
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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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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Need to test if the normals are exported correcly with this new fast scene loader.
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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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play boy, thanks
![]() 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.
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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?
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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.
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More experiments with SSS on the face of the man
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Attach "shadow catcher" shader to the diffuse color of centileo material. May attach not to diffuse color but to some reflection color
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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!
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As for animation we have made a bug in one of the recent developments... Need to fix it ASAP.
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Ok, will add it. Right now it is in cntlColorCorrect node
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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.
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Have you used some slight bump maps to emphasize the details of the textures? I like the last image a lot, thank you Ali!
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Thanks Daniel! As soon as you are subscribed to this topic just see the demo of 0.45
Same is available in version for Cinema. And join our Facebook group 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 ![]()
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And some still image. I tried to make SSS skin for this scanned man.
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Hello everyone,
We made some small demo about what happened for 0.45 version. It's available for Cinema 4D and 3ds Max. Quick note: my artistic taste maybe not nice but the goal was to demonstrate the features ![]() Copy-paste video description from Youtube page: This is the demo of CentiLeo Renderer new features 0.45 alpha update (features available for 3ds Max and Cinema 4D plugin both with interactive IPR). It supports fast rendering with many light sources and real-time adjustment of AOVs that are summed into the Beauty image. Inside "Blend Beauty pass" you can manipulate reflections, diffuse transmission, environment. Inside "Blend Light pass" you an manipulate the light sources united into the groups called "passes". Each light pass is assigned in the special property of the light source. Btw, take a look at how many creative look controls we have for the light source. Also you may notice that the scene size is 8 GB (3GB geometry and 5GB textures) and it works very quickly on the single GTX 970 computing 15 AOVs in parallel (their resoltion doesn't matter, images are stored on CPU RAM during computation). Kirill
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Super!
![]()
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Ideally this IPR tab settings should go to IPR window UI but we currently have some problems writting interfaces in wxWidgets because we need custom controls and custom styles. It just simply needs more reading of their API, digging and etc. There should be options to lock the aspect ratio with main resoltion. There will be also the mode to fit render resolution to the IPR window size. I am interested whether you still have bugs/crashes when manipulating material layers? After 0.453 some complains from other people have changed to positive.
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Anton Bessonov doesn't need special representation, he is really great 3D artist with the highest demands.
His page Here are a couple of his WIP tests on detailed car model. The first one was done in one of the earliest CentiLeo. The last picture was done with 0.452 for Max (1 minute for 2000x2000) on one GTX Titan straight out of the raw render. So, he tried to make carpaint (see second picture) with some image of normal map flakes. I think we should make some procedural flakes shader for such tasks
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