Author Topic: Interactive Render - Matching Frame Buffer Size  (Read 613 times)

2023-02-28, 19:31:45

MGDesignUK

  • Active Users
  • **
  • Posts: 206
    • View Profile
    • MG Design UK
Hopefully someone can help.
We have an image that needs to be 4000x4000 final render size but want to interactive render it at that resolution.

Once a render has been created at that size and then go to interactive render again, it goes back down to 1000x1000 by default. The only way of upscaling the frame buffer is to manually drag the window which isn't correct.

The image upscaling is set at 1.0 and can't be lowered anymore. Any help would be appreciated.
MG Design UK - 3D Visualisation Studio Based In Surrey

2023-02-28, 19:40:27
Reply #1

aaouviz

  • Active Users
  • **
  • Posts: 886
    • View Profile
    • Another Angle 3D
I don't have an answer to your query...

But I am very interested why you want to IR at 4000x4000?
Nicolas Pratt
Another Angle 3D
https://www.instagram.com/anotherangle3d/

2023-03-01, 00:28:35
Reply #2

MGDesignUK

  • Active Users
  • **
  • Posts: 206
    • View Profile
    • MG Design UK
We’ve got about 600 images to render out and thought doing an interactive render might be the quickest way of getting them all done. They are noise free in about 20 passes so wouldn’t take very long if we can do it.
MG Design UK - 3D Visualisation Studio Based In Surrey

2023-03-01, 10:02:44
Reply #3

romullus

  • Global Moderator
  • Active Users
  • ****
  • Posts: 8850
  • Let's move this topic, shall we?
    • View Profile
    • My Models
If you have that many images to render, then using IR makes even less sense - batch rendering is supported only with regular render and not interactive. You don't want to sit in front of the screen and manually feed and save all 600 images, right?
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2023-03-01, 10:23:14
Reply #4

MGDesignUK

  • Active Users
  • **
  • Posts: 206
    • View Profile
    • MG Design UK
Ideally not but can batch rendering allow to flick between layers as the renders are of a product in lots of different configurations.
Any recommendations on a batch render to try please?
MG Design UK - 3D Visualisation Studio Based In Surrey

2023-03-01, 10:35:21
Reply #5

dj_buckley

  • Active Users
  • **
  • Posts: 875
    • View Profile
I'd look at Pulze Scene Manager if I were you - it will do exactly what you need.  You'll need to spend a bit of time setting up each 'camera' with the correct layers on an off, but it should cover your needs.

2023-03-01, 11:01:25
Reply #6

romullus

  • Global Moderator
  • Active Users
  • ****
  • Posts: 8850
  • Let's move this topic, shall we?
    • View Profile
    • My Models
Free alternative to aforementioned solution would be Max's own scene states. It also needs some effort to set up and can be unpredictable if you need to change something after setup is done, but still should be better than save half a thousand images manually. As a long term solution i would probably look at dj_buckley's recommended tool.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2023-03-01, 11:13:01
Reply #7

MGDesignUK

  • Active Users
  • **
  • Posts: 206
    • View Profile
    • MG Design UK
Thank you guys.

Is it the scene manager that would do the job or the render manager? https://www.pulze.io/
MG Design UK - 3D Visualisation Studio Based In Surrey

2023-03-01, 11:26:04
Reply #8

dj_buckley

  • Active Users
  • **
  • Posts: 875
    • View Profile
Scene Manager - you can configure all 600 scenes inside one 3ds max file, then batch render directly from inside the Pulze Scene Manager interface

See here  -