The renderqueue panel is a new panel to organise and plan shots to render.
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Why ?
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- Case 1 :
The sampling can be high, to have a good quality, but at cost of render time. When an artist have differents view to render with differents objects shown; it takes a lot of time to render first view, wait for render to finish, then render another view (eventually hide/show some objects, change frame), etc.
In this case, it is useful to have all the renders doing one by one automatically.
- Case 2 :
The artist rendered at low samples different views, with different compositions. Then, the client want a specific composition. The artist have to manually hide/show the objects to change the composition, change the world...
In this case, it is useful to have a list of overridden settings ( view layer, frame, camera, etc ) to easily recover a view/composition.
How will need it ?
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As described previously, it will benefits to every artists. A huge benefit for artists working with cycles or other path tracing render engine.
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A proposed solution
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Internally
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The data of each shot is stored into a new type structure.
That structure is overriding some scene settings and render settings.
The proposed settings are :
* frame
* camera (object & settings)
--- exposure
--- focus distance
* resolution and ratio
* viewlayer
User Experience
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The renderqueue list is located in a new panel inside properties editor. It is a list of shots, that have each a different name.
The user can then select some settings to override, and modify them.
The user can then render all the shots automatically or just some.
All the renders are then automatically saved using the shot name.
Pros
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This system makes it easy to add new overridable settings, and offer a large choice of possibilities.
Cons
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This override system is not easy to do, because of the complexity of view layers(visibility, etc), and require a lot of work.
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Alternative solutions
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Shot by camera
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Each camera can contain overrides of some scene and render settings (sampling, exposure, resolution, viewlayer, etc).
- Pros :
This is a bit simpler on the user side.
- Cons :
This is restrictive, because the user can only define one shot per camera.
Shot by viewlayer
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Each viewlayer can contain overrides of some scene and render settings (sampling, exposure, resolution, camera, etc).
- Pros :
This is easier to implement, because all the viewlayer side is already done in blender.
- Cons :
This gives too much viewlayers in the blender file. The user may not want to override the viewlayer.
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The strategy for the proposed method
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Create a new structure type : RenderQueue.
This structure will first contain two of the elemental elements : the camera and the frame.
Each element has a flag associated, to define if it is used; ex : USE_CUSTOM_FRAME
Each element is shown in its category, in the RenderQueue property panel.
Once this little design is done, we should be able to think about layer overriding.
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Mockups
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