Hello everyone!
We finally made CentiLeo 0.48 for Cinema 4D R16-R18! It took so long time, so many efforts. Sorry for very long waiting! We thought were close to release for the last 2.5 months but technical development issues emerged and forced us to do more complex solutions to get right result. And that cycle happened several times. This 0.48 version development was harder than integrating with C4D or 3ds Max .
CentiLeo 0.48 release is mostly about multi-GPU and other efficiency improvements for rendering and memory management. Graphics feature improvements (more shaders, AOVs, improved shadow catcher, motion blur and mesh lights) are expected in the nearest alpha releases which will come out few times per month.
Download here:
Download shaderball:
User manual from 0.44 (yes it needs update):
Change Log: cntlc4d 0.480 alpha (2017 May 2)
[core] Multi-GPU support (maximum 16) with adaptive render data and cache arrangement on GPUs with different memory size. It scales 1.9-2.75x for 2-3x GPUs
[core] Up to 50% improved GI sampling for scenes with harder lighting. Sampling becomes smarter at the cost of more complex computations. For scenes with more or less interesting lighting (interiors, exteriors with several CG lights and/or complex HDRs) it gives up to 50% faster rendering. But for scenes with simple lighting (e.g. outdoor with single area light or simple HDR) where new smart sampling is too smart the rendering is 15-25% slower due to more complex computations compared CentiLeo 0.47.
[core] Solved render initialization problem that decreased render speed in CentiLeo 0.47 by 2x until user manually plays with cache sizes. This solution converts to 2x faster render for production mode and for those who didn’t bother with cache size manipulation.
[core] 2.5x faster scene parsing for complex geometry (when render data is initialized and recompiled in IPR mode).
[core] A lot more fluent IPR experience when camera or post-process settings or other scene data are changed. 3D app viewport doesn’t lag as before. IPR responses real-time for simple data changes (like camera motion, post-effects, object motion or material changes) while user continues moving the UI slider params.
[core] Around 40% less memory needed for geometry storage. Now we pack 25M unique non-instanced triangles (with 1 UV channel, normal and tangent vectors) in 1GB. Wider range of highpoly scenes become less out-of-cory.
[core] 30% faster rendering for scenes with out-of-core geometry (and this accel adds on top of mentioned geometry memory savings).
[core] Up to 4 UV channels supported for each geometry mesh (selectable in mapping slots of shaders).
[core] Material editor preview: much faster and nicer preview render. [core] Each GPU is initialized with as much memory as needed by scene (unlike taking all free memory even for trivial scenes in CentiLeo 0.47).
[core] Render stop criterion is now driven by min/max number of image iterations and also noise level. If the pixel gets at least min iterations and the noise level matches the user defined noise level then the render will not revisit this pixel anymore. Noise detection becomes more conservative and robust now.
[core] Added roughness parameter for Diffuse channel of material (it also hides shadow terminator artifacts on low-poly objects if any).
[C4D plugin] Improved render time in native Picture Viewer mode by updating secondary AOV output less frequently.
[C4D plugin] Slight reorganization of Material editor GUI (all SSS are placed in one tab, Translucency is also placed in a separate tab).
Change Log: cntlc4d 0.481 alpha (2017 May 3)
[core] Fixed bug when one of several GPUs may randomly avoid participating in collective rendering
Change Log: cntlc4d 0.482 alpha (2017 May 4)
[core] Fixed bug when changing any Mix parameter of material (or any parameter which has no effect ) may cause render degradation and crash.
[core] Fixed bug when switching between materials (and/or removing them) may cause render stop.
[core] Fixed bug with artifacts related to wrong smooth normals of mesh.
[core] Fixed bug with artifacts on anisotropic reflections.
[core] Fixed bug when material tangent space doesn’t really change when user enables it.
[C4D plugin] Added Sun item to main CentiLeo menu which adds sun with proper tags understandable by CentiLeo.
Change Log: cntlc4d 0.483 alpha (2017 May 10)
[core] Fixed bug with missing polygons on small objects like plane.
[C4D plugin] Fixed bug with render stop upon deletion of material tag.
[C4D plugin] Fixed bug with IPR random wrong parsing of objects and render freezes.
Known issues to be solved
- If you have several GPUs in computer it’s not recommended to assign the display-GPU for rendering. Sometimes is causes strange behavior. Currently we are trying to fix it.
- Displacement mapping feature is deactivated due to large code changes overall. This feature will be recovered within the next few short CentiLeo updates.
- Sometimes GUI of IPR window may have old style controls.
- 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.
Enjoy rendering with CentiLeo again! And please shader experience related to multi-GPU behavior.
Kirgman
CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement)
test description message
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Administrator Posts:
May 2, 2017 16:25
Edited:
- Apr 26, 2020 05:35
(Added info on update 0.483 (May 10, 2017))
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Administrator Posts:
May 2, 2017 20:46
0.481 update: Fixed bug when one of several GPUs may randomly avoid participating in collective rendering.
