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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. |
Huge .cntx Files
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Tonemapping wishes
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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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C4D Film Offset Issue
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Ok, thanks for explanation, will need to implement this
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Regionrender in the IPR
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Color correct shader in materials
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Sure, I will fix that little issue
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Gpu Usage at 99%
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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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Huge .cntx Files
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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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Light Lister
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Yes there are plans for the lister
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IES Lights
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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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Color correct shader in materials
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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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C4D Film Offset Issue
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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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Regionrender in the IPR
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Yes, it's possible of course to handle many of them. Do you want to move that created regions as in Corona across the image? What about redrawing selection as is implemented now?
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Refresh rate while rendering
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The refresh rate in PV and Editor is not real-time because at that place Cinema (except of Editor) requrests all AOVs and the main image too. Getting and saving them to Cinema's PV is quite costly (especially for many AOVs). So refresh rate was decreased.
IPR has much cheaper picture delivery (and updates only what it sees). Also the IPR has Final Geo mode (FIN GEO button) which renders the same scene as PV (Final render) with all tha final subdivs etc. In this mode it doesn't respond to geometry changes but it reacts to material changes which is a cool thing. Then you just send it to PV with the most left button in IPR and continue working there. When light tags will relocate to materials there will be also possible to change lighting in PV-like mode (as described Bucket mode in IPR can't be switched off. If you mean that that it starts at some left-bottom corner and reaches the desired place of image at some longer time - yes it's a problem. At least the region render can be used to guide the bucket. And maybe later I will make the buckets to restart from the most usable areas. Some noisy stage before buckets is used to preview quickly and populate the caches silently. But the quality of noise will be improved and the stage can become shorter (to avoid wasting time).
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Huge .cntx Files
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This is an option, but need to figure out if there is any existing project folder when the scene is just created but not yet saved in some location. This can be a tmp location in Cinema directories which can become polluted and unnoticed at all. Redshift for example saves such files to just one known location. Maybe it's a good default option.
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Gpu Usage at 99%
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Hi vblackrender., I don't know yet how to limit it with a special procedure. Will need to explore.
The goal was to construct a process that saturates a GPU with tasks as much as possible. Less CPU work, more GPU. But I think the laggy thing may be reduced with some future optimizations especially related to picture delivery to IPR. Also the current JUCE framework that is used for IPR window may be a reason (I am going to change it Cinema native windows). Also not everyone experiences the laggy behavior, some people notice CentiLeo for being not laggy. I had laggs in the past, then optimized and don't notice now on 1070 (all 2 or 4 GPUs run at the same time and + 2 monitors). What is your PCI Express connection GPU <-> Host? Normal x16 or x8 lanes?
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vblackrender's corner
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Actually I don't like the current light tags because changing a value in just single simple tag will force to check the full scene object structure (not necessary objects itself) and in case of some complex procedural geometry with motion blur it may force unwanted delays. The other problem is that light tags dont inherit values from parent light tags (which can be helpfull for changes to many lights at once). The plan is to duplicate all light settings to Emissive material (Emissive property in the current Std material). Materials are inherited well and changing only them will not force for scene for extra checks. What do you think?
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vblackrender's corner
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I like the lighting! Is it area light in window hole? Btw you can make it invisible for camera: in centileo light tag make zero internsity for Camera setting.
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C4D Film Offset Issue
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Yes, it's not recognized. Will fix this once will finish the current release workds. It's possible to support native C4D camera settings almost entirelly. 3ds Max has Physical camera with tilt options (and auto tilt) which will also be included there.
I think it's good to move this topic to C4D Discussion forum, just relevant to be there ![]()
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Huge .cntx Files
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No, it shouldn't be WinRAR compressor or anything general. It will be some custom algorithm which unites similar texels at vicinity, doing that on GPU and using on GPU with on-the-fly decoding. It should be fast and without overhead (initial compression time will be added, but disc output time reduced because of smaller size).
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Huge .cntx Files
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Hi vblackrender.! Yes, they are needed to save time for continuation uses (reading original files, extracting from compression, converting to internal images). They are unpacked uncompressed bitmaps in a format that is used for out-of-core textures in the chain "Disc -> RAM -> GPU.
The Arnold renderer is doing the same thing with them. These files are generated in the same place as their original source file. It's safe to remove them searching for "*.cntx" in Windows when the project is not going to run again I will fix the problem with few solutions: 1) compress cntx files 3x - 4x or even more; 2) make some options to organize them separatelly in some special folder.
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