@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:
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”.
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 and we’ll wait for a first quick fix of 2025!
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.
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!
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:
That is my entire philosophy with Physically based rendering: giving tools to get realistic values quicker, but never prevent the user from breaking them.
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.
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.