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CentiLeo lights, how do they work? I cannot make them more intense, Lights not able to brighten in IPR
 
Are area light shapes supposed to work or is that coming later?

I tried making them into other shapes and it doesn't seem to have any change in the IPR.

EDIT:
I found the answer in a previous reply.
Only rectangle for now.
Edited: ssjenforcer - Apr 30, 2022 05:58
Centileo doesn't show up properly C4D R23
 
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Ashrindy wrote:
Hi,

so I've downloaded Centileo for C4D R23. But after importing it, it shows up only in nodespace, nowhere else.
Can please anybody help me with this?
did you go to render settings and make centileo the renderer?
make sure you do this, and then only use centileo materials and lights, as well as environment for lights to work or to use HDRi maps.
Edited: ssjenforcer - Apr 13, 2022 21:49
How to create node to pick vertexmap, X
 
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lane.cn wrote:
X
https://www.youtube.com/watch?v=3pp0eE96nxQ

If you don't already know about how to use Fields in amazing ways watch this video by RocketLasso.

You can have vertex maps effects grow from a single point or a field and do things like plant growth, and I believe the same principle can apply to materials using vertex maps as well.
The fields can also affect dynamics and mograph.
What is CID tag for centileo? It does not seem to attach to objects.
 
Ah ok. I figured out how to use vertex map node and have a field affect the material mapping. I did not know there was a vertex color tag as well.

I can use Vertex Map node and Vertex Color node, however, I do not see much difference between the two other than Vertex Color has an alpha channel, which is neat.
They both affect displacement, which I also like. I am now just trying to test out the Mograph Info node.
What is CID tag for centileo? It does not seem to attach to objects.
 
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Kirgman wrote:
Redshift uses the names of tags to link them, but CentiLeo and native Cinema 4D nodes use tag id from left to right. Thats all the difference
what if I have multiple objects with multiple vertex maps?

How can I reference one object instead of another in the node?
What is CID tag for centileo? It does not seem to attach to objects.
 
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Kirgman wrote:
Vertex map has various usage. E.g. Realflow generates them for deformation motion blur as I described before.
You can also draw a vertex map for your object. And a tag will appear in the list of object tags.
You may draw several vertex maps and they will generate Vertex Map tag 0, Vertex Map tag 1, ... Vertex Map tag N, from left to right in the tag list of the object.

If you want to get vertex map values for your shaders you should just use the vertex map node and connect it to the field you like, for example to determine reflection color properties or material amount in the mix material. In the vertex map node you only choose the vertex map tag ID.

Same story with vertex color tag !

As for mograph tag then it's automatically created for Mograph objects, e.g. for Cloner with multi-instancing, for mograph matrix, etc. You only need to know how to manage the mograph to generate UVW and Color data inside this mograph tag. In CentiLeo this mograph info can be accessed using mograph info node .
ok, I just didn't know the vertex maps had tags assigned automatically. I couldn't see how to reference them without having an attribute name like Redshift does.

I will try and see.
What is CID tag for centileo? It does not seem to attach to objects.
 
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Kirgman wrote:
CID is an invisible tag that stores the unique ID of the scene object to leverage it in interactive rendering together with motion blur and optimize some dynamic object changes during edit.
This tag is automatically created for each object if you use CentiLeo. If you uninstall the plugin you will see these tags for all scene objects. And it's also visible in the list of options of tags - but this is a design of Cinema itself, not possible to remove it fr om that list.

This link shows how to use the vertex color tag: https://centileo.com/news/145/centileo-for-cinema4d-0610/ (see the bottom most picture)
While the vertex map tag can be used in a similar way. It's just a drawing on the surface of the object which stores the values in the vertex map tag. And the shader node for vertex map just gives you access to these values. You can reference up to 10 tags (and more in the new versions) that can be attached per object wh ere tag id = 0 in the node reference the most left vertex map tag and so on.

Sometimes other plugins like Realflow use vertex maps to generate velocity values of deforming object. And these vertex map tags can be used by CentiLeo object tag to use deformation motion blur as described in this short example https://centileo.com/news/150/centileo-for-cinema-0615/
I just don't understand how the mograph info node or the vertex map nodes are referencing anything to do with vertex maps in the scene or colours. The node outputs don't have any real information other than the names. I cannot understand how to use these nodes to control anything.
What is CID tag for centileo? It does not seem to attach to objects.
 
I right click an object in the object manager and centileo tag does not attach to the object. It shows me the tag options menu but no tag is created.

