Hi, A very efficient way to render variable resolution for sprites is to set render borders. Set render properties "Crop" on.
It's ALT+B, and via python accessible on pixel level. -Ton- ------------------------------------------------------------------------ Ton Roosendaal Blender Foundation [email protected] www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 3 Mar, 2013, at 2:57, patrick boelens wrote: > > Ah, darn. =( This is indeed for personal use only; I think finding a real, > nice solution for merging scene and camera properties like this would take > quite a bit of effort and discussion on what belongs where first. > > I thought about using the Py handler, but that would not update the frame > from Camera View. I could replace the Scene's render dimensions with the > Camera's, but then I would still need to manually execute an operator every > time I select a new camera (not a big issue, but still). I guess that's the > way I'll go then though. > > Thanks, > Patrick > >> Date: Sun, 3 Mar 2013 12:44:45 +1100 >> From: [email protected] >> To: [email protected] >> Subject: Re: [Bf-committers] Render resolution question >> >> On Sun, Mar 3, 2013 at 10:55 AM, patrick boelens <[email protected]> wrote: >>> >>> Hello, >>> >>> In working on some sprites I often find the need to change cameras and >>> render dimensions. I figured I'd make a small change in the source to give >>> cameras the option of using their own render dimensions for rendering >>> instead. So far I have added the resolution properties and a flag entry >>> 'CAM_USELOCALRES' to the camera. However, I can't figure out where I would >>> need to switch between using the scene.render dimensions or the active >>> camera's ones. For my purposes it is enough to have it switch when I'm in >>> camera view (so that the view frame shows accordingly) and when rendering >>> (no need for changes in OpenGL rendering, BGE, etc.). Ideally there would >>> be one or two places where I could do something along the lines of: >>> >>> if(scene.camera.flag & CAM_USELOCALRES){dimension_x = scene.camera.resX} >>> else{dimension_x = scene.r.xsch} //at least I think xsch is the one here? >>> >>> Any help on this would be much appreciated. >>> >>> Cheers, >>> Patrick >> >> Hi, don't think theres any shortcut to this, search for xsch shows 56 >> results, even discounting game engine and envmap there are still many >> references to this. >> Not sure this feature would be accepted, but think the correct way to >> do this would be to replace scene.r.xsch with a function call that >> takes (&scene->r, scene->camera). >> >> If this is only for your own use you could use a >> 'bpy.app.handlers.render_pre' python callback which sets the render >> size from camera properties. >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
