status (pending/suspended). RenderFlow is now detected as a network render target. When a pass has a RenderFlow pmodifier assigned, the Net Render button submits to RenderFlow automatically. - [[RO] RenderOutput](https://renderstacks.com/docs/renderstacks/pass-modifier/renderoutput-pmodifier-and-token/) - [RO] RenderOutput - 1 per pass RenderOutput pmodifier allow you to set render output. Please check the Token page for the tokens for the output path. RenderOutput pmodifier has been changed in 1.221 for VRay users. Before 1.221, RenderOutput pmodifier allow you to set one of the following render output path for VRays 3dsMax builtin - [rsPassGenFromCVS](https://renderstacks.com/docs/renderstacks/utilities/rspassgenfromcvs/) - This feature is exclusive to the commercial version. This utility allow you to generate passes and pmodifiers directly from a CSV file or the clipboard. Options Source You can load a .CSV (Comma-Separated Values) file or copy/paste from any text editor. You would generate a .csv file from a spreadsheet program such as Excel or - [Sanity Check for Render](https://renderstacks.com/docs/renderstacks/pass/sanity-check/) - If you press any button other than Preview and "Sanity Check" button is on, you will see the Render Check dialog. You can resize this dialog. The size will be kept for the session. If you want to sanity check when you don't render, right click the Sanity Check button. If passes are selected, the - [Preference menu](https://renderstacks.com/docs/renderstacks/main-ui/preference-menu/) - Preference menu allow to access UI related functions, Preference dialog and startup file. Preference The top section of Preference is per file perference. These settings are stored in the max file. Data Storage Type Check GUID vs Name section. Pass Level Pmodifier Display You can select some of pmodifiers types to display the selected pmodifier's - [Global variable](https://renderstacks.com/docs/renderstacks/pipeline-hooks/global-variable/) - ::rsBlockPostSubmitMsg - setting this to true blocks the post submission messagebox. - [Global user functions](https://renderstacks.com/docs/renderstacks/pipeline-hooks/global-user-functions/) - User global functions There are a few global functions that runs after a certain event of renderStacks. rsUserNetSubmit If you define the global function rsUserNetSubmit, it will be used as the custom netSubmit handler. The function should return a string message, which will be displayed in a popup after submission. If it returns an empty - [[FR] FrameRange](https://renderstacks.com/docs/renderstacks/pass-modifier/fr-framerange/) - [FR] FrameRange - 1 per pass allows t control which frame to render per pass. It is essentially same as "Time Output " section in the Render Setup dialog plus Skip Frame feature. Time Output Type Select which frames you want to render. Single : The current frame only. Active Time Segment : The active - [renderStacks Mini](https://renderstacks.com/docs/renderstacks/utilities/renderstacks-mini/) - This is a compact version of renderStacks. You can switch and preview passes. This is a mode of renderStacks. if you switch to mini mode, next time when you launch renderStacks. It will be launched as mini mode. Preview button has the same right click menu as full size version. How to preview passes Select - [Generate Pass per Camera](https://renderstacks.com/docs/renderstacks/utilities/generate-pass-per-camera/) - makes a pass or passgroup per camera. A pass or passgroup will be added for each camera and be named same as camera name. Then, a Camera pmodifier will be added and be named same as camera name. Prefix/Suffix - Add prefix/suffix for pass(group) name. Make Passes/Make Passgroup - make pass/passgroup - [Save Selected Passes as Max File](https://renderstacks.com/docs/renderstacks/utilities/save-selected-passes-as-max-file/) - !!! Please use Save pmodifier. Instead of rendering passes, it will activate the passes and save a max for for each pass. A dialog will pop up to select an output path. The max file name will be _.max - [Material/Map CleanUp](https://renderstacks.com/docs/renderstacks/utilities/material-map-cleanup/) - When a material is used in this pmodifier. renderStacks create a material depot and the materials in there because material need a place to go when it is not used in the scene. Same for maps. Then, when you remove the material or map from pmodifier, renderStacks doesn't automatically remove them from the depot. We - [rsRenamer](https://renderstacks.com/docs/renderstacks/utilities/rsrenamer/) - This is an extended renamer based on the builtin 3dsMax Rename Objects utility. Overall workflow and option are pretty similar. But, it provide the following improvement over 3dsMax ones. Supports renderStacks' pass name, layer name and file name in addition to object name. Search and replace support with regex support. Preview If you change selection - [Simple Collect Maps](https://renderstacks.com/docs/renderstacks/utilities/simple-collect-maps/) - A simple collect