Anyone encounter rendered frame getting infinitely stuck halfway?
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I think it's one of issue that I have fixed, will upload the fix soon. And hopefull it will run well.
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Anyone encounter rendered frame getting infinitely stuck halfway?
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It's certainly a bug there. I have fixed a lot of such things already, but think there is still something yet more rare. There should be a new release in coming days or maybe in a week
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Strange motion blur is making my objects partially invisible
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CentiLeo Chat:
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Strange motion blur is making my objects partially invisible
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Another case: moving camera and moving object with the same speed. The issue will remain in IPR when the camera is updated realtime because during this realtime navigation the scene and the camera is not re-evaluated for each time step. Cinema may provide camera steps information when entire scene is evaluated for each time step and it's expensive for navigation purposes in IPR. So for this reasons only camera current time step position will update during IPR navigation, and this will add some object blur because the scene was read in time steps before, but the camera is updated later with view changes with just one time step. However, your setup (moving camera + moving object) will work correctly in IPR if you lock the camera changes and reload the scene manually (it will refresh the scene and camera positions with steps). And it will work in Picture Viewer. But need to upload the fixes into the new release.
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Strange motion blur is making my objects partially invisible
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As for objects that become partially invisible I think I should see a scene example. Can you send me for example a simple localized sample maybe with one or few scene objects? Maybe the speed of camera and Null object is not the same.
As for HDR with stars not moving you are right because this HDR mapping is directional, it doesn't depend on world space position. You can make a bitmap with a texture for emission material but check off the "importance sampling" however it's off by default
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Is caching necessary for dynamics to show in render? Mine don't.
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Is caching necessary for dynamics to show in render? Mine don't.
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Yes, dynamics for simulations and particle engines should be cached before rendering. This is mostly needed for time offsets and motion blur when we get the scene for certain time sample. This is adviced by particle engine developers as I discussed with them.
Sometimes this can work without caching but there are a lot of conditions to get correct rendering. So it's anyway better to develop the simulation at first and then cache it and the render.
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The speed of the new version is significantly improved
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How much I hate the bugs that appear randomly, and not always... So hard to guess wtf with them
![]() The bugs that are localized with a certain algorithm are like a gold. A developer finds them easilly and forget this. In fact there were a lot of old bugs fixed during 0.65 development, especially that poping artifacts in very low subdivision scenes. The issue was so funny! Btw, I have already fixes few other bugs (around 3) with emission materials and other things for the next release, that will be released quite soon.
Scathes shader I think will be modified. I personally miss the colored output from it where you can assign scratches with different grey levels to the Gradient and produce the scratches of different colors. E.g. it's don't nicely with the flakes shader
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The speed of the new version is significantly improved
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May you please send me a minimum example of the scene for investigating in 2023 c4d?
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The speed of the new version is significantly improved
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It would be interesting to see an example. And I think if you click "reload scene" button in IPR you can make the same trick without re-openning the window.
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The speed of the new version is significantly improved
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1) the feature is available in R25 and below for both CentiLeo and native standard C4D nodes. 2) the feature is not available in R26 for CentiLeo and also not for native, Maxon have simply changed their menus 3) btw CentLeo 0644 was not available for R26 ![]() In fact when in R25 you click on the property and move and left-click and see this menu then you don't see all the nodes that can be connected. But in reality you can connect any node to color properties or single float properties such as roughness.
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The speed of the new version is significantly improved
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CentiLeo Chat:
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The speed of the new version is significantly improved
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The issue with crash is fixed. Btw it happened when small enough object is used, e.g. a plane or cube. Just need to re-download and re-install the plugin.
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The speed of the new version is significantly improved
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Yes, I am working to fix this crash at the moment, it's reproduced already. Hope to fix it asap.
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The problem of Sinicization, The problem of Sinicization
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I hope there will be a chance to make Chinese translation for Cinema and nodes interface. At first glance it seems to be not so complex as there are some sources including other engine translations
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The speed of the new version is significantly improved
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Hi coooooolin, thank you! Actually the biggest speedup is on more recent GPUs such as RTX 3070 or 3080. For GTX 10xx it's more modest but still is nice as you see.
The CPU power (and dual CPU) is not exploited in CentiLeo rendering part, because we still have room for improvement on GPU.
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The phenomenon of cpu utilization in version 0.65
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Hi coooooolin, thank you! Actually the current CentiLeo architecture doesn't use dual CPU at all, we however can use multiple GPUs in the system, there can be a lot of them. But they become so fat, and I can fit only 2xRTX 3080 to my PC.
The CPU is used only to read the files, scene objects at rendering launch, and it's using several threads and multiple GPU too.
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one of my materials became broken when moving the scene into 0.65
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I have probably overseated with optimizations, and it would be nicer to make 2 releases of it each with some 2x speedup. But getting a one 5x is great too
![]() Actually the features, materials and nodes were not modified at all. So everything should be as in the old version. Only the engine speed has changed. I only remember that I have added the real scene units (mm, cm, meters) to the displacement mapping edge length for the world space mode. In 0.64 this value didn't have any units. Just check this part, maybe it may help changing the edge length of world space split (not pixel adaptive split).
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[ Closed] CentiLeo Gallery
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CentiLeo 0.65: Multi-GPU Out-of-core Rendering
2 x RTX3080. There are 2 scene variants here: with 245M and 288M triangles. The scene with 245M triangles is launched within around 12.5 seconds, and the scene with 288M triangles is launched in 15 seconds including ray acceleration builder and scene read from file. All renders have 4 iterations (256 samples per pixel) and 1600x900 resolution. All shots render within very few seconds.
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[ Closed] CentiLeo Gallery