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Rock Solid and Stable, Working all day with no crashes - wow :)
 
Administrator  Posts: 476
Feb 23, 2021 18:45
Thanks Ron! Yes, the was a big work to catch the crash bugs thanks to testers and bugreports. And it's a fortune not to get more crashes after 0.60 release because it was a huge modification. I also like to open IPR in a second monitor while modelling something and test things immediatelly, and I can say that in a couple of versions the IPR scene compilations will become even faster.
Feel free to request the features you are missing in Centileo, there is a huge list to do, but knowing user priorities is always usefull.
Kirill
If I have a spherical field with color remapping on, how do I send this color data to a CentiLeo material?
 
Administrator  Posts: 476
Feb 16, 2021 18:08
Thanks for usefull link! I will think how to integrate this type of features!
CentiLeo codebase is C++/CUDA compiled into one dll (in library folder of our plugin). It's the same dll for all versions of Cinema and Max. Much easier with just one compilation of DLL and then exporting it from plugin dll compared to separate compilation into static .lib for each version of Cinema or Max.
GPU programming is very cool! I have fallen in love with CUDA since it's beginning in late 2006/beginning of 2007. And still so many things to learn and do!
I am one of fans of UE, however observer not a developer, but like very much whatever they are doing!
Round Corners
 
Administrator  Posts: 476
Feb 16, 2021 09:05
Glad to read this! Thank you! You may post your feature requests btw. It's always usefull even if I have a good list already.
There will be several kinds of licenses and perpetual too. Convenience is important
If I have a spherical field with color remapping on, how do I send this color data to a CentiLeo material?
 
Administrator  Posts: 476
Feb 15, 2021 19:52
Hi again! Right, at the moment such custom values are not connectable to CentiLeo isolated material/shader system yet. I am working on this class of features right now. I am working on support of many attributes including many UVW, Vertex Colors, Vertex Maps per polygon vertices, also will export attributes from MoGraph to CentiLeo objects.
And will need to understand the workflow such as you want to build.
So do you generate some values with say Expresso and can direct them somewhere for some User Data RGB node and then CentiLeo should get a value to own material pipeline. Right? Should it be similar to Arnold?
Round Corners
 
Administrator  Posts: 476
Feb 15, 2021 19:47
Quote
tronkyfran wrote:
Is there any texture that can do "round corners" like corona, vray, etc...?
Thanks for your work, the renderer looks solid!!
Hi Tronky Fran! And welcome to here!
Unfortunatelly not yet, I like round edges feature and also need it by myself as a developer to make some nice demos. Hope to do it before 0.70 release.
Thanks for "solid" mark, few nearest releases will solve current feature issues to make it even better.
How to access plugin once loaded?
 
Administrator  Posts: 476
Feb 15, 2021 19:43
Hi Ds! Well... I was very nervous about this thread :) I also thought you are trolling me :) 21 minutes for 1 very simple scene on a very-very good GPU!
13 sec is ok and it will be less in the near future within several monts so stay tuned. Ask any questions you want, I love C4D and working on this integration with huge enthusiasm!
How to access plugin once loaded?
 
Administrator  Posts: 476
Feb 10, 2021 09:06
21 min looks too much anyway also for 1920x1080 at 1 iteration. It should be seconds! Really! I am not joking :)
Can you give me a full scene please for my tests? To info@centileo.com I will probably also give you a debug version with some more detailed info.
How to access plugin once loaded?
 
Administrator  Posts: 476
Feb 10, 2021 06:26
Yes, whatching videos, serfing web Chrome is ok while doing GPU render. They don't make problems in my practice.

The screenshot looks fine! The speed indicator "SPS" (samples per second) is ok.
You just need to reduce the amount of Render Max Iterations. It computes 32x64=2048 samples per pixel while it's ready at 1 iter (64 samples per pixel). You don't need default 32 iterations: see CentiLeo Render settings.
Can you please show the screenshot of the first scene (not a sphere) as an example of reasonable scene with 1 iteration?
How to access plugin once loaded?
 
