problem with the baking simulation animation, Cinema 4D R21 rendering output problem
Administrator Posts:
penguin, hi! And welcome here! Please, can you send me a file for tests? To
CentiLeo Chat:
|
No exclude function in rendering?
Administrator Posts:
CentiLeo Chat:
|
The expected renderer, The renderer has already attracted a large number of Chinese users
Administrator Posts:
Translation software seems to be very nice btw
![]()
CentiLeo Chat:
|
The expected renderer, The renderer has already attracted a large number of Chinese users
Administrator Posts:
As for Object visibility tags and the other related things I will fix them after I do more technology improvements. Speedup is coming
CentiLeo Chat:
|
I want to know how to use "dirt", I tried to use octane's logic to use “dirt” but it doesn't work
Administrator Posts:
Hi Cheese! Yes Dirt is not working now for couple of latest updates, I will have to fix.
CentiLeo Chat:
|
The expected renderer, The renderer has already attracted a large number of Chinese users
Administrator Posts:
Thank you very much! How do you use our renderer, what kind of images do you produce? The idea is very cool
CentiLeo Chat:
|
R25 Asset Browser And Textures
Administrator Posts:
That's very cool we win over Cycles-X, I hear this not for the first time. I have very high opininion about Cycles-X, they are very very good. And the truth is that currently am optimizing CentiLeo, it will be faster
![]() As for material/texture representation in a viewport - I don't really know what is better. Sometimes ago I thought that current solution is nice, I also think to use Diffuse channel textures there by default, but this will load textures to viewport by default and will make the Cinema part of pipeline more heavy, so I kicked textures connected by default and left just a color to distingush the objects from each other. Anyway there is IPR that displays everything and next version it will get viewport mode (with ray bounces = 0) to display just textures without lighting. And it's super fast, real-time, no noise, allowing to quickly work on texturing, UV layouts with much shorter waiting
CentiLeo Chat:
|
R25 Asset Browser And Textures
Administrator Posts:
Here it's better to connect Emission to Primary material slot, the other reflective material should go to Secondary material slot. The Primary Amount slot should be connected with bitmap that describes Emission mask.
Also the Viewport Color should connect not a material but a texture node (a bitmap or something else). It's for testing purposes in a viewport and you can check any texture node you want.
CentiLeo Chat:
|
R25 Asset Browser And Textures
Administrator Posts:
CentiLeo Chat:
|
Transmission And Emission Maps
Administrator Posts:
Ok, let me make an example for you, just very soon
CentiLeo Chat:
|
R25 Asset Browser And Textures
Administrator Posts:
Hi, by default these assets don't work because they appear using specific Cinema 4D paths, they are not like existing file paths. But these assets can be used because they have file ids. The only way to launch these assets is to go to CentiLeo Hardware settings. You may find link in render settings or in common Cinema Preferences. There you will see the checkboxes for GPUs that are used and the Texture File Cache folder. By default the texture caches are stored together with original files (like JPGs in your win explorer), but you may change and store the texture caches in the common single folder, please select this option and choose the folder path. If you do this the virtual files from Asset Browser will create the caches in this common cache folder and they will work correctly in new CentiLeo version.
CentiLeo Chat:
|
Transmission And Emission Maps
Administrator Posts:
Hi! It would be better if you show an example of what isn't working.
You may add your image mask to the weight of transmission channel. Emission doesn't have the weight. But if you use CentiLeo node-based materials you can make a Mix Material and connect your image mask to the primary amount, then connect Emission to primary material, then connect reflections to secondary material of MixMat. This way the image mask will control the visibility of Emission. You may also recreate this node setup in old-style materials if you create a multi-material and plug Emission and Reflection materials there
CentiLeo Chat:
|
CentiLeo for C4D s25, CentiLeo for C4D s25
Problem with textures in render, Problem with textures in render
Administrator Posts:
Sure, use CentiLeo materials. We have implemented the CentiLeo nodespace, they are node-based same as native Cinema materials. The native C4D materials are not yet supported because not all their features are corresponding 1:1 with our materials. But later this will be fixed.
CentiLeo Chat:
|
Problem with textures in render, Problem with textures in render
Administrator Posts:
Hi Kordian! Please upload a file here. I can't open your computer
![]()
CentiLeo Chat:
|
CentiLeo for C4D s25, CentiLeo for C4D s25
Administrator Posts:
![]()
CentiLeo Chat:
|
como renderizo el pelo
Administrator Posts:
Hello and welcome to CentiLeo page!
Actually native hair and spline rendering from Cinema 4D is not yet implemented, but it will be released in 0.66 version. This is quite soon because currently 0.65 is under active development. As a workaround for today, I have seen Aleksey Voznesenski was using hair in CentiLeo renderer using some tool, see his example here Also, for future, please write in English here, at least with a google translator. The website is currently only english-speaking and it will be convenient to search for information if all communicate in one language ![]() Best reards, Kirill
CentiLeo Chat:
|
No exclude function in rendering?
Administrator Posts:
Thanks LU! More or less I understand this. I will test Composite tag more to do something like this.
CentiLeo Chat:
|
No exclude function in rendering?
Administrator Posts:
Hi LU! So you want to exclude an object from alpha channel image but not from beauty image using an object tag?
Actually there is no currently such functionality, but exclusion system and lighting / shadow excludes/includes are planned. I know how to do them now in genereal and collect user experiences. They can be implemented in a different way. I would appreciate if you would advise the most convenient examples.
CentiLeo Chat:
|
My wishes for CentiLeo
Administrator Posts:
Oh in node-based mode CentiLeo has differernt name for Ramp, it's Gradient actually. The Gradient node has no integrated patterns, but it has the Input Map which may accept other nodes as patterns. Also the knots of this node can accept other nodes too.
CentiLeo Chat:
|