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CentiLeo for Cinema 4D 0.44 available
 
Hi Rodrdigo, thanks!
Ok, thank you! Will try to add it
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Status of preparing CentiLeo 0.45 alpha
 
One image demonstrates a 3 minute render performance with 136 light sources distributed randomly among planes which may block the light. The planes have glossy-diffuse materials in a dark environment.


Another image is shadow catcher which is implemented as a simple shader which is usefull to be attached to color of diffuse layer and even reflection layers. So reflections are supported.


Will wrap up current developed things for 0.45 and publish it. Other features go to further versions.
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CentiLeo for Cinema 4D 0.44 available
 
Hello Tiago,

It currently the same history with other lights too like Omni and Spot. Currently when you change SizeX/SizeY you change the area of the light source, but the intensity (with multiplier) is specified for the entire light area. So the same intensity is evenly distributed on entire light area (if area become very large then intensity of small light part may become less bright). So when you change the SizeX/SizeY the emssion doesn't change but the softness of shadows changes.
I remember that few other renderers have a checkbox to "normalize intensity over area" which basically tells that intensity is specified for unit area (not for the whole area). Should I do similar option too?

Default environment color - it is used to illiminate the scene only when Sky with cntlEnvMapTag (HDRI) is not specified. It works per each visibility set (available in this tag). There are 5 of them: visible for camera (it is a background), for reflections, base and transmission. It is possible to setup diffent HDRI for each visibility set. But if some visibilit set (eg. camera) has no enabled checkbox (eg, "visible to camera") then default env color is used.
This is true that to disable default env color you make it black. Can add checkbox enabled/disabled so that color is not needed to change.
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Status of preparing CentiLeo 0.45 alpha
 
Hello everyone!

For those curious in status of development of CentiLeo 0.45 we can report:

Done features:

1) "Light pass blender" and "Beauty pass blender" - these are 2 new AOVs wherein you can change the lighting based on scaling the light passes realtime without re-rendering. Similar to LightMixer of Corona and Multi-Light of Maxwell.
2) Visibility settings per light source now have not only checboxes (enabled/disabled light) but also the scale and color factors for each material layer. It simply gives more freedom.
3) Few improvements for GI solver. That our adaptive GI solver is now a little bit more clever attacking most noisy areas even earlier.
4) Each render iteration is around 10% faster.
5) Several bugfixes. Most recent is fixing scaling and combination issues inside the shaders for bump and normal maps.
6) Imrpoved the situation with lagging GUI when IPR is running.
7) Material GUI has now dedicated Reflection IOR (default 1.4)
8) Only CentiLeo for Max: changed material GUI adding Mix params between const and texture.

Yet to be finished:

1) Improve GI solver when there are a lot of light sources.
2) Want to automate this manual trick: http://centileo.com/forum/messages/forum17/message332/86-centileo-for-3ds-max-0441-available#message...
3) Shadow catcher.
4) Add that small few additions/fixes to plugins for 3ds Max and Cinema that were requested in respective 0.44 threads.

Working very hard to publish it soon. #3 and #4 are easy, but #1 and #2 may requre some effort.

Also want to say that adding support for Multi GPU and interactive ForestPack/RailClone/Multiscatter are postponed again and will go separate to this upcoming release because these features may change stability on the first release with them.
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CentiLeo for 3ds Max 0.441 available
 
Change Log: cntlmax 0.441 alpha (2016 Nov 16)

[cntlmax] Fixed crash of map preview (the reason was cntlRandom shader)
[cntlmax] Fixed some GUI lags when IPR is running (needs testing)

Download here: http://centileo.com/forum/messages/forum13/message307/85-download-link-centileo-for-3ds-max-v0441-al...

See small manual trick which may help increase perfomrance 2x:

Initially in 0.44 CentiLeo grabs all the free memory of GPU. Instead a better way is first to allocate less memory for caches, then push Reset. And then change settings to high cache sizes and push Apply. After this manual mumbo-jumbo it may become 2x faster (see samples/sec). Will try to automate this process.


0.45 is still under preparation, it has a lot of changes
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First converter test
 
Hi Ali, nice result! Thank you! And it seems that DoF and noise from dark regions resolved well enough.