map utility. If you run this, it will ask folder to copy. Then, It will collect asset file you can see in Asset Tracker into the folder and save max file. IT DOESN'T REPATH any of collected assets. it just collect in a folder so you can easilt zip and send to - [rsPassBuilder](https://renderstacks.com/docs/renderstacks/utilities/passbuilder/) - This feature is exclusive to the commercial version. This tool lets you create passes by mixing and matching setups from the source pass groups. In the image on the right, three pass groups are selected in the Sources list. The Camera pass group contains 4 passes, the Model pass group also includes 4 passes, and - [How to install](https://renderstacks.com/docs/renderstacks/introduction/how-to-install/) - If you got a .mzp file, just drag and drop into a viewport. If you got a .zip file, unzip and find a .mzp file. Them, drag and drop the .mzp file into a viewport. Installer window will pop up. Press "Accept". Then, the "INSTALL" button will become active. Choose where to install. You can - [How to activate license](https://renderstacks.com/docs/renderstacks/introduction/how-to-activate-license/) - Click About menu > License License input dialog will popup. Copy/Paste the key into "License Key" textbox. Make sure to copy the entire key. Do not put extra space. The key usually end with "==" If the key is invalid. renderStacks will complain. The key information is stored in the following folder. for 3dsMax 2020+ - [Utilities](https://renderstacks.com/docs/renderstacks/utilities/) - [Maxscript](https://renderstacks.com/docs/renderstacks/maxscript/) - renderStacks is a maxscript which means I do whatever I do with Macscript. That also means you can do, too! This is some examples of how you can control renderStacks with Maxscript. Make sure to run renderStacks once to get a rstck instance. rstck.reset() -- Clear renderStacks data from the scene. "rstck" is the instance - [[RE] RenderElement](https://renderstacks.com/docs/renderstacks/pass-modifier/re-renderelement/) - [RE] RenderElement - 1 per pass, Custom Property, Preset allow to turn on/off render elements per pass. This is a custom property pmodifier. You need to explicitly choose which render elements you want to control. For Arnold, you can turn on/off per AOV driver. - [Treeview Pass Filter](https://renderstacks.com/docs/renderstacks/main-ui/treeview-pass-filter/) - The Pass Filter lets you display only specific passes based on the applied filter. By default, it will perform string match using the pass’s full name, which is formatted as ``. For instance, if the pass "city_blue_both" belongs to "Camera001," the full pass name would be "Camera001/city_blue_both". This means that if the - [[Ca] Camera](https://renderstacks.com/docs/renderstacks/pass-modifier/camera/) - [Ca] Camera - 1 per pass Allow you to set a camera to render for the pass. Camera dropdown dropdown to select camera to render. If you select "Active Viewport", the active viewport at time will be used. DO NOT USE Active Viewport for other than test pass. Aperture width(mm) set the same name parameter - [Note rollout](https://renderstacks.com/docs/renderstacks/main-ui/note-rollout/) - You can have a note for any treeview node. It will also save information about who and when saved the note automatically. You can also rename the tree node just like renaming object name from Modify panel. At the top, you can see the type of treeview mode and name. [G] : Passgroup [P] : - [File menu](https://renderstacks.com/docs/renderstacks/main-ui/file-menu/) - Save Save Type renderStacks stores all its setups as xml in your scene file. If you want to reuse this setup or need the same setup for other files, you can save the data and load in other scenes. But, here is a challenge. As we have learned in GUID vs NAME section. When your - [Settings rollout](https://renderstacks.com/docs/renderstacks/main-ui/settings-rollout/) - Dockable Toggle renderSTacks window dockable or not. Treeview Display Width New in 1.1. It allows you to adjust radio between tree view and parameter editor panel. As the slider goes more right, the treeview will becomes bigger. Base depot and pmodifier display option You have a few options to show how to show base depot - [Startup file](https://renderstacks.com/docs/renderstacks/main-ui/startup-file/) - By default, renderStacks will not do anything. You need to tell renderStacks what to do. Everything is pmodifier. There is no "default" pmodifier. But, if you want to have a custom start setup for you. You can save startup file using Preferences menu > Save startup file Set your default pass and pmodifiers(expecually RenderOutput pmodifier). - [Viewport Cam Update rollout](https://renderstacks.com/docs/renderstacks/main-ui/viewport-cam-update-rollout/) - Viewport Cam Update When renderStacks switch the camera for a pass, it search all viewport and tried to use the existing viewport with the camera first. It might save some millisecond to switch viewport. But, sometimes it make harder for