There is no yet implemented "emission channel"... Will try to implement it in one of the near future versions.
However, one small trick is possible if you apply cntlConst shader with large value to diffuse channel. This way it will reflect a lot more light.
In bump channel it is possible to combine black&white bumps and normal maps.
However there is some small drawback is that when you apply colorCorrect on top of bump shaders then you need to extend the range of "clampA and clampB" values to negatives. Our bump channel also needs a shader for procedural flakes.
CentiLeo for Cinema 4D 0.471 available (quality & materials improvement)
CentiLeo for Cinema 4D 0.471 available (quality & materials improvement)
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Hi Mike, welcome to our forum!
We are currently working on the multi-GPU and few other improvements for 0.48 such as better IPR, better look and better out-of-core. This should be more interesting. However, many more things are planned for alpha version. Please, don't hesitate to write what you want to see in the renderer! We listent to it. However right now the amount of accumulated requests is so large that we can't do them all immediatelly. But step by step these requested features will be performed. And of course we need to make the integration with C4D better, tighter and more native. For example, I am desperately can't wait when will work on hair&fur and particles Because it is hard and very interesting. The other things are much easier.
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Status of preparing CentiLeo 0.48 alpha
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Some small internal progress, we have improved geometry data storage by around 30%. Now more polygons will fit into geometry cache and it is also good for "out-of-core" case.
Still working on the rest of the TODO list.
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CentiLeo for Cinema 4D 0.471 available (quality & materials improvement)
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That attacks don't delay anything. This is just an unpleasant thing that my friend is working to fix. The work on multi-GPU is going well. It takes some time because we have quite large pipeline of parallel sub-programs inside the renderer. There are also a few things that should be done in a renderer that 1) should fix not-loaded procedural objects for Picture Viewer, 2) and would like to hide and automate that 2x manual renderer acceleration trick (see 0.48 will be published when everything will be clarified with it. I think it may take at least 2 more weeks or something like that. Maybe you have read that we made some GI acceleration (see And we also made support for up to 4 UV sets per mesh (in Cinema terms up to 4 UVW tags) that can be selected in any texture. After 0.48 will continue in this area to support more procedural texture mappings and transformations as TextureTag offers. The goal is to make 0.48 closer to "production state" and then to continue implementing features requested by users. The path is very clear.
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Centileo works with standar C4D shaders?
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Hi Theia,
Currently we don't yet support native C4D shaders but have own set of shaders. However, we have IPR mode which understands everything (i.e. it responds to material, shader, lights, object motion and polygon editing inside object). This IPR is final frame quality and has button to transfer image or beauty passes to Picture Viewer. Since upcoming CentiLeo 0.48 the responsiveness of IPR will be further improved. We plan to implement support for native C4D shaders as much as possible. But right now it is necessary to make more core features like motion blur, mesh emitters, hair, massive particles.
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Status of preparing CentiLeo 0.48 alpha
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Thanks Gael! Yes, dark regions are rendered better now. This is also important for further post work based on outputted image layers. Also it is possible to enable one "fake" feature that helps rendering darks even better. The light sources have the checkbox "contribute to GI only". If checked then the light source contributes to GI only (i.e. to the secondary diffuse bounce) as you can see in the recent post by Ali However, pictures in the current thread have no enabled "contrib to GI only".
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CentiLeo for Cinema 4D 0.471 available (quality & materials improvement)
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Hi Rodrigo,
Very big thanks for your feedback! Not easy to do everything early. But step by step we will work on this.
Also need to add support of TextureTag params too.
Hope to see comments from other guys on the subject too, especially on the number of required selectable UV tags in material textures.
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Status of preparing CentiLeo 0.48 alpha
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Sure Ali, I also have noticed that after roughness = 0.6 or maybe 0.7 the values are useless also because of some energy loss.
One option for us is to re-scale the input roughness by 0.6. But the final decision will be after adding GGX, because the highlights should look different with it.
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Status of preparing CentiLeo 0.48 alpha
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Hello everyone!
Need to post how things are going since there are now news from us for 3 weeks already We are working on many improvements including further noise reduction, multi-GPU, nicer material reflection look and nicer tone mapping. E.g. the open question is whethere GGX reflection will be added or not and when we will finish multi-GPU. Hope to do it ASAP. Few pictures about development in progress: These are 15 min renders with scenes complex illumination interior with HDR lighting coming through 3 windows. HDR map has sharp bright sun drawn in it. Windows have lattice to make obstacles. The other 3 light sources are covered by some geometry: 2 lights covered by glass vases (on the left) and another one is covered by cylinder on the right. Comparison presents "Another GPU engine", old CentiLeo 0.47 and current 0.48. Everywhere portals for windows are used, 6 GI bounces, and other settings are tuned for better performance in both engines. One 970 GTX is used for these tests. Materials and shaders have the same complexity stucture in both engines, same amount of textures but the colors of floor and furniture are slightly different. CentiLeo 0.48: CentiLeo 0.47: "Another GPU engine":
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CentiLeo for 3ds Max 0.471 available (quality & materials improvement)
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Hi Ali!
It's already added. Here is the difference between 0.47 (top) and internal 0.48 version (bottom). Everything is diffuse. 0.48 has Oren Nayar diffuse with roughness=0.4
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CentiLeo for Cinema 4D 0.471 available (quality & materials improvement)
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Seems there is some SSS there? Need to see example to understand the problem. But in general if you make a coating reflection layer on top of transmission then there will be a highlight and it should be larger with larger roughness value.
