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Impresions
 
Administrator  Posts: 452
Apr 1, 2019 03:49
Hi Ikon Art! Welcome to CentiLeo! :)
There is a very outdated documentation in the download archive, but I think it's not needed.
Actually we will update the documentation after 0.60 release when we will get more speed, node-based GUI, more features (particles, attributes, improved displacement).

There are almost no technical render parameters to affect performance except clamping. Other things are automatic. We try to do it simple and make space only for creativity.

Some valuable info:
1) All the used centileo bitmaps construct caches with the names "*.cntx". At the first bitmap usage it takes some time to construct a cache and also disk space, but later after second launch bitmaps are loaded from caches immediatelly. Later will reduce the *.cntx file sizes. They can be removed manually when the work on scene is not needed anymore.
2) Supported GPUs are with CUDA compute capability 3.0 or more, with 3GB or more. More GPU memory is better of course. 8GB+ VRAM is excellent. Geometry is stored very efficiently, also for displacement, there is a lot of space before you meet out-of-core, which is also very efficient.
CentiLeo for Cinema 4D 0.575 available - many additional shader nodes
 
Administrator  Posts: 452
Mar 28, 2019 14:41
Change Log: cntlc4d 0.575 alpha (2019 March 30)
[cntlc4d] Fixed crash at Cinema 4D R20.059 launch
CentiLeo for Cinema 4D 0.575 available - many additional shader nodes
 
Administrator  Posts: 452
Mar 28, 2019 14:39
Fixed the issue for R20.059 :)
CentiLeo for Cinema 4D 0.575 available - many additional shader nodes
 
Administrator  Posts: 452
Mar 22, 2019 17:15
Change Log: cntlc4d 0.573 alpha (2019 March 22)
[core] Fixed Windows 10 memory bug which could cause crashes in scenes with a lot of geometry and textures.
CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
Administrator  Posts: 452
Mar 20, 2019 11:23
Thanks Daniel, I will dive into these things when will start converting 0.58 release for Max
Not workin
 
Administrator  Posts: 452
Mar 14, 2019 04:21
Btw, the new CUDA version of NVIDIA that we use no longer supports GPUs of compute capability 2.0 and 2.1. This means that GTX 480, 580, 560ti and other similar devices are no longer supported. See the full list of devices per compute capability here https://developer.nvidia.com/cuda-gpus
Not workin
 
Administrator  Posts: 452
Mar 13, 2019 11:38
Quote
Thomas Jensen wrote:
Centileo wether its the bridged r19 or the "legit" r20 release are not working on my r20...0.57


Dont know whats wrong but Cinema is not starting up.
Hi Thomas and welcome here! What are your computer specs?
If this is Windows, Nvidia GPU (with at least 3 GB or even 2 GB) then Cinema may not start if Graphics Drivers are outdated. Please try install new drivers and let me know your results.
CentiLeo for Cinema 4D 0.575 available - many additional shader nodes
 
Administrator  Posts: 452
Mar 6, 2019 16:39
Change Log: cntlc4d 0.572 alpha (2019 March 6)
[core] Fixed artifact bug when SSS doesn’t follow motion blur.
[core] Fixed wrong clamping for 16+ bit bitmaps when used for displacement.
[core] Fixed some triplanar mapping artifacts.
[core] Fixed wrong bump mapping over displacement mapping (when bump and displace maps are different).
cool renderer! some thoughts
 
Administrator  Posts: 452
Mar 1, 2019 09:28
I have fixed the bug with SSS and motion blur. Will upload today or tomorrow with some other recent bugfixes.
cool renderer! some thoughts
 
Administrator  Posts: 452
Mar 1, 2019 07:34
Hi Christopher! And welcome here!

