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[Closed] Making buttons from render presets-Render Setup

Hello CGtalk!..So I’ve been looking for an answer but I’m really not sure where to look for this answer. I’m trying to find where I could look to create a button for some render presets instead of opening the render dialog box and loading it from there. The only other option was to go in an write out what settings I wanted to have happen but I feel just having the presets as buttons would do just as good. Any help is appreciated…

Alex

4 Replies

Define “presets”. Are you talking about the render presets that you can load/save from the render dialog? Are you talking about creating a button the alters values to defined values outside of the render presets option?

If you are talking about the first, then you need to look at the renderpresets interface. The second one would depend on the renderer and the available maxscript commands.

-Eric

Yes PiXeL_MoNKeY the first one…Thanks for the link too!

<boolean>renderpresets.Load <integer>which <filename>file <bitArray>categories

This is the line of code im looking at. And some of it makes sence and some of it I’m a little confused on. I’m still learning max scripting… Im not sure how to write this out in the max script window in that it says path back to a file.

<integer>: defines whether to load the preset into 0-Production, 1-Material Editor, or 2-Active Shade
<filename>: This is the path to the .rps file
<bitArray>: This is used to only load a portion of the renderpreset file.
If you want to load all the data use the renderpresets.LoadAll command. For example:

renderpresets.LoadAll 0 "C:/SomeFile.rps" -- This loads the complete file
  renderpresets.Load 0 "C:/SomeFile.rps" #{32} -- This would only load the "mental ray Renderer" portion of the file

Look at the examples on the page on how to get the bitarray information.

-Eric

Awsome PiXeL_MoNKeY!..Thank you…That helped out a lot!