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.
Roadmap for CentiLeo 0.55-0.61
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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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CentiLeo for Cinema 4D 0.491 available (improved shadow catcher and bug fixes)
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Hi everyone,
CentiLeo 0.49 for Cinema 4D R16-R18 is ready! It has improved shadow catcher with very nice controls which can easilly change the strength of the shadow per light on shadow catcher materials. Few other things are also improved. IPR reaction become more clever and doesn't reset when not needed! Hope there are no bugs anymore like Rodrigo found for 0.48X We have started transiting for tighter intergration with C4D. We are currently working on Alpha-channel for Material that will allow to blend several materials simply adding them to the Tag line. The part of solution is here (not yet visible for user, but hope it doesn't cause the bugs). Hope that in 0.50 we will finilze the alpha-channel for material. Download here: Change Log: cntlc4d 0.490 alpha (2017 May 23) [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 using the dedicated multiplier parameter without affecting/overburning the other layers and other (non-shadow-catcher) objects. 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 [C4D plugin] Improved IPR reaction for changing objects, camera and ALL parameters. It updates WHILE are you doing the changes (not AFTER you did changes like before). This comes true after fixing bugs from 0.48. [C4D plugin] Fixed bug with right-to-left material tag ordering for procedural (non-polygon) objects. [C4D plugin] Added white-balance control for each light pass post-process changing (see Render Settings -> AOV tab). Change Log: cntlc4d 0.491 alpha (2017 June 12) [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 – was fixing it for long time. [core] Fixed broken (in 0.490) noise-aware rendering. [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. [C4D plugin] Fixed wrong geometry parsing for deformed C4D Instance Object. [C4D plugin] From now on in order to save renderer memory for same geometry objects you should use C4D Instance Object with “Render Instance” flag turned ON. In previous versions to get instancing memory saving it was not needed to switch this flag on. [C4D plugin] Fixed wrong handling of object on/off visibility [C4D plugin] Fixed IPR window freeze when C4D window is switched to Bodypaint or any other layout. Please test it and give us feedback to discover further improvements! Best regards, Kirgman
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CentiLeo for 3ds Max 0.483 available (multi-GPU and efficiency improvement)
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So the previous like 0.46-0.47 worked fine, right? Ok, it seems because of our hungry renderer for RAM. It is a bug in 0.48 that grabbed fixed 4GB for textures in Max, then 1GB for other CentiLeo needs and 1GB is grabbed by Max itself. After that it crashed because other things also grab memory. We are finishing 0.49 version with new shadow catcher and there will be a fix that will lower the initial grabbing of that 4GB. Will make it around 1.5 or 2GB.
But anyway the new recomendation is to have at least 12GB of RAM and 3GB of GPU mem for robust work. Why? All that out-of-core things require some minimum amout of memory needed for special data storage that allow out-of-core things to work. Starting from certain sizes of memory it works robust, e.g. 4GB GPU and 16GB RAM ![]()
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CentiLeo for 3ds Max 0.483 available (multi-GPU and efficiency improvement)
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Std question: what driver version, GPU (maybe several) and RAM size do you have? At what place does it crash?
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CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
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CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
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Hope to do this feature in 0.49 or maybe 0.50. Already working on 0.49 btw.
Color variation will be done using our future shader like RandomShader, MultiTexture, RandomBitmap (connecting folder of images) and so on and so on. Agree that SSS must be improved and accelerated. There is a chance for improvement. It's so cool effect. Things like hair and volume are huge for development and are planned to start in several months because right now we still need to do several more basic things.
Plan for CentiLeo 0.49 - 0.50: 1) Shadow catcher which draws the direct shadows. 2) GGX reflection (think to do it for Reflection2 and leave Reflection1 as Beckman). 3) More Tonemapping options. 4) TextureTag support (Alpha channel, correct order of materials, procedural mappings, etc.). 5) Mesh Lights (emission channel for material or separate emission material). 6) Improve some IPR performance (there are still few stupid places there). 7) Make few very easy things accumulated from user wishlists since few months ago. Hope these things can be done. If some problem happen with particular feature then it will be postponed for next releases. After that we will narrate shaders/textures, procedural noise methods and motion blur. And I think that after that we should do node editor for shaders/materials at least in a very basic way. It should become more convenient with it unlike this menu system.
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CentiLeo for 3ds Max 0.483 available (multi-GPU and efficiency improvement)
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Hello everyone!
