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CentiLeo lights, how do they work? I cannot make them more intense, Lights not able to brighten in IPR
 
I can't really understand what I am doing wrong. I am trying to light a room with all walls closed off, it has a floor and ceiling, and I have an area light at the ceiling to light the room. The area taken up by the light object is completely dark, and nothing I try can make the room ceiling light like the walls.
I added an omni light as well and that does not help at all.
How do I light the room without having this dark spot?

I move the light down but then the upper part of the ceiling is still dark but not very dark.
Is there no way to make a double-sided area light?

Also, when I try to change settings for the light in the Details tab and General tab any changes I make produce no changes to the light. Changing the falloff has no effect, area shape has no effect, etc.
What are we able to change for light settings?
Edited: ssjenforcer - Dec 22, 2021 00:55
Shadow catch pass (multi-pass) does not work under any settings, shadow catch never shows up, and I have tried many combinations of settings
 
Oh, I was using the centileo node material and just using the space here to handle my settings.
Is the old centileo material just as good in terms of updated tools?

I just thought that the node one could have also had the emission right beside the other properties to make it easier to enable it.

And as far as I can tell there is no way to customize the palette for C4D to have the old material icon where I keep my other centileo tools.

EDIT:
Interesting, I didn't notice before but using the old material instead of the node makes the colour applied to objects visible in the viewport, unlike the node material.
Edited: ssjenforcer - Dec 17, 2021 14:07
Rendering speed needs to be improved
 
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Kirgman wrote:
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ssjenforcer wrote:
is there a way to reduce the max iteration in the IPR to try to help speed up animation previews?
In the main renderer settings of CentiLeo, single user control

Oh I see, changing the max iterations for the render also affects the IPR iterations. Thank you.
Edited: ssjenforcer - Dec 17, 2021 00:22
Rendering speed needs to be improved
 
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Kirgman wrote:
ssjenforcer , it works progressively. The user first opens the IPR and see how the noise goes, then adjust the max iteration count to the number that gives better speed for desired noise based on few experiments on a given scene with a given lighting.
Default 32 iterations is an example, of course very often a smaller number of iterations is enough.
When I will recover the feature of adaptive rendering based on per pixel noise then these 32 iterations will finish very quickly if for example 8 iterations are already enough. It will look much faster for the scenes where the most part of image has much less noise that the other part.
is there a way to reduce the max iteration in the IPR to try to help speed up animation previews? I didn't see many options for the ipr settings.
Rendering speed needs to be improved
 
Actually, I found that lowering the max iterations decreases my render time by as much as the Decrease itself.
from 32 to 8 iterations I render from 20 minutes per frame to 5 minutes.
How come the max iterations is so high by default?
I cannot tell any difference between the 8 vs 32 iteration renders I tested.
Shadow catch pass (multi-pass) does not work under any settings, shadow catch never shows up, and I have tried many combinations of settings
 
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Kirgman wrote:
In case you use node material editor there is an Emission material node that can be used to plug into Output node or it can be combined with Material using MixMaterial.
Otherwise you can use simple not-node based materials, this way an Emission channel is available inside the Standard CentiLeo Material together with Reflection, Diffuse, Alpha and other channels.
The only thing would be maybe a checkbox could be added beside those like diffuse and alpha, because when I add the emission node and wish to edit it I must open the node editor first and click the node for it to appear in the material editor. Otherwise if I click off or do something else the emission property disappears from the material editor until I go back to the node editor.
couldn't the check box to enabled/add emission be there always when making a material?
Edited: ssjenforcer - Dec 16, 2021 20:42
Shadow catch pass (multi-pass) does not work under any settings, shadow catch never shows up, and I have tried many combinations of settings
 
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Kirgman wrote:
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ssjenforcer wrote:
Ok, I had disabled the check on my cloner objects but neglected to also uncheck my lights that were childs of the cloner, and so they were still emitting light in the scene and casting that shadow.
Turning all their shadow weights to 0 fixes everything.
Basically in the case for this scene it can be faster to make these colored light souces on the Christmass tree with sphere objects and apply an Emission material on them with "imtportance sample" off. The render may become faster if these lights produce local lighting, not global.
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How do you apply an emission material? I don't see Emission in the centileo material anywhere as a property to check, otherwise I might have tried that.


EDIT:
Oh, I see it is in the node editor. But is there not a way to add it using the material editor instead of having to use nodes?
Edited: ssjenforcer - Dec 16, 2021 01:37
Animated image sequence or video file mapped to material? Is this possible or coming later?
 
