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Textures Fade Away, Disappearing bitmap textures
 
Administrator  Posts: 961
Jan 6, 2021 15:39
Hi Ron, I have reproduced a bug, now working on it.


CentiLeo Chat: https://t.me/centileochat
Textures Fade Away, Disappearing bitmap textures
 
Administrator  Posts: 961
Jan 6, 2021 14:19
This is the similar setup for R20 and below Cinema versions. Not with node materials, but with old menu materials:
https://drive.google.com/file/d/1bVGeZEvwDNsGq1HgIxKbRYVb-xKHm5Ip/view?usp=sharing
CentiLeo Chat: https://t.me/centileochat
Textures Fade Away, Disappearing bitmap textures
 
Administrator  Posts: 961
Jan 4, 2021 18:03
Quote
Ron Walker wrote:
Finally could you direct me to some tutorials for Shadow Mapping and an up to date manual for the cinema version. This to me seems to be the one thing missing - tutorials.
Hi Ron!

https://drive.google.com/file/d/13-yljneGrJvwnLUTkhqc4zMuHaQrCNnO/view?usp=sharing (hdrs are from https://hdrihaven.com/)
This sample shaderball has:
1) shadow matte material example, where the light sources (hdr light and 1 rectangle light) have shadow catcher weights in their centileo light tags. These shadow catcher weights determine the amount of shadow this light casts on the shadow matte material pn the ground plane.
2) Additionally the other hdr (a hdr for camera) has only one non-zero channel and it's for camera. When this hdr with non-zero channels appears first in the cinema object tree then it's non-zero channels override other hdrs below this hdr in the object tree. In this case a non-zero camera channel of the top hdr overrides camera channel of hdr below. But the hdr bellow has diffuse, reflection and other channels that are not overrided and they illuminate scene materials but have no effect for camera. Also you may toggle Alpha output or Transparent output channels in AOV tab of render settings to export respective shadow only images.
3) If you have R21-R23 then you can see in this scene a node material setup for metal material with colored flakes. Very simple to do and handy for car renders.

As for Manual/Tutorials.
They are started here: http://centileo.com/docs/index.php?COURSE_ID=3&INDEX=Y They have basic technical info + xparticles setup.
Actually it is a problem there are no docs for mateials / shaders although there are similarities to other renderers. At the moment I must accelerate CentiLeo with RTX and after that I can continue writting manual about materials and make a couple of presentations. More speed is needed because there are problems compared to others in many exterior scenes with not very complex lighting where other engines have RTX. While CentiLeo is currently very good for complex situations like out-of-core geometry, complex GI lighting in interiors or night shots or mesh lights or many lights.

Prices
They are to be determined yet. But actually need to reach 0.7 release. The prices will be similar to competitive products of similar features. Probably lower at the beginning when things are too sensitive.

Texture Fade away bug
This is a bug. The textures for some untested reason compete for their place in cache and one texture looses just everything. I have already seen this for extremelly low cache sizes in other much larger scene in 3ds Max and planned to fix it in some later future. But your caches are great with 700Mb on GPU and 4000Mb on CPU. It shouldn't act like this. So I will need to fix it in the most close release. Please, can you send me your scene in email info@centileo.com or PM. With Cinema 4D quick launches I will be able to fix it faster.

Kirill
CentiLeo Chat: https://t.me/centileochat
Normal mup
 
Administrator  Posts: 961
Jan 4, 2021 13:12
Hi Alex, and welcome here!
Have you checked the flag "Is Normal Map" inside CentiLeo bitmap? This flag is at bottom of Bitmap. There are also other Normal Map flags to swap the channels.
Connect it to Bump slot of CentiLeo material. Btw unlike Cinema you can mix Normal Maps and b/w Bump Maps in arbitrary way because internally they are all converted to b/w bump map for manipulations.
CentiLeo Chat: https://t.me/centileochat
Textures Fade Away, Disappearing bitmap textures
 
Administrator  Posts: 961
Jan 3, 2021 18:52
Hi Ron! Thanks for reporting the issue!
A lot of bitmaps and large bitmaps should be supported given some resonable GPU/CPU texture caches. Reasonable is something like 512MB for GPU / 4GB for CPU.
It's a bug, maybe I did it just recently. Please, help me fix it. Can you show the screenshot from IPR GPU Indicators like a panel at the bottom of the IPR? See example:
http://centileo.com/docs/index.php?COURSE_ID=3&LESSON_ID=39&LESSON_PATH=17.39
To open the panel you should right-click in IPR and enable "Toggle GPU Info".
What numbers are there for texture caches? A screen could be ok. And how many bitmaps are there in the scene? What is the resolution of HDR if it's used?

Kirill
CentiLeo Chat: https://t.me/centileochat
first render test
 
Administrator  Posts: 961
Dec 22, 2020 12:43
Mehmet, hi! It's a very good car!
CentiLeo Chat: https://t.me/centileochat
CentiLeo for 3ds Max 0.586 available - speedup 2x to up to 10x, added many new shaders and emission
 
Administrator  Posts: 961
Dec 1, 2020 06:41
Quote
AntonioDi wrote:
А поддержки volume light в этом билде еще нет ?
Hi Anton! Welcome here! No, there are no any volumetrics here. Currently concentrated on particles, attributes and render speed. Will publish TyFlow direct support in few days.
CentiLeo Chat: https://t.me/centileochat
Nothing is displayed in the IPR window
 
Administrator  Posts: 961
Oct 18, 2020 06:04
Hi sas, and welcome here! Can you add-remove the objects one by one?
Maybe the lighting is too low. Or materials are black during manual conversion. I see that you convert them from Corona.
It seems to work as the counters in IPR window are filled.
I may also look into your scene and detect the problem quickly if you send it to info@centileo.com.
CentiLeo Chat: https://t.me/centileochat
some dof/camera bug
 
