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CentiLeo for Cinema 4D 0.500 available (nice bug fixes)
 
Administrator  Posts: 906
Jul 21, 2017 12:03
These things will come in the nearest 1-3 releases. As for IPR then indeed it takes more CPU cycles than before, refresh rate is too high (need to reduce it).
CentiLeo Chat: https://t.me/centileochat
CentiLeo for 3ds Max 0.500 available (nice bug fixes)
 
Administrator  Posts: 906
Jul 21, 2017 11:42
Quote
S M wrote:
Thanks! What about alpha visibility? Objects with refraction are solid in alpha. Am I missing something?
This is not yet supported. Must do it. Partial alpha-channel output is currently working for shadow catcher shadows.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.500 available (nice bug fixes)
 
Administrator  Posts: 906
Jul 20, 2017 22:42
My bro have shown me some complains of Tiago about CentiLeo speed in interiors on your FB page. Show this to Tiago:

Pre info: CentiLeo's: Min/Max iters 3 / 17 is like 128 / 1024 samples per pixel. In both engines noise limit is 0.01. However, CentiLeo's noise limit of 0.01 seems to be like 0.003 - 0.005 of Redshift. In both renders 4 GI bounces were used and diffuse material with 80% bright white. Light tuned to be similar.
In one case there are area lights in windows. In another case just white solid environment without portals.
Just so simple classical interior. 2 GPUs 970GTX (secondary, not on display).
In same time CentiLeo produces less noise on same HW on same scene. Sometimes not so much less. I have other scenes where in shadow areas CentiLeo has more advantage. With more geo also more advantage.

But I think we may still have some problems on too small GPUs (complains on speed / IPR lags only from them). Will look at this, but not priority. More features is must.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.500 available (nice bug fixes)
 
Administrator  Posts: 906
Jul 20, 2017 22:31
Quote
Rodrigo Bitencourt Rodrigues wrote:
+ Area Light scale should respect the size of the Area light DETAILS TAB(Size X and Size Y) that way I can edit the size via viewport with Area Light helpers..
But it respects! So do for inner/outer angles of spot light. There is additional are scale in light tag too which multiplies area on top of details tab.
Quote
Rodrigo Bitencourt Rodrigues wrote:
+ DOF Sensor Width should respect Camera F-Stop value, like a real camera.
lower F-stop = more DOF.
high F_Stop = less DOF
ok, should do a lot of things for camera
CentiLeo Chat: https://t.me/centileochat
CentiLeo for 3ds Max 0.500 available (nice bug fixes)
 
Administrator  Posts: 906
Jul 20, 2017 17:27
Ok, I see. I will try to double-check and polish some things to make better stability for new IPR implementation. Strange because in Max plugin it doesn't do anything serious when close the window.
Also will add GPU priorities to Hardware settings in attempt to improve IPR fluence when there is just 1 GPU in a system.

The manual is old enough. Need to upgrade it a lot. Will do it after some 0.55 version when will add more shaders there.
Quote
S M wrote:
sampling params are different now as in manual. What is the best approach to speed up rendering and to fight fireflies?
Min/Max iterations is like number of samples. Each complete iteration makes 64 samples per pixel for entire image. If the status bar shows partially complete iteration then it means the current pass over image is partially done. The first iteration (from 0 to 1) is progressive for navigation purposes only during interactive work with the scene. The other iterations are much more clever and are tuned for less noise and final quality, hi-res.
When the sampler reaches Min number of iterations and desired "Noise level" for pixel then it stops rendering it and contiunes processing only pixels which have more noise then specified in "Noise level".
But if pixel sampling has reached Max iterations then it stops regardless of noise value for pixel.

Redshift, Corona, Fstorm all have similar settings. Octane too (but they have slightly more settings).
Our noise level internal estimation is conservative. At value 0.01 it doesn't give chance for noise where e.g. Redshift stops at 0.01. This is good for quite dark shadow areas.

The other optimization settings are as usual: number of all ray bounces (and max number of diffuse only bounces which can be lower than overall num of bounces). Diffuse bounce is a ray bounce off surface with roughness higher than 0.1.

We also have clamp values
1) for direct lighting,
2) specular direct lighting (everything reflected from perfect mirror or glass with roughness less than 0.1),
3) and clamp for indirect light.
The last 2 may give fireflies in some cases. Try reduce them and see.

What kind of scene you have fireflies?
CentiLeo Chat: https://t.me/centileochat
CentiLeo for 3ds Max 0.500 available (nice bug fixes)
 
Administrator  Posts: 906
Jul 20, 2017 12:04
Quote
Sergej Mostnar wrote:
Very nice. Sometimes Max stops responding after ipr or material window closing. Have to force-close app.
Hi Sergej, thanks for telling about this.

