Forums » Users » Kirgman
Select date in calendarSelect date in calendar

Pages: Prev. 1 ... 33 34 35 36 37 38 39 40 41 42 43 44 Next
CentiLeo for Cinema 4D 0.462 available (few bugfixes)
 
Administrator  Posts: 895
Dec 19, 2016 03:12
Quote
play boy wrote:
cheers!the light tag is an ART!

by the way,shadow catcher was not working with HDRI map light(just AO left) or i misunderstanding something.
Yes, it's true. This is actually correct, because the shadow catcher plane shows photo of HDRI which is considered to be lit by itself already. That's why we why we don't add light to the plane again. What you call AO is GI. Other lights illumination is added btw. E.g. you may add infinite light with cntl tag to tune light you want.
But I also want to add the option 'Illuminate shadow catcher' to any light source and also to Hdri so that it will be able to break few rules/physics
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.462 available (few bugfixes)
 
Administrator  Posts: 895
Dec 18, 2016 12:34
Konstantinos Despotis, thank you a lot for upload! I notices what you are talking about. Indeed it's a bug that is clearly visible on your shaderball (I guess it's from Corona :)
In our few test scenes the lighting conditions haven't given so obvious picture of this bug.

The roughness should be not linear. I will test it face-to-face with other engines in order to calibrate it better.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.462 available (few bugfixes)
 
Administrator  Posts: 895
Dec 17, 2016 16:59
Quote
Kirgman wrote:
when I load a colour correction shader and fr om there I try to load a bitmap C4D freezes
before I fix it the workaround is to attache cntlBitmap where you want and then instead of it place the cntlColorCorrect :) And the new cntlColorCorrect will get old cntlBitmap as a child. With the same approach all the other shader replacements are working. Old shaders become children of new shaders by default.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.462 available (few bugfixes)
 
Administrator  Posts: 895
Dec 17, 2016 16:55
Quote
Konstantinos Despotis wrote:
They are connected with PCI express 16x all 7 of them, they are all cut to single slot manually and watercooled.
Wow, this is super cool system!
Quote
Konstantinos Despotis wrote:
I noticed that when I load a colour correction shader and fr om there I try to load a bitmap C4D freezes.
Confirm too, just reproduced.
Quote
Konstantinos Despotis wrote:
It would be nice to be able to dock the ipr window
support for native c4d shaders (noises etc) even if baked and also the ability to copy paste channels in the same way as in C4D
This is in our plans for sure. But can't start working on it before we do multi GPU and improve displacement and hair. Also need full support of native TextureTag.
We also need to improve own procedural shaders.

Quote
Konstantinos Despotis wrote:
there is something wrong with the reflection and the reflection weight also the roughness needs different scaling, at 0.1 it is already too much, look below it seems at 0.1 roughness the weight plays no role anymore, neither does ior, only if I bring the diffuse weight down to 0.5-0.7 the diffuse looks normal, but then If i raise the ior the material gets much darker and in the corners wh ere it should be brighter because of reflection it gets darker, it is confusing, and I know how to make good materials in Vray, Octane and all the rest of the renderers out there so it should be easier for me unless I'm missing something. Edit:It happens between 0.01 and 0.011 or more, it jumps to more than it should I think it is a bug?
I agree about the range of roughness. Should remap it. Currently the idea is to map current roughness=0.5 to new rougness=1. What do you think?

It seems there is bug and need more clarifications. I mean
Quote
Edit:It happens between 0.01 and 0.011 or more,
Please can you share your test scene where the error is clearly visible?

E.g. in 2nd and 3rd images you have roughness 0.1 but when you have Weight = 1 and IOR like 1.4 then this value of IOR produces increased weight at surfaces with orientation close to 0 degree and decreases weight for surfaces oriented towards the viewer at 90deg. However when you increase IOR up to 20 or 100 then there should be uniform reflection under any angle of view.
But when you decrease the Weight then it scales down what is given by IOR. E.g. on you 3rd image you have increased IOR to 20 (it's everywhere almost a mirror). But the weight is 0.2. So there is 20% mirror and the rest is for Diffuse.

I have played in our test shaderball, it seems to be working as planned.

CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.462 available (few bugfixes)
 
Administrator  Posts: 895
Dec 17, 2016 08:47
Quote
Konstantinos Despotis wrote:
I'm just waiting for the multi gpu support (since I've got 7x1080's in one machine and 3x Titan X's on another)
How they are connected with the Mobo? Based on practice CentiLeo out-of-core geometry is best working with PCI express x8 or x16 Gen 2 or higher.
PCI Express Gen3 has 2x better bandwidth and is very cool. E.g. PCIEx x4 Gen3 should be like PCIEx x8 Gen2.
I also think that connections with PCIEx x2 or even x1 are not very good for heavy geometry scenes that exceed VRAM a lot. They will work but not so well as fat PCI express channel
CentiLeo Chat: https://t.me/centileochat
CentiLeo for 3ds Max 0.462 available
 
Administrator  Posts: 895
Dec 17, 2016 08:42
So you didn't increased the number of ray bounces to get the picture on the left? :)
CentiLeo Chat: https://t.me/centileochat
3dsmax Lightlister script
 
Administrator  Posts: 895
Dec 17, 2016 08:39
The lister is already very usefull for developer tests of lighting. Much easier than working with general Max list. Will post the link to one friend
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.462 available (few bugfixes)
 
Administrator  Posts: 895
Dec 17, 2016 07:13
Hi Konstantinos and welcome to our board!
What you are talking about is in our plans and we try to make it asap. Hair support will appear earlier than Node based editor in C4D.

We have light mixer btw, see examples from version for Max:
https://www.youtube.com/watch?v=rY-pnhCxt8I
https://www.youtube.com/watch?v=2jZSVR6jv04

In C4D it's working the same.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.462 available (few bugfixes)
 
Administrator  Posts: 895
Dec 16, 2016 17:36
Known issue:

Still have to fix the problems with animation recording. It's quite a task which will lead to very cool results and optimized scene load to renderer for each successive frame. Will be ready soon.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.462 available (few bugfixes)
 
Administrator  Posts: 895
Dec 16, 2016 17:26
Hello everyone!

Now CentiLeo 0.462 alpha for Cinema 4D R16-R18 is available.

Download here: http://centileo.com/forum/forum18/100-download-link-centileo-for-cinema-4d-v0462-alpha

Recommendation to increase render speed: http://centileo.com/forum/forum19/93-recomendation-to-increase-render-speed-and-reduce-lags

Download shaderball: http://centileo.com/bitrix/components/bitrix/forum.interface/show_file.php?fid=326&action=download

User manual updated fro 0.44: User Manual - cntlc4d-0.44alpha_en.pdf

Change Log: cntlc4d 0.462 alpha (2016 Dec 16)

[core] Now the glass is created by setting only transmission.weight to 1 and you don’t
need to disable default Diffuse.weight to 0. According to new convention the weight of
transmission layer overrides diffuse. If you want to mix transmission and diffuse then you
should to make transmission weight less than 1. This is similar to other engines.
[core] Fixed incorrect glass rendering with IOR values larger than 1. And now it looks
much more beautiful.
[core] Fixed “black highlight” bug in subtle rough reflections.
[core] Fixed issue which caused slow render when there are many light sources with crazy
different areas and intensities.
[core] Added option “Contribute to only GI” to the light sources which helps to add more
indirect light to interiors without increasing the number of ray bounces. Increases the
speed of interior rendering, flicker-free, similar to portals accelerator for GI.
[C4D plugin] The camera (from CentiLeo menu) is created with position and orientation of
the current camera.
[C4D plugin] Default environment color is used if there are no any light sources in the
scene.

Please test it and give your feedback!
CentiLeo Chat: https://t.me/centileochat
CentiLeo for 3ds Max 0.462 available
 
Administrator  Posts: 895
Dec 16, 2016 13:31
Updated till 0.462, please see ther first message
CentiLeo Chat: https://t.me/centileochat
3dsmax Lightlister script
 
Administrator  Posts: 895
Dec 16, 2016 09:52
Here is my quick test in Max 2017! It is installed and is working very well. I like the left most button which jumps to Modifier editor with full settings.

Few remarks:
1) When light is switched off with checkbox the dropdown box for Type is deactivated. And when it is switched on again then the dropdown box for Type is not activated again. I think it can be always be active regardless of on/off state.
2) We have too many tweaking controls for the light source. And there is no yet textures there. Will need to think how to make it more ergonomic. At least the Multiplier can be removed, becuase there is Intensity there

There are some exceptions regarding garbage collector when installed it to Max 2014 and run the light lister. However it was running together with 2017 and IPR in both Max instances. Will have to check it alone.

Thank you very much Ali for your help to CentiLeo! 8)

CentiLeo Chat: https://t.me/centileochat
3dsmax Lightlister script
 
Administrator  Posts: 895
Dec 16, 2016 06:23
Hi Ali, thank you for your awesome work!
This is really usefull compared to manual light search and goto modifier.

