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Tracked footage slows rendering to a crawl, 100% resampling 4K
 
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Kirgman wrote:
A good practice to send a scene somewhere else is to save with assets option. It will save the scene to the specified folder and will send all the referenced textures there too and will change the links in the bitmaps. Also it's good to transfer the scene without "*.cntx" files and you do so.
ok. I will next time.
good to know.
Tracked footage slows rendering to a crawl, 100% resampling 4K
 
Thanks.
I'll check mine and see if that first material is wrong for me.
I just downloaded that model, and I thought I mapped the new centileo materials correctly with the bitmap images provided.
Or maybe the designer mapped that material wrong.

That might be what happened in my other scene with the glitching floor.
I had applied my own material instead of the one provided by the model's maker.
My displacement for that might have been having the same issues with polygon selection tags.
Edited: ssjenforcer - Feb 1, 2023 20:51
Is 4K rendered faster with fewer iterations somehow?
 
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Kirgman wrote:
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ssjenforcer wrote:
It seemed like it was fully rendered in just a few iterations, and even though I let it go all the way to 32--which took like 10 minutes--it did not seem to get any clearer.
Sometimes 32 iteratios are not needed, sometimes the lighting is very simple and some low amount of iterations make it ready in fact. But "not getting clearer"... how do you compare?
New version will get Nvidia OptiX denoiser that can be changed in post production settings for PV and IPR, very usefull thing.
I just meant that only after a few iterations it was rendered perfectly clear and resolved and could not be any better (no changes, no more noise to remove) with the remaining iterations.
but it's probably that my other scenes had much more displacement to be resolved until the final iterations.
Is 4K rendered faster with fewer iterations somehow?
 
I had been rendering all my scenes for a video in 1080p with 32 iterations, and that is what it always took to get a good clear render.
However, I just needed one final frame for a still shot and decided to do 4K with 32 iterations as well so that I could use a 3D camera in After Effects to zoom and pan and crop the shot.
It seemed like it was fully rendered in just a few iterations, and even though I let it go all the way to 32--which took like 10 minutes--it did not seem to get any clearer.

Is 4K rendered faster with fewer iterations in the new centileo? Or is this just a fluke with this one scene.

EDIT:
Maybe it is just this one scene, which is fairly less displacement heavy and not much lighting as my other scenes.
Edited: ssjenforcer - Jan 26, 2023 23:34
Tracked footage slows rendering to a crawl, 100% resampling 4K
 
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Kirgman wrote:
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ssjenforcer wrote:
Have you encountered this issue at all in your renders?
Not yet, still finishing the previous task and next will proceed with this one
have you has this issue?
I don't know if it is c4d 2023 or centileo, but when I render to the picture viewer it sometimes does this to the frames in the preview.
They progressively begin to change to look very bad but only in Picture Viewer. The actual file looks fine in other apps, but the frames in picture viewer get weird looking as they approach the newest frame.
it's when I render hundreds of frames mostly.
It just makes it hard to see the preview while it's rendering and make sure it looks fine until I see it in after effects at the end.

It almost seems like a gamma issue. It is as if the image has had its gamma adjusted, and dark parts of the image appear much darker.

If I render 200 frames then usually only the last 10 or so will still look normal until they change like the first 190 frames have already done.
It has happened multipe times for different scenes, so it might just be for large number of frames.
Edited: ssjenforcer - Jan 19, 2023 20:00
Tracked footage slows rendering to a crawl, 100% resampling 4K
 
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Kirgman wrote:
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ssjenforcer wrote:
Let me know if you would like that scene with the glitching floor geometry, because I tried everything I could and no matter what I set the material channels it would still do it.
yes, that would be good to get this glitching scene too, I want to fix it
I am also seeing this in another scene with different models and textures.
I think it is something similar to before with the normals having glitchy shadows at edges.
Have you encountered this issue at all in your renders?
Frame to frame I have this issue with nothing in the scene that should cause it.

Here is the first scene
https://mega.nz/file/UdRglZgC#kTquQD7CeVlxQkT_vzLmpVclKvLMuueaQHTTKwa8Bpk

Here is another I have the issue.
It isn't all over the model but in certain parts I have it glitching.
https://mega.nz/file/9EIGWA7T#kQeEOkJUWbA3IferRu-G3QeJOafGZoPMdlfohhyBr2c
Tracked footage slows rendering to a crawl, 100% resampling 4K
 
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Kirgman wrote:
Thanks for shares! I will look into files and get back to you.
I see the Alien on one screen, one of my favourite characters!
Ok, thanks.
Let me know if you would like that scene with the glitching floor geometry, because I tried everything I could and no matter what I set the material channels it would still do it.
Turning off the bump and removing the displacement map didnt help.
I had to give up and make a new floor plane myself and the material I wanted worked fine.
Something odd about the room floor model.
I looked at the phong tag and it was 180 degrees. But I wasn't sure if that was abnormal because my alien creature model also had a 180 degree phong.
Edited: ssjenforcer - Jan 12, 2023 14:46
Tracked footage slows rendering to a crawl, 100% resampling 4K
 
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Kirgman wrote:
It seems to be a CentiLeo bug.
0.5 iterations is progressive stage that shortly shows the whole picture. Then it works as buckets until 1.0 iterations and all the others are also buckets.
Does this issue always reproduce? Can you send me a minimum test example for fixing?
I have fixed a lot of things already since last release and maybe this issue is also fixed but I am not sure.
The new version is coming soon.
https://mega.nz/file/xFJkxITD#80m5CAeOMrhHBzi_EmQ-6tEngtxVIVC4iyDZ29Q3rhU
here is the file.

it doesn't have textures, but anything overwritten should be fine. It is not a texture issue I don't think.
You might have to increase the resampling back to 100% for this object tracker to test.

