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eric morlic wrote:
great update but it crash when rendering for all scene made under centileo. |
Std question: what driver version, GPU (maybe several) and RAM size do you have? At what place does it crash?
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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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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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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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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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![]() 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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+ 0.482 update with 5 more bugfixes mentioned here. See first topic
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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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Hi Rodrigo! The video is very clear about what is happening. Thanks for your effort!
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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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I got stability problems when changing any kind of Mix parameter in material
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0.481 update: Fixed bug when one of several GPUs may randomly avoid participating in collective rendering.
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this thing is not needed anymore since 0.48
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Hello everyone!
We finally made CentiLeo 0.48 for Cinema 4D R16-R18! It took so long time, so many efforts. Sorry for very long waiting! We thought were close to release for the last 2.5 months but technical development issues emerged and forced us to do more complex solutions to get right result. And that cycle happened several times. This 0.48 version development was harder than integrating with C4D or 3ds Max . 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: Download shaderball: User manual from 0.44 (yes it needs update): Change Log: cntlc4d 0.480 alpha (2017 May 2) [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). [C4D plugin] Improved render time in native Picture Viewer mode by updating secondary AOV output less frequently. [C4D plugin] Slight reorganization of Material editor GUI (all SSS are placed in one tab, Translucency is also placed in a separate tab). Change Log: cntlc4d 0.481 alpha (2017 May 3) [core] Fixed bug when one of several GPUs may randomly avoid participating in collective rendering Change Log: cntlc4d 0.482 alpha (2017 May 4) [core] Fixed bug when changing any Mix parameter of material (or any parameter which has no effect ) may cause render degradation and crash. [core] Fixed bug when switching between materials (and/or removing them) may cause render stop. [core] Fixed bug with artifacts related to wrong smooth normals of mesh. [core] Fixed bug with artifacts on anisotropic reflections. [core] Fixed bug when material tangent space doesn’t really change when user enables it. [C4D plugin] Added Sun item to main CentiLeo menu which adds sun with proper tags understandable by CentiLeo. Change Log: cntlc4d 0.483 alpha (2017 May 10) [core] Fixed bug with missing polygons on small objects like plane. [C4D plugin] Fixed bug with render stop upon deletion of material tag. [C4D plugin] Fixed bug with IPR random wrong parsing of objects and render freezes. 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. - Sometimes GUI of IPR window may have old style controls. - 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. Enjoy rendering with CentiLeo again! And please shader experience related to multi-GPU behavior. Kirgman
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