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CentiLeo for 3ds Max 0.462 available
 
Administrator  Posts: 906
Dec 16, 2016 13:31
Updated till 0.462, please see ther first message
CentiLeo Chat: https://t.me/centileochat
3dsmax Lightlister script
 
Administrator  Posts: 906
Dec 16, 2016 09:52
Here is my quick test in Max 2017! It is installed and is working very well. I like the left most button which jumps to Modifier editor with full settings.

Few remarks:
1) When light is switched off with checkbox the dropdown box for Type is deactivated. And when it is switched on again then the dropdown box for Type is not activated again. I think it can be always be active regardless of on/off state.
2) We have too many tweaking controls for the light source. And there is no yet textures there. Will need to think how to make it more ergonomic. At least the Multiplier can be removed, becuase there is Intensity there

There are some exceptions regarding garbage collector when installed it to Max 2014 and run the light lister. However it was running together with 2017 and IPR in both Max instances. Will have to check it alone.

Thank you very much Ali for your help to CentiLeo! 8)

CentiLeo Chat: https://t.me/centileochat
3dsmax Lightlister script
 
Administrator  Posts: 906
Dec 16, 2016 06:23
Hi Ali, thank you for your awesome work!
This is really usefull compared to manual light search and goto modifier.

I will also place the names of lights (instead of type names) into the viewport as labels of lights. Together with other fixes and multiscatter will be upload today.
CentiLeo Chat: https://t.me/centileochat
First converter test
 
Administrator  Posts: 906
Dec 15, 2016 08:52
Quote
Ali Kavyani wrote:
Can we add emission materials to light passes for light blend purposes

Yes and it will be an easy assignment with selection of light pass in emission material GUI.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
 
Administrator  Posts: 906
Dec 15, 2016 08:50
Thanks for wish list!
Still working hard on the bugfixes :)

Quote
play boy wrote:
1:A little bitmap user interface for the Cntlbitmap to help us know the file more easily.
2:Several functions for the Cntlbitmap such like transform mirror flip inverting ect.or a layer material just like the C4D.
Mirror, rotation, seamless tiling, contrast will be added.
Please, can you tell in detail what other things are better to add there?
Quote
play boy wrote:
3:The focus object for the moving camera.
So, do you want to drag&drop the object that should be in focus for Depth of Field? The focus usually works for single direction (e.g. there is autofocus button in IPR window). But the object can be large, has many parts where it is harder to detect which of them should be in focus.
One idea is to place the Target tag for camera, drag the object there and recompute autofocus in the direction of computed C4D target. So, we need to add autofocus recomputation if the Target tag is attached to camera.
Quote
play boy wrote:
4:A deep tutorial to explain the fast SSS Skin function.You know it‘s the soul part for every good renderer.a pretty face picture can make the Centileo world famous,as i wish.
Sure, the SSS is super important. We want it to be as nice and fast as possible. However, recording tutorials right now is a little bit problem because we are too busy in a run for features implementation like multi-GPU, displacement, hair, motion blur and other every day requests, bug fixes.
When things become slightly easier on technical part then we will give a lot more attention for tutorials and demos.
CentiLeo Chat: https://t.me/centileochat
First converter test
 
Administrator  Posts: 906
Dec 13, 2016 22:30
Quote
Ali Kavyani wrote:
Just needed to fix some intensity issues and waiting for mesh lights and emission material.
My current idea is to make emission material which can be blended via Multi Material and be attached to any object.
So I currently think there is no need to support some special mesh light. Just emission material with masks in multi-mat.
CentiLeo Chat: https://t.me/centileochat
First converter test
 
Administrator  Posts: 906
Dec 13, 2016 22:27
I have fixed significant internal issue when different lights have super different light intensities/normalization and areas. That issue caused too big noise in presense of such different lights in 0.45-0.46

Next version will have no such issue!
CentiLeo Chat: https://t.me/centileochat
First converter test
 
Administrator  Posts: 906
Dec 13, 2016 16:35
Ali, thanks a lot! Do you also translate Vray portals into CentiLeo portals in you script?
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
 
Administrator  Posts: 906
Dec 11, 2016 16:01
Quote
Aimar NL_21 wrote:
10 min . no i don't use portal option .

Using Portal (you may see Cinema documentation or attached sample) accelerates rendering interiors lit by HDRs which are visible through windows. Simply place Area light sources to the hole of the window and in our cntlLightTag please enabled "Is Portal" option. It should be noticeably faster.

Quote
Aimar NL_21 wrote:
and some of saving format like .png doesn't work Properly .
This is the bug of Cinema 4D itself and not of CentiLeo. We transfer our imagery to Picture Viewer and since then Cinema is responsible for saving images.
As far as I remember Cinema ignores saving alpha channel for .png and it is a long story bug. As an alternative you may use .tiff which works as expected.

Quote
Aimar NL_21 wrote:
no . Normal c4d uvw ( Texture tag ) Like cubic and other
At some stage we want to implement the entire functionality of TextureTage which is very cool. Don't yet promise the date, but it is planned.