Also, I have encountered a new issue with a material.
here is a video of the issue.
https://mega.nz/file/0Vwm0LbR#PL0cMwk2aiaJFhCEXLqK5Rz-ovfY6oyNLtoleHa1__E

the floor is jittering but it is not a shadow/normal issue this time it is an issue with the displacement maybe? Or the lighting? I used 32 iterations.
the displacement height I have set is 0.001 cm.
Here is the material node if you want to test it, but I can also send the scene as well.
https://mega.nz/file/BFYQRI4R#-TbqARWOb6_PGGLS1wjC9ts9S2brWSIDLIEsdJndxmQ

EDIT:
I tried 64 and even 128 iterations, but still the issue persists with this floor material.
It gets better with more iterations, but not to the extent I wished.

It could be a strange interaction with the floor's actual geometry.
I think it's mostly having the glitching on the edges where the real floor geometry is, which is not what the texture I used was made for.
it is a low poly floor geometry.
But even when I removed the bump channel entirely I still have the issue to an extent.


Also, is there any way to make the omni light or any other light completely invisible as a light source?
If I have a light seen through glass there is no way to make the light invisible. If I set transmission to 0 then the entire lighting is gone fr om the room through the window.

I am having an issue with a light object wh ere I have the 'glass' polygons set to an emission material, however, when I increase the multiplier above 1 it doesn't produce anymore light. Even if I turn it all the way up to 10000.
Edited: ssjenforcer - Jan 12, 2023 02:13
Tracked footage slows rendering to a crawl, 100% resampling 4K
 
I had a 10 second 4K clip and tracked it using c4d and set resampling to 100%.
when I rendered it gets to 0.5 iterations very fast (I set it to 1 iterations to test how it looks at first) and then it struggles to get to 1 iteration on the first frame.

I tried turning down the resampling to 30% and it rendered fine.
I think it was because at 100% it used 2 GB of ram.
however, I don't understand why this affected my render considering centileo uses gpu, and I have 64 GB of system ram.

I tested it twice and got the same results.
It could be a c4d bug or centileo. I am not sure.
Anyone encounter rendered frame getting infinitely stuck halfway?
 
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Kirgman wrote:
I think it's one of issue that I have fixed, will upload the fix soon. And hopefull it will run well.
It appears as though turning off motion blur fixes the issue for me.
It could be the cached simulations and motion blur, although my simulations are very simple for this scene.
Anyone encounter rendered frame getting infinitely stuck halfway?
 
My third time freezing render picture view on the same scene today.
I'm already looking at a 30+ hour render time.

It could be because this is one of my first scenes with c4d 2023.0 where I have a cloth simulation cached, as well as a late scene dynamics simulation cached.
Motion blur is enabled, so that could be the cause.

EDIT:
4th time after 2 frames again.
I'm turning off motion blur to see if that has any effect.
Edited: ssjenforcer - Dec 29, 2022 01:49
Anyone encounter rendered frame getting infinitely stuck halfway?
 
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Kirgman wrote:
It's certainly a bug there. I have fixed a lot of such things already, but think there is still something yet more rare. There should be a new release in coming days or maybe in a week
Good.
I have just encountered the bug again after 10 frames, only this time the picture viewer and c4d were completely unresponsive after it happened, but task manager shows they are still technically responsive somehow.

EDIT:
just happened again right after. Only got through 2 frames this time.
Edited: ssjenforcer - Dec 28, 2022 12:36
Anyone encounter rendered frame getting infinitely stuck halfway?
 
I think this might have happened once in the old version a while ago, but I left a render going overnight and woke up to find it rendered 8 frames and then got stuck halfway on the 9th.
There was no error, and C4D was still responsive. It just got to 24.32 iterations and stopped working on the frame, but the total render time beside the iteration in the picture viewer was still counting up, so I know it was at 6+ hours. It just didn't want to render anymore.

The scene was one I previously did but with a minor change.
Is there any reason this would happen that I might prepare for?
Nothing complex was happening on the frames. Just polyfx on a small object.
Strange motion blur is making my objects partially invisible
 
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Kirgman wrote:
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ssjenforcer wrote:
For another scene I am having a similar issue.
A camera attached to an object moving through space, and the interior is becoming invisible.
I think I have fixed the issue. Will upload the release quite soon. Currently working to add a denoiser.