Please, can you upload this file with SSS so I can test it and debug. Just solid light pink and dark pink shouldn't be there?
There shouldn't be anything special with SSS and motion blur. Maybe I have missed inserting time value to some function.
Btw, you can watch how motion blurred object lookd for every time if you change the shutter open/close range (in render settings) from 0..0.5 to the range like 0.3 and 0.3 (just immediate time moment).
There is some limitation for IPR and motion blur: IPR doesn't show more than 4 motion keys in a preview. But if you render from Picture Viewer (or IPR with FIN GEO mode) then you will be able to see all motion blur keys enabled in render settings.

Max ray bounces - limits the total bounces of light path travel in the scene (from camera to light).
Max diffuse bounces - limits bounces from surfaces with non-zero roughness. These 2 settings may be valuable for example when you limit the "Max diffuse bounces" but have a glass object with internal reflections and refractions and for this you increase "Max ray bounces" and get deeper render result and slower render only for this object but not for the rest.

Depth of Field is moving to camera. Focus distance is controlled from camera object. The rest things (like sensor width, blades) will land there too once I dig there again.

Caustics are currently blurred. However what you see around semi-transparent objects is not caustics but a fake transmission with forced IOR = 1 (for faster render in general case). Real precise caustics and dispercion will be addressed later when other production features will be implemented.

Metropolis is currently not used internally. But it was in the past. Even after all improvements that we did for it there are still so many problems for animation, motion blur, slower for everyday production scenes, many ray bounces and etc. We will continue to investigate though.
Anyway, the next 0.58 is about render time optimizations, so stay tuned :)
CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
Administrator  Posts: 452
Feb 22, 2019 05:10
Hi Daniel! Thanks for reporting a bug. I know there are some scaling problems on 4K and I know some others too. Will fix this.
CentiLeo Light - is the right choice. It unites the other lights. But other (depr) lights are "deprecated". They will be removed, so they should be avoided.
CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
Administrator  Posts: 452
Feb 7, 2019 15:51
Quote
Daniel Westlund wrote:
Hi Does it work with RTX cards yet?

//Daniel
Hi Daniel, I heard some user tested CentiLeo with RTX 2080 and it was working faster than with older GPUs. But I haven't tested personally, still using 970 and 1070.
As for RTX rays acceleration hardware feature - not supported. At the current state of RTX ray acceleration feature - it may be not compatible with some current and future CentiLeo features.
Btw, I will update CentiLeo for Max at the next 0.58 release :)
CentiLeo for Cinema 4D 0.575 available - many additional shader nodes
 
Administrator  Posts: 452
Feb 6, 2019 14:26
Hi Carl! And welcome here!
One of my development setup is a bit worse, 32GB RAM and 3x 970GTX. It's rarely have sluggy perf in IPR.
What kind of scene do you have? Polycounts, textures? Do you use some physical simulators at the same time?
It can be the case if you run several programs that use GPU somehow and they cut GPU resources step by step. And then you enter CentiLeo and it takes some resources too. When there are too small resources it may have some problems. For example, when you are in IPR right-click on mouse and see what GPUs are actually running, what percent of total work each GPU is doing (number next to GPU name), and how the GPU memory is arranged (for textures/geometry and rays). Maybe a screenshot may give me some info.

One option to fix that is to go to Render Settings -> Tab Hardware Settings. There you may enable/disable the GPUs for your scene. And also you may enable/disable "low priority" mode. For example, try to disable the monitor GPU and leave all others for render. Or try to enable "low priority" for monitor GPU and disable "low priority" for all others.

Anyway, there is a big optimization ongoing work for the next 0.58 release. Our internal GPU kernels will become lightweight and faster. This should help a lot not only for general render speed but also for IPR responsiveness. So, stay tuned, in few months there will be an update :)
CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
Administrator  Posts: 452
Dec 28, 2018 10:42
Change Log: cntlmax 0.553 alpha (2018 December 28)
[cntlmax] Added 3ds max 2019 support.
[cntlmax] Fixed crash bugs for animation rendering of objects with Greeble modifier.

