Heavilly SSS, DOF and also glass, 25 light bounces, 1920x1080. 20 min for 20 CentiLeo iterations on 2x970GTX.
Faster than other GPU renderers.
CentiLeo 0.54 features
CentiLeo for 3ds Max 0.541 available (nested glass objects and liquids, dirt shader, fixed bump mapping and other fixes)
Administrator Posts:
Hi arkinyildiz! Welcome to CentiLeo board! It's a good idea to follow CentiLeo because we have very huge potential for improvement in all areas
You may freely open a topic for requests in this forum section (about 3ds max) or in "Development progress" section. Btw, there is a plan for the nearest version updates, see here After we finish it that there will be a so called vacation: quick run on easy to do features like LUTs, AOVs, proxies, more camera options, physical sky, glare/bloom, material converters and more.
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CentiLeo for Cinema 4D 0.541 available (nested glass objects and liquids, dirt shader, fixed bump mapping)
CentiLeo for 3ds Max 0.541 available (nested glass objects and liquids, dirt shader, fixed bump mapping and other fixes)
Administrator Posts:
reaploaded with small fix in cntlLight GUI not showing params for some users (not all)
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CentiLeo 0.54 features
Administrator Posts:
Fixed bump mapping "terminator" artifacts
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CentiLeo 0.54 features
Administrator Posts:
Fast subsurface scattering, glass + liquids, dirt shader (a model on top of shadow catcher). Btw, shadow catcher in CentiLeo has easy setup and flexible controls per light source.
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CentiLeo for 3ds Max 0.541 available (nested glass objects and liquids, dirt shader, fixed bump mapping and other fixes)
Administrator Posts:
There will be another dive into motion blur area to get more flexibility out of it including more motion keys (and variable) and extending time, etc. But this is expected after work on completelly missing "must-have" features.
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CentiLeo for Cinema 4D 0.541 available (nested glass objects and liquids, dirt shader, fixed bump mapping)
Administrator Posts:
2 dirt shaders here
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CentiLeo for Cinema 4D 0.541 available (nested glass objects and liquids, dirt shader, fixed bump mapping)
Administrator Posts:
Hi everyone!
CentiLeo 0.54 for Cinema 4D R16-R19 is ready! Quality becomes better! Bump is much better, however the majority of time was spent on glass+liquid correct IOR handling. Download link (site registration required): Change Log: cntlc4d 0.541 alpha (2018 January 9) [core] Fixed bug for CentiLeo in Cinema R19 where animation frames were not recorded. Change Log: cntlc4d 0.540 alpha (2017 December 18) [core] Support nested Transmissive refractive objects with different IOR (e.g. liquid in a glass with ice cubes inside). A liquid object geometry must overlap slightly the glass (same as in other modern renderers). The material of liquid object must enable the flag “Is Liquid” (available in cntlMaterial->Transmission menu). Same works with water droplets on the bottle or any other liquid objects that are modeled inside or outside a glass with slight geometry overlapping. This way all relative IORs between refractive mediums will be computed correctly internally. [core] Added procedural Dirt shader which can enable different colors and material properties on crevices, convex and concave geometry regions. Occluded, Unoccluded and Distance parameters can be textured. Dirt shader can be nested into other Dirt shader. [core] Fixed bump mapping “terminator” artifacts that can be visible on lowpoly objects and lit by small area light source. User can tune the effect of this fix with “Light Shift” parameter which is available in cntlMaterial->Bump menu for Cinema 4D and in cntlMaterial->Common for 3ds Max. This works for all material properties (diffuse, reflections, etc.). [core] Fixed reflection artifacts on low poly geometry where smooth normals differ too much from real normals of geometry. [core] Fixed reflection loss of energy when combined with other material properties such as diffuse or SSS. [core] Fixed SSS color and weight automatic normalization. [core] For easy handling in cntlBitmap there is no need to select type of texture “image”, “b/w bump” or “normal map”. This is resolved automatically, except for normal maps where user must enable “Is Normal Map” flag. [core] Added option “Output Alpha channel” to cntlBitmap. Useful for application with PNG and cntlMaterial->Alpha channel. Known issues to be solved - May not initialize if AMD GPU is in your computer together with NVIDIA GPU. - Very limited scene converter tool from Cinema 4D native materials (only diffuse color and texture are converted and translated if assigned to the object) - May not support non-latin texture paths. Important note We are currently using JUCE library ( If everything works well on main technical side then we will buy the full license of JUCE and get rid of these small issues. Please test and report about any issues in this pack. Best regards, Kirgman
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CentiLeo for 3ds Max 0.541 available (nested glass objects and liquids, dirt shader, fixed bump mapping and other fixes)
Administrator Posts:
Some pic, will make more
CentiLeo Chat:
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CentiLeo for 3ds Max 0.541 available (nested glass objects and liquids, dirt shader, fixed bump mapping and other fixes)
Administrator Posts:
Hi everyone!
