CentiLeo for 3ds Max 0.553 available - displacement mapping!
Administrator Posts:
Do you mean animated DoF focus? Right now it works statically but because of bug dousn't record param values on animation. Will fix that by next release together with other big improvements.
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CentiLeo for 3ds Max 0.553 available - displacement mapping!
Administrator Posts:
bump + blend in 0.55 no problem when mixed.
However it looks better in 0.56 for C4D ![]()
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CentiLeo for 3ds Max 0.553 available - displacement mapping!
Administrator Posts:
Well, the hair shouldn't work. We don't yet have spline intersection support. It was just the triangulation of hairs by 3ds max that CentiLeo is ordering. There should be considerably more efforts to make the spline rendering right and that would be cool and much more efficient than triangles.
Will test the bump + blend map and get back to you.
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CentiLeo for 3ds Max 0.553 available - displacement mapping!
Administrator Posts:
Hi Harry, welcome here! Ok, will do that in the future, but not just very soon. Need to work on shaders and some optimizations
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CentiLeo for Cinema 4D 0.560 available - mesh lights, adaptive multi-lights and R20
Administrator Posts:
Hello everyone!
We now reelease an update CentiLeo 0.56 for Cinema 4D R16-R20. This time it improves the light sources, complex geometry shapes for light sources are allowed and many light sources are working much faster now and bugs are also fixes. On next release we will add more shader nodes. Please, test it and share your opinion! Best regards, Kirgman Download link (site registration required): Change Log: cntlc4d 0.560 alpha (2018 September 6) [core] Mesh Lights support. This is implemented with an additional Emission property of CentiLeo material. Supports arbitrary (even out-of-core) geometry shapes for the light sources. [core] Adaptive Multi Lights 10 times faster rendering for glossy reflection surfaces. Also bugfixed many issues in this area. [core] Bump mapping code totally changed (it also changes the look and scale of bump on older scenes). It has higher quality now and better combination with Normal Maps. Normal Maps now have all these flip R/G/B options. [core] Fixed some problems with liquids inside glass in some modes. [core] Extended CentiLeo Noise shaders with more noise types like Voronoi, Ronk, Ridged Multi-Fractal, etc. [core] Faster bitmap cache generator (2x faster). [core] Added real distance units for CentiLeo materials and light sources where it makes sense (e.g. displacement height, SSS scale, dirt shader max distance and etc.). [core] Light sources may change the brightness on the surfaces for old scenes due to the distance units integration and some other calibration. Need to adapt for it. [cntlc4d] Added support for Cinema 4D R20. 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.
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CentiLeo for 3ds Max 0.553 available - displacement mapping!
Administrator Posts:
Hi Daniel, any map is usable in the bump map. Color correction however corrects the color info in certain range. But internal bump data can have negative numbers and large values which are color corrected in a wrong way. At least avoid using clamp inside color correct node or extend the limits of clamp.
I have changed the bump internals completelly in the new version. And need to make some bump correction node related to this issue
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CentiLeo for 3ds Max 0.553 available - displacement mapping!
Administrator Posts:
Hi Angelo, this will be available in CentiLeo 0.62 together with other instancing/scattering improvements. In several months
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CentiLeo for Cinema 4D 0.552 available - displacement mapping!
Administrator Posts:
0.552 update: Improved displacement precision in pixel adaptive mode for animated walkthrough.
In the past there were subtle waves on high-frequency displacement surfaces during animated walktrhough even when Edge size is 0.5 pixels (and Adapt to pixels ON). Now this artifact is removed for Edge size equal to 0.5 pixels. But still need to improve things for Edge size = 1 pixels with a more sophisticated aproach. Btw, there was no wave problem during any animation for Edge size in world units (with pixel adaptation disabled). However, if tesselated in this mode there could be more polygon data generated than for adaptive pixel mode.
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CentiLeo for 3ds Max 0.553 available - displacement mapping!
Administrator Posts:
0.552 update: Improved displacement precision in pixel adaptive mode for animated walkthrough.
In the past there were subtle waves on high-frequency displacement surfaces during animated walktrhough even when Edge size is 0.5 pixels (and Adapt to pixels ON). Now this artifact is removed for Edge size equal to 0.5 pixels. But still need to improve things for Edge size = 1 pixels with a more sophisticated aproach. Btw, there was no wave problem during any animation for Edge size in world units (with pixel adaptation disabled). However, if tesselated in this mode there could be more polygon data generated than for adaptive pixel mode.