Another case: moving camera and moving object with the same speed.
The issue will remain in IPR when the camera is updated realtime because during this realtime navigation the scene and the camera is not re-evaluated for each time step. Cinema may provide camera steps information when entire scene is evaluated for each time step and it's expensive for navigation purposes in IPR. So for this reasons only camera current time step position will update during IPR navigation, and this will add some object blur because the scene was read in time steps before, but the camera is updated later with view changes with just one time step.
However, your setup (moving camera + moving object) will work correctly in IPR if you lock the camera changes and reload the scene manually (it will refresh the scene and camera positions with steps). And it will work in Picture Viewer.
But need to upload the fixes into the new release.
This is also strange, I don't even have motion blur enabled with this latest shot, but look at the artifacting of the HDRi starfield as the centileo camera focal length changes to zoom out.
I have never seen this before, but it occurs randomly at various frames throughout the zoom.

The camera isn't even moving for this one. Large portions of the HDRi seem to spontaneously change resolution or something.

What do you think can cause this?

EDIT:
I also notice this happens with motion blur enabled, and as far as I can tell it only happens if the camera is rotating to follow an object or changing its focal length.
It might also happen when the camera is moving without motion blur but I could not see it yet.

And the HDRi is 16K.
could that be the issue?
I could try the 8K version and see if that changes anything.
Edited: ssjenforcer - Dec 13, 2022 18:12
Strange motion blur is making my objects partially invisible
 
Something isn't really working with the IPR as well with this camera.
The viewport and IPR image do not match at all.

If I turn off motion blur the issue is fixed entirely.

Is it possible there is a bug with the motion blur or is there something I am missing?
The camera is in a null which moves at the same speed as the ship inside the same null.
Edited: ssjenforcer - Dec 12, 2022 22:45
Strange motion blur is making my objects partially invisible
 
For another scene I am having a similar issue.
A camera attached to an object moving through space, and the interior is becoming invisible.

This is supposed to be looking into a space ship cockpit with chairs visible.
The entire thing is see-thru, and the window (which is clear glass) is somehow partially black around the edges.
*if I lower the shutter end value to 0.25 then the entire window is black. There is a light inside the ship that should allow for it to be visible.

It seems this bug occurs whenever the centileo camera is in motion.
I want to experiment with the settings, but can you explain briefly what the motion blur settings do in the render settings?
Is there a way to keyframe to have motion blur on and off at various frames in the scene?
Edited: ssjenforcer - Dec 12, 2022 22:23
Strange motion blur is making my objects partially invisible
 
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Kirgman wrote:
As for objects that become partially invisible I think I should see a scene example. Can you send me for example a simple localized sample maybe with one or few scene objects? Maybe the speed of camera and Null object is not the same.
As for HDR with stars not moving you are right because this HDR mapping is directional, it doesn't depend on world space position. You can make a bitmap with a texture for emission material but check off the "importance sampling" however it's off by default
https://mega.nz/file/NMgGGC7D#aU1kCWXcNpgDNxkAMHPTLR52h79gkUzAA9ronQ_IA58

I find that the faster the whole scene moves the more motion blur and the more the edges become invisible, revealing the starfield HDRi background.
Strange motion blur is making my objects partially invisible
 
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Kirgman wrote:
As for objects that become partially invisible I think I should see a scene example. Can you send me for example a simple localized sample maybe with one or few scene objects? Maybe the speed of camera and Null object is not the same.
As for HDR with stars not moving you are right because this HDR mapping is directional, it doesn't depend on world space position. You can make a bitmap with a texture for emission material but check off the "importance sampling" however it's off by default
I'll upload a scene tomorrow. I have a render going.
I tried with the entire scene and all cameras put into the same null and the null position was keyframed to move.
It wasnt goijg that fast, either. Over several seconds it was set to move about 10 meters.

I was also using a stage object for the cameras.
I can try not using that and see if it change anything.
Strange motion blur is making my objects partially invisible
 
For my scene I wanted to make it seem as though my space ship was flying through space. So I put the whole scene into a null and have it moving along the x axis, thinking that the HDRi of the starfield would appear as though the stars were moving backward as the ship 'flew' forward.
However, with motion blur enabled the interior becomes partially invisible. Is this a bug with motion blur?
My screenshots are of the first (zero) and second frames, and the motion blur doesn't take effect until the second frame, but you can see what it does.

Also, I was surprised to see that the stars don't appear to be moving past the windows in my scene like I thought.
Shouldn't they be?
I guess HDRi only sees movement if you rotate? If I want to see the stars moving past I guess I would need to have a plane object with stars bitmap moving past the windows?
Edited: ssjenforcer - Dec 5, 2022 17:07
Is caching necessary for dynamics to show in render? Mine don't.
 
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Kirgman wrote:
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ssjenforcer wrote:
Ok, I just remembered I have motion blur enabled in all my scenes now.
not needed to enable it if the scene is static with no motion.
I have the motor spinning an alarm light.
but rendering 32 iterations is so fast now I just have it rendering again now.

one thing I wish maxon would fix is the stage camera.
When I have the active camera switch between two cameras during a scene there is one frame of total motion blur as the camera switches, making it an unusable frame.
it only happens with motion blur enabled, but it has been a bug for many years.
Edited: ssjenforcer - Dec 3, 2022 21:54
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