I am trying to map a texture to a material, but the thing I want is an image sequence or video file to play animated on a plane surface or other object.
Is this going to be added at some point or is it possible now somehow?
Shadow catch pass (multi-pass) does not work under any settings, shadow catch never shows up, and I have tried many combinations of settings
 
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Kirgman wrote:
That remaining shadow in front of the tree is probably casted using the light source that is not switched off. The bottom line status bar says there are 8 light sources in the scene.
How did you implemented the colored light sources on the tree?
1) If they are regular cinema omni lights with centileo light tags then by default they will cast shadows on the shadow catcher. In this case you can set shadow catcher matte weight to zero for all such lights.
2) If you have implemented the colored light sources on the tree with the spheres and emission material then they will not produce the shadows for the shadow catcher object and will not affect it. This is a preffered way for render speed for this scene if you don't enable imprortance sampling for such emission materials because their lighting is local.
If you want the shadow catcher object to receive the shadow only from the one light source or Sky HDRI then only this object (using CentiLeo light tag or environment tag) should have shadow catcher / matte weight equal to 1. And all other unwanted light sources should have shadow catcher / matte weight equal to zero.
Ok, I had disabled the check on my cloner objects but neglected to also uncheck my lights that were childs of the cloner, and so they were still emitting light in the scene and casting that shadow.
Turning all their shadow weights to 0 fixes everything.
It was just confusing me that the beauty showed a certain shadow and the alpha showed extra shadows.
Is there any reason that the two modes would show different shadows, when having and not having shadow catcher enabled? Is there a way to make them show the same shadows in both modes, particularly when viewing IPR? I had already checked those two boxes you mentioned that show the same lighting in IPR and render view
Or is the simplest way to remember to change my shadow weights for every light source?
Edited: ssjenforcer - Dec 13, 2021 12:21
Shadow catch pass (multi-pass) does not work under any settings, shadow catch never shows up, and I have tried many combinations of settings
 
Does this make any sense? Even when changing my HDRi, lowering all the settings, even rotating it does not change the shadow shown here.
I can't make any sense of this.
It only does this when I apply the shadow catcher. When I uncheck it the shadows all act normally.
Edited: ssjenforcer - Dec 13, 2021 02:41
Shadow catch pass (multi-pass) does not work under any settings, shadow catch never shows up, and I have tried many combinations of settings
 
I tried disabling all my lights, and this seems to show this now for the alpha.
But why would the lights on the tree not affect the shadow on the regular plane but burn out all shadow on the shadow catcher plane?
Does it have something to do with that each of the cloned lights on the tree has shadow matte weight?

But even stranger is when I disable the lights I am left with a new shadow that shouldn't exist.
There should only be a shadow behind the tree, but no matter what I do my HDRi is somehow making a shadow in front of the tree that I cannot remove, but it only shows up in the alpha when I enable shadow catcher. Otherwise the shadow isn't there.

And this shadow that shouldn't exist appears even if I turn the HDRi multiplier down to almost zero, including the shadow weight for it.
Edited: ssjenforcer - Dec 13, 2021 01:45
Shadow catch pass (multi-pass) does not work under any settings, shadow catch never shows up, and I have tried many combinations of settings
 
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Kirgman wrote:
Hi, this is a sample with shadow catcher setup:
https://drive.google.com/file/d/188S8wvb097fdrAGZp3cqNorji6loOMm2/view?usp=sharing

1. Image 001.png. Make a Ground Plane object (higlighted), assign CentiLeo material to it, in material Diffuse settigns check Shadow Catcher flag as highlighted on the image.
2. Image 002.png. Setup your HDR lighting. Sel ect the file of hdr as shown here. You may optionally override the HDR for couple of contributions (coming from Reflection, Camera or Diffuse, etc). In this example we override the texture for Reflections. They will be drawn from some other Sky Override object. We also override Matte Shadow contribution, it will cast the shadows from "Sky Override" lighting to the Ground Plane object.
Also you can change the strength of shadows that are casted on the Ground Plane. The shadows can be casted from HDR Sky objects as described above and from Sun light source (with CentiLeo light tag) and fr om Omni light souce (also with CentiLeo light tag). To manage the shadow strength of each light source you may change the "Matte Shadow Weight" as hightlight on 002.png
3. Image 003.png. To get the mask of object and shadows just open the CentiLeo render settings, AOVs/passes Tab, and in that place please enable "Alpha channel" flag as highlighted on the image. This way you be able to select Alpha chanel pass in IPR window as you can see. Also this pass will be provided inside Picture Viewer render together with Beauty image.
4. Image 004.png. To get the image with transparent background and the semi-transparent shadows on top of that just enable "Transparent background" option as highlighted on the image.

The shared sample has this .c4d file with textures.