users to see if the view is properly switched. This setting allows you to assign - [Working with Treeview](https://renderstacks.com/docs/renderstacks/main-ui/working-with-treeview/) - Treeview Common UI interaction You can select multiple items by holding CTRL or SHIFT. Almost all actions could be done for multiple selected nodes. You can only select multiple nodes if all node type you are selecting such as pass, passgroup, pmodifier are same. You can drag and drop to reorder nodes Double click pass/passgroup - [[ROv] RenderOutputVRay](https://renderstacks.com/docs/renderstacks/pass-modifier/rov-renderoutputvray/) - [ROv] RenderOutputVRay - 1 per pass RenderOutputVRay allow you to output render with VRay raw image output and Separate render channel option. Please check the Token page for the tokens for the output path. How VRay handles render output Since RenderOutput pmodifier has been separated to 2 pmodifier. Many users seems be confused about what - [Preview | Local Render | Network Submission | Generate Batch](https://renderstacks.com/docs/renderstacks/pass/preview-local-render-network-submission/) - renderStacks allows you to preview, render locally, and submit to the farm for multiple passes at once. Preview This allows you to get a quick preview render for selected passes using our free preview render utility, rsPrvRender. Pressing the "Preview" button is the same as activating a pass and pressing the Preview Render button in - [[vOM] VRayOverrideMtl](https://renderstacks.com/docs/renderstacks/pass-modifier/vom-vrayoverridemtl/) - [vOM] VRayOverrideMtl - 1 per pass allows to have different settings for VRay Override Material per pass. This pmodifier hope to privide more streamlined user experience by utilizing renderStacks' unified object selection method and its own "By Material" object selection. Since renderStacks 3.45, Material override settings is supported if your VRay version supports the features. - [[Vi] Visibility](https://renderstacks.com/docs/renderstacks/pass-modifier/visibility/) - [Vi] Visibility - 1 per pass or multiple per pass !!!! since 3.16, you can have multiple active Visibility pmidifier for a pass if you turn on Multi-Visibility pmodifier option in Preference dialog. If the option is on the sum of all Visibility pmodifiers will be uses for the pass. Visibility pmodifier hide/unhide objects per - [Pmodifier with custom prop & object / Multi Value Edit](https://renderstacks.com/docs/renderstacks/pass-modifier/pmodifier-with-custom-prop-object/) - Some pmodifiers have a set of pre-defined properties to set. But, the most pmodifiers are just blank slate. You must choose what to control for these pmodifiers. When you add these modifiers first time, you will see "Rightclick here to add Property(or Objects)" This is the list of pmodifiers you need to define property or - [[USDss] USDsession](https://renderstacks.com/docs/renderstacks/pass-modifier/usdss-usdsession/) - [USDss] USDsession – 1 per pass, Custom Objects, Preset USD for 3dsMax 0.7 supports interactive Stage manipulation in viewport and USD explorer. You can select, transform and set visibility of prims. The change is stored in the session layer and saved with max scene file. This allow already unmatched flexibility over proxy workflow, and it - [[Tr] Transform](https://renderstacks.com/docs/renderstacks/pass-modifier/tr-transform/) - [Tr] Transform – 1 per pass, Custom Objects, Preset allow to set a different transform(move, rotation, scale) per object per pass. It stores world transform and apply back in the order of hierarchy. You can add custom object from the scene selection with "Add Selected Objs from the Scene" in the right click menu. There - [Automatic housecleaning for rendering](https://renderstacks.com/docs/renderstacks/pass/automatic-housecleaning-for-rendering/) - When you render locally or submit to the farm, renderStacks do a little housecleaning for you. Make sure renderer target is Production and not A360. Turn off Lock View to Render button. Disable multi pass effect on pass camera. - New in 1.1 Turn off VFB Region Render and Test Resolution. Turn off Deadline SMTDsettings.RebuildRenderElements - [3rd party render farm support](https://renderstacks.com/docs/renderstacks/pipeline-hooks/3rd-party-render-farm-support/) - If any 3rd party online render farm wants to add renderStacks support, this is what you can do. 1. Place "quasiKrystalLib.mse" files in a startup script folder. 