Download Megarender Plugin
The Megarender Plugin controls the process of archiving scenes for later use at the render farm.
DownloadWhat does it do?
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Check scenes for any
errors -
Gathers all the required
textures and assets -
Checks the files and archives them to be uploaded to the render farm
Installation & Usage instructions
We developed a step-by-step guide for how to work with our plugin.
Why use our plugin?
We developed the Megarender 3DS MAX plugin to ensure no data gets lost when transferring your scenes from your PC to our servers. When working on an automated render farm, consistency is crucial, and so we recommend you use our plugin to pack all your scenes, no matter the complexity (though it’s especially important when third-party tools are used in your project).
Our Megarender plugin checks your scene, identifies details that may lead to problems, and offers ways to automatically fix them with a press of a button. It checks version compatibility and if the names of objects and textures in the scene consist of allowed symbols to prevent 3DS MAX crashes. Then it goes through the scene and pulls all the linked files so nothing gets lost during transfer: this way, you won’t accidentally forget a stray file that you kept in a separate folder. Finally, the plugin packs all these files and your scene file into an archive, ready for upload to the render farm.
Your scene wasn’t made in 3DS MAX? No worries! Here is how you can prepare and pack your project for our farm:
FAQ
Do you have questions? Find answers below!
How to prepare the Blender scene for the render farm?
Save all the assets inside a single blend file using File -> External Data -> Pack Resources. If you are using external libraries (as in, your scene has links to other blend files), pack them with File -> External Data -> Pack Linked Libraries.
IMPORTANT! For assets and libraries to pack inside your scene, they have to be local. To make them so, select all the external assets/libraries and then click Objects -> Relations -> Make Local -> All. This way, you can save objects made with many third-party plugins.
Save the scene and upload your .blend file to the farm.

If you have external cache-files (simulations, volumes, etc.), you will have to upload them in a ZIP archive with your blend file:
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First, make sure the cache paths in your scene are relative and not tied to your PC’s folder structure (for example, ‘//volumes’), and they are stored in a folder next to your .blend file;
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Put the folders and the .blend file into a ZIP archive together. Do not change the structure of the folders! If there are multiple subfolders, put all of them into the archive. Only one .blend file can be in the root of the archive, this will be considered the main project file.
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Upload the ZIP archive to the farm. The import log will tell you if anything is missing.
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Launch a test render from the Scenes tab and check the result to make sure everything is correct.
NOTE: we only support rendering using EEVEE or Cycles. Before uploading your scene, make sure one of them is chosen in the render settings of your scene. Rendering in Workbench or a third-party rendering engine through the automatic service is impossible, but you can contact the tech support for manual rendering.
How to prepare a Cinema 4D scene for the render farm?
For projects made in Cinema 4D, save your scene in the File menu -> Save Project with Assets. Add the resulting .c4d file and tex folder to an archive and upload it to the farm.

If your scene uses large cache-files (for example, for simulations), Cinema may not save all of them inside your project file. In this case, put the files into the archive together with your scene before uploading.
ATTENTION: Automatic rendering only supports Standard, Physical, and Corona. If you are using a different render engine, and you have no means to convert the project, contact the tech support team via chat to calculate the cost of manual rendering.
System Requirements
The Megarender plugin works on all systems that can run 3DS MAX. That means:
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a 64-bit Intel or AMD CPU
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Windows 10 or 11
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8 GB RAM
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For better performance, it’s recommended to have a GPU installed on your PC (any modern model, including and above NVidia GeForce 960 or AMD Radeon HD 7770).
Our plugin officially supports all versions above 3DS MAX 2015 but will likely work on older versions too. If you are having trouble installing the plugin for 3DS MAX 2014 or lower, contact our tech support.
Change Log
| 6.2.0 | July, 2026 | 3DS MAX 2027, V-Ray 7.4 and Corona 15 support. |
| 6.1.0 | March, 2026 | Improved performance with 3DS MAX 2026 and added legacy support for older 3DS MAX versions. |
| 6.0.0 | September, 2025 | Performance improvement. Added ACES workflow, 3DS MAX 2026, Corona 13 and V-Ray 7.2 support. |
| 5.2.1 | April, 2025 | Improved Phoenix FD cache collecting. |
| 5.1.0 | January, 2025 | Major rework of the plugin: improved installation, better stability, more options to fix errors in-plugin. 3DS MAX 2025, Corona 12 and V-Ray 7 support. |
| 4.2.0 | December, 2023 | V-Ray GPU and Corona 11 support. |
| 4.1.0 | July, 2023 | 3DS MAX 2024 and Corona 10 support. |
| 4.0.103 | January, 2023 | Full Anima and Corona 9 support. |
| 4.0.101 | July, 2022 | 3DS MAX 2023, V-Ray 6 and Corona 8 support. |
| 4.0.95 | January, 2022 | RailClone proxy support. |
| 4.0.88 | November, 2021 | Corona 7 and XMeshLoader support. |
| 4.0.76 | March, 2021 | 3DS MAX 2022 and CoronaProxy support. |
| 4.0.67 | October, 2020 | V-Ray 5 and Corona 6 support. |
| 4.0.60 | May, 2020 | tyCache support for tyFlow. |
| 4.0.00 | January, 2020 | Major plugin rework. Updated Phoenix FD support. |