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CentiLeo for 3ds Max 0.553 available - displacement mapping!
Strange artifact on Geometry, Some kind of bug
Administrator Posts:
The issue is fixed in 0.55!
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CentiLeo for 3ds Max 0.553 available - displacement mapping!
Administrator Posts:
Hello everyone!
We release CentiLeo 0.55 for 3ds Max with new powerfull displacement mapping engine too! As said in C4D 055 thread there were many R&D tasks that should be solved to make it working normally. Our Displacement mapping tech is based on pre-tesselation of geometry before rendering. But it's fast and has good memory economy. This pre-tesselation approach helps to use arbitrarty shading networks now. And it will allow to extend it to vector displacement mapping in the future. Currently CentiLeo displacement mapped objects are tesselated very-very quickly and render very fast. Faster than competitor pre-tesselation methods. Potentially hundreds million unique triangles can be handled very efficiently if needed for very high resolution. See this changelog to get the idea how new feature works. We now turn attention to mesh lights and many new shader nodes. Please, test it and share your opinion! Best regards, Kirgman Download link: Change Log: cntlmax 0.553 alpha (2018 December 28) [cntlmax] Added 3ds max 2019 support. [cntlmax] Fixed crash bugs for animation rendering of objects with Greeble modifier. Change Log: cntlmax 0.552 alpha (2018 June 16) [core] Improved displacement precision in pixel adaptive mode (subtle waves in animation are removed). Change Log: cntlmax 0.551 alpha (2018 June 12) [core] Displacement mapping functionality based on explicit geometry pre-tesselation with very efficient memory usage, fast tesselation and fast rendering. E.g. with GTX 1070-1080 Ti it’s possible to generate and render 1-2 billion unique micropolygons (and more with instancing) – of course if you have at least 32GB of usual RAM. [core] Displacement mapping supports the whole shader network including current and future procedural shaders/texture mappings except of falloff and other view dependent things. [core] Displacement mapping can be combined without any issues with deformation motion blur (applied to base geometry, not to displacement height params). [core] Displacement mapping parameters are controlled through menu of CentiLeo Material that is applied to geometry object. [core] CentiLeo IPR mode doesn’t retesselate and displace the objects automatically while moving the camera and/or objects. We made it manual, so the user should click the button “Tess” in IPR window to retesselate and displace all objects of the scene with new parameters or click button “Tesselate” in material menu to retesselate only those objects where material is applied. [core] Option of Autobump mapping as a supplemental tool for Displacement. [core] Support for 16/32 bit bitmaps for Displacement. [core] Added rotation and filter radius params to CentiLeo Bitmap. [core] Added more settings to CentiLeo Noise shader. [core] Minimum required GPU memory is bumped to 1280MB. This minimum memory is necessary for CentiLeo to operate. Sometimes a 2GB GPU in an overloaded system may have less available memory after memory reductions by OS and 3D app. [core] Fixed various rare visual bugs, e.g. a bug that made visible artifacts at low FOV. [drawbacks] Our main work on Displacement mapping still has some drawbacks: - no yet support for Vector Displacement Mapping (only scalar one); - divorced surface when the vertex has several different normals (e.g. a corner of a cube); - it doesn’t like very much when base geometry already has too dense polygon tesselation that should be displaced (there is some more memory overhead); - no yet Dicing Camera parameter; These issues will be solved after a series of other feature releases. 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.
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CentiLeo for Cinema 4D 0.552 available - displacement mapping!
Administrator Posts:
Displaced version is slower than without it just because it has more polygons. More polygons for same scene produce slightly slower rendering. But if you model everything with same polycounts the will be same situation
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CentiLeo for Cinema 4D 0.552 available - displacement mapping!
CentiLeo for Cinema 4D 0.552 available - displacement mapping!
Administrator Posts:
Hello everyone!
