pixelrush wrote:Thanks for your labours @grimm.
some UI comments -
I think some of the slider values could be changed.
For instance I doubt if people will make more than a 60 sec turntable, and therefore also frames could be 7200 max. Still a lot of rendering!
Preview samples could be 400 max I think, it is a preview after all.
Possibly include a slider to render only every n th frame rather than render them all. 1-30?
Possibly too the render resolution could optionally be 1/2 size?
Probably people just want a quick check that things are generally ok before a full render.
Keep up the good works.
Soon you finish and I don't need to learn to code
bepeg4d wrote:hi grimm,
thanks for the update, is turning out very well
there is an issue if the thin lens camera node is grouped:
the spiral option is very nice, and setting the angles to 0, it's easy to move the camera forward and backward
it would be wounderful if we could change the axis independently for both the primal rotation and spiral movement, for a basic but efficient camera motion system
p.s.i'm not able to save or load any configuration on both, mac and pc
ciao beppe
grimm wrote:bepeg4d wrote:hi grimm,
thanks for the update, is turning out very well
there is an issue if the thin lens camera node is grouped:
the spiral option is very nice, and setting the angles to 0, it's easy to move the camera forward and backward
it would be wounderful if we could change the axis independently for both the primal rotation and spiral movement, for a basic but efficient camera motion system
p.s.i'm not able to save or load any configuration on both, mac and pc
ciao beppe
Thanks Beppe,
The thin lens problem is a bit out of my league right now so hopefully Thomas or Roeland will chime in.
I would like to be able to rotate the path, etc., but I'm going to have to get back up to speed on the math to do it.
That is strange that the save and load doesn't work on the Mac, I was worried about the PC, but the Mac's OS is very close to Linux in how it works? This should be solved when the 1.24 version of Octane is released. Then I can point the script to it's own subdirectory and the defaults file can be written there which should make all platforms happy.
Jason
-- Returns the connected node, skipping all the linker nodes in between.
-- So it returns the "Real" input node.
local function getInputNode(node, pinId)
local connected = node:getConnectedNode(pinId)
-- no node connected to pin
if connected == nil then return connected end
-- a regular node connected to the pin
if not connected:getProperties().isLinker then return connected end
-- a linker node, return the node connected to the input pin of the linker
return getInputNode(connected, octane.P_INPUT)
end
getSceneCopy()
you would use this function:-- check if a thin lens camera is connected to the render target
local copyCam = copyRt:getInputNode(octane.P_CAMERA)
if not copyCam or copyCam :getProperties().type ~= octane.NT_CAM_THINLENS then
showError("TurntableG Error!","no thinlens camera connected to the render target", true)
end
getInputNode()
to the API in 1.24. I'll create a seperate post afterwards to explain the difference between getInputNode
and getConnectedNode
because I guess a lot of people are going to hit this problem (i.e. where there scripts suddenly fail when graphs are involved).local copyCam = getInputNode(copyRt, octane.P_CAMERA)
local copyCam = copyRt:getInputNode(octane.P_CAMERA)
local connected = node:getConnectedNode(pinId)
Users browsing this forum: No registered users and 18 guests