The displacement node is in the list of all nodes under the category Material Generator:
Also don't forget to setup CentiLeo Object Tag with enabled Displacement mapping option for your object:
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Hi Eric and welcome here!
The displacement node is in the list of all nodes under the category Material Generator: Also don't forget to setup CentiLeo Object Tag with enabled Displacement mapping option for your object:
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Hi Giorgio, welcome here and thank you! Sure there are huge plans to make a version for Houdini. This will be the right host app for CentiLeo!
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It was very interesting to investigate for the issue in the engine.
And I also hope the old good competition between Juve and Inter will rise again! Competition is always more interesting than one beating another one with a huge advantage.
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jiv21, hi! I have fixed the slowdown, now the new version is even slightly faster on your scene.
The issue was in the fact that you configured the stadium scenes with many collections of Mograph multi-instances. In 0.68 they were built as a single union collection. In earlier 0.69 they were built separately because of new shader flexibility. Now the flexibility and performance considerations are combined efficiently. Thanks to your bugreport the renderer has become even better! Thank you very much! Btw, this is Juventus stadium. But I want to say Forza Inter! ![]()
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jiv21, thanks for scene! I see that in this scene the new version is slower than in older version. Already investigating for the reasons! Bug testing is very important!
I guarantee you that scene will not be shared for public.
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I have all Cinema versions including those you have mention.
The good email is
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Ok, for the moment the first candidate on this problem is normal map which has become more expensive. Will test it once get a resource from you. Thank you for reporting an issue!
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jiv21, btw, do you use Bump maps or Normals maps connected to CentiLeo material? And what type exactly?
This can be the reason because I have fixed the issue of using the bump map with gradient node. And this makes the bump map more expensive and also do the same for normal maps whic could be avoided if we split them to different ports. But anyway working with a scene itself helps better because we may open internal performance counters for every little aspect of the system and compare with the previous version.
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Thank you! Btw before I upload the fix with artifact to fix it at the moment: either switch off the bloom or make resolution a multiple of 128.
Your scenes are similar - they are stadiums. Nothing was changed internally with geometry handling. But probably something is wrong on my side with multi-thread waiting that was minimized (that's internal thing not for user thinking). Currently I have run several 5K-10K renders on 0.68 and 0.69 with one or two RTX3080. And the older 0.68 is not always faster. But thats the render of the car interior and spherical camera. The usual difference is 2%. Will continue some other benches. Also what's your render Iteration Size and number of render Iterations?
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I have fixed the bug with right side artefact on highres image (over 4096) just 10 minutes ago and now compiling an update with the fix.
As for the speed loss then nothing special was done that could influence the speed. Just more shaders were added that don't influence on performance in my tests. The issue can be some tricky small thing that was done in some internal configurations that resulted in some issues for your particular scene. Just anything could make influence. Can you please collect some minimal scene maybe without your production staff that reproduces the issue? In that case I can investigate and fix very quickly. I can sign the NDA and guarantee no any leaks.
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Hi Jiv21! Did you lost performance in 0.69 compared to 0.68? Can you compare them side by side? Have you tested the very-very last version of 0.69 that was updated a week ago?
What kind of scenes did you test? Maybe some very In my comparisons 0.69 and 0.68 are almost equal, with just small difference.
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In material settings you have tinted the color of the material that is hit. All is correct here. Just switch off "Reflections & Refractions".
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Your image hasn't attached correctly, please, can you drag and drop it clicking Upload files or moving your image to the area with "Upload files" in Reply form Do you talk about Alpha in CentiLeo bitmap node or the Alpha in the render image? The Alpha Image is accessed if you connect the Alpha channel output port of the CentiLeo Bitmap node.
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Each new version takes few months, 3-4 months. We need to make 0.70 release which will be free and will have material converters, bitmap handling improvements and other few features.
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Hi and welcome here!
It's GPU only, Nvidia! At first you may explore the manual with short description on the shader nodes and features here You may also find and test material setup from shaderball You can use CentiLeo for motion design and also for architecture visualization because it's very-very fast and supports all the particles in C4D. The serious drawback is that in C4D we don't yet have any material converter from other engines. However, our material and shader system looks similar to Redshift. But we will make converters in the next free version 0.70. Also keep in mind that CentiLeo generates texture cache files together with bitmaps in their original folders. It's done for good reasons btw! You may read about it here Although next version we will also make a more standard way that keeps the bitmaps only in RAM and regenerates them for every launch.
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Hi! Why do you say RE-develop? And why are curious? Download and be happy
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Please, can you share this file with me so I will try to play with settings? Probably we need to crank Softness/Sensitivity/Power to max values and also increase the the Distance Scale a lot. And then we probably have more control using the Gradient.
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