Please, read this changeloog. There are serious changes!
Change Log: cntlmax 0.452 alpha (2016 Nov 30)
[core] Fixed numeric bug which caused render convergence slowdown for HDR lighting
with very bright region.
Change Log: cntlmax 0.451 alpha (2016 Nov 29)
[cntlmax] fixed potential crash problems in Centileo material, IPR and Uber light source script data.
Change Log: cntlmax 0.45 alpha (2016 Nov 27)
[core] Significantly better performance when there are many light sources in the scenes. You may notice better noise cleaning when there are more than 10 light sources. E.g. when there are 500 light sources in the scene then 0.45 may render 50x faster than 0.44.
[core] Special image AOV called “Blend light passes”. Recall that light passes can unite several light sources of the scene. When allocated in AOV rollout together with other light pass AOVs then you can change the brightness and color tint for each AOV in post without re-rendering. Currently these settings are only in render settings.
[core] Same post-process feature as above but with “Blend beauty passes”. When this AOV is enabled then you can mix beauty passes Environment, Reflections, Base, etc.
[core] The simple Visibility settings of light sources (with on/off state only) were changed to more flexible spinners with range 0..infinity and with additional color tint per each Visible material layer by individual light source.
[core] Shadow catcher as shader. Now you can attach the color of background to any color slot of material (for diffuse or say reflection) and it will work correctly. It also supports rendering to alpha channel of shadows from HDRI which are casted to the object with shadow catcher.
[core] Alpha channel with automatic black background rendering. To render beauty and light passes with alpha channel select corresponding checkbox in AOV rollout. When selected the alpha channel will be included and the background from non-background passes will be black (this avoids artifacts on the border of opaque object and background).
[core] Translucency slot for CentiLeo standard material (placed together with diffuse).
[core] IOR slot for each reflection layer of CentiLeo standard material.
[core] Fixed confusion when color doesn’t change in case of changing the weight of some material layer (of this is the only enabled layer of material).
[core] Advanced mixing mode for CentiLeo Multi-Material. Now each layer has the checkbox “is coat”. When it is selected then the current material coats on top of materials under it (it is old mode of CentiLeo 0.44). When this checkbox is not selected then the current material is evenly mixed with the underlying materials.
[core] Added multipliers for Direct Lighting, Direct Specular and Indirect Lighting components of the rendered image. They force re-rendering and affect all beauty and light pass AOVs.
[core] Fixed weird bump map and normal map bugs when they are scaled using cntlMath/Binary or cntlColorCorrection.
[IPR] Added 3 modes for the Region Render (play = start drawing render region, pause = fix current render region, stop = continue render the full image).
[IPR] Fixed bug with appearing strange black borders when Region Render is changed to full image render.
[cntlmax] Less lags in 3ds Max GUI when IPR is running (needs more tests).
Note: the amount of lags was reduced so well that we recommend to up the IPR priority to 1 (in IPR settings rollout). This may increase samples/sec productivity of the IPR rendering. [cntlmax] Changed Standard CentiLeo Material GUI. Now the const values of the properties are tuned by spinners on the left side of material. The shader slots are on the right. Between them there are sliders which blend between the corresponding const value and shader evaluated value. This solution simply brings more functionality into the same GUI area.
[cntlmax] cntlNoise shader can now be rendered and manipulated in the 3ds Max viewport.
[cntlmax] Added button “Save current IPR image” to render settings. When IPR is running and is producing many AOVs at one time then this button may help saving all these images to the specified location at once.
[cntlmax] Fixed few other small bugs.
Known issues to be solved soon :)
- No yet multi-GPU
- May not initialize if AMD GPU is in your computer together with NVIDIA GPU.
- Very limited scene converter tool from other renderers (only diffuse property and textures from Standard material and Vray material)
- UVW mapping change of parameters may not be accounted by IPR scene auto update mode. To be solved.
- Need to finish implementing integration with ForestPack/RailClone/MultiScatter
Will post few comments and demos about this new update when will publish the update for CentiLeo to Cinema 4D (will be out soon, hope today).
Hi muthukumaran A, sure we will make a couple of new silent videos with few new features.
Eg. basic carpaint is super simple. Just select dark blue diffuse color. Then make reflection1 weight = 1, reflection1 ior = 1.4 or similar, reflection1 roughness = 0 (and select reflection as coar chechked, this is clear coat).
After that make reflection 2 weight = 0.5, IOR = 5 or 10 or anything like that, roughness = 0.05, color light blue.
Then place a lot of area lights (or nice HDR) on top of that. You may place a couple of different HDRs for each reflection/diffuse etc.
Flakes are currently can be done with normal/bump maps to respective slos (e.g. reflection2 has own slot). Later we need to implement own procedural flakes.
As for SSS there are 3 layers there, Just for more flexibility. However they are multiple scattering
We have discovered a problem with initial geometry load times (when you open IPR mode). Based on 3ds Max API we currently have 2 solutions:
1) Correct loading of geometry model to CentiLeo memory format, but slow, 6:30 min for 40M poly model. This includes geometry parsing and compilation. And it eats a lot of RAM at peak consumption (and then reduced).
2) Fast geometry loader, 50 sec for 40M poly scene, 2x less greedy for RAM. But the problem is that for some CAD or some rare models it may generate wrong normals.
In 0.451 we have opted for #1 solution which correctly loads scene.
We are currently looking for the ways to make #2 correct and introduce it to the public release. It's not a matter of CentiLeo GPU geometry compiler which is quite fast. It's a matter of working with 3ds Max API. Hope it will be solved soon.