Render Task List

Manages multiple rendering settings / Batch Render Add-on

You can make various individual settings for each task.



Blender Market

Rendering external blend files is still experimental and has some limited functionality.


List Management

Main options

  • Image / animation
  • File Path
  • Number of frames / frame range
  • file format
  • Rendering engine
  • number of samples
  • Scene to use
  • View layer to use
  • Camera to use

You can render continuously, switching between different options for each list item.

Other specifications

  • If there are no task items, it will normal render
  • Items that are darkened will follow the settings of each scene unless edited.

Load settings from list items

You can load various saved settings from the icon on the left side of the list item.
It can also be used as a list for saving settings without rendering.

Free frame range specification

You can specify each frame in a discrete manner.
You can specify the frame range by using’-’ or’ …’.
The total number of frames to render is displayed in () on the right.

Note: Negative frames cannot be specified

  • Example: 3,10,15,50-70,450 …800

Temporarily hide a specific object collection

You can temporarily unrender a particular collection of objects before rendering.

It can be used to disable certain lights, etc., and can be hidden more easily than using a view layer.

Specifying multiple data

You can specify multiple data to hide.
When specifying multiple items, separate the data names with “,”.

You can add an active collection or selected object from the load button.

Pseudo material override

Create a temporary duplicate scene to replace all material assignments before rendering.
This makes material overrides available to all rendering engines, including Eevee.

Known issues

  • If this option is enabled, the data hiding option is not available
    • (Because the scene is duplicated in full copy, the data name will change)

Individual specification of scene, view layer, and camera

You can specify different data than the current scene view layer camera.

To render multiple tasks and avoid duplicate filenames, set the special characters described below.

Bulk export of scenes, view layers, and cameras

You can export all scenes, all view layers, and all cameras.

Each setting is processed coexistingly.
Example: When scene 3 and camera 6 are rendered as images, 18 images are rendered.

(Internal processing temporarily divides the list item into individual data and renders it in the same way as individual specification)

Customizable file path


If you use special characters in the file path, they will be converted to that data name.
You can divide the data into folders and make it easier to identify the exported images.

These settings are required to avoid duplicate filenames when rendering multiple similar tasks.

special character motion
{scene} Scene name
{view_layer} View layer name
{camera} Camera name
{task} Task name
#### Number of frames
{path_dir} Up to the directory name of the output path
{path_name} Output path filename only
{path_sc_dir} Up to the directory name of the output path of the current scene
(when rendering multiple scenes, you can use the output path of the current scene as a reference)
{path_sc_name} Only the filename of the output path of the current scene
(when rendering multiple scenes, you can use it relative to the output path of the current scene)

Rendering an external blend file

You can render the current Blend file.
It is still experimental and has limited functionality.

Simple progress confirmation

You can easily check the progress of the rendering that is being executed.

Known issues / unsupported options

  • Not compatible with all scenes, all cameras, and all viewport options
  • Specifying multiple frames is not supported
      • Animation rendering can be performed.
  • The up / down button for list items needs to be executed several times
    • Because it is mixed with the item order with the current blend file
  • The progress view does not know which task you are performing
  • Progress display does not know how many frames are left in the case of animation rendering
  • It seems that the subprocess task is not finished after rendering is finished


  • The various paths for the view layer must be set up manually separately.
  • Stop rendering external blend file
  • Seed value
  • User script
  • Console rendering
  • Email notification after completion
  • Post-end processing (PC shutdown, sleep, etc.)
  • For animation, specifying the number of frames #### does not work properly


  • Platform supports Windows only
    • Because it cannot be confirmed on other platforms

I have developed some homebrew rendering add-ons so far.
This add-on was developed because I wanted to improve the problems of past add-ons and create an improved rendering add-on.
I want to make it a better rendering add-on, so we are looking for improvements and features.


