I have a line of code in my script:
job.GetJobPluginInfoKeyValue( “RenderHeight” )
And it’s erroring. What’s the proper way to get a 3ds max info key?
I have a line of code in my script:
job.GetJobPluginInfoKeyValue( “RenderHeight” )
And it’s erroring. What’s the proper way to get a 3ds max info key?
Nope I figured it out. It’s working… but Tile/Region jobs for some reason don’t include the Renderwidth property. How do you calc original width/height if you dont’ store it in the job?
Glad you figured it out!
This information is stored in the scene file, so it’s easy to pull it with Lightning. We don’t include in with the job for tile renders because we didn’t want users changing the resolution. If they did, it would mess up the tiles because they’re coordinate based.
Cheers,
Ryan
Hmmm. Ok, the trick is that Nuke is coordinate from SouthWest, where as Max is NorthWest. I’ll have to figure something else out then. I thought the tile assembly job though could assemble arbitrary region renders into a full sized render.
It can. What I meant was that for the max job, the tiles are coordinate-based (not percentage based), so if you change the resolution of the max job, you’re not going to get the expected tile at the new resolution.
Which leads me back to my original question, how does the tile assembly job know how big of a canvas to assemble regions onto?
That info is stored in the draft assembly config file that the assembly job uses. The config file also contains the path to every tile, the coordinates of every tile, etc.