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CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
 
Administrator  Posts: 453
May 5, 2017 08:17
Quote
Rodrigo Bitencourt Rodrigues wrote:
Feedback: 0.482 still freezing in the same case of materials.
nvidia driver 382.05
nvidia gtx 970
nvidia gtx 970

try change the order of materials tags....it happens too.
Hi Rodrigo! When tested yesterday it stopped happening. Today it's always reproduced after it was compiled for release. Continue searching for solution.

Quote
Konstantinos Despotis wrote:
In the image below I get this black area that I don't get with other render engines, it must be a bug.
Hi Konstantinos! Thanks for bugrep. Don't hesitate to demand more. I don't consider requests as negative. If valid thing is asked then it shoudl be done by us :)
As for the black artifact on the pillow - I have seen it before in the engine, but then it has gone by itself before I was able to fix it.
Please, can you send me the model of this pillow separatelly so I would operate on the problem more productively.

Physical Sky model as you describe is in our Todo list. We start improving our shaders and make other graphics features. And there will be handling of material tags list per object same as in native C4D renderers. Later will do node editor. C4D is very pleasant environment for programming, it's really like a pleasure.

Quote
Konstantinos Despotis wrote:
and easier materials properties..like what does the texture slot do? It does not take the texture, that should go in the color slot.. so what is it for? etc etc.. maybe better material options layering, I can come up with some examples if you like but check also the other renderers. I like that it is tidy and all options in one material though..
Do you mean that our material slots dont accept usual Cinema textures? :) They are currently not supported. Currently it can only accept own CentiLeo Bitmaps and other texture types that are available after clicking "Edit" button. Just very custom. Once we make our shader system powerfull enough we wll be able to add support for some C4D textures (at least CC4D Bitmap and some other important things). Still I am not sure about some C4D texture (especially procedural) because they may be closed source and require pre-evaluating them, backing them to images and mapping (Octane does this and it's not always convenien /efficient). Anyway, I hope that when we will have 25 own texture/shader node types that we start implementing now + visual node editor (even if it's own entirelly) it may force people to forget about native menus :) But anyway most basic native things must be supported.

Quote
Konstantinos Despotis wrote:
If I change the camera during render the ipr does not update, I have to close the ipr and restart it.
Does IPR run at the same time? Does the timer increase? Have you clicked "Camera Lock" button? Have you made some editing activity before this happens?
CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
 
Administrator  Posts: 453
May 4, 2017 19:52
+ 0.482 update with 5 more bugfixes mentioned here. See first topic
CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
 
Administrator  Posts: 453
May 4, 2017 11:03
I think similar way already. I have fixed my bug (with Mix param) and your bug. The source of problem was the same funny mistake. I have reproduced the steps from your video and the problem doesn't appear anymore. Currently I am solving a bug with wrong smooth normals and resulting artifacts that appeared in 0.48, Once I fix it there will be small bugfix update. After that will continue working on new features
CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
 
Administrator  Posts: 453
May 3, 2017 18:51
Hi Rodrigo! The video is very clear about what is happening. Thanks for your effort! :) I will recreate the same case in my computer to find the fix for bug. It was strange. At least it is good that it didn't crashed the entire system but has paused internally (CentiLeo has internal pause and one user click-pause). Maybe internal pause was emerged for such quick scene.
Quote
Rodrigo Bitencourt Rodrigues wrote:
plus: the material tags need to be avaluated from left to righ at object manager
see the image: https://ibb.co/n6xFi5
Sure, I see this problem, will fix it together with more proper TextureTag interpretation for CentiLeo.
Quote
Rodrigo Bitencourt Rodrigues wrote:
Feature Request: add an option on Cinema 4D preferences to set the defaults GPUs for rendering(like this example from redshift)
image: https://ibb.co/de9QGQ
We have such option in standard scene render settings in the tab "Hardware Settings". They are saved per scene.
CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
 
Administrator  Posts: 453
May 3, 2017 15:29
Quote
play boy wrote:
Congrads on the release!
Work fine with 1080ti SLI.
I'm testing here, thank you!
Thanks! I haven't forgotten about fixing shadows on shadow catcher. Hope to do them soon in 0.49
CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
 