2. Run this code to activate the pass you want. rstck.load() rstck.ActivatePass [passname] target:#local 3. Run your code for output path what not. That's it! If you support - [[DL] Deadline](https://renderstacks.com/docs/renderstacks/pass-modifier/dl-deadline/) - [DL] Deadline - 1 per pass, Custom Property, Preset allow to set Deadline property(SMTDSettings property) per pass. This is a custom property pmodifier. You need to explicitly choose which properties you want to control. Adding this modifier will make renderSracks use Deadline for Net Render. This pmodifier rely on Thnkbox's own 3dsMax submission code for - [GUID vs NAME](https://renderstacks.com/docs/renderstacks/introduction/guid-vs-name/) - Just like 3dsMax, by default, renderStacks doesn't rely on names for the most operations. For objects, it uses object's anim handle(3dsMax's internal ID). For other data, it uses renderStacks internal guid. For example, if you use a layer for your object selection, renderStacks tag own GUID for the layer and use it. So, even later - [Tokens](https://renderstacks.com/docs/renderstacks/pass-modifier/tokens/) - renderStacks support custom tokens in a few places including output path and network render job name. It also supports any MXS command as a custom token. Any string between will be executed as Maxscript. The right-click will bring up a token list dialog. Select a token from the list to add. Many token names - [[PhxSim] PhoenixSim](https://renderstacks.com/docs/renderstacks/pass-modifier/phxsim-phoenixsim/) - [PhxSim] Save – 1 per pass, Preset, Action This pmodifier allows executing simulation locally or submitting to the farm. Enabled Enable/disable action. Phoenix Object Phoenix object to simulate. Select Select the chosen Phoenix object in the scene. Version/Padding A custom user-defined value for token. Version is for the version number, and Padding is the - [[Sv] Save](https://renderstacks.com/docs/renderstacks/pass-modifier/sv-save/) - [Sv] Save – 1 per pass, Preset, Action This pmodifier allows saving an activated pass as max file. Enabled Enable/disable action. Output Path Set the saved file path. You can use renderStacks tokens just like Render Output. pmodifier. * Path name must end with .max Output Preview The preview for the to be built path. - [[Rdr] Renderer](https://renderstacks.com/docs/renderstacks/pass-modifier/rdr-renderer/) - [Rdr] Renderer - 1 per pass Allow to switch renderer per pass. It also remembers all the setting of the renderer. If you want to update the value. press "Capture" button. Even though this pmodifier provide a nifty functionality, I do not recommand to use unless you have to switch renderer per pass. If you - [[RP] RendererParams](https://renderstacks.com/docs/renderstacks/pass-modifier/rp-rendererparams/) - [RP] RendererParams - 1 per pass, Custom Property, Preset Allow you to control properties of any renderer. This is a custom property pmodifier. You need to explicitly choose which properties you want to control. Supported property types - Boolean, Integer, Float, Color, Map. It doesn't support array, string, other class type yet. This pmodifier can - [[Rs] Resolution](https://renderstacks.com/docs/renderstacks/pass-modifier/rs-resolution/) - [Rs] Resolution - 1 per pass Allow to set a different resolution per pass. Base resolution - First, you set the base resolution. L - Lock/unlock image aspect ratio Image Aspect Ratio - Set height using aspect ratio. Scale - If you check this checkbox and input scale amount, The base object will be scaled - [[vRM] VRayRenderMask](https://renderstacks.com/docs/renderstacks/pass-modifier/vrm-vrayrendermask/) - [vRM] VRayRenderMask – 1 per pass allows to have different settings for VRay RenderMask per pass. This pmodifier hope to privide more streamlined user experience by utilizing renderStacks’ unified object selection method and its own “By Material” object selection. Object Selection Method This pmodifier provide 4 ways to select objects to render when you use - [[vpBG ]ViewportBackground](https://renderstacks.com/docs/renderstacks/pass-modifier/vpbg-viewportbackground/) - [vpBG ]ViewportBackground - 1 per pass allow to set viewport back ground per pass. You can control most settings in the Viewport Configuration dialog > Background tab. You can use token to define background image path. Sync Animation Range - if you turn on this option, this pmodifier will adjust animation range to match to - [[RR] RoyalRender](https://renderstacks.com/docs/renderstacks/pass-modifier/rr-royal-render/) - [RR] RoyalRender - 1 per pass, Custom Property, Preset allow to set RoyalRender property per pass. This is a custom property pmodifier. You need to explicitly choose which properties you want to control. Adding this modifier will make renderSracks use Royal Render for Net Render. This pmodifier requires RoyalRender's manuscript library, rrSubmit_3dsMax_2015.0+_shared.ms, which is located - [[xrfSv] XRefSceneVisible](https://renderstacks.com/docs/renderstacks/pass-modifier/xrfsv-xrefscenevisible/) - [xrfSv] XRefSceneVisible- 1 per pass, Custom Object, Preset Allow you to turn on/off Visible option of Xref Scene. From 2.27, this pmodifier will also control “Disabled” while rendering. 