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User Posts:
May 2, 2017 21:00
Hi Kirgman! great news buddy!
I'm testing here, thank you! bug report: IPR and cinema freeze when you change from a material to another when IPR is running. |
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Administrator Posts:
May 3, 2017 05:05
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Administrator Posts:
May 3, 2017 06:43
I got stability problems when changing any kind of Mix parameter in material
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User Posts:
May 3, 2017 07:19
Hello Kirgman! Congrads on the release! It is running super fast so far with 7 gpu's 1080's. Couple of things I've noticed:
That's it for now, I will test further and again, congrads! |
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Administrator Posts:
May 3, 2017 08:13
Hi Konstantinos! Thanks for the test!
It is interesting to know what are the timings with this scene with 1, 2, 3, 4, 5, 6, 7 GPUs. And with/without display GPU. There are some stability bugs because a lot of things have changed. Trying to fix them asap. We really lack good shaders arsenal. In the next few updates there is a plan to make at least 20 shader nodes, procedural noise and mapping. Also want to make it friendly with TextureTag. I was thinking about 3rd party GUI engine for node editor, but will probably do like xpresso with native c4d tools. To make a sun you should add c4d sun obect + centileo light tag. I will add more presets like sun, glass material to the top menu
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User Posts:
May 3, 2017 08:32
Hi Kirg! I will do a step by step video soon
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Administrator Posts:
May 3, 2017 08:44
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User Posts:
May 3, 2017 13:03
Congrads on the release!
Work fine with 1080ti SLI. I'm testing here, thank you! |
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Administrator Posts:
May 3, 2017 15:29
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User Posts:
May 3, 2017 16:35
Hi Kirg! thanks for the sss in one tab. much better now!
here the link to the bug video: dual nvidia 970 GTX Request feature: a channel for material alpha(Std Material) it will allow us to use a material stack like we have in Cinema 4D plus: the material tags need to be avaluated from left to righ at object manager see the image:
Edited:
- May 3, 2017 16:50
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User Posts:
May 3, 2017 16:46
Feature Request: add an option on Cinema 4D preferences to set the defaults GPUs for rendering(like this example from redshift)
image: |
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Administrator Posts:
May 3, 2017 18:51
Hi Rodrigo! The video is very clear about what is happening. Thanks for your effort!
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User Posts:
May 4, 2017 10:35
I do not know if it is the best behavior, other renderers have a global option in Cinema 4D preferences and an option to override globals in the scene options. I think this is the best way to implement it.
Imagine that whenever I create a new scene I will need to adjust which GPUs I will use. This is not good from the point of view of practicality. |
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Administrator Posts:
May 4, 2017 11:03
I think similar way already. I have fixed my bug (with Mix param) and your bug. The source of problem was the same funny mistake. I have reproduced the steps from your video and the problem doesn't appear anymore. Currently I am solving a bug with wrong smooth normals and resulting artifacts that appeared in 0.48, Once I fix it there will be small bugfix update. After that will continue working on new features
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Administrator Posts:
May 4, 2017 19:52
+ 0.482 update with 5 more bugfixes mentioned here. See first topic
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User Posts:
May 4, 2017 21:59
Feedback: 0.482 still freezing in the same case of materials.
nvidia driver 382.05 nvidia gtx 970 nvidia gtx 970 try change the order of materials tags....it happens too.
Edited:
- May 5, 2017 04:00
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User Posts:
May 5, 2017 05:57
Hello again,
Some bugs and requests: In the image below I get this black area that I don't get with other render engines, it must be a bug. If I change the camera during render the ipr does not update, I have to close the ipr and restart it. I figured out the sun but I don't see a real sky model so far, maybe it's in your to do list? If yes then an atmospheric haze or fog option would also be nice! I would like the values for exposure and highlights and all that to be more unlimited than 0-10. The scale could be from -10 to 10 but if we type in bigger or smaller numbers they should have an effect, much like the rest of the sliders in C4D. It would be cool to be moved in a tab in ipr lico corona renderer or vray. Cubic mapping support is a must. Node system for materials... Please don't take all that as negative, I'm just trying to provide feedback for what I think is a very good and promising render engine! Good job so far! |
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Administrator Posts:
May 5, 2017 08:17
As for the black artifact on the pillow - I have seen it before in the engine, but then it has gone by itself before I was able to fix it. Please, can you send me the model of this pillow separatelly so I would operate on the problem more productively. Physical Sky model as you describe is in our Todo list. We start improving our shaders and make other graphics features. And there will be handling of material tags list per object same as in native C4D renderers. Later will do node editor. C4D is very pleasant environment for programming, it's really like a pleasure.
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