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Cameras that change, with mesh visibility that changes?

Posted: Thu Sep 29, 2016 5:33 pm
by LFedit
Can this be done? I have render cameras to switch when animated, then meshes to switch visibility when rendering an animation. I have a test scene setup and I cant get it to work. Sorry just sooooo many problems today. basically I have a scene where the cameras have to shoot from different angles, and the cameras end up outside of the walls. So i have to hide the visibility of that mesh when it comes to rendering that angle.

Thanks

Re: Cameras that change, with mesh visibility that changes?

Posted: Thu Sep 29, 2016 10:08 pm
by face_off
It is hard to help without knowing what version of the plugin you are using. If using the latest TEST release, in order to switch cameras you will need to UNTICK Kernel->Camera Motion Blur. From memory, I don't think you can animate the mesh visibility (but try it anyway...I might be wrong). If it doesn't work, you could scale the mesh to 0.001% to remove it. Or set the opacity to 0 (and tick Reload Materials Each Frame).

Paul

Re: Cameras that change, with mesh visibility that changes?

Posted: Fri Sep 30, 2016 1:58 am
by mojave
If you have one single camera a solution would be to animate your near clipping plane to skip the surface you want to avoid when the animation gets to that point.

If instead you have different render targets with different cameras each you may change just the one from its specific camera.

Re: Cameras that change, with mesh visibility that changes?

Posted: Fri Sep 30, 2016 3:21 pm
by LFedit
Yes, the clipping plane will work great. Thank you!!