Command-Line Rendering Switches

When rendering from the command line, you can add switches that enable a variety of options, from basic parameters such as output resolution all the way to advanced features such as Backburner job submission and EXR format specifications.

Command-Line Switches

You can use the following switches after 3dsmaxcmd on the command line of a command prompt window, or as entries in a text file. The following tables show switches and their effects.

Note: Usage of the command-line rendering feature requires familiarity with the Windows command prompt, also known as DOS or MS-DOS, and an understanding of the structure of command lines.

At Verbosity level 5, the output message from command-line rendering includes both a timestamp and a date stamp. The timestamp is separated from the main message by a semicolon, and the elapsed time message is separated from the Frame Completed message by a semicolon. This lets you pipe the message to a file, and then open it in a spreadsheet program with appropriate columns by setting the delimiter character.

Separators

Many switches are displayed in the following charts with trailing colons, such as -w: or -h:. The use of a colon separator is optional, and can be replaced with a space or an equal sign (=). Therefore, command lines such as:

“c:\program files\autodesk\[program folder name]\3dsmaxcmd” -outputName:“c:\program files\autodesk\[program folder name]\renderoutput\myImage.jpg” -w:640 -h:480 “c:\program files\autodesk\[program folder name]\scenes\myscene.max”

“c:\program files\autodesk\[program folder name]\3dsmaxcmd” -outputName “c:\program files\autodesk\[program folder name]\renderoutput\myImage.jpg” -w 640 -h 480 “c:\program files\autodesk\[program folder name]\scenes\myscene.max”

“c:\program files\autodesk\[program folder name]\3dsmaxcmd” -outputName=“c:\program files\autodesk\[program folder name]\renderoutput\myImage.jpg” -w=640 -h=480 “c:\program files\autodesk\[program folder name]\scenes\myscene.max”

will give you the same results. The use of the equal sign can give your command-line files more of an INI file appearance.

Note: The switch -submit:[manager_name] is the only case where a colon is necessary.

On/Off Command-Line Switches

Many of the switches you'll use are simple on/off toggles, such as the -rfw: and -renderFields: switches. If you prefer, instead of using a 1 or 0 to designate their states, you can use True or False. For example, to render a scene to a specified file type and display the Rendered Frame Window, your command line might look like this;

“c:\program files\autodesk\[program folder name]\3dsmaxcmd” -outputName=“c:\program files\autodesk\[program folder name]\renderoutput\myImage.jpg” -rfw=true “c:\program files\autodesk\[program folder name]\scenes\myscene.max”

Basic Options

Note: Switches are not case sensitive.
Switch Effect
-? Displays a list of these switches in the DOS window.
-x Shows a list of example command lines.
-v:# Sets the verbosity level, where # is an integer from 0 (least verbose) to 5 (most verbose).
@command_file or -cmdFile:command_file Points to a separate file containing command-line options.
-preset:<filename> or -rps:<filename> Uses a render preset file where <filename> is the name of the preset file.
-sceneState:<scene-state-name> Loads the specified scene state file before rendering the image.
-batchRender Renders all enabled tasks in the Batch Render dialog.
-batchRender:<batch-render-name> Renders batch renders in the file named batch-render-name.
-preRenderScript:<filename> or -script:<filename> Uses a pre-render script where <filename> is the name of the script file.
-postRenderScript:<filename> Uses a post-render script where <filename> is the name of the script file.
-workPath:<pathname> Root location for job data folders.
-pathFile:<pathname> Path configuration file (MXP format).
-bitmapPath:<pathname> (obsolete) Provides an extra bitmap path. Multiple paths can be entered and UNC naming conventions can be used.
-xrefPath:<pathname> (obsolete) Lets you specify extra XRef paths. Multiple paths can be entered and UNC naming conventions can be used.
-split:<strips, overlap> Split render: number of strips, overlap amount.
-strip:<strips, overlap, strip> Split render: number of strips, overlap amount, strip number (starting with 1). This is similar to the -split switch, but lets you render a specific, individual strip.
Note: The strip value has no effect when submitting the job to Backburner. The job will still render all strips. Split and Stitch functionality is intended for local rendering only.
-stitch:<strips, overlap> Stitches strips (see above), combining them into a single image: number of strips, overlap amount. Stitch functionality is intended for local rendering only.
-dateFormat:<dateformat> Specifies a date format to be used in message timestamp, at verbosity level 5. Defaults to locale-dependent format. For details, use the 3dsmaxcmd3dsvizcmd -x option.
-timeFormat:<timeformat> Specifies a time format to be used in message timestamp, at verbosity level 5. Defaults to locale-dependent format and 24–hour clock. For details, use the 3dsmaxcmd -x option.

