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  • 1.  Render View Preview Not Updating

    Posted 01-31-2017 20:01
    Hello,

    I am using 2 RenderView shader materials inside of a scene with a 3d object to map dynamic pages onto a 3d book. The individual page scenes have DataLinq'd materials and text, and they are each in their own 720x720 scenes. The final scene uses 2 Materials that use those page scenes are render views, and it works fine when taking the scene. All the DataLinq'd materials change.

    However, when previewing this final scene, it does not reflect any changes made to the original pages unless those pages are individually previewed or taken. Due to this, I am unable to preview the final scene properly.

    I tried a script like this in the OnPreviewRender tag, and it worked on another project with smaller render views, but it did not work in this case, and the preview lagged when selecting it on the sequencer.

    dim VS_Left_Page as xpScene
    dim VS_Right_Page as xpScene
    dim Image as xpImage

    Engine.GetSceneByName("VS Left Page", VS_Left_Page)
    Engine.GetSceneByName("VS Right Page", VS_Right_Page)

    VS_Left_Page.RefreshDatalinqs
    VS_Left_Page.Prepare
    VS_Left_Page.GetRenderedFrame(0,720,720,Image)

    VS_Right_Page.RefreshDatalinqs
    VS_Right_Page.Prepare
    VS_Right_Page.GetRenderedFrame(0,720,720,Image)

    Does anyone have any thoughts on how to properly get previews from RenderView materials without actually taking/previewing the source scene?

    Thanks a lot


  • 2.  RE: Render View Preview Not Updating

    Posted 01-31-2017 23:34
    Hello. Maybe past material render view both on timeline SceneDir. I don't use script, but i can see changed scene.
    #XPression


  • 3.  RE: Render View Preview Not Updating

    Posted 02-06-2017 20:27
    Hi, posting the material onto the timeline does not fix the issue for me. The only way for me to get a proper preview is to actually preview the scene that RenderView is sourcing.
    #XPression


  • 4.  RE: Render View Preview Not Updating

    Posted 02-08-2017 16:54
    I have similar issues with renderview shaders. In particular, it seems you can use a renderview from another scene, but it's static in *THE* scene and not a particular instance of the scene as a take item.

    In other words, things like animations don't work because the renderview is looking at *THE* scene, and there doesn't seem to be a way to choose a particular instance/take of that scene.

    One thing you can try to solve your problem is to have everything in the same scene, just move things way off (like group things to make X be -10000, and then limit the far clipping plane of the camera so that it won't see anything outside of what you want it to see.

    As an example, you can look at the scene I posted in my own question (about AR); the camera we're actually looking at is at X=2000, the augmented reality with the perspective and reflection cameras (where I am getting renderviews from) are in the 0, 0, 0 area of space. The far clipping plane of those cameras is 500 to 1000, so that it won't see the objects the active camera is seeing on which those those renderviews are mapped.

    It's a small scene with just a few primitives and two renderviews, and hopefully might help with your problem.

    #XPression