phdubrov wrote:How to manipulate static pins attributes inside nodes?
For example how to set camera aperture inside render target without creating camera node?
You can't. To provide values you need nodes. That's their whole purpose.
phdubrov wrote:How to manipulate static pins attributes inside nodes?
For example how to set camera aperture inside render target without creating camera node?
-- create your setup in a graph
...
-- save your graph out as an OCS file
xml = myGraph:writeOCs()
file = io.open("/path/to/file.ocs", "w")
file:write(xml)
file:close()
-- in another script you could load your setup again in the root graph
xml = file:read("*a")
octane.project.readOcs(xml, myGraph)
phdubrov wrote:So if i need create compact preset with not default camera and kernel i create nodegraph with render target out and mesh input and make inside rendertarget, camera and kernel nodes with my defaults? It works but there is no more compact way to make it?
frontCamera = frontRT:getOwnedItem(octane.P_CAMERA)
frontCamera:setPinValue(octane.P_APERTURE, 0, true)
phdubrov wrote:I tried set camera attributes via rendertarget node not internal camera node. My bad. Didn't get internal nodes concept.
working code
- Code: Select all
frontCamera = frontRT:getOwnedItem(octane.P_CAMERA)
frontCamera:setPinValue(octane.P_APERTURE, 0, true)
frontCamera = frontRT:getConnectedNode(octane.P_CAMERA)
frontCamera:setPinValue(octane.P_APERTURE, 0, true)
phdubrov wrote:Why it shouldn't work? But your code is better, thanks.
Tugpsx wrote:Quick question, although this may have been answered elsewhere.
Since saving shaders is currently disabled, can we create a script to export shaders nodes to ocm files that we can load and use later.
It would make life easier not to recreate the settings every time I use these characters. I know mine isn't as complicated as others but every bit help.
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