3dsMax default behavior is that Visible is only for viewport. With this change, you will get the render that matches to your viewport. If you have turn - [[Trtr] Tractor](https://renderstacks.com/docs/renderstacks/pass-modifier/trtr-tractor/) - [Trtr] Tractor - 1 per pass, Custom Property, Preset allow to set Tractor property per pass. This is a custom property pmodifier. You need to explicitly choose which properties you want to control. Adding this modifier will make renderSracks use Tractor for Net Render. This pmodifier requires Tractor's Python binding. The Tractor submission isplmeneted by - [[vFBLT] VRayVFBLayerTree](https://renderstacks.com/docs/renderstacks/pass-modifier/vfblt-vrayvfblayertree/) - [vFBLT] VRayVFBLayerTree- 1 per pass allows to have different VRay framebuffer Layers(VRay 5) or Global Color Correction(VRay Next) per pass. You can capture from the current VRayFB or load from a file. Them renderStacks will embed in the renderStacks depot max file. Again when you load a .vfbl or .vccglb file, it is not a - [Object Selection](https://renderstacks.com/docs/renderstacks/pass-modifier/object-selection/) - Object Selection Type When you need to work with many objects, you will see this UI. This is a unified UI for all many objects selection. renderStacks support 8 ways to define object selections. LS(LayerSet) This is a set of layers. The dropdown will show the existing LayerSets. You can choose from there to use. - [Preset](https://renderstacks.com/docs/renderstacks/pass-modifier/preset/) - renderStacks supports the preset system for most pmodifiers with custom object or properties. Preset saves the object/property and the value pairs and allow you to reload when you need. All preset data will be saved as a name based data. Make sure not to have a duplicated name among objects! When you load preset, the - [[oP] ObjParams / [moP] ManyObjParams](https://renderstacks.com/docs/renderstacks/pass-modifier/objparams-manyobjparams/) - [oP] ObjParams - 1 per pass, sub name required, Custom Object [moP] ManyObjParams - Accumulative, sub name required, Custom Property ObjParams and ManyObjParams pmodifier allow you control almost all parameters on node/baseobject/modifier per pass. If a parameter is expose to Maxscript, you can control it. The difference between ObjParams and ManyObjParams ObjParams can control 1 - [[AL] AlignLink](https://renderstacks.com/docs/renderstacks/pass-modifier/alignlink/) - [AL] AlignLink – 1 per pass, Custom Object, Preset This pmodifier allow for objects to have a different parent and align to the parent per pass. The main purpose of this pmodifier is having a simple transform animation per pass. Let's say you have 5 F-35 flying shots and need a different animation for each - [[AR] AnimationRange](https://renderstacks.com/docs/renderstacks/pass-modifier/ar-animationrange/) - [AR] AnimationRange - 1 per pass It allows to set animation range per pass.The default value will be taken from the current animation range. Start Animation range start frame. End Animation range end frame Jump to Start Frame if this is on, the current frame will be set to the start frame when you activated - [[At] Atmospherics](https://renderstacks.com/docs/renderstacks/pass-modifier/at-atmospherics/) - [At] Atmospherics - 1 per pass, Custom Property, Preset allow to turn on/off atmospheric effect per pass. This is a custom property pmodifier. You need to explicitly choose which atmospheric you want to control. - [[BB] BackBurner](https://renderstacks.com/docs/renderstacks/pass-modifier/bb-backburner/) - [BB] BackBurner- 1 per pass, Custom Property, Preset allow to set BackBurner submission settings per pass. This is a custom property pmodifier. You need to explicitly choose which properties you want to control. Adding this modifier will make renderSracks use BackBurner for Net Render. There are also 2 pre-defined properties. Job name Name of BackBurner - [[Ev] Environment](https://renderstacks.com/docs/renderstacks/pass-modifier/ev-environment/) - [Ev] Environment - 1 per pass, Custom Property, Preset Allow you to control properties in Render Setup dialog > Environment Tab > Common Parameters rollout. You can set Environment map per pass here. This is a custom property pmodifier. You need to explicitly choose which properties you want to control. - [[Ep] Exposure](https://renderstacks.com/docs/renderstacks/pass-modifier/ep-exposure/) - [Ep] Exposure - 1 per pass, Custom Property, Preset Allow you to control properties in Render Setup dialog > Environment Tab > Exposure Control Parameters rollout 3dsMax has multiple Exposure controls. Therefore, you need to choose which exposure control will be used. You can have different exposure control per pass. When you add or remove - [[LO] LightOn](https://renderstacks.com/docs/renderstacks/pass-modifier/lo-lighton/) - [LO] LightOn - 1 per pass, Custom Object, Preset Allow you to turn on/off light objects. Some lights uses On property.Others may use Enable. This pmodifier will take care that automatically. You can add custom object from the scene selection with "Add Selected Objs from the Scene" in the right click menu. Instanced Lights This - [[Mtl] Material](https://renderstacks.com/docs/renderstacks/pass-modifier/mtl-material/) - [Mtl] Material - 1 per pass, Custom Objects, Preset allow to assign a different material per object per pass. When a material is