Same story with CentiLeo node space. Only own shaders are used.
As for native Cinema materials and textures in your scene we need to implement a material converter, which is a task for near future. I know it's needed and I have always postponed it
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Administrator Posts:
Feb 2, 2022 19:27
I have wathed at the scene you sent me. Thanks a lot! Actually CentiLeo currently needs to use own materials like CentiLeo Material. And it uses own textures like CentiLeo bitmap. To use inside material you should click the checker black&white button to the right side of material property (such as diffuse color) and create Centileo bitmap.
Same story with CentiLeo node space. Only own shaders are used. As for native Cinema materials and textures in your scene we need to implement a material converter, which is a task for near future. I know it's needed and I have always postponed it
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Administrator Posts:
Feb 2, 2022 19:22
ssjenforcer, I have detected the issue with Jiggle. So it doesn't work in our case in IPR because CentiLeo is doing asynchronous scene evaluation for IPR in a background thread. I have made it for a good reason: to improve the smoothness of modeling and interactive rendering with asynchronous loads. It deals with a scene copy and Cinema 4D has a bug there in some simulation cases. I can get rid of the issue on CentiLeo side if I replace the asynchronous scene evaluation with synchronous, and all the modeling edits will launch as expected but the GUI can have some interruptes in "Auto Scene Update" IPR mode during modeling.
To avoid the issues just in the existing version you can cache the simulation of Jiggle deformer. Just go to the Cache Tab and click "Calculate" there. It will compute all the coordinates for all frames upfront. And next after it these cached coordinates of resulting object will run smoothly with currenct CentiLeo approach. Actually I was talking once with a simulation plugin developer and he recommended to always use simulation caching during rendering to avoid all sorts of issues, there could be some others too.
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Administrator Posts:
Feb 2, 2022 04:07
Auto Scene updates are off in the IPR in your screen shot. Also you may manualy update the scene for IPR. Click the buttone with bend arrows in IPR
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Administrator Posts:
Feb 2, 2022 04:01
If you send me a scene file with textures to I could test and see what's going there with more confidence. An archive using Dropbox or Google Drive would be fine. Would that be ok?
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Administrator Posts:
Feb 1, 2022 23:07
Hi xblurp, as far as I can see on your images I can say CentiLeo doesn't recongnize Cinema native bitmap used inside CentiLeo material. So you should create a centileo bitmap itself and use it in the slots of centileo material. Same story for CentiLeo Node staff.
Also you may check this topic if you use assets from Cinema asset browser or if you want to redirect the texture file caches to one single folder.
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Administrator Posts:
Jan 29, 2022 09:02
Hi mrcd59, and welcome here! Volumetric lights are not yet supported, but this is in a roadmap!
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Administrator Posts:
Jan 28, 2022 12:29
This light source is probably reflected or refracted from the other surface. If you need to remove it from visibility through refraction then need to switch it off for transmission channel.
Also I plan to make significantly more advanced system for inclusion/exclusion of the light sources vs the objects.
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Administrator Posts:
Jan 28, 2022 12:25
Yes, volumetrics are needed, so we need to make them sooner
As for the roadmap for short term: 0.65) Accelerartion for scene compilation and rendering + documentation online 0.66) Hair and spline native support without polygons 0.67) Material converter initial project 0.68) More internal image post processing tools 0.69) More AOV/extra images output including masks, compositing tag and other relevant thigns 0.70) Connection with more of other 3rd party plugins that can be valuable for renderer in both 3ds Max and Cinema 4D
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Administrator Posts:
Jan 21, 2022 10:17
Seems to be this is not possible at the moment to do this way. But you probably can render the image in CentiLeo for selected view, then save it and later map it to the plane as a texture.
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Administrator Posts:
Jan 21, 2022 10:13
The volumetrics are not yet supported. I will try to accelerate development
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Administrator Posts:
Jan 15, 2022 05:31
CentiLeo light sources (area/rectangle, spot, omni, infinite) require the centileo light tag to connect. The Sky Object requires centileo environment tag.
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Administrator Posts:
Jan 15, 2022 05:17
Hi thrimanakatha, thanks for posting the example! I think you can also try the motion blur for animation. It can be enabled in render settings in the camera tab.
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Administrator Posts:
Jan 13, 2022 10:19
Vi, maybe you can post any screens from the scene? Maybe you light source have too small emission? Or maybe you don't have an Nvidia GPU or up to date GPU drivers? Have you checked this? The download page describes the drivers and Cinema build requirements.
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Administrator Posts:
Dec 23, 2021 07:50
Not this one. There are native coordinates of native Sky object. They have offset, scale and rotation of sky object. They work same way as in any other Cinema object
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Administrator Posts:
Dec 23, 2021 06:39
Sure you can. In Cinema to do this you have to rotate the Sky object that implements the HDR image. For CentiLeo renderer the Sky object of Cinema should add CentiLeo Environment tag, and inside this tag you will see the file link control to HDR file.
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Administrator Posts:
Dec 23, 2021 03:21
It looks like the orthogonal view render is not currently supported in CentiLeo camera. Will have to fix this issue. Thank you for report!
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Administrator Posts:
Dec 23, 2021 02:59
In the viewport everything is so white because of intensity. Instead of increasing intensity in general settings you can increase the overal multiplier in centileo light tag. It's not in percents but a scaling factor for the same thing. This multiplier will not increse the lighting in the viewport of Cinema but will increase the intensity in the renderer.
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Administrator Posts:
Dec 22, 2021 08:41
The light source geometry simply occludes own indirect lighting. Make it smaller and add more internsity. Omni light source type (of course with centileo light tag) works here too, it will probably need to increase intensity or overall multiplier for much larger value than default.
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Administrator Posts:
Dec 17, 2021 13:58
Actually the node materials appeared in CentiLeo since Cinema R21. And for me it seems that old materials will eventually be outdated at some time, they seem to be kept in flight just for legacy reasons. And news features seems to be added to node materials more actively. For this reasons for R21-R21 CentiLeo sets the node material command to it's menu. It has more features (nodes, connections)
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Administrator Posts:
Dec 17, 2021 10:26
These two screenshots describe two ways of Emission material setup:
1) Using nodes. Here the emission node is connected using the mix material with a bitmap to manage where it's an emission or reflective material. To avoid hiding the bottom left menu of available shaders just click at the button inside red rectangle to stick it on top of other windows. This is native Cinema 4D R25 interface feature, not CentiLeo. To my mind in R23 it was more convenient node interface. 2) This picture shows how to setup emission material using standard old centileo material, here a checkbox on the left is needed to be enabled and manage all the settings in Emission tab. Of course managing complex texture relationships with nodes is much easier.
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