Forums » Users » Kirgman
Select date in calendarSelect date in calendar

Pages: Prev. 1 ... 19 20 21 22 23 24 25 26 27 28 29 ... 44 Next
vblackrender's corner
 
Administrator  Posts: 895
May 1, 2020 21:19
Btw, it lags on my PC too! Very slightly. The cooling system works too intensively and with the same rythm.

Quote
vblackrender. wrote:
Here we go with the next test. I played with the "scratches" shader. I am amazed of this shader.

So easy to give every material the little extra for more realism!
Personally, I don't like our scratches already. Need to have bend property and better distribution of their length (they are too similar). So, improvements are expected there once I know how to do them ;)
At the same time I like Flakes a lot more. They can be used as masks for multi-material stacking and combine several reflection shaders. Such manipulations are much easier in Node Editor of course.
CentiLeo Chat: https://t.me/centileochat
vblackrender's corner
 
Administrator  Posts: 895
May 1, 2020 21:12
vblackrender., thanks for scene!
there are 2 problems with interior:
1) Post-process exposure 6.7 - it's too hard for rendering sample to operate on almost black lighting and then compensate it in post. Numerical imprecision and other things have more influence at this scale. It's better to operate on exposure at values close to 0 or 1, 2. Don't forget to make Expected Exposure in render settings to be similar to the one in Post.
What I did is to decrease Post Exposure, Increase HDR multiplier and increase the Clamp Direct/Indect values to 20. It's less noisy, but also has different contrast. So need to improve precision in future.
2) Some problems with sampling of your HDR. I don't know yet, but maybe the sampable resolution that we consruct is too low, need to see and not make +1 user setting. Actually I have tested another HDR (from the FB post scene). And it has much less noise. However, it's also bright, contrast (narrow sun), but it's lowres. Lowres/highres of original HDR shouldn't be influential, but the resolution of sampable HDR is.

Dark corners in 2 fixed versions have less noise as I was looking for. So I am calm for that CentiLeo special GI sampling algo. Just need to improve HDR initial procession :)
CentiLeo Chat: https://t.me/centileochat
vblackrender's corner
 
Administrator  Posts: 895
May 1, 2020 19:04
Bad... Too much noise! It should be less! Something like here on a similar setup https://www.facebook.com/photo.php?fbid=949066952138604&set=pcb.2439178389694860&type=3&theater&ifg=1 (less noise with 4 iters).

Please, can you send me a scene file and HDR for experiments to info@centileo.com (via some kind of dropbox or similar). Non-distribution is guaranteed! Maxon trusts us :)
Maybe I can find some quick improvement, maybe not.
CentiLeo Chat: https://t.me/centileochat
Black frames in animation issue
 
Administrator  Posts: 895
May 1, 2020 18:53
Hi vblackrender., the issue is known.
And it's solved in 0.59 (http://centileo.com/news/126/centileo-for-cinema4d-0591/)
For earlier versions I just need to recompile earlier plugins (there were some issues there). I hope to do it tomorrow
CentiLeo Chat: https://t.me/centileochat
vblackrender's corner
 
Administrator  Posts: 895
Apr 30, 2020 21:52
Ok, HDRI with portal is less noisy than without them. I am more calm.
Please, show another HDRI portal vs no portal but without any interior area lights. With equal amount of iterations: 1, 2 or 4, and show the image and time for both cases (with portal it should be around 15-20% more). That would be interesting to analize some internal technical solutions.
CentiLeo Chat: https://t.me/centileochat
vblackrender's corner
 
Administrator  Posts: 895
Apr 30, 2020 19:12
Quote
vblackrender. wrote:
I havent any bump activated on the material on the wall. I have denoised in post the walls a a little bit, but the noise on the dark corners where hard to get rid off.
Light Shift is not only for Bump (but it sits there) - it's for shifting light alone, for some low poly areas. However, for Bump it's more valuable in some cases that's why it's there. Maybe I will move it to Diffuse.

Quote
vblackrender. wrote:
Yes, I am using always Portals. But in this case, when I use a HDR the rendertime is logically going up. Just with a white sky, would render as least twice as fast.
Sure the HDR + Portals add more computation (shadow rays, etc), but the Portals add more inteligence to sampling and converge cleaner. What's the difference with and without them and without internal area lights? I am asking all of this because I feel the day scene can have less noise.

Quote
vblackrender. wrote:
Here we go with the night version of the interior. I have used a blue sky here. The render was much faster compared to the HDR lighted version.
The last image is cool too! And iterations are faster because the HDR is dim
CentiLeo Chat: https://t.me/centileochat
IPR goes black
 
Administrator  Posts: 895
Apr 30, 2020 19:04
It seems the 3rd party JUCE library that is used for IPR window is going buggy in your system. Potentially it's conflicting with something else present there. I don't have such problem not on Win7 nor on 10. I think that transitioning to Cinema native window GUI will fix the issue and will be docable (as C4D people love so much).

Just an experiment: what if you remove Corona from plugins folder, test the subject issue whether there is a bug. And then move Corona back? There were some problems with co-existence with Corona in the past because of IPR (their's and our's).
CentiLeo Chat: https://t.me/centileochat
vblackrender's corner
 
Administrator  Posts: 895
Apr 30, 2020 17:02
Thanks for clear comparsion! Pls send me your settings, I will have a look. Not right now, but will make a note on this.
Btw, have you used the a light portal in window to accelerate HDR lighting? There is a setting in light tag (Is Portal). A corresponding light source should be area rectangular light.

