Feature List

RPManagerLite limitations

User Testimonials



User testimonials

"Here at Digital Dimension we often work on very complex shots requiring numerous layers and passes. RPManager has completely changed the way we approach the difficult task of creation, management and output of multiple rendered elements from our 3d scenes. Gone are the days of having to create unique scene files for each render pass, or even worse…the nightmare manually hiding/unhiding objects, swapping materials, changing object properties and adjusting render settings for each pass. These approaches were not only time consuming, they left way to much room for human error. With RPM, the artist can concentrate on creating amazing effects and beautiful imagery instead of micro-managing the complexities of render output. It’s a huge boost to productivity!

One of our favorite parts of RPM is the robust “auto output path” feature. With the level of control Grant has provided, we can customize the output to conform exactly to our company naming convention and directory structure (instead of the way most products force you to conform to their own approach). Once this has been set up no more user input is needed again when rendering new iterations of all the elements in a given scene. Everything, from the image name, output directory and all version numbering is handled purely by RPM which means total conformity to our pipeline and zero user error.

Another thing that has been very important to us has been Grant’s responsiveness in addressing any limitations or issues with RPM. We have been amazed at how quickly he implements our requests for additional features as well as the occasional bug fix. This kind of support is essential for any tool used in heavy production work, and we have not been let down. The number of new features that have been added in a very short period of time since we started using RPM is simply incredible. The recent addition of direct control for Mental Ray settings was a huge step forward, especially since it’s our renderer of choice. We can’t wait to see what’s coming next!"

Mitch Gates, Visual Effects T.D.
Digital Dimension


"On Scooby Doo 2, we used RPMan to greatly speed up our rendering pipeline, as it allowed us to use one scene to contain all the render passes we needed to give the compositors, without having the space requirements of multiple files, because of different renderer requirements. This was one of the can't-do-without features, along with the fact he added support for our own in-house render queuing software, so it was almost totally transparent to the lighting team. It also allows for fast setup of "gauntlet" renders, where we run a scene through multiple renderer's to test various settings/render times, and then send through Digital Fusion to generate quicktimes automatically. I'd highly recommend this plugin to anyone who wants total control over anything and everything in their scene."

Chris Pember, Lead-3d Lighting and Rendering
Frantic F


"We've used RPM in production for the last 2 years and I couldn't imagine how we managed projects before it. All our jobs, regardless of size, lean heavily on RPM for ease of setting up render passes. It is an integral tool in our pipeline and has saved us many hundreds of man-hours from setting up pipelines to never needing to re-render mistakes. It removes the human error from our renders and I highly recommend it to all 3d professionals."

Glenn Melenhorst, Director of Animation
Iloura Post Production


"RPManager has changed the way we work. On a recently completed project, we had to manage and render 16 separate cameras in a scene, all with different settings and output paths. On top of that, each shot was broken up into 8 separate passes to be composited in post. Normally that would have meant saving out multiple files, corresponding to each camera and render pass, or having multiple copies of the same object in the scene. RPManager allowed us to manage most of the rendering and pass management in a minimal amount of scene files, and took the guess work out of sending jobs to the render farm.

Being able to set all your rendering parameters early on in the project with RPManager, meant that there were fewer mistakes made at crunch time when everyone is tired and human error in more likely. One wrong render setting could have meant days of lost rendering time. With RPManager, you can pretty much "set and forget" knowing that when you hit that "Submit" button that all the settings are correct.

We're finding that even on smaller jobs where there is only 1 camera shot, we're still using it to manage and speed up our workflow. RPManager pulls together all those half-useful scene management tools in 3ds max, like XRefs, Selection Sets, Layers, Draft and Production Render
settings, into a single comprehensive interface that actually allows you to work faster and more efficiently."

Vu Nguyen, Director
Osmosis Animation Studio


"Dealing with animations as a an informative product, many of our animations go through several iterations before we hit the spot. So not having to go through the rigorous task of sending all the render jobs on to the farm manually for each iteration has saved us a lot of time. Time that can instead be used to better the production and get a better result in before we "run out of time"...

We use Vray as our preferred production render and the integration of Vray into RPManager is really solid. You have all the settings right at hand when you start RPManager.

The best plugins for a program are those that integrate like a natural evolution of the main product. RPManager seems to us to be a natural evolution of 3dsmax

"Having artist do repetitive work is in essence throwing money out the window, RPManager takes the repetitive part of render management away from the artist and frees them up so they can spend their time doing what they are really good at."

Michael Dahl, 3d graphic artist


"Before we started using RPMangager we were spending hours sending jobs to the farm, now we just click ONCE and RPManager does the dirty work - it's almost too easy!

I don't know how we ever managed to get any work done without it..."

Anders Stensgaard, 3d graphic artist