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Filip Stamate wrote:
Dirt node is still not fixed, correct? |
The speed of the new version is significantly improved
Administrator Posts:
The issue with crash is fixed. Btw it happened when small enough object is used, e.g. a plane or cube. Just need to re-download and re-install the plugin.
CentiLeo Chat:
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The speed of the new version is significantly improved
Administrator Posts:
Yes, I am working to fix this crash at the moment, it's reproduced already. Hope to fix it asap.
CentiLeo Chat:
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The problem of Sinicization, The problem of Sinicization
Administrator Posts:
I hope there will be a chance to make Chinese translation for Cinema and nodes interface. At first glance it seems to be not so complex as there are some sources including other engine translations
CentiLeo Chat:
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The speed of the new version is significantly improved
Administrator Posts:
Hi coooooolin, thank you! Actually the biggest speedup is on more recent GPUs such as RTX 3070 or 3080. For GTX 10xx it's more modest but still is nice as you see.
The CPU power (and dual CPU) is not exploited in CentiLeo rendering part, because we still have room for improvement on GPU.
CentiLeo Chat:
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The phenomenon of cpu utilization in version 0.65
Administrator Posts:
Hi coooooolin, thank you! Actually the current CentiLeo architecture doesn't use dual CPU at all, we however can use multiple GPUs in the system, there can be a lot of them. But they become so fat, and I can fit only 2xRTX 3080 to my PC.
The CPU is used only to read the files, scene objects at rendering launch, and it's using several threads and multiple GPU too.
CentiLeo Chat:
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one of my materials became broken when moving the scene into 0.65
Administrator Posts:
I have probably overseated with optimizations, and it would be nicer to make 2 releases of it each with some 2x speedup. But getting a one 5x is great too
Actually the features, materials and nodes were not modified at all. So everything should be as in the old version. Only the engine speed has changed. I only remember that I have added the real scene units (mm, cm, meters) to the displacement mapping edge length for the world space mode. In 0.64 this value didn't have any units. Just check this part, maybe it may help changing the edge length of world space split (not pixel adaptive split).
CentiLeo Chat:
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[ Closed] CentiLeo Gallery
Administrator Posts:
CentiLeo 0.65: Multi-GPU Out-of-core Rendering
2 x RTX3080. There are 2 scene variants here: with 245M and 288M triangles. The scene with 245M triangles is launched within around 12.5 seconds, and the scene with 288M triangles is launched in 15 seconds including ray acceleration builder and scene read from file. All renders have 4 iterations (256 samples per pixel) and 1600x900 resolution. All shots render within very few seconds.
CentiLeo Chat:
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[ Closed] CentiLeo Gallery
How to make emissive object invisible to camera completely?
Administrator Posts:
Honestly I have never tested pyro, still will be busy to add other important changes to CentiLeo core, both more optimizations and other features
CentiLeo Chat:
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How to make emissive object invisible to camera completely?
Administrator Posts:
Yes, the scratches can be used as mask, they output only greyscale scratches on top of white background. But these grey values are very dim, and you may not really see the effect in a combination with mix material. So, probably a color correct node can help increasing the contrast of scratches but I feel I can improve the scratches node to produce more contrast values and output grey gradient scratches (as is now), colored scratches and pure black/white mask. For example this is working for the flakes node and it's working perfectly as a mask of multi material, and very usefull to produce the car paint flakes.
Btw, download the 0.65 release, it's done, and it's much faster, and the most previously discussed bugs have also fixed
CentiLeo Chat:
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Any way to make God Rays with spotlight?, Any other useful things we can do with lights?
Administrator Posts:
Ha-ha! Interesting finding, thanks for sharing the idea! I undestand how it works with some very slight emission power on the cone
CentiLeo Chat:
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How to make emissive object invisible to camera completely?
Administrator Posts:
Oh yes, this is currently not working for regular objects with emission material. This hidding from camera works only for regular light sources (Area, Omni, Spot). Btw, if you create the omni light source and increase the radius using CentiLeo tag then it will be a sphere and you can hide it with the same property control in the tag.
I should fix it for emission material for sure, that's also needed for some archviz lighting setups.
CentiLeo Chat:
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Any way to make God Rays with spotlight?, Any other useful things we can do with lights?
Administrator Posts:
How does it look visually? Actually this feature is not supported natively, so we have to integrate a whole volumetric support
CentiLeo Chat:
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Trembling shadows
Administrator Posts:
Actually please can you re-register because it seems you forum account was corrupted because of wrong anti-spam script.
CentiLeo Chat:
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Fire fly render
Administrator Posts:
Have you seen Emissive material node? It can be combined with any other reflective node using mixing material nodes. You may also tune the emissive color for various layers such as reflective, diffuse, direct or indirect lighting. After that I will translate CentiLeo interface for C4D to Chinese, hope you will check it
CentiLeo Chat:
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How to use and how to set a project from scratch
Administrator Posts:
I think the light flicker issue was fixed in the new version that is not yet released. I hope so Need to wrap up things faster!
CentiLeo Chat:
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The problem of Sinicization, The problem of Sinicization
Administrator Posts:
Hi coooooolin! Welcome to CentiLeo! Thanks for suggestion!
I think we can do this, this is possible and I will help. Actually there was a discussion some time ago how to make translation for node editor in the topic with China users Please look there! If that doesn't work I will create the template files and will start entering valid Chinese translations instead of English and you will check them :
CentiLeo Chat:
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New release
Administrator Posts:
Thank you Rodrigo, and welcome to CentiLeo! At the moment the new release is under testing and bugfixing, it's on the edge. Will release it very soon! It will get very good speedup, especially on new cards
CentiLeo Chat:
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How to use Subsurface Scattering properly?
Administrator Posts:
Hi ssjenforcer,
You have found perfectly right that mixing separate pure red, green and blue channels result in a white color because these 3 subsurface channels are combined using weighted sum. You can make your weights arbitrary, but they will rescale accordingly. There are three of these layers just for flexibility, so that you could make one layer thin and and another layer thick changing the radius value accordingly. For example for skin surfaces it's nice to make one red layer with larger radius to get this subtle red lighting effect when the light is behind the skin object. Actually this SSS is like an extented Diffuse. For example you can make SSS with red/green/blue or white/white/white colors and zero radiuses and compare it with white Diffuse. They will be the same. Later you can change the colors/radiuses and weights and make a different look. Usually SSS is combined with reflection layers to make a tint layer. But combining with Transmission or Translucent is also possible. In the future I will make a so called random walk SSS solver to get more precise SSS for small thin object parts with large SSS radius.
CentiLeo Chat:
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Chrome material, how?
Administrator Posts:
CentiLeo Chat:
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