D'ow, never thought about that, thanks! (I got stubborn though and actually hacked the camera resolutions in, but this seems like a great alternative!)
Thanks, Patrick > From: [email protected] > Date: Sun, 3 Mar 2013 11:27:29 +0100 > To: [email protected] > Subject: Re: [Bf-committers] Render resolution question > > 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 _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