Render Task List ver1.1.0 Updated

Added options and fixed bugs


  • Fixed a problem that frame range specification such as “3-5” does not work in the multiple frame specification option.
  • Fixed an issue where the expected display of the frame range was not reflected when setting the start and end of the animation

Added “Number duplicate filenames” option

Added an option to add 3 digits to the end of the number of files with the same name in the output folder to prevent overwriting.
This is useful when you want to save the differences.

  • Access “Render Task List” panel menu> Render right menu> “Number duplicate filenames”

Added normal map (pseudo) option

Export a normal map using Matcap.
Textures are not supported.
It is experimental and may not coexist with some options.

Output file path

  • Fixed an issue where the string attached to the file path name was repeated several times
  • Prevented from being saved in the default file path
    • Fixed an issue where rendering without changing the file path would result in “C:\tmp”
  • Fixed an issue that caused an error if the file path was missing

Implement post-end processing

  • You can shut down, restart, sleep, and exit Blender.
  • Access from the right of the render button in the menu
  • Mac / Linux is probably supported, but it’s not certain because it can’t be verified.
1 Like

Thank you for doing this, @Bookyakuno!
I was missing tokens from C4D and now I’ve got them in Blender :+1:

Is there some known issue with Blender 2.91? I’m getting an error:

Error: Python: Traceback (most recent call last):
  File "C:\Users\phoenixart\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\render_task_list\rentask\", line 64, in invoke
    with open(temp_path, mode='w') as f:
PermissionError: [Errno 13] Permission denied: 'C:\\Users\\phoenixart\\AppData\\Roaming\\Blender Foundation\\Blender\\2.91\\scripts\\addons\\render_task_list\\scripts\\'

I don’t know the details because it cannot be reproduced in my environment.

It may be because the file properties of the are read-only, or the hierarchy up to this file is read-only and cannot be edited.

Alternatively, open Blender with administrator privileges and render the add-on.

You’re right.
That PermissionError: [Errno 13] Permission denied should have rung a bell.
Everything is working fine now. Thanks!

ver1.2.0 Added Options

The Blender Market has also released the Render Task List add-on.

  • Added the option to automatically add data names. Automatically add optional names to avoid duplicate file names
  • Added an option to change the render layer node to the same settings as the item
  • Added view space option. This is convenient when changing to the view space “standard” when displaying an image for a material that you do not want the color to be corrected.
  • When loading from the left icon of the list item, the active is also switched.
1 Like

Sorry if it’s mentioned somewhere, I might have missed it: does it also handle compositing passes?

Add-ons cannot adjust the render pass.
However, if you set it in advance, it will be rendered, so you can save the render pass as an image file by setting the output node in the composite editor.

Thanks for the explanation @Bookyakuno
Too bad Blender doesn’t allow this, it would be very handy.


Added crossing line drawing option / Added camera list / Improved menu / Enhanced other options

Added of intersection line option

Added rendering options for intersection lines.
Renders intersections using normal pass and composite processing.

The line quality is low, but it’s easier and faster than freestyle.

By processing the normal pass with composite, a simple line can be drawn.


Temporarily link copy the current scene and load the processing node group from the blend file in the add-on.

Editing this node will also reflect the intersection line rendering. Edit the blend file in the add-on before the first load, or edit the node groups that remain in the project after the load.

  • Location of blend file
    • Render Task List Add-on folder /blendfile/compnode_data.blend/RTL_Cross_Line node group

Line exclusion

By connecting a black-and-white image to the exclusive socket of the node group, you can exclude the lines that you do not want to appear.
White is excluded.

If there is a socket named vcol in the render layer, it will be automatically connected to the Exclusive socket.
For example, it’s a good idea to have an AOV output named vcol for each material and connect the vertex colors. Fill the vertex color with black, and paint the areas where you do not want to draw lines with white.

If there is a socket named vcol in the render layer, it will be automatically connected to the Exclusive socket. For example, it’s a good idea to have an AOV output named vcol for each material and connect the vertex colors. Fill the vertex color with black, and paint the areas where you do not want to draw lines with white.

Change default settings

You can change the exclusive path name, node group name, and reference blend file path in the add-on settings.