Also publishing CentiLeo 0.483 for 3ds Max 2014-2017 like for C4D week ago! Sorry, it took very long unexpected time, but it required to do so many little things in a complex system and many times the ongoing release was postponed. But now it's ready! CentiLeo 0.48 release is mostly about multi-GPU and other efficiency improvements for rendering and memory management. Graphics feature improvements (more shaders, AOVs, improved shadow catcher, motion blur and mesh lights) are expected in the nearest alpha releases which will come out few times per month. Download here: Shaderball scene: Light lister script by Ali Kavyani: Change Log: cntlmax 0.483 alpha (2017 May 10) [core] Multi-GPU support (maximum 16) with adaptive render data and cache arrangement on GPUs with different memory size. It scales 1.9-2.75x for 2-3x GPUs [core] Up to 50% improved GI sampling for scenes with harder lighting. Sampling becomes smarter at the cost of more complex computations. For scenes with more or less interesting lighting (interiors, exteriors with several CG lights and/or complex HDRs) it gives up to 50% faster rendering. But for scenes with simple lighting (e.g. outdoor with single area light or simple HDR) where new smart sampling is too smart the rendering is 15-25% slower due to more complex computations compared CentiLeo 0.47. [core] Solved render initialization problem that decreased render speed in CentiLeo 0.47 by 2x until user manually plays with cache sizes. This solution converts to 2x faster render for production mode and for those who didn’t bother with cache size manipulation. [core] 2.5x faster scene parsing for complex geometry (when render data is initialized and recompiled in IPR mode). [core] A lot more fluent IPR experience when camera or post-process settings or other scene data are changed. 3D app viewport doesn’t lag as before. IPR responses real-time for simple data changes (like camera motion, post-effects, object motion or material changes) while user continues moving the UI slider params. [core] Around 40% less memory needed for geometry storage. Now we pack 25M unique non-instanced triangles (with 1 UV channel, normal and tangent vectors) in 1GB. Wider range of highpoly scenes become less out-of-cory. [core] 30% faster rendering for scenes with out-of-core geometry (and this accel adds on top of mentioned geometry memory savings). [core] Up to 4 UV channels supported for each geometry mesh (selectable in mapping slots of shaders). [core] Material editor preview: much faster and nicer preview render. [core] Each GPU is initialized with as much memory as needed by scene (unlike taking all free memory even for trivial scenes in CentiLeo 0.47). [core] Render stop criterion is now driven by min/max number of image iterations and also noise level. If the pixel gets at least min iterations and the noise level matches the user defined noise level then the render will not revisit this pixel anymore. Noise detection becomes more conservative and robust now. [core] Added roughness parameter for Diffuse channel of material (it also hides shadow terminator artifacts on low-poly objects if any). [cntlmax] Slight reorganization of Material editor GUI (all SSS are placed in one tab, Translucency is also placed in a separate tab). Known issues to be solved soon - 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 Enjoy rendering with CentiLeo and share your opinion! Kirgman
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CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
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CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
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CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
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This what I was afraid of. This bug with black marks is about shading normals. I have known about it when looked at normal AOVs. But it appear rarely in the same scene and same conditions. I have few thoughts how to find the exact reason for it but postpone a bit
![]() For example the bug reported by Rodrigo had uncertain reasons and different behavior in the same conditions. Searched it for 2 days and fixed. Will update today together with update for 3ds Max.
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CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
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![]() As for the black artifact on the pillow - I have seen it before in the engine, but then it has gone by itself before I was able to fix it. Please, can you send me the model of this pillow separatelly so I would operate on the problem more productively. Physical Sky model as you describe is in our Todo list. We start improving our shaders and make other graphics features. And there will be handling of material tags list per object same as in native C4D renderers. Later will do node editor. C4D is very pleasant environment for programming, it's really like a pleasure.
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CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
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+ 0.482 update with 5 more bugfixes mentioned here. See first topic
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CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
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I think similar way already. I have fixed my bug (with Mix param) and your bug. The source of problem was the same funny mistake. I have reproduced the steps from your video and the problem doesn't appear anymore. Currently I am solving a bug with wrong smooth normals and resulting artifacts that appeared in 0.48, Once I fix it there will be small bugfix update. After that will continue working on new features
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CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
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Hi Rodrigo! The video is very clear about what is happening. Thanks for your effort!
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CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
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CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
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CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
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Hi Konstantinos! Thanks for the test!
It is interesting to know what are the timings with this scene with 1, 2, 3, 4, 5, 6, 7 GPUs. And with/without display GPU. There are some stability bugs because a lot of things have changed. Trying to fix them asap. We really lack good shaders arsenal. In the next few updates there is a plan to make at least 20 shader nodes, procedural noise and mapping. Also want to make it friendly with TextureTag. I was thinking about 3rd party GUI engine for node editor, but will probably do like xpresso with native c4d tools. To make a sun you should add c4d sun obect + centileo light tag. I will add more presets like sun, glass material to the top menu
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CentiLeo for Cinema 4D 0.483 available (multi-GPU and efficiency improvement), test description message
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I got stability problems when changing any kind of Mix parameter in material
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