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Roadmap for CentiLeo 0.55-0.61
 
Administrator  Posts: 452
Nov 11, 2019 14:09
Hi xxx, currently fixing the last annoying bug introduced in 0.58. It's related to multi-light sampling. After that 0.58 for 3ds Max will be released. Then there will be a couple of fix-polish releases and documentation update. There will also be 0.59 cinema R21 support with nodes GUI. Then in 0.60 we will support a couple of popular particle/scatter engines + some other improvements. Then we need more AOVs + material converters. All these things are essentials for basic use. And we also want Maya. Will push it hard. We have a very good experience connecting a renderer with DCC, shouldn't be long to develop.
CentiLeo for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
 
Administrator  Posts: 452
Nov 6, 2019 06:52
Rodrigo Bitencourt Rodrigues, please test again, I have reaploaded the archive removing non needed resource test files (some even had some Russian symbols in the names). Tested in R20 - it was ok, all tags and render settings are in place.
CentiLeo for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
 
Administrator  Posts: 452
Nov 6, 2019 06:45
Hi Rodrigo, thanks for bugreport! Do you find any files in the Cinema 4D R20/plugins/CentiLeo/res/description folder? There should be cntl_tag_envmap.h, cntl_tag_envmap.res, cntl_tag_light.h, cntl_tag_light.res and etc. Basically .h and .res files for shaders, materials, tags and render setttings. Also there should be Cinema 4D R20/plugins/CentiLeo/res/strings_us/description folder containing .str files for shaders, tags and so on.
If you don't find such files in these folders, then try again copying them from downloaded CentiLeo RAR-archive. They are all in the folder CNTLC4D 0.580/C4D R20/plugins/CentiLeo which has CentiLeo.xdl and res/ subfolder. I have found some extra not needed files there from my tests. But all needed is there.
Also what language do you use in Cinema GUI? Non-English? However should work anyway.
CentiLeo for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
 
Administrator  Posts: 452
Oct 21, 2019 12:41
Quote
Konstantinos Despotis wrote:
Does it work with R21? I've almost switched completely to R21 now. Also Is it going to work with teamrender or some other networking solution? Thanx!
Hi Konstantinos, currently I am working on R21 and want to provide support of it's nodes. As for teamrender - currently not yet, it's in TODO list.
CentiLeo for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
 
Administrator  Posts: 452
Oct 10, 2019 19:46
I know I know about how important is it :) Thanks for promoting this feature!
CentiLeo for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
 
Administrator  Posts: 452
Oct 10, 2019 10:59
Hi xxx, no yet, there is no yet round edges support yet. Will do this feature of course, but currently have priority to make R21+nodes, massive particles and AOVs.
Have you tested the last 0.58 version?
CentiLeo for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
 
Administrator  Posts: 452
Sep 28, 2019 06:32
Hi, I am doing the plug for Max currently on the side of plugin code. Pushing hard to finish it early even with few bugs :)
CentiLeo for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
 
Administrator  Posts: 452
Sep 23, 2019 21:49
Test for mesh lights. There are around 70 cylinders with emissive parts. 2x faster iterations and 10x less noise
CentiLeo for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
 
Administrator  Posts: 452
Sep 23, 2019 21:46
Another test with interior. Indirectly lit area has noticeably less noise for the same number of render iterations. And iterations are 2x faster. However the spot light spread angle looks different due to changed falloff function.
CentiLeo for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
 
Administrator  Posts: 452
Sep 23, 2019 21:42
Some comparisons.
First one: grey interior, 1920 x 1080, HDRI + portals and spot lights inside. 4 iterations (256 samples per pixel).
Noise in dark GI regions is reducing at much faster rate than before, and it is more uniform across the image.
CentiLeo for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
 
Administrator  Posts: 452
Sep 23, 2019 18:54
Hello everyone!

Finally we are releasing the 0.58 update of CentiLeo for Cinema 4D R16-R21. It was a very complex development with a lot of changes and novel methods. We have got 2x - 10x rendering speedup. The render speed is always at least 2x better than before and depending on the lighting complexity the speedup is even higher. See below!
Some polishing and issue fixing still should be done but results are already very cool!

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

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

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.
[cntlc4d] Installation instructions are changed a bit, read them again!

Change Log: cntlc4d 0.581 alpha (2019 November 21)
[core] Fixed bug with multiple lights sampling. Now scenes with many lights have much lower noise than 0.580.
[core] Fixed rendering artifacts in case of rendering out-of-core geometry with near/far clipped camera.
[core] Fixed a couple of other minor issues/artifacts.

