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No render because of hardcoded paths/names in "CameraToPoints"? :( #148

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oliverban opened this issue Apr 2, 2024 · 1 comment
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@oliverban
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Hello! I don't know if this will be seen or not but I really hope so, this toolset seems awesome - but current state breaks it for me!

I see that the cam needs to be named "cam1" since any other name will not show anything in the CameraToPoints image, as soon as it's changed back to "cam1" from any other name the image updates and is back. This makes multi-shot scenes really hard/cumbersome to work with, can I do some tweaking to this in the objects_to_render python sop or something? I don't know much about coding but I'd love to have this working with any camera name!!!!!

This brings us to point number two about the "CameraToPoints" SOP. Whenever objects are in any other state than default "Obj/Geometry node/AnyEditableGeo" it breaks again and doesn't show anything. So subnets, FBX imports, Alembics Archive, none of these work unless extracted or otherwise manipulated to become the structure from above. Is there ANY chance in the world that this can be fixed as well? The above one with the "CameraToPoints" cam naming is MUCH more important though, would be awesome to have a fix for that! <3

@oliverban oliverban changed the title Hardcoded paths/names in "CameraToPoints" No render because of hardcoded paths/names in "CameraToPoints"? :( Apr 2, 2024
@oliverban
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UPDATE: Ok, so when I opened up another scene it indeed worked with a custom name on the camera. But it seems random as to when it works and when it doesn't work. So maybe there is something I am missing in naming/hierarchy of the camera? :P

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