DAZ Studio spot render is not rendering the area I chose--It's changing my render size unprompted!

DrowElfMorwenDrowElfMorwen Posts: 538

I'm trying to render part of a face that needs serious fixing because the eyebrows on this figure are not working right. I hid them to re-render the face without them. Instead, DAZ keeps rendering the figures elbow area (full body shot). This is an on-going problem I have had for months. Please someone explain this because it is severely interferring with my work flow.

For the record, I am not using viewport size, I am rendering much bigger. And yes my tool is set to "Render in New Window."

Post edited by DrowElfMorwen on

Comments

  • Sven DullahSven Dullah Posts: 7,621

    And you mark the area you want to render in the viewport?

  • DrowElfMorwenDrowElfMorwen Posts: 538
    edited November 2018

    Seriously? Come on.... YES.

    Actually the problem is this, as it turns out: I render a picture, a big one. I then save the picture. and with NO PROMPTING, DAZ suddenly *changed the size of the render area* in the Pixel Size fields. That is why this is happening. And DAZ KEEPS doing it--I'm not X-ing out the program, I'm not doing anything except going straight to spot render. Is this a bug being addressed? I can't be the only one experiencing it.

    Post edited by DrowElfMorwen on
  • barbultbarbult Posts: 24,860

    I had a similar problem yesterday. I think it was caused by the camera being set to use local dimensions, rather than defaulting to the render settings dimensions. This is how I "fixed"  the problem:

    1. Select the camera I am rendering from in the Scene pane..
    2. Open the Parameters pane and and look at the Camera section.
    3. Turn off Local Dimensions.
    4. Change Render Settings pixel dimensions to the values that were in the Local Dimensions ( so my render will be the same size it was with Local Dimensions On).
    5. Render the image.
    6. Spot render the selected area.
  • Yeah, spot rendering seems to always use the render dimensions specified globally in render settings, even if you're currently looking through a camera with local dimensions. I reckon it's a bug, but it's easily worked around by copying the local numbers to the global ones.

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