Forums » Users » Kirgman
Select date in calendarSelect date in calendar

Pages: Prev. 1 ... 34 35 36 37 38 39 40 41 42 43 44 Next
CentiLeo for Cinema 4D 0.44 available
 
Administrator  Posts: 897
Nov 3, 2016 17:20
Hi Aimar, this is related to gamma settings.

Does this happen when you render in IPR and then click the top-left button to transfer it to PV? Does this happen when you just render in PV only?
Cinema 4D changes the gamma of rendered image in PV based on own settings in Output or Save tab. I haven't yet checked all their laws regarding this, so now such things still may happen :)

E.g. sometimes when Cinema4D enables Post Effects then Cinema 4D doesn't change the gamma which is applied in PV. If Post Effects not enabled then Cinema 4D changes the gamma by 2.2
However you can make gamma correction: it can be changed in CentiLeo render settings in Post production tab in order to get required gamma in PV (just test values 0.45, 1 or 2.2). Alternativelly it can be changed in PV in Filter settings.

Will fix this in future releases.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.44 available
 
Administrator  Posts: 897
Nov 3, 2016 14:04
Quote
Rodrigo Birtencourt Rodrigues wrote:
nice!!! im very happy with this render engine! keep the good work!

please make a web gallery to show some Centileo renderings, will be nice too

Thanks! :) There will be a gallery in a couple of weeks. There should be also few video demos and tutorials.
Right now we are concentrated on several features and also need to fix displacements issues.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.44 available
 
Administrator  Posts: 897
Nov 2, 2016 22:23
Hello everyone!

We have released CentiLeo for Cinema 4D 0.44 alpha

Download CentiLeo (need registration): http://centileo.com/forum/forum18/82-download-link-centileo-for-cinema-4d-v044-alpha

Download shaderball: http://centileo.com/bitrix/components/bitrix/forum.interface/show_file.php?fid=326&action=download

User manual updated fro 0.44: User Manual - cntlc4d-0.44alpha_en.pdf (2.17 Mb)

This is a small update with a few bugfixes and copy/paste feature for textures which can be done across different materials.

This is a list of changes

[C4D plugin] texture/shader copy-paste as instance across different materials.
[C4D plugin] Fix problems with texture paths using “preset…” using native Cinema 4D bitmap procedures.
[C4D plugin] Now cntlTexture supports all those image formats that are supported by Cinema 4D itself (FreeImage lib dependency is removed).
[C4D plugin] Checkbox “reflect as coat” in cntlStdMat (valuable for reflections at grazing angles)
[C4D plugin] Update camera position during interactive motion (in 0.43 IPR updated only when the motion was over)
[C4D plugin] Camera near/far clipping
[C4D plugin] Fixed standard object visibility settings
[C4D plugin] Fixed crash when picture viewer is stopped
[C4D plugin] Few cosmetic material GUI changes: Diffuse on top, Mix for roughness, etc.
[IPR] Enable/disable IPR status info

Known issues to be solved

- No yet multi-GPU
- 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
- Need to update documentation and create examples

Please, test it and tell about the bugs.
We are currently working on multi-GPU and an algorithm which accelerating the scenes with many light sources.C
Edited: Kirgman - Nov 6, 2016 20:47 (Updated user manual added)
CentiLeo Chat: https://t.me/centileochat
First converter test
 
Administrator  Posts: 897
Nov 1, 2016 09:18
Hi Ali, thanks a lot! We will try to implement requested features asap
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.43 available
 
Administrator  Posts: 897
Oct 31, 2016 21:39
This is done. Once I will finish with copy-paste of shaders (also copy as instance) across several materials then will commit 0.44 here.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.43 available
 
Administrator  Posts: 897
Oct 31, 2016 08:58
Quote
Rodrigo Birtencourt Rodrigues wrote:
yes, but... i have 4 nvidia cards... by default it is always in my main card... its not what I want... I have to change it in all documents... No way to have something more customizable in the C4D prefs?( its a suggestion, because if it run in my main card the system have a overload and no optimized performance in Centileo IPR so... main gpu to my viewport and my second gpu to centileo IPR. it by default will be awesome!)
Ok, I got it. If there are secondary GPUs of the power not less than the main one then they should be selected by default.

We are preparing the multi-GPU feature. It will be ready in a couple of new versions.

