Loadout Streamliner

I don't know if such a mod exists but I'm finding it a pain waiting for a queue to close down a scene to open the next when all the assets are the same. The queue I'm running at the moment has only charater pose and expression changes and this scene has over 120 renders to do.

It would be nice if there was a way to speed up the process by only closing down and opening the assets that have changed between scenes. Anyone know of anything that could do this?

Comments

  • richardandtracyrichardandtracy Posts: 7,575
    I don't know much about what you're doing, but could you do each pose as a different frame in an animation? Each frame rendered as a separate image. That way the same assets are loaded once and used in multiple renders. It's not something I have tried, so I could be suggesting rubbish, but it may work. Regards, Richard.
  • Richard HaseltineRichard Haseltine Posts: 109,748

    Yes, loading a scene (or creating a new scene) is meant to clear everything relating to the old scene. I agree with other-Richard, using poses in a single scene seems a better idea (and also doesn't require a separate tool to render them out).

  • garrett_3dgarrett_3d Posts: 129

    Hmmmm. I'll look into that, thanks.

    The scene I'm doing at the moment is a free roam scene with 11 characters including the MC, there's a fair bit of interaction with 9 of the characters in this part of the scene, hence the number of renders I need.

    The current queue is on it's last render so I'll try doing it as frames for the next batch.

  • garrett_3dgarrett_3d Posts: 129

    richardandtracy said:

    I don't know much about what you're doing, but could you do each pose as a different frame in an animation? Each frame rendered as a separate image. That way the same assets are loaded once and used in multiple renders. It's not something I have tried, so I could be suggesting rubbish, but it may work. Regards, Richard.

    Unfortunately this doesn't appear to work. Maybe because I want to use a different camera for each frame? It's just using the same camera for each image.

  • richardandtracyrichardandtracy Posts: 7,575
    Yes. Is there a way to pose the camera for each frame? Frustrating if you can't. Regards, Richard.
  • garrett_3dgarrett_3d Posts: 129
    edited April 18

    Thinking about it, I'm just switching cameras back and forth so there are only two positions, they just have different names (I name cameras by scene and frame number). I suppose I could split the queue and just use the one camera on one character then a second queue using an opposing camera on the other character. I'd just have to rename the renders afterwards.

    Post edited by garrett_3d on
  • Richard HaseltineRichard Haseltine Posts: 109,748

    Are the camera settings you use not animatable?

  • garrett_3dgarrett_3d Posts: 129

    I have no idea. I'm creating a camera node for each frame, but the queue ignores them and sticks to the last camera used.

  • Richard HaseltineRichard Haseltine Posts: 109,748

    Yes, it would - better to use oen camera and set iits properties in each frame.

  • garrett_3dgarrett_3d Posts: 129
    edited April 19

    Noob question - how do I get the camera to change position for each frame? Is it the same as posing a figure?

    Post edited by garrett_3d on
  • Richard HaseltineRichard Haseltine Posts: 109,748

    Yes, they have the same translation/rotation  properties as any other node.

  • Silent WinterSilent Winter Posts: 3,919

    Since you're only using two cameras, you can save one camera position as a pose preset and then save the other one as a pose preset (naming each one something logical for you, like 'Camera 1 pose'). THEN if you delete one camera, you can pose the single camera you are using on each frame using the pose presets (assuming you still need to go back and forth, this will save some time in positioning the camera each time).

  • jmucchiellojmucchiello Posts: 1,071

    The real problem with doing this in the animation timeline is it is really really easy to modify an object in the wrong frame and not notice until rendering the animation and the sofa is floating through the scene because you moved it on frame 30 instead of frame 0.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,702

    this topic interests me because I have this issue with cameras and positions too

    D|S unlike other software I use, cannot transfer canera poses from one camera to another easily and will simply overwrite it

    render queue has been the only suggestion so far and it seems akin to nuking an ants nest

    especially for 900+ frame animations 

    so far, I haven't bothered buying it

    I painfully copy the camera parameters one by one to the next one and weep

    in other software one can simply copy camera positioning and setting from one camera to another along the timeline 

    not DAZ studio, not as a pose, not as a properties setting 

    nup nup nup

    it will just replace the whole camera

  • WolfwoodWolfwood Posts: 924

    From what i understand of your goal of rendering multiple cameras on the same scene chaging mostly poses/expressions, these 3 products might help your use case.

    I haven't bought them (yet, they are on my WL), but from the description i think they might help:

    https://www.daz3d.com/render-doctor

    https://www.daz3d.com/camera-magic WITH pose addon https://www.daz3d.com/camera-magic-plus--pose-add-on (bundle will be better deal: https://www.daz3d.com/camera-magic-plus-bundle)

  • garrett_3dgarrett_3d Posts: 129

    I've found a workable solution for now.

    I load my master scene, pose the two characters for the conversation and set the cameras. I'm deleting anything that's not in view and saving the scene under a new file name. Add that scene to the queue, then pose the next part of the conversation, etc. Once that conversation is finished, reload the master scene and set up with the next character. Rinse and repeat.

    Each scene has two renders so I still have the close down and reload but because I've reduced asset weight by about 80%, it's only taking a minute or two instead of up to half an hour.

  • richardandtracyrichardandtracy Posts: 7,575

    That is one heck of an improvement. Maybe it can get quicker in time.

    Regards,

    Richard

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