Render Parameters

Note: Any command-line switches that are on/off toggles can be switched by entering either 1 , 0 , on or off.
Switch Effect
-outputName:<filename> or -o:<filename> Sets an output file name and format.
-camera:<string> or -cam:<string> Specifies a camera name.
-width:<integer> or -w:<integer> Sets the output width in pixels.
-height:<integer> or -h:<integer> Sets the output height in pixels.
-pixelAspect:<number> Sets the pixel aspect ratio.
-start:<integer> Sets the rendering sequence start frame.
-end<integer> Sets the rendering sequence end frame.
-nthFrame<integer> Sets the Every Nth Frame value.
-frames<string> Lets you specify a frame list; for example, (1,3,5-12) or all.
-stillFrame or -sf Indicates that this is a still-frame render; no frame suffix will be added.
-imageSequenceFile:<0/1/2> Image-sequence file creation: 0=none; 1=.imsq; 2=.ifl
-gammaCorrection:<1/0> Toggles gamma correction. “1”=On, “0”=Off.
-gammaValueIn:<number> Sets the Input Gamma value.
-gammaValueOut:<number> Sets the Output Gamma value.
-continueOnError If an error is encountered, 3ds Max attempts to continue rendering.
-videopostJob:<1/0> Turns Video Post on or off for the job.

Render Flags

Switch Effect
-showRFW:<1/0> or -rfw:<1/0> Toggles the Rendered Frame Window. “1”=On, “0”=Off.
-skipRenderedFrames:<1/0> Toggles Skip Existing Images. “1”=On, “0”=Off.
-videoColorCheck:<1/0> Toggles Video Color Check. “1”=On, “0”=Off.
-force2Sided:<1/0> Toggles Force 2-Sided. “1”=On, “0”=Off.
-renderHidden:<1/0> Toggles Render Hidden. “1”=On, “0”=Off.
-atmospherics:<1/0> Toggles Atmospherics. “1”=On, “0”=Off.
-superBlack:<1/0> Toggles Super Black. “1”=On, “0”=Off.
-renderFields:<1/0> Toggles Render Fields. “1”=On, “0”=Off.
-fieldOrder:even or odd Toggles Field Order. Default=”Odd”.
-displacements:<1/0> Toggles Displacement Mapping. “1”=On, “0”=Off.
-effects:<1/0> Toggles Render Effects. “1”=On, “0”=Off.
-useAreaLights:<1/0> Toggles area lights/shadows. “1”=On, “0”=Off.
-useAdvLight:<1/0> Toggles use advanced lighting. “1”=On, “0”=Off.
-computeAdvLight:<1/0> Toggles compute advanced lighting. “1”=On, “0”=Off.
-ditherPaletted:<1/0> Toggles Output Dithering (paletted). “1”=On, “0”=Off.
-ditherTrueColor:<1/0> Toggles Output Dithering (true-color). “1”=On, “0”=Off.
-renderElements:<1/0> Toggles render elements (true-color). “1”=On, “0”=Off.

Backburner Job Submission

These switches concern submitting a rendering job for network rendering. For further information, see Network Rendering. Also, for a different method of network rendering via the command line, see Backburner Command-Line Control.

Switch Effect
-submit[:manager_name] or -s[:manager_name] Submits the scene, <filename> to a specific manager system for network rendering.
Note: This is the only switch that requires a colon separator.
-port:<integer> Specifies a manager port number.
-netmask:<string> Lets you specify a network mask other than 255.255.255.0.
-jobName:<string> Lets you specify a job name to render.
-priority<integer> Sets job priority.
-suspended:<1/0> Toggles initially suspended. “1”=Yes, “0”=No.
-writeJobFile Writes all job settings to an XML file. The file uses the same name as the MAX file, so, for example, test.max produces test.xml.
-readJobFile:<filename> Reads all job settings from an XML file.
-waitLoad:<integer> The amount of time to wait for 3ds Max to load, in minutes. Default=20.
-waitRender:<integer> The amount of time to wait for 3ds Max to render, in minutes. Default=600.
-waitUnload:<integer> The amount of time to wait for 3ds Max to unload, in minutes. Default=10.
–platform:32 or 64 The platform (either 32– or 64–bit) that your scene will be rendered on. Use this switch when you want to render your scene on a different platform from the platform where you created your scene.

