Render and save to PNG all render targets

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kavorka
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Joined: Sat Feb 04, 2012 6:40 am

Everyone that has put time into this script is awesome!

It is really helping out my companies workflow.

there are 2 things that would really help this script.

1) A pause/Resume button.
2) When choosing the output path, have it use the normal windows file browser so I can easily access my favorites and also recent places to quickly choose where I want to save them.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
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smicha
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Location: Warsaw, Poland

Thomas,

You are the man! I just asked for a simple script and what we have is like a dream - hope to see it built in, in 2.0 :)
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
kavorka
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Joined: Sat Feb 04, 2012 6:40 am

How does the plugin sort through the render targets? Mine are not alphabetical and they don't seem to be in the order they are placed i my scene.

Is it possible to make them sort alphabeticaly?
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stratified
OctaneRender Team
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Location: Auckland, New Zealand

kavorka wrote:How does the plugin sort through the render targets? Mine are not alphabetical and they don't seem to be in the order they are placed i my scene.

Is it possible to make them sort alphabeticaly?
usually Octane provides the render targets in random order. Here's a script that sorts them alphanumerically.
batch_render.lua
(15.53 KiB) Downloaded 380 times
cheers,
Thomas
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smicha
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Location: Warsaw, Poland

Thank you Thomas.
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
kavorka
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Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

Awesome!

Would it be possible to have a checkbox to add the render time ect that gets added now, on by default? That way we can check it off if we don't want it.
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MB
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Location: Washington, D.C.
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Here is a revised version of the above scripts.

It now writes a log file into the directory where the image files are placed.
If a render target has a kernel node attached which is subsequently removed, the kernel values are lost. The script now handles this situation.
It no longer puts out all render targets at the specified max samples but uses the specific max samples from each render target.

I tried to implement a pause and continue feature, i could pause it, but not restart it. This code is stubbed out so if someone wants to implement that, that would be great.

Please report any bugs.

best

Mark.
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batch_render.lua
(21.17 KiB) Downloaded 371 times
Windows 11, 2x Intel I9, 64GB Ram, 2x GTX 1080 TI, 1 x RTX 380 TI, Oculus Quest 2
kavorka
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So, I tried to render out about 100 images and ran into a problem...
The list of render targets went off the screen and we couldn't get to the bottom of it to hit render, haha. Is there a way to incorporate a scroll for the render targets instead of expanding the window?
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
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MB
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i thought that would happen eventually
Windows 11, 2x Intel I9, 64GB Ram, 2x GTX 1080 TI, 1 x RTX 380 TI, Oculus Quest 2
kavorka
Licensed Customer
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

Is it possible to still have to option to render to a specified max samples? Maybe if the value is 0, it uses the max samples in the kernel?
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
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