+ visibility settings per light recovered
+ material preview now work cleaner
+ direct lighting with materials more complex than just diffuse is much cleaner now. Indirect lighting too
Status of preparing CentiLeo 0.43 alpha
Status of preparing CentiLeo 0.43 alpha
Administrator Posts:
Delayed with some stupid bugs. Additionally the "visibility settings per light" were broken due to new feature in light transport acceleration. Recovering this
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Test on MSI Notebook 16GoRam and 3Go VRAM GTX 970M, Centileo first tests
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Hello Gael,
1) 2) I think we need to create soon few topics with short articles, pictures and scenes describing this thing and few others. Just need to publish 0.43 version before that. Thanks for feedback!
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Status of preparing CentiLeo 0.43 alpha
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Too much time was taken by
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Test on MSI Notebook 16GoRam and 3Go VRAM GTX 970M, Centileo first tests
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Hello Gael,
What units are used in this particular scene? millimeters or kilometers? I would like to recreate similar conditions.
Area light with enabled flag "Is Portal" is not a light source, it doesn't produce the energy, it is a geometry shape that hint the light transport processor where to direct the rays that should find light coming from Environment map. So, it has effect (faster lighting convergence) only for the light coming from Environment map to interior through the window or windows. With or without portals it should result in same image but with a faster or slower convergence. Area light with disabled "is Portal" is the valid light source. We have made this switcher only for convenience where one can change the window environment texture to the area light with one click.
I have noticed in the IPR window status bar that the number of lights is 2, but in the viewport I see a lot more light sources. Please, can you tune parameters of at least one point light (Color, Intensity, Multiplier, Gamma - they all contribute to light emission, try to play with them and see what happens). There are several parameters for light emission because the Color and Intensity (and later angular distribution) will be textured soon, and multiplier/gamma will be additional increasers of the textured values. Thank you, Kirill
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Test on MSI Notebook 16GoRam and 3Go VRAM GTX 970M, Centileo first tests
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Hi Gael,
Thanks for your feedback with images. As you see we need to calibrate things here and there. I think we need to implement camera perspective correction. Right? Or are you using orthographic camera projection in ARTrender image? I recommend you to use portals in interior (create centileo area light with dimensions matching the window size and enable checkbox "Is portal"). If you added the lights but the interior is dark then it is probably not enough intensity, please try increasing it. Or they are occluded by the window. If you have windows then keep in mind that if you decrease the number of ray bounces in render settings too much then small amount of bounces may not be enough to reach the light. Our displacement mapping algorithm is currently in active development. For example, it has some bugs and tesselates not so fast as we want (this should improve a lot). It will also be more featured (vector displacements and et). It seems we should make a specialised shader for displacement with units as cm, meter or km. It should also have some more controls specific for displacement like on/off autobump, shader inherirtance priority for instances and so on. Displacement works adaptively for each changing camera frame or changing objects. Btw, you may notice a "retesselate" flag on the IPR window. It switches on/off the automatic retesselation of the whole scene when you change the viewpoint of camera or materials. But this flag doesn't invalidate the previously created displacement solution. So it can be usefull to switch if off temporarilly while you tune the lighting and materials. I see your issues with licenses. Your needs are totally valid. As I remember the dongles have some additional price. Will need to evaluate all the options... Btw, what GPU do you have in a laptop? Something like GTX 980M?
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Test on MSI Notebook 16GoRam and 3Go VRAM GTX 970M, Centileo first tests
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Hello Gael and thanks for writting your review!
Well we are preparing a 0.43 alpha. It already took so much time. But it has what is described here Will appear here very soon. Btw 0.43 is even faster.
We fix this confusing material behavior for upcoming 0.43 version. Instead of masks all the layers of cntlStdMat will have weights relative to each other (pretty much like in Corona or Arnold). So, with this new approach when the weight of the layer is increased then the corresponding property (transmission or reflection or SSS) appears and blends with other material properties.
For the needs of better flexibility (like different shader combinations) it is possible to use Transmission layer of cntlStdMat with IOR = 1.
outRangeA and outRangeB are used to convert the input values of a texture to any desired range. It is the same shader that can be used for everything from color values to surface displacement values, so the idea was to have no "centimeters" or "meters" there. So, if the shader is used for displacement then these OutRange values internally use selected units of the scene. Do you recommend us to create a separate shader with everything the same as in cntlTextute but with displacement range renamed to "Negative displacement value", "Positive displacement value" and with proper units?
Adding CPU support can be considerered in a longer future (after crucial features will be done). I think it is most important in render farms.
The sales system is not yet drawn but we account user needs and will try to find proper solutions. There is some dilemma in this important question, dongle can be an option btw. Looking forward for your further tests!
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Status of preparing CentiLeo 0.43 alpha
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Hello everyone!
