Render Multiple Cameras to Various Image Resolutions
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- Опубліковано 21 лип 2024
- In this video I am going to show you how you can automatically render multiple cameras - even with different backgrounds and various lighting setups - to separate files with varying resolutions!
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What a class !! Thank you, Chris. Got like,n subs, even 4 years after making it.
Thank you very much Chris! I am going to try this...it would be a life saver!
I have to say, thank you sir! Indeed this is a REAL life time saver :D
Cheers mate! Subscribed!
Ever needed to render a scene viewed from different camera angles, with different studio setups and to different target image resolutions? Here's how you can do it using Blender's scenes - no plugin required!
Great tip. Thanks for the video.
From 12:20 to 13:20 is the command line code for how to render out multiple scenes
Awesome camera information. Really nice to know. Thanks so much. :)
Super helpful. Thanks!
I am new to using blender, but am used to rendering multiple composition sizes in After Effects with a similar approach. Your tutorial was extremely helpful, thank you!!
You're welcome ☺️
of course this is very cool and helpful, a bit too many commands for me but maybe we can get this in 2.8 alpha as a button where we can insert the scenes, you really need very often different renders (resolution, light, position) from a project to example for thumbnails, a profile, previews. this would really be a great innovation. Otherwise, I will just always call your great tutorial and imitate it :-), thank you.
I assume "as a button" you mean a gui setup instead of the command line batch: an options window, click selections, then render. Right?
@@christossymeon9201 yes :-)
this is nice, if you have other trick like that command line or python stuff it will be great, thanks
Wow! Thank you.
Helped me a lot: interesting topic, thorough presentation, great narrative.
(If you are not a teacher, you should be!)
Thank you!
is there any ways of dooing that comand line difrently,
I can not type in the Console, and in Tython Interactive Console it gives error. does it still work in 2021
This is great! Would it be possible to perform a batchrender process thru a bat file (without having to open the command window)?
sure, but you still need to give it the parameters that make sense ... or write 1 script per file/job you have so you can easily start it
how can I create different cameras for my scene and bake the animation? thx
create multiple cameras, animate them using keyframes, use "bind camera to markers" whenever you want to switch to a different camera on the timeline
great tut with useful tips!
Unrelated question: what are the little window overlay that we can see at 13:16 ? i'm with windows 10 Family and i don't have this feature :-s
That's a Dell window until for 4k displays
..
@@chrisprenn ok so it's related to your display if i understand well🤔
"Dell PremierColor" is the utility that provides a feature called "Display Splitter"
GREAT and easy tuto! I think a part from the folder it could run in linux or mac, right?
sure can!
Thanks!
Thank you for this detailed Information. Is there also a plugin that can do this visually?
I think I once saw something for multiple cameras but not for different resolutions...
@@chrisprenn have you ever tried blendercloud and their rendermanager? I have never seen something good. And Crowdrender for Blender is still 0 pipeline ready.
Well Im in a bit of a situation so to say, Im making all the HUD icons for a video game Im working on, and I need each little piece of the HUD to be its own image and its probably gonna be around 20 images in total and each image needs its own resolution and aspect ratio to not waste vram for everyone running the game
Do you have any suggestions on how I could go about this? Creating a scene for each camera sounds a bit tedious
maybe animate the visibility so you have one icon per frame of the animation and then you render out a 20 frame animation (and crop in post?)....
@@chrisprenn Thats a good idea, when you say crop in post, do you mean like in the game engine itself (Its UE4 btw)?
docs.unrealengine.com/en-US/Engine/UMG/UserGuide/Clipping/index.html In the doc regarding clipping widgets (Everything UI related) it doesn't really say if everything that gets clipped away will still be loaded on the client device or if it will remove everything unnecessary tho. So I guess I will have to try and see if it works, and then just cut my images in something like GIMP if it turns out the full images remain loaded.
This was quite helpful. Is there a way to composite all images into a another image?
You can use image inputs in the compositor!
@@chrisprenn Thank you, Chris! Yeah, I figured it after playing with it for a while. I am having issues with the output, though. If I do it like you did it, specifying a path and filename in the UI, it works fine. However, what I need is to specify the path and filename from the command line for the multiple rendered scenes. I've been struggling with that for a while, but I can't make it work. Any ideas?!
not working for me it just keeps rendering the selected scene (layer)
fix it i was typing -s(small s) instead of -S (capital S)
in my case, give access denied, even if i run the as administrator
@@IIIIyIIu i solved... is because in the first time, i try to render without permission, and windows destroyed the .exe, and reinstall try again with permission and its renders ok
Great video... (Bean)...Its Suzanne... Hilarious! :)
@@chrisprenn Now neither will I! 😂
genius
🤓
that is great , really useful , but you need to just to get the point next time 😍😎
If I have all my objects grouped and ordered by collections, in scene mode all the objects are grouped in only one unique group...ARGGGGGHH...
stupid blender have no real work render manager to override render settings and cameras for each render layers....