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  • #16
    Yep ,ipr is super practical especially with gpu, but even touching the material editor makes it restart sometimes. So definitely not for the final rendering.
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    • #17
      So progressive render is fine and interactive progressive rendering isn't. I guess I didn't know there was a difference.
      Bobby Parker
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      • #18
        IPR also doesn't use DBR (locka only)

        if you are using progressive for finals, then denoising is a must as it takes sooooooo much longer to clean up fine noise.

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        • #19
          Okay, I get it now. Pick render from the pull down and not the frame buffer or the IPR button.
          Bobby Parker
          www.bobby-parker.com
          e-mail: info@bobby-parker.com
          phone: 2188206812

          My current hardware setup:
          • Ryzen 9 5900x CPU
          • 128gb Vengeance RGB Pro RAM
          • NVIDIA GeForce RTX 4090 X2
          • ​Windows 11 Pro

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          • #20
            Progressive is perfectly fine for production especially if you render on a powerful local workstation. But if you send them in DR I'd stick with bucket. I personally experienced very erratic results with Progressive over DR : the CPU usage of the nodes is much lower than bucket.

            mekene

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            • #21
              Yep, progressive DR seems a bit pointless to me. I think it was because it needs to almost constantly send/receive updates from the other nodes. Whereas bucket only has the network traffic to start/finish the bucket.

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              • #22
                Progressive render is fine for finals, except in interactive model. I was missing the interactive variable.
                Bobby Parker
                www.bobby-parker.com
                e-mail: info@bobby-parker.com
                phone: 2188206812

                My current hardware setup:
                • Ryzen 9 5900x CPU
                • 128gb Vengeance RGB Pro RAM
                • NVIDIA GeForce RTX 4090 X2
                • ​Windows 11 Pro

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                • #23
                  It also seems progressive as a final render works a little better. I just rendered an interior that was taking a long time to clean up in interactive mode, cleaned up a lot faster in final mode.
                  Bobby Parker
                  www.bobby-parker.com
                  e-mail: info@bobby-parker.com
                  phone: 2188206812

                  My current hardware setup:
                  • Ryzen 9 5900x CPU
                  • 128gb Vengeance RGB Pro RAM
                  • NVIDIA GeForce RTX 4090 X2
                  • ​Windows 11 Pro

                  Comment


                  • #24
                    Mind that in IPR (talking about the regular CPU IPR), LC settings are overridden from the set ones with some lighter values for better interactivity. This indeed could lead to slower cleaning of the noise if you directly compare it to production progressive.

                    But as you all already got it - IPR button for tweaking the scene, Render button for the final image (no matter bucket or progressive).

                    BTW we've improved how the VRayDenoiser's "Update" button works in IPR. Now you can leave "Post effects rate" to 0 and force an update manually while rendering - it will create an "effectsResult" channel and display the denoised image there.
                    If it was that easy, it would have already been done

                    Peter Matanov
                    Chaos

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