CentiLeo for 3ds Max 0.530 available (corrected and accelerated SSS, GGX, faster glass, improved GI Clamp)
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Hi Daniel, it seems in about few days. Trying to make it before weekend. It will contain a bit more than planned, e.g. quite some time was spent on bump mapping artifact elimination for low poly things, also glass+liquid was a challenging and nice task
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CentiLeo for 3ds Max 0.530 available (corrected and accelerated SSS, GGX, faster glass, improved GI Clamp)
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Hi Daniel, thanks for reporting about it! Will try to fix it. Don't hesitate to report about any problems in the renderer.
Btw, there will be release (something around 0.61) dedicated to scatters. At least would like to connect with MultiScatter and ForestPack and maybe do something else with that
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CentiLeo for Cinema 4D 0.530 available (corrected and accelerated SSS, GGX, faster glass, improved GI Clamp)
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2) But not yet fixed the issue with a LOD. C4D produces several LOD-objects and doesn't provide which one we should be displayed and this is unclear when we have object hierarchies under LOD. Actually this LOD trick is not needed in a renderer based on ray tracing (the LOD will save nothing because ray tracers are logarithmic depending on geometry complexity). But it's needed for rasterization based renderer inside C4D viewport. Will investigate this issue in some future to find a way for proper LOD selection for renderer. Polygon Reduction and few other fixes will be uploaded soon. Just need to fix some problem for transmissive inside transmissive object with absorption thing (when we model a liquid inside glass).
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CentiLeo for Cinema 4D 0.530 available (corrected and accelerated SSS, GGX, faster glass, improved GI Clamp)
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Pls, can you describe what these features should do inside the renderer? I never used them, probably it's the limitation of C4D but maybe we may overcome it. CentiLeo IPR behaves like PV if you enable FIN GEO btw (but supports only material and camera updates).
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CentiLeo for 3ds Max 0.530 available (corrected and accelerated SSS, GGX, faster glass, improved GI Clamp)
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Hello everyone!
Available CentiLeo 0.53 for 3ds Max 2014-2018! We have updated CentiLeo material system completely. The GUI and settings remain the same but the models of reflections, refractions, SSS, absorptions have all been updated to improve the quality and paramter response. E.g. SSS have become correct and 10x faster (not a big deal because it was very slow before). But now it looks like diffuse if subsurdace scatter radius = 0 and shows logical behavior when increase the radiuses and combine the channels. We have also intelligently killed the fireflies that could be seen through several glossy-glossy surface reflections using much smarter new GI Clamp algorithm. Download link: Change Log: cntlmax 0.530 alpha (2017 November 20) [core] Subsurface Scattering is correct now and has 10x faster noise reduction due to improved maths. The speed of SSS is close to diffuse. Same as before it is based on 3 layers. [core] GGX anisotropic reflections and refractions. Better looking highlights and fast. Some old scenes with rough reflections may seem to render slower 5-10%, but this is due to different look and changed highlights, the speed isn’t really degraded. [core] Faster (less noisy) rough glass and shadows under rough glass due to better maths. [core] Fixed Absorption parameters. They now affect transmissive and translucent objects and also their shadows. [core] Improved quality of GI Clamp params. They now preserve glossy highlights better and kill the hotspots a lot smarter while keeping the highlights. Default GI Clamp values of 10 are very good if final post production image exposure is 0. [core] Added “Expected Exposure” parameter that should be similar to the post production planned exposure. This is useful in cases when the lighting is very low in the scene and then user compensates it increasing the post exposure. In this case to make GI Clamp params and noise detector more efficient just set Expected Exposure similar to Post Exposure (+-1). Efficiently tuned GI Clamp and Noise detector may accelerate image rendering. 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 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 ( 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. Pls, make the tests and send us feedback! Kirgman
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CentiLeo for Cinema 4D 0.530 available (corrected and accelerated SSS, GGX, faster glass, improved GI Clamp)
Administrator Posts:
Hello everyone!
