Render and save to PNG all render targets

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kavorka
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stratified wrote:Hi guys,

The next standalone release will ship with an updated version of this script. It supports PNG and EXR saving and allows scrolling :) It doesn't handle animations yet, I didn't have time for that.

cheers,
Thomas

YES!
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yazganarikan
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Hi,

I tried all the batch render scripts in this forum I can find. I have two problems with the scripts.

1. I cannot set the sample amount, when the script starts it tries to render all the way to 16000 samples. I tried to set the limit from slider in the script UI and the render target sample limit. Doesn't work.

2. From the script on this page. I got this messag:e Error raised in callback:
[string "batch_render (1).lua"]:394: attempt to call field 'saveImage' (a nil value)
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stratified
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Location: Auckland, New Zealand

yazganarikan wrote:Hi,

I tried all the batch render scripts in this forum I can find. I have two problems with the scripts.

1. I cannot set the sample amount, when the script starts it tries to render all the way to 16000 samples. I tried to set the limit from slider in the script UI and the render target sample limit. Doesn't work.

2. From the script on this page. I got this messag:e Error raised in callback:
[string "batch_render (1).lua"]:394: attempt to call field 'saveImage' (a nil value)
Most of the scripts here are probably not maintained any more. These days this script ships with the standalone. You can run it via the menu script -> Batch rendering.

cheers,
Thomas
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Scrudje
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Joined: Thu Feb 05, 2015 4:53 pm

stratified wrote:
yazganarikan wrote:Hi,

I tried all the batch render scripts in this forum I can find. I have two problems with the scripts.

1. I cannot set the sample amount, when the script starts it tries to render all the way to 16000 samples. I tried to set the limit from slider in the script UI and the render target sample limit. Doesn't work.

2. From the script on this page. I got this messag:e Error raised in callback:
[string "batch_render (1).lua"]:394: attempt to call field 'saveImage' (a nil value)
Most of the scripts here are probably not maintained any more. These days this script ships with the standalone. You can run it via the menu script -> Batch rendering.

cheers,
Thomas
This script in standalone versions render only from cameras in current scene, but i want batch render from many scenes with its own cameras (scene_1.orbx -> camera_1,camera_2+scene_2.orbx ->camera_1, camera_2). Have ideas?
Win 10 64 | Geforce Titan black x2 | i7-5960x | 16GB
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stratified
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Scrudje wrote:
stratified wrote:
yazganarikan wrote:Hi,

I tried all the batch render scripts in this forum I can find. I have two problems with the scripts.

1. I cannot set the sample amount, when the script starts it tries to render all the way to 16000 samples. I tried to set the limit from slider in the script UI and the render target sample limit. Doesn't work.

2. From the script on this page. I got this messag:e Error raised in callback:
[string "batch_render (1).lua"]:394: attempt to call field 'saveImage' (a nil value)
Most of the scripts here are probably not maintained any more. These days this script ships with the standalone. You can run it via the menu script -> Batch rendering.

cheers,
Thomas
This script in standalone versions render only from cameras in current scene, but i want batch render from many scenes with its own cameras (scene_1.orbx -> camera_1,camera_2+scene_2.orbx ->camera_1, camera_2). Have ideas?
You could write a script that loads another project every time and then renders all the render targets in those projects.

cheers,
Thomas
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Scrudje
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I am not a programmer and I have no concept as it to write
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smicha
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why not open octane as many times as you have orbx and then render them at once - each orbx in another octane
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build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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Scrudje
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smicha wrote:why not open octane as many times as you have orbx and then render them at once - each orbx in another octane
Because it is nonsense.

1. I have a lot of such scenes
2. Secondly in that case that you offer it can theoretically be realized only allocating for each started *.orbx scene on one videocard (1 scene =1 videocard) - i have only 2........
Win 10 64 | Geforce Titan black x2 | i7-5960x | 16GB
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smicha
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I am aware of it :)
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
prehabitat
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Location: Victoria, Australia

stratified wrote:Hi guys,

The next standalone release will ship with an updated version of this script. It supports PNG and EXR saving and allows scrolling :) It doesn't handle animations yet, I didn't have time for that.

cheers,
Thomas
Hey Thomas,

You mean 2.25 or alpha 4?
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