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S M wrote:
Thanks! What about alpha visibility? Objects with refraction are solid in alpha. Am I missing something? |
CentiLeo for 3ds Max 0.500 available (nice bug fixes)
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CentiLeo for Cinema 4D 0.500 available (nice bug fixes)
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My bro have shown me some complains of Tiago about CentiLeo speed in interiors on your FB page. Show this to Tiago:
Pre info: CentiLeo's: Min/Max iters 3 / 17 is like 128 / 1024 samples per pixel. In both engines noise limit is 0.01. However, CentiLeo's noise limit of 0.01 seems to be like 0.003 - 0.005 of Redshift. In both renders 4 GI bounces were used and diffuse material with 80% bright white. Light tuned to be similar. In one case there are area lights in windows. In another case just white solid environment without portals. Just so simple classical interior. 2 GPUs 970GTX (secondary, not on display). In same time CentiLeo produces less noise on same HW on same scene. Sometimes not so much less. I have other scenes where in shadow areas CentiLeo has more advantage. With more geo also more advantage. But I think we may still have some problems on too small GPUs (complains on speed / IPR lags only from them). Will look at this, but not priority. More features is must.
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CentiLeo for Cinema 4D 0.500 available (nice bug fixes)
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CentiLeo for 3ds Max 0.500 available (nice bug fixes)
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Ok, I see. I will try to double-check and polish some things to make better stability for new IPR implementation. Strange because in Max plugin it doesn't do anything serious when close the window.
Also will add GPU priorities to Hardware settings in attempt to improve IPR fluence when there is just 1 GPU in a system. The manual is old enough. Need to upgrade it a lot. Will do it after some 0.55 version when will add more shaders there.
When the sampler reaches Min number of iterations and desired "Noise level" for pixel then it stops rendering it and contiunes processing only pixels which have more noise then specified in "Noise level". But if pixel sampling has reached Max iterations then it stops regardless of noise value for pixel. Redshift, Corona, Fstorm all have similar settings. Octane too (but they have slightly more settings). Our noise level internal estimation is conservative. At value 0.01 it doesn't give chance for noise where e.g. Redshift stops at 0.01. This is good for quite dark shadow areas. The other optimization settings are as usual: number of all ray bounces (and max number of diffuse only bounces which can be lower than overall num of bounces). Diffuse bounce is a ray bounce off surface with roughness higher than 0.1. We also have clamp values 1) for direct lighting, 2) specular direct lighting (everything reflected from perfect mirror or glass with roughness less than 0.1), 3) and clamp for indirect light. The last 2 may give fireflies in some cases. Try reduce them and see. What kind of scene you have fireflies?
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CentiLeo for 3ds Max 0.500 available (nice bug fixes)
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Pls, can you describe this case? What GPU (or several), what kind of scene and the actions you did before it stopped responding. I had some crash on my computer with 2GB GPU (750ti) which reported just 1GB remaining for renderer after OS and viewport consumed their GPU resources. This remaining 1GB is quite small for renderer (it can work but not as efficient as with 4GB+). How much memory available for GPU can be seen in Harware Settings of CentiLeo for each listed GPU. Do you close the whole 3ds Max or just IPR to make it alive again? This is the first version with new IPR engine and need to find all these bugs.
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CentiLeo for Cinema 4D 0.500 available (nice bug fixes)
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Hi! Well, unclamping Weights from 1 is non-phys, but who stops us from this. Right now it is possible to override the weight values (or even Color) with const shader with arbitrary value.
