Render manager for Blender

Shots, layers, passes and settings from one place

Build outputs to fit any pipeline, then apply your setup in one click

TrailerComing soon

Blender 4.2-5.3Cycles and EEVEEWindows, macOS and Linux

Wired by hand in one click

Configure the Output, Passes and Settings tabs, then click Apply Render Setup. Once applied, DDR keeps applying every change

The compositor nodes DDR builds for layer bg The Passes tab with Render Setup Applied

Layers

Every shot in one file

Add each shot as a scene with shared collections. A scene can also have collections of its own, so shots share as much or as little as you need

tst0101001-1096
tst0201001-1024
tst0301001-1140
lights
lights
lights
bg
bg
bg
char
char
char
fx
fx
tst030_fx
tst020_crowd

Edit one or all

Change a setting on one shot or layer, on all of them at once, or on all but one by disabling its wrench

Compare every layer side by side in the Collections Manager and Passes Manager

The Layers tab with three shots and three layers The Collections Manager
bg
char
fx

Scene Layers

tst010bgcharfx
tst020bgcharfx
tst030bgcharfx

View Layers

Scene Layers or View Layers

Use Scene Layers for full control per layer, or View Layers for a few overrides per layer and Multi Shot. Switch between them at any time

Materials

Override, one material excluded

Advanced Material Override

Override materials and optionally keep alpha, normal, displacement or volumes

Output

One path to name them all

Name every output file with the Master Path. Tokens resolve per shot, layer and class

Master Path

//render/{s}/{l}/{v}/{c}/{s}_{l}_{v}_{c}_f####

{s}Shot{l}Layer{v}Version{c}Class

The Tokens section of the Output tab

Tokens

Reorder, rename or add tokens of your own to fit any pipeline

The Visualizer in the Output tab

Visualizer

See the resolved files and folders of the selected layer

Passes

Built for comp

Rename any pass, move it between files, or combine everything into one EXR. Separate beauty from utility to reserve 32 bit for the passes that need it

beautyEXR ⬩ DWAA ⬩ 16 bit
  1. rgba
  2. diffuse
  3. specular
  4. volume
  5. light_sun
  6. light_env
utilityEXR ⬩ Pxr24 ⬩ 32 bit
  1. depth_aa
  2. position_aa
  3. normal
  4. CryptoObject00
  5. CryptoMaterial00

Noisy

Denoised

Denoising

Click the star beside a pass to denoise it in the compositor

Depth

AA Depth

AA Depth and AA Position

Write Depth and Position antialiased, so their edges match the beauty

Add Position Ref for mattes and textures that stick to a deforming mesh

The Light Groups section of the Passes tab

Light Groups

A new way to manage light groups. Create a group for every light, emissive object and world in one click

diffuse+specular+transmission+volume+emissive+environment=rgbaRebuilt Beauty

Rebuilt Beauty

Sum the beauty from the denoised passes, so dividing or subtracting a pass against it stays accurate. Star a pass it is built from to denoise it even when it is not written, for multipass denoising without writing every pass to disk

Render

Render in a terminal

Queue renders in a separate process that uses less memory and retries on crash. Render a snapshot of the blend file with Smart ETA and Notifications

DDR Render
00:00:00 | Opening    | /job/tst/render/snapshots/tst000_v01_261110_214012.blend
00:00:04 | Started    | 1 shot | 2 layers | 48 frames
00:00:04 | Render     | tst020 | bg       | 1001-1024 | v01
00:00:28 | Frame 1001 | tst020 | bg       | Sample  640/1280
00:00:49 | Frame 1001 | tst020 | bg       | Done      | Memory 5234MB | Time 45.2s | Average 45.2s | ETA 35m 24s | Finish 10:16 PM
00:00:49 | Saved      | /job/tst/render/tst020/bg/v01/beauty/tst020_bg_v01_beauty_f1001.exr
00:00:49 | Saved      | /job/tst/render/tst020/bg/v01/utility/tst020_bg_v01_utility_f1001.exr
00:01:28 | Frame 1002 | tst020 | bg       | Done      | Memory 5241MB | Time 38.9s | Average 38.9s | ETA 29m 49s | Finish 10:11 PM

Blender exited with code 11. Retry 1 of 3 in 1 second

00:07:42 | Opening    | /job/tst/render/snapshots/tst000_v01_261110_214012.blend
00:07:45 | Resuming   | 11 of 48 frames done

When frames exist on disk, choose Render Missing, Version Up or Overwrite

On diskv01
Render Missingv01
Version Upv02
Overwritev01
10011024

Notifications

Get notified when a render finishes or fails, through the free and open source ntfy app

ntfy9:40 PM

DDR Render Started1 shot ⬩ 2 layers ⬩ 48 frames

ntfy10:12 PM

DDR Render Complete48 frames ⬩ 31m 50s ⬩ 1 retry

FarmsPro

Submit each enabled layer as its own job, or write the jobs to a JSON file. Collect dependencies with BAT Pack to Farm

Use any render manager or farm, since DDR only configures the blend file natively

  • Flamenco
  • B-Renderon
  • Custom JSON
tst000_v01.blend2 of 3 shots ⬩ 3 layers
  1. tst010 ⬩ bg1001-1096
  2. tst010 ⬩ char1001-1096
  3. tst010 ⬩ fx1001-1096
  4. tst020 ⬩ bg1001-1024
  5. tst020 ⬩ char1001-1024
  6. tst020 ⬩ fx1001-1024

A bit more

The Render tab with Tools and Presets, ddr_default starred as the startup preset

Presets

Save setups as presets to apply in any blend file. Star one to load it on startup

Overscan

Set overscan per shot, kept in the blend file

PlayblastPro

Render each shot to an MP4 with burn ins

Export CameraPro

Bake the shot camera to Alembic

Watch it work

Coming soon
Quickstart
Coming soon
Shots and Layers
Coming soon
Passes and Denoising
Coming soon
Rendering and Farms

Lite or Pro

DDR Pro$29DDR LiteFree
Passes and Denoising
Master Path and Visualizer
Terminal and Notifications
Presets and .backup
Shots and Layers
Collection and Pass Managers
Render Farm Dispatch
Export Camera and Playblast
Advanced Material Override
Get DDR ProTry DDR Lite

One time purchaseAll future updatesOne license per artist

Questions, bug reports and feature requests are welcome!

dylan3d.com ⬩ @zertox3d ⬩ hello@ddrblender.com