[REQ/IDEA] Adaptive SPP across animation scene
Posted: Sat Jan 14, 2017 3:28 am
Hey guys, this one is up for debate...not sure how (or if) it would help in all workflows but i think it would in some. Especially in larger animation scenes and limited resources....such as not having 20 GPU render farms all the time.
So in Cinema Render settings via SPP halt time there is this nifty little keyframe button.
Which.. as i found out yesterday is not yet linked ( maybe it can be via script or Xpresso ((see pic image1)) )
Let's say we have an animation with 100 frames in Cinema.
And we want to render our anim via Cindigo or Indigo.
SCENE:
We have a white room camera just pans around nothing really happens till 0-30 frames.
Then from 30-70 frames some 2000 bouncy geoid's start to come in frame many of them with crazy caustics.
And from 70-100 again empty room and nothing really happens.
-SO for the above we can experiment and prototype with render settings to get a nice look for our animation.
Let's say we go with 6000/SPP in our 30-70 frames.
BUT if we want to have a lower SPP in the other frames we have to dissect our scene and send them thru the render process. That's not very ideal and consumes a lot of time.
So if we could LINK up the SPP sample count in render process via KEYFRAMES on our 100frame anim.
Then we could render our project in one take after prototyping the needed SPP rate on each situation.
( Hope it makes sense see pic 2)
Now i know that OpenCL is already very fast in Indigo and this would not mean that much in time difference but still on a 48h render job it could shave down quite a bit from process.
Just an idea.
So in Cinema Render settings via SPP halt time there is this nifty little keyframe button.
Which.. as i found out yesterday is not yet linked ( maybe it can be via script or Xpresso ((see pic image1)) )
Let's say we have an animation with 100 frames in Cinema.
And we want to render our anim via Cindigo or Indigo.
SCENE:
We have a white room camera just pans around nothing really happens till 0-30 frames.
Then from 30-70 frames some 2000 bouncy geoid's start to come in frame many of them with crazy caustics.
And from 70-100 again empty room and nothing really happens.
-SO for the above we can experiment and prototype with render settings to get a nice look for our animation.
Let's say we go with 6000/SPP in our 30-70 frames.
BUT if we want to have a lower SPP in the other frames we have to dissect our scene and send them thru the render process. That's not very ideal and consumes a lot of time.
So if we could LINK up the SPP sample count in render process via KEYFRAMES on our 100frame anim.
Then we could render our project in one take after prototyping the needed SPP rate on each situation.
( Hope it makes sense see pic 2)
Now i know that OpenCL is already very fast in Indigo and this would not mean that much in time difference but still on a 48h render job it could shave down quite a bit from process.
Just an idea.