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Texture issues
Texture not rendering correctly
 
Administrator  Posts: 896
Feb 3, 2022 12:29
CentiLeo has interactiv preview render mode (IPR) which allows to see what you edit for geometry, light sources, camera and materials. You don't need to render the animation upfront and then see results. With IPR you can see the ongoing work in real-time. Also CentiLeo material textures are displayed in the viewport as well, but in lower resolution.
The transparent could be not working because of IOR value, it refracts with IOR = 1.4 by default. However Alpha doesn't have IOR, it's the same as refraction with IOR = 1.
As for material converter then of course we need it so much :)
CentiLeo Chat: https://t.me/centileochat
 
Quote
Kirgman wrote:
CentiLeo has interactiv preview render mode (IPR) which allows to see what you edit for geometry, light sources, camera and materials. You don't need to render the animation upfront and then see results. With IPR you can see the ongoing work in real-time. Also CentiLeo material textures are displayed in the viewport as well, but in lower resolution.
The transparent could be not working because of IOR value, it refracts with IOR = 1.4 by default. However Alpha doesn't have IOR, it's the same as refraction with IOR = 1.
As for material converter then of course we need it so much
how do I get materials to show in the viewport?
mine all show as a default white colour no matter what texture or colour I assign to the material.
 
Administrator  Posts: 896
Feb 3, 2022 18:07
Ha-ha! :D If you use node based materials then you need to connect any texture / node you like to the Viewport Color port of the Output material node. So this is organized this way just not to overload the viewport with textures and not to waste the memory resources. But if you need to see something you can make this connection.
Actually I haven't made this default texture output to the viewport only because we have it in IPR which shows the textures at full precision and in arbitrary resoultion and it's fast enough for working with UV editing.
CentiLeo Chat: https://t.me/centileochat
 
Quote
Kirgman wrote:
Ha-ha! If you use node based materials then you need to connect any texture / node you like to the Viewport Color port of the Output material node. So this is organized this way just not to overload the viewport with textures and not to waste the memory resources. But if you need to see something you can make this connection.
Actually I haven't made this default texture output to the viewport only because we have it in IPR which shows the textures at full precision and in arbitrary resoultion and it's fast enough for working with UV editing.
ok. I am still not using nodes unless necessary, as I am still confused by them.
it might be good to have a global setting for viewport colours instead of it being per material. That way you could turn it all on or off at will.
But I do use ipr a lot, just not always during editing.
 
Administrator  Posts: 896
Feb 3, 2022 18:46
Are you confused with Cinema node system or with CentiLeo node space in particular inside Cinema node system? CentiLeo nodes just copy the functionality of old-style menu materials and shaders. But the difference is with the node display with connections.
In old menu based materials the centileo materials should be outputed to the viewport with all textures by default as far as I remember. Maybe it's switched off by yourself in display settings of C4D viewport
CentiLeo Chat: https://t.me/centileochat
 
Quote
Kirgman wrote:
Are you confused with Cinema node system or with CentiLeo node space in particular inside Cinema node system? CentiLeo nodes just copy the functionality of old-style menu materials and shaders. But the difference is with the node display with connections.
In old menu based materials the centileo materials should be outputed to the viewport with all textures by default as far as I remember. Maybe it's switched off by yourself in display settings of C4D viewport
just some of the slots to connect nodes is confusing to me.
the viewport shows colours and materials for all default c4d materials, but not for centileo or other renderers like 3delight.
I just assumed it was a limitation for 3rd party renderers.
 
Administrator  Posts: 896
Feb 3, 2022 20:43
Check the settings of the viewport. Non-node CentiLeo materials show textures in the viewport, I see them right now. As for the node materials just make connections. Working with connections in node space is very simple, it's just like nesting your textures to do a lot of complex operations
CentiLeo Chat: https://t.me/centileochat
 
Quote
Kirgman wrote:
Check the settings of the viewport. Non-node CentiLeo materials show textures in the viewport, I see them right now. As for the node materials just make connections. Working with connections in node space is very simple, it's just like nesting your textures to do a lot of complex operations
ok, yes I was referring to node materials.
I think I had gotten viewport with the centileo materials before but I don't use them because I can't load texture maps into them.
 
Quote
Kirgman wrote:
Check the settings of the viewport. Non-node CentiLeo materials show textures in the viewport, I see them right now. As for the node materials just make connections. Working with connections in node space is very simple, it's just like nesting your textures to do a lot of complex operations
Is this what you mean?
But I meant for the diffuse colour of the material to be viewable in the viewport, like default materials or centileo materials have.
Is this not possible with the node based material shader?
 
I also have the same issue, Centileo node material doesn't shows the color in the viewport, just white. It is difficult to work with all objects in white color.
 
Administrator  Posts: 896
Feb 5, 2022 11:40
thrimanakatha, as I already said you can setup the viewport color or texture in CentiLeo Output node, there is a viewport color slot there
CentiLeo Chat: https://t.me/centileochat
 
Quote
Kirgman wrote:
thrimanakatha , as I already said you can setup the viewport color or texture in CentiLeo Output node, there is a viewport color slot there
is it something that can be set to default to be linked to the same as the diffuse colour, and if desired unchecked to have them be separate colours?
I just don't see much reason for them to ever be different.
 
