This to me is a big improvement! Thanks guys.abstrax wrote: [*] Changed the behaviour in numeric fields: A left click (or right click) will switch always to edit mode, while a left drag will change the slider value (if there is one).
Seeker
This to me is a big improvement! Thanks guys.abstrax wrote: [*] Changed the behaviour in numeric fields: A left click (or right click) will switch always to edit mode, while a left drag will change the slider value (if there is one).
I remember seeing that Roubal and that seems to be an issue too. In my case - for now at least - I would like the next build not to have edge rounding on by default for existing materials. I mean, if we want to add it, we can add it. I don't want to be 'fixing' older models to suite a default that should not be there in the first place. Not sure why they did it this way. I'm probably missing something something...ROUBAL wrote:@Seekerfinder :
I reported since the beginning of 2.0 that the Edge Rounding feature seemed to have influence slider inverted, but got no response to my post.
matej wrote:I'm confused as how to use the "region render" feature. When I select the region, the projected render time stays exactly the same as if it would be sampling the whole frame. And in some cases the projected time actually raises!??Isnt this feature supposed to save you time by (re)rendering some extremely noisy parts of the image?
Also the workflow is a bit strange; you have to have the picker always selected, else it reverts back to rendering the whole frame (which does in any case, considering projected render times)? In Cycles, for example, you select a region and then you can use all other tools as normal, everything outside the region is clipped and does not sample.
abstrax wrote: . There are two modes in region rendering: If you don't make changes in the scene and select a render region, it adds more samples and will have feathered edges. As soon as you make a change in the scene that would restart rendering, the rendering is restarted in the selected region and there won't be any feathered edges anymore.
In other words you can make changes to the scene and render only small parts of the image to get faster feedback or you can use render region to focus rendering on a selected region.
abstrax wrote: abstrax wrote:
The speed you see is the samples/pixel averaged over the whole image. In other words, to bump the total by 1 sample/pixel with a small region you have to render multiple passes of the render region (to be exact: image area/region area).
So why is it still getting slower, because although you have to do multiple passes, each pass is a smaller amount of work, right? Well, there are two reasons, why it still gets slower:
- The render speed is not uniform over the whole image. Some parts are slower to calculate than others. Most of the time you will place the render region around areas that are hard to calculate and therefor slow to calculate.
- If you render a small region, the GPU can't hide latencies so well, because it has less threads to work with.
For what I actually see, the part typed in bold font in the quoted line is false : the feathered selection is always present.As soon as you make a change in the scene that would restart rendering, the rendering is restarted in the selected region and there won't be any feathered edges anymore.