Hi ssjenforcer,
You have found perfectly right that mixing separate pure red, green and blue channels result in a white color because these 3 subsurface channels are combined using weighted sum. You can make your weights arbitrary, but they will rescale accordingly. There are three of these layers just for flexibility, so that you could make one layer thin and and another layer thick changing the radius value accordingly. For example for skin surfaces it's nice to make one red layer with larger radius to get this subtle red lighting effect when the light is behind the skin object.
Actually this SSS is like an extented Diffuse. For example you can make SSS with red/green/blue or white/white/white colors and zero radiuses and compare it with white Diffuse. They will be the same. Later you can change the colors/radiuses and weights and make a different look.
Usually SSS is combined with reflection layers to make a tint layer. But combining with Transmission or Translucent is also possible.
In the future I will make a so called random walk SSS solver to get more precise SSS for small thin object parts with large SSS radius.
How to use Subsurface Scattering properly?
Chrome material, how?
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Aug 28, 2022 10:19
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My first impressions, First test with CentiLeo for Cinema4D R24
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Aug 23, 2022 09:26 Oh, but it's a simple scene
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help i dont understand anything D:
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Aug 22, 2022 05:56 Hi Transfangames,
It's pretty easy and is the same process to how it's done using native Cinema 4D materials. But instead you use CentiLeo materials. In case you use old menu based CentiLeo material interface: You simply create CentiLeo material, then you go to Diffuse slot and to the Color slot and click the black&white checker button and select "Create new Bitmap" among other shaders. For Bitmap you choose the image from your files. In case you use node based material interface you have to select CentiLeo as a renderer in Cinema render settings or choose CentiLeo node space. Next you create Node material (CentiLeo material will be created). Then you open node editor for this material. Using the menu for textures you can create the CentiLeo Bitmap node, choose the file for this node, and then connect the output of this node to the Material Diffuse Color slot. Alternativelly you can drag&drop your image to the node editor and CentiLeo Bitmap will be auto created, then just connect it.
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My first impressions, First test with CentiLeo for Cinema4D R24
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Aug 20, 2022 14:46 Hi Raul, welcome to CentiLeo forum! Thanks for message! Actually a new release with great improvements will be released very soon, so stay tuned
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render first frame is black and white then black frames.
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Aug 15, 2022 05:45 It's a bug I haven't seen before. Please, can you send me a scene to
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How to change sun light colour? The actual sun object., (just figured it out; colour tint :( )
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Aug 9, 2022 14:55 The sun color can be changed in the light main object color itself. When you create the Sun tag for this light object there is checkbox to change the object color automatically depending on the selected day time. Also there are multipliers in Centileo light tag as you have noticed. If you see some difference then check the IPR post fx settings on the right panel of IPR, maybe you have applied some tint for the image.
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Does centileo work with s26?
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Jul 10, 2022 08:55 No, we haven't made these tests. But the next large release of 0.65 will support S26. Actually it's possible that R25 plugin copied to S26 may work, but there are no guarantees.
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How to uninstall CentiLeo?
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Jul 4, 2022 06:58 Yes, to uninstall CentiLeo out of a project the CentiLeo ID tags should also be removed manually. Actually we create them and make invisible using CentiLeo to track for geometry changes in the interactive preview render mode (IPR).
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Have you considered using Random Walk SSS?
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Jul 4, 2022 06:46 Hello jacklia, and welcome to CentiLeo! Yes, sure I love Random Walk SSS personally and will definetelly will integrate it to CentiLeo and hopefully soon
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Post-render settings only apply to IPR image but not final render?
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Jun 14, 2022 05:10
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Post-render settings only apply to IPR image but not final render?
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Jun 13, 2022 09:22 Hi, they should affect the final image. Do you have any post render settings override on the camera or no? I will check this on my tests
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Render will show HDRi background image in picture viewer but is transparent black background in After Effects?
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Jun 1, 2022 10:12
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Multi passes appear as black layers in photoshop.
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May 30, 2022 21:25 Please, sorry for long reply!
Currently the AOVs/passes functionality doens't support a general subdivision of shadows/non-shadow passes. At the moment the separate shadow pass can contain the shadows casted to the "Shadow Catcher/Matte" material and that are outputed to the "Alpha channel" pass. Later I will add a lot more functionality to AOVs/passes including many kinds of masks and beauty pass subdivision into elements.
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Render will show HDRi background image in picture viewer but is transparent black background in After Effects?
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May 30, 2022 21:21 Hi ssjenforcer, sorry for delayed reply!
The Transparent background option removes the HDRI image from the main render image. You can save this background if you check the "Bacgkround" pass. But maybe your issue is related to the "Alpha channel" option in Render->Save option?
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I want to do more quick rendering
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May 30, 2022 20:55
I have looked there and detected the reason of low performance. Basically everything is nice except of the emission material "LED_Beige". This material is assigned to selection of the building which forms a light shape around the building of the very irregular form. In fact the internal emission algorithm doesn't divide this shape too deep and hence doesn't result in the nice noise reduction. The other emission materials work fine in the scene: the emissive objects inside the building and the stree lights, etc. The receipe to fix the issue: 1) Reduce the emission power of only "LED_Beige" to something less than 10 and make importance sampling Off. And you will see how the noise would be reduced a lot. 2) Manualy divide the selection of polygons that have assigned LED_Beige into multiple different objects of simpler shap. 3) Wait until I make #2 as an automatic internal process as part of more complex noise reduction algorithm. The main concern is memory but there are some ideas. Basically this process is implemented in the renderer core, but it doesn't divide to deep as is needed for such an object. So the further improvements are needed. Kirill
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C4d Baked displacement maps
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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
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Does anyone have good material for water? (hot4d)
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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
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Does anyone have good material for water? (hot4d)
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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.
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Does anyone have good material for water? (hot4d)
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May 9, 2022 18:45 Just start with Absorption changes to some darker blue with radius changes and leave Transmission basic color as white
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