Administrator  Posts: 453
May 3, 2017 08:44
Quote
Rodrigo Bitencourt Rodrigues wrote:
Hi Kirg! I will do a step by step video soon
Hi Rodrigo! Thanks a lot! Maybe some example .c4d file will also help
CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
 
Administrator  Posts: 453
May 3, 2017 08:13
Hi Konstantinos! Thanks for the test!
It is interesting to know what are the timings with this scene with 1, 2, 3, 4, 5, 6, 7 GPUs. And with/without
display GPU.
There are some stability bugs because a lot of things have changed. Trying to fix them asap.

We really lack good shaders arsenal. In the next few updates there is a plan to make at least 20 shader nodes, procedural noise and mapping. Also want to make it friendly with TextureTag.
I was thinking about 3rd party GUI engine for node editor, but will probably do like xpresso with native c4d tools.

To make a sun you should add c4d sun obect + centileo light tag. I will add more presets like sun, glass material to the top menu
CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
 
Administrator  Posts: 453
May 3, 2017 06:43
I got stability problems when changing any kind of Mix parameter in material
CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
 
Administrator  Posts: 453
May 3, 2017 05:05
Quote
Rodrigo Bitencourt Rodrigues wrote:
Hi Kirgman! great news buddy!
I'm testing here, thank you!


bug report: IPR and cinema freeze when you change from a material to another when IPR is running.
Hi Rodrigo! Does it always reproduce? Can you please describe this case a bit more (which scene, materials, GPUs, etc.). I still can't reproduce
CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
 
Administrator  Posts: 453
May 2, 2017 20:46
0.481 update: Fixed bug when one of several GPUs may randomly avoid participating in collective rendering.
Recomendation to increase render speed and reduce lags
 
Administrator  Posts: 453
May 2, 2017 20:46
this thing is not needed anymore since 0.48
CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
 
Administrator  Posts: 453
May 2, 2017 16:25
Hello everyone!

We finally made CentiLeo 0.48 for Cinema 4D R16-R18! It took so long time, so many efforts. Sorry for very long waiting! We thought were close to release for the last 2.5 months but technical development issues emerged and forced us to do more complex solutions to get right result. And that cycle happened several times. This 0.48 version development was harder than integrating with C4D or 3ds Max .

CentiLeo 0.48 release is mostly about multi-GPU and other efficiency improvements for rendering and memory management. Graphics feature improvements (more shaders, AOVs, improved shadow catcher, motion blur and mesh lights) are expected in the nearest alpha releases which will come out few times per month.

Download here: http://centileo.com/forum/messages/forum18/message548/110-download-link-centileo-for-cinema-4d-v048-...

Download shaderball: http://centileo.com/bitrix/components/bitrix/forum.interface/show_file.php?fid=326&action=download

User manual from 0.44 (yes it needs update): User Manual - cntlc4d-0.44alpha_en.pdf

Change Log: cntlc4d 0.480 alpha (2017 May 2)