A lot of time passed since releasing CentiLeo 0.42 for Max and Cinema. And I fell we need to post how the work on the next version is going. The next version 0.43 is still in progress because too many things have been started for it. Some of them are quite large. The most time consuming part is multi-GPU implementation. As soon as it's implemented we will publish the new version. It may take few days or even one week more. So far we have already implemented: 1) Transition to CUDA 8. Now the renderer should work on Pascal NVIDIA GPUs (but we need testers for that). A wonderful thing is that even on my old GTX 970 the renderer works 12% faster with new CUDA. This new CUDA has also fixed some bugs that could touch the renderer. 2) Faster image convergence when portals are used. Not yet measured how much faster. 3) Fluent GUI responce when heavy render computations are processed by CentiLeo IPR. This is true for both 3ds Max and Cinema 4D. This is now much more pleasant to work with it. 4) More AOVs (reflection layers, base, transmission) that can be summed into beauty image. And AOV with beauty+alpha and alpha as mask. 5) 30-50% speedup when rendering large resolution images like 4K or even 10K. The speedup is better when there are a couple of AOVs computed in parallel and the image resolution is larger. 6) Fixed the bug with texture resolution downscaling for environment map visible through the glass material. 7) More bugfixes for CentiLeo in 3ds Max plugin (lile no crash with Max physical camera and Undo/Redo for materials and lights). More bugfixes for CentiLeo in Cinema 4D (a couple of crashes and unnecessary IPR restarts were fixed). What is still in progress: 1) General image convergence improvement when materials with several layers are used (almost done). 2) Material GUI improvements in CentiLeo for Cinema 4D (in the middle). 3) Multi-GPU (in the middle). 4) More bugfixes for small GPUs like 2GB which I talked about. Sometimes you have 2GB labeled on the GPU but in reality the OS may give you around 1GB (less than in the middle). 5) Will highly likely switch the layer organization of cntlStdMat to additive mode by default (when you tune the weights of each layer relative to each other). And there should be no confusion with stack-based priority. Will add optional checkboxes to enable old feature for material reflection layers where it is usefull. Most time consuming things were performance improvements and now is multi-GPU. If multi-GPU will take even more time then we will wrap up what is done and release. In this case multi-GPU will be done for 0.44. Btw, for 0.44 we plan to accelerate renderer for scenes with many light sources (there are very promissing early experiments). After finalizing 0.43 we will split the work so that new alpha versions will come much more frequent. New versions should be produced at least once or sometimes twice per week.
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CRASH [SOLVED]
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Hello
Really happy about this. We are really making baby steps. Multi-GPU will be released soon together with other quite large updates. Among them is better convergence and much more fluent GUI when heavy render is processed in IPR
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Material UI design brainstorm
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2) Will think about it. Btw, there is cntlColorCorrection shader where it corrects the input shader and it is possible to make inversion when you put out_rangeA = 1 and out_rangeB = 0. The same inversion trick works for cntlTexture (imagefile) and cntlNoise. 4) Well, I have limited displacement to one only place (in multi-material) so that it would be easier to evaluate displacement for sufrace (without gathering all the layers). Later that parts became faster and soon they will become even faster. And there will probably be an opportunity to combine many things for displacement slot. However the shaders such as cntlFallof (i.e. based on view angle) seem to be irrelevant for displacement when somebody plays with them. "surface mask" is the only material property that will remain understanding only cntlTexture. This is so because of performance reasons. It basically enables and disables some surface region based on texture. And it allows unlimited trace depth for this feature for free. But if some shader customization is needed for such things then Transmission with IOR = 1 and shadered masks of the cntlStdMat can be used, but trace depth for this feature will be limited to the number of ray bounces (maximum supported is 30).
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Material UI design brainstorm
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1) Can Reflection Color brightness be higher thatn 100%? Maybe should we use 0..1 range in place of 0..100% ? 0..1 is easier to undestand when all the shader input/output are in these absolute values (not percentages). I believe it would be easier with this considering existing math shaders and more future shaders especially when node based shader GUI will be out. 2) What invert checkbox is doing? Is it an indicator that switches between constant and shader property? 3) All the properties will be with shaders/textures including Fresnel IOR and Aniso rotations. Cool things can be done with that. 4) Displacement will not be here but probably in another material like current multi-material or separate "geometry_shader" which will be assigned as tag for an object. 5) Will highly likely add the dropdown selection of mixing mode for material layers: "stack based" (like now, higher layer override lower layers) or "weight based" (like people used to, everything is relative to each other).
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Possible issues with 2GB GPUs
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Hello everyone,
I think it's important to write about found issue. While working with CentiLeo on 3GB+ GPUs is a lot more stable (probably there were no crash-reports). But there are still some issues with 2GB GPUs like GTX760, 660, etc. And with several tolerant guys we realised that: 1) while CentiLeo is up and running and some other 3rd party GPU based plugin also try to run too then it (3rd party plugin) may take the whole system to the crash situation when trying to access GPU which is already busy. 2) Sometimes when initializing a 2GB GPU we still get some fragmentation issue . But in one place I have noticed my own error there and the other is the fact of attempting to use the same GPU which has no free memory because of being busy by another GPU. So, please, if you get some issues at initialization then one way is to remove the other plugins but not CentiLeo and run it for tests. If it works without problems or with less problems then please report about it and recover the plugin set that you had before. Sometimes when the GPU is only one and is connected to a large monitor like 4K and also give resources to OS then out of 2GBs of memory the system may give to us even less than 1GB. However right now CentiLeo requires at least 1408Mb to run without problems but we realised that this memory is not always given by OS/driver/CUDA to our renderer. Few solutions: 1) to take this issue in mind from user side 2) and we as developers will need to make different setups of internal infrastructure for small, medium and large capacity GPUs. And try make renderer operable even in the given region of less than 1GB.
