I don't think there is any shared traced light information. Not that I've ever heard of. But because each render is a different angle its all from scratch. If there is any benefit close to what you're asking about I'd say the textures and data in the RAM is there. I like to use this technique when I want to see my fully rendered scene from multiple angles for inspection and improvement but at supre high quality and resolution. I'll set it for 4k renders at 1000+ samples and let it go overnight. with a bunch of different views.
You must use Render Animation once your output file settings are setup. I hope I didn't miss this step lol its how the whole technique works as your rendering an image sequence (each frame being a different camera)
That was interesting and helpful Daniel, thank you for that. But.... I have a little question, regarding the 'scaling of cameras', which you did before your final render. So, 'scaling of cameras', makes absolutely no sense to me. I don't understand why you would do this, or what it even does. If you really 'scaled up' a camera, then you would be increasing the size of both the sensor, and the lens, in proportion to each other. This would have the effect of increasing its focal length, in real terms, but still retaining the same field of view as the 'standard' 35mm setup, which is used as a kind of benchmark to describe a wide variety of sensor and lens configurations, in a 35mm equivalent. The thing is, you already set up your cameras with a variety of focal lengths, and I'm thinking that if you really were 'scaling your cameras' then that would mess with the focal lengths that you've set, and alter the perspective of the final image. Perhaps in some circumstances the effect of this change in perspective might be very slight, but in others it might be quite noticeable. Or is the camera 'scaling' just a cosmetic thing, something in the viewport that helps you see where your cameras are and where they're pointing - but with no effect on their optical characteristics? I think I'm asking the right person here, so I'd really appreciate it if you could help me on this.
You definitely are asking the right person! However you are also way over thinking it. Like I said in the video I do it so I can see 1. where my camera are (since they are small and easy to lose in a large screen) and 2. where the camera is pointing/it's field of view. So it's purely cosmetic and to help me while managing a busy scene.
@@DanielGrovePhoto ok, thanks for that! I'm sorry but I must have missed/forgotten that little bit of commentary where you said what you were doing with the cameras. On first viewing of the video there was a lot to take in. Not least of which all those wonderful star wars themed buildings and props. I will watch the video again a few times. Thanks again.
@@DanielGrovePhoto There is a way: set up a second scene in the document, empty except for additional cameras. Set its background to the first scene. Now you can set up separate render settings, even a separate choice of renderer for the second scene.
@@lawrencedoliveiro9104 interesting. Will they be bound to markers still and export to those other settings but still in the same render of image sequence?
@@DanielGrovePhoto I just did a test. While both scenes share a common timeline, each one can have its own set of cameras bound to that timeline. You would have to do a separate render pass for each scene to collect all the images. Another technique might be to just have a camera within the original scene rotated 90°, if you just want portrait/landscape and not entirely different render resolutions etc. But then you have to do some postprocessing to rotate the rendered image back the right way.
quick and simple .... super useful video .... thanks for making this tutorial 🔥🔥🔥🔥🔥🔥
I got my need in 5 minutes, thanks.
I feel stupid I haven't thought of this myself 🙂 Thanks! It would be a great feature to have in Blender to run a render on all camera's in one go.
Hey! This is really helpful
thank you very useful tutroial keep it up
The only important question is - Does it speed up the render times by sharing the traced light information?
I don't think there is any shared traced light information. Not that I've ever heard of. But because each render is a different angle its all from scratch. If there is any benefit close to what you're asking about I'd say the textures and data in the RAM is there. I like to use this technique when I want to see my fully rendered scene from multiple angles for inspection and improvement but at supre high quality and resolution. I'll set it for 4k renders at 1000+ samples and let it go overnight. with a bunch of different views.
Did you just use F12 for Lander?
I tried copying it, but it didn't make multiple images
It doesn't even save automatically.
You must use Render Animation once your output file settings are setup. I hope I didn't miss this step lol its how the whole technique works as your rendering an image sequence (each frame being a different camera)
That was interesting and helpful Daniel, thank you for that.
But.... I have a little question, regarding the 'scaling of cameras', which you did before your final render.
So, 'scaling of cameras', makes absolutely no sense to me. I don't understand why you would do this, or what it even does. If you really 'scaled up' a camera, then you would be increasing the size of both the sensor, and the lens, in proportion to each other. This would have the effect of increasing its focal length, in real terms, but still retaining the same field of view as the 'standard' 35mm setup, which is used as a kind of benchmark to describe a wide variety of sensor and lens configurations, in a 35mm equivalent.
The thing is, you already set up your cameras with a variety of focal lengths, and I'm thinking that if you really were 'scaling your cameras' then that would mess with the focal lengths that you've set, and alter the perspective of the final image.
Perhaps in some circumstances the effect of this change in perspective might be very slight, but in others it might be quite noticeable.
Or is the camera 'scaling' just a cosmetic thing, something in the viewport that helps you see where your cameras are and where they're pointing - but with no effect on their optical characteristics?
I think I'm asking the right person here, so I'd really appreciate it if you could help me on this.
You definitely are asking the right person! However you are also way over thinking it. Like I said in the video I do it so I can see 1. where my camera are (since they are small and easy to lose in a large screen) and 2. where the camera is pointing/it's field of view. So it's purely cosmetic and to help me while managing a busy scene.
@@DanielGrovePhoto ok, thanks for that! I'm sorry but I must have missed/forgotten that little bit of commentary where you said what you were doing with the cameras. On first viewing of the video there was a lot to take in. Not least of which all those wonderful star wars themed buildings and props. I will watch the video again a few times. Thanks again.
What if you want a mix of portrait and landscape orientations?
Oo then you're out of luck there. Output resolution settings can't be changed... Yet
@@DanielGrovePhoto There is a way: set up a second scene in the document, empty except for additional cameras. Set its background to the first scene. Now you can set up separate render settings, even a separate choice of renderer for the second scene.
@@lawrencedoliveiro9104 interesting. Will they be bound to markers still and export to those other settings but still in the same render of image sequence?
@@DanielGrovePhoto I just did a test. While both scenes share a common timeline, each one can have its own set of cameras bound to that timeline. You would have to do a separate render pass for each scene to collect all the images.
Another technique might be to just have a camera within the original scene rotated 90°, if you just want portrait/landscape and not entirely different render resolutions etc. But then you have to do some postprocessing to rotate the rendered image back the right way.
You could just rotate your camera 90 degrees and tilt your head while framing that camera (portrait orientation) then rotate those in post.
why are there two outros?
Oops haha because editing too late probably
Or you could use Render Burst!
That seems to be an old addon is it still working and supported in 3.2+?
4:08 dont thank me
I thank you rebelliously!