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CentiLeo for Cinema 4D 0.471 available (quality & materials improvement)
 
Hi Rodrigo,

Very big thanks for your feedback! Not easy to do everything early. But step by step we will work on this.

Quote
Rodrigo Bitencourt Rodrigues wrote:
Translucency can be a channel instead inside Diffuse?
So, you want to have Translucency in the separate Tab. Right? Do you think it needs the "Weight" like other channels?

Quote
Rodrigo Bitencourt Rodrigues wrote:
Std material can be only with diffuse and an reflection coat on by default.
I aslo thought about it. Will probably swich off checkboxes of the layers "Reflection 2", "Transmission", "SSS" but make their respective Weighs = 1. When checkbox is enabled the weight is already there.
Quote
Rodrigo Bitencourt Rodrigues wrote:
SSS channels can be grouped(splitted is not handy)
All in one Tab? Ok.
Quote
Rodrigo Bitencourt Rodrigues wrote:
Translucency mix slider is not working
Will fix
Quote
Rodrigo Bitencourt Rodrigues wrote:
IPR status info can be off by default.
At some point I will make this and other toggles of IPR to be saved with the scene file.
Quote
Rodrigo Bitencourt Rodrigues wrote:
We need a bump intensity slider to positive and negative values(like cinema 4d standard material.
Ok, will extend the range of the main bump strength slider. However now it is possible to do it inside the bump texture in cntlBitmap when you play with out_rangeA and out_rangeB. E.g. when you make out_rangeA=1 and out_rangeB=0 the bump goes inverted. Similar effect happens when out_rangeA=0 and out_rangeB=-1. It's also possible to make it negative with cntlMath shader with mutliplication by -1
Quote
Rodrigo Bitencourt Rodrigues wrote:
Our displacement need a scale input.
It has it actually. When you change the value of out_rangeB from 1 to 10 then displacement become higher 10x. When you make out_rangeB=-1 it goes under the surface and so on. When you change out_rangeA to the value other than 0 you can change the "sea level". It seems we need to make cntlDisplacement shader with respective naming convention.
Quote
Rodrigo Bitencourt Rodrigues wrote:
Our material can respect the material tag uv inputs? its very important.
Right now material textures can use just the first UV tag of the mesh, the spherical and triplanar mappings.
Quote
Rodrigo Bitencourt Rodrigues wrote:
c4d allow to use multiples uv tag per object
I hope to add support for more UV tag mesh projections next version. Right now I think about making 3 UV tag mappings per mesh selectable in material shaders. Max 3 mappings is usually seen in other engines. Maybe we will be able to do more than 3 UV tag mappings. How many are needed?
Also need to add support of TextureTag params too.
Quote
Rodrigo Bitencourt Rodrigues wrote:
We need a compositing tag, a object buffer system and a material id output.
We plan to do it in a couple of versions. There are many possible ways to do it. Need to figure out the most convenient one and do it. What good example reference would you recommend?
Quote
Rodrigo Bitencourt Rodrigues wrote:
The displacement channel can be in the std material too?
Maybe yes. In one of the few upcoming CentiLeo updates there should be version with displacement improvements (there are a lot do there). There is also a chance to move displacement settings to the Tag of the object (and Opacity which is found in Multi Material will also probably go to the Tag). There is aslo a chance the displacement will understand shader networks but don't promise yet.

Quote
Rodrigo Bitencourt Rodrigues wrote:
We need a alpha channel to our material.(not like the multi material, we need one to hide some parts of the model.)
Ok, will make separate Alpha channel (limited with "specular ray depth" param of the render settings). Right now such things are implementable using Transmission channel with IOR=1 (but it will be limited to maximum ray depth in render settings) and it can be done with Opacity slot (see in cntlMultiMaterial) which has unlumited depth (but limited to only cntlBitmap input and discrete nature: the surface is either visible 100% or not).

Hope to see comments from other guys on the subject too, especially on the number of required selectable UV tags in material textures.
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Status of preparing CentiLeo 0.48 alpha
 
Sure Ali, I also have noticed that after roughness = 0.6 or maybe 0.7 the values are useless also because of some energy loss.
One option for us is to re-scale the input roughness by 0.6. But the final decision will be after adding GGX, because the highlights should look different with it.
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Status of preparing CentiLeo 0.48 alpha
 
Hello everyone!

Need to post how things are going since there are now news from us for 3 weeks already :)

We are working on many improvements including further noise reduction, multi-GPU, nicer material reflection look and nicer tone mapping.
E.g. the open question is whethere GGX reflection will be added or not and when we will finish multi-GPU. Hope to do it ASAP.

