heremy experience animation/cycles
now, if I put one euro per day in the piggy bank I should have a nest egg when cycles will be ready to production, i must buy a powerful video card!!
heremy experience animation/cycles
now, if I put one euro per day in the piggy bank I should have a nest egg when cycles will be ready to production, i must buy a powerful video card!!
Oh no, now there going to be controversy over the first cycles animation… hahaha
I guess if you go by upload time, you win though.
Edit: P.S. were you able to get it to animate properly? I had a problem with it rendering the same frame over and over…
Someone did one a few days ago in the “news and discussion” thread…
this may have already been done, but i made a simple script that will go through each frame of animation and render. it works in theory and somewhat in practice, but as people have mentioned, cycles does some wonky thinks when you switch frames. in particular, i find the first frame is always incorrect, and the remaining frames are correct, but offset in frame number by the incorrect frame. who knows if thats a bug particular to my specific build, so i didn’t try to compensate for it at all in my script.
anyway, hope this helps churn out a few more cycles renders!
import bpy
for frame in range(bpy.context.scene.frame_start,bpy.context.scene.frame_end+1):
bpy.context.scene.frame_current=frame
bpy.ops.render.render()
filename=bpy.context.scene.render.filepath+str(bpy.context.scene.frame_current)+'.'+bpy.context.scene.render.file_format
bpy.data.images["Render Result"].save_render(filename)
I got some advice on my thread about it, here another technique: (I tested it and it works too)
ahaha
Saved by photofinish
however, the important thing is you can animate with cycles
my fear was the random noise would make it impossible
thanks shteeve for the script !!
The animation bug has already been fixed and its literally as simple as adding one line of code to \scripts\addons\cycles_init.py:
def render(self, scene):
scene.frame_set(scene.frame_current)
engine.create(self, scene, True)
engine.render(self, scene)
scene.frame_set(scene.frame_current)
was missing for some reason, its fixed in svn already