Hi Sighman,
Things are rendering really well these days.
I would like to put in again for the batch queue.
Here is one need example:
An item being morphed that needs to be seen from multiple camera angles. Currently, I am doing an ankle roll in for a client. The roll in shows a deformity to be corrected
by an orthotic. I have 4 separate camera positions for 4 separate cameras. The work around for the batch queue would require nesting the action multiple times in the sequencer. Not a big deal until
edits start happening. Every edit must be duplicated, and they are complex. With one set of edits, less can get screwed up. Duplicating sequences is really ineffient.
With the batch queue, I can set up the render from each camera, and continue working.
The second need scenario is more obvious: setting up small scenes to render overnight. This is a big deal. When Adding up render time during what should be non-render time....pretty hard do get things done on time.
Your help is appreciated,
Rick
no bug, just a feature revisit request - batch queue
I agree that a batch queue would be useful, even with the (generally) faster renders with Octane. Say I have a short animated sequence that will take 2-3 hours to render, if I render during the day, that blocks me doing other things, and if I render overnight, I am not fully using the available time. I could render maybe 3 similar sequences if I could batch them overnight. So a batch facility would definitely get my support.
Thank you, Phil.
Further to this, I am finding an irony of using Octane. Specifically, the level of quality, refinement, and detail is so good with Octane that I end up re-rendering not just to correct errors, but to achieve higher and higher levels of expression. The re-renders, combined with new renders can really add up, blocking me out, as Phil indicates. I am really grateful for Octane, that is for certain. But, the render queue would definitely help my productivity, sleep, morph the current love-hate to love-love.
Further to this, I am finding an irony of using Octane. Specifically, the level of quality, refinement, and detail is so good with Octane that I end up re-rendering not just to correct errors, but to achieve higher and higher levels of expression. The re-renders, combined with new renders can really add up, blocking me out, as Phil indicates. I am really grateful for Octane, that is for certain. But, the render queue would definitely help my productivity, sleep, morph the current love-hate to love-love.
I have just completed my analysis of how I am going to support a batch queue. The best way (for me anyway) is to tie into the existing batch queue in Carrara. It is powerful and flexible enough to meet your needs. However, since there is no direct access to the batch queue from the Carrara API I will need to write a renderer component. This new Octane Renderer will allow you to render scenes using Octane directly in the Carrara Render room. This will allow you to render stills or animations and the animations can be written to an AVI or image sequence just like you can do with the native Carrara renderer.
There will be some initial limitations to this approach. EXR, HDR, and Deep Image rendering will not be supported until I can figure out how to save these kinds of images. Object and camera motion blur will not be supported unless I can figure out how I can do it. Render passes (multi-layer) will not be supported initially but should be supportable in a future release.
Hopefully, I can get something working in a week or two but no promises. This will be supported in 3.0 initially but I may back port it to 2.25 at a later date.
All comments, questions, and concerns are welcome.
There will be some initial limitations to this approach. EXR, HDR, and Deep Image rendering will not be supported until I can figure out how to save these kinds of images. Object and camera motion blur will not be supported unless I can figure out how I can do it. Render passes (multi-layer) will not be supported initially but should be supportable in a future release.
Hopefully, I can get something working in a week or two but no promises. This will be supported in 3.0 initially but I may back port it to 2.25 at a later date.
All comments, questions, and concerns are welcome.
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
Thank you for your hard work on this, Sighman. This is very exciting.
Personally, as yet I have not used . EXR, HDR, nor Deep Image rendering, nor Object and camera motion blur, nor Render passes.
Regarding .exr files - not sure if this is helpful information, but noticed if I inadvertently have neither of the File Types chosen when rendering an animation, an .exr file is generated for each .png file.
Personally, as yet I have not used . EXR, HDR, nor Deep Image rendering, nor Object and camera motion blur, nor Render passes.
Regarding .exr files - not sure if this is helpful information, but noticed if I inadvertently have neither of the File Types chosen when rendering an animation, an .exr file is generated for each .png file.
- wendyluvscatz
- Posts: 88
- Joined: Fri Sep 05, 2014 4:34 pm
ahhh yes what a pain that is, nothing will compile them into a video, or batch convert them Blender compositor will but I have yet to get it to work likewise image magic, am not geeky enough, only thing that will work is casuals animated textures script making it a background in DAZ studio 4 which reads exr and rendering it out with 3Delight which is kinda pointless as prob faster to rerender it in Carrara.
Win 10 64-bit CPU Ryzen 3 3600g 32GB RAM graphics RTX2080Ti
Yes, of course. This is mainly to support the batch queue. The existing viewport will remain unchanged. You just can't have the viewport open when you use the render room. (It will be closed automatically when you start a render in the render room.)
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)