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CentiLeo for 3ds Max 0.513 available (low priority, variation & random shaders, material alpha channel, bugfixes)
 
Administrator  Posts: 452
Oct 12, 2017 07:48
Did you have material editor or material browser opened while changing a renderer?

The specs are nice, except of the GPU which is from 2010. However, it should still at least work.
Pls, try to update the Nvidia display drivers to at least 372.70 or higher. This driver update is needed because we build CentiLeo with CUDA8 and it is needed for latest generation GTX1080 and other gpus from 10xx.

Btw, in latest CUDA9 release notes Nvidia says that soon it will abandon CUDA support for old GPUs (compute capability 2.x) such as GTX4xxx, GTX5xx and Quadro 4000 (from these years).
The best recommendation for CentiLeo is 10xx series GPUs like 1060, 1070, 1080. While 2GB GPUs should also work but they may face some problems if the 3ds Max viewport or OS (with large monitor) grabs GPU resources for own needs.
CentiLeo for 3ds Max 0.513 available (low priority, variation & random shaders, material alpha channel, bugfixes)
 
Administrator  Posts: 452
Oct 12, 2017 05:58
Quote
hubert higgletron wrote:
I just installed CL for 2018, thought I`d have a play. I loaded a scene from Vray and I switched to centileo and max just shut down. Tried in just a new empty scene and the same, instant shutdown(crash?) no errors just off. Hardware requirements maybe ?
Hello Hubert, welcome to our forum! That's not good that you have found a problem so early. But thanks for telling about it.
Which version? 0.52?
Quote
hubert higgletron wrote:
I loaded a scene from Vray and I switched to centileo and max just shut down
Even without actually starting ther renderer or IPR?
What is your GPU? How many GPUs? How much RAM do you have? Maybe you have some one AMD GPU there as well?
What is the version of Display driver?
CentiLeo for Cinema 4D 0.521 available (motion blur, faster dof, final geo mode, bugfixes and Cinema 4D R19)
 
Administrator  Posts: 452
Oct 10, 2017 20:06
Update 0.521: support Cinema 4D R19
CentiLeo for 3ds Max 0.521 available (motion blur, faster dof, final geo mode, bugfixes and 3ds Max 2018)
 
Administrator  Posts: 452
Oct 10, 2017 19:50
Update 0.521: support for 3ds Max 2018
some questions about HDR, a few HDR seem to have something wrong
 
Administrator  Posts: 452
Oct 6, 2017 11:44
Yes, one 8000x4000 HDR should generate aroung 500MB file
some questions about HDR, a few HDR seem to have something wrong
 
Administrator  Posts: 452
Oct 6, 2017 11:42
Actually there is some texture caching system in CentiLeo which exploits the disk space and assumes there is a lof of disk space (better if it is SSD, but working from USB is also ok). So, the idea of this cache is to create once and store prepared texture data for potentially out-of-core texture access from RAM and later from GPU renderer. If there is enough disk space then everything should be fine even if we have 500-700MB of texture cache inside GPU and 4GB on RAM. The scene amount of textures can be very high in this case (100s of GBs). It also saves and limit RAM size for other tasks. And the other good thing is that if texture cache .mctx is built once then texture parsing is not repeated again after later program launches.

The problem of this method is that it pollutes the disk, creates raw uncompressed bitmaps out of even jpegs and so on. And we still have no utility/accounting manager to clean this thing if they become unnecessary. We plan to make compressor for this in the future and some asset manager.

Btw, the behavior you describe can be the reason of wrong HDR rendering (just the part of file is missing).
CentiLeo for Cinema 4D 0.521 available (motion blur, faster dof, final geo mode, bugfixes and Cinema 4D R19)
 
Administrator  Posts: 452
Oct 6, 2017 08:29

Small example with deformation and transformation motion blur
some questions about HDR, a few HDR seem to have something wrong
 
Administrator  Posts: 452
Oct 6, 2017 08:26
Hi Luey and welcome to our forum!

Sure, best place on bugreports is forum simply because it's better structured. Don't hesitate and send you messages here.
Next version we will try to imrpove materials.

We use Cinema 4D image reader to get HDR pixels but probably missed some parameters (probably the order of channels and some exposure). Please, can you send me HDR which are loaded with problems (e.g. red and black) so we can make fixes with samples. If you need, we can sign an agreement not to distribute it to others, of course we don't want to distribute it.

