region render

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gueoct
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i wish there was a possibility to mark a region on the render window
to have a very fast feedback for certain areas and materials IN the scene.

is that possible?

regards
j.
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Br1
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It would be so cool, I don' t understand why it' s not there yet.
Why do we still have to render the whole scene just to fine tune details on one of those pesky objects. Render region is the best tool for fine tuning details without loosing time.
I don' t get why this is not number 1 on priority lists, is it so complex to implement ?
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t_3
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Br1 wrote:It would be so cool, I don' t understand why it' s not there yet.
Why do we still have to render the whole scene just to fine tune details on one of those pesky objects. Render region is the best tool for fine tuning details without loosing time.
I don' t get why this is not number 1 on priority lists, is it so complex to implement ?
at least with pathtracing/pmc you won't see much improvement, regardless how small a "crop" will be, because the renderer needs to follow the path to the next lightsource (thats where the name comes from ;) and therefore needs to take the whole scene into account; because there is lots of indirect light (from reflections of course). afaik no unbiased renderer can do that very good, just because of the way they work - and this is very different from all the biased renderers out there...
The obvious is that which is never seen until someone expresses it simply

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Refracty
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I believe render region would make a great speed improvement. It is like rendering a smaller resolution what is obviously faster.

A blow up region option could be also quite nice.
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t_3
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Refracty wrote:I believe render region would make a great speed improvement. It is like rendering a smaller resolution what is obviously faster.

A blow up region option could be also quite nice.
i'm only speculating, but doesn't mean a lower resolution that there are less paths to follow? to constrain the view is not necessarily the same - maybe a dev could enlighten me/us...
The obvious is that which is never seen until someone expresses it simply

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Refracty
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If I take the center of the view as example a Region Render and a smaller Resolution could be seen as the same if you take a different focus length into account.

Lets say Camera A is a 50mm camera with 1K Res. A region Render of that could be Camera B with 100 mm and 0.5K Res. Iam just guessing the numbers).

That is only how I speculate. Maybe the developers have a better understanding of whats going on ;)
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t_3
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Refracty wrote:If I take the center of the view as example a Region Render and a smaller Resolution could be seen as the same if you take a different focus length into account.

Lets say Camera A is a 50mm camera with 1K Res. A region Render of that could be Camera B with 100 mm and 0.5K Res. Iam just guessing the numbers).

That is only how I speculate. Maybe the developers have a better understanding of whats going on ;)
hm, i think i'll just test it. at least it sounds as if it could work that way. but you also need to move the camera, because otherwise the perspective changes?

another thing that comes into my mind is, that normally you want to overlap a partial render over an already existing full render; this'd mean you need a way to load the last result into the viewport (or you need to run a full render every time you resume working on a scene)...

i think because of the "realtime" approach of octane, this wasn't very important for a long time, but since vram availability rises, and it is easily possible to throw real complex scenes at it, which keeps even octane busy for a good couple of hours, it'll be a handy extension to the feature set more and more...
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vinz
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+1000 for render region... it is one of the most usefull feature! :)
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face
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I don´t see a problem. Why you don´t use multiple rendertargets?

The workaround is simple, create a rendertarget and plug the mesh in the right outer pin.
When you then click on the render target node, you can setup all you need like camera position, resolution, render kernel and so on.
Now you can setup your material with lesser resolution, with lesser maxdepth or an other kernel.

To go back to your preview kernel, you must only click on the mesh node...

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Proupin
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I believe it was IRay that already had this cool feature, where instead of a render region it has some sort of brush, where samples are sprinkled where the mouse is... It would be awesome for stills to remove noise where needed, or if it had an option to "fix" the brush in place to tune the scene.

PS: here's the demo for the "Raybrush", mad scientist-looking dude included: http://www.youtube.com/watch?v=nhXBx8l0 ... re=related
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