Can it be that this version doens't refresh when you select and area to render and shows the right px and time for the area render?
I thought that was fixed 2 small version ago?
Just upgraded from the initial 2 release because i was working on a project.
Or am I doing something wrong.
My workflow is now:
- Let the picture render a few px.. usually about 10
- Pause
- select the area to render
- play
- let render
Thanks in advance for your answer.
Area Render not refreshing?
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Hi - I just checked this and it looked like it was working correctly for me. You don't need to pause prior to selecting an area render. I wasn't able to reproduce this problem - sorry.
Paul
Paul
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I'm sorry - I need to be able to reproduce the problem before I can fix it. Are you able to be more specific about what the error is and how I can reproduce the problem? Perhaps a screen shot of the problem would help.Can the 2.6 version have this fixed?
Thanks
Paul
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A simple example below:
Area Render of a part of the tree.. you can see the px still counting up and the render time not adjusting for the selected part.
So selecting the area render doesn't refresh the px and time for the selected.. but stays for the whole image...
If you have a big scene and one thing is off. you can do an area render but you still have to wait the entire time of the scene to be sure the area rendered completely.
Hopefully I explained it so you understand what i mean.
Normal render to show render time and px as highlighted with the red box.Area Render of a part of the tree.. you can see the px still counting up and the render time not adjusting for the selected part.
So selecting the area render doesn't refresh the px and time for the selected.. but stays for the whole image...
If you have a big scene and one thing is off. you can do an area render but you still have to wait the entire time of the scene to be sure the area rendered completely.
Hopefully I explained it so you understand what i mean.
You screenshots show both the px ("Samples/Pixel gone from 24 to 56") and time (gone from 0:04 to 0:56) has been refreshed. When you render a region, the MSamples/sec will reduce - for reasons that the Octane devs explained in one of the general forums.So selecting the area render doesn't refresh the px and time for the selected.. but stays for the whole image...
You don't need to wait 16000 samples - the render is finished (usually well before 16000 sample) when the image is complete and noise-free. The completion time is simply the time to render through to 16000 samples, but it should be finished well before then. Your chistmas tree looks done at 256 samples.If you have a big scene and one thing is off. you can do an area render but you still have to wait the entire time of the scene to be sure the area rendered completely.
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
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On the Christmass tree which is one thing it's easy to see but the px did not refresh...
But on a complicated scene it's not so obvious especially on really high res renders..
So it would be nice if you select an area render the px gets refresh for the area render not the whole image (which shouldn't be rendered anymore.. that's the idea of area render).
At this moment in time because it can't be told with px or time you don't know when it's completely done.
Hope you can do something with this, so area render becomes usable for fuller scenes.
But on a complicated scene it's not so obvious especially on really high res renders..
So it would be nice if you select an area render the px gets refresh for the area render not the whole image (which shouldn't be rendered anymore.. that's the idea of area render).
At this moment in time because it can't be told with px or time you don't know when it's completely done.
Hope you can do something with this, so area render becomes usable for fuller scenes.
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Paul,
I didn't read the dev's response to why the MSamples/Sec would decrease when using area render, and frankly that number isn't of interest to me. What is of interest is exactly what Xipomus is describing.
In a normal workflow, the user would start a render and, after a few samples/pixel render, get a close estimate of the time remaining for the entire image. Now, if the user pauses (or doesn't, whatever) the render and then selects the area render tool, outlines his/her area to render with the marquee, and then lets the render resume, the samples/pixel does not seem to increase in speed (which seems like it should because it is now rendering less pixels and surface area in general). Additionally, the time remaining also does not update based on this new render area.
If the area render tool cannot more accurately determine a completion time, how can we know when to take the render 'off the burner', so to speak? I understand that the concept of 'done' is objective and based on each user's needs, but for Xipomus and I, who are working on comics where each frame containis overlays of the same images to advance, we want to render each image out to the same amount of samples/pixel. That way, we are assured of relegating the same amount of noise in the images, and making sure they are nearly identical in 'completeness'.
Right now we are just guessing when it's complete, because there's no way to know. The time to completion needs to update after drawing your marquee around your area. This is the only thing that makes sense. Can that be implemented?
I didn't read the dev's response to why the MSamples/Sec would decrease when using area render, and frankly that number isn't of interest to me. What is of interest is exactly what Xipomus is describing.
In a normal workflow, the user would start a render and, after a few samples/pixel render, get a close estimate of the time remaining for the entire image. Now, if the user pauses (or doesn't, whatever) the render and then selects the area render tool, outlines his/her area to render with the marquee, and then lets the render resume, the samples/pixel does not seem to increase in speed (which seems like it should because it is now rendering less pixels and surface area in general). Additionally, the time remaining also does not update based on this new render area.
If the area render tool cannot more accurately determine a completion time, how can we know when to take the render 'off the burner', so to speak? I understand that the concept of 'done' is objective and based on each user's needs, but for Xipomus and I, who are working on comics where each frame containis overlays of the same images to advance, we want to render each image out to the same amount of samples/pixel. That way, we are assured of relegating the same amount of noise in the images, and making sure they are nearly identical in 'completeness'.
Right now we are just guessing when it's complete, because there's no way to know. The time to completion needs to update after drawing your marquee around your area. This is the only thing that makes sense. Can that be implemented?
Windows 7 64-bit, Intel i7 3.6 GHz Quad Core, 32 GB RAM
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Currently Running Poser Octane Plugin Version: 2.5.23
NVIDIA GeForce GTX Titan 6 GB (render card)
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NVIDIA GeForce GT 610 (display card)
Currently Running Poser Octane Plugin Version: 2.5.23
My understanding (which is not great in this area) is that the effective render speed REDUCES when you region render. The exact reasons for this have been explained by Otoy. Do not use the time remaining as an indicator for when the render will complete when Render Region is enabled - since only the region will be rendering.In a normal workflow, the user would start a render and, after a few samples/pixel render, get a close estimate of the time remaining for the entire image. Now, if the user pauses (or doesn't, whatever) the render and then selects the area render tool, outlines his/her area to render with the marquee, and then lets the render resume, the samples/pixel does not seem to increase in speed (which seems like it should because it is now rendering less pixels and surface area in general). Additionally, the time remaining also does not update based on this new render area.
A render is not complete when you hit 16000 samples. It's complete when it's free of noise, which might be 100, 1000 or 100000 samples. 16000 is just the default indicator.
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
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Unfortunately that means there is no way to know if the region render is at the same place as a full render with for instance 2000px.
Especially with emitters .. it does matter when you stop it.. else it could look very different and not usable as an area render.
So question is.. is there some way to tell?
Especially with emitters .. it does matter when you stop it.. else it could look very different and not usable as an area render.
So question is.. is there some way to tell?