Quote | ||
---|---|---|
Kirgman wrote:
|
Am I right, Konstantinos?
User Posts:
Am I right, Konstantinos? |
User Posts:
You're absolutely right! I will make some more tests and send a scene on Monday from my office.
|
User Posts:
Funny thing, I checked the scene today before I send it and the black marks were gone! I don;t know what caused them.
1min 30sec render here, only one window, fullhd. |
Administrator Posts:
This what I was afraid of. This bug with black marks is about shading normals. I have known about it when looked at normal AOVs. But it appear rarely in the same scene and same conditions. I have few thoughts how to find the exact reason for it but postpone a bit
For example the bug reported by Rodrigo had uncertain reasons and different behavior in the same conditions. Searched it for 2 days and fixed. Will update today together with update for 3ds Max.
CentiLeo Chat:
|
User Posts:
what happened to displacement maps not showing up anymore
|
Administrator Posts:
CentiLeo Chat:
|
User Posts:
At the moment, noise wise it's pretty good, it's actually much faster than octane, the same scene above takes roughly 3 times the time to reach the same level of noise in octane even with adaptive sampling turned on, according to my tests! So you have a winner at your hands, even more with out of core geometry and all, and if you say it can be further accelerated then I'm sold. But, it has yet some way to go to be ready for any kind of production, from the materials structure and naming, the general UI (very important), the tone mapping options are very important (at the moment 2.2 gamma seems really dark for some reason and I cannot go past 4) to overall host app support,( hair, instances, special shaders like mograph, vertex maps etc..) First, for me, it has to match the features of the other players,(sky models, haze, volumes, particle support, instancing and color variations, node material systems, fast sss and intuitive materials and interface, compositing channels and more. Second, it has to be flexible and support each host applications strengths, (mograph, shaders, hair, viewport, default lights) to make it easy to transition and third, it has to play well with third party plugins that are widely used, like X-particles, Carbon scatter, Forest pack( for max) etc. Lastly, a good converter from the other main players would go a long way, like convert a scene from Octane/vray/corona/physical render etc to Centileo. And a good portfolio of good architectural/product images on your website would attract people, but they have to be good, better to not have any than have some mediocre ones.
That's my two cents , all the best for the development. |
Administrator Posts:
CentiLeo Chat:
|
User Posts:
Hi Kirg! no freezes in 0.483 nicely done!, but material tag order still wrong.
I did a video showing how c4d behaves about it video: image: always from left to right. the most at right material tag will be always the top material on the render over the other tags. |
User Posts:
It's known issue from beginning) In the VK group I wrote a big list of small things, that need to be fixed in c4d, and Kirgman promised to fix all in nearest releases. Let's give him a time, and I think he really need to get some sleep)
|
User Posts:
I know buddy, I'm just reporting what I see. i think its the reason for that Forum.
its possible implement a better feedback for sliders like color sliders?, now the ipr only update when you release the mouse button... will be nice if ipr update it in realtime like Octane and other render engines.
Edited:
|
Administrator Posts:
Hope to do this feature in 0.49 or maybe 0.50. Already working on 0.49 btw.
Color variation will be done using our future shader like RandomShader, MultiTexture, RandomBitmap (connecting folder of images) and so on and so on. Agree that SSS must be improved and accelerated. There is a chance for improvement. It's so cool effect. Things like hair and volume are huge for development and are planned to start in several months because right now we still need to do several more basic things.
Plan for CentiLeo 0.49 - 0.50: 1) Shadow catcher which draws the direct shadows. 2) GGX reflection (think to do it for Reflection2 and leave Reflection1 as Beckman). 3) More Tonemapping options. 4) TextureTag support (Alpha channel, correct order of materials, procedural mappings, etc.). 5) Mesh Lights (emission channel for material or separate emission material). 6) Improve some IPR performance (there are still few stupid places there). 7) Make few very easy things accumulated from user wishlists since few months ago. Hope these things can be done. If some problem happen with particular feature then it will be postponed for next releases. After that we will narrate shaders/textures, procedural noise methods and motion blur. And I think that after that we should do node editor for shaders/materials at least in a very basic way. It should become more convenient with it unlike this menu system.
CentiLeo Chat:
|
Administrator Posts:
CentiLeo Chat:
|
||||
|