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Bugs in bloom effect in spherical rendering., Bugs in bloom effect in spherical rendering.
 
Thanks to you.
Bugs in bloom effect in spherical rendering., Bugs in bloom effect in spherical rendering.
 
Hello again, Kirgman.

Thanks for your comment.

To clearly see the error, you have to view it in the 360° viewer. You can see when one edge of the image contrasts with the other. Otherwise, it's very difficult to see.

You can see how the blob is created in the center of the object, but for some reason it doesn't transfer to the other edge of the image.

The smaller image (the one with the spotlights) makes the problem clearer.

Here are some examples:
Edited: jiv21 - Aug 28, 2025 22:06
Bugs in bloom effect in spherical rendering., Bugs in bloom effect in spherical rendering.
 
Hi Kirgman.

Reporting an error when using Bloom in spherical rendering. If an object that produces bloom and glow is located in the render's cutoff area (the edges), the bloom is only rendered on the side that is the center of the object producing the bloom. On the other side, it doesn't.

I'm sending you a sample image (with a slight bloom, but you can see what I'm reporting) because in this specific case, it not only reproduces the error mentioned, but also produces artifacts in the cutoff area. Something that doesn't happen when bloom isn't used.

Regards.

I'm attaching a link to image 360 due to forum upload size limitations. The image is 6.82 MB.

Link to 360 viewer
Link to 360 8K image
Edited: jiv21 - Aug 29, 2025 14:21
IPR crash when activating "Importance Sampling" on emissive material. And it crashes Cinema 4D., IPR crash when activating "Importance Sampling" on emissive material. And it crashes Cinema 4D.
 
I forgot to mention in the email that "motorblike" mode doesn't crash when you have real lighting in addition to the emissive materials.

The crash in the IPR and rendering primarily occurred in "Bulldozer" mode.
IPR crash when activating "Importance Sampling" on emissive material. And it crashes Cinema 4D., IPR crash when activating "Importance Sampling" on emissive material. And it crashes Cinema 4D.
 
Hi Kirgman.

It's 7:00 am for me, and I've been up all night.
As soon as I'm back online, I'll compile the scene and send it. After spending all night testing the scene... It's not just about "importance sampling." It crashes both in the IPR and in the render sequence when using an emissive material, but randomly.

Correct. I was using Bulldozer

I hope to send you the scene soon.
Edited: jiv21 - Aug 12, 2025 01:11
IPR crash when activating "Importance Sampling" on emissive material. And it crashes Cinema 4D., IPR crash when activating "Importance Sampling" on emissive material. And it crashes Cinema 4D.
 
Hello again, Kirgman.

I've encountered a new problem. In this case, it refers to the "importance sampling" of an emissive material.

I've attached a video captured from my scene.

The thing is, with conventional lighting, it works without a problem, and I can orbit the camera without the IPR failing.

Afterwards, I turn off the conventional lights and increase the power of an emissive material.

On occasion, the IPR has stopped working, but I'm not going to use it in that mode without activating "importance sampling."

The problem arises when I activate "importance sampling." Usually, on the second or third camera orbit, the IPR crashes, and when I close it, Cinema 4D freezes.

Regards.
Vídeo
Unwanted effect with de indirect light.
 
User  Posts: 51
Aug 3, 2025 18:28
No apology necessary. It's a privilege that you listen to people and resolve the issues raised so quickly.

I realize this is a beta.
Unwanted effect with de indirect light.
 
User  Posts: 51
Aug 3, 2025 12:52
Thanks for the update.

But an error occurs when putting the camera in spherical mode. When in this mode, it works perfectly in the IPR, but not when rendering to a file. The image is flat.

It worked correctly in version 0.701.

Thanks in advance.
Edited: jiv21 - Aug 3, 2025 12:53
Unwanted effect with de indirect light.
 
User  Posts: 51
Aug 2, 2025 18:04
Thanks Kirgman.
Unwanted effect with de indirect light.
 
Thank you, always. For the excellent work you do.
Unwanted effect with de indirect light.
 
Hi Kirgman.

I recently encountered a problem that I can't find a solution for.

It's an unwanted effect when I use the alpha channel and two surfaces are very close together.

It doesn't create an unwanted shadow. Rather, it creates a bounce of indirect light, creating shadow or light depending on the indirect light value.

I have to adjust the value to make the effect disappear, compromising the lighting I really want.

I've used the Centileo tag on the affected objects, which allows me to avoid them being affected by the GI, but the desired effect isn't achieved.

Best.
Centileo on RTX 5090, Is Centileo supported on RTX 5090?
 
Thank you so much, Kirgman.

You have been very quick. I have tested it on the RTX 5090 and it works perfectly, except for the normal map values on some objects. But that's a minor bug.

I'll just have to modify some values.

Great work. Now the render engine is blazing fast.
Centileo on RTX 5090, Is Centileo supported on RTX 5090?
 
Hi again Kirgman.

Could it be that you have adopted OSL for the Centileo materials? That would make sense of the increased values in the normal map and reflection among other things.

That problem has occurred in render engines like Redshift. That by adopting Osl, the values in many sections have gone from 1 to 100.

Sorry for the disctraction.
Centileo on RTX 5090, Is Centileo supported on RTX 5090?
 
Scene sent.
Centileo on RTX 5090, Is Centileo supported on RTX 5090?
 
mail sent.
Centileo on RTX 5090, Is Centileo supported on RTX 5090?
 
Hi Kirgman.

I have not been able to do an in depth review, but these are some of the points I have observed.

Apologies if I'm being so candid. Testing with version 0.700 has been a bit disappointing. I understand that it is a first version, but there are things that involve profound changes in the render engine, such as having removed the “Projection” tab within the Centileo/Camera render settings.

In my particular case it has profound implications since I have been developing a tool in expresso for 2 years that is very integrated with centileo and some functions no longer make the correct call, because the component does not exist. Likewise, I have noticed that the structure of the materials has also changed with the same result for me.

As positive points I have observed a devilish speed when generating textures, the quality of the alphas has improved a lot and also the speed in general (keep in mind that it is running on a RX 5090 and this biases the conlusions at the level of speed).

Another thing I liked is that the texture mapping is stored directly in RAM.

In a little deeper examination testing both versions centile 0.698 and 0.700 and on both RTX 4090 and 5090 platforms. I have drawn some conclusions that are complex to explain over here.

So I will send a mail from which you can download a PUREREF that will give you a clearer view.

Regards and thanks.
Edited: jiv21 - Jun 16, 2025 19:23
Centileo on RTX 5090, Is Centileo supported on RTX 5090?
 
Thanks for your quick response.
Centileo on RTX 5090, Is Centileo supported on RTX 5090?
 
Hi Kirgman.
I just upgraded to rtx 5090 and centileo does not render in IPR (Render directly I have not tried)
Is Centileo currently compatible with RTX 5090?
Gaussian Splatting on Centileo?, Gaussian Splatting on Centileo?
 
User  Posts: 51
Apr 9, 2025 12:21
The truth is that centileo has been growing in recent times and it would be fantastic to be able to have it.

In any case, congratulations for the powerful render engine you are creating.

And thanks for the titanic effort and time you dedicate to listen to people in the forum.
Gaussian Splatting on Centileo?, Gaussian Splatting on Centileo?
 
User  Posts: 51
Apr 3, 2025 08:07
A sample of the integration of gaussian spplating in c4d and redshift.
https://www.reddit.com/r/RedshiftRenderer/comments/1jpleko/check_this_out_we_pu­blished_our_first_plu...
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