CentiLeo 0.54 for 3ds Max 2014-2018 is ready! Quality becomes better! Bump is much better, however the majority of time was spent on glass+liquid correct IOR handling. Download link (site registration required): Change Log: cntlmax 0.541 alpha (2017 December 25) [cntlmax] Fixed various cntlLight bugs (bad GUI when create several lights, not working size of rollout, wrong radius export for spot and sphere shapes). [cntlmax] Fixed crashing bugs in cntlProxy when input non ”.cntlproxy” files. [cntlmax] Fixed some export bugs for instancing and Max Compound Scatter objects. [cntlmax] Fixed IPR bugs not receiving keyboard input for post processing controls. Change Log: cntlmax 0.540 alpha (2017 December 18) [core] Support nested Transmissive refractive objects with different IOR (e.g. liquid in a glass with ice cubes inside). A liquid object geometry must overlap slightly the glass (same as in other modern renderers). The material of liquid object must enable the flag “Is Liquid” (available in cntlMaterial->Transmission menu). Same works with water droplets on the bottle or any other liquid objects that are modeled inside or outside a glass with slight geometry overlapping. This way all relative IORs between refractive mediums will be computed correctly internally. [core] Added procedural Dirt shader which can enable different colors and material properties on crevices, convex and concave geometry regions. Occluded, Unoccluded and Distance parameters can be textured. Dirt shader can be nested into other Dirt shader. [core] Fixed bump mapping “terminator” artifacts that can be visible on lowpoly objects and lit by small area light source. User can tune the effect of this fix with “Light Shift” parameter which is available in cntlMaterial->Bump menu for Cinema 4D and in cntlMaterial->Common for 3ds Max. This works for all material properties (diffuse, reflections, etc.). [core] Fixed reflection artifacts on low poly geometry where smooth normals differ too much from real normals of geometry. [core] Fixed reflection loss of energy when combined with other material properties such as diffuse or SSS. [core] Fixed SSS color and weight automatic normalization. [core] For easy handling in cntlBitmap there is no need to select type of texture “image”, “b/w bump” or “normal map”. This is resolved automatically, except for normal maps where user must enable “Is Normal Map” flag. [core] Added option “Output Alpha channel” to cntlBitmap. Useful for application with PNG and cntlMaterial->Alpha channel. Important note We are currently using JUCE library ( If everything works well on main technical side then we will buy the full license of JUCE and get rid of these small issues. GPU Drivers Please, install modern NVIDIA display drivers. E.g. at least 372.70 or one of the newest. Adjust GPU Rendering Low-priority settings Can be found in CentiLeo Renderer Settings -> Hardware Settings. Low-priority flags are ON by default in IPR mode for ALL GPUs. For fluent work in IPR mode it’s HIGHLY RECOMMENDED to keep enabled “low-priority” setting for DISPLAY GPU and switch if OFF for other render GPUs which are not connected to the monitor. Low-priority option is useful for display GPU because it is used to display the elements and models of 3D Viewport and OS. If you have many GPUs in one computer then Display GPU can be excluded from IPR render to have less competition between Viewport and CentiLeo for Display GPU, this can improve the system feedback overall. Please test and report about any issues in this pack. Best regards, Kirgman
Edited:
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CentiLeo for 3ds Max 0.530 available (corrected and accelerated SSS, GGX, faster glass, improved GI Clamp)
Administrator Posts:
I have looked just today at the bug with Max compound object scatter. It happend because 3ds Max API function GetInstances returns not only instances but also references which can evaluate to different geometry actually. Will need to fix it with more attention not to break IPR geometry/instancing accounting, needs experiments because 3ds Max API/forums don't always have needed info. So, now will release new build with this bug and later fix it.
