
Really happy about this. We are really making baby steps. Multi-GPU will be released soon together with other quite large updates. Among them is better convergence and much more fluent GUI when heavy render is processed in IPR
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Hello
![]() Really happy about this. We are really making baby steps. Multi-GPU will be released soon together with other quite large updates. Among them is better convergence and much more fluent GUI when heavy render is processed in IPR
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![]() 2) Will think about it. Btw, there is cntlColorCorrection shader where it corrects the input shader and it is possible to make inversion when you put out_rangeA = 1 and out_rangeB = 0. The same inversion trick works for cntlTexture (imagefile) and cntlNoise. 4) Well, I have limited displacement to one only place (in multi-material) so that it would be easier to evaluate displacement for sufrace (without gathering all the layers). Later that parts became faster and soon they will become even faster. And there will probably be an opportunity to combine many things for displacement slot. However the shaders such as cntlFallof (i.e. based on view angle) seem to be irrelevant for displacement when somebody plays with them. "surface mask" is the only material property that will remain understanding only cntlTexture. This is so because of performance reasons. It basically enables and disables some surface region based on texture. And it allows unlimited trace depth for this feature for free. But if some shader customization is needed for such things then Transmission with IOR = 1 and shadered masks of the cntlStdMat can be used, but trace depth for this feature will be limited to the number of ray bounces (maximum supported is 30).
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1) Can Reflection Color brightness be higher thatn 100%? Maybe should we use 0..1 range in place of 0..100% ? 0..1 is easier to undestand when all the shader input/output are in these absolute values (not percentages). I believe it would be easier with this considering existing math shaders and more future shaders especially when node based shader GUI will be out. 2) What invert checkbox is doing? Is it an indicator that switches between constant and shader property? 3) All the properties will be with shaders/textures including Fresnel IOR and Aniso rotations. Cool things can be done with that. 4) Displacement will not be here but probably in another material like current multi-material or separate "geometry_shader" which will be assigned as tag for an object. 5) Will highly likely add the dropdown selection of mixing mode for material layers: "stack based" (like now, higher layer override lower layers) or "weight based" (like people used to, everything is relative to each other).
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Hello everyone,
I think it's important to write about found issue. While working with CentiLeo on 3GB+ GPUs is a lot more stable (probably there were no crash-reports). But there are still some issues with 2GB GPUs like GTX760, 660, etc. And with several tolerant guys we realised that: 1) while CentiLeo is up and running and some other 3rd party GPU based plugin also try to run too then it (3rd party plugin) may take the whole system to the crash situation when trying to access GPU which is already busy. 2) Sometimes when initializing a 2GB GPU we still get some fragmentation issue . But in one place I have noticed my own error there and the other is the fact of attempting to use the same GPU which has no free memory because of being busy by another GPU. So, please, if you get some issues at initialization then one way is to remove the other plugins but not CentiLeo and run it for tests. If it works without problems or with less problems then please report about it and recover the plugin set that you had before. Sometimes when the GPU is only one and is connected to a large monitor like 4K and also give resources to OS then out of 2GBs of memory the system may give to us even less than 1GB. However right now CentiLeo requires at least 1408Mb to run without problems but we realised that this memory is not always given by OS/driver/CUDA to our renderer. Few solutions: 1) to take this issue in mind from user side 2) and we as developers will need to make different setups of internal infrastructure for small, medium and large capacity GPUs. And try make renderer operable even in the given region of less than 1GB.
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We will introduce certain optimizations to the core that increase convergence. There very promising results in our research tests.
Right now will not make somebody more nervous about this because we undergo hundreds attacks everyday on this site since publishing alpha for Max. Need to see how to backup the site just for any case.
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![]() Maybe 3 is too small? Anybody uses more? Such things are by default in Max too (despite of it's non drag&drop nature and long geometry preparation time). E.g. Max gives us geometry at 10n time, where Cinema gives it at 2n time and CentiLeo gets it in around 2n time.
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Alexey, thanks for your feedback! After doing some harder programming things in the past for this engine right now it's much easier to work on UIs. So, developers are all yours and will listen to the needs
![]() What shader/textures are used most often? I guess it's Bitmap and Falloff. What do you think about SSS? By design it's always near diffuse and they can be weighted inside a single base layer.
