If there are any suggestions as to how I can get the true albedo of the model that would be helpful. What I ended up with so far isīpy.context.view_e_pass_diffuse_color = True which gives results similar to the albedo on 2.79, although the colors are a bit off. OK, so I fuddled around with it some more and made some progress. Would appreciate if anyone can help with this. I am currently stuck with the lines: .e_pass_normal = TrueĪnd can’t find the 2.80+ version of it. _settings.file_format = 'PNG' # set output format to. _mode = 'TRANSPARENT'Ĭam_constraint = (type='TRACK_TO')Ĭam_ack_axis = 'TRACK_NEGATIVE_Z'ī_empty = self.parent_obj_to_camera(self.cam) Links.new(render_layers.outputs, self.albedo_file_output.inputs) Self.albedo_file_output.label = 'Albedo Output' ![]() Self.albedo_file_output = (type="CompositorNodeOutputFile") Links.new(render_layers.outputs, self.normal_file_output.inputs) # links.new(bias_normal.outputs, normal_file_output.inputs) Self.normal_file_output.label = 'Normal Output' Self.normal_file_output = (type="CompositorNodeOutputFile") Links.new(render_layers.outputs, pth_file_output.inputs) pth_file_output = (type="CompositorNodeOutputFile") Render_layers = ('CompositorNodeRLayers') # Add passes for additionally dumping albedo and normals.īpy.use_pass_normal = Trueīpy.use_pass_color = Trueīpy._settings.file_format = 'OPEN_EXR'īpy._lor_depth = '32' This works on 2.79: def init_renderer_settings(self): Here is the function from my script for setting up the renderer settings. I used it on 2.79 and now upgraded to 2.81a in order to have some new features such as gltf/glb loading, eevee renderer, etc.Īs a first step, I am trying to get the current script to work with the new version, and despite going through the documentation, can’t get it right. To switch this feature off again, simply untick that box and your camera stays put, leaving the viewport to become what other apps may call the Director’s or Perspective View.I have a python script used for batch rendering. Notice a red dotted outline around the viewport now, indicating that the active camera is indeed following all our movements. In here, find the View section and tick the box that reads “Lock Camera to View”. This will only work after using the above “Align Active Camera to View” option though. This will open a palette on the right hand side of the viewport. Open the Properties panel in the viewport – either by heading over to View – Properties or by pressing N. Thankfully, there is an easy way to make the active camera follow our viewport. This may drive ordinary people just a tad mental. Besides, the camera never sees exactly what we see in the viewport: it’s always zoomed in. While this approach works, every time we move the viewport to a new position, we have to reposition the camera again using the above menu. This is done by heading over to View – Align View – Align Active Camera to View (or hitting CTRL + ALT + Numpad 0). However, by default the active camera does not move with our viewpoint controls until we position. We can see it rendered as a preview, by switching the Viewport Shading to Rendered, but we cannot render the image out at high resolution until we position an active camera. We can manipulate the viewport, but we cannot render it. In Blender things are a little different (of course). In other 3D applications, it is common to “look through” a camera to position and manipulate it with the usual viewport controls, and then render the result.
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