Please, can you send me a scene file and HDR for experiments to

Maybe I can find some quick improvement, maybe not.
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Bad... Too much noise! It should be less! Something like here on a similar setup
Please, can you send me a scene file and HDR for experiments to ![]() Maybe I can find some quick improvement, maybe not.
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Hi vblackrender., the issue is known.
And it's solved in 0.59 ( For earlier versions I just need to recompile earlier plugins (there were some issues there). I hope to do it tomorrow
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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.
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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).
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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.
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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?
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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.
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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 ![]()
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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.
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Ok, thanks for explanation, will need to implement this
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Sure, I will fix that little issue
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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.
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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 ![]()
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Yes there are plans for the lister
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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).
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Well, when you create a Color Correct node in place of Bitmap it doesn't automatically connect the Bitmap to the input of Color correct. Currently it's a manual job
![]() ![]() Btw, in the R21 nodes such things are not noticed, there is a different life there.
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I have just tested the editor view responds as expected to the changes. Will check things and make the feature.
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