
How to make volumetic lights?, How to make volumetic lights?
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Oh no, I have to make volumetrics asap to avoid all these double render tricks
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Gradient textured lights
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This glass around a light source use some quick skip of rays through the pure glass. The recolor may help, but changing transmission roughness to quite large values may change the noise amount in some gradual way. But it works with the least noise amount on low roughness values.
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Texture issues, Texture not rendering correctly
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Maybe using X-Particles for the droplets? They have quite more physical effects there. We support them using all the particle physical attributes
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CPU texture cache in render preferences
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No the cache files on disc are created for all textures you reference in the scene. This is unlimited. However the CPU texture cache is the size of memory block in RAM that is used to store the required texture parts in CPU RAM memory for faster downolad to GPU on demand. This helps to avoid loading from disc space so frequently. Larger CPU cache can be better but larger and larger size will give less extra improvement.
Without this cache we would load the textures every time to CPU and get a huge RAM memory consumption for large scenes. But with a cache we may keep them on disc and get lightweight use of RAM and leave space for some other tasks. This article shows how it works: And this article shows how it looks in practice: PS: I have moved the question to the extra topic
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How to composite using Linear Workflow, and how to render multipass correctly
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CentiLeo multi-pass is not enabled from there. These passes are enabled from Centileo render settings -> AOVs Tab. There are checkboxes to produce extra images. Btw there are no yet distribution for direct/indrect passes, but it will be easy to add this.
To make the output linear, i.e. without post-effect enabled you can either disable the post effects from IPR or go to Centileo render settings -> AOVs Tab and check "Send RAW passes to the Picture Viewer (gamma = 1).
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Texture issues, Texture not rendering correctly
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Thanks for sharing the images! Btw, I like the look of the icecubes you did. However there is probably needed to improve the water droplets on the bottles, they are too spherical
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Gradient textured lights
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I think the projection you are talking about is based on directional textrure mapped to the light source. However CentiLeo emission material texturing is currently used only for changing the area of the emissive surface with different colors and intensities. We need to add this features. However, I would also give a try to some workaround:
1) Create an object with clear glass material (roughness = 0) around your light source. 2) Add a texture to the color of Transmission. This way you will be able to get a projected pattern you like to on the walls. And the render speed will be quite good too.
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Any way yet to create atmosphere?
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No, I don't think it will normally work this way. We need to implement it, it's on a roadmap. I think after finishing the current release there will be much easier to add such small features as that
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png alpha issue, texture issue
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Does hair work with centileo? I cannot get any hair to render.
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Shortly, the closest updates will get the following:
0.65 will get acceleration for render time and scene compilation (a lot of work also including quality and memory improvement) 0.66 will get native hair and spline support 0.67 will get material converters initial support
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A couple of images and suggestions
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Oh very cool it works for you! I believe the texture uvw manipulation in CentiLeo is more powerfull than in Octane. However we need to add programmable shaders to make this statement more complete
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Texture issues, Texture not rendering correctly
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![]() Water material: Ice material:
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A couple of images and suggestions
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Each other port inside inside Projection/Transform can also be textured in some other custom way, for example to add variation to the tiling or offsets and etc.
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png alpha issue, texture issue
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A couple of images and suggestions
Administrator Posts:
They don't swap the surfaces. The Falloff node makes the choice of texture in use depending on the view angle.
However what you want to do can be achieved with Triplanar at some extent but with some more trivial blend function between the sides. You can rotate the Triplanar using connection with uvwProjection that has coords rotation parameters.
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png alpha issue, texture issue
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Hello! Just use the "Alpha" output port of Bitmap to connect with Alpha channel. On your screen you use the "Result" output port which is just RGB without Alpha.
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A couple of images and suggestions
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As for clones you can use MoGraph node to get access to the colors of objects. There is also a dedicated node for X-Particles.
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A couple of images and suggestions
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The Triplanar node can accept the uvwProjection to rotate the coordinate system that is used to generate triplanar mappings. Also the triplanar can be nested into each other for some crazy use cases.
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Centileo nodes, can we mix textures?
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For example for Bump map it's straightforward just connect it. You may have 2 reflections enabled for you material: 1) the first reflection is coating it has roughness zero and IOR say 1.5. You also switch off "Reflecion 1" in the Bump map settings to make clear coating for Reflection 1! 2) The second reflection is rough, it has roughness say 0.3 and IOR 4.0. If you connect the Flakes node with the same settings as for Bump but with output type set "Flake IDs" connected to Gradient/Ramp node (Input Map slot) and connected to Reflection 2 Color then you can get colored flakes! ![]() Using multi materials the flakes can become a lot more complex. The Falloff node with Fresnel type using IOR can be used to determine the amount of materials in the layered material container. Also the Layer node can be used to add multiple flakes with different scales to each other and use a combination of them but I think that layered materials are more powerful for this task
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Subsurface scattering and Displacement mapping test
Administrator Posts:
Well, diffuse will not work same way as subsurface scattering even with the same textures. SSS is very much needed to add this small subtle under surface effect for organic objects. For skin or fruits/vegetables. Using diffuse the man's ear wouldn't pass the light through thin regions making it red, and the face skin would look like the desert.
Also here the displacement map was used instead of bump, it's just better. But I think the shaders of this head model can be improved even more for better look as this was done in just one evening. When I finish implementing support for hair & spline native support the next render example will get some hair ![]()
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