batch rendering animations in standalone from modo
Moderator: face_off
hi - this subject has come up in the Modo slack forum and in the scripting area here - I am trying to understand how to batch render in standalone - if I have 3 separate animations, each its own file, can I save them as orbx and them import all of them into standalone and have them render one after the other? the batch rendering window indicates you can select multiple render targets but I am not seeing how to import multiple orbx files?
The easiest way is to just drag your orbx files into the nodegraph editor area.
(you can also right click > import, each orbx)
Each one will load into it's own nodegraph
(you can also right click > import, each orbx)
Each one will load into it's own nodegraph
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
One thing that I noticed with the method above, is that each animation ends up rendering the same number of frames. This is fine if all your animations have the same number of frames.
If not, we can fix this using "batch render job" nodes for each imported orbx, which has it's own settings.
You connect your render target to them (if it's in a nodegraph, ctrl + click drag the output pin, to create an output link, or add one by right click > output > render target out)
Then you can plug all the batch render node jobs into a render job node group.
Finally, right click the render job group > start render job
I have attached a sample OCS, which loads 3 orbx scenes.
If not, we can fix this using "batch render job" nodes for each imported orbx, which has it's own settings.
You connect your render target to them (if it's in a nodegraph, ctrl + click drag the output pin, to create an output link, or add one by right click > output > render target out)
Then you can plug all the batch render node jobs into a render job node group.
Finally, right click the render job group > start render job
I have attached a sample OCS, which loads 3 orbx scenes.
- Attachments
-
- batch_test.zip
- (171.27 KiB) Downloaded 164 times
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
I believe you can also render the animation from Standalone by specifying the ORBX file on the command line (multiple of which can be specified in a .bat file). That is the approached that is described in the Scripting topic in this forum (however I haven't had a chance to try it myself).
Paul
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Many thanks!funk wrote:One thing that I noticed with the method above, is that each animation ends up rendering the same number of frames. This is fine if all your animations have the same number of frames.
If not, we can fix this using "batch render job" nodes for each imported orbx, which has it's own settings.
You connect your render target to them (if it's in a nodegraph, ctrl + click drag the output pin, to create an output link, or add one by right click > output > render target out)
Then you can plug all the batch render node jobs into a render job node group.
Finally, right click the render job group > start render job
I have attached a sample OCS, which loads 3 orbx scenes.
This saved me a lot of times...
Octane is so bad documented...