CentiLeo for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
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Test for mesh lights. There are around 70 cylinders with emissive parts. 2x faster iterations and 10x less noise
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CentiLeo for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
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Another test with interior. Indirectly lit area has noticeably less noise for the same number of render iterations. And iterations are 2x faster. However the spot light spread angle looks different due to changed falloff function.
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CentiLeo for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
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Some comparisons.
First one: grey interior, 1920 x 1080, HDRI + portals and spot lights inside. 4 iterations (256 samples per pixel). Noise in dark GI regions is reducing at much faster rate than before, and it is more uniform across the image.
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CentiLeo for Cinema 4D 0.585 available - speedup 2x to up to 10x and R21 support
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Hello everyone!
Finally we are releasing the 0.58 update of CentiLeo for Cinema 4D R16-R21. It was a very complex development with a lot of changes and novel methods. We have got 2x - 10x rendering speedup. The render speed is always at least 2x better than before and depending on the lighting complexity the speedup is even higher. See below! Some polishing and issue fixing still should be done but results are already very cool! Download link: Change Log: cntlc4d 0.585 alpha (2020 January 27) [core] 5-10% rendering speedup [core] Fixed shadow catcher weights in case of many light sources (makes shadows of different intensity per light source on the Matte/Shadow Catcher object). [core] Fixed shadow artifacts in case of very small area lights. [core] Bitmap file paths now support Unicode strings (not just English). [core] Fixed camera Auto Focus in IPR ([AF] button). [core] CentiLeo updated to CUDA 10.2. [cntlc4d] Added support for Cinema/OIDN denoiser in R21 for CentiLeo AOVs (see 2 new checkboxes in CentiLeo Render Settings -> AOVs: 1) “Denoise Images”, 2) “Keep raw and denoised AOVs”). If Cinema denoiser is not enabled with Denoiser Effect (which works only for Main Beauty) then CentiLeo settings enable this for it’s AOVs. Attention! Must Upgrade to: - Latest NVIDIA Display Drivers: Game Ready Driver 441.87 or Studio Driver 441.66 (slightly faster). - Minimum Cinema R21 build is 115 Change Log: cntlc4d 0.584 alpha (2019 December 31) [core] Fixed z-fighting render artifacts for coplanar polygons in the scene, precision is improved. [core] Fixed few rare crash-bugs. [cntlc4d] Cinema R21 support. [cntlc4d] Installation instructions are changed a bit, read them again! Change Log: cntlc4d 0.581 alpha (2019 November 21) [core] Fixed bug with multiple lights sampling. Now scenes with many lights have much lower noise than 0.580. [core] Fixed rendering artifacts in case of rendering out-of-core geometry with near/far clipped camera. [core] Fixed a couple of other minor issues/artifacts. Change Log: cntlc4d 0.580 alpha (2019 September 23) [core] Rendering speedup from 2x to up to 10x: - Render iterations are around 2x faster almost always (base speedup); - Render iterations become smarter and reduce the noise better for global illumination, in some cases it is required 2-4x less iterations to get same noise level as before. These improvements are best visible for interiors and night scenes especially for regions with dominated global illumination and lack of direct lighting. This improvement work for all area lights, mesh lights and environment HDRI with portals. - Mesh lights with complex shapes (more than few polygons) generate 3-4x less noise than before. - The new algorithm should be always better and more robust than the previous one (less noise per iteration and faster iteration time). - And there is no cache, no blur, no yet denoiser, no aditional settings, no additional memory consumption ![]() Known issues to be solved (temporarily broken features) - Dirt shader; - Absorption property of material; - Directional/infinite light source; - Adaptive noise-based image rendering (where pixels are no longer rendered when specified noise level is reached). - May not initialize if AMD GPU is in your computer together with NVIDIA GPU. - Very limited material converter tool (diffuse color + texture of C4D material). Please, test it on you setup and share your renders! Best regards, Kirill
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Roadmap for CentiLeo 0.55-0.61
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Roadmap for CentiLeo 0.55-0.61
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Thanks guys for good wishes! Will do best for next release.
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Roadmap for CentiLeo 0.55-0.61
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Thanks
![]() As for Maya version, I think the initial version with all basic things (not very deep) and IPR may take around 2 months based on our experience with Max and Cinema. And after that will continue never ending polishing ![]() As for round corners - I can't estimate yet. Haven't digged deep into it. But if it would take few days then I may shift it for one of the next releases. The 0.58 will come very soon (in development since January). The next other 3 releases will be short (around 1-1.5 months). Probably with round corners.