As for IPR then together with the list of active cameras the plan is: 183) IPR: progress bar (scene compile, IPR scene reader, texture parser, render, region), PCI Express BW per GPU, pixel inspector, tabs DoF and Light pass, white balance picker, image history, A|B comparison, render stamp, more post stx. Almost a picture viewer
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CentiLeo for Cinema 4D 0.500 available (nice bug fixes)
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Reaploaded with small glass fix: shadows casted by glass objects look more proper
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CentiLeo for 3ds Max 0.500 available (nice bug fixes)
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Hi everyone,
CentiLeo 0.50 for 3ds Max 2014-2017 is ready! It has a lot of important bugfixes for refractions, diffuse interreflections, etc. Some things like new IPR GUI took a really a lot of time due to fixing new bugs related to it. But this was solved. Hope to add more graphics features to CentiLeo asap. Download here: Change Log: cntlmax 0.500 alpha (2017 July 19) [IPR] Changed GUI engine for IPR mode to JUCE library ( [core] Fixed wrong glass refraction patterns. It is also accelerated a bit for many multiple internal glass reflections. [core] Improved the look of shadow from the glass objects. [core] Improved rough glass render speed and look. [core] Fixed loss of light energy for diffuse interreflections. [core] Faster render for HDR lighting with very bright high-contrast spots (thanks to a bugfix). [core] Fixed problem when display GPU participates in multi-GPU rendering. Before fixing this the display GPU could even deaccelerate collective rendering. Right now display GPU accelerates the multi-GPU render (however remember that display GPU also shares resources with native C4D viewport). [core] Reduced peak RAM memory consumption when scene with huge meshes is loaded. Just valid and useful data takes place but temporary data doesn’t consume huge memory like before. E.g. for 50M poly meshes it is reduced by ~10GB. [core] Out-of-core texture cache doesn’t consume all maximum capacity upfront. Now it saturates the cache on demand (when you add textures until the limit that you set in max OOC texture cache setting). It results in minimum RAM consumption (2GB) for blank scene (lower than before). [cntlmax] Fixed window crashing error when you have opened Corona render IPR before CentiLeo. [cntlmax] Fixed crash when change animation time and cntlLight (or cntlUber) was present in the scene. [cntlmax] Fixed zoom scale of viewport light source representation. Light source names are off by default (may be switched on in LS settings). [cntlmax] Fixed RAM memory consumption when IPR is open for several hours. Known issues to be solved - Displacement mapping feature is deactivated due to large code changes overall. This feature will be recovered within the next few short CentiLeo updates. - 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. Please test it and give us feedback to discover further improvements! Best regards, Kirgman
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CentiLeo for Cinema 4D 0.500 available (nice bug fixes)
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In 0.49 times I have promised to make TextureTag and Alpha channel for material stacking by 0.50. And we didn't make it by this moment due to so many issues that needed to be solved for robust IPR work under new GUI engine. It really took lot of time for polishing. However, we will put more efforts to make promised features very soon.
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CentiLeo for Cinema 4D 0.500 available (nice bug fixes)
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Hi everyone,
CentiLeo 0.50 for Cinema 4D R16-R18 is ready! It has a lot of important bugfixes for refractions, diffuse interreflections, etc. Some things like new IPR GUI took a really a lot of time due to fixing new bugs related to it. But this was solved. Hope to add more graphics features to CentiLeo asap. Download here: Change Log: cntlc4d 0.500 alpha (2017 July 16) [IPR] Changed GUI engine for IPR mode to JUCE library ( [core] Fixed wrong glass refraction patterns. It is also accelerated a bit for many multiple internal glass reflections. [core] Improved the look of shadow from the glass objects. (added 19 July 2017) [core] Improved rough glass render speed and look. [core] Fixed loss of light energy for diffuse interreflections. [core] Faster render for HDR lighting with very bright high-contrast spots (thanks to a bugfix). [core] Fixed problem when display GPU participates in multi-GPU rendering. Before fixing this the display GPU could even deaccelerate collective rendering. Right now display GPU accelerates the multi-GPU render (however remember that display GPU also shares resources with native C4D viewport). [core] Reduced peak RAM memory consumption when scene with huge meshes is loaded. Just valid and useful data takes place but temporary data doesn’t consume huge memory like before. E.g. for 50M poly meshes it is reduced by ~10GB. [core] Out-of-core texture cache doesn’t consume all maximum capacity upfront. Now it saturates the cache on demand (when you add textures until the limit that you set in max OOC texture cache setting). It results in minimum RAM consumption (2GB) for blank scene. [C4D plugin] Fixed window crashing error when you have opened Corona render IPR before CentiLeo. [C4D plugin] Fixed crash when objects have assigned TextureTags with non-existing or empty materials. Known issues to be solved (reduced list) - Displacement mapping feature is deactivated due to large code changes overall. This feature will be recovered within the next few short CentiLeo updates. - 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 it and give us feedback to discover further improvements! Best regards, Kirgman
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Shaderball scene for Max
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For experiments
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Centileo lights name in viewport
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I agree about this. Will look how to make it
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CentiLeo for 3ds Max 0.492 available (improved shadow catcher and many fixes)
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Hello everyone!
