Batch Sequencer Node

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Refracty
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Hi,
to extent the great use of Render Targets I am introducing a small proposal for a batch sequencer node.
Batch scripts can sometimes be frustrating. You make a mistake and the script stops or you have forgotten to put in the right values or destination for saving the image.
Now you can simply plug in different RenderTargets and the sequencer renders the image one by one.
It is also possible to connect multiple BatchSequencer Nodes in case 8 images are not enough.
This would make my work much more easy.
What do you think?
Cheers
Refracty

PS: It is just a quick sketch.
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BatchSequencerNode.jpg
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Refracty
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:idea: What do you think about this batch sequencer node?
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Refracty
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By the way, you could also use this node to do camera animation inside octane.
You would have to write a small application (camera exporter) that translates camera movement to individual ocs camera nodes (one camera with translates per frame). Then these cameras are connected to Render Target duplicates and connected to multiple sequencer nodes.
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gabrielefx
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Now with Octane for Max i will use Backburner if the programmers will enable it or the internal batch to render without backburner several images of the same scene.
I think that the best feature for Octane standalone could be a "state" feature.

I assign a lot of materials then I save that state. Without saving another scene I can use a second state and render with different materials.
Immagine a client that ask you he wants a kitchen with 50 different combination of materials. Now you have to save 50 different scenes or attach detach nodes.
With states you will resume different configurations.

Regards
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areyal
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It sounds great!

I usually set up several cameras or materials/lights and then start render sequetially

This would do it much easier. You could set up several cameras and let the computer rendering at night...
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