And how do I use the vertex map node in the node space?
Does it reference objects with the CID tag?
I am trying to use fields to influence vertex map on an object to change colour/displacement/etc.
How to create two sided materials?
 
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thrimanakatha wrote:
Hello Kirgman,
It seems I can't create two sided materials in Centileo. I have a plane and I want texture on its front and silver material on its back. I am looking something similar to c4d default front,back, both check box in material. Or a node that can define the same function.

It seems like centileo is not recognizing the side selection.
does it work if you add a cloth surface and give it some thickness?

I don't suppose you're able to select the polygon surface of one side and set Selection tag to use with one of the materials?
Flickering reflections in surfaces and how to get rid of them?, happens constantly in certain reflective surfaces.
 
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Kirgman wrote:
Thanks for files to thrimanakatha , ssjenforcer
Working to fix the issue. At the moment I have found that if the object is tesselated (more polygons) more the artifact goes away. For example adding subdiv removes the artifact. But I need to fix it without this workaround.
when you say adding Subdivision do you mean specifically subdividing the mesh polygons or adding a Subdivision surface? Or both?

I don't suppose increasing the phong angle helps to fix it if there is a phong tag?
Edited: ssjenforcer - Apr 2, 2022 23:06
grainy render
 
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ron134 wrote:
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Kirgman wrote:
No yet, there are plans to make a library of materials. However, current material engine is pretty much similar to C4D native or Corona or Octane. Same values of material parameters produce the similar result
i am having some issues with the material
first i got no idea how to use them
2nd no matter what i do i dont get the reflective result i want it just keeps being like a black plastic no matter what i change lights do nothing as well
the centileo light object defaults to an omni light (I think, or its area light), but go to the light tag and increase the shape radius. It defaults to something very small so you can't really see any light coming off it. Increase it until you can see the light object in the ipr so you know how big it is, then adjust it and also the multiplier to adjust the amount of light being produced. Use auto ipr to see changes as you make them.
Make sure you also have a centileo environment object. This is the only way to have light rendered. You don't need an HDRi mapped to the texture, but it gives better lighting depending on the scene. They are free online. HDRi Haven, etc.


As for the materials, adjust the reflection IOR and roughness (colour roughness barely makes any difference, so only worry about reflexion properties mostly).
IOR is how reflective the surface is. Increasing makes it more mirror like. And if you want a chrome mirror surface just max out IOR and disable the diffuse node entirely.
Reflection roughness of 0 will make the shinier surface with max gloss. Think of a plastic surface that is very shiny, and max roughness makes it like a plastic surface you cannot see yourself in like a mirror.

When you add a centileo material you could double click the icon that gets created and enter node editor. I suggest learning nodes if you want better materials with surface imperfections.
greyscalegorilla has great tutorials. 3dFluff and Eyedesyn have really good creative and helpful tutorials on YouTube as well.
For quick tips use QuickVFX or pixellab.

Once you learn the basics of materials and lighting setups it will be much easier.
I suggest starting learning animating keyframes and then dynamics. Those are the most fun to play around with. Cloner objects and sweeps and deformers. Lots of things to learn and useful to create with.
But be careful with softbody dynamics (squishy objects) unless you want to crash your program
Edited: ssjenforcer - Apr 2, 2022 19:43
2 problems i've encounterd
 
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ron134 wrote:
the auto IPR function isn't working for me it's not responding only manual

also

when i try to make a material it gives me an error : "at first select centileo nodespace or centileo render engine

i need some help
can you screenshot and post your render settings?
you have to make sure centileo is your renderer for render settings. Did you do that?

Your settings should look like this.
See where it says NodeSpace in the top right? That needs to say Centileo next to it.

My advice is to make a default scene for your c4d to load into every time you open a new scene. All you need to do is make centileo your renderer in settings, save the settings profile you want if you want as well (with default resolution and iterations and other settings you will use often), and save the scene to your c4d folder under the name "new" without the quotations. Then every time you open c4d new scenes will always be this saved scene.
And make sure cenitleo material and lighting icons are all saved to your custom palette layout for startup user profile.
Edited: ssjenforcer - Apr 1, 2022 11:00
Flickering reflections in surfaces and how to get rid of them?, happens constantly in certain reflective surfaces.
 
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thrimanakatha wrote:

(this is a GIF file, if not played download the attachment.).
You can see the GI flicker in the right cube, reflection in the left sphere.
I hdr and a sunlight lit the scene. Left sphere has no thickness, right one has thickness applied.
Iteration value 8.


