Forums » Users » Kirgman
Select date in calendarSelect date in calendar

Pages: Prev. 1 ... 38 39 40 41 42 43 44 45 46 47 48
Первые тесты (ed: First tests), CentiLeo for 3ds Max v0.40 alpha
 
Administrator  Posts: 957
Jul 29, 2016 09:46
Hello Evgeny,

Thanks for your response! And congrats with the first ever reply! Call your friend here! Come on :)
I will reply in English so that other people world-wide may read what is happening here.

So, briefly Evgeny says the following:
Quote
1) Problem switching the render resolution in real-time.
Reply: This problem should happen when the Output Size in Common Tab is not Custom in the combobox. When selected "Custom" it should work real-time in CentiLeo frame buffer without touching Render button.
Quote
2) Evgeny asks about the chance to integrate Altus or internal denoiser.
Reply: As for denoiser there are pros and cons. The main disadvantage of denoiser is very big memory consumption especially on large image resolutions. It is more apparent problem for many image beauty AOVs. As far as I know Corona denoises only the main Beauty AOV and not the others. We will see, maybe it can be tolerable solution.
However, we want to implement such a feature internally (i.e. avoiding the communication with 3rd party solution which is not very convenient). Before that we will attempt to improve the current light transport solver, there are several good experiments that need optimization and integration.
Quote
3) Evgeny asks about preview for textures/shaders.
Reply: Seems to be that this problem is in Compact Material Editor. We will see what 3ds Max SDK offers about that. Otherwise will make a custom solution.
Quote
4) and 5) Lost texture paths.
Reply: what is the length of the path in characters?
We use the standard Max asset tracker mechanism for resolving texture paths. It usually searches them in scene project root folder or in root/Textures and in some folders which can be specified somewhere in Max settings. Need to figure out this.
Quote
6) cntlTextures not visible in viewport.
Reply: we know about this. We will try to fix that. It will be probably hard to evaluate the full shader tree for Viewport since our shader tree is complex. But maybe a lowres will be fine. We will see what can be done and how good there. Thank for that. UVW Mapping manipulation must be convenient. Probably we will make it using a more flexible functionality of our IPR mode (CentiLeo frame buffer when we will add more AOVs where you will be able to select specific shaders to display as color rather than property of material).
Quote
7) What is the TangentUVset in cntlStdMat.
Reply: this is the array of UV channels that are used to compute the smooth tangent space which is necessary for anisotropic reflections (which are available when you increase roughness and shift anisotropy from 0 to +1 or to -1). Uvset_spherical is procedural and is based on sphere projection. Uvset_mesh_map0 corresponds to the first Uvmap channel in the modifier list of object at which this material is applied. Try to use them and change anisotropy. Later we will add supporting more UVsets from the modifiers list.
Quote
8 ) Evgeny says that cntlTexture preview works after the settings are edited several times.
Reply: this is some jkind of feature which progressively loads the texture with more time. We will preload them for materials to make them visible at the first load.
Quote
9) GPU is not always utilized at 100%
Reply: it should happened because our interactive mode is working in a separate thread and it shares resources with the other tasks of 3ds Max. If you have another small GPU then you could assign it for display and assign you powerful Titan Black to render only and it will give you even more performance.
Btw, because of that multi-threading things (which make interactivity possible) the production render mode (when you push Render button) is slightly faster to render because it works in the same thread as Max main thread.
Quote
10) Lights are selected if the selection filter is Geometry.
Reply: we will try to solve this. What is your version of Max?
Quote
11) Pixelation problem (see image).
Reply: I know about this stupid bug. You can avoid it if in the Camera rollout you enable DoF and increase the DoF focus distance. This is because of small default focus distance.
We will need to increase precision in some place of code.
Quote
12) Noise is resolved strangely (see image).

Reply: I know about this problem. In our previous tests it was 100 times smaller visible and we haven’t solved thinking it is not important. Thanks for showing that it must be improved. Will work on that more.
Please, can you send us this interior scene for tests? E.g. you can save it on dropbox and send a link to info@centileo.com. If you need an NDA (non-disclosure agreement) for this scene then we can sign.

Thanks,
Kirgman
CentiLeo Chat: https://t.me/centileochat
Pages: Prev. 1 ... 38 39 40 41 42 43 44 45 46 47 48