OutWit.Controller.Render.Model
1.2.0
See the version list below for details.
dotnet add package OutWit.Controller.Render.Model --version 1.2.0
NuGet\Install-Package OutWit.Controller.Render.Model -Version 1.2.0
<PackageReference Include="OutWit.Controller.Render.Model" Version="1.2.0" />
<PackageVersion Include="OutWit.Controller.Render.Model" Version="1.2.0" />
<PackageReference Include="OutWit.Controller.Render.Model" />
paket add OutWit.Controller.Render.Model --version 1.2.0
#r "nuget: OutWit.Controller.Render.Model, 1.2.0"
#:package OutWit.Controller.Render.Model@1.2.0
#addin nuget:?package=OutWit.Controller.Render.Model&version=1.2.0
#tool nuget:?package=OutWit.Controller.Render.Model&version=1.2.0
OutWit.Controller.Render.Model
Shared data types for the OutWit.Controller.Render controller — render task, scene, options, and result data used both host-side (in adapters) and node-side (in distributed batch processing).
Lives as a separate NuGet so:
- Cross-controller hosts and external tooling can reference the render-data types directly without taking the whole controller as a runtime dep.
- The Render controller package can stay minimal and content-only (DLLs ship in its
content/module/, notlib/).
This package is a transitive dependency when you dotnet add package OutWit.Controller.Render — you don't usually reference it directly unless you're building tooling on top of these types.
License
MIT. See LICENSE.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net10.0 is compatible. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net10.0
- OutWit.Common (>= 1.3.2)
- OutWit.Common.MemoryPack (>= 1.1.4)
NuGet packages (2)
Showing the top 2 NuGet packages that depend on OutWit.Controller.Render.Model:
| Package | Downloads |
|---|---|
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OutWit.Controller.Render
Distributed rendering via Blender CLI and ffmpeg for .blend scene blobs, bootstrap typed-scene inputs, stills, tiled stills with overlap-aware tile options, runtime diagnostics, unified/frame/video/tiled preflight validation, frame sequences, and MP4 output. Persistent-batch frame distribution renders a node's whole contiguous frame chunk in a single Blender process via the command-line animation render (scene loaded once, GUI-free / macOS-safe) with per-engine chunk sizing; tiled stills render per-tile. Render nodes now materialize external scene dependencies (linked libraries, caches, volumes, …) from per-task attachment refs carried by Render.Split* (from the BuildBlendFromRefs sidecar) before rendering, so non-self-contained scenes render correctly across distributed nodes instead of only host-side. Per-frame baked-simulation caches (e.g. fluid/smoke OpenVDB sequences) are sliced per chunk so each node downloads only its frames' cache, and the validator admits a baked+attached fluid domain. Render.BakeSimulation bakes an unbaked Mantaflow fluid/smoke sim into a per-frame OpenVDB cache on a single node selected by Grid.Delegate (the fastest node by the same render-throughput benchmark used for distribution); the BakeAndRender{Still,Frames,Video}Cycles scripts then feed that baked scene through the proven build→slice→distribute→collect path so unbaked simulations render distributed end-to-end. The bake collects every produced cache file (gas/smoke OpenVDB density grids and liquid surface meshes alike), so both gas and liquid Mantaflow domains are supported. Non-fluid point-cache simulations (cloth, soft body, dynamic particles, dynamic paint, rigid body) are baked to memory and embedded in the baked .blend, so they travel self-contained to every render node. GPU device selection uses a smart fallback: if the auto-selected GPU backend crashes it tries the next available backend (OptiX→CUDA→HIP→Metal) before dropping to CPU, goes straight to CPU on a GPU out-of-memory failure (other backends share the same VRAM), and memoizes the node's known-good/bad backends so it does not re-crash on every frame. |
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OutWit.Controller.Render.Dcc.Model
Shared DCC scene-ref and validation data types used by the OutWit.Controller.Render.Dcc controller — host-side in adapters and consumed by the downstream Render controller. |
GitHub repositories
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