
Texture issues, Texture not rendering correctly
Administrator Posts:
Feb 25, 2022 21:25 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
Administrator Posts:
Feb 25, 2022 21:22 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?
Administrator Posts:
Feb 25, 2022 21:18 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
Administrator Posts:
Feb 25, 2022 07:19
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Does hair work with centileo? I cannot get any hair to render.
Administrator Posts:
Feb 24, 2022 21:48 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
Administrator Posts:
Feb 24, 2022 21:31 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
Administrator Posts:
Feb 24, 2022 21:26
![]() Water material: Ice material:
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A couple of images and suggestions
Administrator Posts:
Feb 23, 2022 12:12
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
Administrator Posts:
Feb 23, 2022 12:09
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A couple of images and suggestions
Administrator Posts:
Feb 23, 2022 08:11 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
Administrator Posts:
Feb 23, 2022 08:06 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
Administrator Posts:
Feb 22, 2022 18:48
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
Administrator Posts:
Feb 22, 2022 18:40
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?
Administrator Posts:
Feb 22, 2022 06:41
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:
Feb 22, 2022 06:30 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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A couple of images and suggestions
Administrator Posts:
Feb 22, 2022 06:22
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A couple of images and suggestions
Administrator Posts:
Feb 22, 2022 06:04
There is also one more non-obvious way of randomization using Random node "seed" slot. For example you can connect CentiLeo Noise node (with enabled) quantized option) to the Random.Seed. This will create randomizations based on the grey scale levels of Noise node.
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A couple of images and suggestions
Administrator Posts:
Feb 22, 2022 05:28
To change projection type you need to connect uvwProjection to uvwTransform. These 2 nodes work same or very similar to native C4D nodes.
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CentiLeo lights, how do they work? I cannot make them more intense, Lights not able to brighten in IPR
Administrator Posts:
Feb 22, 2022 05:19
1) Omni. It's a point light source. And in CentiLeo light tag a shape radius can be changed to make a sphere from it. Normalise intensity option in the tag can fix the intensity while you change the shape size. 2) Spot light. It supports only the spread angle from C4D settings and CentiLeo light tag options of course. 3) Infinite light (same as parallel/directional) + Centileo tag 4) Area light source (with Rectangle shape) + Centileo tag 5) The light portal to accelerate GI coming to the room through the windows. To enable it just create Area Rectangle light type and check "Is Portal" option in CentiLeo light tag. It accelerates the lighting noise reduction for Sky + Environment tag (HDRI) and for Infinite lights too. 6) The other shapes of lights can be created using any other C4D geometry object, even with displacement coming from CentiLeo material. But you have to apply CentiLeo Emission material to it, it's having more and more settings as CentiLeo light tag.
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CentiLeo lights, how do they work? I cannot make them more intense, Lights not able to brighten in IPR
Administrator Posts:
Feb 22, 2022 05:08
The images in CentiLeo IPR and PV should be the same until you make some changes in few settings: 1) "Enable Filter" in Cinema 4D Picture Viewer 2) Send RAW AOVs to Picture Viewer (gamma = 1) in CentiLeo render settings (AOVs/passes tab) Have a look into this message and other messages later in the same thread
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