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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 execute and plugin, we made Save pmodifier which allows you to save each pass status as a max file.
Because of this, now you have a new “Execute” button. All the render-related buttons are consolidated as the “Render” button. If you click “Execute” button, a menu will popup so you can select which type of action pmodifiers to execute.
  • New – Custom Pmodifier Plugin support
    Now you can make own custom pmodifier plugin. Save pmodifier is implemented with the new system. The documentation will be released in the future.
  • New Save pmodifier and Execute
  • Improved – More than 3 levels of nested property support
  • Fixed – Loading a saved renderStacks data from file will not wipe out the existing selection set
  • Fixed – Map/Material right-click menu fix when the Map/material button is empty
  • Fixed – Focal Length over scan fix

renderStacks 2.36

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

  • ImprovedAdded more Arnold option for rsPrv

  • Improved – Added Red as a new pass color. Only accessible via right click mnu 


  • Improved – Deadline “onComplete” property support

  • ImprovedTreeview node selection will be remembered when the dialog close/open within in the current session.
  • Improved If you select passgroup, all children passes of the passgroup will be used for preview/local render/submission,
  • ImprovedCleanup Deadline submission result message. If submission fails, it will print out the whole message from Deadline.
  • Fixed Pass set was not working.
  • Fixed Full Preview now will show overscan properly.

renderStacks 2.29

renderStacks 2.29 has been released.

  • 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
  • ImprovedHolding ESC allows you to cancel the started local render or submission.
  • Improved XrefSceneVisible 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 on IPR, renderStacks will stop/restart when it switches passes.
  • ImprovedrsRenamer now allows to pad numbers on existing object name. The option for number padding position also has been added.
  • ImprovedrenderStacks Mini Preview button now has the same right click menu as full size version.
  • Fixed – Selecting pass group was not working.

renderStacks 2.15

renderStacks 2.15 has been released.

renderStacks 2.08

renderStacks 2.08 has been released.

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 passgroup and instanced passes.

A new tutorial and documentation

Also don’t forget the changelog

Happy renderStacking!

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 beta tester Andy Lewis.



Who are you, awesome the first beta tester? Please introduce yourself. 

My name is Andy Lewis. I graduated in 2008 with a degree in computer graphics and moved to LA shortly thereafter to work as a texture painter at Rhythm and Hues. Afterward I worked at studios such as FuseFX, Encore Hollywood, a52, FuriousFX, and others. The more I worked, the more I found my niche as a 3D generalist. I’ve always had a personality flaw that causes me to want to take on as much work as possible, and being a generalist is a great way to scratch that itch. After loving my work but having had enough of LA in 2015, I moved to Salt Lake City to work as a 3D generalist, team lead, and Unity developer. I worked with Changsoo for several years at Encore Hollywood and FuseFX. I found that Changsoo always knows best when it comes to pipeline, and I literally had a shirt printed for myself that says I Believe in Changsoo. 

Talk to us about your typical project. What do you do?

When I’m working as a generalist, I typically have a half-dozen animations I’m working on at any given time. I’m constantly taking on new work and revising old work. Since late 2009, I think I have had about 3 weeks of downtime in total. I’m always staying as busy as I can. These days I do a lot of medical animations, and I try to relive the glory days in Hollywood by making the medical animations as beautiful and striking as I can manage. I’m also currently doing a lot of VR simulation work within Unity.

What kinds of other render/scene management solutions have you used before?

I’ve used RPM, State Sets, Maya’s render layers, and a few proprietary render pass solutions. Some of these solutions have turned already crappy 70-hour work weeks into hellish 100-hour work weeks (I’m looking at you, Maya). Several all-nighters in my career could have been avoided if not for buggy pass managers.

Since you are the first beta tester, I should ask this. How was it like the first version of renderStacks?

When I first started using renderStacks, I was also using State Sets for most of my render pass work. I was laboring under the illusion that State Sets got a bad rap and weren’t as bad as everyone made them out to be. Perhaps that’s still true to a small degree. But, the moment I started using renderStacks, I immediately knew that my four-year marriage with State Sets was going to end in an abrupt divorce. We had plenty of bugs to work through with the first beta of renderStacks, but it was immediately obvious that the core of renderStacks was immensely flexible and powerful. I was addicted from the get-go.

How is renderStacks helping your job?

First and foremost, I’ve never been able to get it to hard-crash like every other render solution. Even when we were working out the bugs in the initial beta, it was an order of magnitude more stable than anything else I had used. It’s also unbelievably robust, flexible, predictable, and transparent in how it works. We all love 3DS Max for its powerful procedural modifier stack, and renderStacks brings the same concepts to pass management itself. There are dozens of pmodifiers (pass modifiers) that create limitless possibilities in a pass.

What was the best feature of renderStacks for you?

The stability can’t be beat. I was so used to feeling a vague anxiety when working with other pass managers in production. I had been burned so many times. That vague anxiety has washed away with renderStacks. Everything works, nothing crashes, and I get to go home on time and play trains with the kids.

I also can’t leave out the ObjParams pmodifier. I have full control over any value on any modifier on any object. To be able to modify anything in my modifier stack on a per-pass basis is absolutely killer and opens up so many possibilities that previously didn’t exist.

Do you have any example of a project which renderStacks really helped?

I had a project that had over 50 different shots in one scene being managed by renderStacks. Near the end of the project, the client suddenly wanted to have a twin copy for each shot that contained an alternate version of the product we were animating. I wasn’t using any xrefs and I didn’t want to branch off a separate alternate scene, creating an evil twin that would need to be constantly updated alongside the original. I was panicking on what to do for about two minutes, until I realized all I needed to do was instance-copy the 50 passes within renderStacks, group them, and create a new instanced visibility pmodifier for the new passes with the product visibility change. Everything else took care of itself, including pathing. The total render pass management time for that debacle was under 5 minutes with renderStacks. If I would have been using State Sets, I probably would have had to spend at least a day preparing all the new passes, if it was indeed at all possible for State Sets to support 100 passes in one scene.

What do you want to say to the future renderStacks user?

There are very few tools out there that will create a paradigm shift in how you approach your work as a lighter, and renderStacks is one of them. Classically, lighting is fun, but rendering is a nightmare. renderStacks takes the pain away from pass management and makes you feel like some kind of rendering demigod. It’s far and away the best pass manager I’ve ever used, and judging by the overwhelmingly positive responses I’ve seen from others in the VFX world, it’s likely the best pass manager available on the market. It’s also incredibly affordable. And if you have any head-scratching moments with it, Quasikrystal offers the best rapid support. renderStacks will make you a faster, more effective lighter. It has plenty of tools to help with scene management in general. Try it: you most definitely won’t regret it.


 

 

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 Rightclick menu. Click here for details.
    If a Visibility pmodifier is using SS(Selection as selection method) and a selection set is assigned, you will have a right click menu like the following image.
  • 1.239 caused renderStacks to crash while changing pmodifier name