Administrator  Posts: 476
Feb 10, 2021 05:55
Wow, this looks very wrong. Please, help me to investigate wha'ts going not the right way.
I would like to see the screenshots from IPR like here http://centileo.com/docs/index.php?COURSE_ID=3&LESSON_ID=39&LESSON_PATH=17.39
At the botoom of IPR there is a bar "GPU Indicators". It's enabled with mouse right click and selecting "Show GPU info" in menu. To understand what's every number meaning see here http://centileo.com/docs/index.php?COURSE_ID=3&LESSON_ID=39&LESSON_PATH=17.39#gpuindicators

How many textures are there in the scene? And what's the interface of GPU connection to Motheboard? PCI-Express direct connection or through the riser? I don't think the out-of-core textures should behave like this. There were so many tests with far bigger scenes on smaller harware with great performance.
Another potential reason: what drivers have you installed? Latest ones? How many other GPU programs are working at the same time? Any Mining, Octane, Redshift for e.g.?
How to access plugin once loaded?
 
Administrator  Posts: 476
Feb 9, 2021 15:42
Hi Ds! Welcome here! Ron is right, thanks, you should update to Cinema R23.110 or higher build version. It done using Cinema GUI automatically and for free. This update will also reduce the bugs of Cinema itself!
This is mentioned on the http://centileo.com/download/ in a section titled "If CentiLeo doesn't show after installation".
Non Rendering Displacement, Displacement mapping not rendering in C4d Picture Viewer on all objects
 
Administrator  Posts: 476
Feb 4, 2021 19:29
Quote
Ron Walker wrote:
Hi Again,
I'll send the scene over with a render following work this evening
Ron
Hi Ron! I have fixed displacement issue in recent bugfix release!
Non Rendering Displacement, Displacement mapping not rendering in C4d Picture Viewer on all objects
 
Administrator  Posts: 476
Jan 21, 2021 09:00
Hi Ron! It looks like a bug, please can you send me an example scene to info@centileo.com?
One of displacement limitations is that when it's applied to particles such as XParticles it doesn't displace, right now the objects scattered by Cinema\s Cloner are treated same as particles so no displacement too.
Decals/Labels, Adding images without repeating
 
Administrator  Posts: 476
Jan 16, 2021 18:21
Thanks for recommendations! :) Your friend may freely ask any questions here on FB group
Btw, CentiLeo can work on old hardware, but actually I would note there are System Recommendations.
They are not very hard, but e.g. 2GB GPUs are still circulating and I know CentiLeo may work on them, however there are more risks for instability. Also on smaller GPUs performance is clamped not only by GPU compute power but also a little bit by complex CentiLeo architecture that was primarilly designed for slightly larger resources to deliver very good things at larger scale. Also Nvidia and Microsoft push application developers to go for more advanced features, GPUs, etc and sometimes this forces us to think less about older hardware :)
Decals/Labels, Adding images without repeating
 
Administrator  Posts: 476
Jan 16, 2021 14:29
Btw, while you have R23 and there are nodes there! If you select CentiLeo node space then using uvwTransform node has bigger functionality than Texture tag and it recreates the functionality of native Cinema texture tag's scale/tile/offset/repeats params but it's more powerfull because it can be done per node or used as main projection method for all material textures.
uvwTransform can do the same things as native Texture tag for the same projection if you select defaul texture tag projection in uvwTransform.
On top of that there is easy possibility to use it as mask for node Material mixing. There you can use simple material mix (2 materials) or layered 10 material mixer and combine them as much as you want. To make a mask for these material blends from uvwTransform (with limited repeats) you may apply uvwTransform to just the whole white bitmap or bitmap with some own mask to get complex mask shape.
Decals/Labels, Adding images without repeating
 
