Oh, I see, it's a very good catch! So when we stitch left and right side together in 360 viewer then we can observe this thing. It happens because the left and right side don't collaborate when we compute the bloom. Need to look there in more detail.
Thanks a lot for this bugrep!
Bugs in bloom effect in spherical rendering., Bugs in bloom effect in spherical rendering.
Bugs in bloom effect in spherical rendering., Bugs in bloom effect in spherical rendering.
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Hi Jiv,
Thanks for sharing a very nice image, I really like it! I think it took a lot of effort to work with it. Do you mean the bloom artifact such as this? So here we have the light bulb and bloom effect to the top right side, but not on the others. Is this a thing you are concerned? ![]()
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Animated image sequence or video file mapped to material? Is this possible or coming later?
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IPR crash when activating "Importance Sampling" on emissive material. And it crashes Cinema 4D., IPR crash when activating "Importance Sampling" on emissive material. And it crashes Cinema 4D.
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IPR crash when activating "Importance Sampling" on emissive material. And it crashes Cinema 4D., IPR crash when activating "Importance Sampling" on emissive material. And it crashes Cinema 4D.
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Hi Jiv, yes I see the issue. Thank you for bug report!
Sometimes it may be needed to reload the IPR scene with manual reload button when you toggle this Importance Sampling checkbox. At least it was needed in the past, but today probably not, however experiment may tell exactly ![]() Btw is it Bulldozer kernel? I notice this non finishing render with 95/96 status. Please may you send me this scene too for another bugifx? At this moment I am actively bugfixing, and probably working on the same problem right now.
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Unwanted effect with de indirect light.
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I apologize for this bug. The bugfix is uploaded
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regular materials
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Hi Index and welcome here!
Thank you for opinion, however I don't agree with the fact that old material structure is needed. Maxon developers make a lot effort and innovation to the new node materials. The node material structure was released 6 years ago. And we support it for that long time. They are better in any way. Maybe except of scripting as you say. As for material converter then I am writing it in C++ right now for some other 3rd party engines. It goes well
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Unwanted effect with de indirect light.
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There is another bugfix for new issue with jumping camera in IPR of Cinema 4D: please, re-download 0.705
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Unwanted effect with de indirect light.
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Bugfixed and the update is released!
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New rendering with 0.703B and Tyflow!, a wall paper design
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![]() I am pushing hard to make another bugfixing release in just a few days.
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Unwanted effect with de indirect light.
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Hi Jiv! Thanks a lot for bugrep! I think I have fixed it. Need to test more and then will upload it
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Aniso issue.
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Max crashed bug?
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Hi Blur, welcome here! There was a real bug today morning. I hope it's fixed during day works. Please redownload
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Centileo on RTX 5090, Is Centileo supported on RTX 5090?
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Thank you Jiv!
I know about the normal map issue. There were some changes in internal pipeline to prefer the greyscale bump maps rather than blue normal maps. If I don't find a way to fix it correctly then will probably make a separate material port for normal map connections. We will see how it goes.
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Centileo on RTX 5090, Is Centileo supported on RTX 5090?
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Hi Jiv, thank you very much for your for files, they help a lot.
CentiLeo 0.701 bugfix release for Cinema 4D - Bugfix Shadow catcher - Bugfix scene build time for some cases - Bugfix bitmap gamma - Bugfix reflection channel old settings - Bugfix wrong rendering when using portal light shape
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Centileo on RTX 5090, Is Centileo supported on RTX 5090?
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Centileo on RTX 5090, Is Centileo supported on RTX 5090?
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Centileo on RTX 5090, Is Centileo supported on RTX 5090?
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Centileo on RTX 5090, Is Centileo supported on RTX 5090?
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New here, first impressions
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Hi christian and welcome here!
![]() Thanks a lot for your wishlist! Fairly we want to add all these features. Thanks for reminding me about run-time Boolean-CSG, I have completely forgotten about this thing. This possible to add this too. However, some complex things like volumetric/VDB and runtime programmable shaders will be added during commercial stage ![]()
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