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CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
Thanks Daniel, I will dive into these things when will start converting 0.58 release for Max
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

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Not workin
 
Btw, the new CUDA version of NVIDIA that we use no longer supports GPUs of compute capability 2.0 and 2.1. This means that GTX 480, 580, 560ti and other similar devices are no longer supported. See the full list of devices per compute capability here https://developer.nvidia.com/cuda-gpus
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
Not workin
 
Quote
Thomas Jensen wrote:
Centileo wether its the bridged r19 or the "legit" r20 release are not working on my r20...0.57


Dont know whats wrong but Cinema is not starting up.
Hi Thomas and welcome here! What are your computer specs?
If this is Windows, Nvidia GPU (with at least 3 GB or even 2 GB) then Cinema may not start if Graphics Drivers are outdated. Please try install new drivers and let me know your results.
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

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CentiLeo for Cinema 4D 0.572 available - many additional shader nodes
 
Change Log: cntlc4d 0.572 alpha (2019 March 6)
[core] Fixed artifact bug when SSS doesn’t follow motion blur.
[core] Fixed wrong clamping for 16+ bit bitmaps when used for displacement.
[core] Fixed some triplanar mapping artifacts.
[core] Fixed wrong bump mapping over displacement mapping (when bump and displace maps are different).
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
cool renderer! some thoughts
 
I have fixed the bug with SSS and motion blur. Will upload today or tomorrow with some other recent bugfixes.
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

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cool renderer! some thoughts
 
Hi Christopher! And welcome here!

Please, can you upload this file with SSS so I can test it and debug. Just solid light pink and dark pink shouldn't be there?
There shouldn't be anything special with SSS and motion blur. Maybe I have missed inserting time value to some function.
Btw, you can watch how motion blurred object lookd for every time if you change the shutter open/close range (in render settings) from 0..0.5 to the range like 0.3 and 0.3 (just immediate time moment).
There is some limitation for IPR and motion blur: IPR doesn't show more than 4 motion keys in a preview. But if you render from Picture Viewer (or IPR with FIN GEO mode) then you will be able to see all motion blur keys enabled in render settings.

Max ray bounces - limits the total bounces of light path travel in the scene (from camera to light).
Max diffuse bounces - limits bounces from surfaces with non-zero roughness. These 2 settings may be valuable for example when you limit the "Max diffuse bounces" but have a glass object with internal reflections and refractions and for this you increase "Max ray bounces" and get deeper render result and slower render only for this object but not for the rest.

Depth of Field is moving to camera. Focus distance is controlled from camera object. The rest things (like sensor width, blades) will land there too once I dig there again.

Caustics are currently blurred. However what you see around semi-transparent objects is not caustics but a fake transmission with forced IOR = 1 (for faster render in general case). Real precise caustics and dispercion will be addressed later when other production features will be implemented.

Metropolis is currently not used internally. But it was in the past. Even after all improvements that we did for it there are still so many problems for animation, motion blur, slower for everyday production scenes, many ray bounces and etc. We will continue to investigate though.
Anyway, the next 0.58 is about render time optimizations, so stay tuned :)
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

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CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
Hi Daniel! Thanks for reporting a bug. I know there are some scaling problems on 4K and I know some others too. Will fix this.
CentiLeo Light - is the right choice. It unites the other lights. But other (depr) lights are "deprecated". They will be removed, so they should be avoided.
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

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CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
Quote
Daniel Westlund wrote:
Hi Does it work with RTX cards yet?

//Daniel
Hi Daniel, I heard some user tested CentiLeo with RTX 2080 and it was working faster than with older GPUs. But I haven't tested personally, still using 970 and 1070.
As for RTX rays acceleration hardware feature - not supported. At the current state of RTX ray acceleration feature - it may be not compatible with some current and future CentiLeo features.
Btw, I will update CentiLeo for Max at the next 0.58 release :)
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

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CentiLeo for Cinema 4D 0.572 available - many additional shader nodes
 
Hi Carl! And welcome here!
One of my development setup is a bit worse, 32GB RAM and 3x 970GTX. It's rarely have sluggy perf in IPR.
What kind of scene do you have? Polycounts, textures? Do you use some physical simulators at the same time?
It can be the case if you run several programs that use GPU somehow and they cut GPU resources step by step. And then you enter CentiLeo and it takes some resources too. When there are too small resources it may have some problems. For example, when you are in IPR right-click on mouse and see what GPUs are actually running, what percent of total work each GPU is doing (number next to GPU name), and how the GPU memory is arranged (for textures/geometry and rays). Maybe a screenshot may give me some info.

