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Interior test
 
The window look is really cool!
The other thing I like is dark cover on top of the bed. So, does it also use GGX emulation?

I think 32 min is ok for laptop GPU for this scene. Resolution 1600x860?

As for displacement:
Why using it as modifier is more convenient than through maps? Due to speed of tesselation?
In 0.48 displacement is broken with new tech and it seems to get quite a lot of time to fix it. Fixing it will be postponed to one of the next few versions. But the good thing is that there is very good chance to accelerate the tesselation speed by a lot! It should happen in seconds.
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Status of preparing CentiLeo 0.48 alpha
 
Wow!! 7000, personal renderfarm? :) How many GPUs in each machine?
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Status of preparing CentiLeo 0.48 alpha
 
Thanks a lot for support!
Quote
play boy wrote:
i just bought the GTX 1080ti SLI render machine.
i think i could be of help for testing the new Muti-GPU function.
Btw, how many GPUs in machine?
1080ti should be exceptionally good for rendering!
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Interior test
 
Hi Ali, thanks for sharing! The picture has many nice things, but I would work more on the walls. Is it bump or normal mapping? Maybe displacement geometry?

There is also some Photoshop here. I think that CentiLeo needs bloom and glare in one of the future versions.
The neareset CentiLeo 0.48 will get more tonemapping (post-pro) controls.

How have you made the windows? What material properties? That rain water on the windows - is it done with the texture of roughness or IOR for glass?

And what GPU and render time? :)
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Status of preparing CentiLeo 0.48 alpha
 
#1 We had the manual trick with cache manipulation http://centileo.com/forum/forum19/93-recomendation-to-increase-render-speed-and-reduce-lags which allows to increase the render speed. Now this works automatically. This is needed for production mode in 3ds Max and for Picture Viewer in C4D.

#2 Now the renderer consumes the GPU memory not larger than available scene geometry needs + some rays cache (up to 1GB) + texture cache (up to 768MB). This fixes the problem reported by Aimar http://centileo.com/forum/forum19/84-centile-and-vram-problem. If there is more geometry than GPU memory then out-of-core comes in but now it is more efficient due to improved data transfer and data storage.

#3 In Multi-GPU system all the available memory of single GPU will be utilized. For example if you make the render of scene using one 4GB and one 8GB GPU then the first GPU will utilize up to 4GB of memory and the second GPU will utilize up to 8GB of memory. And the first GPU in the same render may use out-of-core operations while the second may use no OOC operations because of larger capacity.

#4 However there are still some details related to limiations that we need for robustness: if some GPU is very small like 1.5-2GB then it can accept up to 30M polygons and 100K mesh instances and if GPU has more than 4GB then it may accept up to 400M polygons and 1M mesh instances. All GPUs larger than 4GB have same limits.
If you combine 2 or more GPUs with different limitations in one scene render then the smallest limitation will apply for all other GPUs. The limits are quite high and will be higher one day.

But if all GPUs in the system have same limits then #3 will effectively work.

Still working on the other things, now on the part related to texture transfers to multiple GPUs and there is some fight between few features e.g.:
1) efficient texture cache utilization inside the bucket (needed for better speed increase due to more GPU)
vs
2) image-space noise-driven adaptivity at low sample rates
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Status of preparing CentiLeo 0.48 alpha
 
Hello everybody!
Previously, I was too optimistic on release date. We worked very hard but still have few tasks to make 0.48 update finished.
Development is advancing very well, local results are very good and the speed and interactivity of the renderer are improved noticeably. Hope to publish CentiLeo 0.48 soon, I think it's a matter of week or so.
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CentiLeo for Cinema 4D 0.471 available (quality & materials improvement)
 
There is no yet implemented "emission channel"... Will try to implement it in one of the near future versions.
However, one small trick is possible if you apply cntlConst shader with large value to diffuse channel. This way it will reflect a lot more light.

In bump channel it is possible to combine black&white bumps and normal maps.
However there is some small drawback is that when you apply colorCorrect on top of bump shaders then you need to extend the range of "clampA and clampB" values to negatives. Our bump channel also needs a shader for procedural flakes.
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CentiLeo for Cinema 4D 0.471 available (quality & materials improvement)
 
Hi Mike, welcome to our forum!

We are currently working on the multi-GPU and few other improvements for 0.48 such as better IPR, better look and better out-of-core.
This should be more interesting. However, many more things are planned for alpha version.

