I am trying to automate the system of rendering.

A public forum for discussing and asking questions about the Octane for Unity Alpha

Moderator: ChrisHekman

Post Reply
wyh880123
Posts: 13
Joined: Wed Dec 08, 2021 2:42 am

I'd like to render set of images, using following procedure:
1)Set current properties(For example, Rendered image size.Render Camera,Thin lens camera or panoramic camera...)
2) Call "Render" method for the current camera view.
3) Check that rendering is complete and Save the image.
4) Repeat points 1-3 till all images / choices rendered and exported.
All the above steps need to be achieved through code
Now, the second step has been achieved.
OctaneUnity.Scene.Instance.RenderTarget = pBRRender.RenderTarget;
How do I correctly detect when rendering is complete and save to local disk?
I have read some replies from the forum, but it is a long time ago. May I ask what is the latest correct way
ChrisHekman
OctaneRender Team
Posts: 1053
Joined: Wed Jan 18, 2017 3:09 pm

Octane for Unity was not intended to do automated rendering, so the setup will be a bit awkward.

1. Can be done by accessing the Render Target Component, and getting the rendertarget node and then getting the camera node and changing the settings of the camera.
3. Can be done by accessing the static class Octane.Renderer. It has functions that return the SampleCount and DenoisedSampleCount
wyh880123
Posts: 13
Joined: Wed Dec 08, 2021 2:42 am

ChrisHekman wrote:Octane for Unity was not intended to do automated rendering, so the setup will be a bit awkward.

1. Can be done by accessing the Render Target Component, and getting the rendertarget node and then getting the camera node and changing the settings of the camera.
3. Can be done by accessing the static class Octane.Renderer. It has functions that return the SampleCount and DenoisedSampleCount
Thanks to ChrisHekman, I can judge that the rendering is finished according to your suggestion, but now I have a new problem, I don't know if it is my Settings. Now after I finish rendering one picture, the second one cannot be completed, and it stays at about 15%.,
ChrisHekman
OctaneRender Team
Posts: 1053
Joined: Wed Jan 18, 2017 3:09 pm

wyh880123 wrote:
ChrisHekman wrote:Octane for Unity was not intended to do automated rendering, so the setup will be a bit awkward.

1. Can be done by accessing the Render Target Component, and getting the rendertarget node and then getting the camera node and changing the settings of the camera.
3. Can be done by accessing the static class Octane.Renderer. It has functions that return the SampleCount and DenoisedSampleCount
Thanks to ChrisHekman, I can judge that the rendering is finished according to your suggestion, but now I have a new problem, I don't know if it is my Settings. Now after I finish rendering one picture, the second one cannot be completed, and it stays at about 15%.,

Octane for Unity needs to be updated every tick for proper functioning.
Is your script using a for loop for checking if Octane is done rendering? If yes, you can try without the for loop and just check once ever update tick.
wyh880123
Posts: 13
Joined: Wed Dec 08, 2021 2:42 am

ChrisHekman wrote:
wyh880123 wrote:
ChrisHekman wrote:Octane for Unity was not intended to do automated rendering, so the setup will be a bit awkward.

1. Can be done by accessing the Render Target Component, and getting the rendertarget node and then getting the camera node and changing the settings of the camera.
3. Can be done by accessing the static class Octane.Renderer. It has functions that return the SampleCount and DenoisedSampleCount
Thanks to ChrisHekman, I can judge that the rendering is finished according to your suggestion, but now I have a new problem, I don't know if it is my Settings. Now after I finish rendering one picture, the second one cannot be completed, and it stays at about 15%.,

Octane for Unity needs to be updated every tick for proper functioning.
Is your script using a for loop for checking if Octane is done rendering? If yes, you can try without the for loop and just check once ever update tick.
Thanks!The problem is solved.
wyh880123
Posts: 13
Joined: Wed Dec 08, 2021 2:42 am

ChrisHekman wrote:
wyh880123 wrote:
ChrisHekman wrote:Octane for Unity was not intended to do automated rendering, so the setup will be a bit awkward.

1. Can be done by accessing the Render Target Component, and getting the rendertarget node and then getting the camera node and changing the settings of the camera.
3. Can be done by accessing the static class Octane.Renderer. It has functions that return the SampleCount and DenoisedSampleCount
Thanks to ChrisHekman, I can judge that the rendering is finished according to your suggestion, but now I have a new problem, I don't know if it is my Settings. Now after I finish rendering one picture, the second one cannot be completed, and it stays at about 15%.,

Octane for Unity needs to be updated every tick for proper functioning.
Is your script using a for loop for checking if Octane is done rendering? If yes, you can try without the for loop and just check once ever update tick.
I tried to modify the sky box programmatically, but failed to modify it using the following code:
pBRRender.RenderTarget.SkyboxTexture = skyTexture; is failure
pBRRender.RenderTarget.EnvironmentSkybox = skyMaterial; is OK
wyh880123
Posts: 13
Joined: Wed Dec 08, 2021 2:42 am

ChrisHekman wrote:Why can't I select Use for denoising in Settings?
Post Reply

Return to “Octane for Unity”