used in this pmodifier. renderStacks create a material depot and the materials in there because material need a place to go when it is not used in the scene. Same for maps. - [[opD] ObjPropsDisplay](https://renderstacks.com/docs/renderstacks/pass-modifier/opd-objpropsdisplay/) - [opD] ObjPropsDisplay - Accumulative, Custom Property, Preset allow to control Display Properties of objects fro Object Properties dialog. This is a custom property pmodifier. This is a custom property pmodifier. You need to explicitly choose which properties you want to control. - [Accumulative Pmodifier](https://renderstacks.com/docs/renderstacks/pass-modifier/accumulative-pmodifier/) - While most pmodifiers are non-accumulative pmodifier(means one only pmodifier of the same type will be used for a pass), there are some accumulative pmodifiers such as ObjPropsRender or ObjPropsDisplay. Why this types of pmodifiers are allowed to be accumulative? Because some pmodifiers which deals with many object need to control subset of object for different - [[opR] ObjPropsRender](https://renderstacks.com/docs/renderstacks/pass-modifier/opr-objpropsrender/) - [opR] ObjPropsRender - Accumulative, Custom Property , Preset allow to control Rendering Control, G-Buffer, Motion Blur sections from Object Properties dialog. This is a custom property pmodifier. You need to explicitly choose which properties you want to control. Also you can access 3rd party renderer's properties here. Currently, VRay, Arnold, Redshift, FStorm properties are supported. - [[RC] RenderCommon](https://renderstacks.com/docs/renderstacks/pass-modifier/rc-rendercommon/) - [RC] RenderCommon - 1 per pass, Custom Property, Preset Allow you to control properties in Render Setup dialog > Area to Render and Options section. This is a custom property pmodifier. You need to explicitly choose which properties you want to control. Area to Render only works for local render due to the limitation of - [Pmod Type to Activate in Viewport](https://renderstacks.com/docs/renderstacks/pass-modifier/pmod-type-to-activate-in-viewport/) - Pmod Type to Activate in Viewport All pmodifiers are executed all the time when you activate passes for render. No exception. But, for viewport, you can choose what kinds of pmodifier will be executed when you activate a pass using Pmod Type to Activate in Viewport button right below treeview. If you have a really - [[lpR] LayerPropsRender](https://renderstacks.com/docs/renderstacks/pass-modifier/lpr-layerpropsrender/) - [lpR] LayerPropsRender- Accumulative, Custom Property , Preset allow to control Rendering Control, Motion Blur sections from Layer Properties dialog. This is a custom property pmodifier. You need to explicitly choose which properties you want to control. Because it controls layer property, you can not use object based selection method like Selection Set and Pathname. SS and - [[lpD] LayerPropsDisplay](https://renderstacks.com/docs/renderstacks/pass-modifier/lpd-layerpropsdisplay/) - [lpD] LayerPropsDisplay- Accumulative, Custom Property , Preset allow to control Display Control, Motion Blur sections from Layer Properties dialog. This is a custom property pmodifier. You need to explicitly choose which properties you want to control. Because it controls layer property, you can not use object based selection method like Selection Set and Pathname. SS and - [[cRS] CoronaRenderSelected](https://renderstacks.com/docs/renderstacks/pass-modifier/crs-coronarenderselected/) - [cRS] CoronaRenderSelected- 1 per pass This is the Corona renderer version of VRayRenderMask pmodifier. The settings are almost same except Texture option. It controls Render Selected section of Corona renderer. https://youtu.be/FBylQc4My54 - [[cOM] CoronaOverrideMtl](https://renderstacks.com/docs/renderstacks/pass-modifier/com-coronaoverridemtl/) - [cOM] CoronaOverrideMtl - 1 per pass This is the Corona renderer version of VRayOverrideMtl pmodifier. The settings are exactly same. It controls Render Override section of Corona renderer. https://youtu.be/FBylQc4My54 - [LayerSet and SceneXref](https://renderstacks.com/docs/renderstacks/pass-modifier/layerset_n_scenexref/) - renderStacks provide 8 different way to define a collection of object. Among them, the recommend method is LayerSet. LayerSet is a set of layers(duh!). Whatever objects in that layers becomes the collection of objects you will use. When you use a LayerSet, your Scene explorer becomes your layerset viewer and editor. If you utilize the - [[MXS] Maxscript](https://renderstacks.com/docs/renderstacks/pass-modifier/mxs-maxscript/) - [MXS] Maxscript - 1 per pass, sub name required allow you to run a Maxscript code per pass.The code is stored in the scene file. You must press Save to store the code in the textbox in the scene. Use at own risk! Even tho this pmodifier has a base pmodifier, it is your responsibility - [[Rfx] RenderEffects](https://renderstacks.com/docs/renderstacks/pass-modifier/rfx-rendereffects/) - [Rfx] RenderEffects - 1 per pass, Custom