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.
Centileo nodes, can we mix textures?
Texture issues, Texture not rendering correctly
User Posts:
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
User Posts:
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:
|
Texture issues, Texture not rendering correctly
User Posts:
I just don't see much reason for them to ever be different. |
Texture issues, Texture not rendering correctly
User Posts:
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
User Posts:
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
User Posts:
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
User Posts:
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
User Posts:
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
User Posts:
|
Render issues using Jiggle Deformer (no deformation)
User Posts:
|
Texture issues, Texture not rendering correctly
User Posts:
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
User Posts:
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:
|
Render issues using Jiggle Deformer (no deformation)
User Posts:
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)
User Posts:
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:
|
Strange bug making omni light impossible to make invisible to camera
User Posts:
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:
|
How to make camera mapping work with centileo?
User Posts:
Edited:
|
How to render volume clouds?
User Posts:
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. ![]() |
How to make camera mapping work with centileo?
User Posts:
I tried this tutorial to get it to work
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
User Posts:
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:
|