Best regards,
Kirill
CentiLeo for 3ds Max 0.521 available (motion blur, faster dof, final geo mode, bugfixes and 3ds Max 2018)
 
Administrator  Posts: 452
Oct 6, 2017 07:35


Small example with deformation and transformation motion blur
CentiLeo for 3ds Max 0.521 available (motion blur, faster dof, final geo mode, bugfixes and 3ds Max 2018)
 
Administrator  Posts: 452
Oct 6, 2017 07:33
Hello everyone!

CentiLeo 0.52 for 3ds Max 2014-2017 is available! At this time we have implemented Motion Blur! It can be played in IPR mode with all the things movable and autodetected interactively. Very fast convergence and good memory efficiency. Also we have improved Depth of Field noise reduction (it's faster now). Very usefull FIN GEO mode is added to IPR which renders the same scene as Production Render (and supports changing shading and lighting). However the most time in this version development was spent on bugfixing that were living since 0.48 but were less evident before.

Download: http://centileo.com/forum/forum13/133-download-link-centileo-for-3ds-max-v0520-alpha

Change Log: cntlmax 0.521 alpha (2017 October 10)

[cntlmax] Support 3ds Max 2018
[core] Fixed crash bug when mesh has UV channel #2 and no UV channel #1

Change Log: cntlmax 0.520 alpha (2017 October 6)

[core] Motion Blur (MB) support with up to 32 object transformation keys and deformation motion blur (2 keys only).
- Fast noise reduction.
- Supported in IPR with enabled auto detector for scene changes (with up to 4 transformation keys).
- There is no slowdown in scenes without motion blur.
- When deformation MB is enabled memory consumption adds 40% of dynamic scene objects. And our out-of-core tech may help here.
- MB settings are in Camera Rollout of Render Settings (and are global for the scene).
- Toggling MB enable and deformation enable flags, and FPS will reload the scene.
- Changing scene time (or frame) in IPR with auto detection will reload only changed objects.
[core] Depth of Field - much faster noise reduction.
[core] Fixed a lot of bugs that could cause rare random crashes (due to complex parallel thread processing here and there).
[IPR] Added “FIN GEO” mode which means (Final Geometry).
- This mode enables Production render scene evaluation inside IPR window.
- Motion Blur has up to 32 motion keys (if enabled by user)
- E.g. subdivision objects are tessellated with Renderer num steps (not Editor steps).
- When FIN GEO is enabled then scene changes auto detection is off, but camera, light sources and material changes are quickly detected in CentiLeo for this mode.
- This mode is good to modify shading when geometry is ready.

Known issues

- 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.

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.

Please test it and give us feedback to discover further improvements!

Best regards,
Kirgman
Edited: Kirgman - Oct 10, 2017 19:50 (Update 0.521: support 3ds Max 2018)
CentiLeo for Cinema 4D 0.521 available (motion blur, faster dof, final geo mode, bugfixes and Cinema 4D R19)
 
Administrator  Posts: 452
Oct 6, 2017 07:16
Hello everyone!

CentiLeo 0.52 for Cinema 4D R16-R18 is available! At this time we have implemented Motion Blur! It can be played in IPR mode with all the things movable and autodetected interactively. Very fast convergence and good memory efficiency. Also we have improved Depth of Field noise reduction (it's faster now). Very usefull FIN GEO mode is added to IPR which renders the same scene as Picture Viewer (and supports changing shading). However the most time in this version development was spent on bugfixing that were living since 0.48 but were less evident before.

Download: http://centileo.com/forum/forum18/131-download-link-centileo-for-cinema-4d-v0520-alpha

Change Log: cntlc4d 0.521 alpha (2017 October 10)

[C4D plugin] Support Cinema 4D R19
[core] Fixed crash bug when mesh has UV channel #2 and no UV channel #1

Change Log: cntlc4d 0.520 alpha (2017 October 6)

[core] Motion Blur (MB) support with up to 32 object transformation keys and deformation motion blur (2 keys only).
- Fast noise reduction.
- Supported in IPR with enabled auto detector for scene changes (with up to 4 transformation keys).
- There is no slowdown in scenes without motion blur.
- When deformation MB is enabled memory consumption adds 40% of dynamic scene objects. And our out-of-core tech may help here.
- MB settings are in Camera Tab of Render Settings (and are global for the scene).
- Toggling MB enable and deformation enable flags, and FPS will reload the scene.
- Motion blur doesn't handle different vertex count inside one mesh in different time but it handles different instances count inside Cloner object within the same frame (the appearance of new instance is blurred).
[core] Depth of Field - much faster noise reduction.
[core] Fixed a lot of bugs that could cause rare random crashes (due to complex parallel thread processing here and there).
[C4D plugin] Scene loading code is performed in a background thread which removes the blocks of Main Cinema GUI when large mesh edits or large scene changes are loaded to CentiLeo renderer in IPR mode. Moving single object instances here and there become slightly slower (but still interactive).
[IPR] Added “FIN GEO” mode which means (Final Geometry). This mode enables production render scene evaluation inside IPR window (same as in Picture Viewer). When FIN GEO is enabled then scene changes auto detection is off, but camera and material changes are detected. This mode is good to modify shading when geometry is ready.