Will update CentiLeo for 3ds Max on 0.58 release with new shaders and render speed optimizations.
CentiLeo for Cinema 4D 0.575 available - many additional shader nodes
 
Administrator  Posts: 452
Dec 22, 2018 13:10
Don't worry, I will fix the issue. It happend because I tried to fix some aritifacts with dispalement for 8-bit images where almost white values created displacemnt aliasing. That fix shoudn't be enabled for 16-bit images. Simple :)
CentiLeo for Cinema 4D 0.575 available - many additional shader nodes
 
Administrator  Posts: 452
Dec 21, 2018 05:08
Quote
Aimar NL_21 wrote:
it seems something wrong in Displacement .
and also try to multiply the bitmap in photoshop by value 0.9 or 0.95. It will lower all peaks and they will not be clamped here. Is it jpg or other 8 bit image?
you may increase the values later in a bitmap shader or by displacement height scale.
CentiLeo for Cinema 4D 0.575 available - many additional shader nodes
 
Administrator  Posts: 452
Dec 21, 2018 04:56
Quote
Aimar NL_21 wrote:
it seems something wrong in Displacement .
Hi Aimar, I probably guess what's the problem. Please, can you send me a bitmap for some tests? To info@centileo.com or here
CentiLeo for Cinema 4D 0.575 available - many additional shader nodes
 
Administrator  Posts: 452
Dec 20, 2018 13:00
CentiLeo 0.571: Fixed focus distance bug on camera object when CentiLeo camera tag is assigned.
CentiLeo for 3ds Max 0.553 available - displacement mapping!
 
Administrator  Posts: 452
Dec 19, 2018 15:09
Hi Ali, sorry for missed reply. I will update next time on 0.61. Scroll up to to see the reasons explained to Daniel. Now we need more speed and better instancing. That's an absolute must have.
CentiLeo for Cinema 4D 0.575 available - many additional shader nodes
 
Administrator  Posts: 452
Dec 19, 2018 15:03
Hello everyone!

We now release an update CentiLeo 0.57 for Cinema 4D R16-R20. The new release adds flexible UVW Projection, Transform and Distortion shader nodes in the manner of Cinema R20. UVW nodes add a lot of flexibility in combination with Bitmaps. Also added easy to setu[ Flakes and Scratches shader nodes for procedural imperfections. Improved Random and Triplanar shaders. Added other usefull shaders like Patterns, Layer, Ramp, Curve Map, Remap, Wire, Side. The other shader nodes are also improved.
We will work on the render speed optimizations for the next release.

Please, test it and share your opinion!
Best regards,
Kirgman

Download link (site registration required): http://centileo.com/download/

Change Log: cntlc4d 0.575 alpha (2019 March 30)
[cntlc4d] Fixed crash at Cinema 4D R20.059 launch for some other events. The older Cinema R20 builds don’t need this fix.

Change Log: cntlc4d 0.574 alpha (2019 March 28)
[cntlc4d] Fixed crash at Cinema 4D R20.059 launch (just updated to the modified C4D SDK). The older Cinema R20 builds don’t need this fix.

Change Log: cntlc4d 0.573 alpha (2019 March 22)
[core] Fixed Windows 10 memory bug which could cause crashes in scenes with a lot of geometry and textures.
[note] A user can remove texture cache files *.mctx because in new version the texture caches of other bugfixed format with names *.cntx will be auto-generated.

Change Log: cntlc4d 0.572 alpha (2019 March 6)
[core] Fixed artifact bug when SSS doesn’t follow motion blur.
[core] Fixed wrong clamping for 16+ bit bitmaps when used for displacement.
[core] Fixed some triplanar mapping artifacts.
[core] Fixed wrong bump mapping over displacement mapping (when bump and displace maps are different).

Change Log: cntlc4d 0.571 alpha (2018 December 20)
[cntlc4d] Fixed focus distance bug on camera object when CentiLeo camera tag is assigned.

