Nice!
There are a lot of things I’m curious about:
How does it work in practice:
When you execute the ‘Start Capture’ node, it looks like it does the open/select type/select res/render/close. loop that you can do once you’ve launched once. Correct?
Is that hardcoded, or is there a way to adjust that? After all, it’s just a matter of how many up/down/left/right inputs you send. It would be great if we could just select the type and res from a dropdown.
(Or honestly, even just select how many left/right directional inputs we want.)(I do both 360 and 360Pano stuff pretty interchangably, and at different resolutions. )
And for the Start Capture node, does it just run for 1 capture, so that we can set it up to trigger again afterwards? Or does it somehow loop by itself?
(It does have an outgoing executor, will that trigger once the window closes again?)
And does it trigger a new frame rendering the moment the previous frame is done rendering, or once it’s done processing/saving?
Because I noticed a big issue there with , if you finish a rendering while the previous frame is still being processed/saved, the older frame is often discarded.
So I had to add a small delay between finishing a render and starting a new one to avoid that.
It does seem super promising though! And not needing an external program like pulover’s macro makes it more practical and less error prone.
Why do you use the mouse/cursor to press the snap button, by the way? It can be triggered with keyboard inputs just fine normally. Or is this something specific to how your branch of it functions?
Hi, the plugin re-trigger itself after each capture, it then advances the world tick, wait a bit for the rendering thread to stabilize, and then make another capture (and so on)