One option to fix that is to go to Render Settings -> Tab Hardware Settings. There you may enable/disable the GPUs for your scene. And also you may enable/disable "low priority" mode. For example, try to disable the monitor GPU and leave all others for render. Or try to enable "low priority" for monitor GPU and disable "low priority" for all others.

Anyway, there is a big optimization ongoing work for the next 0.58 release. Our internal GPU kernels will become lightweight and faster. This should help a lot not only for general render speed but also for IPR responsiveness. So, stay tuned, in few months there will be an update :)
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
Change Log: cntlmax 0.553 alpha (2018 December 28)
[cntlmax] Added 3ds max 2019 support.
[cntlmax] Fixed crash bugs for animation rendering of objects with Greeble modifier.

Will update CentiLeo for 3ds Max on 0.58 release with new shaders and render speed optimizations.
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for Cinema 4D 0.572 available - many additional shader nodes
 
Don't worry, I will fix the issue. It happend because I tried to fix some aritifacts with dispalement for 8-bit images where almost white values created displacemnt aliasing. That fix shoudn't be enabled for 16-bit images. Simple :)
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for Cinema 4D 0.572 available - many additional shader nodes
 
Quote
Aimar NL_21 wrote:
it seems something wrong in Displacement .
and also try to multiply the bitmap in photoshop by value 0.9 or 0.95. It will lower all peaks and they will not be clamped here. Is it jpg or other 8 bit image?
you may increase the values later in a bitmap shader or by displacement height scale.
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for Cinema 4D 0.572 available - many additional shader nodes
 
Quote
Aimar NL_21 wrote:
it seems something wrong in Displacement .
Hi Aimar, I probably guess what's the problem. Please, can you send me a bitmap for some tests? To info@centileo.com or here
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for Cinema 4D 0.572 available - many additional shader nodes
 
CentiLeo 0.571: Fixed focus distance bug on camera object when CentiLeo camera tag is assigned.
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

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CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
Hi Ali, sorry for missed reply. I will update next time on 0.61. Scroll up to to see the reasons explained to Daniel. Now we need more speed and better instancing. That's an absolute must have.
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

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CentiLeo for Cinema 4D 0.572 available - many additional shader nodes
 
Hello everyone!

We now release an update CentiLeo 0.57 for Cinema 4D R16-R20. The new release adds flexible UVW Projection, Transform and Distortion shader nodes in the manner of Cinema R20. UVW nodes add a lot of flexibility in combination with Bitmaps. Also added easy to setu[ Flakes and Scratches shader nodes for procedural imperfections. Improved Random and Triplanar shaders. Added other usefull shaders like Patterns, Layer, Ramp, Curve Map, Remap, Wire, Side. The other shader nodes are also improved.
We will work on the render speed optimizations for the next release.

Please, test it and share your opinion!
Best regards,
Kirgman

Download link (site registration required): http://centileo.com/forum/forum18/156-download-link-centileo-for-cinema-4d-v0570-alpha

Change Log: cntlc4d 0.572 alpha (2019 March 6)
[core] Fixed artifact bug when SSS doesn’t follow motion blur.
[core] Fixed wrong clamping for 16+ bit bitmaps when used for displacement.
[core] Fixed some triplanar mapping artifacts.
[core] Fixed wrong bump mapping over displacement mapping (when bump and displace maps are different).

Change Log: cntlc4d 0.571 alpha (2018 December 20)
[cntlc4d] Fixed focus distance bug on camera object when CentiLeo camera tag is assigned.