Known issues

- 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.

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.

Please test it and give us feedback to discover further improvements!

Best regards,
Kirgman
Edited: Kirgman - Oct 10, 2017 20:06 (Update 0.521: support Cinema 4D R19)
CentiLeo for 3ds Max 0.513 available (low priority, variation & random shaders, material alpha channel, bugfixes)
 
Administrator  Posts: 452
Sep 21, 2017 08:24
That would be great! Here is a video with some animation with 10 full rotations per second and few deforming objects. Max motion transformation keys is 32 and deformation keys is 2. Currently need to polish some IPR detectors for motion blur case.
CentiLeo for 3ds Max 0.513 available (low priority, variation & random shaders, material alpha channel, bugfixes)
 
Administrator  Posts: 452
Sep 20, 2017 12:31
Quote
Daniel Westlund wrote:
Is it far to max 2018 support

//Daniel
Hi Daniel! Not far, I am polishing the motion blur (transform + deform) and going to publish 0.52 with it. Then will attach 2018 SDK, compile it and it will be ready for 2018 Max. Hope very much to do it all in few days.
CentiLeo for Cinema 4D 0.513 available (material stacking, alpha channel, variation and random shaders, bugfixes)
 
Administrator  Posts: 452
Aug 23, 2017 12:51
Update 0.513 with few more fixes
CentiLeo for Cinema 4D 0.513 available (material stacking, alpha channel, variation and random shaders, bugfixes)
 
Administrator  Posts: 452
Aug 19, 2017 19:18
Update 0.512 with small fixes
CentiLeo for 3ds Max 0.513 available (low priority, variation & random shaders, material alpha channel, bugfixes)
 
Administrator  Posts: 452
Aug 18, 2017 19:28
cntlmax 0.513: Fixed incorrect amount values in MultiMaterial.
CentiLeo for 3ds Max 0.513 available (low priority, variation & random shaders, material alpha channel, bugfixes)
 
Administrator  Posts: 452
Aug 18, 2017 12:44
Hello everyone!

CentiLeo 0.512 for 3ds Max 2014-2017 is available! 2 new shaders added: Variation and Random, also added Alpha channel to material. Low-priority option is added to Hardware Settings which can be usefull for IPR rendering mode when some rendering GPU is shared with Viewport tasks. Minor bugs were fixed. Right now we are working o motion blur.

Download: http://centileo.com/forum/forum13/128-download-link-centileo-for-3ds-max-v0513-alpha

Change Log: cntlmax 0.513 alpha (2017 August 18)

[cntlmax] Fixed incorrect amount values in MultiMaterial.

Change Log: cntlmax 0.512 alpha (2017 August 18)

[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.
[cntlmax] Fixed viewport display for textures when they are enabled.
[cntlmax] Fixed several rare crash situations.
[IPR] Polished few things that caused the 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 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.

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.

Please test it and give us feedback to discover further improvements!

Best regards,
Kirgman
CentiLeo for 3ds Max 0.500 available (nice bug fixes)
 
Administrator  Posts: 452
Aug 14, 2017 05:44
Hi Daniel, I know the problem with keyboard input (it happens in plugin for Max, and not in plugin for Cinema).
Currently we are finishing 0.51 for Max. Almost done. Later probably with small update will fix that problem.
CentiLeo for Cinema 4D 0.513 available (material stacking, alpha channel, variation and random shaders, bugfixes)
 
Administrator  Posts: 452
Aug 13, 2017 07:57
Update 0.511: Fixed issue with Subdivision Surface. IPR renderer gets “Subdivision Editor”
setting, Picture Viewer renderer gets “Subdivision Render” (final) setting (not from Editor).
CentiLeo for Cinema 4D 0.513 available (material stacking, alpha channel, variation and random shaders, bugfixes)
 
Administrator  Posts: 452
Aug 13, 2017 05:29
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.
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