Change Log: cntlc4d 0.570 alpha (2018 December 19)
[core] New UVW Projection node supporting up to 4 UVW tags (mesh uv), spherical, cylindrical, cubic, flat, flat side, spatial and XYZ texture mapping coordinates. Texture coordinate system can be further manipulated (offset, scale, rotation) in the same way as Coordinates Tab of Texture Tag or UVW Projection node of Cinema R20. Offset, scale and rotation can be textured. Procedural texture coordinates are currently determined in the Texture Tag space (related to the object where it is assigned).
[core] New UVW Transform node which performs further manipulations on projected texture coordinates in the same way as the similar node of Cinema R20. Supported manipulations are offset, scale, rotation, pivot, rand offset, repetitions - these parameters can be textured.
[core] Rand offset of UVW Transform generates random texture coordinate offsets inside each tile (useful to break repeating patterns of the tiled bitmaps).
[core] Decals or labels can be easily done using Decal checkbox in UVW Transform node connected to the Bitmap where the color of non-decal area is specified by “out of UVW” parameter.
[core] New UVW Distortion node which manipulates the input projected texture coordinates based on distortion scale and amount. Both parameters can be textured.
[core] Triplanar shader node now supports the input for UVW Projection which can specify the orientation of 3 planar projections.
[core] Bitmap node now supports crop, triplanar projection and custom UVW coordinates.
[core] Noise node now supports Voronoi F1, F2, F3, F4 and F2-F1 patterns. Also added Woody and Cell noise types. Added option for Noise output quantization.
[core] New Pattern node supporting few different wave patterns and checker.
[core] New procedural Scratches node which can easily add random scratch imperfections to material bump maps.
[core] Improved Random shader node with new option “Randomize by Object parts”. This option generates random output colors for the different parts for the single object. The object part is a region without polygon connections to other object parts.
[core] New Ramp node which can produce different colors based on the grayscale Input Map values and configuration of the Gradient knots. Up to 30 Gradient Knot values can be textured to produce flexible customization for the output.
[core] New procedural Flakes node which can easily add random metallic flakes to materials. This node may produce bump map if attached to Bump parameter. It can produce colored flakes too if the Flakes node is connected to the colored Ramp node and the Flakes Output mode is Flake IDs (flake ids produces random grayscale flakes).
[core] New Layer shader node which can combine up to 7 layers using different mixing modes (like Photoshop) where each layer has a color and mask.
[core] New Curve Map node which can change the values of Input Map to the different output based on the curve knots configuration.
[core] New Remap node which can change each channel of the Input Map from one range of values to the other range of values using the linear scaling.
[core] New Surface Wire node which highlights the edges of object triangles.
[core] New Surface Side node which helps making different output for Front/Back surface sides.
[core] Fixed some rare issues when black and white bump map and normal map are combined.
[core] Added support for different Anisotropy tangents for Reflection1 and Reflection2. Also added improved cylindrical option for procedural anisotropy tangent.
[cntlc4d] Improved GUI for materials and shaders. E.g. the edit button doesn’t jump down when the shader is unrolled.
[cntlc4d] The Coordinates Tab and projection types of Texture Tag are supported (except of camera based projections).
[cntlc4d] CentiLeo Bitmaps and Environment maps are now collected correctly when the project is saved with the assets.
[cntlc4d] Fixed cloner object parsing issues which produced wrong scenes for CentiLeo.
[cntlc4d] Scene parsing now accounts for Cinema layer visibility changes.
[cntlc4d] Bitmap reset cache button is back.

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 (https://juce.com/) for IPR GUI under Personal license (which is free) for initial testing purpose. In IPR window it will show in the right bottom corner a splash screen for the first start and it dissapears in few sec. It may also connect to Google Analytics to collect end-user stats. Juce guys claim this is nothing bad but stats collection so they know who is using them. However, the plugin works perfectly without any Internet connection.
If everything works well on main technical side then we will buy the full license of JUCE and get rid of these small issues.
Edited: Kirgman - Apr 18, 2020 21:37 (Update 0.572 with bugfixes)
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