Change Log: cntlc4d 0.570 alpha (2018 December 19)
[core] New UVW Projection node supporting up to 4 UVW tags (mesh uv), spherical, cylindrical, cubic, flat, flat side, spatial and XYZ texture mapping coordinates. Texture coordinate system can be further manipulated (offset, scale, rotation) in the same way as Coordinates Tab of Texture Tag or UVW Projection node of Cinema R20. Offset, scale and rotation can be textured. Procedural texture coordinates are currently determined in the Texture Tag space (related to the object where it is assigned).
[core] New UVW Transform node which performs further manipulations on projected texture coordinates in the same way as the similar node of Cinema R20. Supported manipulations are offset, scale, rotation, pivot, rand offset, repetitions - these parameters can be textured.
[core] Rand offset of UVW Transform generates random texture coordinate offsets inside each tile (useful to break repeating patterns of the tiled bitmaps).
[core] Decals or labels can be easily done using Decal checkbox in UVW Transform node connected to the Bitmap where the color of non-decal area is specified by “out of UVW” parameter.
[core] New UVW Distortion node which manipulates the input projected texture coordinates based on distortion scale and amount. Both parameters can be textured.
[core] Triplanar shader node now supports the input for UVW Projection which can specify the orientation of 3 planar projections.
[core] Bitmap node now supports crop, triplanar projection and custom UVW coordinates.
[core] Noise node now supports Voronoi F1, F2, F3, F4 and F2-F1 patterns. Also added Woody and Cell noise types. Added option for Noise output quantization.
[core] New Pattern node supporting few different wave patterns and checker.
[core] New procedural Scratches node which can easily add random scratch imperfections to material bump maps.
[core] Improved Random shader node with new option “Randomize by Object parts”. This option generates random output colors for the different parts for the single object. The object part is a region without polygon connections to other object parts.
[core] New Ramp node which can produce different colors based on the grayscale Input Map values and configuration of the Gradient knots. Up to 30 Gradient Knot values can be textured to produce flexible customization for the output.
[core] New procedural Flakes node which can easily add random metallic flakes to materials. This node may produce bump map if attached to Bump parameter. It can produce colored flakes too if the Flakes node is connected to the colored Ramp node and the Flakes Output mode is Flake IDs (flake ids produces random grayscale flakes).
[core] New Layer shader node which can combine up to 7 layers using different mixing modes (like Photoshop) where each layer has a color and mask.
[core] New Curve Map node which can change the values of Input Map to the different output based on the curve knots configuration.
[core] New Remap node which can change each channel of the Input Map from one range of values to the other range of values using the linear scaling.
[core] New Surface Wire node which highlights the edges of object triangles.
[core] New Surface Side node which helps making different output for Front/Back surface sides.
[core] Fixed some rare issues when black and white bump map and normal map are combined.
[core] Added support for different Anisotropy tangents for Reflection1 and Reflection2. Also added improved cylindrical option for procedural anisotropy tangent.
[cntlc4d] Improved GUI for materials and shaders. E.g. the edit button doesn’t jump down when the shader is unrolled.
[cntlc4d] The Coordinates Tab and projection types of Texture Tag are supported (except of camera based projections).
[cntlc4d] CentiLeo Bitmaps and Environment maps are now collected correctly when the project is saved with the assets.
[cntlc4d] Fixed cloner object parsing issues which produced wrong scenes for CentiLeo.
[cntlc4d] Scene parsing now accounts for Cinema layer visibility changes.
[cntlc4d] Bitmap reset cache button is back.

Known issues to be solved
- 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.

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.
Edited: Kirgman - 06.03.2019 16:40:07 (Update 0.572 with bugfixes)
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

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CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
Hi Daniel, some quick news:
There will be centileo 0.57 for Cinema with many (10+) new shaders/textures in around 2 weeks (maybe less). Another super important release 0.58 will come at around the beginning of January. And also for Cinema only.
As for CentiLeo to 3ds Max plugin then the next update will be 0.61 in around half a year since now. After 0.61 both plugin updates (for c4d and max) will come together at the same time. And it will be easier to maintain them. The reason is that I want to develop core CentiLeo features (shaders, procedurals, optimizations) as fast as possible while 3ds max GUI writting is long (but Cinema's is easy and requires almost no time).
0.61 will contain many standard shaders/textures (procedural mappings and noises), attributes support (per vertex, per instance), further improved displacement mapping, geometry scattering, true massive instancing (for particles and etc), better color output (and tonemapping) and faster. It will be a very cool and usable rendering arsenal, better than others.
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
Do you mean animated DoF focus? Right now it works statically but because of bug dousn't record param values on animation. Will fix that by next release together with other big improvements.
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
bump + blend in 0.55 no problem when mixed.
However it looks better in 0.56 for C4D :)

CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
Well, the hair shouldn't work. We don't yet have spline intersection support. It was just the triangulation of hairs by 3ds max that CentiLeo is ordering. There should be considerably more efforts to make the spline rendering right and that would be cool and much more efficient than triangles.
Will test the bump + blend map and get back to you.
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
Hi Harry, welcome here! Ok, will do that in the future, but not just very soon. Need to work on shaders and some optimizations
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for Cinema 4D 0.560 available - mesh lights, adaptive multi-lights and R20
 
Hello everyone!

We now reelease an update CentiLeo 0.56 for Cinema 4D R16-R20. This time it improves the light sources, complex geometry shapes for light sources are allowed and many light sources are working much faster now and bugs are also fixes. On next release we will add more shader nodes.

Please, test it and share your opinion!
Best regards,
Kirgman

Download link (site registration required): http://centileo.com/forum/forum18/152-download-link-centileo-for-cinema-4d-v0560-alpha

Change Log: cntlc4d 0.560 alpha (2018 September 6)
[core] Mesh Lights support. This is implemented with an additional Emission property of CentiLeo material. Supports arbitrary (even out-of-core) geometry shapes for the light sources.
[core] Adaptive Multi Lights 10 times faster rendering for glossy reflection surfaces. Also bugfixed many issues in this area.
[core] Bump mapping code totally changed (it also changes the look and scale of bump on older scenes). It has higher quality now and better combination with Normal Maps. Normal Maps now have all these flip R/G/B options.
[core] Fixed some problems with liquids inside glass in some modes.
[core] Extended CentiLeo Noise shaders with more noise types like Voronoi, Ronk, Ridged Multi-Fractal, etc.
[core] Faster bitmap cache generator (2x faster).
[core] Added real distance units for CentiLeo materials and light sources where it makes sense (e.g. displacement height, SSS scale, dirt shader max distance and etc.).
[core] Light sources may change the brightness on the surfaces for old scenes due to the distance units integration and some other calibration. Need to adapt for it.
[cntlc4d] Added support for Cinema 4D R20.

Known issues to be solved
- 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.

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.
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
Hi Daniel, any map is usable in the bump map. Color correction however corrects the color info in certain range. But internal bump data can have negative numbers and large values which are color corrected in a wrong way. At least avoid using clamp inside color correct node or extend the limits of clamp.
I have changed the bump internals completelly in the new version. And need to make some bump correction node related to this issue
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
Hi Angelo, this will be available in CentiLeo 0.62 together with other instancing/scattering improvements. In several months :)
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for Cinema 4D 0.552 available - displacement mapping!
 
0.552 update: Improved displacement precision in pixel adaptive mode for animated walkthrough.
In the past there were subtle waves on high-frequency displacement surfaces during animated walktrhough even when Edge size is 0.5 pixels (and Adapt to pixels ON). Now this artifact is removed for Edge size equal to 0.5 pixels. But still need to improve things for Edge size = 1 pixels with a more sophisticated aproach.

Btw, there was no wave problem during any animation for Edge size in world units (with pixel adaptation disabled). However, if tesselated in this mode there could be more polygon data generated than for adaptive pixel mode.
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
0.552 update: Improved displacement precision in pixel adaptive mode for animated walkthrough.
In the past there were subtle waves on high-frequency displacement surfaces during animated walktrhough even when Edge size is 0.5 pixels (and Adapt to pixels ON). Now this artifact is removed for Edge size equal to 0.5 pixels. But still need to improve things for Edge size = 1 pixels with a more sophisticated aproach.