Have you noticed that when the main (display) GPU has larger allocated cache (for geometry/textures) then IPR may slow down. When main GPU has lower allocated memory it may run faster. With secondary GPUs it's all much better. Sometimes 3-4x better.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.43 available
 
Administrator  Posts: 897
Oct 27, 2016 20:26
Quote
Rodrigo Birtencourt Rodrigues wrote:
will be nice to have an option to it
This setting is saved when you click Apply and then Save the scene. And when reopen the scene the previously selected GPU is selected also.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.43 available
 
Administrator  Posts: 897
Oct 25, 2016 17:01
Quote
Rodrigo Birtencourt Rodrigues wrote:
Centileo have an option to link Cinema Camera properties like DOF and others properties to Centileo?a tag maybe?

sorry my poor english
Hello Rodrigo, welcome to our board! :) Your English is cool! Many people in US speak it worse.

No yet, there is no yet any specialized tag for each camera object to make different properties and then switch them easilly. It was asked before, we will do it soon (right now we are busy on shader/texture copy-past across different materials of document).
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.43 available
 
Administrator  Posts: 897
Oct 25, 2016 10:25
Quote
Aimar NL_21 wrote:
Quote
Kirgman wrote:

Maybe it would be better to create an option with checkbox where user can determine to work as now or to work with full scene reload when PV is explicitly started. What do you think?
in IPR good idea (If I understand your point correctly) . In my opinion adding object tag (subdivision) like other render engine can be better option .
ok, will do a special object tag like in other engine and implement this visibility option from Cinema native property
CentiLeo Chat: https://t.me/centileochat
CentiLeo for 3ds Max 0.43 available
 
Administrator  Posts: 897
Oct 25, 2016 10:18
Hello muthukumaran A, welcome here!
Yes, it is missing, but we also want light pass realime blender, improve displacements, return motion blur back ASAP :)
CentiLeo Chat: https://t.me/centileochat
CentiLeo for 3ds Max 0.43 available
 
Administrator  Posts: 897
Oct 24, 2016 18:58
As you may guess we have modelled the shaderball. The purpose is to create several examples of nice materials and share. This is the first quick attempt.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for 3ds Max 0.43 available
 
Administrator  Posts: 897
Oct 24, 2016 18:56
Hello everyone!

We have released CentiLeo 0.43 for 3ds Max 2014-2017.

Download link: http://centileo.com/forum/forum13/78-download-link-centileo-for-3ds-max-v043-alpha-faster

This long time we were working on performance, bugfixes, interface, stability and a couple of features. From now on we will divide the work better and release new versions with less delays.

This is a list of changes

[core] CUDA 8 support. NVIDIA Pascal GPUs should be supported.
[core] Reworked render algorithm. Now it is progressive/bucket which on the first render iteration shows the entire Beauty pass and for any subsequent render iteration it computes Beauty pass and all enabled AOVs in parallel using buckets.
[core] One render iteration (“Iter” in IPR) now means one render over entire image with guarantee that every pixel received several samples. Before 0.43 the single render iteration stochastically fired up to one million samples over entire image (and it could lead to significant noise for large resolution images). The new sampling layout of 0.43 which is automatic and adaptive leads to significant noise reduction.
[core] New AOVs: Environment, Reflection1, Reflection2, Base, Transmission, Emitters. Now up to 16 AOVs can be computed in one render process in parallel with negligible (<5%) compute overhead. All this works also in IPR mode same way.
[core] Alpha channel support added.
[core] 15% faster render iteration computation in general.
[core] 3x faster render convergence for image parts with materials with several enabled layers like: multi-material, reflections+diffuse, reflections+transmission, reflections+diffuse+SSS. For example: glass with reflections, glossy and carpaint implementations are rendered much faster.
[core] All layers of material (reflections, diffuse, transmission, SSS are combined based on weights that are relative to each other). So all the layers have equal rights inside material. Stack-based policy is removed.
[core] Faster render convergence for shadow regions (perceptually2x faster).
[core] Rendering large resolution images like 4K or 10K is 30-50% faster.
[core] Render limitations are introduced for robustness. They are indicated in IPR window. For example, smallest GPUs with 1.5-2GB memory support 30-50M polygons and 100K mesh instances. GPUs with 3-4GB+ memory support 250-400M polygons and 1M mesh instances. These limitations will be further pushed forward.
[core] Bugfix: now render can work with at least 896MB of provided GPU memory by OS/driver. This low memory budget may be available on 1.5-2GB GPUs attached to display. Switching off other GPU applications may increase available memory for renderer.
[core] Bugfix: now environment map not blurred if seen through the glass.
[core] Bugfix: now absorption renders correctly.
[core] Bugfix: fixed rare overflow problems with complex shadows.

