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C4d Baked displacement maps
 
Administrator  Posts: 756
May 14, 2022 08:15
Displacement maps should be baked to high precision format 16-bit or 32-bit, these can be png or tiff for example. If you choose jpg/bmp you will see this
Does anyone have good material for water? (hot4d)
 
Administrator  Posts: 756
May 11, 2022 11:44
Nice attempts btw :)
Actually you may build the bump map based on Layer shader node with several layers of differernt Noises each of them with different granularity for zoom in / out
Also displacement map can be usefull here as well
Does anyone have good material for water? (hot4d)
 
Administrator  Posts: 756
May 9, 2022 21:19
This disctance scale doesn't scan the actual geometry extents. This distance setting just controls how the light attenuates while travelling the distance inside the water medium.
Does anyone have good material for water? (hot4d)
 
Administrator  Posts: 756
May 9, 2022 18:45
Just start with Absorption changes to some darker blue with radius changes and leave Transmission basic color as white
C4d Baked displacement maps
 
Administrator  Posts: 756
May 9, 2022 18:43
Hi mr20399! Welcome here! Can you send me this object and a texture to info@centileo.com pls for tests?
On the screenshot I see that low-bit precision texture version is used as displacement. Is this png or some other image with nice precision? It looks like bmp/jpg. In fact we have fixed this issue in the past, but I see it on your example.
Does anyone have good material for water? (hot4d)
 
Administrator  Posts: 756
May 9, 2022 17:51
Hi ssjenforcer,
Why do you use subsurface for water? It's more needed for organic surfaces like skin, wax, cheese or fruits/vegetables. The radiuses of SSS layers tell how deep the light can enter under the surface with certain color and weight. The colors and weights of layers are renormalized if you use large values of weights (in case their sum exceed 1).

But returning to water you should use reflection + refraction with the same IOR, e.g. IOR = 1.4. Also for sea water you can use Absorption layer of material where you can make some dark blue color of absorption and a radius that tells at what distance the light will turn to absorption color. Just make experiments.
Also it can be possible to combine with translucent + absorption layer potentially using mix material with another material that holds this just to make the peaks of waves with some white effect for foam.
I want to do more quick rendering
 
Administrator  Posts: 756
May 9, 2022 14:50
Thanks for scene! Downloading it now. I will get back once I test it
I want to do more quick rendering
 
Administrator  Posts: 756
May 9, 2022 13:31
I want to help to fix the issue. Pls, can you send me a scene to info@centileo.com using some Google Drive or similar fileshare? There can be a stupid bug there
I want to do more quick rendering
 
Administrator  Posts: 756
May 9, 2022 12:50
Hi Sang! Welcome here!! Is this the latest CentiLeo version? The latest package doesn't have the documentation you post here in a screenshot.
Also what is you GPU and what are your PC specs?
Can you send me this scene to info@centileo.com for investigation and debugging? It's likely to be a bug there because CentiLeo usually utilizes the GPU for 97-99%
CentiLeo lights, how do they work? I cannot make them more intense, Lights not able to brighten in IPR
 
Administrator  Posts: 756
Apr 30, 2022 17:11
You can use any kind of Cinema 4D object of any complexity and apply emission material to it using any number of textures. There is "Importance sampling" option there and it's better to enable it when the lighting effect is global for the scene, i.e. it illuminates quite a lot. Or disable this option when the illumination is local and not influencing other objects too much.
CentiLeo lights, how do they work? I cannot make them more intense, Lights not able to brighten in IPR
 
Administrator  Posts: 756
Apr 30, 2022 13:03
Yes, it's true finding. Actually this is very easy to do, but I was lazy in this part of work :) However it's possible to do all these shapes using any shape of regular object and applying an emissive material for it.
Centileo doesn't show up properly C4D R23
 
Administrator  Posts: 756
Apr 15, 2022 10:44
Quote
Ashrindy wrote:
I have R23.008.
Ha-ha! :D That's good we found the issue! And thank you for patience :)
These small numbers of build version are hardly noticeable but can create the issues. Although I am quite surprised you have so low version. In fact R23.110 is one of the early official releases. You probably use some early build from Maxon beta program.
Centileo doesn't show up properly C4D R23
 
Administrator  Posts: 756
Apr 14, 2022 15:07
Ok, please, can you post your GPU and PC specs pls? And R23 build version?
After extraction problem is excluded now the reason it doesn't show up can be either wrong plugin folder or R23 build version lower than R23.110
Centileo doesn't show up properly C4D R23
 
Administrator  Posts: 756
Apr 14, 2022 11:06
The normal files structure is like here:
Code
pluginfolder/CentiLeoR23/CentiLeoR23.xdl64
pluginfolder/CentiLeoR23/library/centileo.dll
pluginfolder/CentiLeoR23/library/centileo_ipr.dll
pluginfolder/CentiLeoR23/res/ - a lot of files here

What was your archive extract program?
Centileo doesn't show up properly C4D R23
 
Administrator  Posts: 756
Apr 14, 2022 11:03
Ashrindy, pretty strange... Ok, can you screenshot the folder you have copied CentiLeo plugin to?
One thing I have in mind is that it could probably be extracted from the archive in a wrong way and violating the structure of plugin components. Have you used WinRAR to extract the downloaded archive or something else?
Centileo doesn't show up properly C4D R23
 
Administrator  Posts: 756
Apr 13, 2022 09:49
Hi Ashrindy, please make sure to follow instructions on https://centileo.com/download/
Especially:
Quote
If CentiLeo doesn't show after installation
  • Update Cinema 4D build accordingly: R25.010+ S24.035+ R23.110+ S22.016+ and R21.115+ builds for latest Cinema versions.
  • Make sure supported GPU drivers are installed: NVIDIA Game Ready Driver 441.87+ or NVIDIA Studio Driver 441.66+ from here
So the drivers should be up-to-date and R23 build version should be at least R23.110 or newer. Do you use Nvidia GPU?
How to create node to pick vertexmap, X
 
Administrator  Posts: 756
Apr 12, 2022 19:27
RS references the vertex map tags from the nodes using the name strings. While we use tag ID in the same way as native C4D nodes that are used for Physical/Standard render
Fire fly render
 
Administrator  Posts: 756
Apr 12, 2022 18:14
Yes, the enabled improtance sampling will certainly increase the render time but in many cases, especially when the light source shape is very complex geometry and it is has global lighting influence on the scene then it would generate much less noise but with more costly render iterations.
Fire fly render
 
Administrator  Posts: 756
Apr 12, 2022 13:57
Hi thrimanakatha,
Nice cup, thanks for sharing! At first reading just a topic title I was thinking you wanted to report about the fireflies as part of render noise. But that's artistic thing.
Btw, have you done your light sources as mesh lights with emissive material or just with omni lights and spherical shape?
In case of real geometry + emissive material you may test on/off for importance sampling to get better speed. I think in this case it would be faster with importance sampling = off.
How to create node to pick vertexmap, X
 
Administrator  Posts: 756
Apr 10, 2022 09:47
You should create and paint a vertex map tag in C4D for your object, then create a vertex map node in node material editor and assign it to any shader property you want.
This was discussed here https://centileo.com/forum/forum19/724-what-is-cid-tag-for-centileo_-it-does-not-seem-to-attach-to-o....
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