I have tryed some of the features of Centileo 0.42.
Good news, no crash at all.
The renderer was fast and correct. I as able to use the proxy objects ,the hdr environment and the displacement parameter
but the material editor is a bit confusing, I wasn't able to make a simple glass, for example. Or , I didn't find how to use an opacity on a map, I think anyway it was on a ctlmultimat, if I have readden correctly...I will have to try it. I saw it when I tryed the displacement...
This shader , displacement is also not so "easy"... THe name of the parameter that forces the displacement is too much technical..."OutofRange2", right ? just use "Z displacement value in cm"
Maybe it is understandable for developpers of this kind of software but for most other people, it is not the same. So, I played with the parameters to see their effects and it was the last one of the list in the rollout...eh,eh...nothing bad anyway.
I noticed that some 3d objects had been doubled at another area on the frame buffer, that strange...Maybe a problem with instanciations in the framebuffer...
So, right now, as it is in alpha version, it is not really possible to use it in real conditions as it misses many small important tools.
I have made some images that show some of the parameters on a very simple Architectural project but even here, the renderer is not yet usable.
Hmm, I feel criticizing the renderer, in fact no...I really find it interesting, I just want to talk about the needs, we, 3D users, face everyday.And simplicity, efficiency are the exact words
Is there any idea to use both GPU and CPU ?
A suggestion for the future , when it will be sold online, I hope, we won't have to be permanently logged on internet to be able to work with it...
We need a box Licence able to be changed from one computer to another thanks to a dongle or something like that...
For security reasons, we cannot let the computers plugged to internet...
I don't know how to post an image of my tests, sorry.
thank you for your good work
Test on MSI Notebook 16GoRam and 3Go VRAM GTX 970M
Centileo first tests
Hello Gael and thanks for writting your review!
Well we are preparing a 0.43 alpha. It already took so much time. But it has what is described here
Will appear here very soon. Btw 0.43 is even faster.
We fix this confusing material behavior for upcoming 0.43 version. Instead of masks all the layers of cntlStdMat will have weights relative to each other (pretty much like in Corona or Arnold). So, with this new approach when the weight of the layer is increased then the corresponding property (transmission or reflection or SSS) appears and blends with other material properties.
For the needs of better flexibility (like different shader combinations) it is possible to use Transmission layer of cntlStdMat with IOR = 1.
outRangeA and outRangeB are used to convert the input values of a texture to any desired range. It is the same shader that can be used for everything from color values to surface displacement values, so the idea was to have no "centimeters" or "meters" there. So, if the shader is used for displacement then these OutRange values internally use selected units of the scene.
Do you recommend us to create a separate shader with everything the same as in cntlTextute but with displacement range renamed to "Negative displacement value", "Positive displacement value" and with proper units?
Adding CPU support can be considerered in a longer future (after crucial features will be done). I think it is most important in render farms.
The sales system is not yet drawn but we account user needs and will try to find proper solutions. There is some dilemma in this important question, dongle can be an option btw.
Looking forward for your further tests!
I use meter unit.Yes, o,oo1 had no effect...on the spot light
The area lights with portal ON have no effect inside or outside the room, u can see the result when it is on or off on my image with no other change from me.
I will try the point lights as u say. I didn't create any one directly, I just let the point lights made by the converter, so yes, maybe a problem from the converter itself.
I think we need to create soon few topics with short articles, pictures and scenes describing this thing and few others. Just need to publish 0.43 version before that.
Thanks for feedback!
Good evening Kirill,
here are some new tests of the different centileo lights. I made a mistake in my last test with the spot lights. They work fine and the point lights too.
I used the area lights but I'm not sure to understand the "Portal" option as when it is checked on, there is no light from them...
Yes, the light converter has a problem as the point lights made by it are not usable.
However, I find the light nice on objects even if the objects still have no adapted materials. Nevertheless, I started to try the floor material with a wood texture.
I'm still a bit lost on how to use the different options of the standard ctl material... I hope there will be a more clear window dialogue in a next future version.
I'm waiting for your topics as u said just before.
In my examples, I started with pointlights first, next I added some spotlights and at least I enlighted the scene with area lights from the main window and a smaller one close to a wall
over the place of 3 tables. the result is interesting, a bit slow but clean.
On the last photo I tryed some reflection on the wood floor, just a try, but I got confused with all the butons of the material parameters....
Nice to hear from you.
The "Is Portal" option was implemented together with Area Light source just to make this simple switch on/off between Area Light (which emits the light) and Portal (which is implemented as a special mode of Area light).
We work super hard to make next version ready. So many delayes happend due to small new introduced bugs, they took so much time.
hello, sorry, maybe I was wrong.
In fact I thought that the render after 10 mn with Around 20 lights in 800X600 was a little slow...But maybe not...
However it seems that you will accelerate the speed significantly as you mean.
I will try the materials on this scene later, I have a lot of work and I cannot test so often. Moreover, I don't dare to use Centileo on a real project as I still don't feel confident on how to
use it efficiently and of course many tools are missing.But I hope to do it as soon as possible.
Do u plan to use 3ds Max tools like the new physical camera and sky ? or will u create new ones ? As they are already existing, I hope u can adapt to them easily.
It's quite convenient to avoid double same tools. I would prefer new kind of tools that do not exist already.My 2 cents...But you know better than me what you have to do, eh,eh !
Have a nice evening
We develop several plugins (currently just 3ds Max and Cinema 4D) and would like to keep our renderer very similar in both these apps (and those we will do in the future). At the same time we want to integrate with existing tools that are available in each. However right now the priority is multi-GPU, later scatters, even better algoritmic image convergence, better arsenal of shaders and light sources, better post processing tools, and iterate over the tools to integrate with them as best as possible.
New physical camera and physical sky (procedural) obviously go to the TODO list.
Btw, you may write a wish list of items of anything you want and we do it step by step Looking forward to your further experiments!
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