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Useful little scripts for facilitating the blender production pipeline
Currently getting
NameError: global name 'node_types' is not defined, line 257
I tried adding global node_types above like 257 but then it choked with a different error.
Not sure where to take it from here?
I bumped into the addon last night looking for methods of automated node branches. Super nice work!
Since it quite old and i dont see it updated anymore, is there something else which is hot? I mean i also found the blendernation thread and noticed quite some comments. It is indeed a very handy tool if you use separate layers for compositing. So i was a bit baffled that its not upgraded.
I didnt had to do much work to get it to work in 2.83, at work i have this and at home 2.91. I works now on both versions both onne is Windows the other OSX.
One thing i did change, i wasnt sure how the output worked, didnt really watch the complete video and havent done this kind of rendering using blender. I used an external render engine while back. But im trying to learn more about cycles now.
I wa a bit shocked about that immense node tree being created. So i start to experiment a bit with the positioning.
I think i got something working, looks nice. On one hand it really doesnt matter right, i mean you simply generate and render. If you alter the passes you would generate again. Because all is automated its way less tedious vs manual setup.
PS i did had to change the part which checked for blender version. I guess Blender 2.69 and lower could do separate passes.
Had to quickly learn how to use view_layers. Never really done that neither. I thought i could use objects on view_layer level, but it only works with collections. I tested a simple scene with a floor and 3 objects and hit tons of passes. I still get the result needed. I did make the create folder inactive when single pass is needed. Doesnt make sense and it doesnt do anything if it is selected.
I think the first in this series is the best layout. I prefer this method vs the original because you can check items better
Enabling the vector pass causes problems, that would be from the vector ouput socket being named Speed. The first layer with vector enabled stops the script leaving the other layer nodes not being created.
File "..../2.76/scripts/addons_contrib/save_all_renderlayers_and_passes.py", line 294, in execute
File "..../2.76/scripts/addons_contrib/save_all_renderlayers_and_passes.py", line 196, in create_single_output
links.new( node.outputs[ output ], output_node.inputs[-1] )
KeyError: 'bpy_prop_collection[key]: key "Vector" not found'
Also some passes aren't really useful being ouput to file. UV, Speed, IndexOB, IndexMA wouldn't have a use outside of blender's compositor.
Hi!
Is there any way to remove all the nodes this plugin created? I need to reverse back to m original file..
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