Iteration =16

All other centileo parameters are default.
Yea I can see it.
Flickering reflections in surfaces and how to get rid of them?, happens constantly in certain reflective surfaces.
 
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thrimanakatha wrote:
Hello ssjenforcer,
I downloaded your scene and checked. At first it rendered black, so I removed the bitmap nodes and increased the hdr value to 1. Rendered with high clamp values and ray bounces. The GI flickering is there but not intense as like yours. Something is wrong with GI bounce inside transparent objects with Centileo.
I will check this model into other renders.
but I think I had the issue even with no transparent objects, when I had disabled the helmet in render view. Unless I forgot to make the render light red.

I do think you're right about it being global illumination.
Edited: ssjenforcer - Mar 30, 2022 18:07
Flickering reflections in surfaces and how to get rid of them?, happens constantly in certain reflective surfaces.
 
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Kirgman wrote:
Thanks for another case! Actually there can be z-fighting where two surfaces are aligned in the same positions and hence even without any glass they alternate and produce some flickershit. I will look at your files.
Thank you. Let me know if the texture files help and I can email them.
If the flickering happened in another renderer I wouldn't be so surprised but it's very strange it is happening with this model.
But luckily I couldn't find another model that does it, but I didn't try many.

It's strange because it behaves as if the lighting around the object is changing slightly with each new frame.
Edited: ssjenforcer - Mar 29, 2022 15:22
Flickering reflections in surfaces and how to get rid of them?, happens constantly in certain reflective surfaces.
 
Nope, I am stuck again. I am having the same issue but with an astronaut character's helmet.
Different lights produce the same flickering of dark and bright spots around the edges.
I tried changing the HDRi, adjusting the sun light settings with that as the primary light source.

I tried changing the phong angle to 40 degrees--the default for the model was 180 degrees--but that didn't help.

None of the lights or the HDRi move. So I don't understand why this would happen. Even with the glass helmet section removed from render it still has this flickering effect.
Even with no glass or transparent objects it happens on regular material surfaces.

I changed the static noise pattern and increase max ray bounces and max iterations, but nothing helps. Not even raising the iterations from 4 to 64, it makes no difference.



https://sendvid.com/skdcmvbs

Here is the video link.

And I tried this exact scene with another renderer and it doesn't produce the same flickering lighting. So I am uploading my scene and maybe you could help me determine what is causing it? It has to be something with centileo.

*I didn't include the texture files in the rar, but not using them also produces the flickering.

If it is somehow caused by bad normals why would that produce different lighting around the object each frame?

I tried with other models and couldn't recreate the flickering.
Edited: ssjenforcer - Mar 29, 2022 11:38
Flickering reflections in surfaces and how to get rid of them?, happens constantly in certain reflective surfaces.
 
I think it was a combination of intersecting polygons from the body and windows and the edges.
Looking more closely I found that the original windshield had a slight extrusion at the edges to fit the frame. And when I added the cloth surface it curved the edges and raised it off the car so it didn't touch properly.
I ended up lowering the Factor value on the cloth surface to 10% to reduce the curve created by the cloth surface.

When I added Sub.D surface to the car body only the Bilinear mode had it so the corners meet, but the surfaces were all warped and it didn't look correct. And none of the other modes had good corners (they all rounded and separated).
However, when I tried removing Sub.D surface and just subdividing the polygons of the car body it seemed much better and doesn't have gaps.
Edited: ssjenforcer - Mar 28, 2022 01:03
Flickering reflections in surfaces and how to get rid of them?, happens constantly in certain reflective surfaces.
 
I just remembered that for the windows I had to add a cloth surface to the original model polygons that make up the window surface, because it was just a flat plane. The IOR values wouldn't work without thickness, as I later learned.
So I wonder if being so low poly that is what is causing the flickering. It only occurs at the edges of the windows.
I'll try maybe adding some Subdivision to them or adjusting the thickness, or making sure it doesn't intersect with the car body.
Edited: ssjenforcer - Mar 26, 2022 19:08
How to properly combine normal and bump maps?
 
Centileo materials only have one bump node without a separate slot for normals.
so what is the proper way to have bump and normal affect the same material?
Is it to combine them with an Add node?
materials disappear from the node editor
 
Does the undo function work when it happens?
I have noticed some centileo parameters don't work properly with undo.
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