Set up a cross line scene


A “Set up cross line scene” operator has been added.
Create only the scene for the intersection without rendering.

Improved menu

As the number of options has increased, we have changed the menu classification again.
The list display can be collapsed. When the list is collapsed, only the names of the active items are displayed.

  • basic setting
    • The basic rendering settings are summarized here
  • Color management
    • Options for color management are summarized here
  • Special settings
    • Bulk processing and add-on specific options are summarized here
  • camera
    • Added new camera list for objects

Add camera list


Added a list that makes it easy to switch and select cameras in the scene.

Special settings are summarized in the “Special Pass” option

Outputs a simple display render material using Workbench, such as a pseudo normal map or a simple object ID (hence, it does not support transparency such as textures).
The previous material override feature has been moved to the force assignment option within the material override .

  • Material override
    • See below
  • Object viewport color
    • Renders the object’s viewport color
  • Object ID
    • Renders material like object IDs using random colors
  • Vertex color
    • Renders only vertex colors
  • texture
    • Renders only the color of the texture
  • Matcap
    • Render Matcap
    • You can specify the file name of Matcap to be used
  • Normal map
    • Use Matcap’s normal map to render material like a normal map
    • Previous pseudo normal map options have moved here
  • Cross line
    • As mentioned above

Added Item Quick Add Operator


Create a list item that renders a special pass.
This is useful when you want to render a specific element immediately.

  • Material override
  • Object ID
  • Normal map
  • Cross line

Material override enhancements


  • Cycles
    • Take advantage of the Cycles render option Material Override
    • Render engine will be Cycles render
  • Forced allocation
    • The existing material override feature has been moved to the coercion option
  • Viewport color
    • Renders the material’s viewport color instead of the material override

Purge all unused data after rendering

The forced allocation material override option makes a full copy of the scene during internal processing, but avoids this as it leaves unused data on deletion.
Works when forced assignment material overrides are enabled.
This is a scene option and will be processed after all renderings have been completed.

Specification change of render image storage

I used to use the save option of bpy.ops.render.render (), but
I changed it to save using [‘Render Result’] .save_render ().

  • This fixes an issue where saving without alpha in a composite would result in a black background and black line art etc. could not be saved properly.

Automatic saving of render images

  • Previously, images were always saved, but now they can be disabled as an option.


Add other options


  • Color management exposure
  • Color management gamma
  • Option to set the render layer node to be the same as the item
    • Change the scene and view layer of the render layer node to the scene and view layer settings for each item
    • Solves the problem that the processing of the compositor editor is not reflected when specifying a scene or view layer individually.
    • Not suitable if you want to combine multiple render layer nodes as “all render layer nodes” will change


  • Fixed an issue where normal rendering would not occur if item rendering was disabled
1 Like

Where I can find 1.3.0 version? On gumroad is only 1.2.0.

I’m sorry. I just added ver1.3.0 to gumroad.
It seems that it was not saved normally at the time of the previous addition.
Thank you for reporting.

1 Like

ver1.3.1 Updated

Fixed an issue where the number of frames would be added to the save file name even if the number of frames had not been specified.

when i use composite node ,it will saved a same file; when I chose change the render layer node to the same settings as the item,it will show that:
Python: Traceback (most recent call last):
File “C:\Users\chenp\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\render_task_list\rentask\”, line 139, in modal
File “C:\Users\chenp\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\render_task_list\rentask\”, line 178, in do_rendering
is_anime, scene_name, view_layer_name = pre_set_render_setting(self, context, tgt_sc=tgt_sc, item=item)
File “C:\Users\chenp\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\render_task_list\rentask\”, line 117, in pre_set_render_setting
set_composite_node(self, context, tgt_sc, item)
File “C:\Users\chenp\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\render_task_list\rentask\”, line 343, in set_composite_node
nd.scene = item.scene
TypeError: bpy_struct: item.attr = val: CompositorNodeRLayers.scene expected a Scene type, not str

location: :-1