We certainly need dedicated mesh lights :)
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CentiLeo for Cinema 4D 0.44 available
 
That's good! Just wanted to write you about it. Because since 0.43 we have moved to CUDA 8 and it requires the latest display drivers.

Since 0.43 CentiLeo became much faster.

Recentily we have found few interesting things.
For example
1) if in Hardware Settings you set rather small GPU cache sizes (below 1GB for geo and 500MB for tex)
2) then start IPR.
3) And after that while IPR is running you may increase the cache size to previously set maximum.
If make steps 1-3 the renderer may perform faster (sometimes much faster for small scenes) compared to default behavior where max cache sizes are enabled and with which you start IPR.

For next version we will try to make this process automated. It's quite intersting thing with the roots from out of CUDA driver.
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First converter test
 
This is a video by Ali demonstrating work in progress related to material converter script to CentiLeo:
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CentiLeo for Cinema 4D 0.44 available
 
Quote
dong w wrote:
Software could not be started
Hi Dong,

Welcome to our board! What GPUs are there in the system? It worked with NVIDIA GPUs with at least 2GB memory.
Have you updated the NVIDIA display drivers to the latest one?
Have you any one AMD GPU in the system?

Can you start Cinema 4D with copied plugin?
Or CentiLeo just does'nt start inside loaded Cinema?
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CentiLeo for Cinema 4D 0.44 available
 
I see that ASAP we need to add Camera Tag with individual DOF and post processing properties which override the global settings :)
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CentiLeo for Cinema 4D 0.44 available
 
Updated the first post, because we have updated the User Manual for 0.44:
http://centileo.com/bitrix/components/bitrix/forum.interface/show_file.php?fid=336&action=download

The list of changes of manual for cntlc4d 0.44 alpha:

1) Added in Section 3: Special note on GPU memory consumption
2) Added in Section 6: Tab Render Parameters -> Firefly killer parameter has no effect
3) Added in Section 6: Tab IPR
4) Updated (a lot) Section 8: "Materials and Shaders behavior"
5) Updated Section 10: "Interactive Preview Rendering (IPR)"
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CentiLeo for Cinema 4D 0.44 available
 
Tiago, I have checked: well by saying "directional" light I was meaning "Infinite" light (of Cinema). To tune it's parameters you need to add our cntlTagLight. Spot, Area, Omni, Infinite - they work.
In our cntlLightTag there are 2 parameters: "scale area" and "scale angle". The first one scales the area of light source surface (this is valid for Omni (becomes a sphere), Spot and Area light). The second parameter changes the directional angle of light (valid for Spot and Directional light). Both params have effect only in renderer output (not yet in viewport).
As for Parallel, Parallel Spot, Square Parallel Spot, IES - they don't work yet. IES is important, so need to make it.

And please don't forget to post your WIPs here so we can visually see where to change the engine to make better performance and integration.
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CentiLeo for Cinema 4D 0.44 available
 
Hi Tiago and welcome to our board! Nice images! :)

Well, mesh light will come slightly later, however I like this feature a lot. But next few versions will contain multi-GPU, faster multi-lights, light pass blender (aka light mixer) and some improvements for displacement tesselator. We simply come very close to these features, they are partially done. I hope, this is not too long to wait for them.
And then there will be mesh lights, physical sun & sky. Mesh lights should be done via texturing, so that some part of polygon is emissive and another part is reflective.
Btw, currently the native Cinema Sun tag is translated and it determines the directional light based on the used time.
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CentiLeo for 3ds Max 0.441 available
 
Hello everyone!

We have released CentiLeo 0.44 for 3ds Max 2014-2017.

Download link: http://centileo.com/forum/forum13/85-download-link-centileo-for-3ds-max-v044-alpha-bugfixes

Shaderball scene: http://centileo.com/bitrix/components/bitrix/forum.interface/show_file.php?fid=322&action=download

Change Log: cntlmax 0.441 alpha (2016 Nov 16)

[cntlmax] Fixed crash of map preview (the reason was cntlRandom shader)
[cntlmax] Fixed some GUI lags when IPR is running (needs testing)

See here: http://centileo.com/forum/messages/forum13/message307/85-download-link-centileo-for-3ds-max-v0441-al...

