TUTORIAL: How to use RenderTargets for powerful scene setups

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Re: TUTORIAL: How to use RenderTargets for powerful scene setups

Postby radiant » Thu Jul 21, 2011 10:19 am

radiant Thu Jul 21, 2011 10:19 am
cheers, this has definitely increased my workflow :D
It will be useful in my upcoming gig.
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Re: TUTORIAL: How to use RenderTargets for powerful scene setups

Postby acc24ex » Thu Jul 21, 2011 10:16 pm

acc24ex Thu Jul 21, 2011 10:16 pm
is there a way to "extract" the current setup to nodes, or when you set up a material to "extract" it to a node ,
and if there is not, can you add that feature, to pick on the item and a new node pops out instead of doing it manually via right click, add, material action .. something like what the new 3d max material slate editor does, pick a material and it pops it into place on the node editor, I would guess a majority of people change settings via the sidebar first, not the node editor, it's faster like that..
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Re: TUTORIAL: How to use RenderTargets for powerful scene setups

Postby multiwow » Thu Aug 25, 2011 8:38 pm

multiwow Thu Aug 25, 2011 8:38 pm
Hi.
I was wondering... Is (or can be) here a way to render all render targets? For example ... I have house scene in octane with 5 render targets. So everything is setup and ready to render. Is there some way to render all of them with ,,one click,, ? (over night) So i dont have to wait for one render target to finish and then press second and render ... ?
PS.: Sorry for my english ... :-)
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Re: TUTORIAL: How to use RenderTargets for powerful scene setups

Postby hmk » Thu Aug 25, 2011 8:55 pm

hmk Thu Aug 25, 2011 8:55 pm
multiwow wrote:Hi.
I was wondering... Is (or can be) here a way to render all render targets? For example ... I have house scene in octane with 5 render targets. So everything is setup and ready to render. Is there some way to render all of them with ,,one click,, ? (over night) So i dont have to wait for one render target to finish and then press second and render ... ?
PS.: Sorry for my english ... :-)


With the current Octane Render version alone, no this cannot be done.
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Re: TUTORIAL: How to use RenderTargets for powerful scene setups

Postby neoone » Thu Sep 29, 2011 12:32 pm

neoone Thu Sep 29, 2011 12:32 pm
I am using version pre beta 2.3 v5, and do have few problems with it.
Don't have sixth dot to plug in RenderTarget into my obj file.
Is there any other way to create multiple rendertargets in this version?
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Re: TUTORIAL: How to use RenderTargets for powerful scene setups

Postby tchoa » Thu Sep 29, 2011 1:14 pm

tchoa Thu Sep 29, 2011 1:14 pm
Would be nice to get the possibility to select a renderTarget to render through command line option.
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Re: TUTORIAL: How to use RenderTargets for powerful scene setups

Postby radiance » Fri Sep 30, 2011 5:18 am

radiance Fri Sep 30, 2011 5:18 am
neoone wrote:I am using version pre beta 2.3 v5, and do have few problems with it.
Don't have sixth dot to plug in RenderTarget into my obj file.
Is there any other way to create multiple rendertargets in this version?


Hi,

Why on earth would you still use that ancient version ?
You should upgrade to 2.52 asap, it's a world of difference feature-wise.

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Re: TUTORIAL: How to use RenderTargets for powerful scene setups

Postby matej » Sat Oct 15, 2011 8:50 am

matej Sat Oct 15, 2011 8:50 am
Does render target switching work in 2.52? Because I have this setup below and nothing happens if I click on the render target node that I created. The default one is always rendered, although the parameters in the NI change accordingly to selected render target.
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Re: TUTORIAL: How to use RenderTargets for powerful scene setups

Postby roeland » Mon Oct 17, 2011 1:29 am

roeland Mon Oct 17, 2011 1:29 am
Hi Matej,

You need to connect the object node you want to render to the last input pin of the render target node. The mesh preview render target is a special case, these settings are used if you preview a mesh node, a material or a texture.

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Re: TUTORIAL: How to use RenderTargets for powerful scene setups

Postby matej » Mon Oct 17, 2011 7:05 am

matej Mon Oct 17, 2011 7:05 am
Yes, that makes sense :) Thanks!

I hope one day we will have a generic container node, so all that render config nodes can be put there and not additionally clutter the top panel (which usually contains material macro, mix & texture nodes). And an input pin to pass the mesh node into it.
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