Forums » CentiLeo for 3ds Max
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First converter test
 
Administrator  Posts: 449
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?
 
Yes Kirill.

But just upload it for corrected reflections and glossiness.

Lights conversion was bugy in this convert fixed bug and converting result is very better now.
Edited: Ali Kavyani - Dec 5, 2016 05:46
 
New test Vray - > CentiLeo (v 0.461)

Improved quality of converted scenes.

Better glossiness and better IOR support.

Every version better than previous.

Thank's devs.
New test.jpg (306.37 Kb)
 
Administrator  Posts: 449
Dec 13, 2016 16:35
Ali, thanks a lot! Do you also translate Vray portals into CentiLeo portals in you script?
 
Quote
Kirgman wrote:
Ali, thanks a lot! Do you also translate Vray portals into CentiLeo portals in you script?
Hi Kirill,

Yes here is the list of supported lights:
Target
Spot
omni
Vray planar and sphere light
Vray portals
Corona planar and sphere light
Just needed to fix some intensity issues and waiting for mesh lights and emission material.
 
Administrator  Posts: 449
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!
 
Administrator  Posts: 449
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.
 
Quote
Kirgman wrote:
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.
In my opinion emission material is very better than mesh lights and managing those in the scene is much more easier,just I have a question:

Can we add emission materials to light passes for light blend purposes?
Edited: Ali Kavyani - Dec 14, 2016 04:36
 
Administrator  Posts: 449
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.
 
Quote
Kirgman wrote:
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.
Very good this is very better than mesh lights.
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