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

Reply via email to