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The speed of the new version is significantly improved
 
Administrator  Posts: 895
Nov 24, 2022 22:44
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.
Quote
Filip Stamate wrote:
Dirt node is still not fixed, correct?
Not yet :(
CentiLeo Chat: https://t.me/centileochat
The speed of the new version is significantly improved
 
Administrator  Posts: 895
Nov 24, 2022 18:53
Yes, I am working to fix this crash at the moment, it's reproduced already. Hope to fix it asap.
CentiLeo Chat: https://t.me/centileochat
The problem of Sinicization, The problem of Sinicization
 
Administrator  Posts: 895
Nov 24, 2022 09:27
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: https://t.me/centileochat
The speed of the new version is significantly improved
 
Administrator  Posts: 895
Nov 24, 2022 09:25
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: https://t.me/centileochat
The phenomenon of cpu utilization in version 0.65
 
Administrator  Posts: 895
Nov 24, 2022 07:22
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: https://t.me/centileochat
one of my materials became broken when moving the scene into 0.65
 
Administrator  Posts: 895
Nov 24, 2022 07:18
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: https://t.me/centileochat
[ Closed] CentiLeo Gallery
 
Administrator  Posts: 895
Nov 23, 2022 22:04
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: https://t.me/centileochat
[ Closed] CentiLeo Gallery
 
Administrator  Posts: 895
Nov 23, 2022 21:55
Old Examples
CentiLeo Chat: https://t.me/centileochat
How to make emissive object invisible to camera completely?
 
Administrator  Posts: 895
Nov 23, 2022 18:20
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: https://t.me/centileochat
How to make emissive object invisible to camera completely?
 
Administrator  Posts: 895
Nov 23, 2022 17:55
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 :)

https://centileo.com/news/161/centileo-for-cinema-3dsmax-0650/
CentiLeo Chat: https://t.me/centileochat
Any way to make God Rays with spotlight?, Any other useful things we can do with lights?
 
Administrator  Posts: 895
Nov 23, 2022 14:38
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: https://t.me/centileochat
How to make emissive object invisible to camera completely?
 
Administrator  Posts: 895
Nov 23, 2022 14:35
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: https://t.me/centileochat
Any way to make God Rays with spotlight?, Any other useful things we can do with lights?
 
Administrator  Posts: 895
Nov 19, 2022 06:46
How does it look visually? Actually this feature is not supported natively, so we have to integrate a whole volumetric support
CentiLeo Chat: https://t.me/centileochat
Trembling shadows
 
Administrator  Posts: 895
Nov 5, 2022 08:48
leraburko5, thank you and welcome here! Yes, I know this issue. I think it's fixed in the new release that will be published soon. Need to polish few more things and will release it :)
Actually please can you re-register because it seems you forum account was corrupted because of wrong anti-spam script.
CentiLeo Chat: https://t.me/centileochat
Fire fly render
 
Administrator  Posts: 895
Nov 1, 2022 12:02
Quote
liyulin wrote:
Hello author, I found the renderer you developed in China, I feel that the content is really good, I found that there is a lack of emissive material nodes, the rendering speed is not bad, how long do you need to update the emitting material nodes?
Hello and welcome here! I hope to launch the new release in days with much better render speed. Currently fixing a minor issue and writting a description.
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: https://t.me/centileochat
How to use and how to set a project from scratch
 
Administrator  Posts: 895
Oct 10, 2022 22:18
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: https://t.me/centileochat
The problem of Sinicization, The problem of Sinicization
 
Administrator  Posts: 895
Sep 16, 2022 22:55
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 https://centileo.com/forum/forum19/380-_-_
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: https://t.me/centileochat
New release
 
Administrator  Posts: 895
Sep 2, 2022 08:57
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: https://t.me/centileochat
How to use Subsurface Scattering properly?
 
Administrator  Posts: 895
Sep 2, 2022 08:53
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: https://t.me/centileochat
Chrome material, how?
 
Administrator  Posts: 895
Aug 28, 2022 10:19
Quote
Wuzhongjian wrote:
why use two reflection when making metals,and does Reflection 2 use the same IOR as Reflection 1does?
It's defenitelly up to user to use one or two reflections. You can setup differernt IORs and roughness for them of course. This is done for artistic freedom
CentiLeo Chat: https://t.me/centileochat
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