This page provides information on Corona Interactive Rendering, its settings, and usage in Cinema 4D. 

Overview


Interactive Rendering automatically updates the rendered image in real-time as you make changes in your scene. It is a great aid in modifying and transforming objects, tweaking and creating materials, adjusting the environment, lights, cameras, and virtually any part of the rendered scene.

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.

 

Starting Corona Interactive Rendering


To start the Interactive Rendering in a floating window, Go to the "Corona" menu at the top of Cinema 4D Interface, and click on "Interactive Rendering".

  


Starting Corona Interactive Rendering from Corona > Interactive rendering.

 

 

Starting Corona Interactive Rendering in a Floating Window


 

 

Corona Interactive Rendering in a floating (undocked) window.

 

 

Starting Corona Interactive Rendering in an Active Viewport


 

Starting Corona Interactive Rendering in the active (docked) viewport from Corona Menu Bar.

 

 

 

Corona Interactive Rendering docked in viewport.

 

Interactive Render Settings and Limits


UI Path: ||Render Settings|| > Performance settings tab > Interactive Rendering

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

For interactive render regions, this value is best left at 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.

Enable Motion Blur - This option is on by default, if this option is disabled then you will not be able to see motion blur in Interactive Rendering.

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.

 

 

 

 


 

UI Path: ||Preferences|| >Corona > Interactive Rendering


# Of Threads Override – Number of cores to use for interactive rendering.

Positive values work in a straightforward way, value of 0 uses all system cores, value of -1 uses all cores but 1, value of -2 uses all but 2, etc. 

Image Upscaling Factor – Specifies an upscaling factor for the image rendered during interactive rendering. By increasing this value, render resolution gets reduced which makes the interactive rendering more responsive. This is useful for High-DPI displays.

Maximum Resolution – This setting specifies the maximum resolution at which the interactive rendering will be displayed in the viewport.

IR SubsamplingThe number of pixelated passes that are determined by the IR subsampling value.

 

Denoising during Interactive Rendering


By default, your interactive rendering is denoised in real-time with the NVIDIA AI Denoiser ( fast preview denoise during render). The main purpose of this denoiser is to provide fast, noise-free previews. It is applied almost in real-time during interactive or regular rendering, and after the rendering is stopped. It requires a supported GPU to work, which is detected during the installation.

 

Fast preview denoise during render: disabled (left) and enabled (right).

 

Render Selected


UI Path: ||Render Settings window|| > General Settings > 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.

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.

 

 


 

 

 

Render Regions


Corona offers drawing and rendering of regions in the Virtual Frame Buffer.

Select the "Region" mode and draw a region wherever you want. Use Click and Drag to add new regions. Ctrl + Drag on the region border enables ''Fuzzy" region mode, in which the regions are seamlessly blended into the rest of the image.

By holding your mouse over the Region button you can also toggle all regions on and off, and remove all existing regions.

 

 


 

 

Region mode

Multiple Regions mode

Fuzzy Region mode

 


Setting the DOF focus point from the VFB


To set the Depth of Field focus point from Virtual Frame Buffer - enable the Pick mode in the VFB. Then right-click on an object in your rendering and select “Set camera focus object”. This snaps the current camera’s focus point exactly to the selected object.

 

 

 

Setting the DOF focus point from an active viewport.


To set the Depth of Field focus point from Active (docked) Viewport - start Interactive Rendering in Active Viewport. Then select the object Picker from the Camera Focus Object. Then left-click on an object in your rendering to set the object to focus. This snaps the current camera’s focus point exactly to the selected object.