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More complex scene renders, Still trying it out
Administrator  Posts: 599
Jan 12, 2021 10:57
Hi Ron! Very cool images! Small fixes can be done, but they are already in a good shape.
Cinema R21 has Intel Denoiser, CentiLeo uses it from R21 and this small remaining noise can be killed completely.
Btw emissive lights of CentiLeo are very fast. However right now for Cloner and X-Particles objects they are not improtance sampled (and can be slow) - will fix this later.
Ron Walker wrote:
What I would like to know is how to use the various addition shaders Centileo offers as there are no explanations I can find on the site.
I tried to make them intuitive, but still has to write Manual pages about the shaders. And I would also recommend to use node-based materials that is enabled for R21-R23, they are visually more intuitive with inter-node connections.
Ron Walker wrote:
Also is there any kind of Volumetric Environment/Atmosphere available?
Not available at the moment. To be done in the future.

Best regards,
Sunbeam Tiger, Quick render using an old model with new renderer
Administrator  Posts: 599
Jan 9, 2021 13:20
Hi Ron! Very nice renders! Btw, it will be fast even if the car headlights are made not from bitmaps but from real glass, bulbs, etc (with a lot of refractive geometry). CentiLeo is fast for such materials.
As for decals
They are possible to do, but the problem is that things are not visual.
Look at the screen and the scene file
There decal is done using the layer shader where the base layer is metal and on top of that there is a bitmap with centileo logo (1) and there is a white bitmap mask (2). Both (1) and (2) are connected to uvwTransform node. This node has "scale" parameter which makes mapped textures smaller for smaller scale. And there is "decal" flag that stops mapping for out of [0..1] range of UVs. This example operates in mesh explicit UV channel the one we create in UVW tag. That's why there are few decals because the UV space 0..1 regions appear several times. But we can also map in XYZ local space to object where material was assigned. To do this a uvwProjection node should be connected to uvwTransform and therein a "XYZ" mode should be choosen. Then with IPR help you can find good offsets to place decal on a surface. Bad that the real decal box is not visible. Will work on this part in the future and will learn other workflow experiences.
Textures Fade Away, Disappearing bitmap textures
Administrator  Posts: 599
Jan 6, 2021 15:39
Hi Ron, I have reproduced a bug, now working on it.

Textures Fade Away, Disappearing bitmap textures
Administrator  Posts: 599
Jan 6, 2021 14:19
This is the similar setup for R20 and below Cinema versions. Not with node materials, but with old menu materials:
Textures Fade Away, Disappearing bitmap textures
Administrator  Posts: 599
Jan 4, 2021 18:03
Ron Walker wrote:
Finally could you direct me to some tutorials for Shadow Mapping and an up to date manual for the cinema version. This to me seems to be the one thing missing - tutorials.
Hi Ron! (hdrs are from
This sample shaderball has:
1) shadow matte material example, where the light sources (hdr light and 1 rectangle light) have shadow catcher weights in their centileo light tags. These shadow catcher weights determine the amount of shadow this light casts on the shadow matte material pn the ground plane.
2) Additionally the other hdr (a hdr for camera) has only one non-zero channel and it's for camera. When this hdr with non-zero channels appears first in the cinema object tree then it's non-zero channels override other hdrs below this hdr in the object tree. In this case a non-zero camera channel of the top hdr overrides camera channel of hdr below. But the hdr bellow has diffuse, reflection and other channels that are not overrided and they illuminate scene materials but have no effect for camera. Also you may toggle Alpha output or Transparent output channels in AOV tab of render settings to export respective shadow only images.
3) If you have R21-R23 then you can see in this scene a node material setup for metal material with colored flakes. Very simple to do and handy for car renders.

As for Manual/Tutorials.
They are started here: They have basic technical info + xparticles setup.
Actually it is a problem there are no docs for mateials / shaders although there are similarities to other renderers. At the moment I must accelerate CentiLeo with RTX and after that I can continue writting manual about materials and make a couple of presentations. More speed is needed because there are problems compared to others in many exterior scenes with not very complex lighting where other engines have RTX. While CentiLeo is currently very good for complex situations like out-of-core geometry, complex GI lighting in interiors or night shots or mesh lights or many lights.

They are to be determined yet. But actually need to reach 0.7 release. The prices will be similar to competitive products of similar features. Probably lower at the beginning when things are too sensitive.

Texture Fade away bug
This is a bug. The textures for some untested reason compete for their place in cache and one texture looses just everything. I have already seen this for extremelly low cache sizes in other much larger scene in 3ds Max and planned to fix it in some later future. But your caches are great with 700Mb on GPU and 4000Mb on CPU. It shouldn't act like this. So I will need to fix it in the most close release. Please, can you send me your scene in email or PM. With Cinema 4D quick launches I will be able to fix it faster.

