Look at my mockup below--this is all I'm suggesting as a helpful addition to reduce the amount of clicks need access camera settings, making camera access more convenient for non nodal workflows and keep render settings access consistent (I argue that camera settings and render settings go together).
This would function as everything else above it--click the little carrot and it takes you to you selected camera settings (preferably with all of the non octane settings culled out--having all of the irrelevant maya camera settings visible is quite inefficient in itself). I think even functionality could be added to have a button to propagate your render global settings for everything as nodes to your selected camera's camera override, so you aren't stuck always manually connecting nodes (although nodes are super flexible it's not the most efficient thing to setup IMO)
I'm not saying replace or overhaul the current method or workflow. Just suggesting a minor helpful addition to keep access for all things rendering/imaging related consistent as well as make things more efficient for non-nodal workflows. As it stands, accessing camera settings is not consistent with accessing any other render related settings.
V4 imagur and Post Process Access
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- itsallgoode9
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yes obviously you can, but it's not as easy as linking some widget to some attributes because the set of attributes you want to edit is not always from the same nodes :itsallgoode9 wrote:can you use mel/python to create custom tool windows where I could create myself a window that only has the camera/rendering settings I need common access to, all in one place?
for example viewport IPR and render view IPR don't have necessarily the same active camera, also the render setting used are not necessarily the one linked to render settings as they can be the one from camera overide section...
However I could give it a try if you like, just tell me the list of the camera attributes/render settings you need to have in this window.
Pascal ANDRE
right this could be nice, but also at the moment the way the pluggin deal with a supposed Octane active render camera, is just a mess full of bugs,itsallgoode9 wrote:Look at my mockup below--this is all I'm suggesting as a helpful addition to reduce the amount of clicks need access camera settings, making camera access more convenient for non nodal workflows and keep render settings access consistent (I argue that camera settings and render settings go together).
This would function as everything else above it--click the little carrot and it takes you to you selected camera settings (preferably with all of the non octane settings culled out--having all of the irrelevant maya camera settings visible is quite inefficient in itself). I think even functionality could be added to have a button to propagate your render global settings for everything as nodes to your selected camera's camera override, so you aren't stuck always manually connecting nodes (although nodes are super flexible it's not the most efficient thing to setup IMO)
I'm not saying replace or overhaul the current method or workflow. Just suggesting a minor helpful addition to keep access for all things rendering/imaging related consistent as well as make things more efficient for non-nodal workflows. As it stands, accessing camera settings is not consistent with accessing any other render related settings.
never work the same depending of the situation (viewport, render view, exporter, batch render, maya render layer)
Pascal ANDRE