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play boy wrote:
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New small release 0.471 with a few bugfixes related to noise. Bump mapping become faster for polished reflections. I like it, and hope you like too.
Happy New Year from CentiLeo!
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Thanks and here is reply:
Released 0.471 with few fixes primarilly related to noise reduction. Happy New Year! ![]()
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Right now displacement is tuned inside cntlTexture which is attached to displacement slot of Multi Material. However, currently displacement mapping is still in progress. It has problems in animation, some times looses triangles and tesselates slowly (tesselation happens only in the first iteration of render). But it has potential to become a perfect solution even for vector displacements in the future.
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Hello everyone!
Merry Christmas to those celebrating it today! CentiLeo 0.47 alpha for 3ds Max 2014-2017 is available. It has a lot of quality improvements. Post-processing contrast adds nice image feeling. While most work was spent for material behavior improvement and bugfixing. Really many things were polished in cntl std material. Download here: Recommendation to increase render speed: Shaderball scene: Light lister script by Ali Kavyani: Change Log: cntlmax 0.471 alpha (2016 Dec 31) [core] Improved render speed for scenes with many lights and rough reflections [core] Improved render speed for bump mapping on polished surfaces (with roughness close to zero) [core] Fixed fireflies in few situtations [cntlmax] Fixed crash when click “View Image” in cntlTexture and go up. Change Log: cntlmax 0.470 alpha (2016 Dec 25) [core] Added post-processing contrast setting. 0.5 by default, it makes the image more realistic [core] cntlStdMaterial: glossyness usage as alternative to roughness (if checked then roughness is replaced with glossyness and treated accordingly). [core] cntlStdMaterial: weight*color mixing mode similar to other engines [core] cntlFalloff: parallel falloff mode [core] Faster many-bounce internal reflections inside complex glass object. [core] Roughness remapping. Now all the range 0..1 is more interesting unlike before when most interesting values were close to zero. [core] Many bugfixes for material behavior when roughness is changed. Now the highlights are changing smoothly for small change of roughness. [core] Fixes environment map brightness when seen through reflection [cntlmax] Post-process can be performed when render is paused Enjoy rendering with CentiLeo and share your opinion! Kirgman
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Hello everyone!
We did it for Catholic Christmas! Like a presen from Santa. ![]() Merry Christmas to those celebrating it today! CentiLeo 0.47 alpha for Cinema 4D R16-R18 is available. It has a lot of quality improvements. Post-processing contrast adds nice image feeling. While most work was spent for material behavior improvement and bugfixing. Really many things were polished in cntl std material. Download here: Recommendation to increase render speed: Download shaderball: User manual updated fro 0.44: Change Log: cntlc4d 0.471 alpha (2016 Dec 31) [core] Improved render speed for scenes with many lights and rough reflections [core] Improved render speed for bump mapping on polished surfaces (with roughness close to zero) [core] Fixed fireflies in few situtations Change Log: cntlc4d 0.470 alpha (2016 Dec 24) [core] Added post-processing contrast setting. 0.5 by default, it makes the image more realistic [core] cntlStdMaterial: glossyness usage as alternative to roughness (if checked then roughness is replaced with glossyness and treated accordingly). [core] cntlStdMaterial: weight*color mixing mode similar to other engines [core] cntlFalloff: parallel falloff mode [core] Faster many-bounce internal reflections inside complex glass object. [core] Roughness remapping. Now all the range 0..1 is more interesting unlike before when most interesting values were close to zero. [core] Many bugfixes for material behavior when roughness is changed. Now the highlights are changing smoothly for small change of roughness. [core] Fixes environment map brightness when seen through reflection [C4D plugin] Post-process can be performed when render is paused [C4D plugin] Fixed crash when shader is attached to shader slot [C4D plugin] Few bugfixes for animation recording (however some objects like spheres need to undergo the command “Current state to object”). This part of renderer will be soon improved even further. Enjoy rendering with CentiLeo and tell you opinion! Kirgman
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![]() Hope to do it asap and then move to further improvements.
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Konstantinos Despotis, I have fixed that bug when jumping 0.01 to 0.011. It was a stupid mistake
![]() Now the roughness works like this: animated roughness from 0 to 1 (no bug and better mapping): This is anumation of IOR changing from 1 to 4 (when become large it looks more like a metall): Will upload it today deep evening or tomorrow together with some other fixes
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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
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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.
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We also need to improve own procedural shaders.
It seems there is bug and need more clarifications. I mean
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.
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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
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So you didn't increased the number of ray bounces to get the picture on the left?
![]()
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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
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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: In C4D it's working the same.
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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.
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Hello everyone!
Now CentiLeo 0.462 alpha for Cinema 4D R16-R18 is available. Download here: Recommendation to increase render speed: Download shaderball: User manual updated fro 0.44: 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!
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Updated till 0.462, please see ther first message
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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! ![]()
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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.
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