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batch render script feature request

PostPosted: Thu Apr 28, 2016 2:26 pm
by gah5118
every time you open the batch render script, you have to select for each render target if you want png, png 16 or exr which can be a real time drainer when you have 25 targets to render

2 features that would take care of this. choose your default and the script remembers some how, and a change all to option like select all.

Re: batch render script feature request

PostPosted: Tue May 17, 2016 10:16 pm
by gah5118
another request: add image resolution override. many times i am working on everything at a lower resolution that what I intend, then after setting up everything in the batch window, I end up having to close it since it locks you out of accessing octane. After fixing the resolution, then everything needs to be redone.

Re: batch render script feature request

PostPosted: Tue May 17, 2016 10:44 pm
by calus
Did you look at the script for batch rendering, it is not so long and maybe not so hard to modify ourselves ?
I'm surprised there's not more users digging in the octane scripts (or sharing their improvements).

I'll give it a try when I have little more time.

Re: batch render script feature request

PostPosted: Wed May 18, 2016 1:38 am
by gah5118
I have looked into the script and attempted to modify. However with the workload at hand, I don't have the time to to learn another programing language to modify the script.

At the price point this is reaching, batch rendering being a standard feature of any other rendering engine, shouldn't be something that needs the user to dig into especially since this isn't open source software (even though the dynamic is very much that way, which I believe is a great thing.... a major reason I invested in it as well as demanded that my bosses do the same)

Don't get me wrong, I see the advantage of lua... even plan on learning it once my workload slows down in order to develop many of the ideas that I have.

It would be great, if there was a lua tutorial series that was octane specific. I know there are some things that are posted to demonstrate various task. However, maybe it's how stacked up with work I have been and have been also learning mel for creating maya scripts as well as dipping my toes in java; but the examples up right now are a bit heavy and overwhelming.

I am particularly interested in learning about node scripting. I'd like to create a nodescript that renames itself based on the color node attached to it. That all however will be when work slows down... I have around 120 illustrations to setup, light, and render by the end of the week.... next will will likely not be much different.

Re: batch render script feature request

PostPosted: Wed May 18, 2016 7:36 am
by whersmy
+ 2

Re: batch render script feature request

PostPosted: Wed May 18, 2016 9:00 am
by bepeg4d
gah5118 wrote:...
I am particularly interested in learning about node scripting. I'd like to create a nodescript that renames itself based on the color node attached to it. That all however will be when work slows down... I have around 120 illustrations to setup, light, and render by the end of the week.... next will will likely not be much different.

Hi gah5118,
if you share a simple .orbx with the elements that you need, I could try to help you on this, but I have to better figure out the structure of the nodes ;)
ciao beppe

Re: batch render script feature request

PostPosted: Wed May 18, 2016 9:13 am
by kipjmejia
For deploying new batch definitions, it would be great to have more than one users working on the same batch class at the same time or at least more than one instance of the Administration Utility opened.

Re: batch render script feature request

PostPosted: Wed May 18, 2016 1:29 pm
by gah5118
awesome! thanks bepeg4d.

I'm in the process of restructuring our process, and will likely end up doing it again once I see if the maya plugin is a direction we will be heading. Even if we do since the workflow we are using could be beneficial to others, I'll package it up for you to check out when I finish constructing it with notes.

Re: batch render script feature request

PostPosted: Wed May 18, 2016 8:10 pm
by stratified
Hi,

The saving of the configuration per render target is very useful. I will put it into our ticket system but I cannot promise when we'll get to it. I'll make a note of the resolution override as well.

cheers,
Thomas

Re: batch render script feature request

PostPosted: Wed May 18, 2016 11:48 pm
by gah5118
awesome stratified, as soon as I can, ill pass you the orbx with the setup along with some other ideas that I can't currently do with the node system alone.

there are a whole other host of things that I think could be revamped to streamline things. frankly, I have been frustrated this week with octane since I am trying to work "within" the software rather than using my vb program to process renders. It has actually taken me 4-5 times longer I think. Sand down these edges and flexibly streamline the workflow, and this truly could be the fastest solution. I know however, this is not currently production ready software and has some kinks to work through. But from the beginning I have seen the potential and look forward to the day I can use the software in a straightforward manner rather than implementing the loads of workarounds in order to force it to be able to handle production.

To clarify, I know many others from what I can tell, do one off images or a few, or even animations. My company does anywhere from 4-50 images per project and up to 12 projects a week. we use maya to set up each "plate" by which I mean frame. we use the animation frames to set up each individual image in other words.

Anyways, just wanted to provide some insight as to how we are using your software.