Texture sheet refactor - #24
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Various changes to the texture sheet ROP: Changed hard coded frame range internally to point to top level parm Added render buttons for each stage of the process Added a script function to check for the material of the incoming node to render. In the comp the incoming image sequence is scaled down before converting to a mosaic - this fixed an issue where higher res images converted to a mosaic would cause a failure because the mosaic has a hard coded limit of 11000x11000 pixels. Add a camera resolution override toggle - this will match the camera resolution with the resolution of each frame in the final mosaic. Converted python to hscript for all parm references. Most camera parms are now linked to the external camera chosen.
Significant changes to the texture sheet rop. 1. Added RGB Lights as a render pass 2. Added a toggle to create an emission layer 3. Added the ability to blend between shader N and RGB lights 4. Added the ability to channel pack emission, N and A
Fixed an issue where rgb lights would always render even if Render RGB Lights was turned off. Added an up and side light to the setup so that smoke has some basic lighting on it when rgb lights aren't used.
The user can now choose to input their own mantra rop if they want. Added a channel packing section for users who want to choose what data is written to each channel.
…refactor Bringing in all the latest updates from Development like motion vectors to continue work on texture sheet refactoring.
Added some labels similar to the motion vector rop which shows the no. of frames, atlas layout and resolution per frame. Also changed how the override camera resolution works - it now effects the mantra rop instead of directly changing the camera resolution.
I've updated default paths to use OS instead of HIPNAME because there's less chance of overwriting a file unintentionaly.
Added a dropdown menu in the packing tab to allow the user to choose which cop output they want to preview. The choices are beauty, normals and packed.
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Major updates to the texture sheet rop specifically for pyro explosions.
Channel packing of normals, emission, and opacity
Custom channel packing tab
Create and render rgb lights for fake normal pass.