And there is no way to compositing render slots?
You still need to save render from slot 1 and attach it as image to compositing with render slot 2?
This is a really interesting topic, I sure hope it is still alive and doing well.
For the render slots themselves, it would be nice if there could be an option to change from thumbnail + text to large/ medium/ small thumbnails with the slot name inside the thumbnail (upon mouse hover). That uses the most screen real-estate, while providing the info if needed.
Iāll also point to: https://blender.community/c/rightclickselect/wGgbbc/ considering it provides further feedback on an eventual frame buffer.
Hi sorry I know it is a old thread but this functionality would be greatly appreciated and functional, love the slider preview for comparing 2 images, seen it in other 3d software. Any news on a developers thread on it. Thanks
Hi @thornydre thanks for picking this up!
images are drawn in the image engine. draw/engines/image/image_engine.c
the slider overlay could be part of draw/engines/overlay/overlay_image.c
. The pixels are drawn inside a shader (engine_image_frag.glsl
). Drawing using the glaDrawImBuf
leads to alpha artifacts.
Itās been a while since I last tried to make this work, but Iāll give it another try with these new informations maybe Iāll go a bit further
Ah, cool that youāre taking a stab at this again! Was wondering though, is your implementation limited to just render slots for comparison? What if I want to take a loaded image, saved from the night before, and compare it with the Slot 5->View layer->Sample Count pass? Iām not sure what the UI could look like (especially with blenders custom widgets; maybe spreadsheet nowadays) but the ability to just pick the exact A and B image data blocks you want to compare might be best.
I am a real beginner in terms of coding on a project of that scale, it sure would be a great think to be able to compare any images between each other, but for now I will stick to the proposal I made, as even that would be an amazing achievement for me. But if I succeed in doing it right, I might try to extend it further But I am already glad some people support this tiny project haha
Cheers !
Yup, sounds good. Iām in no position to generate work for you
Thank you for trying to improve this area
IĀ“m a new Blender user (also using Modo) and I found this thread exactly because I was frustrated with how the render window or the image editor works, I would prefer that the system sorted the slots automatically like in modo.
This is not related maybe but another thing I would like is for everytime I open the render F11, I would like to see the previous renders I did. In Modo because those are stored in a temp folder and can see my previous rendered images, they show up in the frame buffer.
I guess this doesnĀ“t work similarly in Blender because what blender has itĀ“s not really a ipr right?
Thank you.
Sergio
Not sure if you are still looking for a solution 2 years later , but just incase, the renderslot add-on does this.
https://developer.blender.org/diffusion/BAC/browse/master/render_renderslot.py
It is already included in Blender nightly builds. Make sure āTestingā is selected in the preferences->add-on panel, then search for ārenderslotā
Hi @thornydre.
Whatās the status of ā D3492 Image : Frame Buffer > Slot system update and slot comparisons ?
Hey,
Sorry I havenāt had the time to work on this at all, hopefully at some point I have enough motivation to do so haha
Hi everybody,
I knocked out a simple patch to move to the next slot on each render:
Please let me know whay you think. I thought to keep it simple at first, maybe adding protected/locked slots as a second patch.
There were some worries about memory usage. A full hi-res render will multiple layers can take a lot of memory and keeping that resident for 8 slots is probably a bit much.
Iām currently looking into storing inactive lots as multilayer exrs (maybe keeping the last one in ram for quick back&forth). There is already code to save a complete render to a multilayer exr so it shouldnāt be too hard. Butā¦ the codepaths are byzantine and convoluted (to me, looking at it for the first time ) so it will take some time to understand.