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Centileo nodes, can we mix textures?
 
I'm a little lost with nodes.
How do we combine multiple textures (layer/mix) to add onto materials? I want to combine surface imperfections, but is there a way to do it within the node editor?
I can't find anything with a name that sounds like something I could use, and there is no 'add' or 'multiply' node like with octane.

I tried to use two separate bitmap nodes but I can't figure out how to combine them.

EDIT:
I tried using the layer node, but for some reason only one of my surface imperfection textures works.
Any other one I try doesn't work or show up as a layer.
Edited: ssjenforcer - Feb 8, 2022 23:54
Texture issues, Texture not rendering correctly
 
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 :)
Texture issues, Texture not rendering correctly
 
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
Texture issues, Texture not rendering correctly
 
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.
Texture issues, Texture not rendering correctly
 
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?
Texture issues, Texture not rendering correctly
 
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.
Texture issues, Texture not rendering correctly
 
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.
Texture issues, Texture not rendering correctly
 
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.
Texture issues, Texture not rendering correctly
 
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.
Texture issues, Texture not rendering correctly
 
Quote
Kirgman wrote:
Vertex Map is a tag that stores the float values drawn by user on top of a surface. They can be accessed with centileo nodes. The screenshots from here may give an idea https://centileo.com/news/145/centileo-for-cinema4d-0610/ Of course we need to describe it in the manual more precisely
The only option inside vertex map I see with centileo is tag index?
Render issues using Jiggle Deformer (no deformation)
 
Quote
Kirgman wrote:
Quote
ssjenforcer wrote:
I also tried rendering a frame to confirm it wasn't working. And a rendered frame also had no Jiggle deformation
That's probably because you need to render frame by frame from beginning. Not a selected frame. But just use cached simulation, that works well and it's the only solution for deformation motion blur
Ok, calculate in the cache works. Thank you.
Texture issues, Texture not rendering correctly
 
Quote
Kirgman wrote:
CentiLeo reads colors of native Cinema material, but not textures. That's why you got it that way.
Vertex Map is used, to access the values of vertex map you should have it on your object and to get it as a texture you should use CentiLeo Vertex Map node. Up to 10 vertex maps are supported per object.
I didn't see any options with the node other than it simply exists.
maybe I missed something? Or do i need to do extra steps and connect it manually in the node editor?
Texture issues, Texture not rendering correctly
 
I have recently used a downloaded model of Rick, from Rick and Morty, and the texture materials it imported with the model were all default c4d materials with colours applied, and it seemed to render and ipr just fine as if I was using centileo materials.
I guess it just works sometimes for certain things?

Also, on the subject of textures, does the vertex map node not have any functionality yet?
there doesn't seem to be any use for it that I can find with centileo, and I was trying to use it to change colours or something.
Edited: ssjenforcer - Feb 2, 2022 20:57
Render issues using Jiggle Deformer (no deformation)
 
Quote
Kirgman wrote:
ssjenforcer , I have detected the issue with Jiggle. So it doesn't work in our case in IPR because CentiLeo is doing asynchronous scene evaluation for IPR in a background thread. I have made it for a good reason: to improve the smoothness of modeling and interactive rendering with asynchronous loads. It deals with a scene copy and Cinema 4D has a bug there in some simulation cases. I can get rid of the issue on CentiLeo side if I replace the asynchronous scene evaluation with synchronous, and all the modeling edits will launch as expected but the GUI can have some interruptes in "Auto Scene Update" IPR mode during modeling.
To avoid the issues just in the existing version you can cache the simulation of Jiggle deformer. Just go to the Cache Tab and click "Calculate" there. It will compute all the coordinates for all frames upfront. And next after it these cached coordinates of resulting object will run smoothly with currenct CentiLeo approach.
Actually I was talking once with a simulation plugin developer and he recommended to always use simulation caching during rendering to avoid all sorts of issues, there could be some others too.
ok, I will try this.
I also tried rendering a frame to confirm it wasn't working. And a rendered frame also had no Jiggle deformation. But I will try again and see.
Render issues using Jiggle Deformer (no deformation)
 
Is this a bug with the renderer?
I cannot get my jiggle deformer animations to render at all. The object is just stiff even though the viewport clearly shows it working.

I tried using vertex map as well as wind, but neither seems to give me any results.
Not even basic jiggle deformation with simple moving animations with an editable object.

I also tried using another render engine (3Delight) and it works with that.
Is this something easily fixed? Is there a setting I need to change for render? I have not touched much of the defaults since I got most things working I like.
Edited: ssjenforcer - Feb 2, 2022 00:55
Strange bug making omni light impossible to make invisible to camera
 
I have a scene with a car I have rigged, and for some reason setting camera emission scale to 0 does not make my omni light invisible to camera. However, doing the exact same thing inside a new scene works fine.
Copying the same light that works into the car scene makes it visible to the camera.
Copying the bad lights into the new scene also makes them visible to camera, and after that point if I make any new omni lights in that same scene they also become impossible to make invisible to the camera.
I can 'fix' it by making the shape radius 0.001m, but then I have to increase the multiplier much more. It's just a strange bug that seems to be infecting my one scene.

**EDIT:
I think it is just something to do with reflection on the window glass.
Moving the light around makes it appear and reappear.
It's a strange observation but I don't think it's a bug.

You can delete this thread. Sorry.
Edited: ssjenforcer - Jan 27, 2022 16:43
How to make camera mapping work with centileo?
 
Quote
Kirgman wrote:
Seems to be this is not possible at the moment to do this way. But you probably can render the image in CentiLeo for selected view, then save it and later map it to the plane as a texture.
Thanks, I will maybe try that if I can figure it out. I don't know how to render selected view.
Edited: ssjenforcer - Jan 21, 2022 21:24
How to render volume clouds?
 
I was able to get pouring water to work with volume and emitters. I have thought of trying to figure out how to make clouds, too. Isn't there some way to make them?
Also, is there any kind of new roadmap? I was hoping to use compositing tags at some point. :D
How to make camera mapping work with centileo?
 
I tried this tutorial to get it to work
https://www.youtube.com/watch?v=EkNOwuvkzgU&t=337s
but the materials it creates when using the camera calibrator tag are default C4D materials. And when I try to change them to centileo materials they still don't show up in the IPR.
I am trying to map a plane so that the image is projected onto it so I can composite it better with animations or deformations applied to the surface.
Is this possible right now in centileo?
CentiLeo lights, how do they work? I cannot make them more intense, Lights not able to brighten in IPR
 
Quote
Kirgman wrote:
The light source geometry simply occludes own indirect lighting. Make it smaller and add more internsity. Omni light source type (of course with centileo light tag) works here too, it will probably need to increase intensity or overall multiplier for much larger value than default.
Ok, I forgot intensity can go above 100%.
I turned it to 200000% and my light object is very small, like 0.1m x 0.1m, to avoid the dark shadow on the ceiling, and my scene looks much better. And my light multiplier is 10.


Also, decreasing my area light size so much, wouldn't that make my shadows sharper? If I wanted to make them softer how would I do that if increasing the area light size isn't an option?
Edited: ssjenforcer - Dec 23, 2021 00:38
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