Available CentiLeo 0.53 for Cinema 4D R16-R19! We have updated CentiLeo material system completely. The GUI and settings remain the same but the models of reflections, refractions, SSS, absorptions have all been updated to improve the quality and paramter response. E.g. SSS have become correct and 10x faster (not a big deal because it was very slow before). But now it looks like diffuse if subsurdace scatter radius = 0 and shows logical behavior when increase the radiuses and combine the channels. We have also intelligently killed the fireflies that could be seen through several glossy-glossy surface reflections using much smarter new GI Clamp algorithm. Download link: Change Log: cntlc4d 0.530 alpha (2017 November 20) [core] Subsurface Scattering is correct now and has 10x faster noise reduction due to improved maths. The speed of SSS is close to diffuse. Same as before it is based on 3 layers. [core] GGX anisotropic reflections and refractions. Better looking highlights and fast. Some old scenes with rough reflections may seem to render slower 5-10%, but this is due to different look and changed highlights, the speed isn’t really degraded. [core] Faster (less noisy) rough glass and shadows under rough glass due to better maths. [core] Fixed Absorption parameters. They now affect transmissive and translucent objects and also their shadows. [core] Improved quality of GI Clamp params. They now preserve glossy highlights better and kill the hotspots a lot smarter while keeping the highlights. Default GI Clamp values of 10 are very good if final post production image exposure is 0. [core] Added “Expected Exposure” parameter that should be similar to the post production planned exposure. This is useful in cases when the lighting is very low in the scene and then user compensates it increasing the post exposure. In this case to make GI Clamp params and noise detector more efficient just set Expected Exposure similar to Post Exposure (+-1). Efficiently tuned GI Clamp and Noise detector may accelerate image rendering. 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 ( 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. Pls, make the tests and send us feedback! Kirgman
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CentiLeo for 3ds Max 0.521 available (motion blur, faster dof, final geo mode, bugfixes and 3ds Max 2018)
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After 0.53 release on GGX and SSS I will work on dirt and curvemap shaders, then displacements and then mesh lights. And later would like to fix that bump problems. Then should make more noise shaders, uv projection manipulations and optimize renderer overall at 0.6 release. And later move on other important things.
I have noticed that some renderers hide the bump mapping artifacts just shifting the diffuse shadows so that problematic areas with bump are hidden under shadow and lit area of surface is a bit narrow. Maybe it's good like that, at least looks ok.
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CentiLeo for 3ds Max 0.521 available (motion blur, faster dof, final geo mode, bugfixes and 3ds Max 2018)
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Hi Daniel, I think that if someone on CPU can make deform MB on animated p-flow particles then we will find the ways to do it too.
The fact is that there was just the first version with MB and there will be other updates with MB improvements later. I haven't yet tested any particles or p-flow with CentiLeo, but the plan is to work on this later of course. E.g. there will be special features/routines to work with very many particles in more efficient way.
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CentiLeo for 3ds Max 0.513 available (low priority, variation & random shaders, material alpha channel, bugfixes)
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Will be looking for your tests! After 0.60 release new demos, updated docs and few videos will come out. Even today CentiLeo looks much better, faster than on currently published demos
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CentiLeo for 3ds Max 0.513 available (low priority, variation & random shaders, material alpha channel, bugfixes)
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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.
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CentiLeo for 3ds Max 0.513 available (low priority, variation & random shaders, material alpha channel, bugfixes)
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Which version? 0.52?
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?
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CentiLeo for Cinema 4D 0.521 available (motion blur, faster dof, final geo mode, bugfixes and Cinema 4D R19)
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Update 0.521: support Cinema 4D R19
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CentiLeo for 3ds Max 0.521 available (motion blur, faster dof, final geo mode, bugfixes and 3ds Max 2018)
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Update 0.521: support for 3ds Max 2018
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some questions about HDR, a few HDR seem to have something wrong
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Yes, one 8000x4000 HDR should generate aroung 500MB file
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some questions about HDR, a few HDR seem to have something wrong
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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).
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CentiLeo for Cinema 4D 0.521 available (motion blur, faster dof, final geo mode, bugfixes and Cinema 4D R19)
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Small example with deformation and transformation motion blur
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some questions about HDR, a few HDR seem to have something wrong
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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
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CentiLeo for 3ds Max 0.521 available (motion blur, faster dof, final geo mode, bugfixes and 3ds Max 2018)
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Small example with deformation and transformation motion blur
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CentiLeo for 3ds Max 0.521 available (motion blur, faster dof, final geo mode, bugfixes and 3ds Max 2018)
Administrator Posts:
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: 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 ( 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
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CentiLeo for Cinema 4D 0.521 available (motion blur, faster dof, final geo mode, bugfixes and Cinema 4D R19)
Administrator Posts:
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: 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 ( 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
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