Tracked footage slows rendering to a crawl, 100% resampling 4K
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Administrator Posts:
Feb 1, 2023 21:37
A good practice to send a scene somewhere else is to save with assets option. It will save the scene to the specified folder and will send all the referenced textures there too and will change the links in the bitmaps. Also it's good to transfer the scene without "*.cntx" files and you do so.
CentiLeo Chat:
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Is 4K rendered faster with fewer iterations somehow?
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Administrator Posts:
Jan 30, 2023 19:46
New version will get Nvidia OptiX denoiser that can be changed in post production settings for PV and IPR, very usefull thing.
CentiLeo Chat:
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Tracked footage slows rendering to a crawl, 100% resampling 4K
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Administrator Posts:
Jan 30, 2023 19:26
Hi, I have investigated into the issue. So the first problem
As for the other one with glitching I understand now what's going on and it needs to be fixed. So in fact we have a scene glitching.c4d and an object GangutStation. This object has several selection tags with different referenced materials tags. Some materials have displacement mapping applied, some are not! But because something is with displacement then the whole object is getting tesselated and displaced but selection areas without displacement material get zero displacement value. The issue here is that tesseleated and displaced object surface triangulation and normals are changed compared to original and I think there is some wrong assignment of normals to not really displaced selections. This should be fixed by me. And I think that internally not displaced polygon selections should remain purely original. Also the other issue here is that when we have several selections for the object then the tesselation settings (edge size, subdivisions, but not the displacement map itself) are taken from displacement settings of the base material tag. Base material tag is the one that has no selection tag refrence and it would be applied to all polygons if selections were not present. It's wrong from my side, because I think we have to get these settings per selecion correctly. But in this scene case there is no created base material tag and a default one is used with too rough tesselation settings (Edge Size = 2, etc.). And these settings are propagated to all other material tags that reference correct existing selections. Certainly I have to fix this other issue. Something can be done even now on user side if you create a material tag on the left side of the object tag list without assigning this material tag to any selection. Also add material to this tag with zero constant displacement map, fix the tesselation settings to edge size = 1 or 0.5 and then artifacts poping normals will get reduced a lot. See this screenshot as an example of settings
CentiLeo Chat:
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Tracked footage slows rendering to a crawl, 100% resampling 4K
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Administrator Posts:
Jan 17, 2023 06:59
CentiLeo Chat:
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Tracked footage slows rendering to a crawl, 100% resampling 4K
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Administrator Posts:
Jan 12, 2023 19:29
CentiLeo Chat:
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Tracked footage slows rendering to a crawl, 100% resampling 4K
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Administrator Posts:
Jan 12, 2023 11:08
Thanks for shares! I will look into files and get back to you.
I see the Alien on one screen, one of my favourite characters!
CentiLeo Chat:
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Tracked footage slows rendering to a crawl, 100% resampling 4K
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Administrator Posts:
Jan 10, 2023 13:45
It seems to be a CentiLeo bug.
0.5 iterations is progressive stage that shortly shows the whole picture. Then it works as buckets until 1.0 iterations and all the others are also buckets. Does this issue always reproduce? Can you send me a minimum test example for fixing? I have fixed a lot of things already since last release and maybe this issue is also fixed but I am not sure. The new version is coming soon.
CentiLeo Chat:
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Anyone encounter rendered frame getting infinitely stuck halfway?
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Administrator Posts:
Jan 2, 2023 13:35
CentiLeo Chat:
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Anyone encounter rendered frame getting infinitely stuck halfway?
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Administrator Posts:
Dec 31, 2022 07:14
CentiLeo Chat:
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Anyone encounter rendered frame getting infinitely stuck halfway?
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Administrator Posts:
Dec 29, 2022 07:36
I think it's one of issue that I have fixed, will upload the fix soon. And hopefull it will run well.
CentiLeo Chat:
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Anyone encounter rendered frame getting infinitely stuck halfway?
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Administrator Posts:
Dec 24, 2022 14:54
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
CentiLeo Chat:
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Strange motion blur is making my objects partially invisible
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Administrator Posts:
Dec 17, 2022 06:41
CentiLeo Chat:
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Strange motion blur is making my objects partially invisible
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Administrator Posts:
Dec 13, 2022 08:18
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.
CentiLeo Chat:
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Strange motion blur is making my objects partially invisible
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Administrator Posts:
Dec 5, 2022 18:29
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
CentiLeo Chat:
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Is caching necessary for dynamics to show in render? Mine don't.
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Administrator Posts:
Dec 3, 2022 07:37
CentiLeo Chat:
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Is caching necessary for dynamics to show in render? Mine don't.
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Administrator Posts:
Dec 2, 2022 15:12
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.
CentiLeo Chat:
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The speed of the new version is significantly improved
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Administrator Posts:
Nov 29, 2022 10:47
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
CentiLeo Chat:
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The speed of the new version is significantly improved
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Administrator Posts:
Nov 28, 2022 21:28
May you please send me a minimum example of the scene for investigating in 2023 c4d?
CentiLeo Chat:
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The speed of the new version is significantly improved
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Administrator Posts:
Nov 28, 2022 16:32
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.
CentiLeo Chat:
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The speed of the new version is significantly improved
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Administrator Posts:
Nov 26, 2022 03:43
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.
CentiLeo Chat:
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