Add-on : Camera Regions

Glad to see I’m not the only person on Earth to need this.
Sure I’ll update it, after 2.8 gets officially released (because the python API is still subject to change) and after I’ve learned some more about python code and Blender add-on development.
Until then you should be able to use it in 2.79 and import your camera in 2.8.

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I created all my arts with 2.80, i always worked with 2.80( yeah I’m new-comer).
So i can’t work with 2.79 I’m not familiar to it’s ui , we need it in 2.80.

Ok, I can give some time next week to work on this, but given the massive leaps Blender’s render engines have made since I first made this add-on, I must ask you: are you sure this is the best solution for you?
Unless you either have to render in 8k or have a toaster for a computer, render times have dropped to a point where I don’t find this tool necessary in most situations anymore.
Most of the times, long render times can be divided many times by optimizing render parameters for your specific scene, which I strongly encourage doing.
However, if that’s not enough for you, I’m curious to know your situation.

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This is very interesting. The main problem I can think that could happen is screen space effects that depend a lot on the edges of the camera. I guess that Film > Overscan configuration could minimize the problem. I will test the code later.

I still haven’t updated it to 2.8. I plan to do it asap since I acutally need it in my job but otherwise its main purpose is definitely not to speed up Eevee renders as it was created before this engine existed and I highly doubt the “frame-splitting” approach would have any positive effect on its rendertimes.

Yes, I understand it, but it is a nice use that can be given to your code. We don’t really talk about speed up Eevee render. It happens that Eevee could use a lot of vRAM in some cases, especially for large output resolutions. So this method to divide the camera into camera tiles could help users with GPU with not much vRAM, or to render very large resolution outputs.

I just updated the cropper to 2.8:

I decided to split the add-on in 2 (no pun intended), as the camera splitter serves a different purpose.
I haven’t started updating the splitter though.

In the cropper I added support for equirectangular cameras.

More updates to come but at least this is usable.

Sorry for the long delay.


Update for Camera cropper:

  • support for orthographic camera
  • buttons to place cropped render back in original frame

Read the readme for instructions

:information_source: Update:

  • Automated 8 steps that you previously had to perform manually
  • the whole process is now non-destructive. Previously, using it would replace camera and render data which could not be retrieved other than by Ctrl+Z or prior note taking. Not anymore, because now it adds a new cropped camera and stores render data in both the original and the new one.
  • new feature/button to retrieve render dimensions from any camera
  • new addon preference to change the tab name
  • can now be installed the “normal” way (download the zip and install it directly from the Blender User Prefs)
  • can be used in combination with my new Equi to cyl region add-on if you need a central cylindrical projection

See the Readme for more info

I also changed the url of the add-on:

Don’t forget to give suggestions and bug reports if you use it and feel free to ask questions.

any video tutorial how it works. Thanks

ok I’ll do that

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there you go :

If you have further questions feel free to ask.

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I remade the tutorial and updated the above link 🠕🠕.
It should be a lot clearer and more complete now.

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New version coming very soon. Just some cleanup to do and small user-safety functions to add. Stay tuned.

:information_source: Update:

Forget about “Camera Cropper” and say hello to “Camera Regions”!

This is a major revamp of the add-on which intends to improve usability and also fixed an important issue from the previous version (region borders were not snapped to the pixel grid, leading to potential sub-pixel offsets in the renders)

New tutorial:

Download on Gitlab:

Let me know what you think of the changes and have fun rendering


minor update (v 1.1):

  • add nodegroup to contain and secure Reposition node values
  • grey out “Jump To” and “Delete” buttons when the region list is empty
  • grey out “Delete” button for the first region (Original) to secure it
  • not display the Regions panel in object data properties other than camera
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Thanks for updatings

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The bug is fixed, now you can apply the approach to render with adaptive subdivision avoiding out-of-ram cases.

Better illustrations of the bug.
You can use this add-on for adjusting the render border.

This image takes more than 16Gb of actual ram. Now I can render it.

Very interesting. I was unaware there was even a bug on this.
Just to be sure, this approach wouldn’t work by only using render borders, right?

Sorry, I did not see the notification. Yes, the camera frustum is one who affects where the Adaptive Subdivision is applied. I am interested in a way to automate it.