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All of this can be done while rendering, without any kind of limitations. There is no need to manually restart or update the rendering, as it happens automatically. It runs completely on the CPU, so it has no limitations and does not require any special hardware.

 See also: Corona Interactive Rendering at the Chaos Help Center

Starting Corona Interactive Rendering

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To start the Interactive Rendering in a floating window, click the "Start Interactive rendering in Corona VFB" button on the Chaos Corona Toolbar or go to the Render Setup > Scene rollout and click Start Interactive.

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Starting Corona Interactive Rendering from Render Setup > Scene rollout.

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UI Path: ||Render Setup window|| > Performance tab > Interactive Rendering

Max Passes Limits the maximum number of passes rendered in the interactive rendering mode.

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For interactive render regions, this value is best left to 0 to ensure that new or changed regions render (otherwise, they do not render if the max passes value has already been reached).

Force Path Tracing – When on, Path tracing is always used as a primary and secondary solver in interactive rendering. This keeps the interactive rendering responsive, avoiding the cost of UHD Cache precomputation.

Fast Preview Denoise During Render – When enabled, the image is iteratively denoised during the render. This replaces a noisy render preview with a noiseless, albeit low-quality image that gets progressively refined as the render converges. It can help to get a quick estimate of the overall lighting in the scene.

 

 

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UI Path: ||Render Setup window|| > Scene tab > Render Selected (Pixel Mask)

If you need to change only one or a limited number of objects in the scene, you can save some render time by using the Render Selected option. You can choose to either render only the objects selected in the viewport, or you can create an include/exclude list.

The selected objects render, and have correct shadows, GI, and reflections from other objects in the scene, which means they can be placed into or over a previous render and look as if they had been part of the initial full render.

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Any objects that were greatly influenced by GI bounces from the objects you want to re-render, or that showed those objects in refraction or reflection, also need to be included in the render selection so that they update as well.

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UI Expand
titleClick here to see the viewport selection

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titleClick here to see the viewport selection

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titleClick here to see the viewport selection

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