Does "object buffer" not work with centileo? (multi-pass)
Administrator Posts:
For sure we need to implement the complete support of composite tag, this is very important. And also implement a lot more AOV/extra render buffer types. This is in a roadmap and not really hard to do. But currently are doing other important things
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Does "object buffer" not work with centileo? (multi-pass)
Administrator Posts:
ssjenforcer, open CentiLeo render settings, there is AOVs tab. In this tab please make "Alpha channel" flag enabled. So, in IPR you will see the Alpha chanel buffer together with Beauty image. Also in Picture Viewer there will be both Beauty and Alpha images.
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Why doesn't displacement mapping work?, Why doesn't displacement mapping work?
Administrator Posts:
Hi hao qiqi0, in IPR mode to make displacement working you need to click "Tesselate" button (in displacement settings) or Tess button in IPR window each time you change displacement settings or change camera position or image resolution. This simple manual work is needed to prevent from constant consuming object tesselation when you actively change the settings and because displacement object tesselations depend on camera parameters too (they are adaptive for viewer position).
Of course, in Picture Viewer mode clicking Tess button is not needed because this is done automatically. As for displacement settings. You have checkbox "Adapt to pixels" enabled. This means that the tesselation mode (triangle sizes) inside the camera will be adaptive to the distance from camera to surface point. In this case the option Edge size [pixels] is taking effect. Each resulting triangle size will be of the size close to "Edge size [pixels]". It's wise to make the value 1 pixels or 0.5 pixels for production and 2 pixels for testing purposes. Edge [world] is used when the value "Adapt to pixels" is off. Remove the texture from Displacement Alpha. This slot accepts the texture to determine the mask of area where displacement mapping texture is applied. If displacement isn't visible try to make Height value larger and Waterlevel zero. Also at first try to test the displacement texture on a plane to get the idea on sizes and scales. Then apply it for the bottle object. If nothing still doesn't work then please send this scene file with displacement texture to me to
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How do you render?
Administrator Posts:
ssjenforcer, is the problem fixed after you changed a needed texture from displacement slot to normal map of material bump slot? Is there anything ok?
I have tested your scene. But it's without any image files, so the displacements and images are not evaluated. It renders for the same time for IPR and Picture Viewer. I don't see any render time differerenec for both render modes. However, I have catched some my small bug, where motion blur is not exactly the same for IPR and PV, there is very slight difference in evaluation intra-frame time positions, I will investigate there. Thanks for the scene, that helped to detect this!
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How to get motion blur for render?
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It's camera effect btw
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How to get motion blur for render?
Administrator Posts:
1) In render settings you should select CentiLeo renderer. These settings have several tabs, one of them is Camera tab which has what you are looking for. Keep in mind that transformation motion steps implement the motion blur of moving object transform matrices (move, scale, rotate). Keep in mind that transformation step can be set up to 32 and this will work for Picture Viewer renders, but in IPR render the transformation steps will be limited to up to 4 steps for performance.
2) While deformation blur in the same Camera settings tab implements deforming vertex coordinates inside object with constant number of polygons. 3) Also if you have varying polycount of dynamic object then there is a Centileo object tag that you find. This tag has slots to connect with motion vectors (other object tags) if simulation software supplies these motion vectors. These vectors allow to implement deformation motion blur for varying polycount. Such as here
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No exclude function in rendering?
Administrator Posts:
"transparent background" option will replace the background of image (area without objects) with a greyscale checkerboard pattern. This means that in place of checkeboard pattern you will get transparency if rendered image is saved with "png" or some other image format that supports transparency. This is also possible to project the semi-transparent shadows casted on a transparent background.
This has nothing to do with "alpha channel" flag in AOVs render settings. This alpha channel flag adds an additional black/white image pass to the main beauty pass. Alpha channel shows the white mask of objects on a black background.
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How do you render?
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In case you use the normal map encoding normal perturbation then just don't forget to check the flag "Is Normal Map" inside CentiLeo bitmap node. Thanks a lot for file upload!
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How do you render?
Administrator Posts:
If I do a scene by myself I will do everything right and will not get any problems. The file you sent me is a .fbx spacecraft model. I have imported it and it renders very fast. But I need to see the problems that arise in you scene. 50Mb is not a problem, you can use a google drive for example and send me a link.
