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vblackrender's corner
 
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Pls send me your settings.

PM sent.

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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.

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.

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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.

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.
Gpu Usage at 99%
 
Hi,

yes, I have tested it without Photoshop opened. It makes no difference.

Generally everything is laggy while rendering. I have 32Gb ram and using not much on this scene.

SSD where my windows is installed 25gb and 150gb on the second harddrive free space.

Os pagefile size is on my ssd min and max 200mb and on the hdd 20gb.

Whene I am rendering with redshift, there is no lag.

When I check the gpu usage, it is between 85-95%. I think that could be the reason.
Gpu Usage at 99%
 
Hi,

I have uploaded a short video to show the lag with CentiLeo while rendering.

Its the same when I render with the picture viewer.
vblackrender's corner
 
Hi Kirgman,

yes, that carpet could have more structure!

I have uploaded a comparison with the raw output and the post final.

As you can see the amazing look in fabric materials, comes often from the tonemapping.

The raw and post results are like day and night.

Thats why the tonemapping functions are always so important to me, when it comes to archviz.

The most effects comes mostly from "filmic shadows" and a good "lut" with contrast.

I can send you the raw.exr file and the the .config file with my settings if you like.

Wich you can load into the Corona Image Editor and look by yourself how strong these functions can change the look of a render.

To become an image, what you could integrate into CentiLeo.
Optix Denoiser Realtime Rendering
 
Hi,

are there any plans to integrate a realtime denoiser, like "Optix" fr om Nvidia.

I personally have often optix activated when I work on interiors, to become a much more noise free result.

I always set it to 50% and use it in all my preview renderings.

Its like magic, to work with this.

To have this in CentiLeo would be amazing and would make much more fun working on a project, where it takes a while to reduce the noise.

That would be a big PLUS for CentiLeo!
Edited: vblackrender. - Apr 29, 2020 19:58
vblackrender's corner
 
Hi,

time for a new render.

I took this premodeled scene and changed the lighting and the materials. For my taste the result is looking pretty good with centileo.

I have exported the render as .exr file and loaded it into the Corona Image Editor.

I applied contrast, filmic highlights, filmic shadows, curves and a lut on it. That changed the look a lot. (The power of a great tonemapping ). :)

After that, I did just few things in Photoshop and finished.
Refresh rate while rendering
 
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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.

That was exactly what I mean.

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At least the region render can be used to guide the bucket.

That works great!

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And maybe later I will make the buckets to restart from the most usable areas.

Yess!
Tonemapping wishes
 
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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.

Always great to learn, how this kind of things are solved, behind the engine!

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Only Glare implementation to my mind is quite hard (I mean fast/real-time glare). But maybe I haven't researche enough there yet.

That could be a longtime goal for future releases :)

Personally for myself, the others would have the most importance!
Huge .cntx Files
 
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I have bought just a single 1TB SSD for 3D scenes storage.

I think I need to make that, too!

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.

Definately could that be a better solution, rather than automaticly emptieng the cache.
Huge .cntx Files
 
In Redshift, it generates automaticly the cached files in a folder. It was about 3gb.

I remember that because, this took too much space on my ssd. so I moved it to the other harddisk few days ago.

I think that could be the best solution, better than the project folder idea.
Edited: vblackrender. - Apr 27, 2020 15:02
Gpu Usage at 99%
 
Hi,

there is only very very little lag, if I am switching from tab to tab in my browser or doing other stuff in Photoshop.

It is not 100% smooth, maybe 90%. I thought that is because of the GPU is on 99%.

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What is your PCI Express connection GPU <-> Host? Normal x16 or x8 lanes?

At the moment I am using only one GPU. That should be x16 I think.
Color correct shader in materials
 
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Previously there was automatic connection for such cases but probably occasional code commenting has switched this off

Maybe we can activate that again :)

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Btw, in the R21 nodes such things are not noticed, there is a different life there.

Yeah, I really need to find a way to try that out.
Regionrender in the IPR
 
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Yes, it's possible of course to handle many of them.

How can we do that? For now I can create only one region. It will recreate the region if I click somewhere else.

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Do you want to move that created regions as in Corona across the image?

Exactly! That would be amazing.

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What about redrawing selection as is implemented now?

That works perfectly.
C4D Film Offset Issue
 
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vblackrender. wrote:
When you generate a camera with exactly the same settings as in the image, the "Film Offset" will change sometimes.

I mean, when you photomatch an interior in Cinema4D. For example with the "camera calibrator".

It will give you the exact same camera settings like in the image wich your are matching (focal length, senzor size) and sometimes the "film offset", when they are not at 0.

And when you want to model now the interior from the image, the render will not be corrrect, because it doesn't recognize the "film offset".
Regionrender in the IPR
 
Hi,

is it possible to integrate the function for multiple "regionrenders" in the IPR and the "move" function?
Gpu Usage at 99%
 
Hi,

is it possible to limit the gpu usage, for example to 90-95%.

If we have just one gpu and this does the rendering, working or browsing gets a little bit laggy.

A second gpu would wich ist deactivated for rendering, would be the solution, but maybe we can get a function in the settings for a limit?
Light Lister
 
Hi,

are there any plans for a Light Lister?

Where we have all our lights listeed and can tweak them there, without searching for each between the objects.
Refresh rate while rendering
 
Hey,

I have found out, if I render in the editor view or in the picture viewer, especially in the editor view, That images really cleans up at exact 1 iretation and the second time at 5. iretation and so on.

Is it possible to set the refreshrate to realtime, to see the results faster? In the IPR for example the refresh-rate is in realtime.

In the IPR, it first renders with a bucket and than it gets cleaner and cleaner. Is it possible to deactivate the bucket turn?

When I work with the IPR and do a lot of tweaking, the bucket starts at first, and that can take few seconds everytime, to see the exact result after it starts to clean the noise.
IES Lights
 
Hi,

at the moment, do we have the possibility to use .ies lights?

Is there actually a way to use this in CentiLeo or will this come in future updates?
Color correct shader in materials
 
Hi,

I dont know if this issue is solved in the r21 version.

Lets say, I have imported an texture/image and afterwards I want to do some color correction.

Now when I choose the "color correct" shader, there is no input, i think this is the same with other shaders, too.

(I know in other shaders there are more channels and maybe CentiLeo dont know where to put in the texture, but "color correct" has just one input channel)

I will need to import the texture again.

Are the solutions for this or a fix for later?
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