Bitmap Parameters

Switch Effect
-BMP_TYPE:2 or 8 Sets the type of BMP file being rendered. “2”=paletted, “8”=true 24-bit.
-JPEG_QUALITY:1 to 100 Sets the JPG quality value. Ranges from 1 to 100.
-JPEG_SMOOTHING:1 to 100 Sets the JPG smoothing value. Ranges from 1 to 100.
-TARGA_COLORDEPTH:16, 24 or 32 Sets the color depth for TGA files.
-TARGA_COMPRESSED:<1/0> Toggles TGA Compression. “1”=On, “0”=Off.
-TARGA_ALPHASPLIT:<1/0> Toggles TGA Alpha Split. “1”=On, “0”=Off.
-TARGA_PREMULTALPHA:<1/0> Toggles TGA Pre-Multiplied Alpha. “1”=On, “0”=Off.
-TIF_TYPE:<0/1/2/3/4> Sets the TIF type. “0”=mono, “1”=color, “2”=logl, “3”=logluv, “4”=16–bit color.
-TIF_ALPHA:<1/0> Toggles TIF file alpha. “1”=On, “0”=Off.
-TIF_COMPRESSION:<1/0> Toggles TIF Compression. “1”=On, “0”=Off.
-TIF_DPI:<number> Sets the dots-per-inch value for TIF files.

For each of the following -RLA_xxxx switches, there is a corresponding -RPF_xxxx option.

Switch Effect
-RLA_COLORDEPTH:8, 16 or 32 Sets the RLA color bitdepth.
-RLA_ALPHA:<1/0>: Toggles RLA Alpha. “1”=On, “0”=Off.
-RLA_PREMULTALPHA:<1/0> Toggles RLA Premultiplied Alpha. “1”=On, “0”=Off.
-RLA_DESCRIPTION:<string> Lets you specify an RLA description (in quotes).
-RLA_AUTHOR:<string> Lets you specify an RLA author name (in quotes).
-RLA_ZDEPTHCHANNEL:<1/0> Toggles RLA Z-Depth Channel. “1”=On, “0”=Off.
-RLA_MTLIDCHANNEL:<1/0> Toggles RLA Material ID Channel. “1”=On, “0”=Off.
-RLA_OBJECTIDCHANNEL:<1/0> Toggles RLA Object Channel. “1”=On, “0”=Off.
-RLA_UVCHANNEL:<1/0> Toggles RLA UV Coordinates Channel. “1”=On, “0”=Off.
-RLA_NORMALCHANNEL:<1/0> Toggles RLA Surface Normals Channel. “1”=On, “0”=Off.
-RLA_NONCLAMPEDCOLORCHANNEL:<1/0> Toggles RLA Non-Clamped Color Channel. “1”=On, “0”=Off.
-RLA_COVERAGECHANNEL:<1/0> Toggles RLA Coverage Channel. “1”=On, “0”=Off.

The following -RPF_xxxx switches do not have corresponding -RLA_xxxx options.

Switch Effect
-RPF_NODERENDERIDCHANNEL Turns on RPF Node Render ID Channel.
-RPF_COLORCHANNEL Turns on RPF Color Channel.
-RPF_TRANSPCHANNEL Turns on RPF Transparency Channel.
-RPF_VELOCCHANNEL Turns on RPF Velocity Channel.
-RPF_WEIGHTCHANNEL<1/0> Turns on RPF Sub-Pixel Weight Channel.
-RPF_MASKCHANNEL Turns on RPF Sub-Pixel Mask Channel.
Switch Effect
-EXR_USEEXPONENT EXR use exponent on/off
-EXR_EXPONENT EXR exponent value (decimal)
-EXR_PREMULTALPHA EXR premultiplied alpha on/off
-EXR_ALPHA EXR save alpha component on/off
-EXR_RED EXR save red component on/off
-EXR_GREEN EXR save green component on/off
-EXR_BLUE EXR save blue component on/off
-EXR_BITDEPTH EXR bit depth: 0=8–bit integers; 1=half float; 2=float
-EXR_USEFRAMENUMDIGITS EXR use number of frame digits on/off
-EXR_FRAMENUMDIGITS EXR number of frame digits (integer)
-EXR_COMPRESSIONTYPE EXR compression type: 0=no compression; 1=RLE; 2=ZIP (1 scanline); 3=ZIP (16 scanlines); 4=PIZ
-EXR_USEREALPIX EXR use RealPix RGB data on/off