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.
A couple of images and suggestions
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
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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
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A couple of images and suggestions
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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
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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
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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
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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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Does hair work with centileo? I cannot get any hair to render.
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You may convert the hairs to the polygons to render them, I have seen such tricks. However, the native hair & spline support will be added in 0.66 release. I am working on this, but before that need to finish the complex 0.65 update
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A couple of images and suggestions
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Your override Skies with CentiLeo tags should be not first Sky in the scene. And you drag and drop them to the tag with overrides of the first Sky object. Yes you can override Reflection, Transmission, Camera, Diffuse, SSS overrides. You can also override the Sky that draws the shadows on the shadow catcher / matte object
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A couple of images and suggestions
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Filip Stamate, welcome to the rising CentiLeo world!
![]() I will reply in more detail later, as for now I can say CentiLeo supports multiple Sky objects to work with Camera (backround), reflections, diffuse and etc. As you correctly noticed the primary Sky object is the first one in the scene. It manages everything. And you need to attach CentiLeo environment tag to it. Inside this tag you can find Override Tab where there are several layers to override. You may just create several extra Sky objects (with centileo tags!) and assign different HDRI image there. And after that just drag and drop these extra Sky objects to the overrides of the first "manager" Sky. That will work. Later I will make many more supprted HDRIs that will be able to assign and override per material. There will be 10s or 20s of them supported. I will fix Dirt shader of course, it basically will be do same as AO/Curvature. Don't know why Redshift has two nodes probably because of legacy reasons, but the process is similar in both nodes. Will reply in more detail later. Improving the new tesselator for displacements now ![]()
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Centileo nodes, can we mix textures?
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Oh btw this Dirt node is currently just not working as expected. I have to fix it, it's like AO texture
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Centileo nodes, can we mix textures?
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Centileo nodes, can we mix textures?
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I would advice to make a multi-material or mix material to make the smudges on top of glass car window.
For example the Mix Material: 1) Primary material would be a diffuse material with smudges and sand textures 2) Secondary material would be a glass of window with reflections and IOR and all the staff as for clean glass 3) Primary material amount - is the alpha map texture with white regions encoding places where smudges should appear on the window. Primary material is on top of Secondary. These layers of mixed materials will just help to resolve the Alpha channel of individual materials easilly and no need to deal with roughness of transmission which is wrong in this case
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Texture issues, Texture not rendering correctly
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Video tips are more time consuming to produce than text + images. So the documentation itselft will come first and next the videos, I will invite more people for that of course.
As for now, I am doing some complex technology improvements but the end for them is approaching fortunatelly ![]()
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Centileo nodes, can we mix textures?
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We have more than Octane in this department:
1) There is a Layer texture node. It accepts 7 input nodes that are stacked onto each other and you can integrate each input texture on top of each other with many layer options like in Photoshop. Just check it. It's a nice way to combine imperfections, noises, bitmaps with this. 2) As for Add/Multiply they are also there. CentiLeo has Math node which supports the basic math operations with input textures. It's just placed in a different category of nodes: not a Node Generator, but Math
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Texture issues, Texture not rendering correctly
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Yes, CentiLeo renders internal reflections within the glass very efficiently. Less noise than other renderers. Keep in mind CentiLeo has Direct Light Clamp parameter in render settings, it's global, not per-material. This paramter has influence on the brightness of the highlights also for internal reflections.
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