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.
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