Normal mup
Administrator  Posts: 599
Jan 4, 2021 13:12
Hi Alex, and welcome here!
Have you checked the flag "Is Normal Map" inside CentiLeo bitmap? This flag is at bottom of Bitmap. There are also other Normal Map flags to swap the channels.
Connect it to Bump slot of CentiLeo material. Btw unlike Cinema you can mix Normal Maps and b/w Bump Maps in arbitrary way because internally they are all converted to b/w bump map for manipulations.
Textures Fade Away, Disappearing bitmap textures
Administrator  Posts: 599
Jan 3, 2021 18:52
Hi Ron! Thanks for reporting the issue!
A lot of bitmaps and large bitmaps should be supported given some resonable GPU/CPU texture caches. Reasonable is something like 512MB for GPU / 4GB for CPU.
It's a bug, maybe I did it just recently. Please, help me fix it. Can you show the screenshot from IPR GPU Indicators like a panel at the bottom of the IPR? See example:
To open the panel you should right-click in IPR and enable "Toggle GPU Info".
What numbers are there for texture caches? A screen could be ok. And how many bitmaps are there in the scene? What is the resolution of HDR if it's used?

first render test
Administrator  Posts: 599
Dec 22, 2020 12:43
Mehmet, hi! It's a very good car!
CentiLeo for 3ds Max 0.586 available - speedup 2x to up to 10x, added many new shaders and emission
Administrator  Posts: 599
Dec 1, 2020 06:41
AntonioDi wrote:
А поддержки volume light в этом билде еще нет ?
Hi Anton! Welcome here! No, there are no any volumetrics here. Currently concentrated on particles, attributes and render speed. Will publish TyFlow direct support in few days.
Nothing is displayed in the IPR window
Administrator  Posts: 599
Oct 18, 2020 06:04
Hi sas, and welcome here! Can you add-remove the objects one by one?
Maybe the lighting is too low. Or materials are black during manual conversion. I see that you convert them from Corona.
It seems to work as the counters in IPR window are filled.
I may also look into your scene and detect the problem quickly if you send it to
some dof/camera bug
Administrator  Posts: 599
Aug 18, 2020 17:41
Daniel, it's fixed! The fix is uploaded. My appologises for bug. It was so stupid :) Also there are fixes for TyFlow scenes which had crashes.
some dof/camera bug
Administrator  Posts: 599
Aug 17, 2020 09:49
You are right! I have tested from IPR, not from final :)
Will fix shortly
some dof/camera bug
Administrator  Posts: 599
Aug 16, 2020 19:18
Hi Daniel, thanks! :)
1) Physical camera dof. Have you tested the most recent 0.593 version? I have made a test and both Target Distance of Custom Focus Distance are animated and CentiLeo accounts them correctly from 0 to 20 frame in attached file.
2) Lost half of animation frames. There was a problem but it was fixed in 0.593
Is this problem still there? I have just recorder it for the same file and all is fine.

As for other issues - they will be fixed, I know they are very much needed. But currently is too busy with complex out-of-core instancing
Huge .cntx Files
Administrator  Posts: 599
Jun 9, 2020 16:44
Hi vblackrender., I still haven't made more tools for cache files but there is some more detailed info in new manual about these cache files here + the larger picture about entire system.
first render test
Administrator  Posts: 599
Jun 1, 2020 20:17
Hi remi! How did you make a background on 004-cntl.jpg ? Is that rendered or just a texture?
CentiLeo for Cinema 4D 0.593 available - Node-based materials/shaders in R21, S22, test description message
Administrator  Posts: 599
May 29, 2020 21:07
Change Log: cntlc4d 0.593 alpha (2020 May 29)
- up to 2x less noise for some HDR images in interiors
- more stable noise structure for low sample count
- Cinema S22 support (for S22.016+ builds)
- Fixed const color profile interpretation of materials
vblackrender's corner
Administrator  Posts: 599
May 28, 2020 08:51
Hi vblackrender., I have improved the noise reductions for HDR such as this one! 2x less noise in the same time! 8) No iteration time increase. Other HDRs that were already good dont' become worse with this modification.
May I post the "before/after" image with this your scene on the news page related to the next 0.593 fix-release? Will also insert the link to your Behance :)
Bluse-noise Dithered Sampling
Administrator  Posts: 599
May 16, 2020 18:59
It can be a great addition, it's in the plans for the time of OptiX denoiser integration. I haven't read all the details yet, but as far as I know such a thing works for early samples. So, it can improve the visual noise impression for the 1spp, 4spp, 64spp. Just for low sample count. For high spp final frames it doesn't make any advantage (if I remember correctly).
But still it can be usefull for immeiate IPR previews + OptiX denoiser. People reported it improves denoiser for low spp.

Btw there is more recent achievment by Eric Heitz
Jacco Bikker did it for his Lighthouse 2 path tracer project (real-time):

Cycles did that tech you cited btw. But I don't remember how it worked for them in practice.
vblackrender's corner
Administrator  Posts: 599
May 16, 2020 15:53
vblackrender. wrote:
+100kb is nothing
when I think about an idea of making HDR per material it doesn't look like nothing :) But we will see, maybe some separate Sky HDR materials types could be done (a few per scene) and some normal surface materials can link to them.
At the moment 6 Sky HDR objects are possible. You may create them and assign different .hdr/.exr files and make on/off for Camera, Diffuse, Reflection, SSS, Shadow Catcher, Transmission, Translucent. For example som Sky object Environment tag has only Camera channel = 1, others are zero. The second Sky object has only Diffuse = 1 and others zero. And this way you may assign different lighting to diffrernt channels.
Black dots in animation
Administrator  Posts: 599
May 16, 2020 15:47
I remember it appeared even few years ago
In my constant tests I randomly see the problem probably once per 2 weeks in different situations. After re-run it dissapears :(
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