Forum > modo > SDK, Scripting & Macros > Camera Extender (401 script)

Topic - Camera Extender (401 script)

 

Budapest
788 posts
v1.0 (2009-09-06):

- It's for Modo 401 SP1 and above!
- Removed parameters related to bug workarounds. Now
SaveToCamera stores all the processed render settings in the
camera, there is no need to manually do anything.
----------------------------------------------------------------
Camera Extender v1.0
< Download >

This script stores render parameters (like resolution and global
illumination settings) in camera items.

USAGE

First, select a camera. (If more than one item is selected,
then the camera with the lowest index will be used.)
Run the script. It has different modes:

@CameraExtender.lua SaveToCamera

Saves the actual render settings into the camera. (For the list
of processed parameters, see the list bellow.)
Go to the shader tree and select BOTH the render item at the top
and the camera you want to save the settings into. Adjust the
render properties then execute the command above.


@CameraExtender.lua LoadFromCamera

Overwrites the render settings with data stored in a camera
item.
For the list of processed parameters, see the list bellow.


@CameraExtender.lua InitCamera

It sets the "Item Command" for the selected camera. By default
it offers to add the "@CameraExtender.lua LoadFromCamera"
command to it, which will run every time a camera is selected in
one of the 3D viewports. (Will not run if the camera is selected
any other way.)
The dialog pops up so you can modify the command: change the
path if necessary.


PROCESSED PROPERTIES

The following properties are stored in a camera item:

(Render Camera: While not stored per se, the current camera
will be set as Render Camera.)
Resolution Unit
Resolution X
Resolution Y
DPI
Pixel Aspect Ratio
Bucket X
Bucket Y
Render Region Enable
Render Region Left
Render Region Right
Render Region Top
Render Region Bottom

Antialias Samples
Depth Of Field Enable
Motion Blur Enable
Stereoscopic Enable
Raytraced Shadow Enable
Reflection Depth
Refraction Depth
Displacement Enable
Displacement Rate
Displacement Ratio
Displacement Mimimum Edge
Displacement Smooth Positions

Indirect Illumination Enable
Indirect Rays
Indirect Bounces
Indirect Range
Irradiance Caching Enable
Irradiance Rays
Irradiance Rate
Irradiance Ratio
Interpolation Values
Walkthrough Mode Enable
Direct Caustics Enable
Total Photons
Local Photons


If you find a bug or have a feature requests don't hesitate to
contact me. :)

Message edited by Zoltan Erdokovy on 9/29/2009 - 9:16 AM

7/5/2009 - 11:04 AM
[ Quote ]

Budapest
788 posts
The script is in an early, beta stage, changes might occur later
on which might brake compatibility. So don't rely on it too much
at this point. :)

Yet, I'd like you to use it whenever you can, so we can discover
bugs and usability issues.
7/5/2009 - 1:24 PM
[ Quote ]
Robert Lechl
rating: signal 0  

munich
2086 posts
Thats a fantastic idea... rendersettings per camera can be pretty useful.
7/5/2009 - 1:47 PM
[ Quote ]
John Rafferty
rating: signal 0  

Sweden
798 posts
This is a great idea and something I miss are actually basic render presets.

Would be cool to have a preset for different kind of render types
i.e. sizes, time-based etc.

For example I am always uncertain how to alter the settings when I go from a small
preview render to a final large render.

I have tried to save a preset from the render icon in the shaderlist
which works but when I load it, it fails.
7/8/2009 - 6:02 AM
[ Quote ]
piszcadz
rating: signal 0  


23 posts
would this script conflict with, duplicate functionality of, render useless or interact beautifully with seth's new irradiance x script?
7/11/2009 - 3:27 PM
[ Quote ]

Budapest
788 posts
I'm not sure. Could you tell me what that script does?
(I couldn't find it on modonize/vertexmonkey/lux forum/google.)
7/12/2009 - 4:41 AM
[ Quote ]

Budapest
788 posts
I've updated the first post for v1.0 .
9/29/2009 - 9:17 AM
[ Quote ]
 
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