Pls, can you describe this case? What GPU (or several), what kind of scene and the actions you did before it stopped responding.
I had some crash on my computer with 2GB GPU (750ti) which reported just 1GB remaining for renderer after OS and viewport consumed their GPU resources. This remaining 1GB is quite small for renderer (it can work but not as efficient as with 4GB+). How much memory available for GPU can be seen in Harware Settings of CentiLeo for each listed GPU.

Do you close the whole 3ds Max or just IPR to make it alive again?

This is the first version with new IPR engine and need to find all these bugs.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.500 available (nice bug fixes)
 
Administrator  Posts: 906
Jul 19, 2017 19:05
Hi! Well, unclamping Weights from 1 is non-phys, but who stops us from this. Right now it is possible to override the weight values (or even Color) with const shader with arbitrary value.

As for IPR then together with the list of active cameras the plan is:
183) IPR: progress bar (scene compile, IPR scene reader, texture parser, render, region), PCI Express BW per GPU, pixel inspector, tabs DoF and Light pass, white balance picker, image history, A|B comparison, render stamp, more post stx. Almost a picture viewer
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.500 available (nice bug fixes)
 
Administrator  Posts: 906
Jul 19, 2017 10:25
Reaploaded with small glass fix: shadows casted by glass objects look more proper
CentiLeo Chat: https://t.me/centileochat
CentiLeo for 3ds Max 0.500 available (nice bug fixes)
 
Administrator  Posts: 906
Jul 19, 2017 10:21
Hi everyone,

CentiLeo 0.50 for 3ds Max 2014-2017 is ready! It has a lot of important bugfixes for refractions, diffuse interreflections, etc. Some things like new IPR GUI took a really a lot of time due to fixing new bugs related to it. But this was solved. Hope to add more graphics features to CentiLeo asap.

Download here: http://centileo.com/forum/forum13/124-download-link-centileo-for-3ds-max-v0500-alpha

Change Log: cntlmax 0.500 alpha (2017 July 19)

[IPR] Changed GUI engine for IPR mode to JUCE library (www.juce.com). All IPR controls like image resolution and post settings go to the IPR window. It opens the IPR window faster, process images faster and is very cool. Later will add DOF, light pass settings and more cool things there too.
[core] Fixed wrong glass refraction patterns. It is also accelerated a bit for many multiple internal glass reflections.
[core] Improved the look of shadow from the glass objects.
[core] Improved rough glass render speed and look.
[core] Fixed loss of light energy for diffuse interreflections.
[core] Faster render for HDR lighting with very bright high-contrast spots (thanks to a bugfix).
[core] Fixed problem when display GPU participates in multi-GPU rendering. Before fixing this the display GPU could even deaccelerate collective rendering. Right now display GPU accelerates the multi-GPU render (however remember that display GPU also shares resources with native C4D viewport).
[core] Reduced peak RAM memory consumption when scene with huge meshes is loaded. Just valid and useful data takes place but temporary data doesn’t consume huge memory like before. E.g. for 50M poly meshes it is reduced by ~10GB.
[core] Out-of-core texture cache doesn’t consume all maximum capacity upfront. Now it saturates the cache on demand (when you add textures until the limit that you set in max OOC texture cache setting). It results in minimum RAM consumption (2GB) for blank scene (lower than before).
[cntlmax] Fixed window crashing error when you have opened Corona render IPR before CentiLeo.
[cntlmax] Fixed crash when change animation time and cntlLight (or cntlUber) was present in the scene.
[cntlmax] Fixed zoom scale of viewport light source representation. Light source names are off by default (may be switched on in LS settings).
[cntlmax] Fixed RAM memory consumption when IPR is open for several hours.

Known issues to be solved
- Displacement mapping feature is deactivated due to large code changes overall. This feature will be recovered within the next few short CentiLeo updates.
- 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.

Important note
We are currently using JUCE library (https://juce.com/) for IPR GUI under Personal license (which is free) for initial testing purpose. In IPR window it will show in the right bottom corner a splash screen for the first start and it dissapears in few sec. It may also connect to Google Analytics to collect end-user stats. Juce guys claim this is nothing bad but stats collection so they know who is using them. However, the plugin works perfectly without any Internet connection.
If everything works well on main technical side then we will buy the full license of JUCE and get rid of these small issues.

Please test it and give us feedback to discover further improvements!

