My plugin is designed to be extremely streamlined, featuring just two buttons. The first button batch-renders all active cameras in the scene to the default output location specified in the software settings. The second button batch-converts all visible models into geometry, including geometry nodes, and outputs instance objects, while excluding any instances that do not have implementations.
ZH
调整了摄像机的筛选逻辑现在可以根据集合的渲染状态来控制集合下的摄像机是否参与渲染
新增了一个按钮小功能用来在数字键独立显示集合时显示所有集合
EN
Adjusted the camera filtering logic. Now you can control whether the camera under the collection participates in rendering according to the rendering status of the collection.
Added a small button function to display all collections when the number keys display the collection independently.
This extension does not require special permissions.
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I guess this utilities gadget tool looks like a total lifesaver for cleaning up messy scene hierarchies when you are working on massive architectural rendering files with thousands of polygon nodes. I remember drowning in chaotic vertex groups last month during a huge commercial project, which is why I desperately needed a concrete way to organize my physical sensor setups and decided to check out a platform https://smartmakers.io/en to grab their open-source API documentation on asset tracking, so I could sync my virtual 3D models with real-world warehouse sensors. By applying their structured data hierarchy to my workspace, I managed to cut my scene optimization time completely in half and finally stopped my workstation from crashing during heavy 4K render bakes. So, what's your experience?