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CentiLeo Features for Cinema 4D plugin
This list is not yet complete and is very brief.
Geometry handling
- Real-time ray tracing with out-of-core data management and streaming with GPU acceleration even when GPU memory is not enough to arrange data
- Out-of-core geometry, even hundreds million polygons or hair / curve segments
- Suuport out-of-core instancing and particles if they don't fit into VRAM. Huge amounts of particle data (matrices and attributes) may not fit into GPU memory sometimes, but CentiLeo can render this cases as fast as if we would have huge VRAM.
- Nested out-of-core technology that allows to render out-of-core amount of particles which may reference out-of-core geometry
- Support for huge amount of attributes for surface meshes, curves, particles
- Out-of-core and out-of-RAM image textures with GPU acceleration
- Fast support of dynamic scenes compilation for many objects in parallel on GPU (suitable for interactive modeling)
- Motion blur (velocity, deformation and multi-step transformation motion blur).
- Adaptive high-quality and fast scalar displacement mapping (which supports the full flexibility of shader networks, noise textures, etc).
- Support all particle engines in Cinema 4D with their attributes: native new Cinema 4D particles (since 2024.4), Alembic point clouds, X-Particles, Thinking Particles, legacy standard emitter.
- Support MoGraph objects (with multi-instancing) as particles with all attributes support.
Render Speed and Noise
- Scalable multi-GPU support (up to 16 GPUs).
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Noise aware adaptive unbiased path tracing
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Fast noise reduction for glass
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Fast noise reduction for multi-layer materials
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Fast ray traced Subsurface Scattering
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Fast adaptive rendering with many light sources in the scene. 10 or 100 lights - similar render speed.
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Fast noise reduction for Mesh Lights with complex shape
- Two rendering kernels Bulldozer (good for complex interior or night lighting) and Motobike (good for simple lighting)
- Denoiser based on Nvidia OptiX that supports image resolution of any size
Materials and Shaders
- Node-based shader material network interface
- Standard CentiLeo Material with 2 reflection lobes (also anisotropic), diffuse, translucency, transmission, ray traced SSS, alpha, bump, emission support.
- Emission, Ray switch, Reference
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Light sources with assignment to different layers of materials (visible to reflection, diffuse, and color scales for them).
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Flexible Shadow Catcher material option with shadow strength controls per light source.
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Shader nodes: bitmap, noise, pattern, procedural flakes and scratches, UVW projection / transformation / distortion, triplanar, randomizer, ramp, curvature, ray switch, falloff, math, layer, color correction, curve map, remap, surface wire, surface side, constant.
- Hundreds of bytes of attributes per vertex, e.g. up to 24 UVW, and up to 30 Vertex Color and up to 30 Vertex Map channels support per polygon mesh
- Access object and particle attributes from nodes using string names
AOVs (render passes)
- AOVs / Render passes are rendered all at one render job.
- Up to 20 Light groups (passes) allowing to change lighting in post.
- Up to 30 AOV Mask passes for objects and/or materials.
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Light pass blender AOV which allows to post process the combination of light passes without re-render.
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Beauty pass blender AOV which allows to post process the combination of reflections, diffuse and transmission without re-render.
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Arbitrary output image resolution (as soon as it fits to CPU RAM).
Image Post Processing
- Real-time Bloom
- Post-processing ACES tonemapping
- LUT (Look Up Table using .cube files)
- Post-processing denoiser
- Highlights Compression, Contrast, Vignetting, gamma correction
Workflow
- Dockable Interactive Preview Render (IPR) mode supports reaction to mesh edits, objects motion, shading, lighting and camera changes in real-time.
- IPR also has optional FIN GEO mode which implements Picture Viewer scene state inside IPR with options to change material and camera settings.
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