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ssjenforcer wrote:
By the way, how is the next update coming? I hope it is coming along well |
Render will show HDRi background image in picture viewer but is transparent black background in After Effects?
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CentiLeo Chat:
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Multi passes appear as black layers in photoshop.
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Please, sorry for long reply!
Currently the AOVs/passes functionality doens't support a general subdivision of shadows/non-shadow passes. At the moment the separate shadow pass can contain the shadows casted to the "Shadow Catcher/Matte" material and that are outputed to the "Alpha channel" pass. Later I will add a lot more functionality to AOVs/passes including many kinds of masks and beauty pass subdivision into elements.
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Render will show HDRi background image in picture viewer but is transparent black background in After Effects?
Administrator Posts:
Hi ssjenforcer, sorry for delayed reply!
The Transparent background option removes the HDRI image from the main render image. You can save this background if you check the "Bacgkround" pass. But maybe your issue is related to the "Alpha channel" option in Render->Save option?
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I want to do more quick rendering
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I have looked there and detected the reason of low performance. Basically everything is nice except of the emission material "LED_Beige". This material is assigned to selection of the building which forms a light shape around the building of the very irregular form. In fact the internal emission algorithm doesn't divide this shape too deep and hence doesn't result in the nice noise reduction. The other emission materials work fine in the scene: the emissive objects inside the building and the stree lights, etc. The receipe to fix the issue: 1) Reduce the emission power of only "LED_Beige" to something less than 10 and make importance sampling Off. And you will see how the noise would be reduced a lot. 2) Manualy divide the selection of polygons that have assigned LED_Beige into multiple different objects of simpler shap. 3) Wait until I make #2 as an automatic internal process as part of more complex noise reduction algorithm. The main concern is memory but there are some ideas. Basically this process is implemented in the renderer core, but it doesn't divide to deep as is needed for such an object. So the further improvements are needed. Kirill
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C4d Baked displacement maps
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Displacement maps should be baked to high precision format 16-bit or 32-bit, these can be png or tiff for example. If you choose jpg/bmp you will see this
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Does anyone have good material for water? (hot4d)
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Nice attempts btw
Actually you may build the bump map based on Layer shader node with several layers of differernt Noises each of them with different granularity for zoom in / out Also displacement map can be usefull here as well
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Does anyone have good material for water? (hot4d)
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This disctance scale doesn't scan the actual geometry extents. This distance setting just controls how the light attenuates while travelling the distance inside the water medium.
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Does anyone have good material for water? (hot4d)
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Just start with Absorption changes to some darker blue with radius changes and leave Transmission basic color as white
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C4d Baked displacement maps
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Hi mr20399! Welcome here! Can you send me this object and a texture to
On the screenshot I see that low-bit precision texture version is used as displacement. Is this png or some other image with nice precision? It looks like bmp/jpg. In fact we have fixed this issue in the past, but I see it on your example.
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Does anyone have good material for water? (hot4d)
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Hi ssjenforcer,
Why do you use subsurface for water? It's more needed for organic surfaces like skin, wax, cheese or fruits/vegetables. The radiuses of SSS layers tell how deep the light can enter under the surface with certain color and weight. The colors and weights of layers are renormalized if you use large values of weights (in case their sum exceed 1). But returning to water you should use reflection + refraction with the same IOR, e.g. IOR = 1.4. Also for sea water you can use Absorption layer of material where you can make some dark blue color of absorption and a radius that tells at what distance the light will turn to absorption color. Just make experiments. Also it can be possible to combine with translucent + absorption layer potentially using mix material with another material that holds this just to make the peaks of waves with some white effect for foam.
CentiLeo Chat:
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I want to do more quick rendering
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Thanks for scene! Downloading it now. I will get back once I test it
CentiLeo Chat:
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I want to do more quick rendering
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I want to help to fix the issue. Pls, can you send me a scene to
CentiLeo Chat:
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I want to do more quick rendering
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Hi Sang! Welcome here!! Is this the latest CentiLeo version? The latest package doesn't have the documentation you post here in a screenshot.
Also what is you GPU and what are your PC specs? Can you send me this scene to
CentiLeo Chat:
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CentiLeo lights, how do they work? I cannot make them more intense, Lights not able to brighten in IPR
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You can use any kind of Cinema 4D object of any complexity and apply emission material to it using any number of textures. There is "Importance sampling" option there and it's better to enable it when the lighting effect is global for the scene, i.e. it illuminates quite a lot. Or disable this option when the illumination is local and not influencing other objects too much.
CentiLeo Chat:
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CentiLeo lights, how do they work? I cannot make them more intense, Lights not able to brighten in IPR
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Yes, it's true finding. Actually this is very easy to do, but I was lazy in this part of work However it's possible to do all these shapes using any shape of regular object and applying an emissive material for it.
CentiLeo Chat:
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Centileo doesn't show up properly C4D R23
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These small numbers of build version are hardly noticeable but can create the issues. Although I am quite surprised you have so low version. In fact R23.110 is one of the early official releases. You probably use some early build from Maxon beta program.
CentiLeo Chat:
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Centileo doesn't show up properly C4D R23
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Ok, please, can you post your GPU and PC specs pls? And R23 build version?
After extraction problem is excluded now the reason it doesn't show up can be either wrong plugin folder or R23 build version lower than R23.110
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Centileo doesn't show up properly C4D R23
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The normal files structure is like here:
What was your archive extract program?
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Centileo doesn't show up properly C4D R23
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Ashrindy, pretty strange... Ok, can you screenshot the folder you have copied CentiLeo plugin to?
One thing I have in mind is that it could probably be extracted from the archive in a wrong way and violating the structure of plugin components. Have you used WinRAR to extract the downloaded archive or something else?
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Centileo doesn't show up properly C4D R23
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Hi Ashrindy, please make sure to follow instructions on
Especially:
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