After updating to version 9.3 yesterday it looks like render pause no longer functions properly.
When I click on the pause button, the huge "PAUSED" text appears in the middle of the screen, but the samples keep climbing in the bottom right corner and the CPU/GPU load in Task Manager stays the same.
I noticed this same bug in KS 9.3.14. When rendering GPU mode, the pause button doesn't pause.
In fact it will continue to process multiple frames of an animation even when it's supposed to be paused.
Pause works fine in CPU rendering mode.
Hi Erik--Not sure if this is the right place to post, but the 'Pause After:" setting seems broken for CPU and has been for a few revisions since KS10.1.
I'm currently on KS10.1.82 (Win10) and the CPU real time render does not pause automatically. Recently upgraded to a Threadripper, so I'd really like to get this auto pause feature back.
You are correct, it seems the pause after feature is not respected while Denoise is enabled.
We are currently working on this issue, but for the time being turning off Denoise and then updating your Pause After settings will get around this issue.
We apologize for the inconvenience. This has been an ongoing issue that we will have solved as soon as possible.
Let me know if disabling Denoise does not work.
I apologize for the delay.
We have looked into this issue and it has been solved in the KeyShot 10 release.
If you have purchased KeyShot 9 after October 18th or have a maintenance contract with us, you may be qualified to upgrade to KeyShot 10 for free.
If you are still experiencing this issue, please reach out to our team at firstname.lastname@example.org to see if you qualify. Explain to them the situation and how it affects your work.
Our Sales Department will look into this and see what we can do for you.
Thank you for your patience on this matter.
I set the "Pause Real-time Render after" to the minimum amount of 16 samples. With GPU Mode turned on, real time preview never stops. With CPU Mode turned on it does indeed stop at 16 samples.
This exactly mirrors the problem in render output: GPU Mode never responds to pausing, but CPU Mode does.