CentiLeo 0.51 for Cinema 4D R16-R18 is available! At this time we have made the integration of CentiLeo with Cinema 4D tighter! Support almost everyting from Texture Tag mapping including tiling, offset, repetitions and alpha-channels of CentiLeo materials. All this can be used to combine the stack of CentiLeo materials with semi-transparency of materials and geometry (if we are on the ground-level material). Just like in Cinema 4D. Mappings like Cubic and others are in TODO list. Also have added Variation and Random shaders. See the full list of changes below.
[C4D plugin] Fixed a bug in viewport preview texture render that could cause crashes of Render Queue.
[C4D plugin] Fixed bump strength range (now it’s arbitrary positive and negative).
Change Log: cntlc4d 0.512 alpha (2017 August 19)
[C4D plugin] Fixed double scene evaluation bug which could cause slight IPR slowdowns .
[C4D plugin] Fixed: new internal representation of materials and shaders for 0.51 is created automatically (no need to start render for this). Without this before user starts a render there could be confusions in material/shader copy/paste operations.
Change Log: cntlc4d 0.511 alpha (2017 August 13)
[core] Faster GPU initialization stage for Multi-GPU.
[core] Added low-priority setting for GPUs (see Hardware Settings). They 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 only for display GPU because it is used for Viewport display. If you have many GPUs then display GPU can be excluded from IPR render.
[core] Added Variation shader. It generates different colors using HSL color model if material with this shader is assigned to different objects. Each HSL component has the range which is divided with a setting “resolution” and in this range a random color is picked automatically for different objects. Objects are considered different if they have different names. Later will add special object tags for this purpose to extend flexibility.
[core] Added Random shader. It assigns random shaders for different objects (max 10 shaders to select one random from it) if some material with this shader is assigned for different objects. It’s possible to construct many random shaders on top of each other. Later will add Random Bitmap shader.
[core] Removed Geo Mask slot from Multi Material due to more flexible and quite fast new Alpha channel. Maybe will return it later
[core] Added Alpha channel (same as Opacity) for Standard CentiLeo material. It’s stochastic (but very fast) and can use combinations of shaders. However, the depth of effect is limited to “max ray bounces” setting.
[C4D plugin] Added support for material stacking using standard Texture Tags. This feature understands selection tags, material Alpha channel, offset, tilling, repetitions and up to 4 UVW Mappings from the row of object tags. The UVW Mapping that is assigned to material shaders is the next right one to the Texture Tag. Default mapping of material (using this Texture Tag) and tilling parameters are propagated to internal material shaders (like Bitmap and etc.). This works as suggested by default Cinema 4D behavior with a limitation to 4 UVW Mappings per object. Other procedural mappings like Cubic, Cylindrical, etc. are in TODO list.
[C4D plugin] Each of the CentiLeo shaders such as Bitmap, Noise etc have “default” mapping parameter which inherits the mapping of the entire material which is enabled in the Texture Tag. Each shader like Bitmap can change this mapping and relative tilling too.
[C4D plugin] Fixed: when materials linked to Selection Tags are inherited from some parent object to child objects then polygon Selection Tags of child objects are processed correctly.
[C4D plugin] Fixed: when CentiLeo material is assigned to an object then default projection is UVW.
[C4D plugin] Fixed: when CentiLeo material is copy-pasted then all the shaders are also copy-pasted with it (not as instances but as copies). It also fixes the problem of copy-paste to another scene.
[IPR] Fixed non-working IPR in C4D R16.050 build.
[IPR] Polished few things that caused the random stalls.
[IPR] If IPR window is minimized and not present in the task bar then click “CentiLeo IPR” command in top menu again to get it back immediately.
Known issues to be solved
- Displacement mapping feature is deactivated due to large code changes overall. This feature will be recovered within the next few short CentiLeo updates.
- May not initialize if AMD GPU is in your computer together with NVIDIA GPU.
- Very limited scene converter tool from Cinema 4D native materials (only diffuse color and texture are converted and translated if assigned to the object)
- May not support non-latin texture paths.
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.
Please test it and give us feedback to discover further improvements!
Btw, the stats of CentiLeo iterations are adjusted a little bit. Before 0.51 the first iteration was progressive noisy thing. It wasn't included in render image (except for brief 2 iteration renders). But it was accounted in stats which led to some confusion during comparisons.
From now on each single iteration of CentiLeo render settings corresponds to 64 samples per pixel. Same is true for the first iteration. Progressive iteration render things are not accounted anymore in the stats and final image which has at least one iteration completed. This progressive iteration is just for display purposes to see the scene while user moves there. It takes 5-15 sec usually and has not multi-GPU btw The rest render process is perfectly multi-GPU.
In this design the increment of CentiLeo sampling is 64 samples. No way to set e.g. 16 or 32 samples per pixel. So keep it in mind during comparisons. CentiLeo has advantages for more complex renders which require some reasonable sampling, say 10 iterations or more.
One more note: "Low-priority" setting in Hardware Settings is real-time. You don't need to click "Apply HW settings" when changing priorities. Just change the checkboxes and it will arrange priorities on the fly. Will do the same thing for applying render GPUs too, but not soon.