0.45 still under preparation, it has a lot of changes

This is a list of changes 0.44

[cntlmax] Fixed bug when old viewport wasn't locked in IPR when viewports are
switching (actually view angle was not locked).
[cntlmax] Fixed bug when environment map disappear from one of the slots of CentiLeo
Renderer settings. But now when open old scene the reset of render settings may be
required (not always): if something is strange please change selected renderer in main
settings to scanline and then back to CentiLeo again and then recreate Environment map
slots again.
[cntlmax] UV tiling of cntlTexture is now mapped same way as standard Bitmap which is
also supported
[cntlmax] Now cntlTexture supports all those image formats that are supported by 3ds
Max itself (FreeImage lib dependency is removed).
[cntlmax] 3rd party light sources are converted to CentiLeo uber-light and convert old
light instancing (this feature accelerates manual conversion process for light sources).
[cntlmax] cntlBlend has const values together with shader slots
[cntlmax] Resource collector for CentiLeo assets connected to the scene (currently
cntlTexture and cntlProxy)
[cntlmax] Checkbox “reflection as coat” for Reflections in cntlStdMat. If enabled then
reflection layer become more important especially at grazing angles when cntlFalloff is
attached
[cntlmax] cntlRandom shader (at input 10 shader slots that are selected randomly with
some random color variation)
[IPR] enable/disable render status info (mouse right-click)

Known issues to be solved soon

- No yet multi-GPU
- No yet supported camera projection shifts for vertical lines tuning.
- 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.
- Need to accelerate first-time scene load and full reload
- Unfortunatelly benchmark scene is not yet available.

As I already told in C4D branch we now work on some important improvements of the core:
1) improvements for scenes with many light sources,
2) multi-GPU support,
3) and I think that soon there will be also some post-processing multi-pass very nice features just in renderer.

Btw, Ali Kavyani suggested to add one more setting to Reflections (this is IOR) and we are going to implement it ;)


We are looking for your tests and suggestions which will help us improve.
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CentiLeo for Cinema 4D 0.44 available
 
Ok, my guess was right about Post Effects setting. Will need to look at this again and debug untill the images in PV and IPR match for every case.
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CentiLe and Vram Problem
 
Hi Aimar,

We have originally designed the system in such a way that it uses 3 buffers (see bottom line of status info in IPR window):

1) buffer for rays - it uses between 512 and 1024 MB which is computed automatically based on available GPU memory (this is needed for out-of-core geometry engine and powerfull pipeline processing. This thing has a lot of advantages (out-of-core geometry, more flexible and efficient mapping of graphics features to GPU, it has huge potential to be extended with very advanced future features). The dissadvantage is that it takes this up to 1GB of mem (but no more) which is quite influential on small GPUs with 2GB only. However the trend is that new generation low-end GPUs will have 4GBs (1050ti) and 2GB (for just 1050).

2) geo cache GPU - this can be tuned by user in HW settings. And in multi-GPU setup the first iteration of implementation will have one setting for all selected GPUs. And later we will probably make it a setting for each GPU if this will not complicate the usage. If the scene is large and doesn't fit to GPU memory then the more you allocate here the faster the renderer is (slightly). However, the influence is not very pathalogical here. It should not deaccelerate too much for very out-of-core scenes. Your scenes just have to fit in main RAM.

3) tex cache GPU - same history for textures. They are implemented even more efficient than geometry. I think that something less than 1GB is ok here almost always. There is also a cache size setting for RAM memory which is uses for textures. For instance you may have 32GB RAM and 60 GB of textures in total. All textures are stored on disc in unpacked format. A convenient thing is that you need just few GB of cache for textures in RAM and don't to pollute the whole RAM. But the disc is polluted with all that *.mml files. I believe, that discs are much larger and cheaper than RAM anyway :)

So, as you see we have designed the system focusing on big scenes with stress situation.
However, when people start testing it with basic scenes the questions emerge. For example, if there is only single GPU in the system then it can be not nice to grab all memory from it. But we take only allocatable memory and don't exceed the memory limits.

