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Thanks Justin.
I think I got a reasonable version up and running with writing to disk; basically per frame write to disk, read it back in, and grab the resulting viewports laid out in a grid. The performance overhead wasn’t as bad as I had first thought, at least in the expected cases where the majority of time is spent calculating the frame itself.
I’m on Linux though and the memory location sounds like a healthy optimisation, may also bypass any potential permission issues with writing to disk.
The end result at least seems like something many people have been looking for, judging by Googling for a solution, to capture all four viewports at once in a single go. I’ve had a need for it many times in the past, before I knew Python well enough to get it together. I’ll see if I can put something shareable together and perhaps crack that nut once and for all.
Also, MImage can give you back the raw pixel data
I tried making use of that, do you mean the MImage.pixels() method? I got what I assume is a pointer to an array of pixels in memory, but I wasn’t sure how to make use of that through Python. That might allow me to generate a pixmap directly, as opposed to writing it out first.
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Could this also be used to create a playblast in 32 bit with the color management in Maya 2016?
Thanks Justin.
I think I got a reasonable version up and running with writing to disk; basically per frame write to disk, read it back in, and grab the resulting viewports laid out in a grid. The performance overhead wasn’t as bad as I had first thought, at least in the expected cases where the majority of time is spent calculating the frame itself.
I’m on Linux though and the memory location sounds like a healthy optimisation, may also bypass any potential permission issues with writing to disk.
The end result at least seems like something many people have been looking for, judging by Googling for a solution, to capture all four viewports at once in a single go. I’ve had a need for it many times in the past, before I knew Python well enough to get it together. I’ll see if I can put something shareable together and perhaps crack that nut once and for all.
Also, MImage can give you back the raw pixel data
I tried making use of that, do you mean the
MImage.pixels()method? I got what I assume is a pointer to an array of pixels in memory, but I wasn’t sure how to make use of that through Python. That might allow me to generate a pixmap directly, as opposed to writing it out first.
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Ah, neat. Thanks, I’ll try this out.
One of the problems of the disk-writing approach in practice was that the instant reading and writing of a file is quite unpredictable; as I’m overwriting the same file per frame, sometimes it picks up an older image several frames back. Assuming network caching or such. This should circumvent that.
Could this also be used to create a playblast in 32 bit with the color management in Maya 2016?
Dunno, it would depend on the capabilities of both MImage, the framegrabbing mechanism and whether 32-bits of pixels are actually stored in the framebuffer. It’s the latter where I’m sceptical.
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image = api.MImage()view.readColorBuffer(image, True)import maya.OpenMayaUI as apiUI
view = apiUI.M3dView.active3dView()
buffer = # MPxGlBuffer somehow..
view.refresh(buffer, True)
Now how can I create that buffer, and retrieve pixels from it?--
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oops sorry, my mistake.
On Tuesday, January 26, 2016 at 10:03:33 PM UTC+5:30, Marcus Ottosson wrote:
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