Administrator  Posts: 476
Jan 16, 2021 13:23
Hi Ron! Thanks for tests and your opinion!
Using selections for decals is another way that I have just forgot to mention. Yes, it has a problem that it repeats mapped materials everywhere. In the past I made a feature where it was possible to stop repetitions but have removed this for some reason. Actually, I need to analyze things again :) Since Cinema R20 a lot more mappings inside material are allowed, not just a mapping enabled in texture tag for the whole material. So basically we can map the most of the textures of material using texture tag default projection and some textures (3D noise or scratches or whatever) can be mapped with different mappings using uvwProjection/uvwTransform. Basically, I also need to learn the best user practices of decal/label placement and probably make some boxes that can be shifted across the surfaces.
Why do you left the images noisy with few iterations? :)
Animation Test, An animation an old scene with new renderer
 
Administrator  Posts: 476
Jan 13, 2021 16:47
Hi Ron! Thanks for the very good test! I think the wheel shrinks during the motion because of the lack of motion blur keys. Just go to CentiLeo Render settings -> Camera Tab and there you will see motion blur transformation steps. By default it's 2. Just set it to a higher number, say 10-20. The maximum is 32. I hope this should help.
More complex scene renders, Still trying it out
 
Administrator  Posts: 476
Jan 12, 2021 10:57
Hi Ron! Very cool images! Small fixes can be done, but they are already in a good shape.
Cinema R21 has Intel Denoiser, CentiLeo uses it from R21 and this small remaining noise can be killed completely.
Btw emissive lights of CentiLeo are very fast. However right now for Cloner and X-Particles objects they are not improtance sampled (and can be slow) - will fix this later.
Quote
Ron Walker wrote:
What I would like to know is how to use the various addition shaders Centileo offers as there are no explanations I can find on the site.
I tried to make them intuitive, but still has to write Manual pages about the shaders. And I would also recommend to use node-based materials that is enabled for R21-R23, they are visually more intuitive with inter-node connections.
Quote
Ron Walker wrote:
Also is there any kind of Volumetric Environment/Atmosphere available?
Not available at the moment. To be done in the future.

Best regards,
Kirill
Sunbeam Tiger, Quick render using an old model with new renderer
 
Administrator  Posts: 476
Jan 9, 2021 13:20
Hi Ron! Very nice renders! Btw, it will be fast even if the car headlights are made not from bitmaps but from real glass, bulbs, etc (with a lot of refractive geometry). CentiLeo is fast for such materials.
As for decals
They are possible to do, but the problem is that things are not visual.
Look at the screen and the scene file https://drive.google.com/file/d/1LD-7m0PKf0ngv6MbXNnR7Oc4SF28kv3E/view?usp=sharing
There decal is done using the layer shader where the base layer is metal and on top of that there is a bitmap with centileo logo (1) and there is a white bitmap mask (2). Both (1) and (2) are connected to uvwTransform node. This node has "scale" parameter which makes mapped textures smaller for smaller scale. And there is "decal" flag that stops mapping for out of [0..1] range of UVs. This example operates in mesh explicit UV channel the one we create in UVW tag. That's why there are few decals because the UV space 0..1 regions appear several times. But we can also map in XYZ local space to object where material was assigned. To do this a uvwProjection node should be connected to uvwTransform and therein a "XYZ" mode should be choosen. Then with IPR help you can find good offsets to place decal on a surface. Bad that the real decal box is not visible. Will work on this part in the future and will learn other workflow experiences.
Textures Fade Away, Disappearing bitmap textures
 
Administrator  Posts: 476
Jan 6, 2021 15:39
Hi Ron, I have reproduced a bug, now working on it.


Textures Fade Away, Disappearing bitmap textures
 
Administrator  Posts: 476
Jan 6, 2021 14:19
This is the similar setup for R20 and below Cinema versions. Not with node materials, but with old menu materials:
https://drive.google.com/file/d/1bVGeZEvwDNsGq1HgIxKbRYVb-xKHm5Ip/view?usp=sharing
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