Hi Chaos Group,
these days I was rendering a lot and had some time to think. I really love the feature that V-Ray is dynamicly scaling the render buckets at the end of the rendering. But the last few days I wished that it would do this in the specific areas that are most render intensive.
I had two basic ideas to do this.
- Setting rendering hotspots by hand.
you place some dots or drag an ellipse in the Framebuffer and the framebuffer scales down the bucket around those spots in a certain radius. Assuming the artist knows where the most render intensiv areas are from previous renderings.
- Generating a Rendertime Heatmap
Idea 1: Rendering a really small version of the image to determine the rendertime at specific parts of the image. (Reduction of primary rays could be problematic because of noise theshold)
Idea 2: Rendering some kind of prepass that could be generated quickly to determin rendertime of certain objects
Idea 3: Analyse which material is the most render intensive and scale the buckets by the underlying material
Idea 4: Use the rentertime information of the buckets of an image from the framebuffer history as base for the scaling of the bucket size in the next rendering.
Hope it helps. ^^
these days I was rendering a lot and had some time to think. I really love the feature that V-Ray is dynamicly scaling the render buckets at the end of the rendering. But the last few days I wished that it would do this in the specific areas that are most render intensive.
I had two basic ideas to do this.
- Setting rendering hotspots by hand.
you place some dots or drag an ellipse in the Framebuffer and the framebuffer scales down the bucket around those spots in a certain radius. Assuming the artist knows where the most render intensiv areas are from previous renderings.
- Generating a Rendertime Heatmap
Idea 1: Rendering a really small version of the image to determine the rendertime at specific parts of the image. (Reduction of primary rays could be problematic because of noise theshold)
Idea 2: Rendering some kind of prepass that could be generated quickly to determin rendertime of certain objects
Idea 3: Analyse which material is the most render intensive and scale the buckets by the underlying material
Idea 4: Use the rentertime information of the buckets of an image from the framebuffer history as base for the scaling of the bucket size in the next rendering.
Hope it helps. ^^
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