Few pictures about development in progress:

These are 15 min renders with scenes complex illumination interior with HDR lighting coming through 3 windows. HDR map has sharp bright sun drawn in it.
Windows have lattice to make obstacles.
The other 3 light sources are covered by some geometry: 2 lights covered by glass vases (on the left) and another one is covered by cylinder on the right.

Comparison presents "Another GPU engine", old CentiLeo 0.47 and current 0.48. Everywhere portals for windows are used, 6 GI bounces, and other settings are tuned for better performance in both engines. One 970 GTX is used for these tests.
Materials and shaders have the same complexity stucture in both engines, same amount of textures but the colors of floor and furniture are slightly different.

CentiLeo 0.48:

CentiLeo 0.47:

"Another GPU engine":
CentiLeo 0.580 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

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CentiLeo for 3ds Max 0.471 available (quality & materials improvement)
 
Hi Ali!
It's already added. Here is the difference between 0.47 (top) and internal 0.48 version (bottom). Everything is diffuse. 0.48 has Oren Nayar diffuse with roughness=0.4


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CentiLeo for Cinema 4D 0.471 available (quality & materials improvement)
 
Quote
play boy wrote:
the hard light or overbright HDRI map will cause the white clay where should be transparent in the transmission channel,or i misunderstanded something.
Hi Play boy! Very cool progress with pics! :) 8)
Seems there is some SSS there?

Need to see example to understand the problem. But in general if you make a coating reflection layer on top of transmission then there will be a highlight and it should be larger with larger roughness value.
Quote
play boy wrote:
and the "shadow catcher" need a very hard light to recive a clear shadow
Do you mean a light from HDRI or another light like area/omni/spot/directional? If you use "area/omni/spot/directional" to illuminate the shadow catcher plane then they deposit the light to it taking into account where the shadow catcher shader was attached: to diffuse or reflection e.g.
If you want to get a shadow on shadow catcher from HDRI then it is indirect GI contribution only, hence very soft.
Also need to see an example of the issue.

Btw, I am going to make a slider for each light source and EnvMap tag too: Brightness and color tint for shadow catcher - similar to the settings for reflections/base/transmission.
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CentiLeo for Cinema 4D 0.471 available (quality & materials improvement)
 
Quote
play boy wrote:
the CentiLeo is the magic!

Hi Play boy! Your pics are nicer and nicer and continuation is needed :)
It seems reflection highlights are ok now. The eyes are cool!

I remember about the promise to do "Illuminate shadow catcher" option. Will do it for sure.
Based on this pic we aslo need very much natural hair geometry render and corresponding shaders.

Right now we are working on multi-GPU - this is an essential part to go out of our current "toy" status.
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Tests from Anton Bessonov
 
Quote
Sup Sup wrote:
Can you send me the file ?
Hi Sup, but Anton doesn't share his scene. He tested CentiLeo with it and has shown few pics. Don't worry we will implement procedural normal map flakes
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CentiLeo for Cinema 4D 0.471 available (quality & materials improvement)
 
Quote
play boy wrote:
Merry Christmas dear Kirgman !!!
Thanks a lot Playboy :) Wish you good holydays!

New small release 0.471 with a few bugfixes related to noise. Bump mapping become faster for polished reflections. I like it, and hope you like too.

Happy New Year from CentiLeo!
CentiLeo 0.580 for Cinema: http://centileo.com/forum/forum19/164

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CentiLeo for 3ds Max 0.471 available (quality & materials improvement)
 
Thanks and here is reply:

Released 0.471 with few fixes primarilly related to noise reduction.

Happy New Year! :)
CentiLeo 0.580 for Cinema: http://centileo.com/forum/forum19/164

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CentiLeo for Cinema 4D 0.471 available (quality & materials improvement)
 
Quote
Rodrigo Bitencourt Rodrigues wrote:
Hi guys! How I can set the value of displacement? I have a bitmap input but I dont have a unit of scale(like c4d displacement), It can be done per material or only globally? sorry my poor english.
Hi Rodrigo! The measurement values shoult yet be implemented properly in our renderer.
Right now displacement is tuned inside cntlTexture which is attached to displacement slot of Multi Material. However, currently displacement mapping is still in progress. It has problems in animation, some times looses triangles and tesselates slowly (tesselation happens only in the first iteration of render). But it has potential to become a perfect solution even for vector displacements in the future.
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CentiLeo for 3ds Max 0.471 available (quality & materials improvement)
 
Hello everyone!

Merry Christmas to those celebrating it today!

CentiLeo 0.47 alpha for 3ds Max 2014-2017 is available.