Property, Preset allow to turn on/off render effect per pass. This is a custom property pmodifier. You need to explicitly choose which render effect you want to control. - [[mP] MtlMapParams](https://renderstacks.com/docs/renderstacks/pass-modifier/mp-mtlmapparams/) - [mP] MtlMapParams– 1 per pass, sub name required, Custom Property, Preset allow you control almost all parameters of a material or map per pass. If a parameter is exposed to Maxscript, you can control it. You can choose a material/map using the top button. Clicking the button will open up a menu. If you selected - [How to report a problem](https://renderstacks.com/docs/renderstacks/introduction/how-to-report-a-problem/) - Even tho it is rare, renderStacks can crash. When it crashes, the UI would be still there because it is a script. But, the UI would not work properly. You must close and reopen renderStacks. If you see a dialog something like this. That means renderStacks crashed. To prevent this fatal crash, I put some - [6. Passgroup pmodifier](https://renderstacks.com/docs/renderstacks/tutorials/6-passgroup-pmodifier/) - Pmodifiers on passgroup is a new feature of renderStacsks 2.0. This will allow you to a hierarchical override setup. With newly added pass instancing feature, you will be able to build and manage hundreds of passes easily. In this tutorial, we will learn how to utilize the new features. Let's load our tutorial file. This - [Tutorials](https://renderstacks.com/docs/renderstacks/tutorials/) - [Global Preference Override](https://renderstacks.com/docs/renderstacks/pipeline-hooks/global-preference-override/) - renderStacksk provides a way to control Preference options globally which are under Global Settings in Preference dialog. These settings are saved in the rsSettings.ini file in rsSettingPath(By default, UserSettings/Plugcfg folder for each user.) If you open a rsSettings.ini file, you can see some of the following entries. [NetworkSubmission] TempPath=S:\DLSUBMIT\____\__.max [BackBurner] AutoSearch=true SubnetMask=255.255.255.0 [player] use=ramplayer Now - [Execute](https://renderstacks.com/docs/renderstacks/pass/execute/) - renderStacks can do more than just "Render". The version 2.41 introduced a new type of pmodifier, action pmodifier. As ow now, the followinf pmodifiers are action pmodifiers. Save If you add this type of pmodifier and "Execute" pass instead of "Render", renderStacks will activate pass and execute the action. How to execute action pmodifier Click - [Main UI](https://renderstacks.com/docs/renderstacks/main-ui/) - Main menu At the top, there is main menu. You can load/save rs file and access set editors, preference, utilities. Pass tree panel The first panel from left is Pass tree panel. It allow you to access and manage pass, pmodifier(pass modifier) and passgroups. At the top of panel. there are buttons to manage nodes - [Pass Set](https://renderstacks.com/docs/renderstacks/pass/pass-set/) - Pass set is a set of passes. If you find that you are keep selecting some passes together often, you can make a pass set and save a few clicks. Selecting a pass set from the dropdown list will select the passes of the set in the treeview. You can make a pass set from - [Set Editors](https://renderstacks.com/docs/renderstacks/set-editors/) - [Set Editor](https://renderstacks.com/docs/renderstacks/set-editors/set-editor/) - When you use renderStacks, you will use many sets like Obj Set, Layer Set, Pass Set and Selection Set. Pathname is also a kind of set. Preset also use this UI. How to manage any set is very similar as how you do for selection set.Making a set is exactly same as how to make - [Passgroup](https://renderstacks.com/docs/renderstacks/passgroup/) - Before renderStacks 2.0, the passgroup was just a way to group passes visually. Now you can add pmodifiers to passgroups and build a hierarchical override setup. With newly added pass instancing feature, you can easily build and manage hundreds of passes. Pmodifier on passgroup Let's check a pass setup in the left image. {g} Camera001 - [Introduction](https://renderstacks.com/docs/renderstacks/introduction/) - So, what’s renderStacks? It is a render pass/generic task manager for 3dsMax. If you have used RPManager, LPass Manager, Prism, StateSet, Scene State. It is something like that. But, it is aiming to be a lot smarter, faster and more stable. In a nutshell, renderStacks allow you to define a sequence of tasks to be executed per - [Pass Modifier | Pmodifier](https://renderstacks.com/docs/renderstacks/pass-modifier/) - Pmodifier is the engine of renderSTacks. They are the command which will be execute when you activate a pass. Understanding how pmodifier works is crucial to use renderStacks. ::Base State ::base state is a starter state for each pass before any pmodifier is applied. If you have no pmodifiers on a pass, your scene will - [Pass](https://renderstacks.com/docs/renderstacks/pass/) - Please check Introduction section fro the concept of pass. Please check Working with treeview section for how