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Konstantinos Despotis wrote:
Wow so quick! thanx! Can't wait to play! |
Hope to do it asap and then move to further improvements.
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Hope to do it asap and then move to further improvements.
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Konstantinos Despotis, I have fixed that bug when jumping 0.01 to 0.011. It was a stupid mistake
Now the roughness works like this: animated roughness from 0 to 1 (no bug and better mapping): This is anumation of IOR changing from 1 to 4 (when become large it looks more like a metall): Will upload it today deep evening or tomorrow together with some other fixes
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But I also want to add the option 'Illuminate shadow catcher' to any light source and also to Hdri so that it will be able to break few rules/physics
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Konstantinos Despotis, thank you a lot for upload! I notices what you are talking about. Indeed it's a bug that is clearly visible on your shaderball (I guess it's from Corona
In our few test scenes the lighting conditions haven't given so obvious picture of this bug. The roughness should be not linear. I will test it face-to-face with other engines in order to calibrate it better.
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We also need to improve own procedural shaders.
It seems there is bug and need more clarifications. I mean
E.g. in 2nd and 3rd images you have roughness 0.1 but when you have Weight = 1 and IOR like 1.4 then this value of IOR produces increased weight at surfaces with orientation close to 0 degree and decreases weight for surfaces oriented towards the viewer at 90deg. However when you increase IOR up to 20 or 100 then there should be uniform reflection under any angle of view. But when you decrease the Weight then it scales down what is given by IOR. E.g. on you 3rd image you have increased IOR to 20 (it's everywhere almost a mirror). But the weight is 0.2. So there is 20% mirror and the rest is for Diffuse. I have played in our test shaderball, it seems to be working as planned.
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PCI Express Gen3 has 2x better bandwidth and is very cool. E.g. PCIEx x4 Gen3 should be like PCIEx x8 Gen2. I also think that connections with PCIEx x2 or even x1 are not very good for heavy geometry scenes that exceed VRAM a lot. They will work but not so well as fat PCI express channel
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So you didn't increased the number of ray bounces to get the picture on the left?
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The lister is already very usefull for developer tests of lighting. Much easier than working with general Max list. Will post the link to one friend
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Hi Konstantinos and welcome to our board!
What you are talking about is in our plans and we try to make it asap. Hair support will appear earlier than Node based editor in C4D. We have light mixer btw, see examples from version for Max: In C4D it's working the same.
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Known issue:
Still have to fix the problems with animation recording. It's quite a task which will lead to very cool results and optimized scene load to renderer for each successive frame. Will be ready soon.
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Hello everyone!
Now CentiLeo 0.462 alpha for Cinema 4D R16-R18 is available. Download here: Recommendation to increase render speed: Download shaderball: User manual updated fro 0.44: Change Log: cntlc4d 0.462 alpha (2016 Dec 16) [core] Now the glass is created by setting only transmission.weight to 1 and you don’t need to disable default Diffuse.weight to 0. According to new convention the weight of transmission layer overrides diffuse. If you want to mix transmission and diffuse then you should to make transmission weight less than 1. This is similar to other engines. [core] Fixed incorrect glass rendering with IOR values larger than 1. And now it looks much more beautiful. [core] Fixed “black highlight” bug in subtle rough reflections. [core] Fixed issue which caused slow render when there are many light sources with crazy different areas and intensities. [core] Added option “Contribute to only GI” to the light sources which helps to add more indirect light to interiors without increasing the number of ray bounces. Increases the speed of interior rendering, flicker-free, similar to portals accelerator for GI. [C4D plugin] The camera (from CentiLeo menu) is created with position and orientation of the current camera. [C4D plugin] Default environment color is used if there are no any light sources in the scene. Please test it and give your feedback!
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Updated till 0.462, please see ther first message
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Here is my quick test in Max 2017! It is installed and is working very well. I like the left most button which jumps to Modifier editor with full settings.
Few remarks: 1) When light is switched off with checkbox the dropdown box for Type is deactivated. And when it is switched on again then the dropdown box for Type is not activated again. I think it can be always be active regardless of on/off state. 2) We have too many tweaking controls for the light source. And there is no yet textures there. Will need to think how to make it more ergonomic. At least the Multiplier can be removed, becuase there is Intensity there There are some exceptions regarding garbage collector when installed it to Max 2014 and run the light lister. However it was running together with 2017 and IPR in both Max instances. Will have to check it alone. Thank you very much Ali for your help to CentiLeo!
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Hi Ali, thank you for your awesome work!
This is really usefull compared to manual light search and goto modifier. I will also place the names of lights (instead of type names) into the viewport as labels of lights. Together with other fixes and multiscatter will be upload today.
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Yes and it will be an easy assignment with selection of light pass in emission material GUI.
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Thanks for wish list!
Still working hard on the bugfixes
Please, can you tell in detail what other things are better to add there?
One idea is to place the Target tag for camera, drag the object there and recompute autofocus in the direction of computed C4D target. So, we need to add autofocus recomputation if the Target tag is attached to camera.
When things become slightly easier on technical part then we will give a lot more attention for tutorials and demos.
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So I currently think there is no need to support some special mesh light. Just emission material with masks in multi-mat.
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I have fixed significant internal issue when different lights have super different light intensities/normalization and areas. That issue caused too big noise in presense of such different lights in 0.45-0.46
Next version will have no such issue!
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Ali, thanks a lot! Do you also translate Vray portals into CentiLeo portals in you script?
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