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| zhajiangmian wrote:
Sorry, it's my first post, I uploaded the screenshot again |
In material settings you have tinted the color of the material that is hit.
All is correct here. Just switch off "Reflections & Refractions".
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Administrator Posts:
Sep 14, 2024 05:46
In material settings you have tinted the color of the material that is hit. All is correct here. Just switch off "Reflections & Refractions".
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Administrator Posts:
Sep 13, 2024 22:27
Your image hasn't attached correctly, please, can you drag and drop it clicking Upload files or moving your image to the area with "Upload files" in Reply form Do you talk about Alpha in CentiLeo bitmap node or the Alpha in the render image? The Alpha Image is accessed if you connect the Alpha channel output port of the CentiLeo Bitmap node.
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Administrator Posts:
Sep 6, 2024 03:50
Each new version takes few months, 3-4 months. We need to make 0.70 release which will be free and will have material converters, bitmap handling improvements and other few features.
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Administrator Posts:
Sep 5, 2024 11:10
Hi and welcome here!
It's GPU only, Nvidia! At first you may explore the manual with short description on the shader nodes and features here You may also find and test material setup from shaderball You can use CentiLeo for motion design and also for architecture visualization because it's very-very fast and supports all the particles in C4D. The serious drawback is that in C4D we don't yet have any material converter from other engines. However, our material and shader system looks similar to Redshift. But we will make converters in the next free version 0.70. Also keep in mind that CentiLeo generates texture cache files together with bitmaps in their original folders. It's done for good reasons btw! You may read about it here Although next version we will also make a more standard way that keeps the bitmaps only in RAM and regenerates them for every launch.
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Administrator Posts:
Aug 2, 2024 09:16
Hi! Why do you say RE-develop? And why are curious? Download and be happy
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Administrator Posts:
Jul 30, 2024 16:05
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Administrator Posts:
Jul 28, 2024 13:14
Please, can you share this file with me so I will try to play with settings? Probably we need to crank Softness/Sensitivity/Power to max values and also increase the the Distance Scale a lot. And then we probably have more control using the Gradient.
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Administrator Posts:
Jul 28, 2024 13:12
Thank you Rei and welcome here!
The shadow cast/receive options will be available in commercial release. I still need to do 0.70 before that. As for matte it's available as "Shadow catcher" toggle in Diffuse rollout of material. You can see the idea how to setup it here In 3ds Max it's quite the same, but the manual for Max should be created certainly. As for Visibility options for object I will add this in the upcoming 0.69 release. And also will add RaySwitch material and map
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Administrator Posts:
Jul 27, 2024 08:27
Hi, yet!
The Curvature node depends on ray tracing sampling around the hit point. The parameter Softness has influence on whether you can modify the output of the Curvature using the Color Correction or Gradient. Please see example here
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Administrator Posts:
May 18, 2024 22:45
Heh, it looks like the preview of material in material browser itself doesn't work. But material from the assets do work when they are assigned to the objects and their previews in object editor also work.
Need to fix that previews to avoid this confusion.
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Administrator Posts:
May 18, 2024 21:12
1) You may connect the Pattern node to the Gradient.InputMap. In the Pattern node you select the Linear U or V pattern. 2) Then you connect the UVWTransform or UVWProjection to the Pattern.InputUVW. 3) And then you may connect Noise (Turbulence) to UVWTransform.Offset. And there are also many other connectable ports in the UVW nodes that can be applied to the Pattern or something else. Also pay attention to the horizontal lines on the nodes, they can be used to optimize the representation of the node in the editor. Also it's possible to create own custom nodes using the groups which have input and output ports that you determine with some custom functionality inside.
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Administrator Posts:
May 17, 2024 12:53
Just make this small non-default change:
This happens because by default we generate the cache .cntx files with bitmaps. And asset bitmaps from library are virtual and have specific address. So we need to redirect our cache files to the known folder to make this working. This was done to optimize second launches of the project without bitmap read and parsing. Later we will make the options to store this just in RAM (and reload every time) and will compress the caches.
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Administrator Posts:
May 17, 2024 12:51
And you may look at the settings description here
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Administrator Posts:
May 15, 2024 20:15
But you can enable viewport textures with 2 methods: 1) Connect any texture of the node editor to the Output Viewport Color port. And it will work constantly on viewport until you mute it. But this connected node will be for Viewport, not for Interactive preview render. 2) You can switch Solo Mode on any node in node editor (including materials or unconnected nodes) and show the texture both on Viewport and Interactive Preview render.
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Administrator Posts:
May 15, 2024 20:10
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Administrator Posts:
May 15, 2024 08:28
The color space is srgb. The difference you have seen is that Maxon did different solutions before and now for color selection.
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Administrator Posts:
May 15, 2024 06:45
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Administrator Posts:
May 10, 2024 14:19
I have found the internal message from Maxon to developers, so indeed there was an issue with the Nodes for 3rd party plugins on that intermediate builds. That was fixed in 2024.4 or maybe in even in 2024.3.2. That was just month ago
As far as I see 2024.4 doesn't add problems and it works just fine with the plugins compiled for the earliest version of the season 2024.0 as in our case. It also has the new nice particles system.
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Administrator Posts:
May 10, 2024 13:22
Hi garrido! Is CentiLeo working? I mean what if you open Interactive preview render, does it launch? If no what's your GPU?
If the problem is only with adding the nodes only please make sure that you have correctly copied CentiLeo plugin to the folder:
How your plugins/CentiLeo2024 folder looks like? The nodes are described in plugins/CentiLeo2024/res/nodes/ subfolder, there should be 3 .json files there. Please, let me know how it goes. ALSO Your current Cinema build version is not the newest, I heard there was some binary incompatibility introduced by Maxon in 2024.2 or 2024.3. As far as I remember this was fixed in Cinema 2024.4. Also 2024.0 works fine. So please upgrade and test 2024.4 and tell me if that works
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Administrator Posts:
Mar 20, 2024 17:27
Hi Joao, and welcome here! Video bitmap is not yet supported, but will be fixed in the near future
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