[IPR] IPR priority is introduced (see in render settings -> IPR). Larger priority increases render speed (samples/sec indicator) but can make GUI lags. Lower priority decreases render speed by 10-20% but makes work with GUI much smoother.
[IPR] Separate render resolution setting for IPR (see render settings -> IPR).
[IPR] Render region support.
[IPR] Render pause/resume.
[IPR] Render camera lock.
[IPR] Render enable/disable automatic scene updates.
[IPR] Full scene reload button.

[cntlmax] Material layers (Reflections, Diffuse, SSS, Transmission) now can be unrolled or hidden.
[cntlmax] UBER-light source. Create single light source, several instances of it and then change it’s type (Area, Sphere, Spot, Directional) on the fly for all instances.
[cntlmax] cntlTexture shader now can be seen in Viewport too (if enabled).
[cntlmax] native Bitmap is translated by CentiLeo (however still limited, need to implement the functionality for Output parameters).
[cntlmax] Improved converter for 3rd party light sources (now understands instancing and more lights).
[cntlmax] Bugfix: substantially improved stability when Camera is updated while working in IPR.
[cntlmax] Bugfix: substantially improved stability when Environment is updated while working in IPR.
[cntlmax] Bugfix: debug console can be enabled from the Hardware Settings rollout.

Known issues to be solved

- 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.
- Resource collector for CentiLeo shaders and proxies is under construction
- Multi Texture and cntlRandom shaders are under construction yet.
- Still need to integrate ForestPack and Multiscatter with IPR.

As some of you may know the texture system creates the cache files *.mml together with original textures.
Currently the recomendation is to use cntlTexture for your images.

Please, test it and say what you think!
CentiLeo team

CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.43 available
 
Administrator  Posts: 897
Oct 23, 2016 14:14
Hello Aimar,

Thanks a lot for your test!
This is good news that it actually works on Pascal GPUs :)
We have converted everything to CUDA 8 but only have 7xx and 9xx GTXs.
Quote
Aimar NL_21 wrote:
debug console Always crashes
It should crash when you close debug console and IPR is running. Same thing? I know the reason and will solve it some time. If you have opened it then just don't close. Better to leave it as is or close C4D itself (it closes correctly).
Quote
Aimar NL_21 wrote:
- in picture viewer if i stop the rendering and then render Again or do anything c4d crashes
I can reproduce it. It has appeared probably few days ago. When I worked on this thing it was ok. Later it was broken.
Quote
Aimar NL_21 wrote:
- object Always visible
Yes, Object visibility settings were not yet implemented. Do you mean that few checkboxes in the object Basic properties? Will probably do it in a very basic mode for 0.44 and with more flexibility (with additional tag) for 0.45 or further version.
Quote
Aimar NL_21 wrote:
- Subdivision Surface in rendering mode does not work
I guess it displays in picture viewer rendering mode the subdivision level which corresponds to subdiv settings for Editor. Am I right?
This bug/feature was done to make cheap scene loads when IPR is already running and user want's to continue in Picture Viewer (so he can either move all AOVs to PV by clicking the top-left button in IPR or he can just start PV and continue there). This is very benificial for overlay render in C4D viewport or C4D region render (when IPR is running which has already loaded the scene previously).
Maybe it would be better to create an option with checkbox where user can determine to work as now or to work with full scene reload when PV is explicitly started. What do you think?
Quote
Aimar NL_21 wrote:
some issue in displacement (maybe i'm doing something wrong).
There is probably not enough tesselation iterations and I see 8-bit texture quantization. This will be fixed.
Actually, displacement mapping feature development is still in progress. There are still a couple of problems there: 1) currently slow initial tesselation stage (it can be reduced around 10x and become a few seconds), 2) it flickers in animation and 3) has gaps when smooth mesh normals diverge (on the corners).
However this approach is very prospective direaction because in final optimized state it will support vector displacements, solved gaps on mesh corners. And it is fast for rendering once tesselated. Tesselation process will be accelerated. Storing a few dozen million triangles is not be a problem.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.43 available
 
Administrator  Posts: 897
Oct 22, 2016 09:28
Some quick screenshot with new material GUI.
CentiLeo Chat: https://t.me/centileochat
Status of preparing CentiLeo 0.43 alpha
 
Administrator  Posts: 897
Oct 22, 2016 09:13
And now 0.43 is ready for Cinema http://centileo.com/forum/messages/forum18/message266/76-download-link-centileo-for-cinema-4d-v043-a... :)

Soon will be same for our 3ds Max plugin.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.43 available
 
Administrator  Posts: 897
Oct 22, 2016 09:08
Hello everyone!