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Alexey, technically Translucensy is a special case of Transmission with high roughness. But it is usually done as Diffuse reflection which works under the normal direction of the surface and hence shows translucent visual effect. Right now it's possible to make Transmission and Translucensy only using mult-material and tuning the masks properlty
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Patrick, hello! Welcome to our board! Please, can you first click to "debug console start" it will open console window where the errors may be printed. And then start IPR or reproduce the situation which caused the error.
And please tell about your computer and scene setup and a give please a screenshot from console with the error. It has some other info which will let us fix. Few potential problems: 1) Pascal GPU 2) if AMD GPU is also there it may cause a problem 3) Memory grabbed by some other app. 4) Some problem may happen entering GPU initialization code in CentiLeo 5) Maybe drivers not new?
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Btw if we make a global material mask and then we can assemble all the tags from left to right as an internal multi-material and get the same result as applying one multi-material.
And there can be one more special material with geometry modifications like displacement and surface discrete mask which are currently sitting in multi-material. However in this case we need not to place user into confusion with selection tags that may use different materials for different selected polygons.
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Ok I understand it all, and think that ideas are right.
As for UV maps then things are a little bit more complicated. It would be hard to support arbitrary amount of UV maps per one mesh. They consume a lot of memory. But compression optimizations are possible and rotating/moving/scaling modificators are possible for them - it's will be implemented, and they take no noticeable resources. Right now there is one "explicit uv_mesh_set 0" which corresponds to the first UV tag of the current mesh (the left most). And they are not different for different instances since they inherit mesh data which includes UVs too. When there will be uv_mesh_set_1 then it will correspond to the next UV tag to the first one. And selecting them is controllable not only per material in the tag list but also per each shader that uses them. There can be arbitrary shader trees for each material property. Bad that they have no yet node-based UI. Looking to cmnoeds btw. As for "drag&droping a tag to the field" vs "selecting in a dropdown list" - should think more about it. In the first case the name of tag is clearly visible there. What maximum number of UV maps/tags do we need to support per mesh? 3, 4, 5 or maybe 8? Some known product has maximum of 3. Some people on CPU renderers use 5.
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Hi Paulo,
Emission will be added together with support for Mesh lights. It will be shaderable thing as one more material property. Probably only for multi material to make it happening only once for surface point, but with mask of course, so that some points will be emissive, some reflective - and all is driven by shaders. Reflection Coating levels - so you recommend to unroll current functionality of cntlFalloff that can be applied to the mask or anything els and add it by default to the top level inside material. Right now it's possible with adding a shader and doing more clicks. But it is a popular shader for reflection because it's usually a coating layer, and it's mask not usually controlled with shaders other than Falloff. Mask channel for the entire material - should it make material darker? This is possible to make a special slot. Right now it is possible to have a mask for entire cntlStdMat if you attach it as one of the layers of cntlMultiMaterial. And attach cntlMultiMaterial to the tag insted of standart. Turn the material channels animatable - what do you mean? Each property of material is currently animatable and has a dedicated cicle to the left of each property name. Ability to use chose a certain UV Tag to be used on that channel - main Cinema material as I see apply UV for the whole material. We can currently apply different UVs for each shader (cntlTexture image or cntlNoise) on a per shader basis. Right now it is spherical or explicit mesh UV (which is UV tag itself). Of course we must add support of more mesh UV sets (means more UV tags to be chose from). And there should be rotation option added there.
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Hi Glen! This is very nice looking reflections! Thank you for coming here )
Certainly in the arms of artists CentiLeo is more realistic than in our arms) Everybody blames our material UI, so I started a topic where we can think how to change it. The amount of properties is probably ok, it's similar to Arnold. But UI is confusing for users with stable habits. But we need to work more on the speed of rendering. It should be faster soon.
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Everyone who has written here complained about usability of material UI.