We can finally release an update CentiLeo 0.55 for Cinema 4D with new displacement mapping engine. There work was so long because there was a lot of R&D and new algorithms were created to make DM efficient. We have opted to make DM based on geometry pre-tesselation because we want it to support arbitrary shader networks as input and to make vector displacements too. Both these things are impossible without pre-tesselation. And with this fact many problems may happen like huge poly-counts, screen adaptivity artifacts, not so fast tesselations and renderings. However, we have solved many of these. Btw, there are still some drawbacks and vector displacements are not yet added, but we will fix that at later stage. See this changelog to get the idea how new feature works. We now turn attention to mesh lights and many new shader nodes. Please, test it and share your opinion! Best regards, Kirgman Download link (site registration required): Change Log: cntlc4d 0.552 alpha (2018 June 16) [core] Improved displacement precision in pixel adaptive mode (subtle waves in animation are removed). Change Log: cntlc4d 0.551 alpha (2018 June 12) [core] Added overall displace scale and waterlevel parameters. [cntlc4d] Fixed wrong texture rotation displayed in the viewport. [cntlc4d] Fixed GPU priority toggling in IPR. [cntlc4d] Focus distance data from CentiLeo camera tag is automatically moved to corresponding field of the camera object. Change Log: cntlc4d 0.550 alpha (2018 June 7) [core] Displacement mapping functionality based on explicit geometry pre-tesselation with very efficient memory usage, fast tesselation and fast rendering. E.g. with GTX 1070-1080 Ti it’s possible to generate and render 1-2 billion unique micropolygons (and more with instancing) – of course if you have at least 32GB of usual RAM. [core] Displacement mapping supports the whole shader network including current and future procedural shaders/texture mappings except of falloff and other view dependent things. [core] Displacement mapping can be combined without any issues with deformation motion blur (applied to base geometry, not to displacement height params). [core] Displacement mapping parameters are controlled through menu of CentiLeo Material that is applied to geometry object. [core] CentiLeo IPR mode doesn’t retesselate and displace the objects automatically while moving the camera and/or objects. We made it manual, so the user should click the button “Tess” in IPR window to retesselate and displace all objects of the scene with new parameters or click button “Tesselate” in material menu to retesselate only those objects where material is applied. [core] Displacement Alpha map is used as the mask of displacement values of the current material which can be useful when several materials are stacked as layers in Cinema 4D. [core] Option of Autobump mapping as a supplemental tool for Displacement. [core] Added support of 16/32 bit bitmaps for Displacement. [core] Added rotation and filter radius params to CentiLeo Bitmap. [core] Added more settings to CentiLeo Noise shader. [core] Minimum required GPU memory is bumped to 1280MB. This minimum memory is necessary for CentiLeo to operate. Sometimes a 2GB GPU in an overloaded system may have less available memory after memory reductions by OS and 3D app. [cntlc4d] CentiLeo camera Depth of Field now listens for native C4D camera focus distance property with proper updates when changed from C4D Editor or CentiLeo IPR. [cntlc4d] Fixed various rare visual bugs, e.g. a bug that made visible artifacts at low FOV. [drawbacks] Our main work on Displacement mapping still has some drawbacks: - no yet support for Vector Displacement Mapping (only scalar one); - divorced surface when the vertex has several different normals (e.g. a corner of a cube); - it doesn’t like very much when base geometry already has too dense polygon tesselation that should be displaced (there is some more memory overhead); - no yet Dicing Camera parameter; These issues will be solved after a series of other feature releases. 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.
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CentiLeo for Cinema 4D 0.541 available (nested glass objects and liquids, dirt shader, fixed bump mapping)
Administrator Posts:
Hi Egor! Welcome on our forum! You are right, we need to update the site content better.
But there was no stop in development because this time we digged too deep in displacement tech internal things. There will be a new release 0.55 in few days. When few other important releases will be done we will be more active on the web.
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Strange artifact on Geometry, Some kind of bug
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Strange artifact on Geometry, Some kind of bug
Administrator Posts:
I have detected the issue. And strange thing it goes away when reduce Diffuse roughness or change Reflection roughness, IOR. Will dig, there is something with material evaluation.
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Strange artifact on Geometry, Some kind of bug
Administrator Posts:
Hi Daniel, thanks for bugreport. I will download and see what is going on there.
Btw, I am still fighting with displacement mapping. There was a need to imrpove render times after memory optimisation. Solving it is almost ready. Hope that problems go away.
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Centileo lights name in viewport
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Will try to return this feature for next 0.56 lighting release. Right now working hard on displacement mapping Btw, your english is good enough. And russian would be nice in VK group ![]()
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