Anyway thanks for pointing to this thing. I think it is possible to make some changes in the future, so that geometry/texture caches will be auto-extended only on demand by the amount that is necessary for scene up to specified limits in HW settings. Right now it's all controlled by manual input.
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CentiLeo for Cinema 4D 0.44 available
 
Btw, this new feature of inter-material copy-paste for textures creates the foundation for node-based material editor. What we need is to map things to GUI. It is planned to be done later after core improvements.
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CentiLeo for Cinema 4D 0.44 available
 
Hi Aimar, this is related to gamma settings.

Does this happen when you render in IPR and then click the top-left button to transfer it to PV? Does this happen when you just render in PV only?
Cinema 4D changes the gamma of rendered image in PV based on own settings in Output or Save tab. I haven't yet checked all their laws regarding this, so now such things still may happen :)

E.g. sometimes when Cinema4D enables Post Effects then Cinema 4D doesn't change the gamma which is applied in PV. If Post Effects not enabled then Cinema 4D changes the gamma by 2.2
However you can make gamma correction: it can be changed in CentiLeo render settings in Post production tab in order to get required gamma in PV (just test values 0.45, 1 or 2.2). Alternativelly it can be changed in PV in Filter settings.

Will fix this in future releases.
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CentiLeo for Cinema 4D 0.44 available
 
Quote
Rodrigo Birtencourt Rodrigues wrote:
nice!!! im very happy with this render engine! keep the good work!

please make a web gallery to show some Centileo renderings, will be nice too

Thanks! :) There will be a gallery in a couple of weeks. There should be also few video demos and tutorials.
Right now we are concentrated on several features and also need to fix displacements issues.
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CentiLeo for Cinema 4D 0.44 available
 
Hello everyone!

We have released CentiLeo for Cinema 4D 0.44 alpha

Download CentiLeo (need registration): http://centileo.com/forum/forum18/82-download-link-centileo-for-cinema-4d-v044-alpha

Download shaderball: http://centileo.com/bitrix/components/bitrix/forum.interface/show_file.php?fid=326&action=download

User manual updated fro 0.44: User Manual - cntlc4d-0.44alpha_en.pdf (2.17 Mb)

This is a small update with a few bugfixes and copy/paste feature for textures which can be done across different materials.

This is a list of changes

[C4D plugin] texture/shader copy-paste as instance across different materials.
[C4D plugin] Fix problems with texture paths using “preset…” using native Cinema 4D bitmap procedures.
[C4D plugin] Now cntlTexture supports all those image formats that are supported by Cinema 4D itself (FreeImage lib dependency is removed).
[C4D plugin] Checkbox “reflect as coat” in cntlStdMat (valuable for reflections at grazing angles)
[C4D plugin] Update camera position during interactive motion (in 0.43 IPR updated only when the motion was over)
[C4D plugin] Camera near/far clipping
[C4D plugin] Fixed standard object visibility settings
[C4D plugin] Fixed crash when picture viewer is stopped
[C4D plugin] Few cosmetic material GUI changes: Diffuse on top, Mix for roughness, etc.
[IPR] Enable/disable IPR status info

Known issues to be solved

- No yet multi-GPU
- Sometimes GUI of IPR window may have old style controls.
- 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
- Need to update documentation and create examples

Please, test it and tell about the bugs.
We are currently working on multi-GPU and an algorithm which accelerating the scenes with many light sources.C
Edited: Kirgman - 06.11.2016 20:47:37 (Updated user manual added)
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First converter test
 
Hi Ali, thanks a lot! We will try to implement requested features asap
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CentiLeo for Cinema 4D 0.43 available
 
This is done. Once I will finish with copy-paste of shaders (also copy as instance) across several materials then will commit 0.44 here.
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CentiLeo for Cinema 4D 0.43 available
 
Quote
Rodrigo Birtencourt Rodrigues wrote:
yes, but... i have 4 nvidia cards... by default it is always in my main card... its not what I want... I have to change it in all documents... No way to have something more customizable in the C4D prefs?( its a suggestion, because if it run in my main card the system have a overload and no optimized performance in Centileo IPR so... main gpu to my viewport and my second gpu to centileo IPR. it by default will be awesome!)
Ok, I got it. If there are secondary GPUs of the power not less than the main one then they should be selected by default.

We are preparing the multi-GPU feature. It will be ready in a couple of new versions.