We have released CentiLeo for Cinema 4D 0.43.

Download link: http://centileo.com/forum/forum18/76-download-link-centileo-for-cinema-4d-v043-alpha

This long time we were working on performance, bugfixes, interface, stability and a couple of features. From now on we will divide the work better and release new versions with less delays.

This is a list of changes

[core] CUDA 8 support. NVIDIA Pascal GPUs should be supported.
[core] Reworked render algorithm. Now it is progressive/bucket which on the first render iteration shows the entire Beauty pass and for any subsequent render iteration it computes Beauty pass and all enabled AOVs in parallel using buckets.
[core] One render iteration (“Iter” in IPR) now means one render over entire image with guarantee that every pixel received several samples. Before 0.43 the single render iteration stochastically fired up to one million samples over entire image (and it could lead to significant noise for large resolution images). The new sampling layout of 0.43 which is automatic and adaptive leads to significant noise reduction.
[core] New AOVs: Environment, Reflection1, Reflection2, Base, Transmission, Emitters. Now up to 16 AOVs can be computed in one render process in parallel with negligible (<5%) compute overhead. All this works also in IPR mode same way.
[core] Alpha channel support added.
[core] 15% faster render iteration computation in general.
[core] 3x faster render convergence for image parts with materials with several enabled layers like: multi-material, reflections+diffuse, reflections+transmission, reflections+diffuse+SSS. For example: glass with reflections, glossy and carpaint implementations are rendered much faster.
[core] All layers of material (reflections, diffuse, transmission, SSS are combined based on weights that are relative to each other). So all the layers have equal rights inside material. Stack-based policy is removed.
[core] Faster render convergence for shadow regions (perceptually2x faster).
[core] Rendering large resolution images like 4K or 10K is 30-50% faster.
[core] Render limitations are introduced for robustness. They are indicated in IPR window. For example, smallest GPUs with 1.5-2GB memory support 30-50M polygons and 100K mesh instances. GPUs with 3-4GB+ memory support 250-400M polygons and 1M mesh instances. These limitations will be further pushed forward.
[core] Bugfix: now render can work with at least 896MB of provided GPU memory by OS/driver. This low memory budget may be available on 1.5-2GB GPUs attached to display. Switching off other GPU applications may increase available memory for renderer.
[core] Bugfix: now environment map not blurred if seen through the glass.
[core] Bugfix: now absorption renders correctly.
[core] Bugfix: fixed rare overflow problems with complex shadows.

[IPR] IPR priority is introduced (see in render settings -> IPR). Larger priority increases render speed (samples/sec indicator) but can make GUI lags. Lower priority decreases render speed by 10-20% but makes work with GUI much smoother.
[IPR] Separate render resolution setting for IPR (see render settings -> IPR).
[IPR] Render region support.
[IPR] Render pause/resume.
[IPR] Render camera lock.
[IPR] Render enable/disable automatic scene updates.
[IPR] Full scene reload button.

[C4D plugin] Large usability rework of CentiLeo materials GUI. Now can unroll attached textures right in material editor. Now can reach the editor of selected texture from material editor in one click. Now can drag&drop textures among different material properties.
[C4D plugin] Can transfer all IPR currently rendered images (in HDR mode) to Picture Viewer (push the left-most button in IPR window).
[C4D plugin] Scene copying and reloading is avoided if IPR is already running and user clicks to Cinema 4D render to Picture Viewer or render to viewport or render region.
[C4D plugin] Bugfix: material preview renders even with running IPR.
[C4D plugin] Bugfix: various problems fixed when IPR and/or Picture Viewer render are enabled.
[C4D plugin] Bugfix: various problems fixed which forced IPR render resets when expression tags are available.
[C4D plugin] Bugfix: CentiLeo material preview renders even with running IPR.
[C4D plugin] Bugfix: right side material layer toggles now have effect on render and are animatable.

