These are projects created by a single person using home-based infrastructure, without any financial resources beyond those available to the average user.
Please be gentle with your criticism, as you may notice errors such as poorly executed animation loops, flickering in the shadows, or shots that lack polish.
Centileo has proven to be extremely robust and reliable.
Regarding the technical specifications of some scenes, 40,000 fans are represented with 8k textures, fabric simulation, and physically simulated flags. Characters can have up to 100,000 polygons each, and HDR up to 32k has been used for ambient lighting. None of this has posed a problem for Centileo, resulting in 1920x1080 images with durations ranging from 27 seconds to 1 minute and 20 seconds, depending on the camera angle.
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Some works rendered entirely with Centileo., Some works rendered entirely with Centileo.
Shading bug., Shading bug.
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User Posts:
Jan 27, 2026 09:20
Hello again, kirgman.
Reporting a small bug. A while ago (when the engine wasn't supported by the RTX 5090) I encountered this shading bug in another stadium model. But with the release of newer versions and support for the RTX 5090, it disappeared. It hadn't reappeared until now. The thing is, if you look at the attached images, you'll see that it's a sequence of images that moves from one seat to another, and as it moves further away from the concrete wall, the unwanted effect disappears. It's as if it's related to the camera distance, but only with certain materials or objects. Thanks in advance. |
Little bug report, Thumbnail error in material.
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User Posts:
Nov 28, 2025 04:56
Good morning, Kirgman.
A small bug report, which is possibly not caused by the render engine, but rather by the Nvidia drivers. I believe the error lies with the drivers. The issue is that using version 0.708, Centileo is very stable while using the IPR. However, when switching to version 0.712, in a specific scene, Cinema 4D crashes and the IPR freezes, generating artifacts in the image (similar to when, in images larger than 4096x4096, half the image appeared with lines). This leads me to believe that it happens when displaying emissive materials in the IPR, but since this is difficult to verify (because sometimes it doesn't fail), I wanted to mention that in the materials panel, the emissive materials appear black, regardless of whether the emission is a color or a texture. If you revert to version 0.708 and open the scene, rendering the material again displays correctly. This is the bug I'm referring to. Regards. |
Question about scene preparation., Question about scene preparation.
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User Posts:
Nov 7, 2025 21:05
Hi Kirgman.
Thanks for the new version. I have a question for you. I've noticed that whenever there's a frame jump, there's a scene preparation time. And although this time has been greatly reduced, I still notice it. Does the scene always reload in the engine, regardless of whether there are any animated objects, materials, or lights in the scene? For example, if only the camera were moving... couldn't the already loaded scene be reused without going through the "Preparing" process? This would greatly reduce render time for animations without object movement. If this is already the case, I apologize for the inconvenience and for taking up your time. Best. |
Difference in behavior between centile 0.706 and 0.707, Difference in behavior between centile 0.706 and 0.707
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User Posts:
Sep 26, 2025 03:04
Hello again, Kirgman.
After updating from "Cencitleo 0.706" to "Centileo 0.707," an unwanted effect occurs, as shown in the images. I'm attaching a sample scene that reproduces the problem. The thing is, I'm adding "hair" to the head of a character that will later be cloned hundreds of times. To reduce the weight in the render and in the scene itself, I group the hair geometry or several hair models under a null that is hidden from the render and the viewport. I create an instance of that hair model and set it as a "render instance." I then make it part of a cloner that positions itself on a single vertex of the character's geometry in "multi-instance" mode. The problem is solved by setting cloning to "instance." My problem is that I have several projects with hundreds of characters using this technique. And it's impossible to go character by character, modifying the parameter. Besides, it leaves me wondering under what other circumstances the use of the cloner might affect me. Best regards. |
Bugs in bloom effect in spherical rendering., Bugs in bloom effect in spherical rendering.
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User Posts:
Aug 27, 2025 22:44
Hi Kirgman.
Reporting an error when using Bloom in spherical rendering. If an object that produces bloom and glow is located in the render's cutoff area (the edges), the bloom is only rendered on the side that is the center of the object producing the bloom. On the other side, it doesn't. I'm sending you a sample image (with a slight bloom, but you can see what I'm reporting) because in this specific case, it not only reproduces the error mentioned, but also produces artifacts in the cutoff area. Something that doesn't happen when bloom isn't used. Regards. I'm attaching a link to image 360 due to forum upload size limitations. The image is 6.82 MB.
Edited:
- Aug 29, 2025 14:21
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IPR crash when activating "Importance Sampling" on emissive material. And it crashes Cinema 4D., IPR crash when activating "Importance Sampling" on emissive material. And it crashes Cinema 4D.
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User Posts:
Aug 11, 2025 19:44
Hello again, Kirgman.
I've encountered a new problem. In this case, it refers to the "importance sampling" of an emissive material. I've attached a video captured from my scene. The thing is, with conventional lighting, it works without a problem, and I can orbit the camera without the IPR failing. Afterwards, I turn off the conventional lights and increase the power of an emissive material. On occasion, the IPR has stopped working, but I'm not going to use it in that mode without activating "importance sampling." The problem arises when I activate "importance sampling." Usually, on the second or third camera orbit, the IPR crashes, and when I close it, Cinema 4D freezes. Regards. |
Unwanted effect with de indirect light.
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User Posts:
Jul 11, 2025 09:36
Hi Kirgman.
I recently encountered a problem that I can't find a solution for. It's an unwanted effect when I use the alpha channel and two surfaces are very close together. It doesn't create an unwanted shadow. Rather, it creates a bounce of indirect light, creating shadow or light depending on the indirect light value. I have to adjust the value to make the effect disappear, compromising the lighting I really want. I've used the Centileo tag on the affected objects, which allows me to avoid them being affected by the GI, but the desired effect isn't achieved. Best. |
Centileo on RTX 5090, Is Centileo supported on RTX 5090?
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User Posts:
May 15, 2025 22:19
Hi Kirgman.
I just upgraded to rtx 5090 and centileo does not render in IPR (Render directly I have not tried) Is Centileo currently compatible with RTX 5090? |
Gaussian Splatting on Centileo?, Gaussian Splatting on Centileo?
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User Posts:
Dec 10, 2024 07:00
Hi Kirgman.
Are you contemplating the possibility of incorporating Gaussian splatting in future versions of Centileo? |
Loss of performance., Performance loss of about 30% in the version up to 0.680
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User Posts:
Oct 5, 2024 23:18
I would like to know the experience of other users if the same thing happens to them as to me.
From version 0.680 onwards I have experienced a considerable performance drop of around 30% in render speed and in some scenarios even 40%. Forcing me to give up the following versions since the speed/quality ratio was the main virtue for which I chose Centileo for my projects. And with this loss it is no longer an attractive option in favor of other options. Is the same thing happening to you? On the part of the creators of Centileo, any explanation that justifies it? Thanks in advance. |
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