> 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.
curl "https://skillshub.wtf/TerminalSkills/skills/3dsmax-rendering?format=md"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.
> related_skills --same-repo
> zustand
You are an expert in Zustand, the small, fast, and scalable state management library for React. You help developers manage global state without boilerplate using Zustand's hook-based stores, selectors for performance, middleware (persist, devtools, immer), computed values, and async actions — replacing Redux complexity with a simple, un-opinionated API in under 1KB.
> zoho
Integrate and automate Zoho products. Use when a user asks to work with Zoho CRM, Zoho Books, Zoho Desk, Zoho Projects, Zoho Mail, or Zoho Creator, build custom integrations via Zoho APIs, automate workflows with Deluge scripting, sync data between Zoho apps and external systems, manage leads and deals, automate invoicing, build custom Zoho Creator apps, set up webhooks, or manage Zoho organization settings. Covers Zoho CRM, Books, Desk, Projects, Creator, and cross-product integrations.
> zod
You are an expert in Zod, the TypeScript-first schema declaration and validation library. You help developers define schemas that validate data at runtime AND infer TypeScript types at compile time — eliminating the need to write types and validators separately. Used for API input validation, form validation, environment variables, config files, and any data boundary.
> zipkin
Deploy and configure Zipkin for distributed tracing and request flow visualization. Use when a user needs to set up trace collection, instrument Java/Spring or other services with Zipkin, analyze service dependencies, or configure storage backends for trace data.