Have you ever gone
through a 13 hour HDRI render just to discover that one of the objects
in your scene is floating 1 cm above the ground? Or that the whole image
would be better off if you simply deleted it? Or that the texture/shader
is completely wrong? In cases like these, when you face the task of
changing one parameter and then re-render the whole scene again, you
tend to age quite rapidly. Well, there are some workarounds and I will
show you one in this tutorial. What we're gonna do is set up our scene
so that we will only render a specific region of our
image and thus reduce render time dramatically.

Here's our final image after the first render -- four spheres and
two colours, grey and red. The scene only took about 10 minutes
to render, but for the sake of this tutorial let's say it took 3
hours. Now we discover that we don't want the front most sphere
to be red at all, we want it to have the same colour as the other
spheres. We could of course change the texture and re-render the
whole image, which would take another 3 hours. Or we could change
the texture, delete all the other spheres and render, but since
the red sphere is reflected on the big one's surface, that wouldn't
be a good solution.

Plane transferred to the Camera
Here's what we'll do instead. Start by creating a Plane
and set the segments to 40 x 40. Make the Plane
editable by hitting C on your
keyboard and then orient it to face your Camera
by going to Functions > Transfer... and there type the
name of your camera. Also select "Rotation"
to get it to align itself properly. If you now select the editor
camera and press H on your keyboard (to frame the
complete scene) you'll notice that the plane is indeed parallel
to your camera (see image above). But we want it to face the camera
so rotate the Plane on the X-axis (make sure that
you use "Object Coordination System",
i.e. that you're rotating along the object's axis and not the world
axis!). Rotate it on the X-axis and then move it
on the Y-axis (still using the object's own axis)
just a little bit from the camera like in the image below. The plane
must cover the whole scene so alternate between
your main camera and the editor camera to get it right.

Plane rotated and moved
OK, so now we
have our plane set up properly, covering the whole scene. It's sufficiently
subdivided for our purpose so activate X-rays (Display
> X-Ray) and switch to your main camera -- it's time to
delete some polygons.

With X-Rays activated, select these polygons and delete
them
The X-Rays allows us to see through the
selected object, in this case the polygonal Plane, and it also makes
it easier for us to decide what polygons we need to delete. Now,
we wanted the red sphere to render since we're
gonna change the texture on that one and we want the reflection
on the big sphere to render as well. The other two spheres
will be OK as they are. Select the appropriate polygons
covering the area you need to change and delete
them. The hole will be the only region to render while the rest
will be black.

The Render Tag in XL 7
Now assign a completely black material to the Plane.
Just create a new material and uncheck all the
channels and you have a material that's' as black as it gets. Next
we're gonna assign a Render Tag (Compositing
Tag in XL 8) to the Plane to make sure that it doesn't
render any unwanted reflections, blocking any light and so on. Select
the Plane in the Object Manager and assign a Render
Tag (File > New Tag... > Render Tag...).
What we want from this tag is to make sure that the plane is rendered
completely black but otherwise not affecting our scene, so uncheck
everything but "Seen by Camera". The Plane will
thus be excluded for shadows, from HDR, from GI, radiosity, caustics
-- you name it.
Now change
the colour on the sphere and hit Render.
Since we're blocking out all but the things we've changed the scene
will render in a fraction of the time and only
render the region we want it to. When it's done it's simply
a matter of some quick compositing in Photoshop to get the image
we want, using the rendered region as an alpha mask.

The rendered region

The final composite
There are many advantages to this method. First of all, the speed.
Instead of re-rendering the whole image you render regions and thus
cut the render time dramatically. Second, since the plane won't
render you can move points and cut polys as much
as you like without worrying about triangulation. For example, when
I did my image Alvedon
I discovered that the wooden texture I used on the table object
was all wrong. I had done some small test renders but in the end
it came out absolutely horrible in some places. Add to that a render
time of about 15 hours due to transparency and radiosity and you
can imagine my joy when I discovered my mistake.

The failed wooden texture is hardly visible in this size, but
believe me, in 1280 x 1024 it is
What to do? I used the render region method outlined in this tutorial.
The only thing that actually needed to be re-rendered was the table
object with the new texture and the transparent parts interfering
with this texture.

The modified rendered image with the black plane
I created a Plane, I oriented it to face the main camera, I subdived
it, made it editable and then deleted and moved points. I tried
to follow the shape of the objects and one thing to keep in mind
when doing this is: don't be afraid to use the Knife Tool.
The plane will always render completely black to serve as an alpha
mask in Photoshop, so all those triangles and overlapping polygons
won't be visible. When all was done I rendered again and this time
it only took about 5 hours. Some tweaking in Photoshop and I was
back on track :)
Addendum:
A way of eliminating some of the steps above is to somewhere on your
HD store a "Postrender-file" with a polygonal plane already
in it. The clever thing is that you have a Point to Camera/Target
Expression attached to the plane. That way you will always
have a polygon plane easily at your hands (and if you're using XL
8.x you can store it in your Object Library). Thanks
to Patrick Schad for
tis tip!
Addendum
2: Andy Warwick has created an Object Library file with a
nifty little XPresso going on in it. When you load the object you
will get a plane with all relevant materials and compositing tags
already attached. This plane has a little XPresso tag attached so
you can quickly parent it to a camera. Simply select the Object,
drag a camera into the User Data and the XPresso calculates a position
just in front of it and places the Plane there; then subdivide to
taste. You can download the file for either Cinema
4d XL 8.2 or Cinema
4d XL 8.5.
Thanks Andy!
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