Forums » CentiLeo for Cinema 4D
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CentiLeo for Cinema 4D 0.462 available (few bugfixes)
 
Administrator  Posts: 937
Dec 16, 2016 17:26
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 Chat: https://t.me/centileochat
 
Administrator  Posts: 937
Dec 16, 2016 17:36
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 Chat: https://t.me/centileochat
 
Beatiful!
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) and the native support for C4D's texture projections ( cubic, spherical etc) to really start working with it. It is very fast and promising so far according to my results. May I suggest some things for the future releases, a native post processing in the right of the live viewer window for real time changes like exposure, highlight compression glare etc.. and later if possible a light mixer similar to corona's. Also support for vr cameras (stereoscopic etc) and cinemas tilt shift (film offset x,y) also an option to freely resize the ipr window and the render Rez would follow. And lastly, hair support and a nodal material system a bit more modern than xpresso though. I know it's a lot but according to my tests this is so far the fastest gpu renderer ( on a single card though for now) and overcoming the memory limitations would make it for me the best for production so I can't wait. Also I am amazed by the speed of development, congrats !
 
Administrator  Posts: 937
Dec 17, 2016 07:13
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.
CentiLeo Chat: https://t.me/centileochat
 
Administrator  Posts: 937
Dec 17, 2016 08:47
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
CentiLeo Chat: https://t.me/centileochat
 
Cool I haven't seen that video. They are connected with PCI express 16x all 7 of them, they are all cut to single slot manually and watercooled. On a different note I noticed that when I load a colour correction shader and fr om there I try to load a bitmap C4D freezes. Also a small list of things that I have as a wishlist:
  • 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
  • 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?


Edited: Konstantinos Despotis - Dec 17, 2016 13:14
 
Administrator  Posts: 937
Dec 17, 2016 16:55
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 Chat: https://t.me/centileochat
 
Administrator  Posts: 937
Dec 17, 2016 16:59
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 Chat: https://t.me/centileochat
 
Ok, thank you for your reply, that's how I did it first but then I put the colour correction first and it crashed. As for the reflection problem, It is not working as expected, In the test file I send you, if you put the roughness from the 0.01 that I have it, to 0.011 or more, you will see a huge jump in the brightness of the texture, that shouldn't happen, I can provide examples with other engines if you like, but see it for yourself. Also the mapping of roughness should be fixed as you said, It is way to strong at the begging for very small values 0.02, 0.1 etc, and later it picks up.. maybe it should be non linear, I don't know... Here's the file :
 
Administrator  Posts: 937
Dec 18, 2016 12:34
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 Chat: https://t.me/centileochat
 
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.
Edited: play boy - Dec 18, 2016 20:39
 
Administrator  Posts: 937
Dec 19, 2016 03:12
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 Chat: https://t.me/centileochat
 
Quote
Kirgman wrote:
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
i can't believe you guy can do such detail things!
great!
and i feel so warm as a CG artist.
yes the Illuminate shadow catcher will make something more easy.
hug~
 
Administrator  Posts: 937
Dec 19, 2016 09:08
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 Chat: https://t.me/centileochat
 
Wow so quick! thanx! Can't wait to play!

:)
 
Administrator  Posts: 937
Dec 21, 2016 15:15
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.
CentiLeo Chat: https://t.me/centileochat
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