Conserving samples when using 'lensShift'

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profbetis
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For those of you that are unsure what lens shifting does, it (more realistically) shifts the sensor of a camera, allowing you to capture light rays outside of the normal sensor range. If you shift your sensor over a bit, you will naturally gather new samples in the areas that the sensor was not before, however the overlapping region does not see anything different, the same light is just hitting a different part of the sensor.

So here is my proposal:
When using the lensShift parameter, keep already rendered samples, and simply translate them to the new corresponding part of the image. The new regions that were not being sampled before could be dealt with by only sampling in the new regions until all regions have an equal s/px value.

The purpose of this is to save rendering time while being able to make a modification to the render. :)

Example: I begin rendering my scene, only to realize 5000 s/px later that one of my objects is slightly off the border of my render area.
Current solution: shift camera, re-render scene.
Proposed solution: shift camera, shift calculated samples over, gather new samples in unsample region (until caught up), continue rendering.

In Fig.1 I have A larger area than my chosen render size. The green indicates where I now want my render space to be, but only shifted, if I want to move my camera, the calculations for the image are different.

In Fig.2 The red region indicates which pixels/calculations I can save and not have to re-render and the pink region is where I need to collect new samples from

Image
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Refracty
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I would like to see some kind of instant camera correction (lens shift) like in 3ds max. You just click "guess" in the camera correction modifier and the lines are vertical. No need to tweak and readjust the camera settings...
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acc24ex
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+

- because I don't really use the lens shift since it requires additional work to tweak it
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Proupin
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It's only logical that eventually Octane starts getting "smart" and avoids redundant work. This and skipping noiseless areas in favor of noisier ones, I'd say a material attribute where you could set a 'bias' (the unspeakable word) where certain materials get more attention than others
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