The good email is
Loss of performance., Performance loss of about 30% in the version up to 0.680
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I have all Cinema versions including those you have mention.
The good email is
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Loss of performance., Performance loss of about 30% in the version up to 0.680
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Loss of performance., Performance loss of about 30% in the version up to 0.680
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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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Loss of performance., Performance loss of about 30% in the version up to 0.680
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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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Loss of performance., Performance loss of about 30% in the version up to 0.680
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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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Loss of performance., Performance loss of about 30% in the version up to 0.680
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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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Loss of performance., Performance loss of about 30% in the version up to 0.680
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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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Cool renderer, A brief trial of the renderer
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Cool renderer, A brief trial of the renderer
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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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Cool renderer, A brief trial of the renderer
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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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A few newbie questions
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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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A few newbie questions
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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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I am curious to know that you are the only one to re-develop this renderer?Kirgman
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Hi! Why do you say RE-develop? And why are curious? Download and be happy
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Toggle cast shadow, recive shadow , visiblility
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The problem of curvature map
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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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Toggle cast shadow, recive shadow , visiblility
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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 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
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The problem of curvature map
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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
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Material Preview in Content Browser/Asset Browser, Material Preview
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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.
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Dirt Map, Dirt Node in Node editor
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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.
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Material Preview in Content Browser/Asset Browser, Material Preview
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Just make this small non-default change:
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.
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