Change Log: cntlc4d 0.580 alpha (2019 September 23)
[core] Rendering speedup from 2x to up to 10x:
- Render iterations are around 2x faster almost always (base speedup);
- Render iterations become smarter and reduce the noise better for global illumination, in some cases it is required 2-4x less iterations to get same noise level as before. These improvements are best visible for interiors and night scenes especially for regions with dominated global illumination and lack of direct lighting. This improvement work for all area lights, mesh lights and environment HDRI with portals.
- Mesh lights with complex shapes (more than few polygons) generate 3-4x less noise than before.
- The new algorithm should be always better and more robust than the previous one (less noise per iteration and faster iteration time).
- And there is no cache, no blur, no yet denoiser, no aditional settings, no additional memory consumption 8)

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
Edited: Kirgman - Apr 18, 2020 21:36 (Update 0.585 with improvements)
Roadmap for CentiLeo 0.55-0.61
 
Administrator  Posts: 452
Aug 24, 2019 05:09
Quote
a1cat cato wrote:
Hi guys , any updates ..
Hi! Still working :), there is very good progress, but still need to increase GPU saturation with tasks, fix few broken features and then ready.
Roadmap for CentiLeo 0.55-0.61
 
Administrator  Posts: 452
Jul 8, 2019 14:35
Quote
a1cat cato wrote:
Secondly, are those features are only for cinem4D, does the 3dmax version have different features ?
What i did understand is that there are 2 version, one for 3dmaxc and the other for cinema4D, every one has different features than the other. am i correct ?
The next release 0.58 will be both for 3ds Max and Cinema, the features will be syncrhonized 1:1. Only node-based GUI for Cinema will be done by 0.59. 3ds Max produce node GUI automatically for all kinds of 3rd party materials. But Cinema developers decided to hide this possibility and make node GUI only for own native materials, so we have to re-implement this basic bicycle.

Thanks guys for good wishes! Will do best for next release.
Roadmap for CentiLeo 0.55-0.61
 
Administrator  Posts: 452
Jul 8, 2019 11:15
Thanks :) I honestly think we also need Random-Walk SSS too for better precision compared to current ray-traced SSS which has few problems on geometry edges.
As for Maya version, I think the initial version with all basic things (not very deep) and IPR may take around 2 months based on our experience with Max and Cinema. And after that will continue never ending polishing :)
As for round corners - I can't estimate yet. Haven't digged deep into it. But if it would take few days then I may shift it for one of the next releases.
The 0.58 will come very soon (in development since January). The next other 3 releases will be short (around 1-1.5 months). Probably with round corners.
Roadmap for CentiLeo 0.55-0.61
 
Administrator  Posts: 452
Jul 5, 2019 08:20
I think not earlier than in 2020. For Maya too. For example right now round corners are not important compared to other things. In the currently developed 0.58 the GI and mesh lights have much less noise. A lot more robust noise situation for given samples count It will be released very soon. Then in 0.59 there will be node based GUI for Cinema (pretty short update). Then in 0.60 there will massive instancing (tens of millions of elements in scene) and hopefuly support for other particle/scatter plugins. And then all the rest, like more flexible AOVs, masks, cryptomattes, vertex attributes, etc. And then Maya!
Roadmap for CentiLeo 0.55-0.61
 
Administrator  Posts: 452
Jul 3, 2019 19:50
Hi xxx man, yes round corner is in the plans, deeper plans. And Maya too! Hope to start doing Maya during 0.6x release versions
CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
Administrator  Posts: 452
Jun 4, 2019 15:40
Hi Daniel, I know. But there are good reasons for this. Much better noise reduction / per iteration for complex lighting cases. But still need to keep iteration time lower than it was. Pushing this hard!
Material " Chrome " ...
 
Administrator  Posts: 452
May 21, 2019 15:21
Hi Marc! And welcome here!
After 2 more releases there will be a documentation explaining how to do many things.
Currently I would suggest to make chrome with 2 reflection channels:
Reflection 1: color = white, roughness = 0.2, IOR = 1.3
Reflection 2: color = white, roughness = 0.6, IOR = 1000 (totally outweights all underlying layers like diffuse and others).
You may optionally add scratched bump for Reflection 2 only. Just make bump and uncheck it for Relction 1.
CentiLeo for Cinema 4D 0.575 available - many additional shader nodes
 
Administrator  Posts: 452
May 13, 2019 09:16
Yes, Leif! Sorry about that. Mac isn't supported because we are still on CUDA
Ramps and the best channel to put them in
 
Administrator  Posts: 452
Apr 26, 2019 12:32
Hi Chuck and welcome to CentiLeo forum!
Ramp node is needed to create colored output for black/white Input Texture. For example, you may attach some CentiLeo Noise shader to the "Input Texture" slot of Ramp and then create green, blue, red, yellow, etc knots in the Gradient field of Ramp. You may also add Random shader (uniformly distributed greyscale colors) to the Input Texture of Ramp and create colored knots of Gradient to determine how frequent is red, how frequent is blue, etc. in the variety of objects with attached Ramp + Random shader.
You may also add Fallof shader to the Input Texture of Ramp and make colored knots. This way there will be color variations depeding on the view angle.

Kirill
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