Known issues to be solved

- No yet multi-GPU
- Need texture/shader copy-paste (and copy-paste as instance) across different materials.
- Need to fix problems with texture paths using “preset…” using native Cinema 4D bitmap procedures.
- 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)

Please, test it and say what you think! :)
CentiLeo team
CentiLeo Chat: https://t.me/centileochat
Status of preparing CentiLeo 0.43 alpha
 
Administrator  Posts: 897
Oct 19, 2016 12:24
Hello everyone!

Currently done our part on lowering GPU requirements (now it can work with at least 896MB provided by OS/CUDA driver). Recall that sometimes on single-GPU setups even if you have 2GB on GPU box label the actual provided memory by the OS/driver for the renderer plugin can be much lower close to 1GB. From time to time the actual provided memory depends on many factors of what people run on their computer. This situation is heavy for primary display GPUs and when a few GPU plugins/programs are up and running.

Just need to fix GUI of CentiLeo materials in Cinema and to connect some Render passes and a couple of IPR with 3ds Max GUI. Compile and both plugins will be out.
CentiLeo Chat: https://t.me/centileochat
Status of preparing CentiLeo 0.43 alpha
 
Administrator  Posts: 897
Oct 14, 2016 11:37
A lot of time was grabbed by new introduced bugs.
But we have made a lot of things with IPR (now even more stable and featured with render region and varios convenient buttons) and render passes/AOVs. AOVs work in parallel and very fast, only consume CPU memory. Btw, IPR now communicates much better with Picture Viewer in Cinema 4D. PV can continue the work of IPR avoiding reload times, same is true for native Cinema render region. Also can copy IPR current render with all passes to PV.

In 3ds Max the work is going same way.

Remaining things to be done are:
1) bugfixes for small GPUs with 2GB memory (where actually less than 1 GB is available)
2) Re-arrangements material GUI for Cinema 4D

Working hard to deliver 0.43
CentiLeo Chat: https://t.me/centileochat
Test on MSI Notebook 16GoRam and 3Go VRAM GTX 970M, Centileo first tests
 
Administrator  Posts: 897
Oct 13, 2016 14:23
Hello Gael,

We develop several plugins (currently just 3ds Max and Cinema 4D) and would like to keep our renderer very similar in both these apps (and those we will do in the future). At the same time we want to integrate with existing tools that are available in each. However right now the priority is multi-GPU, later scatters, even better algoritmic image convergence, better arsenal of shaders and light sources, better post processing tools, and iterate over the tools to integrate with them as best as possible.

New physical camera and physical sky (procedural) obviously go to the TODO list.

Btw, you may write a wish list of items of anything you want and we do it step by step :) Looking forward to your further experiments!

Best regards,
Kirill
CentiLeo Chat: https://t.me/centileochat
Test on MSI Notebook 16GoRam and 3Go VRAM GTX 970M, Centileo first tests
 
Administrator  Posts: 897
Oct 11, 2016 16:18
Hello Gael,

Nice to hear from you.

Quote
I used the area lights but I'm not sure to understand the "Portal" option as when it is checked on, there is no light from them...
Well, the Portal is not a light source. It is a shape that is usually placed to fill the windows in the room. And it helps the renderer to guide the light tays coming from Environment map (if you have attached any) to the interior. Nothing more.
The "Is Portal" option was implemented together with Area Light source just to make this simple switch on/off between Area Light (which emits the light) and Portal (which is implemented as a special mode of Area light).
Quote
I'm still a bit lost on how to use the different options of the standard ctl material... I hope there will be a more clear window dialogue in a next future version.
Sorry for confusion. We have changed the behavior of material layers for next version. I hope they will be easier to tune. For each layer instead of masks there will be weights which determine the weight of Reflection/Diffuse or Transmission relative to each other. And material GUI is divided into several rollouts which can be closed/opened.
Quote
Gael LE GOLVAN wrote:
the result is interesting, a bit slow but clean.
What is slow? An iteration or convergence? For next version the iterations will work similarly or slightly faster but convergence to clean result should be around 2-3x faster.

We work super hard to make next version ready. So many delayes happend due to small new introduced bugs, they took so much time.
CentiLeo Chat: https://t.me/centileochat
Pages: Prev. 1 ... 34 35 36 37 38 39 40 41 42 43 44 Next