Regular (F12) rendering now also works tiled, and supports save buffers to save memory during render and cache render results for compositing. This gives somewhat faster rendering, and makes it possible to render with very large resolutions on the GPU, as the whole image no longer needs to be in GPU memory.
I was looking forward to the new Spot Lamp, it’s been a long time since I could use them in a scene (haven’t touched BI in a long time). Sadly though the Spot Lamps emit very little light and you have to bump up the strength to crazy amount to make them visible, which naturally incurs a lot of fireflies - maybe as it’s RC1 it’s still being worked on, hope it gets sorted soon
On other areas I’d love to know how to try the new non-progressive rendering options, but I just can’t seem to find the options. I think it’s CPU only - where are the settings?
It’s nice to see the node editor being more user friendly with the new coloured high-lights and also one thing that always bugged me was nodes getting stuck to the movement of the mouse after you thought you’d deselected them. Simple, but very nice to have it fixed.
Don’t know if it’s a bug or not, but rolling the mouse over the menus does not show the option without clicking it.
I’m sure over the next few weeks I’ll find more things to play with, right now I’m hoping that someone will do a demo of all the new features - maybe Blender Cookie?
Yeah, from the past, make a box around a mesh light, use a lightpath/no diffuse material on this (avoiding fireflies) and have a spot light. Make it invisible to camera or whatever. The cycles nodes way…
Well, after further study I discovered, that the problem exists if I use “Save Buffers” option in rendering panel. On the other hand, with “Save Buffers” disabled, Cycles doesn’t respect number of tiles. It always gives me 299 tiles regardless of what X and Y values are selected. Anyone can confirm this bug, or it’s working OK for you guys?