Centileo seems to be working pretty well so far. Some thoughts:
I wish there were dispersion settings in the materials.
Would be great if the depth of field could be controlled by the camera instead of in the render settings.
I really like the scratches / other procedural textures that are built in.
I had an issue with motion blur, when I would rotate my object with sub surface scattering quickly i would get some dark patches. I meant to save the c4d file but here is a screenshot:
the whole object is a pink-ish color, not sure why those dark red spots show up when i spin it.
Would love if there were bidirectional path tracing for caustics. (does centileo use Metropolis Light Transport? it sounded like it might use something similar based on the about section)
It's unclear what "max ray bounces" means, are these diffuse bounces? specular bounces? refraction bounces? all of the above? I notice the diffuse bounces are separate so guessing that these are refraction + reflection?
Otherwise good work! will keep testing in the meantime when I have a chance. Excited to see where you guys go.
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cool renderer! some thoughts
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Administrator Posts:
Hi Christopher! And welcome here!
Please, can you upload this file with SSS so I can test it and debug. Just solid light pink and dark pink shouldn't be there? There shouldn't be anything special with SSS and motion blur. Maybe I have missed inserting time value to some function. Btw, you can watch how motion blurred object lookd for every time if you change the shutter open/close range (in render settings) from 0..0.5 to the range like 0.3 and 0.3 (just immediate time moment). There is some limitation for IPR and motion blur: IPR doesn't show more than 4 motion keys in a preview. But if you render from Picture Viewer (or IPR with FIN GEO mode) then you will be able to see all motion blur keys enabled in render settings. Max ray bounces - limits the total bounces of light path travel in the scene (from camera to light). Max diffuse bounces - limits bounces from surfaces with non-zero roughness. These 2 settings may be valuable for example when you limit the "Max diffuse bounces" but have a glass object with internal reflections and refractions and for this you increase "Max ray bounces" and get deeper render result and slower render only for this object but not for the rest. Depth of Field is moving to camera. Focus distance is controlled from camera object. The rest things (like sensor width, blades) will land there too once I dig there again. Caustics are currently blurred. However what you see around semi-transparent objects is not caustics but a fake transmission with forced IOR = 1 (for faster render in general case). Real precise caustics and dispercion will be addressed later when other production features will be implemented. Metropolis is currently not used internally. But it was in the past. Even after all improvements that we did for it there are still so many problems for animation, motion blur, slower for everyday production scenes, many ray bounces and etc. We will continue to investigate though. Anyway, the next 0.58 is about render time optimizations, so stay tuned
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Administrator Posts:
I have fixed the bug with SSS and motion blur. Will upload today or tomorrow with some other recent bugfixes.
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is this working yet in the camera object? |
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Have you turn on depth of field under render settings?
Try adding a centileo camera tag to your scene camera and turn on override. Pick the focus object inside the render cam (c4d settings) and increase the sensor width to 10. Adjust the values accordingly. |
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I tried sensor width but it had always just made it completely blurry. But now by increasing focus distance in render settings it works. Thanks. Maybe I didn't have the override checked in the camera tag.
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