Chaos Corona Forum

Chaos Corona for Cinema 4D => [C4D] Feature Requests => [C4D] Resolved Feature Requests => Topic started by: Eddoron on 2017-10-08, 05:08:26

Title: Render sampling mask
Post by: Eddoron on 2017-10-08, 05:08:26
The render region thread inspired me.

Would be nice to have the option to import a grayscale bitmap mask for areas that need additional samples. Or by selecting objects/properties from the multipass menu.
It could be set in a Corona camera, that would show an overlay preview and have an opacity slider.
Now I know that Corona has an adaptive system, but having the option to predefine areas of importance is always useful.
Title: Re: Render sampling mask
Post by: maru on 2017-10-09, 09:34:51
I think this would be too much hassle as there are interactive render regions already for refining specific areas.
Title: Re: Render sampling mask
Post by: houska on 2017-10-09, 17:53:45
I agree with Marcin. There's no point in having such a fine-grained control over the sampling in the scene, when you have adaptivity. And if you just want a quick preview, use the render regions.
Title: Re: Render sampling mask
Post by: Eddoron on 2017-10-17, 12:04:56
I get the render region feature and it works very well, I use it often.
Maybe my wasn't clear. It's not about single frames but animations.
But imagine having an animation where the camera might go through a room and certain objects tend to produce more noise.
If one could use a mask render output of those objects and apply it to a fictitious extra sampling channel for the renderer, it could be resolved without having to go over the frames manually.
If the adaptivity can handle it at the same performance level, then it's fine.
Title: Re: Render sampling mask
Post by: houska on 2017-10-17, 16:45:34
I get the render region feature and it works very well, I use it often.
Maybe my wasn't clear. It's not about single frames but animations.
But imagine having an animation where the camera might go through a room and certain objects tend to produce more noise.
If one could use a mask render output of those objects and apply it to a fictitious extra sampling channel for the renderer, it could be resolved without having to go over the frames manually.
If the adaptivity can handle it at the same performance level, then it's fine.

Yeah, adaptivity should handle pretty much anything that you throw at it, as long as it has enough data. So if you render enough passes, you should not feel the need to ever tell the renderer where it should concentrate rays (unless you want just a preview, which is where you'd use the render regions).