Kirill
I am still having issues with a scene.
I cannot get any shadows to render in the alpha no matter what I try.
Here is the scene with no shadow catcher applied, and here is the alpha of the same scene with shadow catcher applied.
There is no shadow at all. I am not sure what to try. I have tried adjusting my HDRi settings and everything I can think of.
My other scenes have worked and I have the same settings I have always used, but now with this one it doesn't render shadows for alpha.
Edited: ssjenforcer - Dec 13, 2021 00:42
Why does IPR lighting never look the same as final render? (too dark in render)
 
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Kirgman wrote:
Have a look at this post: https://centileo.com/forum/messages/forum19/message1567/83-centileo-for-cinema-4d-044-available#mess...
And this https://centileo.com/forum/messages/forum19/message1590/83-centileo-for-cinema-4d-044-available#mess...
In short, there can be Filter settings in PV turned on/off. There can be "Send raw AOVs to Picture Viewer" enabled in AOVs tab of CentiLeo render settings.
Just check these options
BTW,is there no other way to make a glass material in centileo than to add an alpha to the material?


I thought transluceny would do it but it barely made my solid object see thru, it was only when I checked alpha in the material that it became transparent.
Is this correct to make glass?
I thought transparency and Alpha were different.
Why does IPR lighting never look the same as final render? (too dark in render)
 
Ok, thank you.
This was driving me nuts for a while. :P
Edited: ssjenforcer - Dec 12, 2021 00:42
Why does IPR lighting never look the same as final render? (too dark in render)
 
I always have this issue where my IPR lighting looks great but my final render is very dark, and I have to relight everything after and render again.

I was trying to have my HDRi light multiplier turned down to almost 0, but since my IPR showed the light from my single omni light looked good enough I figured that would look ok rendered.
turning my HDRi up gives the rendered scene more light, but why would it look so much different than in the IPR?
Edited: ssjenforcer - Dec 11, 2021 18:02
Shadow catch pass (multi-pass) does not work under any settings, shadow catch never shows up, and I have tried many combinations of settings
 
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Kirgman wrote:
Glad, you fixed this! Btw there are also options in C4D file saving something like "Straight Alpha", "Pre-multiplied Alpha".
Also in CentiLeo render options (in AOVs tab) there is "Transparent Background" option that also kills the reflection of background on reflections as far as I remember
I always just use the default. Maybe the other would help a bit?
right now when I adjust the Alpha to reduce shadow strength in AE I lose a tiny bit of the beauty layer edge.
Shadow catch pass (multi-pass) does not work under any settings, shadow catch never shows up, and I have tried many combinations of settings
 
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Kirgman wrote:
I hope to implement a system where shadow casts can be controlled by user per object or in some mask system. For example it's possible to make a system where object doesn't cast any shadows on all other objects. Probably it's possible to make a system where object doesn't cast a shadow on selected objects, maybe using some kind of layer system to determine the groups of objects receving or not receving the shadow casts. Indeed this feature is very much needed.
I actually just realized my method for separating the shadow and beauty passes don't work like I thought.
The objects all have a halo of semi-transparency that I cannot get rid of. This is for the shadow layer I try with Extractor Effect and Levels Effect to reduce the alpha. It is only obvious when zooming in on the image.
It is either a black ring around all the objects I render or the best I can make it is a faint ring using Levels Effects, but I cannot get rid of of it if I want to have my beauty pass separate.
It looks like it is the alpha channel bleeding into the other parts of the render.
My beauty pass works fine when I separate it from the alpha, but the alpha creates this border around my beauty.

EDIT:
If I remove the Extractor Effect this goes away.
Edited: ssjenforcer - Dec 6, 2021 18:50
Chrome material, how?
 
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Kirgman wrote:
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ssjenforcer wrote:
I have the colour texture and glossyness and reflection which I know where to map in the material, but what about metallic?
CentiLeo has roughness, not glossyness. They are reverse to each other. You either reverse the glossyness texture using output black = 1 and output white = 0 or enable "Use glossyness" flag in material settings.
As for metallic - it's not directly supported right now, it can be used to tune behavior of reflection parameters. I will make a slot and a mode for it. Currently the picture of metallic can be assigned to IOR, but the range of bitmap metallic should be adjusted, because for metals the IOR should be larger than one. E.g. you can experiment with metallic bitmap output black = 1.5 and output white = 4.0.
Reflection1 and Reflection2 are absolutelly the same reflection, but there are 2 of them one on top of another one to get more freedom in hand for various metal implementations.
When I try to use Map black to 1 and Map white to 0 for the roughness map it takes away almost all the reflection from my material. I also don't see a flat for glossyness.

EDIT:
That only happens with a metal texture I used that had Metalness but no Reflection to map.
Edited: ssjenforcer - Dec 5, 2021 17:51
Chrome material, how?
 
How would I use the 'metallic' texture for a metal texture pack?
I have the colour texture and glossyness and reflection which I know where to map in the material, but what about metallic?
Is that something I use on the reflection 2?
I tried but could not use it with any effect on the object.
IPR renders fine but Render to Picture Viewer generates black images?
 
Did you look at your task manager and see how much memory is actually being used?

Also, when you post here there is am option to upload files directly ("Upload files" link button). So you can put them right here in this thread.
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