Have you noticed that when the main (display) GPU has larger allocated cache (for geometry/textures) then IPR may slow down. When main GPU has lower allocated memory it may run faster. With secondary GPUs it's all much better. Sometimes 3-4x better.
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CentiLeo for Cinema 4D 0.43 available
 
Quote
Rodrigo Birtencourt Rodrigues wrote:
will be nice to have an option to it
This setting is saved when you click Apply and then Save the scene. And when reopen the scene the previously selected GPU is selected also.
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CentiLeo for Cinema 4D 0.43 available
 
Quote
Rodrigo Birtencourt Rodrigues wrote:
Centileo have an option to link Cinema Camera properties like DOF and others properties to Centileo?a tag maybe?

sorry my poor english
Hello Rodrigo, welcome to our board! :) Your English is cool! Many people in US speak it worse.

No yet, there is no yet any specialized tag for each camera object to make different properties and then switch them easilly. It was asked before, we will do it soon (right now we are busy on shader/texture copy-past across different materials of document).
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CentiLeo for Cinema 4D 0.43 available
 
Quote
Aimar NL_21 wrote:
Quote
Kirgman wrote:

Maybe it would be better to create an option with checkbox where user can determine to work as now or to work with full scene reload when PV is explicitly started. What do you think?
in IPR good idea (If I understand your point correctly) . In my opinion adding object tag (subdivision) like other render engine can be better option .
ok, will do a special object tag like in other engine and implement this visibility option from Cinema native property
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CentiLeo for 3ds Max 0.43 available
 
Hello muthukumaran A, welcome here!
Yes, it is missing, but we also want light pass realime blender, improve displacements, return motion blur back ASAP :)
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CentiLeo for 3ds Max 0.43 available
 
As you may guess we have modelled the shaderball. The purpose is to create several examples of nice materials and share. This is the first quick attempt.
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CentiLeo for 3ds Max 0.43 available
 
Hello everyone!

We have released CentiLeo 0.43 for 3ds Max 2014-2017.

Download link: http://centileo.com/forum/forum13/78-download-link-centileo-for-3ds-max-v043-alpha-faster

This long time we were working on performance, bugfixes, interface, stability and a couple of features. From now on we will divide the work better and release new versions with less delays.

This is a list of changes

[core] CUDA 8 support. NVIDIA Pascal GPUs should be supported.
[core] Reworked render algorithm. Now it is progressive/bucket which on the first render iteration shows the entire Beauty pass and for any subsequent render iteration it computes Beauty pass and all enabled AOVs in parallel using buckets.
[core] One render iteration (“Iter” in IPR) now means one render over entire image with guarantee that every pixel received several samples. Before 0.43 the single render iteration stochastically fired up to one million samples over entire image (and it could lead to significant noise for large resolution images). The new sampling layout of 0.43 which is automatic and adaptive leads to significant noise reduction.
[core] New AOVs: Environment, Reflection1, Reflection2, Base, Transmission, Emitters. Now up to 16 AOVs can be computed in one render process in parallel with negligible (<5%) compute overhead. All this works also in IPR mode same way.
[core] Alpha channel support added.
[core] 15% faster render iteration computation in general.
[core] 3x faster render convergence for image parts with materials with several enabled layers like: multi-material, reflections+diffuse, reflections+transmission, reflections+diffuse+SSS. For example: glass with reflections, glossy and carpaint implementations are rendered much faster.
[core] All layers of material (reflections, diffuse, transmission, SSS are combined based on weights that are relative to each other). So all the layers have equal rights inside material. Stack-based policy is removed.
[core] Faster render convergence for shadow regions (perceptually2x faster).
[core] Rendering large resolution images like 4K or 10K is 30-50% faster.
[core] Render limitations are introduced for robustness. They are indicated in IPR window. For example, smallest GPUs with 1.5-2GB memory support 30-50M polygons and 100K mesh instances. GPUs with 3-4GB+ memory support 250-400M polygons and 1M mesh instances. These limitations will be further pushed forward.
[core] Bugfix: now render can work with at least 896MB of provided GPU memory by OS/driver. This low memory budget may be available on 1.5-2GB GPUs attached to display. Switching off other GPU applications may increase available memory for renderer.
[core] Bugfix: now environment map not blurred if seen through the glass.
[core] Bugfix: now absorption renders correctly.
[core] Bugfix: fixed rare overflow problems with complex shadows.