It has a lot of quality improvements. Post-processing contrast adds nice image feeling. While most work was spent for material behavior improvement and bugfixing. Really many things were polished in cntl std material.

Download here: http://centileo.com/forum/forum13/104-download-link-centileo-for-3ds-max-v047-alpha

Recommendation to increase render speed: http://centileo.com/forum/forum19/93-recomendation-to-increase-render-speed-and-reduce-lags

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

Light lister script by Ali Kavyani: http://centileo.com/forum/forum22/99-3dsmax-lightlister-script


Change Log: cntlmax 0.471 alpha (2016 Dec 31)

[core] Improved render speed for scenes with many lights and rough reflections
[core] Improved render speed for bump mapping on polished surfaces (with roughness close to zero)
[core] Fixed fireflies in few situtations
[cntlmax] Fixed crash when click “View Image” in cntlTexture and go up.

Change Log: cntlmax 0.470 alpha (2016 Dec 25)

[core] Added post-processing contrast setting. 0.5 by default, it makes the image more realistic
[core] cntlStdMaterial: glossyness usage as alternative to roughness (if checked then roughness is replaced with glossyness and treated accordingly).
[core] cntlStdMaterial: weight*color mixing mode similar to other engines
[core] cntlFalloff: parallel falloff mode
[core] Faster many-bounce internal reflections inside complex glass object.
[core] Roughness remapping. Now all the range 0..1 is more interesting unlike before when most interesting values were close to zero.
[core] Many bugfixes for material behavior when roughness is changed. Now the highlights are changing smoothly for small change of roughness.
[core] Fixes environment map brightness when seen through reflection
[cntlmax] Post-process can be performed when render is paused

Enjoy rendering with CentiLeo and share your opinion!

Kirgman
CentiLeo 0.580 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

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CentiLeo for Cinema 4D 0.471 available (quality & materials improvement)
 
Hello everyone!

We did it for Catholic Christmas! Like a presen from Santa. 8)
Merry Christmas to those celebrating it today!

CentiLeo 0.47 alpha for Cinema 4D R16-R18 is available.

It has a lot of quality improvements. Post-processing contrast adds nice image feeling. While most work was spent for material behavior improvement and bugfixing. Really many things were polished in cntl std material.

Download here: http://centileo.com/forum/forum18/102-download-link-centileo-for-cinema-4d-v0470-alpha

Recommendation to increase render speed: http://centileo.com/forum/forum19/93-recomendation-to-increase-render-speed-and-reduce-lags

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

Change Log: cntlc4d 0.471 alpha (2016 Dec 31)

[core] Improved render speed for scenes with many lights and rough reflections
[core] Improved render speed for bump mapping on polished surfaces (with roughness close to zero)
[core] Fixed fireflies in few situtations

Change Log: cntlc4d 0.470 alpha (2016 Dec 24)

[core] Added post-processing contrast setting. 0.5 by default, it makes the image more realistic
[core] cntlStdMaterial: glossyness usage as alternative to roughness (if checked then roughness is replaced with glossyness and treated accordingly).
[core] cntlStdMaterial: weight*color mixing mode similar to other engines
[core] cntlFalloff: parallel falloff mode
[core] Faster many-bounce internal reflections inside complex glass object.
[core] Roughness remapping. Now all the range 0..1 is more interesting unlike before when most interesting values were close to zero.
[core] Many bugfixes for material behavior when roughness is changed. Now the highlights are changing smoothly for small change of roughness.
[core] Fixes environment map brightness when seen through reflection
[C4D plugin] Post-process can be performed when render is paused
[C4D plugin] Fixed crash when shader is attached to shader slot
[C4D plugin] Few bugfixes for animation recording (however some objects like spheres need to undergo the command “Current state to object”). This part of renderer will be soon improved even further.

Enjoy rendering with CentiLeo and tell you opinion!

Kirgman
CentiLeo 0.580 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

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CentiLeo for Cinema 4D 0.462 available (few bugfixes)
 
Quote
Konstantinos Despotis wrote:
Wow so quick! thanx! Can't wait to play!
:) Haven't yet updated the version because still digging in the bugs, such as not very smooth shadow change when changing roughness of transmission. One similar but very subtle problem with reflection roughness, etc.
Hope to do it asap and then move to further improvements.
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CentiLeo for Cinema 4D 0.462 available (few bugfixes)
 
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):
https://www.dropbox.com/s/hbmo4zgw368jt9n/roughness.avi?dl=0

