rendering non-sequential frames?


#1

I’ve been thrown into a project using Blender and I have to render several different frame ranges with several cameras.
example:
camera 01 (frame 10-14)
camera 02 (frame 26-42)
etc…

Is there a way to set it up so I can input the cameras and ranges one time and render all at once?


#2

Use the camera changer script in blender 2.49.
A video demo is here http://www.youtube.com/watch?v=6UdG7ClEU5A

Richard


#3

Bzzzt! Nope! :banghead:

:wink::slight_smile::wink:

I learned that lesson the hard way!!

Do it like they do in the movies:
[ol]
[li] Build your set and do your camera setups. Block out the action and preview it from all the cams. [] Create a “scene” for camera #1, linking to the root scene, select that camera, set the output file-name and length in frames. (Add a few extra frames for good measure.) [] Repeat for all scenes/cameras. (Caution: Be sure that each scene derives from the root scene, not the preceding one.) [] Render them all. (Use compositing aggressively to save time. See below.) [] Cut the film together. (e.g. using the built-in sequence editor.) [/ol]
[/li]
Most of the time, you go one step further, breaking the shots down by “RenderLayers” and “passes,” capturing all of this material into a MultiLayer (OpenEXR) format output file. Backgrounds for non-moving cameras, for example, need consist of only one frame; ditto non-moving objects in such shots.

A compositing pipeline is used to actually build the finished strips, and adjustments can be made on-the-fly. With this approach, most if not all of the image changes you’ll need to make can be made without re-rendering.

So, the process of generating the film is nothing at all like the finished film will (appear to) be when it’s stitched together. And for that matter, the various channels of material that come out of the render, until they’re composited, don’t look too much like the finished shots they’ll be used to produce.

Forevermore put out of your mind the notion that “the finished scene pops out of the renderer, and if something’s wrong I’ve no choice but to render it again.” :slight_smile: (Like I said, I learned that lesson the :buttrock: hard :buttrock: way.)


Please take this in the friendly spirit intended! :thumbsup:


#4

Make linked copies of the scene with different active cameras on each scene. Set the frame range for each scene and render from command line. Try first with some simple project like moving ball.


#5

Thanks for the feedback…

I’ll look into the camera changer script.

I should be more specific. This whole thing is a unique situation where the typical production pipeline is not possible.

-The limitations of the project require it to be in one scene.

-I can’t use one camera because when it pops from one place to the next the motion bur will go crazy.

-The end product has to come out of blender as is. (no render layers or compositing)

-ultimately the whole thing will be automated and done over the web by someone who knows Blender way better then I do. I’m just building the reference scene to get it all ready and I need to quickly render it out for testing.

On a side note, is there a way to key motion blur values?


#6

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