-HEAVY- Posted May 27, 2018 Share Posted May 27, 2018 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... Quote Link to comment Share on other sites More sharing options...
davpe Posted May 28, 2018 Share Posted May 28, 2018 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. Quote Link to comment Share on other sites More sharing options...
-HEAVY- Posted May 28, 2018 Author Share Posted May 28, 2018 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. Quote Link to comment Share on other sites More sharing options...
davpe Posted May 28, 2018 Share Posted May 28, 2018 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. Quote Link to comment Share on other sites More sharing options...
-HEAVY- Posted May 28, 2018 Author Share Posted May 28, 2018 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. Quote Link to comment Share on other sites More sharing options...
michaelb-01 Posted October 3, 2018 Share Posted October 3, 2018 I'm having the same issue. Usually I render in Arnold and i'm used to very fast start and refresh times. I'm developing my material at the top level (in /mat) then i'm going to collapse it into a material later. This way I can drag shading nodes directly onto geo in the ipr and it will make me a temporary material and render just that shading node - this doesn't seem to work if you are inside a material builder.. So i've isolate a small patch of my geometry, i'm rendering a very small region of the IPR and i'm rendering a unified noise just to tweak the parameters, but every time I make a change on the noise it re-generates the scene which takes a few seconds. It makes look dev very painful... Anyway to prevent mantra from re-generating the scene (only refresh the materials..?) Quote Link to comment Share on other sites More sharing options...
michaelb-01 Posted October 3, 2018 Share Posted October 3, 2018 Unified noise seems to be much worse than a turbulent noise. When rendering a unified noise the scene takes 3 or 4 seconds to generate, however with turbulent noise its milliseconds. Obviously unified noise is a much more complex noise but i'm surprised its that slow.. 1 Quote Link to comment Share on other sites More sharing options...
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