Best regards,
Kirgman
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.500 available (nice bug fixes)
 
Administrator  Posts: 906
Jul 16, 2017 10:57
In 0.49 times I have promised to make TextureTag and Alpha channel for material stacking by 0.50. And we didn't make it by this moment due to so many issues that needed to be solved for robust IPR work under new GUI engine. It really took lot of time for polishing. However, we will put more efforts to make promised features very soon.
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.500 available (nice bug fixes)
 
Administrator  Posts: 906
Jul 16, 2017 10:41
Hi everyone,

CentiLeo 0.50 for Cinema 4D R16-R18 is ready! It has a lot of important bugfixes for refractions, diffuse interreflections, etc. Some things like new IPR GUI took a really a lot of time due to fixing new bugs related to it. But this was solved. Hope to add more graphics features to CentiLeo asap.

Download here: http://centileo.com/forum/messages/forum18/message613/122-download-link-centileo-for-cinema-4d-v0500...

Change Log: cntlc4d 0.500 alpha (2017 July 16)

[IPR] Changed GUI engine for IPR mode to JUCE library (www.juce.com). All IPR controls like image resolution and post settings go to the IPR window. It opens the IPR window faster, process images faster and is very cool. Later will add DOF, light pass settings and more cool things there too.
[core] Fixed wrong glass refraction patterns. It is also accelerated a bit for many multiple internal glass reflections.
[core] Improved the look of shadow from the glass objects. (added 19 July 2017)
[core] Improved rough glass render speed and look.
[core] Fixed loss of light energy for diffuse interreflections.
[core] Faster render for HDR lighting with very bright high-contrast spots (thanks to a bugfix).
[core] Fixed problem when display GPU participates in multi-GPU rendering. Before fixing this the display GPU could even deaccelerate collective rendering. Right now display GPU accelerates the multi-GPU render (however remember that display GPU also shares resources with native C4D viewport).
[core] Reduced peak RAM memory consumption when scene with huge meshes is loaded. Just valid and useful data takes place but temporary data doesn’t consume huge memory like before. E.g. for 50M poly meshes it is reduced by ~10GB.
[core] Out-of-core texture cache doesn’t consume all maximum capacity upfront. Now it saturates the cache on demand (when you add textures until the limit that you set in max OOC texture cache setting). It results in minimum RAM consumption (2GB) for blank scene.
[C4D plugin] Fixed window crashing error when you have opened Corona render IPR before CentiLeo.
[C4D plugin] Fixed crash when objects have assigned TextureTags with non-existing or empty materials.

Known issues to be solved (reduced list)

- Displacement mapping feature is deactivated due to large code changes overall. This feature will be recovered within the next few short CentiLeo updates.
- May not initialize if AMD GPU is in your computer together with NVIDIA GPU.
- Very limited scene converter tool from Cinema 4D native materials (only diffuse color and texture are converted and translated if assigned to the object)
- May not support non-latin texture paths.

Important note

We are currently using JUCE library (https://juce.com/) for IPR GUI under Personal license (which is free) for initial testing purpose. In IPR window it will show in the right bottom corner a splash screen for the first start and it dissapears in few sec. It may also connect to Google Analytics to collect end-user stats. Juce guys claim this is nothing bad but stats collection so they know who is using them. However, the plugin works perfectly without any Internet connection.
If everything works well on main technical side then we will buy the full license of JUCE and get rid of these small issues.

Please test it and give us feedback to discover further improvements!

Best regards,
Kirgman
CentiLeo Chat: https://t.me/centileochat
Shaderball scene for Max
 
Administrator  Posts: 906
Jun 22, 2017 06:31
For experiments
CentiLeo Chat: https://t.me/centileochat
Centileo lights name in viewport
 
Administrator  Posts: 906
Jun 20, 2017 05:44
I agree about this. Will look how to make it
CentiLeo Chat: https://t.me/centileochat
CentiLeo for 3ds Max 0.492 available (improved shadow catcher and many fixes)
 
Administrator  Posts: 906
Jun 19, 2017 20:07
Hello everyone!

This is the update CentiLeo 0.492 for 3ds Max 2014-2017! Shadow catcher is improved. Some more AOVs and light visibility properties are added. Important fixes for proxy files, hidden object accounting and problems with very high res bitmaps.

Download here: http://centileo.com/forum/forum13/118-download-link-centileo-for-3ds-max-v0492-alpha

Change Log: cntlc4d 0.492 alpha (2017 June 19)

