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  • You know what would be cool...

    Is to have the VFB represent the camera viewport when moving the time slider. So let's say, you render frame 0 in the VFB, then move the time slider to frame 50. Since frame 50 is not production rendered yet, the VFB will display frame 50 as what the camera viewport displays. Then you production render frame 50, and VFB displays the rendered frame, go back to 0, VFB remembers and displays frame 0. Any frame not yet rendered, displays as the camera viewport. Any frame rendered, VFB remembers, kind of like a history, and displays the production rendering. That way I can focus on lighting and other changes/adjustments for animations, without having to go back and forth between the camera view and VFB.

    This idea is different than the IPR. It's a more streamline for a different workflow without invoking energy resources for every adjustment.

  • #2
    That sounds interesting. Would anyone else find it useful?

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

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    • #3
      Yeah, that does sound handy.
      Gavin Jeoffreys
      Freelance 3D Generalist

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      • #4
        That would be pretty nifty option; like a VFB switch to remember renders that could be turned off if anything changes. Probably needs a big red warning as I figure I would often forget that its a saved frame and not the current rendering
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        • #5
          If you can keep the A/B comparison from history, that would be handy.

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          • #6
            This sounds potentially useful, but I guess I don't understand the advantage as it's described.

            Once you make any changes to the scene, the buffered renders would be invalidated. So how is it useful when editing a scene since every adjustment you make will mean what is saved is no longer accurate?

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            • #7
              I think mainly to organize frames, instead of having everything in the history, where I get lost when working on a frame, changing some stuff for a while, accumulating histories for a frame, even when adding comments, which is nice and has its usefulness, but would be time consuming for this useage.. I'd like to work on a frame, render, adjust, render etc till happy, then move to next keyframes until happy then go back, check previous frame, see if adjustments are needed, use A/B from history to compare, etc, then move to following frame etc. kind of like an editor, but just serving up certain frames. Frames not rendered display camera viewport showing me what I still need to work on.

              Especially, when starting a new day, helping me see whats done, where I left off etc, would streamline some of my workflow. I really like using the VFB, instead of loading photoshop, premeire or after effects for quick stuff that pertain only to vray rendering, not edits or post work.

              i like the power of the full apps when needed, but this would be a streamine rendering frame remembering vfb. Saving rendered frames in a timeline.

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              • #8
                Maybe even having each frame have its own history. (I might be dreaming too big here).

                Since I built my lastest gpu WS, rendering production test frames is really fast, like 1-2 minutes for 1600 x 900 ( or something like that)

                So when I have my animation ready, and I'm adjusting dof, lighting and texture adjustments for various frames, I need to see denoised production renders of various frames. I will have the VFB on my main monitor...material editor, command panel, and other things on my right monitor, and reference photos on a top 34" wide monitor, so my adjustments in vfb can come out looking like my choosen refernce images. I have to move the VFB window to the top monitor to see the camera viewport and see what frame I'm rendering next, then move VFB back to main monitor so I can look at everything all at once and make adjustments with everything in view like this.

                Having the camera viewport display in the VFB, would be helpful...having saved frames in the VFB show up if I move the time slider in max would be great, and having each frame have its own history would be really great.

                i don't have it all polished in my head yet, I was just thinking of some ideas.
                Last edited by biochemical_animations; 03-06-2017, 07:44 PM.

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                • #9
                  Here is a workaround for this...create a separate floating viewport of the camera and place it in a separate monitor...I found the script code here:

                  http://forums.cgsociety.org/showthre...71#post6629471

                  works for max 2016.

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