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Loss of performance., Performance loss of about 30% in the version up to 0.680
 
Administrator  Posts: 961
Oct 8, 2024 16:21
I have all Cinema versions including those you have mention.
The good email is info@centileo.com I will benchmark it. It's good the difference is 2x in this case
CentiLeo Chat: https://t.me/centileochat
Loss of performance., Performance loss of about 30% in the version up to 0.680
 
Administrator  Posts: 961
Oct 7, 2024 18:47
Quote
jiv21 wrote:
I usually use normal maps. I do not usually use relief maps and on rare occasions displacement maps.

As soon as I have some time available I will send you a scene.
Hi Jiv21, I have tested the scene with heavy use of normal maps and get the adequate slowdown of 5% compared to 0.68 because of more correct precise computation of bump map and normal map. So now we need to explore the scene itself that reports this. There are some extra candidate idea but need to check it using your resource.
CentiLeo Chat: https://t.me/centileochat
Loss of performance., Performance loss of about 30% in the version up to 0.680
 
Administrator  Posts: 961
Oct 6, 2024 15:40
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!
CentiLeo Chat: https://t.me/centileochat
Loss of performance., Performance loss of about 30% in the version up to 0.680
 
Administrator  Posts: 961
Oct 6, 2024 15:08
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.
CentiLeo Chat: https://t.me/centileochat
Loss of performance., Performance loss of about 30% in the version up to 0.680
 
Administrator  Posts: 961
Oct 6, 2024 13:57
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?
CentiLeo Chat: https://t.me/centileochat
Loss of performance., Performance loss of about 30% in the version up to 0.680
 
Administrator  Posts: 961
Oct 6, 2024 12:22
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.
CentiLeo Chat: https://t.me/centileochat
Loss of performance., Performance loss of about 30% in the version up to 0.680
 
Administrator  Posts: 961
Oct 6, 2024 09:08
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.
CentiLeo Chat: https://t.me/centileochat
Cool renderer, A brief trial of the renderer
 
Administrator  Posts: 961
Sep 18, 2024 08:39
Quote
zhajiangmian wrote:
Great, this renderer is so powerful and has high controllability
Thank you! Working to do a lot more!
CentiLeo Chat: https://t.me/centileochat
Cool renderer, A brief trial of the renderer
 
Administrator  Posts: 961
Sep 14, 2024 05:46
Quote
zhajiangmian wrote:
Sorry, it's my first post, I uploaded the screenshot again
You see reflected color from the other object because you have checked On the flag "Reflections & Refractions" in Mask Aov settings.
In material settings you have tinted the color of the material that is hit.
All is correct here. Just switch off "Reflections & Refractions".
CentiLeo Chat: https://t.me/centileochat
Cool renderer, A brief trial of the renderer
 
Administrator  Posts: 961
Sep 13, 2024 22:27
Quote
zhajiangmian wrote:
Some problems found are that the mask channel and color will affect the black part of the mask. In theory, it should be just pure color and will not affect each other.[img]file:///C:/Users/Administrator/Desktop/mask2.jpg[/img]
Thank you and welcome here!
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.
CentiLeo Chat: https://t.me/centileochat
A few newbie questions
 
Administrator  Posts: 961
Sep 6, 2024 03:50
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.
CentiLeo Chat: https://t.me/centileochat
A few newbie questions
 
Administrator  Posts: 961
Sep 5, 2024 11:10
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 https://centileo.com/docs/index.php?COURSE_ID=3&LESSON_ID=60&LESSON_PATH=17.69.60
You may also find and test material setup from shaderball https://centileo.com/docs/index.php?COURSE_ID=3&LESSON_ID=99&LESSON_PATH=17.99

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 https://centileo.com/docs/index.php?COURSE_ID=3&LESSON_ID=57&LESSON_PATH=17.57
Although next version we will also make a more standard way that keeps the bitmaps only in RAM and regenerates them for every launch.
CentiLeo Chat: https://t.me/centileochat
I am curious to know that you are the only one to re-develop this renderer?Kirgman
 
Administrator  Posts: 961
Aug 2, 2024 09:16
Hi! Why do you say RE-develop? And why are curious? Download and be happy :D
CentiLeo Chat: https://t.me/centileochat
Toggle cast shadow, recive shadow , visiblility
 
Administrator  Posts: 961
Jul 30, 2024 16:05
Quote
rei wrote:
Great, I can't wait to try the next version 0.7 . When will it be released?
Let's hope for October!
CentiLeo Chat: https://t.me/centileochat
The problem of curvature map
 
Administrator  Posts: 961
Jul 28, 2024 13:14
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.
CentiLeo Chat: https://t.me/centileochat
Toggle cast shadow, recive shadow , visiblility
 
Administrator  Posts: 961
Jul 28, 2024 13:12
Thank you Rei and welcome here!

The shadow cast/receive options will be available in commercial release. I still need to do 0.70 before that.

As for matte it's available as "Shadow catcher" toggle in Diffuse rollout of material. You can see the idea how to setup it here
https://centileo.com/docs/index.php?COURSE_ID=3&LESSON_ID=64&LESSON_PATH=17.64
In 3ds Max it's quite the same, but the manual for Max should be created certainly.

As for Visibility options for object I will add this in the upcoming 0.69 release. And also will add RaySwitch material and map
CentiLeo Chat: https://t.me/centileochat
The problem of curvature map
 
Administrator  Posts: 961
Jul 27, 2024 08:27
Hi, yet!
The Curvature node depends on ray tracing sampling around the hit point. The parameter Softness has influence on whether you can modify the output of the Curvature using the Color Correction or Gradient. Please see example here
https://centileo.com/docs/index.php?COURSE_ID=3&LESSON_ID=105&LESSON_PATH=17.69.105
CentiLeo Chat: https://t.me/centileochat
Material Preview in Content Browser/Asset Browser, Material Preview
 
Administrator  Posts: 961
May 18, 2024 22:45
Heh, it looks like the preview of material in material browser itself doesn't work. But material from the assets do work when they are assigned to the objects and their previews in object editor also work.
Need to fix that previews to avoid this confusion.
CentiLeo Chat: https://t.me/centileochat
Dirt Map, Dirt Node in Node editor
 
Administrator  Posts: 961
May 18, 2024 21:12
Quote
BruceML wrote:
Would be great to see turbulence option in the gradient like default c4d gradient
This is available now:
1) You may connect the Pattern node to the Gradient.InputMap. In the Pattern node you select the Linear U or V pattern.
2) Then you connect the UVWTransform or UVWProjection to the Pattern.InputUVW.
3) And then you may connect Noise (Turbulence) to UVWTransform.Offset.
And there are also many other connectable ports in the UVW nodes that can be applied to the Pattern or something else.

Also pay attention to the horizontal lines on the nodes, they can be used to optimize the representation of the node in the editor. Also it's possible to create own custom nodes using the groups which have input and output ports that you determine with some custom functionality inside.
CentiLeo Chat: https://t.me/centileochat
Material Preview in Content Browser/Asset Browser, Material Preview
 
Administrator  Posts: 961
May 17, 2024 12:53
Just make this small non-default change: https://centileo.com/docs/index.php?COURSE_ID=3&LESSON_ID=57&LESSON_PATH=17.57

This happens because by default we generate the cache .cntx files with bitmaps. And asset bitmaps from library are virtual and have specific address. So we need to redirect our cache files to the known folder to make this working.
This was done to optimize second launches of the project without bitmap read and parsing. Later we will make the options to store this just in RAM (and reload every time) and will compress the caches.
CentiLeo Chat: https://t.me/centileochat
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