[Bf-committers] Merge Camera and Render Settings?

whiterabbit at dreamscapearts.com whiterabbit at dreamscapearts.com
Sat Apr 17 18:24:47 CEST 2010


In RenderMan resolution can affect point cloud density in brickmap 
passes (among other pass types), so in my rewrite of RIBMOSAIC I have a 
render pass panel (similar to Blender's render layer panel) to override 
the active camera's settings and render settings. This same method could 
be applied in Blender's render layer panel to override camera settings 
and render resolutions as well as the frame ranges to apply them. This 
approach is necessary for RenderMan's way of doing things but not sure 
how usable it would be to Blender's pipeline (would expose more of the 
render process to the user)?
Anyway just my 2 cents on the subject ;)

Eric Back (WHiTeRaBBiT)

Nathaniel Garbutt wrote:
> Shot me down if i'm missing something....but wouldn't a simple override type system be easiest?
>
> i.e. The scene settings are used unless you choose to override them from an individual camera in which case the user can set the settings on a per camera basis.
> Default would be to use scene settings.
>
> Nathaniel.
>
>
>
>
> ________________________________
> From: Samuel Nicholas <nicholas.samuel at gmail.com>
> To: bf-blender developers <bf-committers at blender.org>
> Sent: Sat, 17 April, 2010 5:32:40 PM
> Subject: Re: [Bf-committers] Merge Camera and Render Settings?
>
> actually that seems backwards... the compositor would be able to
> handle strips of differing resolution right?. a shift in logic
> perhaps.
> and changing the settings of a bunch of different cameras, or a bunch
> of any objects should not be difficult, if it is, something should be
> changed. :)
>
> gotta run, at work. :P
>
> On 16 April 2010 18:47, Brecht Van Lommel <brecht at blender.org> wrote:
>   
>> For animations where you switch between cameras you want all of them
>> to have the same settings, it makes no sense to change resolution in
>> the middle of an animation, and keeping all cameras settings in sync
>> would be a lot of work. Besides that, these settings also apply to the
>> sequencer and compositor which do not depend on a camera.
>>
>> On Thu, Apr 15, 2010 at 8:51 PM, Damir Prebeg <blend.factory at gmail.com> wrote:
>>     
>>> I have been working on some stuff and I needed several different renders
>>> with different formats and resolutions so I've had to change those settings
>>> in Render buttons for every render or create new scene with different Render
>>> settings. I'm ok with multiple scenes technique but then my brain started to
>>> fart :-)
>>> Can anyone tell me the reason why those settings aren't linked to the camera
>>> object? I'm not from Vulcan but It looks logical that render options are
>>> linked to camera that will produce that render... That way I could create
>>> more camera objects, adjust settings and just change active camera for
>>> different resolutions/formats...
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