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How do you render?
Administrator Posts:
Thank you for files sent, I see them and will check soon!
Btw, in previous message I have shown 6.48 iterations performed in 2:22 min. And now I see 16.14 iterations in 49 sec. Strange! But I will look inside
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CentiLeo lights, how do they work? I cannot make them more intense, Lights not able to brighten in IPR
Administrator Posts:
No, in this case distance property inside Sun tag doesn't do anything. It moves the object near-far but the overal implementation is that it's infinitelly far. Maybe native Cinema renderer interprets it somehow like spot or area light source. Maybe in Cinema the Sun tag distance doesn't have effect for Infinite light sources at all, I haven't tested really.
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CentiLeo lights, how do they work? I cannot make them more intense, Lights not able to brighten in IPR
Administrator Posts:
The Sun Light object in CentiLeo menu is based on Cinema native Infinite light source + CentiLeo light tag. It has no position, it considers it's infinitelly long away from the scene. It only illuminates from a certain angle which is controlled by object coords.
If you want to change the shadow softness casted by object when illuminated by this light then just change the "Lighting angle" in CentiLeo light tag. Make it 1-30 degrees or anything. If the light intensity become dim or very bright then change it either as Overall Multiplier in CentiLeo light tag or either as Intensity in General settings of this light object.
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How do you render?
Administrator Posts:
Operating on rendering animation frames is done in Cinema render settings (button Edit Render Settings), menu item "Output". In this section you will be able to select Fame Range to render.
Saving each frame automatically to file is controlled in Cinema render settings, menu item "Save". These are basics of Cinema 4D. What's your scene? What is this green field? A texture? A forest? Surely it looks strange slow. Please can you send me this scene file for tests? I am curious what's whong there.
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什么时候能够发布 正式版本,并且支持简体中文, 中国用户 十分期待
Administrator Posts:
Sure I will do this, there are Chinese files actually. Btw, it's possible to do even now for any use. He can just explore the res directory inside CentiLeo plugin, find *.str files - they describe all GUI words that we use for this or that module.
Also it's possible to translate Cinema/CentiLeo node space GUI for node materials/shaders. To do this one may open Resource Editor (type this in search string in top right corner of Cinema GUI). In this resource editor a user may find the CentiLeo nodespace database and go through all the materials and shaders to translate what is "Bitmap", what is "Ramp" and etc. There are not many, and things are quite easy.
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什么时候能够发布 正式版本,并且支持简体中文, 中国用户 十分期待
Administrator Posts:
Kaki, thank you very much! I hope we will be able to make translation to Chinese at some point in the future. Of course it includes not only renderer interface translation, but also a future documentation. Also here on this forum it's better to use English language (even translated by computer) to better search the information.
多谢
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CentiLeo lights, how do they work? I cannot make them more intense, Lights not able to brighten in IPR
Administrator Posts:
DGFD, what Cinema version? What console? CentiLeo also has some debug console - is it what you open?
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CentiLeo lights, how do they work? I cannot make them more intense, Lights not able to brighten in IPR
Administrator Posts:
You can increase the multipliers larger than 1. Just type the value or use top-bottom arrows. 0-1 range is only for the left-right slider just to make the fixed range.
One guess is that you probably played with exposure too much or maybe with the scene scale. I just wanted to check this all by myself
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Motorcycle rendering test, Motorcycle rendering test
Administrator Posts:
Well, we tried to make our shader nodes similar to C4D shader nodes at some extent. There will be also other improvements there.
And for sure there will be a nice documentation with a lot of examples on shader nodes.
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CentiLeo lights, how do they work? I cannot make them more intense, Lights not able to brighten in IPR
Administrator Posts:
ssjenforcer, how things are going? Still no message on our email
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CentiLeo lights, how do they work? I cannot make them more intense, Lights not able to brighten in IPR
Administrator Posts:
Does your light has CentiLeo light tag? There there is a Multiplier and there are Multipliers of intensity for Camera, Diffuse, Reflection and other layera. Increase them and increas the overall Multiplier.
Also please send me an isolated scene example that reproduces the problem either attaching here or to
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