Bucket rectangles saved with snapshots

Bucket rectangles saved with snapshots

maxtarpini
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Message 1 of 13

Bucket rectangles saved with snapshots

maxtarpini
Collaborator
Collaborator

Would be cool to not have buckets corners on the same framebuffer where we have rendered pixels so we can have clean snapshots 😉 I know I can disable them but sometime I need to have a clue where Arnold is doing work.

snapshot 012.png

 

 

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Message 2 of 13

peter_horvath
Autodesk
Autodesk
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I'll make a ticket, but looking at the code it might not be so trivial to implement. So I can not promise this will be addressed soon.


// Peter Horvath
// C4DtoA developer
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Message 3 of 13

maxtarpini
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Collaborator

When you gonna fix this take care also that when you draw another render region .. buckets on the first region remain there.

bucketzzzz.png

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Message 4 of 13

peter_horvath
Autodesk
Autodesk

@maxtarpini wrote:

When you gonna fix this take care also that when you draw another render region .. buckets on the first region remain there.


 Noted, thanks. I have a plan how to fix this, but no ETA at the moment.


// Peter Horvath
// C4DtoA developer
Message 5 of 13

maxtarpini
Collaborator
Collaborator

Hopefully I'm not bothering you Peter 😉 Just noted another couple of things.

While the rendering is started, enabling or disabling buckets ain't updating. 

When the OIDN denoiser is in the imagers list but then disabled, buckets have some erratic behaviour.. kinda appearing when the frame starts rendering and then randomly disappering. 

🖖

 

 

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Message 6 of 13

peter_horvath
Autodesk
Autodesk

Sure, no worries, just keep the feedback coming. Hopefully I'll have some time soon to work on this.


// Peter Horvath
// C4DtoA developer
Message 7 of 13

peter_horvath
Autodesk
Autodesk

Hi Max, bucket corners are fixed in the latest release, C4DtoA 4.6.4.

Regarding the denoiser imager, it is executed periodically on the full frame buffer, that's why buckets are filling the entire image then disappear repeatedly. Changing that would require some serious effort, so I can't promise anything for the short-term.


// Peter Horvath
// C4DtoA developer
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Message 8 of 13

maxtarpini
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Collaborator

Oh wow this is great Peter, well done .. really like all the improvements on the IPR ! 

 

There's just a little problem: on old scenes the 'Display buckets corners' is greyed out and whatever it was set .. it's not displaying the buckets

displaybuckets_greyedout.png


The thing about the denoisers with the imagers is so bad on all the plugins that I cannot get a clue how ppl can work with that at all. Thing is that even disabling it while leaving the imager, it still impacts the fb rendering.

 

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Message 9 of 13

peter_horvath
Autodesk
Autodesk

Do you have progressive render enabled maybe? Bucket corners are disabled in progressive mode and on the GPU now.


// Peter Horvath
// C4DtoA developer
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Message 10 of 13

maxtarpini
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Collaborator
Yes I have progressive enabled.. why buckets are disabled in progressive mode ?.. it still works on a buckets basis as opposed to GPU.
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Message 11 of 13

peter_horvath
Autodesk
Autodesk

Well, GPU and progressive CPU basically works the same. The data transfer to the display driver is still bucket based, but iterates over the full image multiple times. The CPU is much slower though, that's why you can catch the bucket corners on the screen, as opposed to the GPU, where they are just flashing. That said, it might make sense to re-enable them on the CPU.


// Peter Horvath
// C4DtoA developer
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Message 12 of 13

maxtarpini
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Collaborator

Yeah re-enable them 😉 also to stay inline with the other plugins.

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Message 13 of 13

maxtarpini
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Collaborator

This works a treat now.. thanks again Peter ! 🖖