Flame UI shortcomings

OMG yes this is soooooo painful

Same with CG renders, we definitely need a back button, shift-F4 works for me!

In fact to take this feature request to a new level how about holding a modifier key and clicking on a label.

Is this any use @TimC ? All layers attached to a mux named after the layer.
EDIT - alpha sockets are grouped into the same MUX as their parent layer, not get their own node

exr_pass_tools.py (10.6 KB)

would it be possible for the script to turn on the preview of each mux so we can see the image its looking at?

Hi @johnag - I gave it a look but not sure it is possible unless @someone_from_discreet knows otherwise.

If you open the preview on a mux to either front or alpha and save it in your user bin, it will always show the preview when it is pulled up into the batch area. Perhaps there is a way to script a recall of the mux from the bin rather than make a new one.

OT: I love that avatar.

I despise nuke (the little render engine that could), but all of this kind of stuff is trivial in nuke.

Eavesdrop for nuke is a prerequisite and whisper as the orchestration agent.

Today these $1/hour tools wrote an automated script generator for cg render validation using standard aov naming and an automated adaptive compositing workflow and all that blah blah blah.

If only nuke wasn’t so goddamned pricey.

I guess that I should probably share those FU (FLAME UTILITIES) but I’m kind of leaning into not…

I think someone mentioned already, but multi channel (like Nuke) would solve a bunch of spaghetti. But the other thing that could be handy for bigger batches would be a Flame version of Stamps. Stamps - Adrian Pueyo

The basic idea is you import all your assets and sit them at the start of the script, make a “stamp” for each then you can reference them anywhere else in your script without having a connection line.

So everytime you’re referencing the denoised plate for Layer_01, a camera, your clean plate, your DMP, etc., you just drop a stamp down for it. You can replace just master asset and it updates everywhere. You can copy a set of nodes, drop it into a different script, and as long as it’s based off the same template, it all just auto connects. So your keying setup just becomes it’s own little portable island. It all becomes a collection of independent areas rather than one big mess.

With the new metadata connection on the Write node, and the way Match Grain is now always sitting at the end of the comp too, there are more and more pipes that have to span the whole length of the batch.

The manual version is to just hide inputs on a Mux node I guess but it won’t auto connect or work across scripts.