How I think Render Region should work

Forums: How I think Render Region should work
Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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How I think Render Region should work

Postby Greg » Tue Sep 18, 2018 8:26 pm

Greg Tue Sep 18, 2018 8:26 pm
Hi Paul - I made a video of how I think RR should work. Goals being:

* you should be able to click-choose a material, white point, focal distance with RR active

* you should be able to cam navigate in the viewport with RR active

* RR 'remembers' it's last known coords. So if I turn it off and turn it back on...it's in the same place until I click and drag to change it.

I think this is all possible..as long as MODO can distinguish between click....click-drag...and alt click-drag.

https://www.youtube.com/watch?v=1spbh_s ... e=youtu.be
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Re: How I think Render Region should work

Postby funk » Tue Sep 18, 2018 8:31 pm

funk Tue Sep 18, 2018 8:31 pm
Greg, try out the octane 4 beta for modo

Render region has been changed

viewtopic.php?f=34&t=55078
"- Changed the way Render Region works. It now persists if the render is restarted, a new scene is loaded, or other pickers are selected. Rightclick the Viewport to cancel the Render Region"
Win10 Pro/ Ryzen 5950X / 128GB / RTX 4090 / MODO
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Re: How I think Render Region should work

Postby Greg » Tue Sep 18, 2018 9:42 pm

Greg Tue Sep 18, 2018 9:42 pm
oh...lol. Ok, guess that wasn't necessary.
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Re: How I think Render Region should work

Postby Greg » Tue Sep 18, 2018 9:43 pm

Greg Tue Sep 18, 2018 9:43 pm
Can you have 3 and 4 installed at the same time? I have some 'in progress' projects I don't want to risk by installing 4.
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Re: How I think Render Region should work

Postby funk » Wed Sep 19, 2018 1:52 am

funk Wed Sep 19, 2018 1:52 am
I've set this up, but it's not easy. It requires you to set up multiple modo shortcuts with different arguments, pointing to different user config directories.
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