meantime i test a internal render and render time is not bad ( still have noise ).
Do you want to combine several mesh UV sets in the same object? We are going to add support up to 4 mesh UV sets in around of 3 future updates.
What was the time of your interior render? Have you used the portal option on the window? We still have the opportunity to accelerate diffuse-diffuse interreflections
Kirgman wrote:
It seems there is something wrong on the arm. But one thing is too low poly model (at least on the tits and arms there are clearly visible polygons). Can you increase the tesselation of this model and see what happens?
The dark outline on the right arm - need to understand what is happening on it: does it appear when you add reflection? Or does it appear from diffuse? What happens if you change reflection IOR?
Also please try to switch on/off the option "Reflection as coat". It may happen that if it's enabled the dark outline should dissappear. Will probably remove this option and make it always on.
I would like to fix the problem.
Please, can you help us find the fix and send us this model to info@centileo.com ?
so kind~~hug~
i tested a simple oiltank and got the same result.so i think it's not about the model.
maybe something incompatible with C4D R18.
I am trying to solve the problem of black highlights. Probably solved but still testing it. It appears under some conditions
It seems there is something wrong on the arm. But one thing is too low poly model (at least on the tits and arms there are clearly visible polygons). Can you increase the tesselation of this model and see what happens?
The dark outline on the right arm - need to understand what is happening on it: does it appear when you add reflection? Or does it appear from diffuse? What happens if you change reflection IOR?
Also please try to switch on/off the option "Reflection as coat". It may happen that if it's enabled the dark outline should dissappear. Will probably remove this option and make it always on.
I would like to fix the problem.
Please, can you help us find the fix and send us this model to info@centileo.com ?
Aimar NL_21 wrote:
hi
after Resolve PSU problem right now everything works perfect .
and some request ;
1 - temperature ( Blackbody) in light tag
2 - adding default environment color or checkbox for on , of in IPR , maybe auto of if use light
3 - AOV for sss
4 - Emission material and ( or ) mash light
5 - tonemapping in camera tag
6 - vertex map
7 - rendering Spline ( Tracer )
and Whatever that can do with Arnold .
Hi Aimar!
1 - yes
2 - how do you suggest to organize things? Let's discuss. Right now default env color is tuned in our render settings. This is needed to see objects in the scene if there are no light sources / skies there. It is overriden automatically if Sky with Envmap tag is present in the scene. But if for any layer such as reflection/camera/base/transmission the sky/envtag is disabled then default env color is used. It's possible to use several different skies for reflection/camera/base/transmission. Just disable the sky/envtag for everything except the necessary layer. Disabling is done with zero brightness.
2.5 - will add checkbox Clay mode for IPR. It will be more logical to co-exist with defaul env color
3 - Yes, good idea. And maybe translucency will go to separate AOV too. Maybe there will be also separation into texture values and incoming lighting.
4 - Yes, think it will be in some of 0.5X version
5 - How should it differ from our existing post-processing tab in camera tag? Have you noticed a special new camera tag?
6 - Will have to research how to do it in the best way, it seems to be very cool feature.
7 - We will support splines as analytic render primitives and should translate them from Cinema as well
Nice progress! I will have to block access of my wife to here )
Btw, in some near future we will accelerate Subsurface Scattering feature and implement Hair rendering with curve primitives (not polygons like now).
So woman renders will become much faster.
[core] Fixed black highlights in some conditions.
[core] Fixed black borders for glass.
[core] Fixed missing reflection layer for mirrored meshes.
[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.
[cntlmax] Added MultiScatter support (however not yet interactive, you need to press
“Reload Scene” button for changes to be reflected in IPR mode). This inconvenience will be
fixed soon.
[cntlmax] Added LightLister thanks to the efforts of Ali Kavyani. See download &
instructions thread: http://centileo.com/forum/forum22/99-3dsmax-lightlister-script
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.
Change Log: cntlmax 0.46 alpha (2016 Dec 8 )
[cntlmax] Substantially faster scene loader. Translated mesh normals are fixed too. The
speed improvements range from 4x (for 10M poly scene composed of 400 smooth meshes)
to 10x (for 40M poly scene composed of 2 meshes). E.g. now the 40M poly scene is loaded
to CentiLeo in 40 sec when you click “Start IPR”.
[cntlmax] The previous loader acceleration method has also reduced high RAM
consumption during loading of very big meshes (e.g. loading 40M poly scene can eat 14GB
RAM instead of 24GB RAM).
[cntlmax] UI improvement: Tab and keyboard arrow jumps in user interface of materials,
shaders and light sources.
[cntlmax] Fixed bug when material names are not saved.
[cntlmax] Fixed wrong shadow catcher environment map selection when it's seen through reflections.
Known issues to be solved in further versions :)
- No yet multi-GPU
- 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.
- Need to finish implementing integration with ForestPack/RailClone/MultiScatter
- May crash if in the same Max session you have rendered with Corona and then switched to CentiLeo IPR. Or vice versa: if you rendered in CentiLeo and then switched to Corona interactive.
I think we need to make the option for each light "Illuminate shadow catcher". It can be sometimes usefull to enable/disable lights for shadow catchers.
We still need to pass a long way to make all that nice necessary features from the roadmap.
The last one seems to be quite blurry.
But it seems to be the visual impression when the resolution is small like 800x600 and the img filter size is 1.25.
Have you tried smaller value of "img filter size" parameter?
I think with larger resolution and same filter size it should give much less blurry effect and be sharp.
I think I understand the reason of more noise on the top right corner (area on the walls higher than the cylinder around the spot). Is this cylinder closed on the top side?
Ali, I can't believe that it coinsides everywhere just every highglight here and there is the same, every shadow detail is the same.
How you did it? It's amazing! Thank you very much!
I guess it was not easy to convert Vrays' glossyness to our roughness. We never talked to Vray about what formulas they use for glossyness, we never tried to reproduce their exact look.
Hi Ali! It looks very well I think. I mean the rendered image. Will take it for tomorrow's workshop
I think that compared to Vray we have colder post-production tone. And it seems there can be some play with reflection weight of the wood that is close to the camera.
But in general if it is a result of automatic conversion with just very slight tuning it's very cool!
Rodrigo Bitencourt Rodrigues wrote:
Feedback: Centileo Camera on the menu: When you click it should create the camera assuming the position and rotation based on the editors camera, just like the c4d camera button works.
question: Centileo is ready for animation?
Right, should have done it this way. Will fix.
As for animation - yes, why not. It should work. I have tested now and after 4-th frame it shows Cinema 4D message unable to write file. Need to look what is going on. Myabe haven't activated something in just C4D maybe some bug.
Quote
Aimar NL_21 wrote:
more and more reset with lost version ( cntlc4d 0.453 ) .
again, I'm not sure what is wrong .
Please, can you describe that problem that you have? IPR is reseted (restarted) rarely when you click something? I will try to fix it by next version.
Quote
Alex Comtur wrote:
As will be realized caustic, though reflection?
Hi Alex and welcome to our forum! Yes, it is in our plans (but not very soon).
I have seen your amazing works! They are so cool. I am just not skilled enough for your level. It will be very cool if you share your experience, guide us a little bit and share your thoughts on current CentiLeo status. And just demand from us as much as you want