render in image

Render in Image is slowing my frame rate

CliffSchwarz's picture

I have to pack my stuff into render in image but when I do that my frame rate drops from 60fps to 12 does anyone know what is going on and how to fix this

Multi-View RII

This patch would be like a Render In Image/Stereoscopic Environment, save that it would have 2 or more outputs that could be set to totally different camera views, allowing one to render a front and a side view simultaneously.

This could possibly be incorporated into the "Slice RII" concept/request, if it is possible at all.

Slice RII

This patch would be a Render In Image type patch that would be able to configure multiple outputs for a scene (through settings or an input port), each with corresponding adjustable near and far z clip input parameters.

With some care on the part of the user, this would allow one to construct a scene inside of a render in image that could be output to a stack of sprites, with each one being consecutively blurred more than the last, from front to back, to imitate depth - a pretty common old school animation technique.

It could also be used for other types of volume rendering.

Particle Textured -Render in Image

aboiledtiger's picture

Hi: I have a problem trying to render in an image a textured particle scene. Everything works ok but when I try to render it in a RenderInImage patch the particles stop showing. (nothing at all) It only happens with the ParticleRender:Textured. Not with Standard that works fine. I already tryed changing image size and depth test settings with no succes. I'm using OSX10.5 on a mac book pro.

Thanks. DX™

Render In Image | GLSL | OpenCL | v002

cybero's picture

I've been lately seeking to get some good results using Meshes within Render in Image to then be further processed via v002 Rutt Extra. Although the input line shows a rendering image when RII is set to 2D [textured or not], the rendering of all imagery ceases at such a setting and can only be obtained using a Rectangle setting.

There seems to be a bit of incompatibility twixt GLSL Shaders and Mesh Renderers too, although I'm pretty sure I've discovered a quick and dirty workaround for that.

Please find attached the music visualizer protocol version. It employs the otherwise automatically jiggly mesh construction , v002 Rutt Extra & a .dae that I've also attached for completeness.

I'll be uploading the GLSL problem example later today :-) That one employs v002 Optical Flow.

I hasten to add that these compositions can be easily modified to work by means of not trying to 2D the RII or juxtaposing a Mesh Renderer anywhere near, above or to the side of a GLSL Shader patch.


As it happens the GLSL problem seems to be entirely dependent upon the kind of shader that is employed to reproduce the problem referred to as I now have textured Meshes via GLSL shading