Related posts
-
3ds max and tumblr, a perfect match
Want to share what you’re working on right now in 3ds max? Post an image of your screen directly to your tumblr blog. It’s as […]
-
Sketchfab embeds
With the latest version of Sketchfab they’ve added a two features related to the embeds: they’ve added alternative code options to iframes and the thumbnail […]
-
Object2VR tutorial for 3ds Max
A while ago I’ve written a script to help create turntables and rotators within object2VR by Gardengnome software. As some of my scripts go, I’ve […]
Recent posts
-
3ds max and tumblr, a perfect match
Want to share what you’re working on right now in 3ds max? Post an image of your screen directly to your tumblr blog. It’s as […]
-
3D marketing assets for Reinier de Jong
Augment Get the app here Get the AR markers here Use the Augment app on your smartphone to visualize a 3D model of the REK […]
-
Drag drop 3ds max files with dotnet
Lonerobot has written an excellent article about dragging and dropping max files from dotnet controls into the viewport just like you would drag drop a […]






Renderitis documentation: managing presets
Renderitis documentation
Managing presets in renderitis is done through the popup menus. The renderitis script supports a limited amount of maxversions and render-engines. This will change in the future, but for now only scanline and vray are supported.
You can only create new presets for the current scene-renderengine. A new preset is created by recording all render-settings and environment-settings from the scene and storing them in an xml-file. Materials are stored in a matlib. Bitmap-textures are not moved. All options are available through the popup-menus indicated with the small downwards-pointing arrows. It was a bit easier for me to implement the menus in this manner.
Adding a new preset
You can add a new preset for the current renderengine. In this example we’ll switch the current renderengine to scanline by using the renderitis-script. After that you can create a new preset.
Use the popup-menus to use the options in the script
Switch renderengine from within the script
Create a new preset by recording it from the scene
A new preset has been created
Create presets for other renderengines too
Editing the name of a preset
You can edit the name of the preset from within the script. This makes it easier to manage multiple presets at the same time.
Rename presets to tell which is which
Remove presets
Besides adding and editing, you can remove presets from the script. Keep in mind that there’s no undo!
Remove presets from the script