vblackrender. wrote:
I havent any bump activated on the material on the wall. I have denoised in post the walls a a little bit, but the noise on the dark corners where hard to get rid off.
Light Shift is not only for Bump (but it sits there) - it's for shifting light alone, for some low poly areas. However, for Bump it's more valuable in some cases that's why it's there. Maybe I will move it to Diffuse.
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vblackrender. wrote:
Yes, I am using always Portals. But in this case, when I use a HDR the rendertime is logically going up. Just with a white sky, would render as least twice as fast.
Sure the HDR + Portals add more computation (shadow rays, etc), but the Portals add more inteligence to sampling and converge cleaner. What's the difference with and without them and without internal area lights? I am asking all of this because I feel the day scene can have less noise.
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vblackrender. wrote:
Here we go with the night version of the interior. I have used a blue sky here. The render was much faster compared to the HDR lighted version.
The last image is cool too! And iterations are faster because the HDR is dim
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).
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.
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?
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.
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
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.
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.
vblackrender. wrote:
How can we do that? For now I can create only one region. It will recreate the region if I click somewhere else.
Well, I need to implement the GUI drawing of this thing. Internally there are already something like irregular render regions. But before that need to finish the current particle related stuff
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.
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
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).
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 Previously there was automatic connection for such cases but probably occasional code commenting has switched this off Btw, in the R21 nodes such things are not noticed, there is a different life there.
vblackrender. wrote:
When you generate a camera with exactly the same settings as in the image, the "Film Offset" will change sometimes.
what do you mean? Does it mean that some Cinema viewport and render images may be different?
I have just tested the editor view responds as expected to the changes. Will check things and make the feature.
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?
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 here)
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).
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.