[core] Multi-GPU support (maximum 16) with adaptive render data and cache arrangement on GPUs with different memory size. It scales 1.9-2.75x for 2-3x GPUs
[core] Up to 50% improved GI sampling for scenes with harder lighting. Sampling becomes smarter at the cost of more complex computations. For scenes with more or less interesting lighting (interiors, exteriors with several CG lights and/or complex HDRs) it gives up to 50% faster rendering. But for scenes with simple lighting (e.g. outdoor with single area light or simple HDR) where new smart sampling is too smart the rendering is 15-25% slower due to more complex computations compared CentiLeo 0.47.
[core] Solved render initialization problem that decreased render speed in CentiLeo 0.47 by 2x until user manually plays with cache sizes. This solution converts to 2x faster render for production mode and for those who didn’t bother with cache size manipulation.
[core] 2.5x faster scene parsing for complex geometry (when render data is initialized and recompiled in IPR mode).
[core] A lot more fluent IPR experience when camera or post-process settings or other scene data are changed. 3D app viewport doesn’t lag as before. IPR responses real-time for simple data changes (like camera motion, post-effects, object motion or material changes) while user continues moving the UI slider params.
[core] Around 40% less memory needed for geometry storage. Now we pack 25M unique non-instanced triangles (with 1 UV channel, normal and tangent vectors) in 1GB. Wider range of highpoly scenes become less out-of-cory.
[core] 30% faster rendering for scenes with out-of-core geometry (and this accel adds on top of mentioned geometry memory savings).
[core] Up to 4 UV channels supported for each geometry mesh (selectable in mapping slots of shaders).
[core] Material editor preview: much faster and nicer preview render. [core] Each GPU is initialized with as much memory as needed by scene (unlike taking all free memory even for trivial scenes in CentiLeo 0.47).
[core] Render stop criterion is now driven by min/max number of image iterations and also noise level. If the pixel gets at least min iterations and the noise level matches the user defined noise level then the render will not revisit this pixel anymore. Noise detection becomes more conservative and robust now.
[core] Added roughness parameter for Diffuse channel of material (it also hides shadow terminator artifacts on low-poly objects if any).
[C4D plugin] Improved render time in native Picture Viewer mode by updating secondary AOV output less frequently.
[C4D plugin] Slight reorganization of Material editor GUI (all SSS are placed in one tab, Translucency is also placed in a separate tab).

Change Log: cntlc4d 0.481 alpha (2017 May 3)

[core] Fixed bug when one of several GPUs may randomly avoid participating in collective rendering

Change Log: cntlc4d 0.482 alpha (2017 May 4)

[core] Fixed bug when changing any Mix parameter of material (or any parameter which has no effect ) may cause render degradation and crash.
[core] Fixed bug when switching between materials (and/or removing them) may cause render stop.
[core] Fixed bug with artifacts related to wrong smooth normals of mesh.
[core] Fixed bug with artifacts on anisotropic reflections.
[core] Fixed bug when material tangent space doesn’t really change when user enables it.
[C4D plugin] Added Sun item to main CentiLeo menu which adds sun with proper tags understandable by CentiLeo.

Change Log: cntlc4d 0.483 alpha (2017 May 10)

[core] Fixed bug with missing polygons on small objects like plane.
[C4D plugin] Fixed bug with render stop upon deletion of material tag.
[C4D plugin] Fixed bug with IPR random wrong parsing of objects and render freezes.

Known issues to be solved

- If you have several GPUs in computer it’s not recommended to assign the display-GPU for rendering. Sometimes is causes strange behavior. Currently we are trying to fix it.
- Displacement mapping feature is deactivated due to large code changes overall. This feature will be recovered within the next few short CentiLeo updates.
- Sometimes GUI of IPR window may have old style controls.
- May not initialize if AMD GPU is in your computer together with NVIDIA GPU.
- Very limited scene converter tool from Cinema 4D native materials (only diffuse color and texture are converted and translated if assigned to the object)
- May not support non-latin texture paths.

Enjoy rendering with CentiLeo again! And please shader experience related to multi-GPU behavior.

Kirgman
Edited: Kirgman - Apr 26, 2020 05:35 (Added info on update 0.483 (May 10, 2017))
Status of preparing CentiLeo 0.48 alpha
 
Administrator  Posts: 453
Apr 28, 2017 10:00
Quote
Konstantinos Despotis wrote:
Hello!

It's been sometime! How is the multicore going? Please give us an update on current status and keep up the good work!
Hi Konstantinos! Practically done, I hope to post it within few days :). Very few small issues/bugs must be solved before that. Need to collect memory garbage when we switch on/off multiple times the threads for multi-GPU, also need to make Picture Viewer working (it was broken), and need to tune some params.
CentiLeo for Cinema 4D 0.471 available (quality & materials improvement)
 
Administrator  Posts: 453
Apr 12, 2017 09:20
Hi Rodrigo! I hope to make releasable news soon :)
Technically things are going well, but we had to rearrange things in preview of material editor, out-of-core texture engine and IPR. Currently finishishing some IPR bugfixes. We realised that it was needed to diverge some rendering resources (ME and IPR) and make them more compact just for the purpose of nice scalability in the presence of multi-GPU. That's why it took longer than promissed. But I hope very much to release it ASAP within a week, but let's keep fingers crossed because previous promises have failed :)
Maybe to make release sooner we will postpone some planned things like GGX (which don't influence on multi-GPU) to 0.49.
Interior test
 
Administrator  Posts: 453
Mar 27, 2017 06:42
The window look is really cool!
The other thing I like is dark cover on top of the bed. So, does it also use GGX emulation?