If you want to get a shadow on shadow catcher from HDRI then it is indirect GI contribution only, hence very soft. Also need to see an example of the issue. Btw, I am going to make a slider for each light source and EnvMap tag too: Brightness and color tint for shadow catcher - similar to the settings for reflections/base/transmission.
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CentiLeo for Cinema 4D 0.471 available (quality & materials improvement)
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It seems reflection highlights are ok now. The eyes are cool! I remember about the promise to do "Illuminate shadow catcher" option. Will do it for sure. Based on this pic we aslo need very much natural hair geometry render and corresponding shaders. Right now we are working on multi-GPU - this is an essential part to go out of our current "toy" status.
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Tests from Anton Bessonov
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CentiLeo for Cinema 4D 0.471 available (quality & materials improvement)
CentiLeo for 3ds Max 0.471 available (quality & materials improvement)
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Thanks and here is reply:
Released 0.471 with few fixes primarilly related to noise reduction. Happy New Year!
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CentiLeo for Cinema 4D 0.471 available (quality & materials improvement)
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Right now displacement is tuned inside cntlTexture which is attached to displacement slot of Multi Material. However, currently displacement mapping is still in progress. It has problems in animation, some times looses triangles and tesselates slowly (tesselation happens only in the first iteration of render). But it has potential to become a perfect solution even for vector displacements in the future.
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CentiLeo for 3ds Max 0.471 available (quality & materials improvement)
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Hello everyone!
Merry Christmas to those celebrating it today! CentiLeo 0.47 alpha for 3ds Max 2014-2017 is available. It has a lot of quality improvements. Post-processing contrast adds nice image feeling. While most work was spent for material behavior improvement and bugfixing. Really many things were polished in cntl std material. Download here: Recommendation to increase render speed: Shaderball scene: Light lister script by Ali Kavyani: Change Log: cntlmax 0.471 alpha (2016 Dec 31) [core] Improved render speed for scenes with many lights and rough reflections [core] Improved render speed for bump mapping on polished surfaces (with roughness close to zero) [core] Fixed fireflies in few situtations [cntlmax] Fixed crash when click “View Image” in cntlTexture and go up. Change Log: cntlmax 0.470 alpha (2016 Dec 25) [core] Added post-processing contrast setting. 0.5 by default, it makes the image more realistic [core] cntlStdMaterial: glossyness usage as alternative to roughness (if checked then roughness is replaced with glossyness and treated accordingly). [core] cntlStdMaterial: weight*color mixing mode similar to other engines [core] cntlFalloff: parallel falloff mode [core] Faster many-bounce internal reflections inside complex glass object. [core] Roughness remapping. Now all the range 0..1 is more interesting unlike before when most interesting values were close to zero. [core] Many bugfixes for material behavior when roughness is changed. Now the highlights are changing smoothly for small change of roughness. [core] Fixes environment map brightness when seen through reflection [cntlmax] Post-process can be performed when render is paused Enjoy rendering with CentiLeo and share your opinion! Kirgman
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CentiLeo for Cinema 4D 0.471 available (quality & materials improvement)
Administrator Posts:
Hello everyone!
We did it for Catholic Christmas! Like a presen from Santa. Merry Christmas to those celebrating it today! CentiLeo 0.47 alpha for Cinema 4D R16-R18 is available. It has a lot of quality improvements. Post-processing contrast adds nice image feeling. While most work was spent for material behavior improvement and bugfixing. Really many things were polished in cntl std material. Download here: Recommendation to increase render speed: Download shaderball: User manual updated fro 0.44: Change Log: cntlc4d 0.471 alpha (2016 Dec 31) [core] Improved render speed for scenes with many lights and rough reflections [core] Improved render speed for bump mapping on polished surfaces (with roughness close to zero) [core] Fixed fireflies in few situtations Change Log: cntlc4d 0.470 alpha (2016 Dec 24) [core] Added post-processing contrast setting. 0.5 by default, it makes the image more realistic [core] cntlStdMaterial: glossyness usage as alternative to roughness (if checked then roughness is replaced with glossyness and treated accordingly). [core] cntlStdMaterial: weight*color mixing mode similar to other engines [core] cntlFalloff: parallel falloff mode [core] Faster many-bounce internal reflections inside complex glass object. [core] Roughness remapping. Now all the range 0..1 is more interesting unlike before when most interesting values were close to zero. [core] Many bugfixes for material behavior when roughness is changed. Now the highlights are changing smoothly for small change of roughness. [core] Fixes environment map brightness when seen through reflection [C4D plugin] Post-process can be performed when render is paused [C4D plugin] Fixed crash when shader is attached to shader slot [C4D plugin] Few bugfixes for animation recording (however some objects like spheres need to undergo the command “Current state to object”). This part of renderer will be soon improved even further. Enjoy rendering with CentiLeo and tell you opinion! Kirgman
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CentiLeo for Cinema 4D 0.462 available (few bugfixes)
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Hope to do it asap and then move to further improvements.
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CentiLeo for Cinema 4D 0.462 available (few bugfixes)
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Konstantinos Despotis, I have fixed that bug when jumping 0.01 to 0.011. It was a stupid mistake
Now the roughness works like this: animated roughness from 0 to 1 (no bug and better mapping): This is anumation of IOR changing from 1 to 4 (when become large it looks more like a metall): Will upload it today deep evening or tomorrow together with some other fixes
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