Btw, it's possible to run CentiLeo and Octane at the same time. Just launch 2 Interactive Previews and they should work. I have tested this around a year ago and it was going without crashes.
As for Redshift there were problems on their side. RS didn't like when one other renderer is working at the same time in the same Cinema 4D launch, either Octane or CentiLeo. But this was true in the past and I don't know if anything changes until now.
Centileo takes GPU Vram at C4D startup, When I start Cinema 4D CentiLeo uses 3GB of Vram off the GPUs
Centileo takes GPU Vram at C4D startup, When I start Cinema 4D CentiLeo uses 3GB of Vram off the GPUs
Administrator Posts:
Hi Raphael and welcome to our forum!
It's a coinsidence I was watching just yesterday on your FB page the charts about Octane speed evolution for different versions starting from 3.08 and up until now. Thanks for this valuable information that makes me more calm ![]() In fact I become curious about what's going on with the subject question. In the past I was working for this not to happen when the renderer itself is not doing anything. Even if you don't launch it but tune CentiLeo materials with their preview performing some activity then it would take around 100Mb. One explanation is that modern GPU driver may take some resources on the first call to get the list of available GPUs and then reserve this for some reason. I will check this. In my case the the RTX 3080 reports only around 7.5GB when I just launch Cinema 4D without CentiLeo. I thought it is some OS memory reduction. Btw, I am currently filling the manual page for C4D plugin and you may see it here Kirill
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How to achieve gradient material on glass bottle?, 从下向上的渐变怎么设置?渐变节点好像没有变化,是不是要配合其他节点?
Administrator Posts:
If you want to create the gradient from bottom to top of the object without using texture UVW mapping then the receipe would be the following:
1) create the uvwProjection node with XYZ projection method 2) create Pattern node with linearY pattern type and connect uvwProjection to Pattern.inputUVW. This way you will get greyscale gradient. 3) create Ramp node as you did and connect the former node output to it's input map. As for glass material you may attach the resulting node to Transmission Color or Absorption Color. Also you may variate the absorption distance with a texture
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Render Speed
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It shouldn't! In a couple of my tests the latest release was around few percent faster. But your example would be welcome (with a scene) to see what's going on there
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CentiLeo for Cinema 4D新作
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Thanks for sharing!
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How to solve the problem of glass death black?, The file contains the environment HDR, a lamp, and a reflector。
Administrator Posts:
Hi, its probably not enough number of ray bounces. Or something to do with nested dielectrics where you may control it using "Is Liquid" checkbox in the Transmission channel of material.
I recommend yo download new CentiLeo 0.66 which now supports Chinese Interface for node materials ![]()
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Render Speed
Administrator Posts:
Yes, certainly we can accelerate even more using the code optimizations, some algorithm & sampling improvements and also using image adaptive sampling as you mention. As for image adaptive sampling I hope to make it in 0.68 release which should be released somewhere in the summer. This will be very cool further speedup.
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Forest Pack Support
Administrator Posts:
Yes, the forum was unfairly ignored by people, but in fact we didn't push promotion because needed to develop & bugfix more precisely. Anyway there are good conversatiions in the messengers.
FP will be supported for sure, and I think we will see it in the middle of this year. The next version of CentiLeo plugin for 3ds Max will get very important update: a denoiser and material converter from main 3ds Max shaders (from General category), Corona and Fstorm. And this will be released in the coming days.
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Python code to convert C4d materials to Centileo, How to replace the old materials by there centileo clones using python?
Administrator Posts:
Hi sel, welcome to CentiLeo! And thanks a lot for attempt to make a converter!
Good news is that I am working on this at the moment and it will be a C++ converter, that means that it will be able not only to convert into CentiLeo shader nodes, but also to use existing nodes directly in CentiLeo. We will try to support as much as possible from Cinema native nodes and Octane, and maybe more. And there will be iterations to refine the precision of shader conversion. For example the similar job is made for our 3ds Max plugin and it will be released soon. And now started to do it for C4D, hope it goes rapidly.
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Animated Alpha Texture, Is this possible?
Administrator Posts:
Hi Fabiano and welcome to our forum! As for animated bitmaps/textures - they are not supported, but the alpha channel of CentiLeo material is the slot to attach any alpha/opacity maps.
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Is 4K rendered faster with fewer iterations somehow?
Administrator Posts:
Certainly 32 iterations (2048 samples per pixel) are not always needed. That's why some experiment on user side is needed. With denoiser that can be modified in IPR in post effects settings this is even simpler (to be released in 0.66). But further we want to make an automatic render stop for regions that are already resolved, we will do this in some near future.
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Tracked footage slows rendering to a crawl, 100% resampling 4K
Administrator Posts:
A good practice to send a scene somewhere else is to save with assets option. It will save the scene to the specified folder and will send all the referenced textures there too and will change the links in the bitmaps. Also it's good to transfer the scene without "*.cntx" files and you do so.
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Is 4K rendered faster with fewer iterations somehow?
Administrator Posts:
New version will get Nvidia OptiX denoiser that can be changed in post production settings for PV and IPR, very usefull thing.
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Tracked footage slows rendering to a crawl, 100% resampling 4K
Administrator Posts:
Hi, I have investigated into the issue. So the first problem
As for the other one with glitching I understand now what's going on and it needs to be fixed. So in fact we have a scene glitching.c4d and an object GangutStation. This object has several selection tags with different referenced materials tags. Some materials have displacement mapping applied, some are not! But because something is with displacement then the whole object is getting tesselated and displaced but selection areas without displacement material get zero displacement value. The issue here is that tesseleated and displaced object surface triangulation and normals are changed compared to original and I think there is some wrong assignment of normals to not really displaced selections. This should be fixed by me. And I think that internally not displaced polygon selections should remain purely original. Also the other issue here is that when we have several selections for the object then the tesselation settings (edge size, subdivisions, but not the displacement map itself) are taken from displacement settings of the base material tag. Base material tag is the one that has no selection tag refrence and it would be applied to all polygons if selections were not present. It's wrong from my side, because I think we have to get these settings per selecion correctly. But in this scene case there is no created base material tag and a default one is used with too rough tesselation settings (Edge Size = 2, etc.). And these settings are propagated to all other material tags that reference correct existing selections. Certainly I have to fix this other issue. Something can be done even now on user side if you create a material tag on the left side of the object tag list without assigning this material tag to any selection. Also add material to this tag with zero constant displacement map, fix the tesselation settings to edge size = 1 or 0.5 and then artifacts poping normals will get reduced a lot. See this screenshot as an example of settings
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Tracked footage slows rendering to a crawl, 100% resampling 4K
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Tracked footage slows rendering to a crawl, 100% resampling 4K
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Tracked footage slows rendering to a crawl, 100% resampling 4K
Administrator Posts:
Thanks for shares! I will look into files and get back to you.
I see the Alien on one screen, one of my favourite characters! ![]()
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Tracked footage slows rendering to a crawl, 100% resampling 4K
Administrator Posts:
It seems to be a CentiLeo bug.
0.5 iterations is progressive stage that shortly shows the whole picture. Then it works as buckets until 1.0 iterations and all the others are also buckets. Does this issue always reproduce? Can you send me a minimum test example for fixing? I have fixed a lot of things already since last release and maybe this issue is also fixed but I am not sure. The new version is coming soon.
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Anyone encounter rendered frame getting infinitely stuck halfway?
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Anyone encounter rendered frame getting infinitely stuck halfway?
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