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Roadmap for CentiLeo 0.55-0.61
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I think not earlier than in 2020. For Maya too. For example right now round corners are not important compared to other things. In the currently developed 0.58 the GI and mesh lights have much less noise. A lot more robust noise situation for given samples count It will be released very soon. Then in 0.59 there will be node based GUI for Cinema (pretty short update). Then in 0.60 there will massive instancing (tens of millions of elements in scene) and hopefuly support for other particle/scatter plugins. And then all the rest, like more flexible AOVs, masks, cryptomattes, vertex attributes, etc. And then Maya!
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Roadmap for CentiLeo 0.55-0.61
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Hi xxx man, yes round corner is in the plans, deeper plans. And Maya too! Hope to start doing Maya during 0.6x release versions
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CentiLeo for 3ds Max 0.553 available - displacement mapping!
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Hi Daniel, I know. But there are good reasons for this. Much better noise reduction / per iteration for complex lighting cases. But still need to keep iteration time lower than it was. Pushing this hard!
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Material " Chrome " ...
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Hi Marc! And welcome here!
After 2 more releases there will be a documentation explaining how to do many things. Currently I would suggest to make chrome with 2 reflection channels: Reflection 1: color = white, roughness = 0.2, IOR = 1.3 Reflection 2: color = white, roughness = 0.6, IOR = 1000 (totally outweights all underlying layers like diffuse and others). You may optionally add scratched bump for Reflection 2 only. Just make bump and uncheck it for Relction 1.
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CentiLeo for Cinema 4D 0.575 available - many additional shader nodes
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Yes, Leif! Sorry about that. Mac isn't supported because we are still on CUDA
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Ramps and the best channel to put them in
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Hi Chuck and welcome to CentiLeo forum!
Ramp node is needed to create colored output for black/white Input Texture. For example, you may attach some CentiLeo Noise shader to the "Input Texture" slot of Ramp and then create green, blue, red, yellow, etc knots in the Gradient field of Ramp. You may also add Random shader (uniformly distributed greyscale colors) to the Input Texture of Ramp and create colored knots of Gradient to determine how frequent is red, how frequent is blue, etc. in the variety of objects with attached Ramp + Random shader. You may also add Fallof shader to the Input Texture of Ramp and make colored knots. This way there will be color variations depeding on the view angle. Kirill
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Impresions
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Hi Ikon Art! Welcome to CentiLeo!
![]() There is a very outdated documentation in the download archive, but I think it's not needed. Actually we will update the documentation after 0.60 release when we will get more speed, node-based GUI, more features (particles, attributes, improved displacement). There are almost no technical render parameters to affect performance except clamping. Other things are automatic. We try to do it simple and make space only for creativity. Some valuable info: 1) All the used centileo bitmaps construct caches with the names "*.cntx". At the first bitmap usage it takes some time to construct a cache and also disk space, but later after second launch bitmaps are loaded from caches immediatelly. Later will reduce the *.cntx file sizes. They can be removed manually when the work on scene is not needed anymore. 2) Supported GPUs are with CUDA compute capability 3.0 or more, with 3GB or more. More GPU memory is better of course. 8GB+ VRAM is excellent. Geometry is stored very efficiently, also for displacement, there is a lot of space before you meet out-of-core, which is also very efficient.
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CentiLeo for Cinema 4D 0.575 available - many additional shader nodes
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Change Log: cntlc4d 0.575 alpha (2019 March 30)
[cntlc4d] Fixed crash at Cinema 4D R20.059 launch
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CentiLeo for Cinema 4D 0.575 available - many additional shader nodes
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Fixed the issue for R20.059
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CentiLeo for Cinema 4D 0.575 available - many additional shader nodes
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Change Log: cntlc4d 0.573 alpha (2019 March 22)
[core] Fixed Windows 10 memory bug which could cause crashes in scenes with a lot of geometry and textures.
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CentiLeo for 3ds Max 0.553 available - displacement mapping!
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Thanks Daniel, I will dive into these things when will start converting 0.58 release for Max
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Not workin
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Btw, the new CUDA version of NVIDIA that we use no longer supports GPUs of compute capability 2.0 and 2.1. This means that GTX 480, 580, 560ti and other similar devices are no longer supported. See the full list of devices per compute capability here
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Not workin
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If this is Windows, Nvidia GPU (with at least 3 GB or even 2 GB) then Cinema may not start if Graphics Drivers are outdated. Please try install new drivers and let me know your results.
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