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I've recently come back to Blender after not using it for a while and I'm trying to reacquaint myself with everything.

I've been working on a model of a product to be used on a company's website. It's fairly simple, they supply boxes of different drinks to bars, restaurants etc. So the model is just a box which will have different labels on for each flavour.

There are around 50 variations and the render time takes around 25 - 30 minutes each.

Because the only thing that is changing is the textures for the labels I was wondering if there is anyway to either keep the parts of the scene that don't change pre-rendered, or to only render the areas around the labels and then layer those on top of a blank render of the box (in Blender itself or with Photoshop)?

I'm using Cycles if that makes a difference.

Edward144
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  • For the labels I'd suggest use the render border: http://blender.stackexchange.com/questions/44504/possible-to-set-render-border-exactly – p2or Apr 07 '16 at 10:38
  • That looks like it could work well. But what size would the result be? If the whole image is 1000 x 1000 and I selected a 100 x 100 area. Would it give me a 100 x 100 image or 1000 x 1000 with blank space? If that makes sense – Edward144 Apr 07 '16 at 10:44
  • You can have both. If crop is enabled (Properties > Render > Dimensions) then you'll get 100x100 otherwise you'll get the 1000x1000 with blank space. – p2or Apr 07 '16 at 10:47
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    That sounds perfect then, I was thinking for layering in Photoshop it would be a lot easier if it was the full size, as the area would be in the right position. – Edward144 Apr 07 '16 at 10:52
  • Further reading: http://blender.stackexchange.com/questions/2014/render-borders-related-check-boxes-how-do-they-work – p2or Apr 07 '16 at 10:58
  • @poor I would argue that that isn't a duplicate. That question's answer may solve this problem, but they're certainly not asking the same thing at all. There may even be other answers to this question which definitely don't belong with that question (like rendering out a texture coords pass and using a map UV node in the compositor). See this meta post. Remember this question isn't just here for the OP, it's for anyone else who happens by here too. – PGmath Apr 07 '16 at 12:44
  • @PGmath You are right. Voted for reopening too. – p2or Apr 07 '16 at 12:55

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