Change Log: cntlmax 0.541 alpha (2017 December 25) [cntlmax] Fixed various cntlLight bugs (bad GUI when create several lights, not working size of rollout, wrong radius export for spot and sphere shapes).
[cntlmax] Fixed crashing bugs in cntlProxy when input non ”.cntlproxy” files.
[cntlmax] Fixed some export bugs for instancing and Max Compound Scatter objects.
[cntlmax] Fixed IPR bugs not receiving keyboard input for post processing controls.
Change Log: cntlmax 0.540 alpha (2017 December 18) [core] Support nested Transmissive refractive objects with different IOR (e.g. liquid in a glass with ice cubes inside). A liquid object geometry must overlap slightly the glass (same as in other modern renderers). The material of liquid object must enable the flag “Is Liquid” (available in cntlMaterial->Transmission menu). Same works with water droplets on the bottle or any other liquid objects that are modeled inside or outside a glass with slight geometry overlapping. This way all relative IORs between refractive mediums will be computed correctly internally.
[core] Added procedural Dirt shader which can enable different colors and material properties on crevices, convex and concave geometry regions. Occluded, Unoccluded and Distance parameters can be textured. Dirt shader can be nested into other Dirt shader.
[core] Fixed bump mapping “terminator” artifacts that can be visible on lowpoly objects and lit by small area light source. User can tune the effect of this fix with “Light Shift” parameter which is available in cntlMaterial->Bump menu for Cinema 4D and in cntlMaterial->Common for 3ds Max. This works for all material properties (diffuse, reflections, etc.).
[core] Fixed reflection artifacts on low poly geometry where smooth normals differ too much from real normals of geometry.
[core] Fixed reflection loss of energy when combined with other material properties such as diffuse or SSS.
[core] Fixed SSS color and weight automatic normalization.
[core] For easy handling in cntlBitmap there is no need to select type of texture “image”, “b/w bump” or “normal map”. This is resolved automatically, except for normal maps where user must enable “Is Normal Map” flag.
[core] Added option “Output Alpha channel” to cntlBitmap. Useful for application with PNG and cntlMaterial->Alpha channel.
Important note We are currently using JUCE library (https://juce.com/) for IPR GUI under Personal license (which is free) for initial testing purpose. In IPR window it will show in the right bottom corner a splash screen for the first start and it dissapears in few sec. It may also connect to Google Analytics to collect end-user stats. Juce guys claim this is nothing bad but stats collection so they know who is using them. However, the plugin works perfectly without any Internet connection.
If everything works well on main technical side then we will buy the full license of JUCE and get rid of these small issues.
GPU Drivers Please, install modern NVIDIA display drivers. E.g. at least 372.70 or one of the newest.
Adjust GPU Rendering Low-priority settings Can be found in CentiLeo Renderer Settings -> Hardware Settings.
Low-priority flags are ON by default in IPR mode for ALL GPUs. For fluent work in IPR mode it’s HIGHLY RECOMMENDED to keep enabled “low-priority” setting for DISPLAY GPU and switch if OFF for other render GPUs which are not connected to the monitor. Low-priority option is useful for display GPU because it is used to display the elements and models of 3D Viewport and OS.
If you have many GPUs in one computer then Display GPU can be excluded from IPR render to have less competition between Viewport and CentiLeo for Display GPU, this can improve the system feedback overall.
Please test and report about any issues in this pack.
Edited: Kirgman - 21.01.2018 17:01:57(0.541 update: bugfixes in cntlmax integration for cntlLight, cntlProxy, instancing and IPR)
Thanks for the new build! I haven´t had the time to try it out.
Just a thought, I think it would be a good thing to be able to increase the motion blur time to more than a frame. unrealistic but useful for fake time-slice etc.
There will be another dive into motion blur area to get more flexibility out of it including more motion keys (and variable) and extending time, etc. But this is expected after work on completelly missing "must-have" features.
Hi, I decided to try and follow CentiLeo.First of all, I wish you to continue to develop successfully it and i think forum needs to requests section.
i want to some requests for examples; LUT,bloom,glare on settings.
note:I apologize for my inadequate english
Hi arkinyildiz! Welcome to CentiLeo board! It's a good idea to follow CentiLeo because we have very huge potential for improvement in all areas
You may freely open a topic for requests in this forum section (about 3ds max) or in "Development progress" section.
Btw, there is a plan for the nearest version updates, see here http://centileo.com/forum/forum21/ It includes some complex features / improvements that can influence the core engineering.
After we finish it that there will be a so called vacation: quick run on easy to do features like LUTs, AOVs, proxies, more camera options, physical sky, glare/bloom, material converters and more.
Hey! I'm new here and I just started using 3DS Max (because of school) not long ago. I really like your renderer and I am excited to see where this goes! It has tons of potential.
I went through your documentation in the latest version and it says displacement in the cntMultMat only accepts cntTexture's but it seems this version doesn't have cntTexture's. Is there a new way to use the displacement?
Hi Blake and welcome to CentiLeo page!
The documentation is very old already. Displacement was deactivated at some point due to many bugs. I am currently working on a new displacement implementation just for the next release, it will be better and faster. The documentation will be updated few releases later.