Also there is a little fake feature called "Light Shift" which sits inside Bump tab of Material settings. Higher values narrows the incoming lighting angles and hide bump mapping artifacts (if any) on low poly parts (if they are there). In the front left corner of a bed there is probably one such issue or just a hard shadow.
CentiLeo Chat: https://t.me/centileochat
Gpu Usage at 99%
 
Administrator  Posts: 895
Apr 30, 2020 16:37
Hi vblackrender.,
It's quite serious lag, I would like to solve it. There will still be some optimizations there with image delivery, IPR itselft and render time, I hope they will help more.

Have you tested when Photoshop is not running at the same time? Just Cinema + CentiLeo. How is that? What is your RAM and free Disc space amount, OS paging file size?
CentiLeo Chat: https://t.me/centileochat
Optix Denoiser Realtime Rendering
 
Administrator  Posts: 895
Apr 29, 2020 20:01
Yes, absolutelly OptiX denoiser will be integrated and all it's resource needs will be accomodated inside CentiLeo. Actually in R21 there is Intel Denoiser in Cinema itself and CentiLeo uses it from there for all AOVs. It's not realtime, it takes around 5 sec to denoise a 1-2 Mpix image if I recall correctly. Quality is not super, but anyway for interior walls it's fine. I think that OptiX is close to quality and much faster.
CentiLeo Chat: https://t.me/centileochat
vblackrender's corner
 
Administrator  Posts: 895
Apr 29, 2020 19:54
Hi vblackrender., It's great! I like it a lot!
The fabric on a bed is very-very good! However, to my taste the carpet still needs some work. Btw, what's the raw output of CentiLeo image? Just to make a visual comparsion :)
CentiLeo Chat: https://t.me/centileochat
Huge .cntx Files
 
Administrator  Posts: 895
Apr 29, 2020 14:05
Quote
vblackrender. wrote:
Maybe you can put a button in the settings like "empty cache" to clear only the cache for your project you have opened, manually with one click, whenever you want

And a second button like "clear all cache" to clear the complete cache from all projects. Dont know, if this would make any sence.
It's a good idea! Thanks! I will make it
CentiLeo Chat: https://t.me/centileochat
Tonemapping wishes
 
Administrator  Posts: 895
Apr 28, 2020 21:20
Hi vblackrender., I understand how much this is important because it's a problem to always go to Photoshop or something like that to do just basic things.
All of that is not very hard to do. Just need to select for good default Filmic Shadows formulas.
Our Contrast Shadows/Highlights is just the S - curve and these 2 parameters shift the curve top-bottom on both sides at 0.33 and 0.67 positions. Just a bit more contrast by default.

Only Glare implementation to my mind is quite hard (I mean fast/real-time glare). But maybe I haven't researche enough there yet.
CentiLeo Chat: https://t.me/centileochat
C4D Film Offset Issue
 
Administrator  Posts: 895
Apr 28, 2020 21:14
Ok, thanks for explanation, will need to implement this
CentiLeo Chat: https://t.me/centileochat
Regionrender in the IPR
 
Administrator  Posts: 895
Apr 28, 2020 21:12
Quote
vblackrender. wrote:
How can we do that? For now I can create only one region. It will recreate the region if I click somewhere else.
Well, I need to implement the GUI drawing of this thing. Internally there are already something like irregular render regions. But before that need to finish the current particle related stuff :)
CentiLeo Chat: https://t.me/centileochat
Color correct shader in materials
 
Administrator  Posts: 895
Apr 28, 2020 21:10
Sure, I will fix that little issue :)
CentiLeo Chat: https://t.me/centileochat
Gpu Usage at 99%
 
Administrator  Posts: 895
Apr 28, 2020 21:10
Yes, single GPU should be on x16. I think the reason is because of competion of browser, Photoshop and renderer. I thought that you experience the lags during IPR work or something there. Btw in this case sometimes pausing IPR geometry updates may help. Paused by default (circular button with Auto label). If switched on - IPR will respond to geometry changes interactively.
CentiLeo Chat: https://t.me/centileochat
Huge .cntx Files
 
Administrator  Posts: 895
Apr 28, 2020 21:07
I can tell that it's better to store these cache files... in SSD! Because access from them is fast. In Redshift, CentiLeo or Arnold.
In render time if you get the situation of out-of-core textures then SSD is great, but HDD may create unnessarry slow-downs that you will probably pay no attention. Just need to get used to remove them avery time the project is finished. Maybe some that folder stats scaner printing for data size could help. Automatic cache removal may be not working at least in case of crash or maybe if the files are needed. I have bought just a single 1TB SSD for 3D scenes storage, will make demos with that :)
CentiLeo Chat: https://t.me/centileochat
Light Lister
 
Administrator  Posts: 895
Apr 26, 2020 21:10
Yes there are plans for the lister
CentiLeo Chat: https://t.me/centileochat
IES Lights
 
Administrator  Posts: 895
Apr 26, 2020 21:08
Yes, it's not yet implemented, will come in the future (not distant) together with area light textures. Right now only mesh lights can be textured (geometry + emission property of material).
CentiLeo Chat: https://t.me/centileochat
Pages: Prev. 1 ... 19 20 21 22 23 24 25 26 27 28 29 ... 44 Next