Please, don't hesitate to write what you want to see in the renderer! We listent to it. However right now the amount of accumulated requests is so large that we can't do them all immediatelly. But step by step these requested features will be performed. And of course we need to make the integration with C4D better, tighter and more native.

For example, I am desperately can't wait when will work on hair&fur and particles :) Because it is hard and very interesting. The other things are much easier.
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Status of preparing CentiLeo 0.48 alpha
 
Some small internal progress, we have improved geometry data storage by around 30%. Now more polygons will fit into geometry cache and it is also good for "out-of-core" case.
Still working on the rest of the TODO list.
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CentiLeo for Cinema 4D 0.471 available (quality & materials improvement)
 
Quote
Konstantinos Despotis wrote:
Hello!,
Any updates on the next version with multi GPU support? Can't wait to try it.. No rush or anything, just an update on where its at.. I've read also about the hack attacks, hope they didn't delay much of the progress.. keep up the good work, and keep us updated!

Konstantinos
Hi Konstantinos,

That attacks don't delay anything. This is just an unpleasant thing that my friend is working to fix.

The work on multi-GPU is going well. It takes some time because we have quite large pipeline of parallel sub-programs inside the renderer.

There are also a few things that should be done in a renderer that 1) should fix not-loaded procedural objects for Picture Viewer, 2) and would like to hide and automate that 2x manual renderer acceleration trick (see http://centileo.com/forum/forum19/93-recomendation-to-increase-render-speed-and-reduce-lags) which is important for final renders and animation.

0.48 will be published when everything will be clarified with it. I think it may take at least 2 more weeks or something like that.

Maybe you have read that we made some GI acceleration (see http://centileo.com/forum/forum21/106-status-of-preparing-centileo-048-alpha)
And we also made support for up to 4 UV sets per mesh (in Cinema terms up to 4 UVW tags) that can be selected in any texture. After 0.48 will continue in this area to support more procedural texture mappings and transformations as TextureTag offers.

The goal is to make 0.48 closer to "production state" and then to continue implementing features requested by users. The path is very clear.
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Hack attacks on centileo.com
 
From the start of this website we received a lot of attacks. They were different. Tens thousands of login attempts to admin panel in several waves.

Now they successfully recongnize Captcha and register houndreds-thousands fake users with fake emails.
Because of that email service was down and then blocked. And right now email notifications are not delivered.

Of course, we will fix the issues. If any valid and fair user sees an unexpected problem with our website please write to info@centileo.com

And I want to say to those bad people trying to create obstacles for us that there is no interesting information on this website regarding development secrets and our know-hows. Guys, don't waste your time and money, learn math and IT better and fuck off!
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Centileo works with standar C4D shaders?
 
Hi Theia,

Currently we don't yet support native C4D shaders but have own set of shaders. However, we have IPR mode which understands everything (i.e. it responds to material, shader, lights, object motion and polygon editing inside object). This IPR is final frame quality and has button to transfer image or beauty passes to Picture Viewer. Since upcoming CentiLeo 0.48 the responsiveness of IPR will be further improved.

We plan to implement support for native C4D shaders as much as possible. But right now it is necessary to make more core features like motion blur, mesh emitters, hair, massive particles.
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Status of preparing CentiLeo 0.48 alpha
 
Quote
Gael LE GOLVAN wrote:
Congratulations...we can see very nice details in dark areas and the colors are nicely rendered.
Very nice work !

Thanks Gael! Yes, dark regions are rendered better now. This is also important for further post work based on outputted image layers.
Also it is possible to enable one "fake" feature that helps rendering darks even better. The light sources have the checkbox "contribute to GI only". If checked then the light source contributes to GI only (i.e. to the secondary diffuse bounce) as you can see in the recent post by Ali http://centileo.com/forum/messages/forum17/message461/98-centileo-for-3ds-max-0462-available#message...

However, pictures in the current thread have no enabled "contrib to GI only".
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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":
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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!
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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! :)
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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
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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
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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 0.585 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.586 for 3ds Max: http://centileo.com/forum/forum17/169

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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
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.586 for 3ds Max: http://centileo.com/forum/forum17/169

Subscribe to updates: https://www.facebook.com/groups/centileo/
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.
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.586 for 3ds Max: http://centileo.com/forum/forum17/169

Subscribe to updates: https://www.facebook.com/groups/centileo/
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.
CentiLeo 0.585 for Cinema: http://centileo.com/forum/forum19/164

CentiLeo 0.586 for 3ds Max: http://centileo.com/forum/forum17/169

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