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Allow Installation in User Prefs Folder
 
Administrator  Posts: 452
Feb 25, 2020 18:47
Hi Keith! Welcome here! Thanks for hint... I always tested the plugins directory inside Cinema installation folder. But have now tested the directory located at "Open Preferences Folder". And it has "plugins" folder. It's like "C:\Users\User\AppData\Roaming\Maxon\Cinema 4D R21\plugins". I have copied "CentiLeoR21" from downloaded archive and it works too. Have you done it this way? It should be ...\plugins\CentiLeoR21
CentiLeo for Cinema 4D 0.593 available - Node-based materials/shaders in R21, S22, test description message
 
Administrator  Posts: 452
Feb 24, 2020 11:50
Proof 8)
CentiLeo for Cinema 4D 0.593 available - Node-based materials/shaders in R21, S22, test description message
 
Administrator  Posts: 452
Feb 24, 2020 11:37
Hello everyone!

We integrate with Cinema Node-based GUI for materials and shaders in CentiLeo 0.59 release!
It works for Cinema R21.115 and newer versions.
Maxon Cinema has very cool Nodes engine which we are happy to integrate with! It's a lot more powerfull than Slate editor in Max.

Currently there is no yet converter from old CentiLeo materials to new Node-based.
Note that in these new nodes we have organized materials a bit differently:
1) Emission is moved from CentiLeo Material to a separate own material
2) Displacement is also moved to the root Output Material.

Download here: http://centileo.com/download/

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

Change Log: cntlc4d 0.593 alpha (2020 May 29)
- up to 2x less noise for some HDR images in interiors
- more stable noise structure for low sample count
- Cinema S22 support (for S22.016+ builds)
- Fixed const color profile interpretation of materials

Change Log: cntlc4d 0.592 alpha (2020 May 12) - currently for all R16-R21
- Fixed broken Absorption property
- Fixed bug for lost frames during animation rendering in PV
- Fixed bug with wrong geometry translation when IPR doesn’t account for some deformers (such as Surface Deformer and few others)
- Fixed few bugs which caused some crashes.

Change Log: cntlc4d 0.591 alpha (2020 April 08) - currently for R21 only
[core] Fixed broken Absorption property
[cntlc4d] Fixed bug for lost frames during animation rendering in PV
[cntlc4d] Fixed bug with wrong geometry translation when IPR doesn’t account for some deformers (such as Surface Deformer and few others)
[cntlc4d] Fixed few bugs which caused some crashes.

Change Log: cntlc4d 0.590 alpha (2020 February 24)
[cntlc4d] Native C4D Node-based GUI for CentiLeo shaders and materials! Only for Cinema 4D R21.115+.

Known issues to be solved (temporarily broken features)
- Dirt shader;
- Absorption property of material;
- Directional/infinite light source;
- Adaptive noise-based image rendering (where pixels are no longer rendered when specified noise level is reached).
- May not initialize if AMD GPU is in your computer together with NVIDIA GPU.
- Very limited material converter tool (diffuse color + texture of C4D material).

Please, test it on you setup and share your renders!
Best regards,
Kirill
CentiLeo for 3ds Max 0.586 available - speedup 2x to up to 10x, added many new shaders and emission
 
Administrator  Posts: 452
Jan 30, 2020 19:25
Change Log: cntlmax 0.586 alpha (2020 January 30)
[cntlmax] Fixed problems when 3ds Max UI scheme is saved
[cntlmax] Fixed some mesh normal artifacts in rare cases
CentiLeo for 3ds Max 0.586 available - speedup 2x to up to 10x, added many new shaders and emission
 
Administrator  Posts: 452
Jan 29, 2020 10:27
Change Log: cntlmax 0.585 alpha (2020 January 29)
[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.
Attention! Must Upgrade to:
- Latest NVIDIA Display Drivers: Game Ready Driver 441.87 or Studio Driver 441.66 (slightly faster).
Multilayered EXR support, This feature is a well known production characteristic which helps in comp.
 
Administrator  Posts: 452
Jan 27, 2020 05:08
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 for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
 
Administrator  Posts: 452
Jan 27, 2020 04:06
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 for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
 
Administrator  Posts: 452
Jan 5, 2020 16:01
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.
Some render tests :), Render tests done on a already made geometry of a rim
 
Administrator  Posts: 452
Jan 2, 2020 18:24
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 for 3ds Max 0.586 available - speedup 2x to up to 10x, added many new shaders and emission
 
Administrator  Posts: 452
Dec 31, 2019 13:49
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 for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
 
Administrator  Posts: 452
Dec 31, 2019 13:40
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.
Some render tests :), Render tests done on a already made geometry of a rim
 
Administrator  Posts: 452
Dec 26, 2019 18:11
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 :)
Some render tests :), Render tests done on a already made geometry of a rim
 
Administrator  Posts: 452
Dec 20, 2019 18:22
Still fixing the problem with artifact, not so easy, but hope will progress asap.
Some render tests :), Render tests done on a already made geometry of a rim
 
Administrator  Posts: 452
Dec 18, 2019 16:00
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).
Some render tests :), Render tests done on a already made geometry of a rim
 
Administrator  Posts: 452
Dec 17, 2019 10:01
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! :)
Some render tests :), Render tests done on a already made geometry of a rim
 
Administrator  Posts: 452
Dec 14, 2019 09:24
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
first render test
 
Administrator  Posts: 452
Dec 13, 2019 09:29
Sure, the nature never has perfect and same colors
first render test
 
Administrator  Posts: 452
Dec 12, 2019 08:07
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.
first render test
 
Administrator  Posts: 452
Dec 11, 2019 15:57
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
Some render tests :), Render tests done on a already made geometry of a rim
 
Administrator  Posts: 452
Dec 11, 2019 05:37
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.
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