Please can you send me some sample scene to
Do I need to install "Realflow|Cinema4D 3" plugin?
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Hello Walterlee and welcome here!
Please can you send me some sample scene to Do I need to install "Realflow|Cinema4D 3" plugin?
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Hi Ron, S24 dedicated release is available since now
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Ron, thank you for scene to email!
With this I have fixed the bug and it's uploaded to " ![]()
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Hi Ron, I have assumed few things could be wrong potentially and have generated another package of plugins with potential fixes for stability.
Please, can you check them? This is the experimental CentiLeo plugin:
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Ron, this is a quick note. Make sure to remove the old CentiLeoRXX plugin (all folders and DLLs). And only then copy the 0.612 to that place. Probably some DLL files were left unchanged and this makes crashes.
I am not seeing any crashes in my scenes yet also with stacked texture tags. And if you send me a scene, please, write the Cinema 4D version in use, and GPU model too.
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Hi Ron! Oh no
![]() Cinema bugrep files don't help in our case.
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Ron, the issue is fixed! See new 0.612 update in download section.
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Has, and vblackrender., this is fixed now, please download CentiLeo 0.612
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Hi Ron, thanks for reporting a bug. I am sure I tested it before release. But something was broken with avoiding a recompilation related to the prior bugfix. Investigating currently...
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Hi Has, and welcome here! Camera Offset? Ok, I need to fix
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Ron, I have uploaded the bugfix. This should work fine! Thanks for a screenshot with object tree manager, from there I see no UVW tags. Fixing it took 4 characters of code, but searching for the reason of bug took half a day with completelly unclear reasons why that was happening
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Hi Ron! This is a bug because of missing of any UVW tags on the mesh. It's already fixed, I will recompile and upload it soon.
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The Head scan was downloaded here
So I have directly converted from FBX to Cinema + CentiLeo and played a little bit with the textures. Actually there was an interesting "Cavity" texture in the package that was used as displacement map and not as bump. But the bump map slot was also used for some additional detail coming from normal map. With Displacement Map the look of Zoom-In, glossy highlights and subsurface scatter effect is much better than with just Bump. However, displacement map produce 100M extra micro-polygons, but they are efficient. Render times are 5-10 min on the single old and small and slow GTX 970. Or 1:30-3min with two of GTX 1070. 2K by 2K image resoultion
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Thanks Ron! Yes, the was a big work to catch the crash bugs thanks to testers and bugreports. And it's a fortune not to get more crashes after 0.60 release because it was a huge modification. I also like to open IPR in a second monitor while modelling something and test things immediatelly, and I can say that in a couple of versions the IPR scene compilations will become even faster.
Feel free to request the features you are missing in Centileo, there is a huge list to do, but knowing user priorities is always usefull. Kirill
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Thanks for usefull link! I will think how to integrate this type of features!
CentiLeo codebase is C++/CUDA compiled into one dll (in library folder of our plugin). It's the same dll for all versions of Cinema and Max. Much easier with just one compilation of DLL and then exporting it from plugin dll compared to separate compilation into static .lib for each version of Cinema or Max. GPU programming is very cool! I have fallen in love with CUDA since it's beginning in late 2006/beginning of 2007. And still so many things to learn and do! I am one of fans of UE, however observer not a developer, but like very much whatever they are doing!
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Glad to read this! Thank you! You may post your feature requests btw. It's always usefull even if I have a good list already.
There will be several kinds of licenses and perpetual too. Convenience is important
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Hi again! Right, at the moment such custom values are not connectable to CentiLeo isolated material/shader system yet. I am working on this class of features right now. I am working on support of many attributes including many UVW, Vertex Colors, Vertex Maps per polygon vertices, also will export attributes from MoGraph to CentiLeo objects.
And will need to understand the workflow such as you want to build. So do you generate some values with say Expresso and can direct them somewhere for some User Data RGB node and then CentiLeo should get a value to own material pipeline. Right? Should it be similar to Arnold?
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Unfortunatelly not yet, I like round edges feature and also need it by myself as a developer to make some nice demos. Hope to do it before 0.70 release. Thanks for "solid" mark, few nearest releases will solve current feature issues to make it even better.
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Hi Ds! Well... I was very nervous about this thread
![]() ![]() 13 sec is ok and it will be less in the near future within several monts so stay tuned. Ask any questions you want, I love C4D and working on this integration with huge enthusiasm!
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21 min looks too much anyway also for 1920x1080 at 1 iteration. It should be seconds! Really! I am not joking
![]() Can you give me a full scene please for my tests? To
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