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 for Cinema 4D 0.462 available (few bugfixes)
CentiLeo for Cinema 4D 0.462 available (few bugfixes)
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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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CentiLeo for 3ds Max 0.462 available
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Updated till 0.462, please see ther first message
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3dsmax Lightlister script
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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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3dsmax Lightlister script
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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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First converter test
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Yes and it will be an easy assignment with selection of light pass in emission material GUI.
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CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
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Thanks for wish list!
Still working hard on the bugfixes ![]()
Please, can you tell in detail what other things are better to add there?
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.
When things become slightly easier on technical part then we will give a lot more attention for tutorials and demos.
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First converter test
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So I currently think there is no need to support some special mesh light. Just emission material with masks in multi-mat.
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First converter test
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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!
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First converter test
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Ali, thanks a lot! Do you also translate Vray portals into CentiLeo portals in you script?
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CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
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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.
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.
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.
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CentiLeo for 3ds Max 0.462 available
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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.
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CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
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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
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CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
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CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
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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
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CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
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Oh, camera response tables or LUTs! I like these features a lot.
Sure, will do it when will fix few other things.
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CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
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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 Thanks for requests! ![]()
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CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
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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.
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CentiLeo for 3ds Max 0.462 available
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Need to test if the normals are exported correcly with this new fast scene loader.
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CentiLeo for 3ds Max 0.462 available
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Hello everyone!
We have released CentiLeo 0.462 for 3ds Max 2014-2017. Download link: Recommendation to increase render speed: Shaderball scene: Light lister script by Ali Kavyani: Change Log: cntlmax 0.462 alpha (2016 Dec 16) [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: 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.
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