This is the update CentiLeo 0.492 for 3ds Max 2014-2017! Shadow catcher is improved. Some more AOVs and light visibility properties are added. Important fixes for proxy files, hidden object accounting and problems with very high res bitmaps. Download here: Change Log: cntlc4d 0.492 alpha (2017 June 19) [core] Improved Shadow Catcher and fixed relevant direct shadow bugs. Now you can control the strength of shadow for each light source or HDR environment map without affecting/overburning the other layers and other (non-shadow-catcher) objects. E.g. you can setup a separate environment map for shadow catcher. Since now to enable Shadow Catcher you should enable the checkbox in material settings (it will work as diffuse component, you can also add custom reflections for shadow catcher material, secondary GI is also rendered on shadow catcher). [core] Sampling high-contrast HDR environment maps is improved 20% (less noise). [core] Fixed issue with quite large overall brightness difference when render with or without portals [core] Fixed Alpha-channel AOV [core] Added Translucency, SSS AOVs [core] Added Static Noise pattern option. It is used to get either static noise pattern when rendering animation or dynamic (when unchecked) to be used in 3rd party post denoisers. [core] Fixed wrong blur (artifact) with bucket borders for very high-res bitmaps. [core] Fixed IPR scene parser slowdown (when user moves objects interactively) in case of many GPUs. [core] Fixed problem with incomplete shadow length in some IPR scenarios. [core] Fixed problem with incomplete shadow length in some IPR scenarios. [core] Improved IPR render performance in case of multi-GPU where display GPU also participates. [cntlmax] Fixed Proxy CentiLeo object exporting to files and replacing for original objects and now it also understands native 3ds Max instancing. [cntlmax] Fixed handling of hidden objects in 3ds Max scene for IPR. [cntlmax] Fixed bug with changing CPU texture cache size. [cntlmax] Added Target on/off for CentiLeo Light (former CentiLeo Uber Light object). [cntlmax] Added more light visibility parameters per layer with arbitrary value range. Known issues to be solved - If you have several GPUs in computer it’s not recommended to assign the display-GPU for rendering. Sometimes is causes strange behavior. Currently we are trying to fix it. - Displacement mapping feature is deactivated due to large code changes overall. This feature will be recovered within the next few short CentiLeo updates. - 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. - May not support non-latin texture paths. - Need to finish implementing integration with ForestPack/RailClone/MultiScatter Make you test and please give a feedback to make it even better! For next update we plan to make RandomShader, RandomBitmap and interactive responce for 3rd party scatter plugins. Kirgman
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How do I do Caustics on Glass?
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The price will be similar to popular GPU renderers but not higher. We still need to make a lot of things in alpha stage like mesh lights, motion blur, more shaders, aovs, better converters, nice gallery and video tutorials and etc.
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How do I do Caustics on Glass?
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Caustics are not yet supported. They are switched off to get rid of fireflies from general renderings. There will be a separate and nice solution for caustics in one of the future releases (but not very soon).
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CentiLeo for Cinema 4D 0.491 available (improved shadow catcher and bug fixes)
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Updated to 0.491 with fixing several really bad bugs like for very high-res bitmaps and broken noise aware rendering.
And it has super cool shadow catcher!!! ![]()
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CentiLeo for 3ds Max 0.483 available (multi-GPU and efficiency improvement)
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Roadmap for CentiLeo 0.55-0.61
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Roadmap update for 0.55-0.61 releases (approximatelly):
1) Displacement Mapping. 2) Mesh Lights. 3) Shaders/textures: more types of procedural noise, curve map, gradient, procedural UV mappings. 4) Fix some problems for scenes where CentiLeo is not so fast. 5) Node based visual editor for materials and shaders for CentiLeo in Cinema 4D. 6) More post-production settings and higher quality tonemapping. 7) Documentation update. 8) ForestPack, RailClone и MultiScatter for 3ds Max. Want to make it working well with IPR. All these things may stretch for 7 releases 0.55-0.61. They are very important since they can influence to the rendering core engineering (I mean #1-4). After that there will be a run on other easy-to-do features.
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CentiLeo for 3ds Max 0.483 available (multi-GPU and efficiency improvement)
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Thanks, it's clear about a bug. Will try to fix it
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CentiLeo for 3ds Max 0.483 available (multi-GPU and efficiency improvement)
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Please can you clarify what menus or toolbar do reset? We actually save/recover the open/close state of material rollouts in 3ds Max scene.
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