[Bf-cycles] Rendering Mask - render only selected pixels.

Mohamed Sakr 3dsakr at gmail.com
Fri Sep 23 21:35:23 CEST 2016

I would go for a mask in front of the camera with mix shader, mix inputs
are hold out and transparent, mix factor is your texture.

On Wed, Sep 21, 2016 at 2:51 PM, Tobiasz Karoń <unfa00 at gmail.com> wrote:

> I wish I could tell Cycles which pixels to render using a Mask or bitmap -
> where render Border is insufficient (and can't be animated, or loaded from
> a texture).
> I'm working on a system to turn 2D projects into 3D visuals automatically.
> If I could re-render only the pixels that are really needed I could save a
> lot of rendering time and greatly increase the systems performance.
> I have a lot of little things that change accoring to a texture that is
> generated from a user's design. But a lot of the image is the same - so why
> rednder it all, while I can load it back form an image file to and alpha
> over only what is really chaning form project to project?
> I can't fake this with holdout materials (to make Cycles render nothing -
> saving time, becasue that redners very fast, because I need to have
> refelction between static and dynamic objects - and holdout would block
> these.
> Hmm - maybe I could use a mask in front of the camera using holdout but
> only for camera rays, letting the rest to render?
> What do you think? Would such a feature we of good use, or maybe it's a
> waste of time and can be worked around?
> --
> - Tobiasz 'unfa' Karoń
> http://soundcloud.com/unfa
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> Bf-cycles at blender.org
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