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CentiLeo for 3ds Max 0.530 available (corrected and accelerated SSS, GGX, faster glass, improved GI Clamp)
Administrator Posts:
Hi Daniel, it seems in about few days. Trying to make it before weekend. It will contain a bit more than planned, e.g. quite some time was spent on bump mapping artifact elimination for low poly things, also glass+liquid was a challenging and nice task
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CentiLeo for 3ds Max 0.530 available (corrected and accelerated SSS, GGX, faster glass, improved GI Clamp)
Administrator Posts:
Hi Daniel, thanks for reporting about it! Will try to fix it. Don't hesitate to report about any problems in the renderer.
Btw, there will be release (something around 0.61) dedicated to scatters. At least would like to connect with MultiScatter and ForestPack and maybe do something else with that
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CentiLeo for Cinema 4D 0.530 available (corrected and accelerated SSS, GGX, faster glass, improved GI Clamp)
Administrator Posts:
2) But not yet fixed the issue with a LOD. C4D produces several LOD-objects and doesn't provide which one we should be displayed and this is unclear when we have object hierarchies under LOD. Actually this LOD trick is not needed in a renderer based on ray tracing (the LOD will save nothing because ray tracers are logarithmic depending on geometry complexity). But it's needed for rasterization based renderer inside C4D viewport. Will investigate this issue in some future to find a way for proper LOD selection for renderer. Polygon Reduction and few other fixes will be uploaded soon. Just need to fix some problem for transmissive inside transmissive object with absorption thing (when we model a liquid inside glass).
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CentiLeo for Cinema 4D 0.530 available (corrected and accelerated SSS, GGX, faster glass, improved GI Clamp)
Administrator Posts:
Pls, can you describe what these features should do inside the renderer? I never used them, probably it's the limitation of C4D but maybe we may overcome it. CentiLeo IPR behaves like PV if you enable FIN GEO btw (but supports only material and camera updates).
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CentiLeo for 3ds Max 0.530 available (corrected and accelerated SSS, GGX, faster glass, improved GI Clamp)
Administrator Posts:
Hello everyone!
Available CentiLeo 0.53 for 3ds Max 2014-2018! We have updated CentiLeo material system completely. The GUI and settings remain the same but the models of reflections, refractions, SSS, absorptions have all been updated to improve the quality and paramter response. E.g. SSS have become correct and 10x faster (not a big deal because it was very slow before). But now it looks like diffuse if subsurdace scatter radius = 0 and shows logical behavior when increase the radiuses and combine the channels. We have also intelligently killed the fireflies that could be seen through several glossy-glossy surface reflections using much smarter new GI Clamp algorithm. Download link: Change Log: cntlmax 0.530 alpha (2017 November 20) [core] Subsurface Scattering is correct now and has 10x faster noise reduction due to improved maths. The speed of SSS is close to diffuse. Same as before it is based on 3 layers. [core] GGX anisotropic reflections and refractions. Better looking highlights and fast. Some old scenes with rough reflections may seem to render slower 5-10%, but this is due to different look and changed highlights, the speed isn’t really degraded. [core] Faster (less noisy) rough glass and shadows under rough glass due to better maths. [core] Fixed Absorption parameters. They now affect transmissive and translucent objects and also their shadows. [core] Improved quality of GI Clamp params. They now preserve glossy highlights better and kill the hotspots a lot smarter while keeping the highlights. Default GI Clamp values of 10 are very good if final post production image exposure is 0. [core] Added “Expected Exposure” parameter that should be similar to the post production planned exposure. This is useful in cases when the lighting is very low in the scene and then user compensates it increasing the post exposure. In this case to make GI Clamp params and noise detector more efficient just set Expected Exposure similar to Post Exposure (+-1). Efficiently tuned GI Clamp and Noise detector may accelerate image rendering. Known issues to be solved - May not initialize if AMD GPU is in your computer together with NVIDIA GPU. - Very limited scene converter tool from other renderers (only diffuse property and textures from Standard material and Vray material) - UVW mapping change of parameters may not be accounted by IPR scene auto update mode. To be solved. Important note We are currently using JUCE library ( If everything works well on main technical side then we will buy the full license of JUCE and get rid of these small issues. GPU Drivers Please, install modern NVIDIA display drivers. E.g. at least 372.70 or one of the newest. Adjust GPU Rendering Low-priority settings Can be found in CentiLeo Renderer Settings -> Hardware Settings. Low-priority flags are ON by default in IPR mode for ALL GPUs. For fluent work in IPR mode it’s HIGHLY RECOMMENDED to keep enabled “low-priority” setting for DISPLAY GPU and switch if OFF for other render GPUs which are not connected to the monitor. Low-priority option is useful for display GPU because it is used to display the elements and models of 3D Viewport and OS. If you have many GPUs in one computer then Display GPU can be excluded from IPR render to have less competition between Viewport and CentiLeo for Display GPU, this can improve the system feedback overall. Pls, make the tests and send us feedback! Kirgman
CentiLeo Chat:
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CentiLeo for Cinema 4D 0.530 available (corrected and accelerated SSS, GGX, faster glass, improved GI Clamp)
Administrator Posts:
Hello everyone!
