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Disable Solidrocks save feature

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10 years 10 months ago - 10 years 10 months ago #5170 by Cladi
Hey there,
Awesome work with solidrocks, I'm loving it :)

I use the split render channels in Vray. Most of the times I submit about 6-7 different render pass and I usually end up with two RGB pass, the one from solidrocks and the one from the VFB render. I could untick the Save RGB box in the frame buffer options, but I like the way it's auto-naming all the pass the same way. Sometimes I also need to submit a render without RGB pass and I still end up with the solidrocks one, which can be quite heavy, especially if it's a 1000+ frames camera path.

Would it be possible to use the MOAW and the FAW without saving solidrocks final output?

Thanks
Last edit: 10 years 10 months ago by Cladi.

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10 years 10 months ago #5182 by subburb
Hi, and thank you !
You're right, i had same troubles recently.

How to manage this ?
Perhaps some checkboxes (save max, saveRGB). Like this we can do any needed combination... ?

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10 years 10 months ago #5207 by Cladi
Yeah probably just a check box.

For now if you try to render with MOAW without putting an output folder, solidrocks won't let you : "Please specify the final frame path first!" maybe we could simply disable that feature/message. or transform it into a yes/no question "No final frame path specified, do you still want to render?"

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10 years 7 months ago #5326 by subburb
Hello, i just tried, but that's not so evident....
If you render anim with no path, max itself asks the question...
I can't avoid this.
It's very annyonning when using the auto sequence (1+2) overnight cause it will be stopped by the question... it's tricky*.. for instance, the best thing is to create a useless jog with bad compression..

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10 years 7 months ago #5328 by Cladi
mm All right, Thanks for trying anyway!

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10 years 5 months ago #5520 by subburb
Hello Cladi, i've worked on next build.
it's close to the private beta stage.

i've added a "save" + "elem" buttons into SR main interface, as well as a path.
SR will now use the split g-buffer if Vray vfb used, and regular Save if max vfb is used.
elements are now correctly saved according to the bew "elem" button whatever the vfb used.
Much simplier.

Wizards still have their own path for final frames, and now works with both vfbs.

Only persists at this moment the name convention problem.

If you want to have a try on private build, please tell me.

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