Cinema4D version 2020.1-RC2[R4](ReleaseCandidate) 06.04.2020

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tim_grove
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Thanks for the fast reply!

On further investigation it is when an image node is plugged into opacity and metallic float = 1
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divasoft
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Sorry guys, but again I am with my problem with motion blur. Impossible to render.
I have to sit next to the computer all the time and restart the render every 10 frames, otherwise the calculation time for motion blur, even in the simplest frames, reaches tens of minutes.
This is a basic problem that had to be solved many years ago. This is one of the main functions of the engine. I absolutely do not understand how you can ignore it.
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divasoft
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Plus, the same frame is different if I restart the render. As a result, I cannot completely use motion blur, because if the frames after the restart are different, I will get a glitch when I make the sequence.
This is a very serious problem. Great new features are very good, but the basic functionality does not work.
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aoktar
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divasoft wrote:Plus, the same frame is different if I restart the render. As a result, I cannot completely use motion blur, because if the frames after the restart are different, I will get a glitch when I make the sequence.
This is a very serious problem. Great new features are very good, but the basic functionality does not work.
Sorry but have checked with standard renderer before critise? And did you cached the dynamic?
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divasoft
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aoktar wrote:
divasoft wrote:Plus, the same frame is different if I restart the render. As a result, I cannot completely use motion blur, because if the frames after the restart are different, I will get a glitch when I make the sequence.
This is a very serious problem. Great new features are very good, but the basic functionality does not work.
Sorry but have checked with standard renderer before critise? And did you cached the dynamic?
As you can see, this problem is solved in other renders or it didn’t exist there from the very beginning. Rendering time per frame is increasing, but gradually with an increasing of particles and not exponentially. Moreover, t’ there are no artefacts in the particles that has been just created. And yes, particles was cached.
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aoktar
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divasoft wrote:
aoktar wrote:
divasoft wrote:Plus, the same frame is different if I restart the render. As a result, I cannot completely use motion blur, because if the frames after the restart are different, I will get a glitch when I make the sequence.
This is a very serious problem. Great new features are very good, but the basic functionality does not work.
Sorry but have checked with standard renderer before critise? And did you cached the dynamic?
As you can see, this problem is solved in other renders or it didn’t exist there from the very beginning. Rendering time per frame is increasing, but gradually with an increasing of particles and not exponentially. Moreover, t’ there are no artefacts in the particles that has been just created. And yes, particles was cached.
Calculation times with increased amount of xparticles that's a pitfall on motion blur alghoritm. There's still no better way to avoid it. It's not a simple or easy problem to solve, I'm checking to see if a genius way is possible to improve it.
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desire
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May be I missed something, but can't get SSS in 2020.1-RC2 with Diffuse and Universal material.
No matter trough Absorbtion, Scattering or Randomwalk nodes.
But it works with Specular material.
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aoktar
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divasoft wrote:Sorry guys, but again I am with my problem with motion blur. Impossible to render.
I have to sit next to the computer all the time and restart the render every 10 frames, otherwise the calculation time for motion blur, even in the simplest frames, reaches tens of minutes.
This is a basic problem that had to be solved many years ago. This is one of the main functions of the engine. I absolutely do not understand how you can ignore it.
I found some fixes to improve performance with high emission amount for xpEmitter. Here's a screenshot from render times. Please do not claim I'm ignoring anythings for next time, it doesn't sounds fair and well. I have a lot of different tasks to improve this plugin. All takes so much time until they are stabilized. I'm still working on problems and missing parts of group feature for example, also making small fixes and bug hunting.
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divasoft
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aoktar wrote:
divasoft wrote:Sorry guys, but again I am with my problem with motion blur. Impossible to render.
I have to sit next to the computer all the time and restart the render every 10 frames, otherwise the calculation time for motion blur, even in the simplest frames, reaches tens of minutes.
This is a basic problem that had to be solved many years ago. This is one of the main functions of the engine. I absolutely do not understand how you can ignore it.
I found some fixes to improve performance with high emission amount for xpEmitter. Here's a screenshot from render times. Please do not claim I'm ignoring anythings for next time, it doesn't sounds fair and well. I have a lot of different tasks to improve this plugin. All takes so much time until they are stabilized. I'm still working on problems and missing parts of group feature for example, also making small fixes and bug hunting.
This is awesome news, thank you very much for your work :o
rclassenphoto
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This build and the 2019 Build crashes on every material with a "Noise" node in c4d R21! This is not normal, Why can you dont fix this shit?
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