3dsmax-rendering
Configure and optimize rendering in 3ds Max — V-Ray and Corona render settings, render elements, light mix, batch rendering, network rendering, denoising, and post-production workflows. Use when tasks involve setting up production renders, optimizing render times, batch rendering multiple views, or configuring render farms for archviz and product visualization.
DeepseekModel
Curated skill
Quality Excellent · 78
v1.0.0
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name 3dsmax-rendering description Configure and optimize rendering in 3ds Max — V-Ray and Corona render settings, render elements, light mix, batch rendering, network rendering, denoising, and post-production workflows. Use when tasks involve setting up production renders, optimizing render times, batch rendering multiple views, or configuring render farms for archviz and product visualization. license Apache-2.0 compatibility metadata {"author":"terminal-skills","version":"1.0.0","category":"design","tags":["3dsmax","vray","corona","rendering","archviz","optimization"]} 3ds Max Rendering Configure production renders with V-Ray and Corona. Optimize quality vs. render time for architectural visualization, product shots, and animation. V-Ray Settings Global Illumination -- V-Ray GI for interior archviz (production quality) local vr = renderers.current -- Assumes V-Ray is active renderer -- Primary: Brute Force (most accurate for interiors) vr.gi_on = true vr.gi_primary_type = 0 -- 0=Brute Force, 2=Irradiance Map, 3=Light Cache vr.gi_primary_subdivs = 8 -- Secondary: Light Cache (fast, good for secondary bounces) vr.gi_secondary_type = 3 -- Light Cache vr.lightcache_subdivs = 1500 -- Higher = cleaner but slower vr.lightcache_storeDirectLight = true vr.lightcache_showCalcPhase = false -- Bounce depth vr.options_maxDepth = 8 -- Interior: 6-12 bounces -- Exterior: 4-6 bounces -- Product: 4-8 bounces Image Sampler (Anti-Aliasing) -- Progressive sampler (recommended for production) vr.imageSampler_type = 3 -- Progressive vr.progressiveMaxTime = 0 -- No time limit (noise threshold stops it) vr.progressiveNoiseThreshold = 0.005 -- 0.005 = production, 0.01 = draft -- Bucket sampler (for render farms — predictable time) vr.imageSampler_type = 1 -- Adaptive vr.twoLevel_baseSubdivs = 2 vr.twoLevel_fineSubdivs = 4 vr.imageSampler_maxSubdivs = 24 -- Higher for DOF/motion blur V-Ray Denoiser The denoiser reduces noise in post, cutting render times by 30-50%: -- Add V-Ray Denoiser render element fn addDenoiser strength:1.0 = ( local denoiser = VRayDenoiser() denoiser.enabled = true denoiser.mode = 1 -- 0=Only generate data, 1=Post-render denoise denoiser.preset = 2 -- 0=Mild, 1=Default, 2=Strong denoiser.strength = strength denoiser.radius = 10 -- Pixel radius for denoising denoiser ) addDenoiser strength:0.8 -- 0.8 avoids over-smoothing on fine details V-Ray Light Mix Adjust individual light intensities and colors in post — no re-rendering needed: -- Enable Light Mix render element fn addLightMix = ( local lm = VRayLightMix() lm.enabled = true lm ) -- After rendering, open V-Ray Frame Buffer → Light Mix tab -- Adjust each light's intensity and color interactively -- Save the configuration for batch application to other views Render Elements -- Add essential render elements for compositing fn addRenderElements = ( -- Reflection pass local refl = VRayReflection() refl.enabled = true -- Refraction pass local refr = VRayRefraction() refr.enabled = true -- Raw lighting (before materials) local rawLight = VRayRawTotalLighting() rawLight.enabled = true -- Object/Material ID (for masking in compositing) local objId = VRayRenderID() objId.enabled = true -- Z-Depth (for DOF in post) local zDepth = VRayZDepth() zDepth.enabled = true zDepth.zdepth_min = 0.0 zDepth.zdepth_max = 50.0 -- Adjust to scene scale (meters) -- Cryptomatte (advanced masking by object/material/asset) local crypto = VRayCryptomatte() crypto.enabled = true crypto.id_type = 0 -- 0=Node name, 1=Material name, 2=Object ID format "Added % render elements\n" 6 ) Corona Settings Corona for Interior Archviz -- Assumes Corona is the active renderer local cr = renderers.current -- Quality cr.progressive_maxPasses = 0 -- Unlimited passes cr.progressive_noiseLevel = 3 -- Noise level % (3% = production) cr.progressive_timeLimit = 0 -- No time limit -- GI cr.gi_primarySolver = 0 -- UHD Cache (fast + accurate) cr.gi_uhdPrecision = 16 -- Higher = more accurate, slower cr.gi_secondarySolver = 2 -- Path Tracing cr.gi_maxBounces = 25 -- Corona handles bounces differently — 25 is standard -- Denoising cr.denoise_mode = 1 -- 0=None, 1=After render, 2=During render cr.denoise_amount = 0.65 -- 0-1, 0.65 preserves detail -- Light Mix (Corona has built-in Light