Hi Ava, and welcome to CentiLeo!
Please check that at least one GPU is selected from the list? Open the Hardware Settings. By default all supported GPUs are selected. What are your GPUs? Nvidia? Do they have at least 4GB? 2GB?
ipr not working + no gpu selected
IPR Render to viewport, Feature request
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Sure it would be nice addition. Also a good thing would be to make IPR window docable (a frame amoung other C4D frames in the single monitor). But before that I must improve the light source settings, make spline & hair support and then speedup the render and scene compilation.
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2 Wishes
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Yes, there will be promotion of course after a couple of more versions
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Shadow catcher not showing correct shadow on hdri environment.
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The shadow catcher override is responsible for lighting emission that creastes the shadows.
If you want to make white background then override the camera override environment in render settings / Environment tab. If you want transparent background then check the checkbox in render settings / AOV tab
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Shadow catcher not showing correct shadow on hdri environment.
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Harry Setiawan, hello!
The non moving shadow can appear from the regular CentiLeo light source if you enabled them. Try to switch on/off them. The shadows coming from the HDRI rotate following HDRI lat/long rotation. Also there are shadow weight parameters on the light source settings - they can be increased/decreased to change the intensity of shadow on shadow catcher object.
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2 Wishes
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I am from Novorossiysk and Moscow. Thank you for wishes!
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2 Wishes
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Thank you! Are you russian too? Greater releases are coming soon btw
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2 Wishes
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3D220, welcome here! Thank you
1) No. It's used in artchitecture of renderer at this moment. For ready rendes Max Iters = 1 is the minimum. The issue is related to texture pre-population from disc caches. If you need faster pre-renders then why not using lower resolution? Also the iteration will become faster in few versions 2) Ok, will do.
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焦散问题, 焦散不太好需要继续改进
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焦散问题, 焦散不太好需要继续改进
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Hi hao qiqi0, welcome here!
The forum is English speaking, so use it please The caustics are not yet supported in CentiLeo. So in order to get no noise from them we blur this visual effect. In your image the cup internal reflections are dark. I think you have to make sure that Relfection.weight = 1 and Reflection.Color = pure 100% white for your material. There is also "Is Liquid" option for Transmission channel, it should be enabled for the mesh of liquid if it overlaps the mesh of cup glass. Best regards, Kirill
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IPR Not Update
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Hi! There is a button with "Auto" inside circle. Click it to make "Auto" green. Then the automatic update reflecting scene geometry and light sources will be enabled.
By default it's off because of some cases involving Cinema expression tags. Also there is update button without "Auto" - it just manually refreshes the scene by clicking on it.
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Chrome material, how?
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This is due to existance of 2 Fresnel IOR modes: dielectric and conductor. Ours is dielectric at the moment. Conductor is for metals and it has complex value (2 settings ior and k, and 1 switch between modes). Fresnel dielectric can mimic conductors with high IOR values and look similar but with less controls (and less real physics). Renderers usually have either one or both modes. Not a problem to add conductor, I just wanted to make material GUI simpler, however it already has many other settings, especially that long material box in node editor canvas
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Chrome material, how?
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1) Reflection1 (layer weight is multiplied by the weight computed from IOR) 2) Reflection2 (layer weight is multiplied by the weight computed from IOR) 3) Transmission (only weight value) 4) Translucent (only weight value) 5) SSS (only weight value) 6) Diffuse (only weight value) Each layer weight determines the portion of layer contribution stack based (high level layers with largest priority). E.g. the first layer has weight=0.3, then all underlying layers have 1-0.3=0.7 multiplier. For example, the second layer has 0.4 weight setting, while after the first layer reduction it means the second has 0.7*0.4=0.28 contribution in total. While the layers below the second one have 0.7*(1-0.4)=0.42 weight, and so on. So if you make weight=1 for top layer you will hide underlying layers. This way you can make a glass, with reflection1 and transmission with same IOR values, you can make different IORs if you want. You may stack two reflections on top of transmission. The Color value is used to multiply reflectivity after layer contribution is determined by weight x IOR_weight. The Color doesn't make space for other layers, everything is controlled by weights and IORs for reflections. To make Chrome you can make Reflection1 weight=1, IOR=20 or 50 (for example) and Color with some slight blue tint, roughness=0. The second reflection may have larger roughness=0.3 white color. Other rendereres have same material rules, but sometimes there is metallic/conductor IOR with additional to IOR setting. This can be replaced with just high value of the current single setting IOR.
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Dispersion
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Look at this sample. Not a dispersion, but it adds color variation to refractive faces
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Dispersion
Administrator Posts:
Hi Nikola, and welcome here! Currently, dispersion is not yet available. It will be implemernted in the future.
However, it's probably possible to imitate this effect with Ramp shader (with knots corresponding to differerent spectrum colors) and Falloff shader connected to Ramp input_map. Falloff will give different grey intensity based on view angle. Although I haven't tested this approach
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First Complete Project in Centileo, Leaving gift for friend
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Hi Ron! Thanks for sharing! Thats a very nice image! I see you have made the glass with liquids right. As for oranges and apples I would also test the mix of diffuse color texture with Subsurface (SSS) amount a little bit. You can use similar colors as diffuse for SSS (or with some redadditional tint). Also a small SSS radius can make the shadows softer similar to the image on centileo.com homepage!
Node editor is a great thing! Just need to work in CentiLeo node space. They are the same as our usual textures but have this nice view of all texture connections in front of modeler eyes to see the large picture of what is going on there. It just gives the better visual representation and makes complex shader/texture relations easier. For example you can drag and drop the image from OS explorer to the node editor window and the corresponding CentiLeo Bitmap node will appear. Btw I have fixed that issue with Textures Fading Away Best regards, Kirill
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Centileo Node Space? Help
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Hi W1LY, welcome here! Yes, Cinema nodes are built this way. There are several node spaces: a default one is "current" it corresponds to selected renderer in render settings. You should select CentiLeo in render settings.
You may also switch node spaces in the top right corner of Cinema window, there is dropdown box there. Once you select the renderer and node space you can create node materials that will be initialised with CentiLeo data.
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Realflow Mesher Object
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Hi! The RealFlow is integrated with motion blur!
You may just follow the steps described in the release article
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Realflow Mesher Object
Administrator Posts:
Thank you too! Btw, RealFlow itself has bugs inside it. So, for example for scenes with RF I will change the behavior of CentiLeo scene compilation in IPR, it will not happen in a background thread but in the main GUI thread. This is less nice but has no crashes of RF. Also for motion blur in IPR or PV the caching/backing of the simulation will be a must have.
OpenVDB? I would love to do it this year, but hardly believe it will happen this year. Maybe the next year! Still there are plenty of other important things to do.
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composition tag, exclusion
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Thanks Has for clarification! So, the reflections from the floor shouldn't see HDRI, but other objects should see HDRI. This is not doable at the moment, but I will work on this. Will see the practices of compositing tag. And will explore the opportunity to make HDRI per material (this can be costly) or link the material to HDRI from scene tree.
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