I will also place the names of lights (instead of type names) into the viewport as labels of lights. Together with other fixes and multiscatter will be upload today.
CentiLeo Chat: https://t.me/centileochat
First converter test
 
Administrator  Posts: 895
Dec 15, 2016 08:52
Quote
Ali Kavyani wrote:
Can we add emission materials to light passes for light blend purposes

Yes and it will be an easy assignment with selection of light pass in emission material GUI.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
 
Administrator  Posts: 895
Dec 15, 2016 08:50
Thanks for wish list!
Still working hard on the bugfixes :)

Quote
play boy wrote:
1:A little bitmap user interface for the Cntlbitmap to help us know the file more easily.
2:Several functions for the Cntlbitmap such like transform mirror flip inverting ect.or a layer material just like the C4D.
Mirror, rotation, seamless tiling, contrast will be added.
Please, can you tell in detail what other things are better to add there?
Quote
play boy wrote:
3:The focus object for the moving camera.
So, do you want to drag&drop the object that should be in focus for Depth of Field? The focus usually works for single direction (e.g. there is autofocus button in IPR window). But the object can be large, has many parts where it is harder to detect which of them should be in focus.
One idea is to place the Target tag for camera, drag the object there and recompute autofocus in the direction of computed C4D target. So, we need to add autofocus recomputation if the Target tag is attached to camera.
Quote
play boy wrote:
4:A deep tutorial to explain the fast SSS Skin function.You know it‘s the soul part for every good renderer.a pretty face picture can make the Centileo world famous,as i wish.
Sure, the SSS is super important. We want it to be as nice and fast as possible. However, recording tutorials right now is a little bit problem because we are too busy in a run for features implementation like multi-GPU, displacement, hair, motion blur and other every day requests, bug fixes.
When things become slightly easier on technical part then we will give a lot more attention for tutorials and demos.
CentiLeo Chat: https://t.me/centileochat
First converter test
 
Administrator  Posts: 895
Dec 13, 2016 22:30
Quote
Ali Kavyani wrote:
Just needed to fix some intensity issues and waiting for mesh lights and emission material.
My current idea is to make emission material which can be blended via Multi Material and be attached to any object.
So I currently think there is no need to support some special mesh light. Just emission material with masks in multi-mat.
CentiLeo Chat: https://t.me/centileochat
First converter test
 
Administrator  Posts: 895
Dec 13, 2016 22:27
I have fixed significant internal issue when different lights have super different light intensities/normalization and areas. That issue caused too big noise in presense of such different lights in 0.45-0.46

Next version will have no such issue!
CentiLeo Chat: https://t.me/centileochat
First converter test
 
Administrator  Posts: 895
Dec 13, 2016 16:35
Ali, thanks a lot! Do you also translate Vray portals into CentiLeo portals in you script?
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
 
Administrator  Posts: 895
Dec 11, 2016 16:01
Quote
Aimar NL_21 wrote:
10 min . no i don't use portal option .

Using Portal (you may see Cinema documentation or attached sample) accelerates rendering interiors lit by HDRs which are visible through windows. Simply place Area light sources to the hole of the window and in our cntlLightTag please enabled "Is Portal" option. It should be noticeably faster.

Quote
Aimar NL_21 wrote:
and some of saving format like .png doesn't work Properly .
This is the bug of Cinema 4D itself and not of CentiLeo. We transfer our imagery to Picture Viewer and since then Cinema is responsible for saving images.
As far as I remember Cinema ignores saving alpha channel for .png and it is a long story bug. As an alternative you may use .tiff which works as expected.

Quote
Aimar NL_21 wrote:
no . Normal c4d uvw ( Texture tag ) Like cubic and other
At some stage we want to implement the entire functionality of TextureTage which is very cool. Don't yet promise the date, but it is planned.


Btw, we are currently working on fixes for CentiLeo 0.46 for Cinema. Glass fixes are already done, just need to finish the fix for animation render recording. First time reported by Rodrigo.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for 3ds Max 0.462 available
 
Administrator  Posts: 895
Dec 11, 2016 15:53
Change Log: cntlmax 0.461 alpha (2016 Dec 11)

[core] Now the glass is created by setting only transmission.weight to 1 and you don’t need to disable default Diffuse.weight to 0. According to new convention the weight of transmission layer overrides diffuse. If you want to mix transmission and diffuse then you should to make transmission weight less than 1. This is similar to other engines.
[core] Fixed incorrect glass rendering with IOR values larger than 1. And now it looks much more beautiful.
[core] Fixed “black highlight” bug in subtle rough reflections.
CentiLeo Chat: https://t.me/centileochat
Pages: Prev. 1 ... 33 34 35 36 37 38 39 40 41 42 43 44 Next