This is anumation of IOR changing from 1 to 4 (when become large it looks more like a metall):
https://www.dropbox.com/s/clwjcz71tzg4snf/ior_rough015.avi?dl=0

Will upload it today deep evening or tomorrow together with some other fixes
CentiLeo 0.580 for Cinema: http://centileo.com/forum/forum19/164

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CentiLeo for Cinema 4D 0.462 available (few bugfixes)
 
Quote
play boy wrote:
cheers!the light tag is an ART!

by the way,shadow catcher was not working with HDRI map light(just AO left) or i misunderstanding something.
Yes, it's true. This is actually correct, because the shadow catcher plane shows photo of HDRI which is considered to be lit by itself already. That's why we why we don't add light to the plane again. What you call AO is GI. Other lights illumination is added btw. E.g. you may add infinite light with cntl tag to tune light you want.
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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CentiLeo for Cinema 4D 0.462 available (few bugfixes)
 
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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CentiLeo for Cinema 4D 0.462 available (few bugfixes)
 
Quote
Kirgman wrote:
when I load a colour correction shader and fr om there I try to load a bitmap C4D freezes
before I fix it the workaround is to attache cntlBitmap where you want and then instead of it place the cntlColorCorrect :) And the new cntlColorCorrect will get old cntlBitmap as a child. With the same approach all the other shader replacements are working. Old shaders become children of new shaders by default.
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CentiLeo for Cinema 4D 0.462 available (few bugfixes)
 
Quote
Konstantinos Despotis wrote:
They are connected with PCI express 16x all 7 of them, they are all cut to single slot manually and watercooled.
Wow, this is super cool system!
Quote
Konstantinos Despotis wrote:
I noticed that when I load a colour correction shader and fr om there I try to load a bitmap C4D freezes.
Confirm too, just reproduced.
Quote
Konstantinos Despotis wrote:
It would be nice to be able to dock the ipr window
support for native c4d shaders (noises etc) even if baked and also the ability to copy paste channels in the same way as in C4D
This is in our plans for sure. But can't start working on it before we do multi GPU and improve displacement and hair. Also need full support of native TextureTag.
We also need to improve own procedural shaders.

Quote
Konstantinos Despotis wrote:
there is something wrong with the reflection and the reflection weight also the roughness needs different scaling, at 0.1 it is already too much, look below it seems at 0.1 roughness the weight plays no role anymore, neither does ior, only if I bring the diffuse weight down to 0.5-0.7 the diffuse looks normal, but then If i raise the ior the material gets much darker and in the corners wh ere it should be brighter because of reflection it gets darker, it is confusing, and I know how to make good materials in Vray, Octane and all the rest of the renderers out there so it should be easier for me unless I'm missing something. Edit:It happens between 0.01 and 0.011 or more, it jumps to more than it should I think it is a bug?
I agree about the range of roughness. Should remap it. Currently the idea is to map current roughness=0.5 to new rougness=1. What do you think?

It seems there is bug and need more clarifications. I mean
Quote
Edit:It happens between 0.01 and 0.011 or more,
Please can you share your test scene where the error is clearly visible?

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.

CentiLeo 0.580 for Cinema: http://centileo.com/forum/forum19/164

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CentiLeo for Cinema 4D 0.462 available (few bugfixes)
 
Quote
Konstantinos Despotis wrote:
I'm just waiting for the multi gpu support (since I've got 7x1080's in one machine and 3x Titan X's on another)
How they are connected with the Mobo? Based on practice CentiLeo out-of-core geometry is best working with PCI express x8 or x16 Gen 2 or higher.
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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CentiLeo for 3ds Max 0.462 available
 
So you didn't increased the number of ray bounces to get the picture on the left? :)
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CentiLeo for Cinema 4D 0.462 available (few bugfixes)
 
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:
https://www.youtube.com/watch?v=rY-pnhCxt8I
https://www.youtube.com/watch?v=2jZSVR6jv04

In C4D it's working the same.
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CentiLeo for Cinema 4D 0.462 available (few bugfixes)
 
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.
CentiLeo 0.580 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

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CentiLeo for Cinema 4D 0.462 available (few bugfixes)
 
Hello everyone!

Now CentiLeo 0.462 alpha for Cinema 4D R16-R18 is available.

