Decrease render time by skipping exact same frames.
If two or more frames are exactly same from one another,like if frame 69 and 70 has each object exactly at the same places,every light is same and clearly nothing changes,just render frame 69 and copy it as frame 70 instead for rendering the exact same thing again.(same thing for more than 2 same frames)
This will save a lot of lives!
8 Comments
I mean yes, blender can know that. In animations, you WANT to render with STATIC NOISE, cause AI Denoise likes that (AI do you like that ? Yeah, me much like :-D) So then you could technically do that. It would save a ATON of time.
Do blender's developers actually see these posts?
And if so,is there any idea yet that has been implemented?
* @rajj91783 * I don't think any developper actively scans RCS proposals. There is too many posts to deal with anyway.
I guess there is most likely one or two people from the BF like Pablo Vasquez who will sometimes look at some of the most upvoted or trending topics.
And most of the time, the developers have already a highly booked planning so most features are not likely to be implemented before long, unless some special ones like critical features to have or fast to implement.
If you want to know what's planned and what's being worked on, you have to keep an eye on the tracker at developer.blender.org and you can also read the weekly developer meeting notes .
But to be honest I don't think this feature will be worked on by developers. As I mentioned in my first answer, there's already an addon for that. And since it's pretty niche to have such a need, and doesn't require much more than this addon, I don't think anyone will think it's worth the time and effort. If anything, any interested people will enhance the existing addon or make another one.
* @-L0Lock- * I think that people come to RCS with the expectation that devs are actively looking through new posts, when the reality is that this is a board for community discussion about proposals. We advocate for the things we want to see, we discuss it, and then we campaign for those changes via our upvotes. There are plenty of examples of highly requested and upvoted RCS requests getting implemented, as well as some "highly upvoted but not even in the top ten" low hanging fruit as well. If RCS is failing at anything I would say it's setting people's expectations for what this place should be used for.
Stylized or 2D stuff might have actual still frames that last for a while and this can be dealt with either manually or by selecting frames with keyframes when it makes sense (I.E. grease pencil animation, a frame updates only because of a keyframe 99% of the time). And even if keyframes are not all, it can still be used as a selection base you can further edit manually.
I personally use Loom who does just that, so I render only what's necessary and most of the time the automatic frame selection is just what I need, and I can still edit if necessary.
* @zorro.weaver * Hello,I don't know about you but when I animate something that has something more than 300-350 frames,I usually have a few still frames and not rendering them can really be a huge time saver. Also,blender already checks for still frames. When you keyframe something and then enter the same keyframe few frames later,blender shows a darker color between them which indicated the frames in the middle are still frames. Also,figuring out still frames is an easy task for blender compared to what it already does. It can mark some frames as COPY in the preparation of render or let us mark frames as COPY. It really will be a life saver,atleast for users like me who has to first render the main frame and then manually copy pasted the frames and rename them which is a hideous process.
* @zorro.weaver * seems like it would be pretty easy to determine if anything has changed from one frame to the next. if there's no interpolation happening on keys from one frame to the next, the scene is effectively static and rendering another frame is just a waste of time. seems like a really easy optimization to me, I'm a bit surprised it's not already in Blender.
regarding your second question: it doesnt' matter. There are plenty of animation styles that use a dramatic pause for effect. Ignoring that, many animators block in their shots to get a feel for pacing of a scene so a test render would theoretically take way longer than necessary because of the additional 'hold' time where nothing is animating.