[IPR] IPR priority is introduced (see in render settings -> IPR). Larger priority increases render speed (samples/sec indicator) but can make GUI lags. Lower priority decreases render speed by 10-20% but makes work with GUI much smoother.
[IPR] Separate render resolution setting for IPR (see render settings -> IPR).
[IPR] Render region support.
[IPR] Render pause/resume.
[IPR] Render camera lock.
[IPR] Render enable/disable automatic scene updates.
[IPR] Full scene reload button.

[cntlmax] Material layers (Reflections, Diffuse, SSS, Transmission) now can be unrolled or hidden.
[cntlmax] UBER-light source. Create single light source, several instances of it and then change it’s type (Area, Sphere, Spot, Directional) on the fly for all instances.
[cntlmax] cntlTexture shader now can be seen in Viewport too (if enabled).
[cntlmax] native Bitmap is translated by CentiLeo (however still limited, need to implement the functionality for Output parameters).
[cntlmax] Improved converter for 3rd party light sources (now understands instancing and more lights).
[cntlmax] Bugfix: substantially improved stability when Camera is updated while working in IPR.
[cntlmax] Bugfix: substantially improved stability when Environment is updated while working in IPR.
[cntlmax] Bugfix: debug console can be enabled from the Hardware Settings rollout.

Known issues to be solved

- No yet multi-GPU
- 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.
- Resource collector for CentiLeo shaders and proxies is under construction
- Multi Texture and cntlRandom shaders are under construction yet.
- Still need to integrate ForestPack and Multiscatter with IPR.

As some of you may know the texture system creates the cache files *.mml together with original textures.
Currently the recomendation is to use cntlTexture for your images.

Please, test it and say what you think!
CentiLeo team

CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.586 for 3ds Max: http://centileo.com/forum/forum17/169

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for Cinema 4D 0.43 available
 
Hello Aimar,

Thanks a lot for your test!
This is good news that it actually works on Pascal GPUs :)
We have converted everything to CUDA 8 but only have 7xx and 9xx GTXs.
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Aimar NL_21 wrote:
debug console Always crashes
It should crash when you close debug console and IPR is running. Same thing? I know the reason and will solve it some time. If you have opened it then just don't close. Better to leave it as is or close C4D itself (it closes correctly).
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Aimar NL_21 wrote:
- in picture viewer if i stop the rendering and then render Again or do anything c4d crashes
I can reproduce it. It has appeared probably few days ago. When I worked on this thing it was ok. Later it was broken.
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Aimar NL_21 wrote:
- object Always visible
Yes, Object visibility settings were not yet implemented. Do you mean that few checkboxes in the object Basic properties? Will probably do it in a very basic mode for 0.44 and with more flexibility (with additional tag) for 0.45 or further version.
Quote
Aimar NL_21 wrote:
- Subdivision Surface in rendering mode does not work
I guess it displays in picture viewer rendering mode the subdivision level which corresponds to subdiv settings for Editor. Am I right?
This bug/feature was done to make cheap scene loads when IPR is already running and user want's to continue in Picture Viewer (so he can either move all AOVs to PV by clicking the top-left button in IPR or he can just start PV and continue there). This is very benificial for overlay render in C4D viewport or C4D region render (when IPR is running which has already loaded the scene previously).
Maybe it would be better to create an option with checkbox where user can determine to work as now or to work with full scene reload when PV is explicitly started. What do you think?
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Aimar NL_21 wrote:
some issue in displacement (maybe i'm doing something wrong).
There is probably not enough tesselation iterations and I see 8-bit texture quantization. This will be fixed.
Actually, displacement mapping feature development is still in progress. There are still a couple of problems there: 1) currently slow initial tesselation stage (it can be reduced around 10x and become a few seconds), 2) it flickers in animation and 3) has gaps when smooth mesh normals diverge (on the corners).
However this approach is very prospective direaction because in final optimized state it will support vector displacements, solved gaps on mesh corners. And it is fast for rendering once tesselated. Tesselation process will be accelerated. Storing a few dozen million triangles is not be a problem.
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.586 for 3ds Max: http://centileo.com/forum/forum17/169

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