Download here: http://centileo.com/forum/forum18/100-download-link-centileo-for-cinema-4d-v0462-alpha

Recommendation to increase render speed: http://centileo.com/forum/forum19/93-recomendation-to-increase-render-speed-and-reduce-lags

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

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!
CentiLeo 0.580 for Cinema: http://centileo.com/forum/forum19/164

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CentiLeo for 3ds Max 0.462 available
 
Updated till 0.462, please see ther first message
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CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
 
Thanks for wish list!
Still working hard on the bugfixes :)

Quote
play boy wrote:
1:A little bitmap user interface for the Cntlbitmap to help us know the file more easily.
2:Several functions for the Cntlbitmap such like transform mirror flip inverting ect.or a layer material just like the C4D.
Mirror, rotation, seamless tiling, contrast will be added.
Please, can you tell in detail what other things are better to add there?
Quote
play boy wrote:
3:The focus object for the moving camera.
So, do you want to drag&drop the object that should be in focus for Depth of Field? The focus usually works for single direction (e.g. there is autofocus button in IPR window). But the object can be large, has many parts where it is harder to detect which of them should be in focus.
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.
Quote
play boy wrote:
4:A deep tutorial to explain the fast SSS Skin function.You know it‘s the soul part for every good renderer.a pretty face picture can make the Centileo world famous,as i wish.
Sure, the SSS is super important. We want it to be as nice and fast as possible. However, recording tutorials right now is a little bit problem because we are too busy in a run for features implementation like multi-GPU, displacement, hair, motion blur and other every day requests, bug fixes.
When things become slightly easier on technical part then we will give a lot more attention for tutorials and demos.
CentiLeo 0.580 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

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CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
 
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Aimar NL_21 wrote:
10 min . no i don't use portal option .

Using Portal (you may see Cinema documentation or attached sample) accelerates rendering interiors lit by HDRs which are visible through windows. Simply place Area light sources to the hole of the window and in our cntlLightTag please enabled "Is Portal" option. It should be noticeably faster.

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Aimar NL_21 wrote:
and some of saving format like .png doesn't work Properly .
This is the bug of Cinema 4D itself and not of CentiLeo. We transfer our imagery to Picture Viewer and since then Cinema is responsible for saving images.
As far as I remember Cinema ignores saving alpha channel for .png and it is a long story bug. As an alternative you may use .tiff which works as expected.

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Aimar NL_21 wrote:
no . Normal c4d uvw ( Texture tag ) Like cubic and other
At some stage we want to implement the entire functionality of TextureTage which is very cool. Don't yet promise the date, but it is planned.


Btw, we are currently working on fixes for CentiLeo 0.46 for Cinema. Glass fixes are already done, just need to finish the fix for animation render recording. First time reported by Rodrigo.
CentiLeo 0.580 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for 3ds Max 0.462 available
 
Change Log: cntlmax 0.461 alpha (2016 Dec 11)

[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.
CentiLeo 0.580 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
 
Quote
Aimar NL_21 wrote:
Please add more uvw mapping ( projection ) .

meantime i test a internal render and render time is not bad ( still have noise ).
Do you want to combine several mesh UV sets in the same object? We are going to add support up to 4 mesh UV sets in around of 3 future updates.

What was the time of your interior render? Have you used the portal option on the window? We still have the opportunity to accelerate diffuse-diffuse interreflections
CentiLeo 0.580 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
 
Quote
play boy wrote:
Quote
Kirgman wrote:
It seems there is something wrong on the arm. But one thing is too low poly model (at least on the tits and arms there are clearly visible polygons). Can you increase the tesselation of this model and see what happens?

The dark outline on the right arm - need to understand what is happening on it: does it appear when you add reflection? Or does it appear from diffuse? What happens if you change reflection IOR?

Also please try to switch on/off the option "Reflection as coat". It may happen that if it's enabled the dark outline should dissappear. Will probably remove this option and make it always on.

I would like to fix the problem.
Please, can you help us find the fix and send us this model to info@centileo.com ?
so kind~~hug~
i tested a simple oiltank and got the same result.so i think it's not about the model.
maybe something incompatible with C4D R18.
I am trying to solve the problem of black highlights. Probably solved but still testing it. It appears under some conditions
CentiLeo 0.580 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

Subscribe to updates: https://www.facebook.com/groups/centileo/
CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
 
It seems there is something wrong on the arm. But one thing is too low poly model (at least on the tits and arms there are clearly visible polygons). Can you increase the tesselation of this model and see what happens?

The dark outline on the right arm - need to understand what is happening on it: does it appear when you add reflection? Or does it appear from diffuse? What happens if you change reflection IOR?

Also please try to switch on/off the option "Reflection as coat". It may happen that if it's enabled the dark outline should dissappear. Will probably remove this option and make it always on.

I would like to fix the problem.
Please, can you help us find the fix and send us this model to info@centileo.com ?
CentiLeo 0.580 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.553 for 3ds Max: http://centileo.com/forum/forum17/151

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