I see, thanks for fixing this!
Best regards,
Eugen

Am 09.12.2013 04:41, schrieb John Voltaire Tensuan:
This has been a legacy issue with 3rd party renderers when using the 
Framebuffer C++ SDK class to resolve the output path (basically, aside from the 
current pass being rendered, the framebuffer has no other information on which 
actual camera is being rendered currently). Because of this,  new SDK function 
overloads has been added to correctly resolve specific cameras in a camera 
group:

Framebuffer::GetResolvedPath( const CTime& in_rTime, const CRef& in_rCtx );
Framebuffer::GetResolvedPath( const CRef& in_rCtx );

They work exactly as the old Framebuffer::GetResolvedPath functions but this 
time they require a renderer context which would tell the function exactly what 
camera is currently being used.

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Eugen Sares
Sent: Friday, December 06, 2013 6:38 PM
To: [email protected]
Subject: Re: rendering multiple cameras not working?

Hi, thanks for replying!
Redshift it is...

Am 06.12.2013 11:08, schrieb John Voltaire Tensuan:
Hi,

Are you rendering using Mental Ray or a third party renderer?

Thanks
-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Eugen Sares
Sent: Friday, December 06, 2013 8:14 AM
To: [email protected]
Subject: rendering multiple cameras not working?

Hello,
is it possible that the 'render multiple cameras' feature is buggy?
(2014SP2)
I created a camera group, chose it in the pass, added the [Camera] token to the 
channels filenames, and the images overwrite each other. Looks like the camera 
name is not updated.
Thanks!
Eugen

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