1.) Not without hijakcing more of the command line that get fed to MRQ. There is not way to do it within the CLI framework though as a per job option.
2.) We just exposed a is_disabled() method for 5.5. I’ll see if anyone has any trickery to get access before 5.5 but I have not heard of anyting.
I just checked our 5.5 branch and its working for me in deferred but not in PT. Is that what you are seeing? We’ll get the PT fixed for 5.5.
Hi Shawn,
- no problem. we just had a situation where the output folder was pointing to a folder, where not every artist had write-rights on that level. but it’s already solved.
- nice! looking forward to the updates in 5.5 to the MRG.
We are heavily using it. Already written custom python execute script nodes and being able to use SubGraphs is really cool.
What do you mean? Can we not effect the spatial sample count when using MRG? or is the ability to change it somewhere else?
Yes, it’s on the renderer node.
Hi,
is there a way to get the “Hidden In Game” value during rendering?
The BP Node “Actor Hidden in Game” does not return the correct value, if I override the visibility of an actor with a MovieGraphModifierNode.
And we also noticed, that a PostProcessVolume and the ColorCorrectionRegion/Window are not “hidden” or de-activated when overriden in a MovieGraphModifierNode.
Is there a BP way to get the actual visibility state of an actor? or only possible via C++?
Cheers
No. Because modifiers are per layer, but bp code/tick is only run once per frame. There’s just not really any place they can run logic when it’s hidden. So yeah probably C++.
I’ll pass along the feature request for PPVs. CCRs should work though…
ah ok, cool.
As an interim solution for PPVs I created a simple ActorBP with a PPV Component. That way it gets hidden by a MovieGraphModifierNode and the PPV is not affecting the image in that layer.
But PPVs working out of the box would definitely be nicer.
Thanks for passing along the request.
Hi everyone,
Is it possible to use a DataTable containing names and textures to drive rendering logic in the Movie Render Graph?
Specifically, I’d like to create a Blueprint or script that reads data from a DataTable and adds some of that info (like a name or ID) dynamically to the rendered output filename, similar to how we might handle it with Blueprints at runtime.
Thanks
There’s not a native way to do this in MRG, but you could maybe accomplish this with the Execute Script node. That node will allow you to modify the graph before the render starts, and from there, you could read the DataTable and make any needed adjustments to the graph. I have not tried this so its just a educated guess at this point.
Hi all, weighing in here as a couple of these replies seem to loosely resonate something me and my team are looking for. We’re trying to figure out a way of executing some blueprint logic during different render layer passes. Essentially we have a component based asset that we want to change ‘state’ between layers, allowing us to use a single render job.
We’ve tried the “Hidden in Game” check via the blueprint as @juanpb suggested, however that doesn’t return anything useable.
However, it’s be useful to have the Modifier node to actually allow us to modify some sort of variable, whether that be directly exposed on the BP or elsewhere.
I’ve personally tried to get involved with the Python script execution. However, I’ve not been able to get the Execute Script node to select any actual script. By the sounds of it the MRG scripting is really powerful, but It seems unintuitive to get working.
Any advice would be hugely appreciated.