Administrator  Posts: 896
Feb 5, 2022 18:36
Yes I think to make default diffuse to avoid this confusion. However my original goal was to encourage all to use IPR output more than viewport for uvw and texture modifications
CentiLeo Chat: https://t.me/centileochat
 
Quote
Kirgman wrote:
Yes I think to make default diffuse to avoid this confusion. However my original goal was to encourage all to use IPR output more than viewport for uvw and texture modifications
that is true, but if someone doesn't have two monitors, and if there are many similar objects that have different colours, it could be more convenient between using IPR.
it just makes editing in the viewport easier in my opinion, even though I often do have IPR on my second monitor.
also for scenes with objects needing to be cached (like the Jiggle deformer) it helps to see colour in the viewport.
Edited: ssjenforcer - Feb 5, 2022 20:00
 
Hello,
Quote
Kirgman wrote:
thrimanakatha , as I already said you can setup the viewport color or texture in CentiLeo Output node, there is a viewport color slot there
I can't find the viewport color slot in the Centileo output node until I drag the color/bitmap result to the material output node. It is confusing for me (I work in different 3d programs and renders) especially checking the textures.
Texture appear only on Ipr/render may be good for some people, for me it is not. Working on some projects having 100+ textures (imagine a city block with different buildings, windows, traffic, people) and I want to animate the window textures (random lighting, color etc) it is better to do in viewport than IPR (Centileo is doing a good job in quick refreshing the scene without a single crash!).
Sometimes even in product rendering I have difficulties with the non color/texture behavior of the Centileo. Sometime I have to apply different labels on something (imagine a bottle) and the label dimensions are different; viewport is better for adjusting the texture/uv coordinates.
Slowly Centileo is becoming my favorite, still waiting for render pass (ids, channels etc.) and video/animated textures. Due to the lack of render pass I use Maya-Arnold/Blender-Cycles-Pro render.
I remember using Thea Render trial for Cinema 4d long back ago, it was super, photorealistic and has most of the render passes and support for c4d materials and textures. Unfortunately they stopped developing Thea for C4d.

Please make thin glass material also. The current material setup is not providing thin transparent materials like PET bottles (may be I couldn't make it look better like other renders).
I read it before that you have priorities for Centileo, I just mentioned my views.
 
Administrator  Posts: 896
Feb 6, 2022 10:46
thrimanakatha, sure! All you tell about is what I am also thinking. Actually CentiLeo output node doesn't expose the viewport color to the node in that node area. This viewport color port is one of the ports in output node parameters, and you can connect from there. The idea was to add the ability to connect any texture to this slot (diffuse, reflection textures, roughness, many others) just for tests and modeling purposes. But it's better to start with diffuse texture by default for viewport color and change it for different if something is connected.
Sure more render passes are in short term passes, they are very much needed.
Also the current development version has large accelerations especially for scene geometry compilation that happens between modeling and rendering passes.
CentiLeo Chat: https://t.me/centileochat
 
I really like the viewport transmission adjustment.
It makes it very easy to see which parts of vehicles have a certain material applied to them :)
 
Quote
Kirgman wrote:
thrimanakatha , sure! All you tell about is what I am also thinking. Actually CentiLeo output node doesn't expose the viewport color to the node in that node area. This viewport color port is one of the ports in output node parameters, and you can connect from there. The idea was to add the ability to connect any texture to this slot (diffuse, reflection textures, roughness, many others) just for tests and modeling purposes. But it's better to start with diffuse texture by default for viewport color and change it for different if something is connected.
Sure more render passes are in short term passes, they are very much needed.
Also the current development version has large accelerations especially for scene geometry compilation that happens between modeling and rendering passes.
Thanks Kirgman,
I have some other requests also,

1. Make the IOR value like other 3d renders. It is very difficult to convert 3rd party render scene to Centileo because of IOR value. Most of the renders I work use standard IOR values for reflection/ refraction, as an artist I find it is easy to replicate materials from one renders to another. Just match the color/ texture, use the standard IOR values for metals, plastic, glass or any other real world objects and then match the material by adjusting the sliders.

2. Light nodes - IES, light falloff, gradient lights etc. It is essential for architecture and motiongraphics. Blender Cycles recently introduced those nodes and is really helpful.

Will update the list soon.
 
3. Ambient occlussion texture
 
1st Image Centileo C4d 2 iteration Denoise 3 min 25 sec
2nd Image Radeon Pro render 256 Denoise 3 min 34 Sec (GPU only) I didn't add Ambient occlusion because Centileo doesn't have. (The image is noisier because of the denoise settings applied, and I tried to match the render time with Centileo.

You can see how the glass, water, ice, plastic behave in both render. It is the same scene, same textures same color.

Centileo is offsetting the diffuse color, blue is darker in Centileo. The blue color applied on label and lid is hex 4A8FFF, there is something affecting the color in Centileo.

Refraction seems to be limited, (I don't know how to increase the transmission rays in Centileo.

Centileo is not rendering the water surface transparent (I tried using a plane and a box), it only reflects. Refraction seems to be black. I observed similar behavior in Cycles render also.

Increasing the light intensity seems to be removing the black area in bottles and ice, may be need more rays.

I am facing difficulties in similar scenes, with lot of transparent objects Centileo struggles. While radeon prorender seems to be forgiving and with thin material option it is easy to render PET plastic materials.


Prorender is giving more option, flexibility and material presets. Once Centileo reaches its full functionality I will render these scene again.

Kirgman, it is not a comparison post, and I don't want to offend Centileo render. I just want to show you what lacks in it.
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