[core] Improved Shadow Catcher and fixed relevant direct shadow bugs. Now you can control the strength of shadow for each light source or HDR environment map without affecting/overburning the other layers and other (non-shadow-catcher) objects. E.g. you can setup a separate environment map for shadow catcher. Since now to enable Shadow Catcher you should enable the checkbox in material settings (it will work as diffuse component, you can also add custom reflections for shadow catcher material, secondary GI is also rendered on shadow catcher).
[core] Sampling high-contrast HDR environment maps is improved 20% (less noise).
[core] Fixed issue with quite large overall brightness difference when render with or without portals
[core] Fixed Alpha-channel AOV
[core] Added Translucency, SSS AOVs
[core] Added Static Noise pattern option. It is used to get either static noise pattern when rendering animation or dynamic (when unchecked) to be used in 3rd party post denoisers.
[core] Fixed wrong blur (artifact) with bucket borders for very high-res bitmaps.
[core] Fixed IPR scene parser slowdown (when user moves objects interactively) in case of many GPUs.
[core] Fixed problem with incomplete shadow length in some IPR scenarios.
[core] Fixed problem with incomplete shadow length in some IPR scenarios.
[core] Improved IPR render performance in case of multi-GPU where display GPU also participates.
[cntlmax] Fixed Proxy CentiLeo object exporting to files and replacing for original objects and now it also understands native 3ds Max instancing.
[cntlmax] Fixed handling of hidden objects in 3ds Max scene for IPR.
[cntlmax] Fixed bug with changing CPU texture cache size.
[cntlmax] Added Target on/off for CentiLeo Light (former CentiLeo Uber Light object).
[cntlmax] Added more light visibility parameters per layer with arbitrary value range.

Known issues to be solved

- If you have several GPUs in computer it’s not recommended to assign the display-GPU for rendering. Sometimes is causes strange behavior. Currently we are trying to fix it.
- Displacement mapping feature is deactivated due to large code changes overall. This feature will be recovered within the next few short CentiLeo updates.
- 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.
- May not support non-latin texture paths.
- Need to finish implementing integration with ForestPack/RailClone/MultiScatter

Make you test and please give a feedback to make it even better!

For next update we plan to make RandomShader, RandomBitmap and interactive responce for 3rd party scatter plugins.

Kirgman
CentiLeo Chat: https://t.me/centileochat
How do I do Caustics on Glass?
 
Administrator  Posts: 906
Jun 15, 2017 09:51
The price will be similar to popular GPU renderers but not higher. We still need to make a lot of things in alpha stage like mesh lights, motion blur, more shaders, aovs, better converters, nice gallery and video tutorials and etc.
CentiLeo Chat: https://t.me/centileochat
How do I do Caustics on Glass?
 
Administrator  Posts: 906
Jun 15, 2017 05:26
Quote
Daniel Westlund wrote:
As the title say, I Cant find a way to create caustics. Is this coming in a later build?

//Daniel
Hi Daniel, welcome here!
Caustics are not yet supported. They are switched off to get rid of fireflies from general renderings. There will be a separate and nice solution for caustics in one of the future releases (but not very soon).
CentiLeo Chat: https://t.me/centileochat
CentiLeo for Cinema 4D 0.491 available (improved shadow catcher and bug fixes)
 
Administrator  Posts: 906
Jun 12, 2017 21:10
Updated to 0.491 with fixing several really bad bugs like for very high-res bitmaps and broken noise aware rendering.

And it has super cool shadow catcher!!! :evil:
CentiLeo Chat: https://t.me/centileochat
CentiLeo for 3ds Max 0.483 available (multi-GPU and efficiency improvement)
 
Administrator  Posts: 906
May 29, 2017 13:23
Quote
Ali Kavyani wrote:
hope this help

https://www.dropbox.com/s/a35bsbp66vgcoh8/UI_bug.zip?dl=0
Ali, was this thing about menu saving working in CentiLeo 0.47 or earlier versions?
CentiLeo Chat: https://t.me/centileochat
Roadmap for CentiLeo 0.55-0.61
 
Administrator  Posts: 906
May 28, 2017 15:10
Roadmap update for 0.55-0.61 releases (approximatelly):

1) Displacement Mapping.

2) Mesh Lights.

3) Shaders/textures: more types of procedural noise, curve map, gradient, procedural UV mappings.

4) Fix some problems for scenes where CentiLeo is not so fast.

5) Node based visual editor for materials and shaders for CentiLeo in Cinema 4D.

6) More post-production settings and higher quality tonemapping.

7) Documentation update.

8) ForestPack, RailClone и MultiScatter for 3ds Max. Want to make it working well with IPR.

All these things may stretch for 7 releases 0.55-0.61. They are very important since they can influence to the rendering core engineering (I mean #1-4).
After that there will be a run on other easy-to-do features.
Edited: Kirgman - Dec 25, 2017 03:43 (Updated roadmap for 0.55-0.61)
CentiLeo Chat: https://t.me/centileochat
CentiLeo for 3ds Max 0.483 available (multi-GPU and efficiency improvement)
 
Administrator  Posts: 906
May 28, 2017 11:50
Thanks, it's clear about a bug. Will try to fix it
CentiLeo Chat: https://t.me/centileochat
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