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Centileo feedbak [pBarrelas]
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We will introduce certain optimizations to the core that increase convergence. There very promising results in our research tests.
Right now will not make somebody more nervous about this because we undergo hundreds attacks everyday on this site since publishing alpha for Max. Need to see how to backup the site just for any case.
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Material UI design brainstorm
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Maybe 3 is too small? Anybody uses more? Such things are by default in Max too (despite of it's non drag&drop nature and long geometry preparation time). E.g. Max gives us geometry at 10n time, where Cinema gives it at 2n time and CentiLeo gets it in around 2n time.
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Initial alpha version of CentiLeo for Cinema 4D ready!
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Alexey, thanks for your feedback! After doing some harder programming things in the past for this engine right now it's much easier to work on UIs. So, developers are all yours and will listen to the needs
What shader/textures are used most often? I guess it's Bitmap and Falloff. What do you think about SSS? By design it's always near diffuse and they can be weighted inside a single base layer.
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Material UI design brainstorm
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Alexey, technically Translucensy is a special case of Transmission with high roughness. But it is usually done as Diffuse reflection which works under the normal direction of the surface and hence shows translucent visual effect. Right now it's possible to make Transmission and Translucensy only using mult-material and tuning the masks properlty
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Out of Memory
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Patrick, hello! Welcome to our board! Please, can you first click to "debug console start" it will open console window where the errors may be printed. And then start IPR or reproduce the situation which caused the error.
And please tell about your computer and scene setup and a give please a screenshot from console with the error. It has some other info which will let us fix. Few potential problems: 1) Pascal GPU 2) if AMD GPU is also there it may cause a problem 3) Memory grabbed by some other app. 4) Some problem may happen entering GPU initialization code in CentiLeo 5) Maybe drivers not new?
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Material UI design brainstorm
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Btw if we make a global material mask and then we can assemble all the tags from left to right as an internal multi-material and get the same result as applying one multi-material.
And there can be one more special material with geometry modifications like displacement and surface discrete mask which are currently sitting in multi-material. However in this case we need not to place user into confusion with selection tags that may use different materials for different selected polygons.
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Material UI design brainstorm
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Ok I understand it all, and think that ideas are right.
As for UV maps then things are a little bit more complicated. It would be hard to support arbitrary amount of UV maps per one mesh. They consume a lot of memory. But compression optimizations are possible and rotating/moving/scaling modificators are possible for them - it's will be implemented, and they take no noticeable resources. Right now there is one "explicit uv_mesh_set 0" which corresponds to the first UV tag of the current mesh (the left most). And they are not different for different instances since they inherit mesh data which includes UVs too. When there will be uv_mesh_set_1 then it will correspond to the next UV tag to the first one. And selecting them is controllable not only per material in the tag list but also per each shader that uses them. There can be arbitrary shader trees for each material property. Bad that they have no yet node-based UI. Looking to cmnoeds btw. As for "drag&droping a tag to the field" vs "selecting in a dropdown list" - should think more about it. In the first case the name of tag is clearly visible there. What maximum number of UV maps/tags do we need to support per mesh? 3, 4, 5 or maybe 8? Some known product has maximum of 3. Some people on CPU renderers use 5.
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Material UI design brainstorm
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Hi Paulo,
Emission will be added together with support for Mesh lights. It will be shaderable thing as one more material property. Probably only for multi material to make it happening only once for surface point, but with mask of course, so that some points will be emissive, some reflective - and all is driven by shaders. Reflection Coating levels - so you recommend to unroll current functionality of cntlFalloff that can be applied to the mask or anything els and add it by default to the top level inside material. Right now it's possible with adding a shader and doing more clicks. But it is a popular shader for reflection because it's usually a coating layer, and it's mask not usually controlled with shaders other than Falloff. Mask channel for the entire material - should it make material darker? This is possible to make a special slot. Right now it is possible to have a mask for entire cntlStdMat if you attach it as one of the layers of cntlMultiMaterial. And attach cntlMultiMaterial to the tag insted of standart. Turn the material channels animatable - what do you mean? Each property of material is currently animatable and has a dedicated cicle to the left of each property name. Ability to use chose a certain UV Tag to be used on that channel - main Cinema material as I see apply UV for the whole material. We can currently apply different UVs for each shader (cntlTexture image or cntlNoise) on a per shader basis. Right now it is spherical or explicit mesh UV (which is UV tag itself). Of course we must add support of more mesh UV sets (means more UV tags to be chose from). And there should be rotation option added there.
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