I was thinking that it could be useful if you could have several render target nodes, each with its own values such as kernel and camera, and they could be attached to several or the same mesh nodes, and hence switch easily back between several setups, and even being able to select the target node in the command line (like you can do now with the mesh node) to choose from a batch which kernel or camera you want to use. Even a new node type, that could hold several camera nodes and interpolate between them for easy flythrus, and could be attached to a render target node, and activated from the command line (yeap I use a lot the command line).
Well this is just one of those morning ideas, not something for the next release, of course, but a work around till there is animation support.
(Also if there is someway of doing this that I haven't grasped yet I would be thankful if someone pointed out how)
render target nodes
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There is already a render target node, but it doesn't work yet. The next test release will activate them (they also got a mesh input pin) 
This and many under-the-hood changes were the reason why it took so long to finish the new render framework.
Cheers,
Marcus

This and many under-the-hood changes were the reason why it took so long to finish the new render framework.
Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
arffffffff (we seriously need a drooling smily
)
You sure know how to keep us excited!
you can take as long as you want, as long as you come up with such nice goodies

You sure know how to keep us excited!
you can take as long as you want, as long as you come up with such nice goodies

windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB