Did you forget to take your Lexaurin/Bromazepam today ?
This is kind of behavior is exactly why.
Rawalanche, sorry, but i still don't get it how follow cursor is any better than having multiple regions with soft edge.
As for mask painting, i agree that probably nobody wants complex UI for that, space of 1 square cm on VFB is more pricey than 1 square meter of land in Tokyo :] Maybe like an option could be such behaviour: if you simply drag mouse, it would act as in Vray, but if you press LMB and drag, it will paint a mark on samples mask (RMB would erase it). Mask itself could be visible through render elements dropdown. Although that probably too complicated too.
Anyway, i'm perfectly happy with current region implementation and got carried into this conversation only out of sporting interest :]
I understand what you mean. The reason why I go so much against any complex solutions is that they concern mostly present problems, and future is not taken into consideration. We currently focus too much on creating a toolset to inhibit a certain problem, instead of looking into future to remove that problem completely.
What would be even better than being able to perfectly paint areas that should converge more? The answer is not having to care about convergence at all. Take look at ChaosGroup for example, they are one step ahead as they are experimenting with adaptive MSR, which translated to corona Terminology is adaptive GI/AA balance. This has two consequcences:
A, GI/AA balance can be removed from UI completely, and burden of having to set it up with it
B, It's the other piece of puzzle that when completed, will likely result in a solution that will converge entire image evenly.
So now imagine a programmer sitting in Corona office and decision if he should spend 3-4 days implementing some sort of painting into VFB, so you have option to do sort of manual adaptivity, or spend time on improving actual adaptivity, and for example trying to make GI/AA adaptive as well, so you do not need to care about it all, and region rendering tools will remain just an aid for faster feedback?
And once we have that establish, then we can even innovate, since region rendering is quite old concept. Take a modo for example, where you can click directly on rendered image in VFB to select mesh, and force that mesh to have rendering priority.
That's my entire point. If we now create an awesome but complex toolset to manually deal with uneven convergence, once improvement that will make convergence even is made, then all this complex toolset with multiple UI buttons will become quite obsolete, but it will be hard to remove it because there will be some 5 guys somewhere in important studios still using it to resolve some "spacebar overheating" kind of issue ;)