Improved batch render script

Forum for OctaneRender Lua scripting examples, discussion and support.
knot515
Licensed Customer
Posts: 13
Joined: Tue Jun 18, 2013 10:08 am

This thing it's so helpfull than you!
i'm doing a pretty long video next week and i'm testing workflows right now. This script will help a lot!

But there's one thing, maybe you can help me. In my workflow i use animated cameras exported from Max. My problem is that if i export cameras with different frame count the animation slider shows only the longest one even if i select the render target with the shorter frame count pinned into.

That's an example test. I have 2 cameras, one with a 237 frames animation and one with a 50 frames animation. The number that i see on the frame slider it's 237 with both render target. If i render this setup with the script in this post i get 237 frames for each animation.
Capture.JPG
if i delete the 237 frames camera the animation slider goes back to 50 frames.
r-username
Licensed Customer
Posts: 217
Joined: Thu Nov 24, 2011 3:39 pm

When I import .exr files into fusion (vfx composting soft) I noticed that the batch render saved .exr files are different (lighter/darker) that files saved tonemapped using the drop down menu. It appears to be gamma related.

or is just an issue with fusion reading file headers or metadata differently?
i7 960 - W7x64 - 12 GB - 2x GTX 780ti
http://www.startsimple.com/ - http://www.gigavr.com/
User avatar
vinz
Licensed Customer
Posts: 230
Joined: Fri Apr 09, 2010 5:00 pm
Location: France

Great ! thanks you ...
but still missing the number of "0" feature that we need before frame number.

having :

Frame_001
Frame_002
then ...
Frame_009
Frame_010
then ...
Frame_099
Frame_100
etc...

would avoid mass files renaming.
i7 8700k / 16Gib / GTX980Ti 6GiB / win10x64 1803 / Blender 2.78a / drivers 416.34 + Octane 4.0 Standalone / OctaneBlender
User avatar
stratified
OctaneRender Team
Posts: 945
Joined: Wed Aug 15, 2012 6:32 am
Location: Auckland, New Zealand

r-username wrote:When I import .exr files into fusion (vfx composting soft) I noticed that the batch render saved .exr files are different (lighter/darker) that files saved tonemapped using the drop down menu. It appears to be gamma related.

or is just an issue with fusion reading file headers or metadata differently?
IIRC, the batch render script saves the files in linear color space which translate to tonemap curve linear and gamma of 1. If you save the file as tonemapped EXR via the dropdown, it will apply the gamma and tonemap curve configured in the imager node.

cheers,
Thomas
User avatar
stratified
OctaneRender Team
Posts: 945
Joined: Wed Aug 15, 2012 6:32 am
Location: Auckland, New Zealand

vinz wrote:Great ! thanks you ...
but still missing the number of "0" feature that we need before frame number.

having :

Frame_001
Frame_002
then ...
Frame_009
Frame_010
then ...
Frame_099
Frame_100
etc...

would avoid mass files renaming.
Ok makes sense, we will change it in the script that ships with Octane.

cheers,
Thomas
User avatar
vinz
Licensed Customer
Posts: 230
Joined: Fri Apr 09, 2010 5:00 pm
Location: France

stratified wrote: Ok makes sense, we will change it in the script that ships with Octane.
Many Thanks Thomas :D
i7 8700k / 16Gib / GTX980Ti 6GiB / win10x64 1803 / Blender 2.78a / drivers 416.34 + Octane 4.0 Standalone / OctaneBlender
User avatar
LuvMultimedia
Licensed Customer
Posts: 79
Joined: Mon Jul 22, 2013 8:38 pm
Contact:

stratified wrote:Hi all,

I've spent some time combining the batch render script with the render animation script. This script will ship with the next release of the standalone. We already want to put it out here so you can already use it and help us find some bugs ;)
The attachment batch-render.png is no longer available
The attachment batch-rendering.lua is no longer available
thanks,
Thomas


Hi, I am having an issue with the script. For some reason it won't number the frames -- instead it keeps writing the frames over and over again , example, instead of going mirrors 1, mirrors 2, mirrors 3 --it just writes mirrors. I am sure I set everything up right --here's a screenshot of the work...
animation settings.png
WIN 10 64 | Geforce 970| 16 GB
User avatar
vinz
Licensed Customer
Posts: 230
Joined: Fri Apr 09, 2010 5:00 pm
Location: France

LuvMultimedia wrote: Hi, I am having an issue with the script. For some reason it won't number the frames -- instead it keeps writing the frames over and over again , example, instead of going mirrors 1, mirrors 2, mirrors 3 --it just writes mirrors. I am sure I set everything up right --here's a screenshot of the work...
Hi Luv, to add frame number you need to add the "%f" switch after your filename in the template
in your exemple this should be : mirrors%f%e

etc... the switches are listed in the popup.

Vincent.
Attachments
nametemplate.png
i7 8700k / 16Gib / GTX980Ti 6GiB / win10x64 1803 / Blender 2.78a / drivers 416.34 + Octane 4.0 Standalone / OctaneBlender
Post Reply

Return to “Lua Scripting”