Available CentiLeo 0.53 for Cinema 4D R16-R19! We have updated CentiLeo material system completely. The GUI and settings remain the same but the models of reflections, refractions, SSS, absorptions have all been updated to improve the quality and paramter response. E.g. SSS have become correct and 10x faster (not a big deal because it was very slow before). But now it looks like diffuse if subsurdace scatter radius = 0 and shows logical behavior when increase the radiuses and combine the channels. We have also intelligently killed the fireflies that could be seen through several glossy-glossy surface reflections using much smarter new GI Clamp algorithm. Download link: Change Log: cntlc4d 0.530 alpha (2017 November 20) [core] Subsurface Scattering is correct now and has 10x faster noise reduction due to improved maths. The speed of SSS is close to diffuse. Same as before it is based on 3 layers. [core] GGX anisotropic reflections and refractions. Better looking highlights and fast. Some old scenes with rough reflections may seem to render slower 5-10%, but this is due to different look and changed highlights, the speed isn’t really degraded. [core] Faster (less noisy) rough glass and shadows under rough glass due to better maths. [core] Fixed Absorption parameters. They now affect transmissive and translucent objects and also their shadows. [core] Improved quality of GI Clamp params. They now preserve glossy highlights better and kill the hotspots a lot smarter while keeping the highlights. Default GI Clamp values of 10 are very good if final post production image exposure is 0. [core] Added “Expected Exposure” parameter that should be similar to the post production planned exposure. This is useful in cases when the lighting is very low in the scene and then user compensates it increasing the post exposure. In this case to make GI Clamp params and noise detector more efficient just set Expected Exposure similar to Post Exposure (+-1). Efficiently tuned GI Clamp and Noise detector may accelerate image rendering. Known issues to be solved - May not initialize if AMD GPU is in your computer together with NVIDIA GPU. - Very limited scene converter tool from Cinema 4D native materials (only diffuse color and texture are converted and translated if assigned to the object) - May not support non-latin texture paths. Important note We are currently using JUCE library ( If everything works well on main technical side then we will buy the full license of JUCE and get rid of these small issues. GPU Drivers Please, install modern NVIDIA display drivers. E.g. at least 372.70 or one of the newest. Adjust GPU Rendering Low-priority settings Can be found in CentiLeo Renderer Settings -> Hardware Settings. Low-priority flags are ON by default in IPR mode for ALL GPUs. For fluent work in IPR mode it’s HIGHLY RECOMMENDED to keep enabled “low-priority” setting for DISPLAY GPU and switch if OFF for other render GPUs which are not connected to the monitor. Low-priority option is useful for display GPU because it is used to display the elements and models of 3D Viewport and OS. If you have many GPUs in one computer then Display GPU can be excluded from IPR render to have less competition between Viewport and CentiLeo for Display GPU, this can improve the system feedback overall. Pls, make the tests and send us feedback! Kirgman
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CentiLeo for 3ds Max 0.521 available (motion blur, faster dof, final geo mode, bugfixes and 3ds Max 2018)
Administrator Posts:
After 0.53 release on GGX and SSS I will work on dirt and curvemap shaders, then displacements and then mesh lights. And later would like to fix that bump problems. Then should make more noise shaders, uv projection manipulations and optimize renderer overall at 0.6 release. And later move on other important things.
I have noticed that some renderers hide the bump mapping artifacts just shifting the diffuse shadows so that problematic areas with bump are hidden under shadow and lit area of surface is a bit narrow. Maybe it's good like that, at least looks ok.
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CentiLeo for 3ds Max 0.521 available (motion blur, faster dof, final geo mode, bugfixes and 3ds Max 2018)
Administrator Posts:
Hi Daniel, I think that if someone on CPU can make deform MB on animated p-flow particles then we will find the ways to do it too.
The fact is that there was just the first version with MB and there will be other updates with MB improvements later. I haven't yet tested any particles or p-flow with CentiLeo, but the plan is to work on this later of course. E.g. there will be special features/routines to work with very many particles in more efficient way.
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