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Multi-pass rendering script freebie for DAZ Studio
Posted: 13 March 2014 09:15 PM   [ Ignore ]
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Here is why you need Multi-pass rendering:

https://www.youtube.com/watch?v=F79cgGPEU_k

Since I can’t find a free script to do a multi-pass rendering, I just write one for everyone.

SimpleMultiPassRender:
http://www.mediafire.com/download/8aoqwmowppjr7xo/SimpleMultiPassRender.zip

Unzip, then put this script under your Content->Script folder.

When using, it will automatically render each light into different images, nothing more.

Just made a little change from mCasual/Jacques’s mcjListRender.dsa, thanks for his amazing work, really helps much.

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Posted: 04 September 2014 11:49 PM   [ Ignore ]   [ # 1 ]
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Thank you very much! Works fine!

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Posted: 05 September 2014 12:25 PM   [ Ignore ]   [ # 2 ]
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A chap calling himself Pendragon had a script very like this for DS2 in the old fora.  Nice.

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Posted: 09 September 2014 04:05 AM   [ Ignore ]   [ # 3 ]
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Thank you so very much; I’m trying this now.  I love the amount of control this shows you can have and I am delighted that your script goes through and renders per light.  I really appreciate your sharing this.

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Posted: 09 September 2014 08:06 AM   [ Ignore ]   [ # 4 ]
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I too, want to say thank you for this script. I used to use the old plug-in for DS back in the day that did this and was quite bummed when it wasn’t upgraded. Your script will allow me to tweak my lighting even further and for that I am very grateful. Thankyou! smile

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Posted: 09 September 2014 02:37 PM   [ Ignore ]   [ # 5 ]
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I just discovered a problem with the script!

It works perfectly witht the DAZ standard lights, but it does NOT work with the AoA Advanced lights!
I have set up a small scene for testing and added 3 Advanced spotlights. Then rendered with the script. But when the first image (light) is finished, the script asks me if I want to overwrite the next file with the previous one. When I click on no, the script stops. Why is that?
I have named the lights differently in the scene tab, but that does not help. It seems the script gives all Advanced spots the same name, so it tries to overwrite them.

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Posted: 09 September 2014 07:49 PM   [ Ignore ]   [ # 6 ]
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XoechZ - 09 September 2014 02:37 PM

I just discovered a problem with the script!

It works perfectly with the DAZ standard lights, but it does NOT work with the AoA Advanced lights!

I opened up butaixianran’s wonderful script and, fingers trembling, made a couple of minor changes to it.

Now it includes the internal light number as a part of the output file name, which *fingers crossed* I hope will mean no more name collisions for things like your AOA advanced light.

I’ve also tweaked it so that only lights which are set to visible at the start of the run are processed, and all light visibility is restored to original settings at the close of processing.

At least, I think that’s what I’ve done. I’ve tested it a few times and the fire department hasn’t come wailing down the street, so here’s hoping :D

I’d love to be able to figure out how to query a scene for a list of luminous surfaces and to process those in a separate layer, but this is the first time I’ve touched DAZScript, so that’s way, way above my understanding at the moment.

If you want to give the modded script a whirl, it’s at https://www.dropbox.com/s/eqorj226crk8qai/SimpleMPRLightsPreserved.dsa

 

 

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Posted: 10 September 2014 01:33 AM   [ Ignore ]   [ # 7 ]
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Thanks, dh.

I noticed a white border on the textures it creates; wonder if there is a way to avoid that?

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Posted: 10 September 2014 06:58 AM   [ Ignore ]   [ # 8 ]
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dhtapp - 09 September 2014 07:49 PM
XoechZ - 09 September 2014 02:37 PM

I just discovered a problem with the script!

It works perfectly with the DAZ standard lights, but it does NOT work with the AoA Advanced lights!

I opened up butaixianran’s wonderful script and, fingers trembling, made a couple of minor changes to it.

Now it includes the internal light number as a part of the output file name, which *fingers crossed* I hope will mean no more name collisions for things like your AOA advanced light.

I’ve also tweaked it so that only lights which are set to visible at the start of the run are processed, and all light visibility is restored to original settings at the close of processing.

At least, I think that’s what I’ve done. I’ve tested it a few times and the fire department hasn’t come wailing down the street, so here’s hoping :D

I’d love to be able to figure out how to query a scene for a list of luminous surfaces and to process those in a separate layer, but this is the first time I’ve touched DAZScript, so that’s way, way above my understanding at the moment.

If you want to give the modded script a whirl, it’s at https://www.dropbox.com/s/eqorj226crk8qai/SimpleMPRLightsPreserved.dsa

 

 

Wow, thank you very much! I have tested it and now it works perfectly! Really cool! Thank you! grin

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Posted: 10 September 2014 08:05 AM   [ Ignore ]   [ # 9 ]
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Cris Palomino - 10 September 2014 01:33 AM

Thanks, dh.

I noticed a white border on the textures it creates; wonder if there is a way to avoid that?

Hm, that’s weird.  From what I could decipher, the script doesn’t touch anything in your render settings except the output option, to point to the different files as it creates them. 

I wonder if it could be something else in your settings that was already there, like your shading rate or some such?

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Posted: 10 September 2014 07:28 PM   [ Ignore ]   [ # 10 ]
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I don’t even know what is an AoA light. But I’m glad dhtapp made a great update for this script.  Thanks

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Posted: 10 September 2014 10:05 PM   [ Ignore ]   [ # 11 ]
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dhtapp - 10 September 2014 08:05 AM
Cris Palomino - 10 September 2014 01:33 AM

Thanks, dh.

I noticed a white border on the textures it creates; wonder if there is a way to avoid that?

Hm, that’s weird.  From what I could decipher, the script doesn’t touch anything in your render settings except the output option, to point to the different files as it creates them. 

I wonder if it could be something else in your settings that was already there, like your shading rate or some such?

Cris hangs her head in shame for not noticing she put a response in the wrong thread.

Sorry about that.  My comment referred to a completely separate script in another thread.  This particular script seems to be working just fine.  Move along, nothing to see but the rosy cheeks on the little fox.  smile

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Posted: 11 September 2014 12:01 AM   [ Ignore ]   [ # 12 ]
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butaixianran - 10 September 2014 07:28 PM

I don’t even know what is an AoA light. But I’m glad dhtapp made a great update for this script.  Thanks

AoA (Age of Armour) has made some very good lights with a lot of options and controls. You can find them here:

Ambient: http://www.daz3d.com/advanced-ambient-light
Spot: http://www.daz3d.com/advanced-spotlight
Distant: http://www.daz3d.com/advanced-distant-light

All together in a bundle: http://www.daz3d.com/advanced-daz-studio-light-bundle

 

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Posted: 27 September 2014 07:21 AM   [ Ignore ]   [ # 13 ]
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Thank U very much, Tested both scripts, worked well. (My scene has 5 lights + UE2)

When I tested Script of ‘Butaixianran’ - I got all Light Images rendered seperately - 6 bmp images
when I tested script of ‘dhtapp’ - I got only the only the UE2 Image file - 1 bmp image only
anything wrong I did?

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