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Features for Cinema 4D plugin
This list is not yet complete and is very brief.
Geometry handling
- Out-of-core geometry (even hundreds million polygons) with GPU acceleration - 3-4x faster since CentiLeo 0.60
- Out-of-core instancing, particles. Huge amounts of particle data may not fit into GPU memory sometimes, but CentiLeo can render this - new in CentiLeo 0.60
- Nested out-of-core technology that allows to render out-of-core amount of particles which may reference out-of-core geometry meshes
- Multi-instancing support of Cinema 4D - new in CentiLeo 0.60
- X-Particles support - new in CentiLeo 0.60
- Out-of-core and out-of-RAM textures with GPU acceleration
- Fast support of dynamic scenes compilation for many objects in parallel on GPU (suitable for interactive modeling)
- Motion blur (2 steps deformation and up to 32 steps transformation blur).
- Adaptive high-quality and fast scalar displacement mapping (which supports the full flexibility of shader networks, noise textures, etc).
Render Speed and Noise
- Scalable multi-GPU support (up to 16 GPUs).
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Noise aware adaptive unbiased path tracing
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Fast noise reduction for glass
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Fast noise reduction for multi-layer materials
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Fast ray traced Subsurface Scattering
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Fast adaptive rendering with many light sources in the scene. 10 or 100 lights - similar render speed.
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Fast noise reduction for Mesh Lights with complex shape
- 2-10x faster rendering including many improvemets - since CentiLeo 0.58:
- less noise for global illumination in shadow regions
- much faster illumination rendering coming from mesh lights of arbitrary shape
Materials and Shaders
- Node-based shader material network interface for Cinema 4D R21+ versions.
- Powerful CentiLeo Material with 2 reflection lobes (also anisotropic), diffuse, translucency, transmission, ray traced SSS, alpha, bump, emission support.
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Light sources with assignment to different layers of materials (visible to reflection, diffuse, and color scales for them).
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Flexible Shadow Catcher material option with shadow strength controls per light source.
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Shader nodes: bitmap, noise, pattern, procedural flakes and scratches, UVW projection / UVW transformation / UVW distortion (as in Cinema R20+), triplanar, randomizer, ramp, dirt, falloff, math, layer, color correction, curve map, remap, surface wire, surface side, constant.
- Hundreds of bytes of attributes per vertex, e.g. up to 10 UVW, up to 10 Vertex Color and up to 10 Vertex Map channels support per polygon mesh - new in CentiLeo 0.61
AOVs (render passes)
- AOVs/Render passes are rendered all at one render job.
- 8 light groups allowing to change lighting in post.
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Light pass blender AOV which allows to post process the combination of light passes without re-render.
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Beauty pass blender AOV which allows to post process the combination of reflections, diffuse and transmission without re-render.
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Arbitrary output image resolution (as soon as it fits to CPU RAM).
Workflow
- Interactive Preview Render (IPR) mode supports reaction to mesh edits, objects motion, shading, lighting and camera changes in real-time.
- IPR also has optional FIN GEO mode which implements Picture Viewer scene state inside IPR with options to change material and camera settings.
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