I think 32 min is ok for laptop GPU for this scene. Resolution 1600x860?

As for displacement:
Why using it as modifier is more convenient than through maps? Due to speed of tesselation?
In 0.48 displacement is broken with new tech and it seems to get quite a lot of time to fix it. Fixing it will be postponed to one of the next few versions. But the good thing is that there is very good chance to accelerate the tesselation speed by a lot! It should happen in seconds.
Status of preparing CentiLeo 0.48 alpha
 
Administrator  Posts: 453
Mar 27, 2017 06:31
Wow!! 7000, personal renderfarm? :) How many GPUs in each machine?
Status of preparing CentiLeo 0.48 alpha
 
Administrator  Posts: 453
Mar 26, 2017 08:46
Thanks a lot for support!
Quote
play boy wrote:
i just bought the GTX 1080ti SLI render machine.
i think i could be of help for testing the new Muti-GPU function.
Btw, how many GPUs in machine?
1080ti should be exceptionally good for rendering!
Interior test
 
Administrator  Posts: 453
Mar 26, 2017 08:31
Hi Ali, thanks for sharing! The picture has many nice things, but I would work more on the walls. Is it bump or normal mapping? Maybe displacement geometry?

There is also some Photoshop here. I think that CentiLeo needs bloom and glare in one of the future versions.
The neareset CentiLeo 0.48 will get more tonemapping (post-pro) controls.

How have you made the windows? What material properties? That rain water on the windows - is it done with the texture of roughness or IOR for glass?

And what GPU and render time? :)
Status of preparing CentiLeo 0.48 alpha
 
Administrator  Posts: 453
Mar 15, 2017 09:18
#1 We had the manual trick with cache manipulation http://centileo.com/forum/forum19/93-recomendation-to-increase-render-speed-and-reduce-lags which allows to increase the render speed. Now this works automatically. This is needed for production mode in 3ds Max and for Picture Viewer in C4D.

#2 Now the renderer consumes the GPU memory not larger than available scene geometry needs + some rays cache (up to 1GB) + texture cache (up to 768MB). This fixes the problem reported by Aimar http://centileo.com/forum/forum19/84-centile-and-vram-problem. If there is more geometry than GPU memory then out-of-core comes in but now it is more efficient due to improved data transfer and data storage.

#3 In Multi-GPU system all the available memory of single GPU will be utilized. For example if you make the render of scene using one 4GB and one 8GB GPU then the first GPU will utilize up to 4GB of memory and the second GPU will utilize up to 8GB of memory. And the first GPU in the same render may use out-of-core operations while the second may use no OOC operations because of larger capacity.

#4 However there are still some details related to limiations that we need for robustness: if some GPU is very small like 1.5-2GB then it can accept up to 30M polygons and 100K mesh instances and if GPU has more than 4GB then it may accept up to 400M polygons and 1M mesh instances. All GPUs larger than 4GB have same limits.
If you combine 2 or more GPUs with different limitations in one scene render then the smallest limitation will apply for all other GPUs. The limits are quite high and will be higher one day.

But if all GPUs in the system have same limits then #3 will effectively work.

Still working on the other things, now on the part related to texture transfers to multiple GPUs and there is some fight between few features e.g.:
1) efficient texture cache utilization inside the bucket (needed for better speed increase due to more GPU)
vs
2) image-space noise-driven adaptivity at low sample rates
Status of preparing CentiLeo 0.48 alpha
 
Administrator  Posts: 453
Mar 6, 2017 10:46
Hello everybody!
Previously, I was too optimistic on release date. We worked very hard but still have few tasks to make 0.48 update finished.
Development is advancing very well, local results are very good and the speed and interactivity of the renderer are improved noticeably. Hope to publish CentiLeo 0.48 soon, I think it's a matter of week or so.
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