Mix) cr.lightMix_enabled = true Resolution Presets -- Common archviz resolutions fn setResolution preset = ( case preset of ( "draft": (renderWidth = 1920; renderHeight = 1080) "hd": (renderWidth = 2560; renderHeight = 1440) "4k": (renderWidth = 3840; renderHeight = 2160) "production": (renderWidth = 4000; renderHeight = 2250) -- 16:9 at 4K+ "print-a3": (renderWidth = 4961; renderHeight = 3508) -- 300 DPI A3 "print-a2": (renderWidth = 7016; renderHeight = 4961) -- 300 DPI A2 "panorama": (renderWidth = 8000; renderHeight = 4000) -- 2:1 for VR "square-ig": (renderWidth = 3000; renderHeight = 3000) -- Instagram ) format "Resolution set to %x%\n" renderWidth renderHeight ) Batch Rendering Built-in Batch Render -- Use 3ds Max's built-in Batch Render (Rendering → Batch Render) fn setupBatchRender cameras outputDir = ( -- Clear existing batch entries batchRenderMgr.deleteAllViews() for cam in cameras do ( local idx = batchRenderMgr.createView cam batchRenderMgr.setViewCamera idx cam batchRenderMgr.setViewOutputFile idx (outputDir + "/" + cam.name + ".exr") batchRenderMgr.setViewEnabled idx true -- Each view can override resolution, frame range, etc. ) -- Start batch render batchRenderMgr.render() ) -- Collect all cameras and render local allCameras = for c in cameras where classOf c != Targetobject collect c setupBatchRender allCameras "D:/output" Headless Batch (Command Line) # Render specific camera 3dsmaxcmd.exe "D:/scene.max" -camera "Camera01" -outputFile "D:/output/cam01.exr" ^ -width 4000 -height 2250 -v 5 # Render animation range 3dsmaxcmd.exe "D:/scene.max" -camera "WalkthroughCam" ^ -start 0 -end 300 -outputFile "D:/output/frame_.exr" ^ -width 1920 -height 1080 # With V-Ray standalone (faster, less memory) vray.exe -sceneFile= "D:/scene.vrscene" -imgWidth=4000 -imgHeight=2250 ^ -imgFile= "D:/output/render.exr" -display=0 Network Rendering (Backburner / V-Ray DR) -- V-Ray Distributed Rendering vr = renderers.current vr.system_distributedRender = true vr.system_distributedRender_port = 20207 -- Add render nodes vr.system_drhost_number = 3 vr.system_drhost_entry 1 "192.168.1.10" 20207 vr.system_drhost_entry 2 "192.168.1.11" 20207 vr.system_drhost_entry 3 "192.168.1.12" 20207 Optimization Strategies Speed vs Quality Balance Setting Draft (30s) Preview (5min) Production (30min+) Noise threshold 0.05 0.02 0.005 GI subdivs 500 1000 2000 Max subdivs 8 16 24-32 Light bounces 4 6 8-12 Resolution 1920×1080 2560×1440 4000×2250 Denoiser Strong Medium Light Common Optimizations -- 1. Use V-Ray Proxy for heavy geometry (furniture, vegetation) fn convertToProxy obj outputPath = ( select obj local proxy = VRayMeshExport() proxy.fileName = outputPath proxy.meshType = 1 -- .vrmesh format proxy.autoCreateProxies = true proxy.exportAnimation = false proxy ) -- 2. Reduce light subdivs for fill lights (not visible in reflections) for light in lights do ( if classOf light == VRayLight and light.multiplier < 5 then ( light.subdivs = 8 -- Low subdivs for subtle fill lights ) ) -- 3. Use V-Ray displacement instead of geometry detail -- 4. Enable adaptive lights for scenes with many lights vr.options_light_adaptiveLights = 2 -- Full adaptive Output Formats -- EXR (recommended — 32-bit HDR, lossless) rendOutputFilename = "D:/output/render.exr" -- Multi-channel EXR (all render elements in one file) vr.output_splitgbuffer = false -- Single file vr.output_saveRawFile = true -- PNG (8-bit, for web/preview) rendOutputFilename = "D:/output/render.png" -- TIFF (16-bit, for print) rendOutputFilename = "D:/output/render.tif" Guidelines Always render to EXR — 32-bit HDR preserves all lighting data for post-production. Convert to JPEG/PNG after post-processing, not from the renderer. Enable denoiser for production — it cuts render time 30-50% with minimal quality loss. Use strength 0.6-0.8 to preserve fine detail. Light Mix saves days — adjusting lighting in post is instant. Without it, every lighting tweak means a full re-render. Draft renders first — always do a low-res draft (1080p, high noise threshold) before committing to a production render. Check composition and lighting before spending GPU hours. Progressive sampler for stills — it's simpler and gives predictable quality. Use bucket sampler only for animations and render farms. Proxy everything above 100K faces — vegetation, furniture models, and decorations should be V-Ray proxies to keep viewport responsive and memory low. Cryptomatte over Object ID — Cryptomatte generates pixel-perfect masks for any object or material without needing to assign IDs manually. Separate interior and exterior lighting — interior scenes need more GI bounces (8-12) than exterior (4-6). Over-bouncing exteriors wastes render time.
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