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Motorcycle rendering test, Motorcycle rendering test
 
Administrator  Posts: 895
Nov 2, 2021 19:42
hao qiqi0, very nice, thanks for sharing! Did you use procedural Flakes node combined with Ramp node for colorizing the individual flakes?
Btw, the Flakes node also has greyscale output and it can be used for reflection roughness variation in case it's needed.
CentiLeo Chat: https://t.me/centileochat
Any tutorial or documentation for how to use CentiLeo materials?, I need help
 
Administrator  Posts: 895
Nov 2, 2021 11:34
hao qiqi0, maybe let's talk English? :)
CentiLeo Chat: https://t.me/centileochat
Will caustics be available in the next version?, Will caustics be available in the next version?
 
Administrator  Posts: 895
Nov 2, 2021 09:47
No, the caustics are not very easy to implement. But they are important. We plan to integrate them after commercial release. It may take months since now.
CentiLeo Chat: https://t.me/centileochat
Any tutorial or documentation for how to use CentiLeo materials?, I need help
 
Administrator  Posts: 895
Nov 2, 2021 00:07
Normal maps are needed for fake bump effect. If you need this then in a Bitmap node please check "Is normal map" flag.
CentiLeo Chat: https://t.me/centileochat
Any tutorial or documentation for how to use CentiLeo materials?, I need help
 
Administrator  Posts: 895
Nov 1, 2021 22:50
Show examples of your pictures where you think displacement is not so correct.
CentiLeo Chat: https://t.me/centileochat
Any tutorial or documentation for how to use CentiLeo materials?, I need help
 
Administrator  Posts: 895
Nov 1, 2021 22:49
Sure there will be a manual with nice examples and a material converter, this is a must have. We tried to make CentiLeo very easy to use, we will add a lot more features to cover everything. The remaining part of development is not so large.
CentiLeo Chat: https://t.me/centileochat
Camera depth BUG
 
Administrator  Posts: 895
Nov 1, 2021 22:46
Probably not a bug. CentiLeo uses Focus Distance value from C4D native Camera object. This value can be changed by C4D native tools, animated and targeted if I am not mistaken.
On top of that this Focus Distance can be changed inside CentiLeo IPR window with [AF] button (auto-focus). But this [AF] change will not make the focus distance to follow some object in focus. To do this, Cinema tools can be used, Cinema's autofocus with picker button.
CentiLeo Chat: https://t.me/centileochat
Caustic problem?, When can caustics and refraction be used?
 
Administrator  Posts: 895
Nov 1, 2021 21:26
Hi Hao and welcome here! Caustics are not yet supported. They will be integrated in a longer term future as an additional render layer without any settings, but with a separate checkbox to add caustics per light source.
CentiLeo Chat: https://t.me/centileochat
Any tutorial or documentation for how to use CentiLeo materials?, I need help
 
Administrator  Posts: 895
Nov 1, 2021 07:58
Hi! The own manual is not yet ready. Still doing the release dedicated to render time optimizations.
As for displacement, then here is a recipe:
1) CentiLeo Node materials
2) CentiLeo Output Material, it has Displacement slot
3) Connect Displacement texture to to Displacement slot.
4) If you are working with CentiLeo IPR click "Tess" button every time you change displacement settings or change camera position.
5) In Picture Viewer no need to click "Tess" buttion - this is processed automatically each time before rendering a frame.
CentiLeo Chat: https://t.me/centileochat
Rendering speed needs to be improved
 
Administrator  Posts: 895
Oct 27, 2021 11:34
Hi, there are 10s of factors that influence on rendering speed for this or that scene. There are scenes where CentiLeo is faster than other renderers, and there are also scenes where it can be slower. At the moment we are working on render time optimizations to make it a lot faster in more cases.

Please show your example screenshot of a scene where the render speed should be improved.
CentiLeo Chat: https://t.me/centileochat
Ambient occlusion and bloom/glare
 
Administrator  Posts: 895
Oct 25, 2021 18:57
Hi faxx_, welcome here! These features are not hard, they are in mid-term roadmap. At the moment we are working on render speed optimizations and hair/spline support.
CentiLeo Chat: https://t.me/centileochat
problem with the baking simulation animation, Cinema 4D R21 rendering output problem
 
Administrator  Posts: 895
Oct 25, 2021 07:30
penguin, hi! And welcome here! Please, can you send me a file for tests? To info@centileo.com It looks strange, I want to fix it.
CentiLeo Chat: https://t.me/centileochat
No exclude function in rendering?
 
