So is the camera connected to a Scene node, or is connected directly to your renderer Op?
If connected directly to your renderer, and your Op is subclassed off DDImage::Render, use the Render::render_camera() method. If you're not subclassed off Render, which it sounds like you're not, you need to put the camera pointer into the scene yourself - and all the other Scene variables that you may need. You also may need to make a custom Scene subclass to expose some of the protected vars that you may need to set. Bottom line is that if you're not subclassed off Render or RenderScene, you need to construct your own communication structures to fit you're renderer's needs. -jonathan On Jun 29, 2011, at 4:14 AM, PieterVanHouten wrote: > thanks for your help! i found the solution about missing lights: they are > there. it just turned out that all pointers are NULL in debug mode. it works > in release mode though. So i guess the hint that everything has to be in > release build is true, right? > > but what is not there: the myScene.camera, it is still NULL. even if it is > connected. is there something special i have to do (like evaluate_lights) to > get the camera? > > thank you > _______________________________________________ > Nuke-dev mailing list > Nuke-dev@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev _______________________________________________ Nuke-dev mailing list Nuke-dev@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev