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Multilayered EXR support, This feature is a well known production characteristic which helps in comp.
 
Hello Juan, the multi-layer output for exactly EXR is not yet there. Currently in area of AOVs we can output:
1) up to 8 light pass images (light groups) for changing lighting in post
2) and decomposition of beauty image into reflection, diffuse, transmission, sss and other passes.
This works but not yet a complete AOV solution. Will dive back into this area in a couple of soon to release versions. E.g. also would like to have Cryptomatte
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.584 for 3ds Max: http://centileo.com/forum/forum17/169

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CentiLeo for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
 
Hi Aimar, I have updated the plugin. And also fixed denoising AOVs issue in R21. Check the Render Settings -> AOVs tab. It has 2 new checkboxes: "Denoise AOVs", "Keep raw and denoised AOVs". They enable/disable denoising for all CentiLeo output images. These settings doesn't affect Main Beauty image in case the central Cinema Denoise Effect is active (which supports only single Main Beauty image and process it by itself). Everything is based on Cinema / OIDN denoiser.

Change Log: cntlc4d 0.585 alpha (2020 January 27)
[core] 5-10% rendering speedup
[core] Fixed shadow catcher weights in case of many light sources (makes shadows of different intensity per light source on the Matte/Shadow Catcher object).
[core] Fixed shadow artifacts in case of very small area lights.
[core] Bitmap file paths now support Unicode strings (not just English).
[core] Fixed camera Auto Focus in IPR ([AF] button).
[core] CentiLeo updated to CUDA 10.2.
[cntlc4d] Added support for Cinema/OIDN denoiser in R21 for CentiLeo AOVs (see 2 new checkboxes in CentiLeo Render Settings -> AOVs: 1) “Denoise Images”, 2) “Keep raw and denoised AOVs”). If Cinema denoiser is not enabled with Denoiser Effect (which works only for Main Beauty) then CentiLeo settings enable this for it’s AOVs.
Attention! Must Upgrade to:
- Latest NVIDIA Display Drivers: Game Ready Driver 441.87 or Studio Driver 441.66 (slightly faster).
- Minimum Cinema R21 build is 115
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.584 for 3ds Max: http://centileo.com/forum/forum17/169

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CentiLeo for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
 
Hi Aimar! Pls, can you post example images with/withot denoiser and AOVs? Anyway there will be a dedicated release for AOVs and denoisers too!
As for Sun - I know. It's noted in the change log that it's broken in 0.58 (because it's the same as directional/infinite light), but will fix it at some time.
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

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Some render tests :), Render tests done on a already made geometry of a rim
 
Hi Juan, thanks! The wheel is very nice, I like it a lot. However, there are duplicate polygons on that previously problematic area. Now things work well in this area. Currently I am working to fix another (more rare) crash bug which is still there :)
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.584 for 3ds Max: http://centileo.com/forum/forum17/169

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CentiLeo for 3ds Max 0.584 available - speedup 2x to up to 10x, added many new shaders and emission
 
Change Log: cntlmax 0.584 alpha (2019 December 31)
[core] Fixed z-fighting render artifacts for coplanar polygons in the scene, precision is improved.
[core] Fixed few rare crash-bugs.
[cntlmax] Installation instructions are changed a bit, read them again!
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.584 for 3ds Max: http://centileo.com/forum/forum17/169

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CentiLeo for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
 
Change Log: cntlc4d 0.584 alpha (2019 December 31)
[core] Fixed z-fighting render artifacts for coplanar polygons in the scene, precision is improved.
[core] Fixed few rare crash-bugs.
[cntlc4d] Cinema R21 support.
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.584 for 3ds Max: http://centileo.com/forum/forum17/169

Subscribe to updates: https://www.facebook.com/groups/centileo/
Some render tests :), Render tests done on a already made geometry of a rim
 
Hi Juan! Almost done, it seems the new solution is working, and a couple of more issues were fixed. The reason of delay is that I didn''t want to sacrifice some memory/speed and there were some conflicting pros and cons here and there (as always). Need to test and release, hopefully soon! In days :)
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.584 for 3ds Max: http://centileo.com/forum/forum17/169

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Some render tests :), Render tests done on a already made geometry of a rim
 
Still fixing the problem with artifact, not so easy, but hope will progress asap.
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.584 for 3ds Max: http://centileo.com/forum/forum17/169

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Some render tests :), Render tests done on a already made geometry of a rim
 
Quote
Juan Carlos Gutiérrez wrote:
Hey there, were you able to check on the crash error?
I hope yes, I hope it was your crash case. At least I have found that it crashed if ever in Max session CentiLeo production rendering mode was used. And a couple of other crashes were fixed. Will upload the fix soon, in 1-2 days (must fix some other things).
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Some render tests :), Render tests done on a already made geometry of a rim
 
Hi Juan, I can't yet reproduce the crash, but haven't looked very deep there because I looked on Max2019-Win7 and Max2020-Win10. Will look deeper today, probably wil rework some open/close render staff.
Did you open IPR and couldn't manually save? Or you closed the IPR and it didn't want to save anyway?

As for artifact - there is a reason: coplanar triangles in artifact area. For the whole artifact area there are 2 triangles and when secondary rays launch from one triangle they meet the z-fighting problem of the duplicate triangle. Removing unneed triangles (and leaving their duplicates) by user clears the problem. But I prefer to fix it on our part. In current version we workaround this problem analyzing triangle IDs and without ray offset. But sometimes there are scenes with coplanar triangles (like this one) and so we will introduce a ray offset render setting. At first time it will be user defined, later we will do things automatically to reduce this not very nice setting.
Quote
Juan Carlos Gutiérrez wrote:
I have further feedback and suggestions if you want to hear them.
Sure, suggestions are always welcome! :)
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Some render tests :), Render tests done on a already made geometry of a rim
 
Hi Juan, great thanks for file! Nice model btw! I reproduce the problem, there is something wrong either with normals or geometry translation. Investigating it further
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first render test
 
Sure, the nature never has perfect and same colors
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first render test
 
Hi remi! Very good! I would recommend a good CG trick: add green (yellow, brown) variations to the tree leaves. In CentiLeo it's quite easy to do:
1) make cntlRandom shader (with randomize by object parts checkbox). This means: any locally connected triangular object groups will get different color/ID
2) make cntlRamp shader and setup several knots with green, yellow, brown and other colors you like
3) connect cntlRandom to the input_map of cntlRamp (it can be done inside cntlRamp).
4) connect cntlRamp to diffuse slot of CentiLeo Material.

The other way is to do it even without Ramp, only with Random shader. But in this case in Random shader you should switch off black and white output and tune the HUE variation range (e.g. from 0 deg to 90 hue value). That way the Random shader will generate Random colors specified by you.

I know with node editor GUI it would be much easier to observe the shaders. I am workin on it now.

The speed is ok for 980. And let's hope we can improve it further.
As for Volumetrics - not soon yet, too many urgent tasks.
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

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first render test
 
Hi remi, how would you use these renders in a game? For adverticement of game? I think some day we will have to make lighting baking to texture :)
I think some reflections + bump are missing on top of sss
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Some render tests :), Render tests done on a already made geometry of a rim
 
Juan, hi! Let's fix the artifact! E.g. you may look how the UV mapping works if you plug the cntlUVProjection node to diffuse slot of CentiLeo material. In cntlUVProjection you should select the same mapping type as the in the Bitmap which causes the problem. And there we will see what's going on.
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

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CentiLeo for 3ds Max 0.584 available - speedup 2x to up to 10x, added many new shaders and emission
 
Quote
Juan Carlos Gutiérrez wrote:
Thank you for replying, where can I report bugs, crashes and improvements?
I think it's better to post these things as new topics (or all in one your topic) in this forum. I track it every day :)
Will soon start publishing the documentation online with few articles, will begin from materials and shaders.
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Some render tests :), Render tests done on a already made geometry of a rim
 
Hi Juan, there seems to be a problem (probably with UV or XYZ mapping). Does it happen when you apply a bump map? Can you please send me a file for test and debug to info@centileo.com? Appart from artifact I like it :)
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CentiLeo for 3ds Max 0.584 available - speedup 2x to up to 10x, added many new shaders and emission
 
Quote
Juan Carlos Gutiérrez wrote:
Appleseed has random walk implemented, you might want to take a look on their code.
Hello Juan! Welcome here and thanks for advice! I know this. The theory and potential samples are known, but the actual port in our software environment can be very-very different. Anyway still need to improve other things before diving into this topic.
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first render test
 
Hi remi bouffort, to make a normal map you can make CentiLeo bitmap shader for the Bump slot of CentiLeo material. Then in CentiLeo Bitmap you select the normal map file location and enable the "Is Normal Map" checkbox. That's all. There are also other flags that flip the normal map r/g/b to adapt for various normal map formats.
Also this way of doing a normal map allows additional combinations with greyscale bump maps.
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.584 for 3ds Max: http://centileo.com/forum/forum17/169

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CentiLeo for 3ds Max 0.584 available - speedup 2x to up to 10x, added many new shaders and emission
 
Change Log: cntlmax 0.583 alpha (2019 December 6)
[cntlmax] Fixed broken GUI layout for increased windows font size and high resolution monitors.
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

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Roadmap for CentiLeo 0.55-0.61
 
Hi remi, sure, do it! :) I hope this month we will update the documentation and make it online (at least partially) so the people will better understand how good we are before downloading :)
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

