
Render Passes and State Sets Tool
Win32 and 64, EnglishGeneral Usage Instructions
Passes Users Guide
Matte Pass:
This is a matte of the box were we see the rest of the scene is rendered black.
The object or objects that are added to the list box will be rendered pure white while all the other objects that are in the scene and visible to camera will be rendered black. It works great when used as a track matte in after effects.
Add is a pickbutton that allows you to pick objects for your scene that you what to add to the matte. Use Selection will add all the objects from a selection of objects. Remove will remove objects from the matte.
Ambient Occlusion Pass:
Renders Ambient Occlusion for all objects that are visible to camera. It will use bump maps for most materials. It will not support Displacement yet.
Samples: is the number of probe rays that will be sent. More rays yield a smoother image. Occlusion mapping will never be as smooth as well-tuned final gathering or photons, but is computationally cheap.
Max Distance: is the range within which geometry is probed. If it is zero, the entire scene is sampled. If it is a nonzero value, only objects within this distance will be considered (which makes sampling much faster) where objects outside this range do not occlude at all and objects that are closer occlude more strongly as the distance approaches zero.
Normal’s Pass:
Renders the normals for all objects that are visible to camera. It will use bump maps for most materials. It will not support Displacement yet.
Samples: is the number of probe rays that will be sent. More rays yield a smoother image. Occlusion mapping will never be as smooth as well-tuned final gathering or photons, but is computationally cheap.
Cut Out:
Cut out will cut out objects set to NOT be visible to camera from any objects that are visible to camera.
Sphere cutout from the square
The alpha channel of the cutout pass
Shadows Pass:
This can be used to render an object with its correct reflections plus the shadows from the scene. It certain situations it will even render just the shadows from a scene.
Include Shadow’s Pass:
This applies a matte shadow reflection material to all objects visible to camera. So if you want an object to cast a shadow you turn off its visibility to camera and use this and it will render a shadow pass for that object.
Z Depth Pass:
Renders the depth in a scene.
Near Distance: The minimum distance to include in the Z-depth rendering. The area that will be rendered white. This is a value in 3ds Max units, and cannot be less than 0.0. Default=100.0
Far Distance: The maximum distance to include in the Z-depth rendering. The area that will be rendered black. This is a value in 3ds Max units. Default=300.0
Reflection Pass:
Right now it renders pretty close to mirror reflections. Which means you will need to adjust for that it in post if your objects are not mirrors.
Glossiness: The glossiness of reflections.
Glossy Samples: The number of glossy-reflection samples.
Subsurface Scattering Pass:
This separates the material of the object that is added to the list box in to a backsurface, Epidermal, Subdermal, Unscattered and Specular pass. Right now it will only use the SSS fast skin material.
Specular
Backsurface
Subdermal
Epidermal
Unscattered
Comic pass:
This renders a black and white line drawing version of your scene. I like to use this for story boarding.
Commands
Installation/Uninstallation
The installer that ran when you downloaded this plug-in from Autodesk App store has already installed the plug-in. You may need to restart the Autodesk product to activate the plug-in.
To uninstall this plug-in, click Control Panel > Programs > Programs and Features (Windows 7 / 8 / 8.1 /10) or Control Panel > Add or Remove Programs and uninstall as you would any other application from your system.
Additional Information
***JUST UPDATED TO ADD THE OPTION TO STORE THE PASSES AS STATE SETS***
Known Issues
Contact
Author/Company Information
Support Information
Version History
Version Number | Version Description |
---|---|
3.02 |
Added support to Autodesk® 3ds Max® 2018. |
3.01 |
Fixed a bug where SSS states were being stored incorrectly. |
3.0 |
Added functionality to store passes to state sets |