So, one problem of black rendering without running IPR is one thing and will be solved. And let's think about another problem of layouting it. I need the help of D K, Alexey Brin and pBarrelas regarding this problem. First, I suggest to make standard button (>) for each shader slot which if non empty also creates a direct button to existing shader/texture and (...) to select bitmap. But if there are several nested shaders, they are unrollable and there could be some bugs with values updating which I saw with other engines too. But need to test it again. Using this standard button will also consume more UI space vertically. But they are unrollable which is good. And this button will mix our shaders with others in a menu and we will to at least pre-bake Cinema shaders to support them at least as pictures. Do we need a checkbox together with each row with constant property and shader/texture? That checkbox can determine what is used a const value or shader for given property. Right now if shader is applied then const value contolled by slider is not used. If you want const to be used again then you need to clear the shader/texture value.
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Ok, this is all can be done.
As for Tex vs Shader - that's inheritance from common parts with plugin for Max.
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Hi Paulo, thanks for response! I have replied to PM too btw.
As I understand the Film Offset is a more general trapezium in world space used for camera instead of rectangle?
Or is there some other problem?
2) Do you need separate resolution control to be enabled in IPR? 3) Not fast enough? We made it lower quality than in Octane and Corona, but faster. Maybe there is some bug, lag, need to see. 4) Ok 5) We have it if Transparency roughness = 0. It basically works as is: the rays starting from the camera to the first diffuse hit are refracted, and then they work with IOR = 1 (no refraction). 6) There is control of production render iterations (see page 9 in user manual). However it works for everything: for render region, viewport and picture viewer. Probably need to separate these controls. Also there probably need to make time limit as alternative to the number of iterations. And I think there can be confusing thing with "number of iterations" vs "number of samples/pixel" which may differ for given number of iterations and different resolutions. Need to clarify this. 7) Do you want to have an informational status bar on Picture Viewer? There is currently just a small stupid green progress line. Also need to make a status bar for scene loading process.
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Hi D K, thanks for report! Btw, we have region render when you select render region in the same menu as picture viewer then you can draw one or more region renders. I did it last night when was also confused without it ![]() Image resolution - it is controlled by the resolution specified in Render Settings -> Output as in Cinema standard renderers. However, if render settings are not applied at all then by default it is fixed at 800x600. But you can change it realtime in that Output menu. As for per camera dof and physical sky then it's a must have of course. Well be done alongside motion blur.
Alexey and D K, please can you cocretize more about better material organization. Let's improve it. I know, our's is not complete, for example there is a bug that materials have black preview when IPR is not running and that there is no normal copy/paste of shaders among different materials. In general we want to make these basic things and also we want visual node based shaders GUI like Slate in 3ds max or like Arnold or Octane have in C4D. This node based GUI mode will take quite some time to implement.
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Alexey,
What would you say by midnight if you started using Octane today too? It's easy to say that something is userfriendly even if it's old used Dos command line. For example, Octane material has tabs from left to right: Diffuse, Specular, Roughness, Film, Displacement, Opacity, Index... They are completely chaotic. For example, which layer among Specular, Diffuse, Roughness or Film evaluate the lighting first? You know and I also know because we opened it years ago to learn how it works. But for unprepared person it is unclear without docs, tutorials and years of propaganda where is Roughness, it can be done for Specular or Diffuse or both. It's simply unclear. And why Diffuse goes before Specular even if Specular is executed first because it is the tint over diffuse Can you tell where is Octane's anisotropy property? It can strech the highlights and they should be rotated too. It should be near the roughness or gloss prop. But there is no one. Instead, in our system we tried to organize material layers such that those with the highest priority go first (from top to bottom or from left to right). And there things such as IOR (using Falloff shader) or Roughness propery can be applied to each distinct layer to make some artistic look or make carpaint or whatever you image. And also look at Octane's multi-material (2 slots) and our multi-material (up to 10 slots). I know it is possible to connect many Octane mix materials with mix of the mix of the mix.
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Hi Alexey, Thanks for reply! Shading system is under development, it needs polishing, copy/paste between different mats and needs node based GUI for shader network too. This is priority together with more shader operations.
As for dockable IPR - you are perfectly right, this is a good opportunity in C4D to do it unlike in Max.
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