Administrator  Posts: 961
Aug 18, 2020 17:41
Daniel, it's fixed! The fix is uploaded. My appologises for bug. It was so stupid :) Also there are fixes for TyFlow scenes which had crashes.
http://centileo.com/news/140/centileo-for-3dsmax-0594/
CentiLeo Chat: https://t.me/centileochat
some dof/camera bug
 
Administrator  Posts: 961
Aug 17, 2020 09:49
You are right! I have tested from IPR, not from final :)
Will fix shortly
CentiLeo Chat: https://t.me/centileochat
some dof/camera bug
 
Administrator  Posts: 961
Aug 16, 2020 19:18
Hi Daniel, thanks! :)
1) Physical camera dof. Have you tested the most recent 0.593 version? I have made a test and both Target Distance of Custom Focus Distance are animated and CentiLeo accounts them correctly from 0 to 20 frame in attached file.
2) Lost half of animation frames. There was a problem but it was fixed in 0.593 http://centileo.com/news/138/centileo-for-3dsmax-0593/
Is this problem still there? I have just recorder it for the same file and all is fine.

As for other issues - they will be fixed, I know they are very much needed. But currently is too busy with complex out-of-core instancing
CentiLeo Chat: https://t.me/centileochat
Huge .cntx Files
 
Administrator  Posts: 961
Jun 9, 2020 16:44
Hi vblackrender., I still haven't made more tools for cache files but there is some more detailed info in new manual about these cache files here + the larger picture about entire system.
CentiLeo Chat: https://t.me/centileochat
first render test
 
Administrator  Posts: 961
Jun 1, 2020 20:17
Hi remi! How did you make a background on 004-cntl.jpg ? Is that rendered or just a texture?
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.593 available - Node-based materials/shaders in R21, S22, test description message
 
Administrator  Posts: 961
May 29, 2020 21:07
Change Log: cntlc4d 0.593 alpha (2020 May 29)
- up to 2x less noise for some HDR images in interiors
- more stable noise structure for low sample count
- Cinema S22 support (for S22.016+ builds)
- Fixed const color profile interpretation of materials
CentiLeo Chat: https://t.me/centileochat
vblackrender's corner
 
Administrator  Posts: 961
May 28, 2020 08:51
Hi vblackrender., I have improved the noise reductions for HDR such as this one! 2x less noise in the same time! 8) No iteration time increase. Other HDRs that were already good dont' become worse with this modification.
May I post the "before/after" image with this your scene on the news page related to the next 0.593 fix-release? Will also insert the link to your Behance :)
CentiLeo Chat: https://t.me/centileochat
Bluse-noise Dithered Sampling
 
Administrator  Posts: 961
May 16, 2020 18:59
It can be a great addition, it's in the plans for the time of OptiX denoiser integration. I haven't read all the details yet, but as far as I know such a thing works for early samples. So, it can improve the visual noise impression for the 1spp, 4spp, 64spp. Just for low sample count. For high spp final frames it doesn't make any advantage (if I remember correctly).
But still it can be usefull for immeiate IPR previews + OptiX denoiser. People reported it improves denoiser for low spp.

Btw there is more recent achievment by Eric Heitz https://eheitzresearch.wordpress.com/762-2/
Jacco Bikker did it for his Lighthouse 2 path tracer project (real-time): https://twitter.com/j_bikker

Cycles did that tech you cited btw. But I don't remember how it worked for them in practice.
CentiLeo Chat: https://t.me/centileochat
vblackrender's corner
 
Administrator  Posts: 961
May 16, 2020 15:53
Quote
vblackrender. wrote:
+100kb is nothing
when I think about an idea of making HDR per material it doesn't look like nothing :) But we will see, maybe some separate Sky HDR materials types could be done (a few per scene) and some normal surface materials can link to them.
At the moment 6 Sky HDR objects are possible. You may create them and assign different .hdr/.exr files and make on/off for Camera, Diffuse, Reflection, SSS, Shadow Catcher, Transmission, Translucent. For example som Sky object Environment tag has only Camera channel = 1, others are zero. The second Sky object has only Diffuse = 1 and others zero. And this way you may assign different lighting to diffrernt channels.
CentiLeo Chat: https://t.me/centileochat
Black dots in animation
 
Administrator  Posts: 961
May 16, 2020 15:47
I remember it appeared even few years ago http://centileo.com/forum/messages/forum19/message569/111-centileo-for-cinema-4d-0483-available-mult...
In my constant tests I randomly see the problem probably once per 2 weeks in different situations. After re-run it dissapears :(
CentiLeo Chat: https://t.me/centileochat
Black dots in animation
 
Administrator  Posts: 961
May 16, 2020 15:44
vblackrender., hi! I know this problem. It appears randomly and in different places. Basically some geometry small part is removed here and there. There is a problem to find solution because the bug changes positions and not always reproduced in the same conditions.
I hope that the problem will dissapear when the geometry engine (compilation + ray intersection) will be improved. Maybe some of geo compression scheme is the reason. But we need time to fix that.
CentiLeo Chat: https://t.me/centileochat
Centileo feedbak [pBarrelas]
 
Administrator  Posts: 961
May 16, 2020 11:12
Hi purush thaman, welcome here! I know it's a problem without stadard AOVs. They are important and will be implemented, not a big deal. But currently very busy with other tasks, like multi-instances, particles and bugfixes. Let's move to a new AOV titled topic without mixing with an old one?
CentiLeo Chat: https://t.me/centileochat
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