Yes, all include/exclude functionality for HDRI and light sources are in plans. This is must have.
As for this question, I think the close enough functionality is there already:
1) You may add several Sky objects each with CentiLeo Environment tag. E.g. in objects tree there are 2 Sky objects with diffrerent HDRI (or colors).
2) In the first Sky object CentiLeo Environment tag you make Reflection Intensity = 1 and other layers Intensity = 0 (for Diffuse, SSS, transmission, Camera...). This means that while this Sky object is at the first one in the scene, it will be enabled for non zero intesity channels. While for zero intesity values the other Sky objects under it will be evaluated
3) There is other second Sky object with Env tag where all Intensity values are 1 and they will be enabled for all channels except for Reflection.
If my explanation isn't very clear, I will make a simple sample scene and upload it here. Just tell me
Kirill
composition tag, exclusion
Realflow Mesher Object
Administrator Posts:
Hello Walterlee! Thanks a lot for sending a sample and pushing me into wonderfull Realflow area! Hope to fix all within few days.
1) Currently you may render Realflow mesher objects if you cache the simulation/mesher. In this case it works. But if not cached it doesn't work because CentiLeo copies the scene and compiles it in a background thread to prevent main viewport longer freeze during scene compilation. However, the copy of Realflow objects returns empty object (if they are not cached). This is a bug of either Cinema or Realflow. I already discussed it with Maxon regarding TP, and they fixed the issues for TP and scene copy in S24, but the problem still exists for Reaflow if we run it's R23 compilation in S24. Actually I will try to fix the issue somehow, either not using a copy (but working fine with original scene) when we have Realflow objects, or use original scene if we click "Full Scene Reload" - it will also work fine. Just want to not complicate the user setup. Also want to keep background thread scene compilation where it applies and where it works. 2) Vertex deformation blur. Reaflow mesher generates Vertex Maps with Velocity X, Y, Z. I will shortly make few settings in CentiLeo object tag to apply them for motion blur. Other engines do it the same way. Best regards, Kirill
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Realflow Mesher Object
Administrator Posts:
Hello Walterlee and welcome here!
Please can you send me some sample scene to Do I need to install "Realflow|Cinema4D 3" plugin?
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C4d 24, The Centileo c4d 23 Plugin works in C4d 24
Administrator Posts:
Hi Ron, S24 dedicated release is available since now
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Centileo 0.612 Seems very unstable, Crashes often when opening IPR
Administrator Posts:
Ron, thank you for scene to email!
With this I have fixed the bug and it's uploaded to "
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Centileo 0.612 Seems very unstable, Crashes often when opening IPR
Administrator Posts:
Hi Ron, I have assumed few things could be wrong potentially and have generated another package of plugins with potential fixes for stability.
Please, can you check them? This is the experimental CentiLeo plugin:
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Centileo 0.612 Seems very unstable, Crashes often when opening IPR
Administrator Posts:
Ron, this is a quick note. Make sure to remove the old CentiLeoRXX plugin (all folders and DLLs). And only then copy the 0.612 to that place. Probably some DLL files were left unchanged and this makes crashes.
I am not seeing any crashes in my scenes yet also with stacked texture tags. And if you send me a scene, please, write the Cinema 4D version in use, and GPU model too.
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Centileo 0.612 Seems very unstable, Crashes often when opening IPR
Administrator Posts:
Hi Ron! Oh no Please, can you give me a scene to
Cinema bugrep files don't help in our case.
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Stacked Texture Tag Problems, Any stacked textures in C4d don't render correctly - nothing appears
Administrator Posts:
Ron, the issue is fixed! See new 0.612 update in download section.
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C4D Film Offset Issue
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Has, and vblackrender., this is fixed now, please download CentiLeo 0.612
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Stacked Texture Tag Problems, Any stacked textures in C4d don't render correctly - nothing appears
Administrator Posts:
Hi Ron, thanks for reporting a bug. I am sure I tested it before release. But something was broken with avoiding a recompilation related to the prior bugfix. Investigating currently...
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C4D Film Offset Issue
Administrator Posts:
Hi Has, and welcome here! Camera Offset? Ok, I need to fix
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No Mesh Seems to Render?, Visibility issues with new update to 0.610
Administrator Posts:
Ron, I have uploaded the bugfix. This should work fine! Thanks for a screenshot with object tree manager, from there I see no UVW tags. Fixing it took 4 characters of code, but searching for the reason of bug took half a day with completelly unclear reasons why that was happening
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No Mesh Seems to Render?, Visibility issues with new update to 0.610
Administrator Posts:
Hi Ron! This is a bug because of missing of any UVW tags on the mesh. It's already fixed, I will recompile and upload it soon.
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Subsurface scattering and Displacement mapping test
Administrator Posts:
The Head scan was downloaded here
So I have directly converted from FBX to Cinema + CentiLeo and played a little bit with the textures. Actually there was an interesting "Cavity" texture in the package that was used as displacement map and not as bump. But the bump map slot was also used for some additional detail coming from normal map. With Displacement Map the look of Zoom-In, glossy highlights and subsurface scatter effect is much better than with just Bump. However, displacement map produce 100M extra micro-polygons, but they are efficient. Render times are 5-10 min on the single old and small and slow GTX 970. Or 1:30-3min with two of GTX 1070. 2K by 2K image resoultion
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Rock Solid and Stable, Working all day with no crashes - wow :)
Administrator Posts:
Thanks Ron! Yes, the was a big work to catch the crash bugs thanks to testers and bugreports. And it's a fortune not to get more crashes after 0.60 release because it was a huge modification. I also like to open IPR in a second monitor while modelling something and test things immediatelly, and I can say that in a couple of versions the IPR scene compilations will become even faster.
Feel free to request the features you are missing in Centileo, there is a huge list to do, but knowing user priorities is always usefull. Kirill
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If I have a spherical field with color remapping on, how do I send this color data to a CentiLeo material?
Administrator Posts:
Thanks for usefull link! I will think how to integrate this type of features!
CentiLeo codebase is C++/CUDA compiled into one dll (in library folder of our plugin). It's the same dll for all versions of Cinema and Max. Much easier with just one compilation of DLL and then exporting it from plugin dll compared to separate compilation into static .lib for each version of Cinema or Max. GPU programming is very cool! I have fallen in love with CUDA since it's beginning in late 2006/beginning of 2007. And still so many things to learn and do! I am one of fans of UE, however observer not a developer, but like very much whatever they are doing!
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Round Corners
Administrator Posts:
Glad to read this! Thank you! You may post your feature requests btw. It's always usefull even if I have a good list already.
There will be several kinds of licenses and perpetual too. Convenience is important
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If I have a spherical field with color remapping on, how do I send this color data to a CentiLeo material?
Administrator Posts:
Hi again! Right, at the moment such custom values are not connectable to CentiLeo isolated material/shader system yet. I am working on this class of features right now. I am working on support of many attributes including many UVW, Vertex Colors, Vertex Maps per polygon vertices, also will export attributes from MoGraph to CentiLeo objects.
And will need to understand the workflow such as you want to build. So do you generate some values with say Expresso and can direct them somewhere for some User Data RGB node and then CentiLeo should get a value to own material pipeline. Right? Should it be similar to Arnold?
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Round Corners
Administrator Posts:
Unfortunatelly not yet, I like round edges feature and also need it by myself as a developer to make some nice demos. Hope to do it before 0.70 release. Thanks for "solid" mark, few nearest releases will solve current feature issues to make it even better.
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