to manage passes. Please do not open 3dsMax Render Setup dialog when you use renderStacks. It slows down pass switching a lot. renderStacks allow you to control 99% of parameters in Render Setup dialog. You don't need to - [Pipeline Hooks](https://renderstacks.com/docs/renderstacks/pipeline-hooks/) - [LayerSet Editor](https://renderstacks.com/docs/renderstacks/set-editors/layerset-editor/) - Layer Set Editor allow you to view, make and manage layer sets. New 1.1. You can resize the dialog and the position and size will be remembered for the current 3ds Max session. It will show the full layer hierarchy just like Scene Explorer. If you choose any sets from the dropdown, it will highlights - [ObjSet Editor](https://renderstacks.com/docs/renderstacks/set-editors/objset-editor/) - Obj Set Editor allow you create and edit obj set. If you select an obj set or create a new one, Obj Set management button will be enabled. There is a 2 way to access obj set Visibility pmodifier Set Editor menu > ObjSet When you access Obj Set editor from menu, the parameter panel - [Allowed Character for Names in renderStacks](https://renderstacks.com/docs/renderstacks/introduction/allowed-character-for-names-in-renderstacks/) - For any name in renderStacks such as pass name, layer set name, you can use any language alphabet, number, _(underscore), -(dash), +(plus) You can not have duplicated names and it is not case sensitive. For example, if you already have "green" pass and try to make "GREEN" pass. It will automatically rename to "GREEN001". - [1. Introduction](https://renderstacks.com/docs/renderstacks/tutorials/introduction/) - [wpdm_package id='820'] Let's open renderStacks. It is under RenderStacks category if you want to make a button. I would just press "X" and search for it. OK, this is the renderStacks. renderStacks has 3 big panels as a main UI and a menu at the top and render buttons at the bottom. From the left - [How to run from network folder](https://renderstacks.com/docs/renderstacks/introduction/how-to-run-from-network-folder/) - By default, renderStacks is installed in User folder. Usually here C:\Users\[username]\AppData\Local\AutodeskdsMax21 - 64bit\ENU\ You can run this code in the listener to get your current 3dsMax userscript folder. getdir #userscripts If somehow installer fails or you want to deploy renderStacks on a network folder, all you need to do is unzip the .mzp file and - [4. Accumulative Pmodifier](https://renderstacks.com/docs/renderstacks/tutorials/4-accumulative-pmodier/) - So far, all the pmodifiers we have used are non-accumulative pmodifier. Basically you can have one one active pmodifier per pass for a pmodifier type. You can add as many as the same type pmodifier in a pass. But, as soon as you more than one same type pmodifier, you can see other pmodifier turns - [renderStacks](https://renderstacks.com/docs/renderstacks/) - [5. ObjParams pmodifier and sub name](https://renderstacks.com/docs/renderstacks/tutorials/5-objparams-pmodifier-and-sub-name/) - ObjParams pmodifier allow you control almost all parameters on node/baseobject/modifier per pass. If a parameter is expose to Maxscript, you can control it. This pmodifier is the first pmodifier which requires sub name to use. The colon[:] will be used to separate the main pmodifier type and sub name like ObjParams:LitMul. Essentially, this pmodifier allows - [3. Selecting What to Control](https://renderstacks.com/docs/renderstacks/tutorials/3-selecting-what-to-control/) - So far, we have checked Camera, Resolution, Frame Range and Visibility pmodifier. All of them already had pre-defined parameters to control. But, there are also many other pmodifiers which doesn't have any pre-defined parameters. For those pmodifiers, you have to tell renderStacks which parameters you want to control. If not, renderStacks would not do anything. - [2. Selecting Objects / Visibility Pmodifier](https://renderstacks.com/docs/renderstacks/tutorials/2-selecting-objects-visibility-pmodifier/) - In the first tutorial, we checked Camera, Resolution and Frame Range pmodifiers. Another most used pmodifier is Visibility pmodifier which controls which objects to show and hide for the rendering. Use this pmodifier to define what to render. NEVER USE "REDERABLE" property to control what to render. If you don't want/need render. You should not - [Environment Variables](https://renderstacks.com/docs/renderstacks/pipeline-hooks/environment-variables/) - Environment Variable renderStacks utilize a few environment variables to provide the central control. The default folder is located in your User Settings folder for 3dsMax 2020+ C:\Users\[username]\Autodeskds Max 2020\User Settings plugcfg folder for 3dsMax 2019 and below C:\Users\[username]\AppData\Local\AutodeskdsMax21 - 64bit\ENU\en-US\plugcfg rsLicPath If this env var is set, renderStack will search "rsLic.ini" for the lic key ## Categories - [Blog/News](https://renderstacks.com/category/blog-news/) - [Testimonial](https://renderstacks.com/category/testimonial/)