Administrator  Posts: 895
Oct 21, 2021 22:44
Quote
ssjenforcer wrote:
I would also like this feature.
with 3delight I am able to use the composite tag to have my ground object plane invisible to the camera but still give reflections to objects on top of it.
This is very useful for making the ground render as alpha so I can composite objects into after effects.
I hope this feature is available now or soon, or it is a deal breaker for me to switch to this engine.
I'm looking forward to starting to use this centileo.

Also, I need to be able to catch shadows on the same ground plane and render out a shadow pass. Is this possible?
It seems all you want is possible right now. Just make a ground plane, drop a material with "Matte / Shadow Catcher" option On. Swich on Alpha Channel AOV - and it will render shadows on the plane, but will not show the plane in alpha channel. Also you can use Sphere (Omni) light sources or HDRI Sky with Shadow Cacher intensity to change the strength of shadows casted on matte/shadow cacher object
CentiLeo Chat: https://t.me/centileochat
The expected renderer, The renderer has already attracted a large number of Chinese users
 
Administrator  Posts: 895
Oct 19, 2021 17:54
Translation software seems to be very nice btw :)
CentiLeo Chat: https://t.me/centileochat
The expected renderer, The renderer has already attracted a large number of Chinese users
 
Administrator  Posts: 895
Oct 19, 2021 17:53
Quote
hongbao wrote:
1.Image files dragged directly into the preset library under the Sky object have no effect
they will work if you do this setting as described in the post
https://centileo.com/forum/messages/forum19/message1418/349-r25-asset-browser-and-textures#message1418

As for Object visibility tags and the other related things I will fix them after I do more technology improvements. Speedup is coming
CentiLeo Chat: https://t.me/centileochat
I want to know how to use "dirt", I tried to use octane's logic to use “dirt” but it doesn't work
 
Administrator  Posts: 895
Oct 19, 2021 11:01
Hi Cheese! Yes Dirt is not working now for couple of latest updates, I will have to fix.
CentiLeo Chat: https://t.me/centileochat
The expected renderer, The renderer has already attracted a large number of Chinese users
 
Administrator  Posts: 895
Oct 19, 2021 07:51
Thank you very much! How do you use our renderer, what kind of images do you produce? The idea is very cool
CentiLeo Chat: https://t.me/centileochat
R25 Asset Browser And Textures
 
Administrator  Posts: 895
Oct 13, 2021 16:55
That's very cool we win over Cycles-X, I hear this not for the first time. I have very high opininion about Cycles-X, they are very very good. And the truth is that currently am optimizing CentiLeo, it will be faster :)
As for material/texture representation in a viewport - I don't really know what is better. Sometimes ago I thought that current solution is nice, I also think to use Diffuse channel textures there by default, but this will load textures to viewport by default and will make the Cinema part of pipeline more heavy, so I kicked textures connected by default and left just a color to distingush the objects from each other.
Anyway there is IPR that displays everything and next version it will get viewport mode (with ray bounces = 0) to display just textures without lighting. And it's super fast, real-time, no noise, allowing to quickly work on texturing, UV layouts with much shorter waiting
CentiLeo Chat: https://t.me/centileochat
R25 Asset Browser And Textures
 
Administrator  Posts: 895
Oct 13, 2021 11:57
Here it's better to connect Emission to Primary material slot, the other reflective material should go to Secondary material slot. The Primary Amount slot should be connected with bitmap that describes Emission mask.
Also the Viewport Color should connect not a material but a texture node (a bitmap or something else). It's for testing purposes in a viewport and you can check any texture node you want.
CentiLeo Chat: https://t.me/centileochat
R25 Asset Browser And Textures
 
Administrator  Posts: 895
Oct 12, 2021 16:32
Quote
3D220 wrote:
Is that possible in future releases to show bitmap nodes textures Preview in viewport? For example roughness maps and other? Like with standard c4d materials
It's possible even now if you are working with node-based materials. You simply need to connect your texture to the Viewport Color channel of CentiLeo Output material. By default nothing is connected there, not even diffuse.
CentiLeo Chat: https://t.me/centileochat
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