@vitoli sorry for the late reply, i’ve started a new job and was just settling in for a few weeks.
Glad to hear that you’re loving it and thanks so much for this feedback! There’s a lot of good ideas here!
how do you use the sequencer for post-processing? I have never used it before.
I use it to process the Kwaraha filter over my images currently. But other then that I have a full Natron pipeline for compositing that I use. I use multi-channel exr’s for my rendering exclusively rather then JPG or PNG as it helps with keeping colorspaces in wack. I’ve tried using Davinci and found it painful to use.
Bugs
- When I select a collection in the SceneInput Node and hit Cook Scene, I get an error that I will attach at the end. If I do not select a collection, it simply reads out the whole outliner, which is all I need. So that error does not affect me.
This is interesting. I would’ve thought it would load nothing
hahah. I will investigate this
- The “Render” N-Panel Tab also appears in the geometry nodes and shader node editor. Additionally, your subcategories appear in the Add Menu (Shift A). I really care about non-cluttered GUIs; others might not. Just worth a mention.
Yep, I found this out well after the release of the tool myself. I’ll look to fix this at some point as well
- When I change the File Format, e.g., to JPG, this won’t be reflected in the previewed path in the RenderLayer node, which caused confusion. Now that I know everything in a node is set whether I hit Cook Scene or not, I now know: I just need to check my file output properties. There I see: JPG is set.
Yeah ok this is great, thanks for letting me know about this. I think the output node builds the path but really there should be some more work done to determine how outputs paths are assembled.
Suggestions, i’ll just go over a few
- Saving presets \o/ In every project, I have light groups called main, rim, fill, world, etc., and setting those up manually is time-consuming.
So my solution for this is going to be some sort of implementation of livegroups. A Version control group that can live on disk in a txt file that can be loaded into different shots, changed and then pushed out to all of the other shots. Effectively multiple Blender scenes can be referencing the same livegroup. For example for you render passes these could all be stored in a livegroup. Same with you’re light group setup. Currently My workaround is to just store this setup information in a template and import the Rendering nodegraph from the template.
- Many shots require drivers, e.g., controlling the temperature of a light for a night and day shot. If you would expose the custom properties in the CyclesObjectSettings, that would be the gate to unlimited power.
Yes! I was thinking about a generic parameterSet node. Then the user can just specify whatever property they’d like to make a change on and then node will load that value type and allow the user to make the change.
I was also going to add in a lightObjectSettings to allow for parameter lighting changes
- The ability to set the start and the last frame is also essential for iterating and having different shots.
This is a reasonable request. My render submitter handles the frame range setting for me but this would be best for most users! Thanks!
Just on the versioning of the renders. I’ll have a look at how easy this is in the code to change but in general i’d rather keep it as is. All of the versioning code is not obfuscated so you could try just copying the code that deals with the versioning into your davinci script and use that to grab the latest renders?
As for your error log. This looks like an eevee property has changed and doesn’t exist i nyour version of Blender. The Eevee params change all the time, it’s hard to keep up with. Which version of Blender are you using?
Thanks heaps for all your time on this. I’ll aim to try and get to this after i’ve finished some personal work that is taking my spare time up.
Julian