Photographer - Camera Exposure, White Balance, Autofocus, Physical Lights, Bokeh, Render Queue

@Juddd That’s a nasty bug, I’ll fix it ASAP.

@Sergei_Sarichev Resize Canvas can be used for overscan, yes. It gives you more control than a simple overscan as you can use different anchor points, but if you leave it in the middle and use Pixel Offset, you can for instance add 50 pixels on each side of the image:
image

I’m not sure about the limitations of the gallery thumbnail API, but I thought this might be a useful enhancement for future updates.

When selecting a new HDRI, would it be possible to modify the gallery so that it opens with the currently selected HDRI thumbnail focused?

Hope it makes sense :sweat_smile:

Last update for 2024:

  • Important Fix: Disabling Camera Post FX won’t delete other Group Nodes present in Compositing @Juddd
  • Adding Group Linked Data option in LightMixer panel to group lights that share the same Data. @Juddd
    image
    image

@jcfnav That doesn’t seem to be something that can be fixed in an addon unfortunately.

5 Likes

Awesome!

I would only suggest that a name would be more useful than “4 Linked”

Maybe take the name of the first one (or the shared data name) and add a … after?

V Kitchen Light...
Kitchen Light
Kitchen Light.001
Kitchen Light.002
Kitchen Light.003

And maybe remove the chevron to save space if it already looks like a button?

Otherwise, thank you. Happy new year!

1 Like

Thank you for the confirmation. I was pretty sure that is more an API thing than from the addon.

is it already that late… :wink:

So, Big thanks for all your hard work and support.
Have a good one and will the force be with you!

Will 2025 be a better year for us …

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Actually I should have just used the Light Data name there, I’ll tweak it for the next update.

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Hi,
I found an issue with Render Q when there are multiple Scenes in a blend file.

It works fine in the first scene. But if you create a new scene and add some cameras there, they don’t show up in the queue. It just says “No View Layer to render”.

1 Like

I’ve experienced something strange with renderQ me too.

@chafouin it seems that there is something wrong with the render Q.
In a scene I’m working on it says that I can render all enabled (5) cameras but in the camera list and in the scene there are 9 cameras. I’ve checked that all the cameras have the “Include camera in render Q” setting ON.
Additionally, I’ve rendered the 5 cameras that Photographer had listed but actually the camera point of view was always the same (the last camera of my list) but with the exposure, wb and custom resolution of the other 4.

Checking if the issue is in the scene I’m working on, I’ve tried to open and old scene that was rendered perfectly with your addon and watching to the renderQ it said me that I can render just 1 camera with the “render all enabled” button instead of 12.

No hurry…2024 is finishing…have a nice new year eve :champagne: :clinking_glasses: and we’ll wait for a first quick fix of 2025! :slight_smile:

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@marcatore sorry for the trouble, any chance you could send me your scene with just the cameras?

Happy New Year everyone! Best wishes to all of you and thank you for your support!

5 Likes

I’ve sent you a direct message.

I’ve found another issue.
This time you can replicate also in a fresh new scene.
If you add a custom resolution and then you set a percentage different from 100%, this is applied also the other cams, also for the cams that don’t have any custom resolution.

Not really a bug, but a design choice from version 1, as I see the Resolution Percentage to be a temporary tool to do a preview render of all your cameras.

I agree there is a UX problem as one would expect any property in that panel to be stored per camera. But that might confuse other users that got used to set it once for all cameras, I might just end up moving it from the Resolution panel to the RenderQ.

2 Likes

Ok…if it’s intended to be a general setting I think it should be moved away from “custom resolution” per camera.
If you’ll move in RenderQ panel you have my vote! :slight_smile:

1 Like

Guys, is there any way to get less DOF (when enabled) in a smaller scene that is like a couple feet deep and the subjects are inches in size? I have a 35mm lens and DOF on and man-o-man I would love to be able to take my aperture up to like f40 or something, because f22 is still blurrier in the back part of my shot than I would like… And scaling everything in the scene would throw things off. I am aware this addon is based on real-world cameras and lenses, but it would rock to be able to have artistic freedom when it comes to situations like this… Any ideas?

You don’t have to use photographic aperture presets, just switch to the slider mode:
image

That is my entire philosophy with Physically based rendering: giving tools to get realistic values quicker, but never prevent the user from breaking them.

2 Likes

Version 5.4.13 is out with an important fix for the Render Queue:

  • Fixed Render Queue not recognizing some cameras
  • Fixed Lens Sim compatibility with the upcoming update
  • Moved Resolution Percentage from Resolution panel to Render Queue as this is a Scene global property
  • Improved Linked lights naming in Lightmixer
10 Likes

This update doesn’t really fix the Render Q, but I think I found where the issue is. Basically render queue only recognizes the default camera that comes with a new blender scene. If I duplicate that initial camera, then those duplicates show up in the queue. But if I create a new camera (either through camera list or Shift+A menu) then it doesn’t show up in the queue.
I tested in Blender 4.2 and 4.3.

That is weird, this doesn’t happen to me with the new version.

Can you try to enable the View Layers override panel on the cameras that don’t show in the render queue?

Ok, enabling view layers override fixes the problem. And somehow it “sticks”, so I can disable the override and cameras stay in the queue. Pretty weird.