Render and save to PNG all render targets

Forums: Render and save to PNG all render targets
Forum for OctaneRender Lua scripting examples, discussion and support.

Re: Render and save to PNG all render targets

Postby kavorka » Tue Oct 21, 2014 12:19 pm

kavorka Tue Oct 21, 2014 12:19 pm
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!
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
kavorka
Licensed Customer
Licensed Customer
 
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

Re: Render and save to PNG all render targets

Postby yazganarikan » Sun Sep 06, 2015 8:54 pm

yazganarikan Sun Sep 06, 2015 8:54 pm
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)
yazganarikan
Licensed Customer
Licensed Customer
 
Posts: 5
Joined: Thu Oct 28, 2010 7:25 pm

Re: Render and save to PNG all render targets

Postby stratified » Sun Sep 13, 2015 8:08 pm

stratified Sun Sep 13, 2015 8:08 pm
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
User avatar
stratified
OctaneRender Team
OctaneRender Team
 
Posts: 945
Joined: Wed Aug 15, 2012 6:32 am
Location: Auckland, New Zealand

Re: Render and save to PNG all render targets

Postby Scrudje » Tue Dec 22, 2015 6:34 pm

Scrudje Tue Dec 22, 2015 6:34 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
User avatar
Scrudje
Licensed Customer
Licensed Customer
 
Posts: 31
Joined: Thu Feb 05, 2015 4:53 pm

Re: Render and save to PNG all render targets

Postby stratified » Tue Dec 22, 2015 7:12 pm

stratified Tue Dec 22, 2015 7:12 pm
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
User avatar
stratified
OctaneRender Team
OctaneRender Team
 
Posts: 945
Joined: Wed Aug 15, 2012 6:32 am
Location: Auckland, New Zealand

Re: Render and save to PNG all render targets

Postby Scrudje » Tue Dec 22, 2015 7:49 pm

Scrudje Tue Dec 22, 2015 7:49 pm
I am not a programmer and I have no concept as it to write
Win 10 64 | Geforce Titan black x2 | i7-5960x | 16GB
User avatar
Scrudje
Licensed Customer
Licensed Customer
 
Posts: 31
Joined: Thu Feb 05, 2015 4:53 pm

Re: Render and save to PNG all render targets

Postby smicha » Tue Dec 22, 2015 8:48 pm

smicha Tue Dec 22, 2015 8:48 pm
why not open octane as many times as you have orbx and then render them at once - each orbx in another octane
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
User avatar
smicha
Licensed Customer
Licensed Customer
 
Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

Re: Render and save to PNG all render targets

Postby Scrudje » Tue Dec 22, 2015 9:35 pm

Scrudje Tue Dec 22, 2015 9:35 pm
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
User avatar
Scrudje
Licensed Customer
Licensed Customer
 
Posts: 31
Joined: Thu Feb 05, 2015 4:53 pm

Re: Render and save to PNG all render targets

Postby smicha » Tue Dec 22, 2015 10:18 pm

smicha Tue Dec 22, 2015 10:18 pm
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
User avatar
smicha
Licensed Customer
Licensed Customer
 
Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

Re: Render and save to PNG all render targets

Postby prehabitat » Mon Jan 18, 2016 7:29 am

prehabitat Mon Jan 18, 2016 7:29 am
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?
Win10/3770/16gb/K600(display)/GTX780(Octane)/GTX590/372.70
Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17
prehabitat
Licensed Customer
Licensed Customer
 
Posts: 495
Joined: Fri Aug 16, 2013 10:30 am
Location: Victoria, Australia
PreviousNext

Return to Lua Scripting


Who is online

Users browsing this forum: No registered users and 7 guests

Tue Apr 16, 2024 10:03 pm [ UTC ]