Btw, we are currently working on fixes for CentiLeo 0.46 for Cinema. Glass fixes are already done, just need to finish the fix for animation render recording. First time reported by Rodrigo.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for 3ds Max 0.462 available
 
Administrator  Posts: 906
Dec 11, 2016 15:53
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.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
 
Administrator  Posts: 906
Dec 11, 2016 09:08
Quote
Aimar NL_21 wrote:
Please add more uvw mapping ( projection ) .

meantime i test a internal render and render time is not bad ( still have noise ).
Do you want to combine several mesh UV sets in the same object? We are going to add support up to 4 mesh UV sets in around of 3 future updates.

What was the time of your interior render? Have you used the portal option on the window? We still have the opportunity to accelerate diffuse-diffuse interreflections
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
 
Administrator  Posts: 906
Dec 11, 2016 09:05
Quote
play boy wrote:
Quote
Kirgman wrote:
It seems there is something wrong on the arm. But one thing is too low poly model (at least on the tits and arms there are clearly visible polygons). Can you increase the tesselation of this model and see what happens?

The dark outline on the right arm - need to understand what is happening on it: does it appear when you add reflection? Or does it appear from diffuse? What happens if you change reflection IOR?

Also please try to switch on/off the option "Reflection as coat". It may happen that if it's enabled the dark outline should dissappear. Will probably remove this option and make it always on.

I would like to fix the problem.
Please, can you help us find the fix and send us this model to info@centileo.com ?
so kind~~hug~
i tested a simple oiltank and got the same result.so i think it's not about the model.
maybe something incompatible with C4D R18.
I am trying to solve the problem of black highlights. Probably solved but still testing it. It appears under some conditions
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
 
Administrator  Posts: 906
Dec 10, 2016 08:38
It seems there is something wrong on the arm. But one thing is too low poly model (at least on the tits and arms there are clearly visible polygons). Can you increase the tesselation of this model and see what happens?

The dark outline on the right arm - need to understand what is happening on it: does it appear when you add reflection? Or does it appear from diffuse? What happens if you change reflection IOR?

Also please try to switch on/off the option "Reflection as coat". It may happen that if it's enabled the dark outline should dissappear. Will probably remove this option and make it always on.

I would like to fix the problem.
Please, can you help us find the fix and send us this model to info@centileo.com ?
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
 
Administrator  Posts: 906
Dec 9, 2016 17:22
Oh, camera response tables or LUTs! I like these features a lot.
Sure, will do it when will fix few other things.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
 
Administrator  Posts: 906
Dec 9, 2016 13:30
Quote
Aimar NL_21 wrote:
hi
after Resolve PSU problem right now everything works perfect .

and some request ;

1 - temperature ( Blackbody) in light tag
2 - adding default environment color or checkbox for on , of in IPR , maybe auto of if use light
3 - AOV for sss
4 - Emission material and ( or ) mash light
5 - tonemapping in camera tag
6 - vertex map
7 - rendering Spline ( Tracer )
and Whatever that can do with Arnold .
Hi Aimar!

1 - yes
2 - how do you suggest to organize things? Let's discuss. Right now default env color is tuned in our render settings. This is needed to see objects in the scene if there are no light sources / skies there. It is overriden automatically if Sky with Envmap tag is present in the scene. But if for any layer such as reflection/camera/base/transmission the sky/envtag is disabled then default env color is used. It's possible to use several different skies for reflection/camera/base/transmission. Just disable the sky/envtag for everything except the necessary layer. Disabling is done with zero brightness.
2.5 - will add checkbox Clay mode for IPR. It will be more logical to co-exist with defaul env color
3 - Yes, good idea. And maybe translucency will go to separate AOV too. Maybe there will be also separation into texture values and incoming lighting.
4 - Yes, think it will be in some of 0.5X version
5 - How should it differ from our existing post-processing tab in camera tag? Have you noticed a special new camera tag?
6 - Will have to research how to do it in the best way, it seems to be very cool feature.
7 - We will support splines as analytic render primitives and should translate them from Cinema as well

Thanks for requests! :)
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
 
Administrator  Posts: 906
Dec 9, 2016 06:52
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.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for 3ds Max 0.462 available
 
Administrator  Posts: 906
Dec 8, 2016 21:28
Need to test if the normals are exported correcly with this new fast scene loader.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for 3ds Max 0.462 available
 
Administrator  Posts: 906
Dec 8, 2016 21:05
Hello everyone!

We have released CentiLeo 0.462 for 3ds Max 2014-2017.

Download link: http://centileo.com/forum/forum13/97-download-link-centileo-for-3ds-max-v046-alpha-faster-scene-load...

Recommendation to increase render speed: http://centileo.com/forum/forum19/93-recomendation-to-increase-render-speed-and-reduce-lags

Shaderball scene: http://centileo.com/bitrix/components/bitrix/forum.interface/show_file.php?fid=322&action=download

Light lister script by Ali Kavyani: http://centileo.com/forum/forum22/99-3dsmax-lightlister-script

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: http://centileo.com/forum/forum22/99-3dsmax-lightlister-script

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.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.453 available (faster, many lights, light pass blender)
 
Administrator  Posts: 906
Dec 5, 2016 04:42
play boy, thanks 8) !

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.
CentiLeo Chat: https://t.me/centileochat
First converter test
 
Administrator  Posts: 906
Dec 5, 2016 04:38
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?
CentiLeo Chat: https://t.me/centileochat
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