Jump to content

Recommended Posts

Is there a way to stop Mantra from regenerating Scene ?

at the moment I am working on some Shader and Texture work and and have only a Plane and a basic light and everytime I drop a node on to the IPR it regenerates the scene and makes my work for parameter changes very slow...
 

Share this post


Link to post
Share on other sites

well i find refreshing mantra renders quite fast while working on shading. unless i do some displacement it doesn't even regenerate the scene on parameter changes in shader. principled shader thou seems to an issue as it has a displacement shading wired in a way it always regenerate even if you don't render any. so i just rewired it in a way it can be bypassed completely and saved it as a preset that I always use. not sure what is the problem on your side thou. also, i'm not sure what you mean by "everytime I drop a node on to the IPR".

if you want to stop mantra re-rendering the scene completely there is an Auto update button in Render view for that.

Share this post


Link to post
Share on other sites

Hey David, thx for the reply and information,

and there it goes... I work on a bunch of displacement, to stack grains and noises on to each other... so it seems that this causes the scene regeneration.
maybe it helps when I disconnect all that displace output, work with the BW noise and plug the displace back into the Shader when done.

thx for the answer
cheerz to Prague ;) nice city btw.

Share this post


Link to post
Share on other sites

yeah generating displacement can take a while. in most cases thou, you don't really need to render a whole thing to see if displacement looks right. so just isolate an interesting part of geo and work with that until you're satisfied. also, sometimes it's a good idea to render displacement less detailed in early stages (by lowering Dicing multiplier) and then bump it up to finalize details.

cheers.

Share this post


Link to post
Share on other sites

ok i check that dicing multiplier.

for now - and after seeing your first helpful answer - I control and setup my noises in a regular point VOP feed the output to Cd and have nearly instant feedback in the viewport. 
when I am satisfied I copy paste the noise to the shader context and combine with what I have so far.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×