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first render test
 
Hi remi! Good start! Btw, you can make colored flakes if you connect flake shader (with greyscale ids) to the Ramp (to input map) or Random shader (to seed map).
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

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Roadmap for CentiLeo 0.55-0.61
 
Hi remi bouffort, and welcome to our forum! Thanks! I try to test as much as can remember but there are still several known bugs there. As for the nodal GUI - it's in development currently
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.584 for 3ds Max: http://centileo.com/forum/forum17/169

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CentiLeo for 3ds Max 0.584 available - speedup 2x to up to 10x, added many new shaders and emission
 
Hi a1cat cato, a lot nicer! :)
This is diffusion based SSS (but ray traced). It's pretty fast, but not precise on the small details because may them.
As for usability - it's the same as in Arnold or Reshift (tested a year ago). Their documentation may apply for us too.
3 layers which are mixed together. For example to make white you may create one red, another green and another blue. And they will be combined to white. Another way is to make all layers white and it will be the same. To make some color effect from under surface you can make some red channel with larger radius.
There is more precise method (but a bit slower/noiser) - Random Walk SSS, we haven't yet implemented it, but it's in the TODO list.
Will describe such things in manual.
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

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CentiLeo for 3ds Max 0.584 available - speedup 2x to up to 10x, added many new shaders and emission
 
Btw I tried to fix the bug with IPR - final render conflict. But hasn't reproduced it quickly and released with other fixes. For me the pauses, launches of final render haven't produced the crashes. Note that final render will not start until IPR is closed because we want full resources in either case.
But I will test more on Win10 (because I usually do tests in Win7) and hope to cactch the problem.

Good image! I like them with DoF. Next step is to add SSS for candles. And small fire :idea:
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CentiLeo for 3ds Max 0.584 available - speedup 2x to up to 10x, added many new shaders and emission
 
Hi a1cat cato, you can directly drag & drop your images from your computer to the reply form of this forum and it will be attached. Just below the text edit box there is an area with "Upload images" title.
As for IPR autofocus tool - I will fix it for the next bugfixing update. Btw, you may look into Max Physical camera options, target distance, etc. Soon it will be supported almost completely, Mostly I like tilt options of it.
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

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CentiLeo for 3ds Max 0.584 available - speedup 2x to up to 10x, added many new shaders and emission
 
Change Log: cntlmax 0.582 alpha (2019 November 29)
[cntlmax] Added Ramp shader that colorizes the input b/w texture with other colors. The nodes of our ramp shader can be textured.
[cntlmax] Fixed scene units representation in all CentiLeo materials, shaders and lights.
[cntlmax] Focus distance in render settings can be animated.
[cntlmax] Initial 3ds Max Physical camera support (DOF focus distance, aperture size, bokeh). Next will add support for other things of Physical camera.
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.584 for 3ds Max: http://centileo.com/forum/forum17/169

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CentiLeo for 3ds Max 0.584 available - speedup 2x to up to 10x, added many new shaders and emission
 
Hi Ali, I currently don't have fresh Corona for tests. Will investigate later. Currenly expect that there is nothing we can do with this. Corona was already known in the past to have influence on our crashes when we used wxWidgets. CentiLeo coexists with other GPU renderers in Max or Cinema. Sometimes both renderer IPRs are opened (in Cinema).

Better tell me about the noisy scenes. If you light with HDR then use portals! They become so much better in latest release.
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CentiLeo 0.584 for 3ds Max: http://centileo.com/forum/forum17/169

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CentiLeo for 3ds Max 0.584 available - speedup 2x to up to 10x, added many new shaders and emission
 
Hi Ali Kavyani, thanks for bugrep!

Mix shader is now Layer shader which is more powerfull multi-layer thing. In default mode it behaves like old Mix shader.
Quote
Ali Kavyani wrote:
Good progress in noiseless renders but after 32 Iteration a simple interior renders appearances very nois
Please show me example picture and tell what light sources, portals and HDRs are there.

Will look at denoisers after couple of other optimizations.
No to Light Cache! Not because of bias, but because of complexity of parameters.
Quote
Ali Kavyani wrote:
Ability to add emissive objects in blend light passes
AOVs will be massively updated in a few months.

Quote
Ali Kavyani wrote:
I noticed after installing Centileo, Corona render cannot load (MAX 2020)
It looks very strange we have no any shared things with Corona unlike in some past where we both used wxWidgets library. Now we don't use it. Will look again. Windows 10?
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CentiLeo for 3ds Max 0.584 available - speedup 2x to up to 10x, added many new shaders and emission
 
Hi, a1cat cato! Which bug? Tell me. Maybe I could describe things better in documentation. Right now integrating Ramp GUI control into the shader and PhysicalCamera to cntlmax. A few days.
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