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Home Software 3DS Max
RenderStacks – new render manager for 3ds Max released

RenderStacks – new render manager for 3ds Max released

by Paul Roberts
August 17, 2020
Reading Time: 2 mins read
26

updated QuasiKrystal has announced that its new render pass and generic task manager for 3dsMax called RenderStacks is out now.  According to the release it shares similarities with RPManager, LPass Manager, Prism, StateSet, and Scene State but is “aiming to be a lot smarter, faster and more stable”.

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RenderStacks promises to reduce the number of files required by doing more with a single scene. To achieve this, the tool gives the artists a comprehensive set of controls per pass, called pmodifiers. For example, it is possible to control the camera, resolution, frame range, object visibility, material object properties, renderer parameters and much more. Upon release, 26 pmodifiers will be included with more planned.

As the name would suggest, RenderStacks eschews node-based approaches in favour of a stack-based workflow. The developer cite 2 reasons for this approach. Firstly, stacks ensure the UI remains compact, and secondly, stacks are easy to read and lend themselves to a sequence of tasks. 

The team are keen to point out that RenderStacks has applications beyond managing render passes. As an example, they describe using RenderStacks to experiment with combinations of simulation settings for fluid simulations, or enabling/disabling all the turbosmooth modifiers in the scene while modelling. Renderstacks will have applications wherever it is useful to toggle between different parameter states.

Renderstacks is available now with perpetual and subscription options plus a free fully-featured non-commercial version. Perpetual licenses cost $249.99 with a $20 maintenance fee after the first year. Rental licenses are also available at $59.99 per year with discounts for multiple users. Render Stacks is compatible with 3ds Max 2015 and above. 

Learn more on the RenderStacks website and documentation pages. 

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Paul Roberts

Paul is the owner and editor of CGPress, an independent news website built by and for CG artists. With more than 25 years in the business, we are one of the longest-running CG news organizations in the world. Our news reporting has gathered a reputation for credibility, independent coverage and focus on quality journalism.

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26 Comments
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Eloi
5 years ago

Using it on beta form…. this product its only getting better. A new must have production boost for 3dsmax.

Reply
Badbullet
Reply to  Eloi
5 years ago

State Sets can do a lot of these features and works great when you get used to the workflow. But I’ve had it corrupt a big job I was working on so I don’t like using it anymore, couldn’t merge in from the file or anything. I wish Autodesk would update that old goat instead of having to purchase plugins like this. Though I’m sure there’s plenty more to this plugin than State Sets can do.

Reply
Eloi Andaluz Fullà
Reply to  Badbullet
5 years ago

Oh belive me, you can not compare renderstack with state sets at all. You can do so much, but so much more with renderstacks. Agreed, I will like this coming from autodesk, but… its good to at least have it as a plugin.

Reply
Dubtronics
Reply to  Badbullet
5 years ago

Same thing happened to me, after that i never touched it

Reply
Eric Hance
5 years ago

Great work Changsoo!

Reply
Toni B
5 years ago

How do I contact developer to access beta program. Highly interested in this!

Reply
Changsoo Eun
Reply to  Toni B
5 years ago

Hi 🙂
Here

Reply
Changsoo Eun
Reply to  Toni B
5 years ago

Hi. 🙂
admin (at) renderstacks.com

Thanks, CGPress for posting this!

Reply
David
5 years ago

Hi Changsoo Eun, looks like a great script. Looking forward to the release.
I couldn’t find a way to contact you or the team, so I post a feature question here.

Imagine having 6 objects, 6 materials and 6 backgrounds and you want to render all the combinations, that would result in 216 renderings. Will your script be able to generate and submit those jobs automatically within 1 setup where you can adjust settings to all these jobs at the same time?

Reply
Changsoo Eun
Reply to  David
5 years ago

As of now, No.
But, I could have some 1-2 click solution. I actually thought about this situation.
One thing I don’t want to have is implicit auto rendering because you could have error in your logic. Finding out error after 216 rendering would not be fun. So, I prefer generate the combination explicitly as pass so you can check.

Please contact me
admin (at) renderstacks.com

Reply
Trono
5 years ago

Sounds great! This is a much needed addition!

Reply
Nic Hamilton
5 years ago

this looks great – i would love to test it (then buy it when its out)

Reply
Changsoo Eun
5 years ago

https://youtu.be/DiyBlHWWkPM
Teaser video is up.

Reply
Badbullet
Reply to  Changsoo Eun
5 years ago

What exactly is happening at the end where it says ‘Not just for rendering’? Switching between low and high poly, or turning on subdivision modifiers across a group of objects?

Reply
Eloi Andaluz Fullà
Reply to  Badbullet
5 years ago

You have full control over your scene. So you can have a stack saying turn off all Turbosmooth modifiers on your scene, to work faster, Or stitching lowres for hires. The principal idea is to use it for generating renders, but obviously with the flexibility it has you can use it for manage your scene and work more comfortable in heavy projects. In the future you can use it to send simulations and kick projects with dependencies, etc…

Reply
Changsoo Eun
Reply to  Badbullet
5 years ago

Yes, instead of running some modifier on off script. You can just set passes with TurboSmooth on/off. You don’t have to on/off all objects. You can set exactly what you want to turn on/off.
Also you can make “WIP” and “All” passes and hide/unhide between the currently working object and all objects.

Reply
Badbullet
Reply to  Changsoo Eun
5 years ago

Ah. Makes sense. It’s tiny on my phone screen so wasn’t sure exactly what was going on.

Will you be supporting more render engines to the extent you are for VRay? We’re looking at switching.

Reply
Changsoo Eun
Reply to  Badbullet
5 years ago

As of now, it supports VRay, Corona, Arnold, Redshift, FStorm, Scanline, ART. For other renderer, 95% features works for any renderer. We will also finish more renderer support.

Reply
Keith
Reply to  Changsoo Eun
5 years ago

Is this independent of the 3dsmax file(does it increase the file size(like scene states))? Or is it more like Vexus but with a bit more depth/ integration?

Reply
Changsoo Eun
Reply to  Keith
5 years ago

It stores data in the max file. But, the data is small xml data, Usually a few Kb.

Reply
Alan
5 years ago

Regarding this feature “Transform – Per object transform”, does that mean we can move around objects in the scene and store their positions in a pass? For example in an interior shot with multiple cameras, can you move around furniture to suit each camera?

Reply
Changsoo Eun
Reply to  Alan
5 years ago

Exactly

Reply
Alan
Reply to  Changsoo Eun
5 years ago

Oh sweet. Will it work on grouped objects?

Reply
Changsoo Eun
Reply to  Alan
5 years ago

You bet!

Reply
JMB
5 years ago

Excited to give this a try, have been using RPM for ages now and keen for something more modern and streamlined.

Reply
Changsoo Eun
5 years ago

Hi!
Perpetual licenses is $249.99. 🙂

Reply

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