Btw, there was no wave problem during any animation for Edge size in world units (with pixel adaptation disabled). However, if tesselated in this mode there could be more polygon data generated than for adaptive pixel mode.
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
bump
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

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Strange artifact on Geometry, Some kind of bug
 
The issue is fixed in 0.55!
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
Hello everyone!
We release CentiLeo 0.55 for 3ds Max with new powerfull displacement mapping engine too!
As said in C4D 055 thread there were many R&D tasks that should be solved to make it working normally.
Our Displacement mapping tech is based on pre-tesselation of geometry before rendering. But it's fast and has good memory economy.
This pre-tesselation approach helps to use arbitrarty shading networks now. And it will allow to extend it to vector displacement mapping in the future.
Currently CentiLeo displacement mapped objects are tesselated very-very quickly and render very fast. Faster than competitor pre-tesselation methods. Potentially hundreds million unique triangles can be handled very efficiently if needed for very high resolution.

See this changelog to get the idea how new feature works. We now turn attention to mesh lights and many new shader nodes.

Please, test it and share your opinion!
Best regards,
Kirgman

Download link (site registration required): http://centileo.com/forum/forum13/150-download-link-centileo-for-3ds-max-v0551-alpha

Change Log: cntlmax 0.553 alpha (2018 December 28)
[cntlmax] Added 3ds max 2019 support.
[cntlmax] Fixed crash bugs for animation rendering of objects with Greeble modifier.

Change Log: cntlmax 0.552 alpha (2018 June 16)
[core] Improved displacement precision in pixel adaptive mode (subtle waves in animation are removed).

Change Log: cntlmax 0.551 alpha (2018 June 12)
[core] Displacement mapping functionality based on explicit geometry pre-tesselation with very efficient memory usage, fast tesselation and fast rendering.
E.g. with GTX 1070-1080 Ti it’s possible to generate and render 1-2 billion unique micropolygons (and more with instancing) – of course if you have at least 32GB of usual RAM.
[core] Displacement mapping supports the whole shader network including current and future procedural shaders/texture mappings except of falloff and other view dependent things.
[core] Displacement mapping can be combined without any issues with deformation motion blur (applied to base geometry, not to displacement height params).
[core] Displacement mapping parameters are controlled through menu of CentiLeo Material that is applied to geometry object.
[core] CentiLeo IPR mode doesn’t retesselate and displace the objects automatically while moving the camera and/or objects. We made it manual, so the user should click the button “Tess” in IPR window to retesselate and displace all objects of the scene with new parameters or click button “Tesselate” in material menu to retesselate only those objects where material is applied.
[core] Option of Autobump mapping as a supplemental tool for Displacement.
[core] Support for 16/32 bit bitmaps for Displacement.
[core] Added rotation and filter radius params to CentiLeo Bitmap.
[core] Added more settings to CentiLeo Noise shader.
[core] Minimum required GPU memory is bumped to 1280MB. This minimum memory is necessary for CentiLeo to operate. Sometimes a 2GB GPU in an overloaded system may have less available memory after memory reductions by OS and 3D app.
[core] Fixed various rare visual bugs, e.g. a bug that made visible artifacts at low FOV.
[drawbacks] Our main work on Displacement mapping still has some drawbacks:
- no yet support for Vector Displacement Mapping (only scalar one);
- divorced surface when the vertex has several different normals (e.g. a corner of a cube);
- it doesn’t like very much when base geometry already has too dense polygon tesselation that should be displaced (there is some more memory overhead);
- no yet Dicing Camera parameter;
These issues will be solved after a series of other feature releases.

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.
Edited: Kirgman - 28.12.2018 10:41:12 (0.553 3ds max 2019 support and fixed animation crashes with Greeble modifier)
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for Cinema 4D 0.552 available - displacement mapping!
 
Displaced version is slower than without it just because it has more polygons. More polygons for same scene produce slightly slower rendering. But if you model everything with same polycounts the will be same situation
CentiLeo 0.570 for Cinema: http://centileo.com/forum/forum19/157

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
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