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ipr not working + no gpu selected
 
Administrator  Posts: 513
Jul 25, 2021 07:47
GTX 1650 has 4GB. It should work! Do you see it in the list in the page of CentiLeo Hardware Settings? Try to update Nvidia Display Drivers btw.
And also it may not be listed for example if your GPU memory is heavilly occupied by some other GPU application.
ipr not working + no gpu selected
 
Administrator  Posts: 513
Jul 23, 2021 04:14
Hi Ava, and welcome to CentiLeo!
Please check that at least one GPU is selected from the list? Open the Hardware Settings. By default all supported GPUs are selected. What are your GPUs? Nvidia? Do they have at least 4GB? 2GB?
IPR Render to viewport, Feature request
 
Administrator  Posts: 513
Jul 22, 2021 09:46
Sure it would be nice addition. Also a good thing would be to make IPR window docable (a frame amoung other C4D frames in the single monitor). But before that I must improve the light source settings, make spline & hair support and then speedup the render and scene compilation.
2 Wishes
 
Administrator  Posts: 513
Jul 20, 2021 05:30
Yes, there will be promotion of course after a couple of more versions
Shadow catcher not showing correct shadow on hdri environment.
 
Administrator  Posts: 513
Jul 19, 2021 05:34
The shadow catcher override is responsible for lighting emission that creastes the shadows.
If you want to make white background then override the camera override environment in render settings / Environment tab.
If you want transparent background then check the checkbox in render settings / AOV tab
Shadow catcher not showing correct shadow on hdri environment.
 
Administrator  Posts: 513
Jul 18, 2021 06:43
Harry Setiawan, hello!
The non moving shadow can appear from the regular CentiLeo light source if you enabled them. Try to switch on/off them.
The shadows coming from the HDRI rotate following HDRI lat/long rotation.
Also there are shadow weight parameters on the light source settings - they can be increased/decreased to change the intensity of shadow on shadow catcher object.
2 Wishes
 
Administrator  Posts: 513
Jul 17, 2021 04:00
I am from Novorossiysk and Moscow. Thank you for wishes! :)
2 Wishes
 
Administrator  Posts: 513
Jul 15, 2021 13:38
Thank you! Are you russian too? :) Greater releases are coming soon btw 8)
2 Wishes
 
Administrator  Posts: 513
Jul 15, 2021 06:02
3D220, welcome here! Thank you :)
1) No. It's used in artchitecture of renderer at this moment. For ready rendes Max Iters = 1 is the minimum. The issue is related to texture pre-population from disc caches. If you need faster pre-renders then why not using lower resolution? Also the iteration will become faster in few versions :)
2) Ok, will do.
焦散问题, 焦散不太好需要继续改进
 
Administrator  Posts: 513
Jul 11, 2021 09:02
Quote
hao qiqi0 wrote:
Kirgman
Can the system out of a series of tutorials?
I will make tutorials of course after 0.66-0.67 releases. There will be a documentation on materials, shaders and light sources with examples, later I will make a free demo scene with tuned materials. And I hope few other guys will make their tutorials for sharing, so stay tuned :)
焦散问题, 焦散不太好需要继续改进
 
Administrator  Posts: 513
Jul 10, 2021 05:22
Hi hao qiqi0, welcome here!
The forum is English speaking, so use it please :)
The caustics are not yet supported in CentiLeo. So in order to get no noise from them we blur this visual effect.
In your image the cup internal reflections are dark. I think you have to make sure that Relfection.weight = 1 and Reflection.Color = pure 100% white for your material.
There is also "Is Liquid" option for Transmission channel, it should be enabled for the mesh of liquid if it overlaps the mesh of cup glass.

Best regards,
Kirill
IPR Not Update
 
Administrator  Posts: 513
Jun 26, 2021 13:37
Hi! There is a button with "Auto" inside circle. Click it to make "Auto" green. Then the automatic update reflecting scene geometry and light sources will be enabled.
https://centileo.com/docs/index.php?COURSE_ID=3&LESSON_ID=39&LESSON_PATH=17.39#commands
By default it's off because of some cases involving Cinema expression tags. Also there is update button without "Auto" - it just manually refreshes the scene by clicking on it.
Chrome material, how?
 
Administrator  Posts: 513
Jun 11, 2021 14:12
This is due to existance of 2 Fresnel IOR modes: dielectric and conductor. Ours is dielectric at the moment. Conductor is for metals and it has complex value (2 settings ior and k, and 1 switch between modes). Fresnel dielectric can mimic conductors with high IOR values and look similar but with less controls (and less real physics). Renderers usually have either one or both modes. Not a problem to add conductor, I just wanted to make material GUI simpler, however it already has many other settings, especially that long material box in node editor canvas :)
Chrome material, how?
 
Administrator  Posts: 513
Jun 10, 2021 19:26
Quote
aleksey voz wrote:
only thing i've found is to jack up the IOR, but that doesn't seem like the right move
Why not? It's pretty right method. The material layers are stacked this way:
1) Reflection1 (layer weight is multiplied by the weight computed from IOR)
2) Reflection2 (layer weight is multiplied by the weight computed from IOR)
3) Transmission (only weight value)
4) Translucent (only weight value)
5) SSS (only weight value)
6) Diffuse (only weight value)

Each layer weight determines the portion of layer contribution stack based (high level layers with largest priority).
E.g. the first layer has weight=0.3, then all underlying layers have 1-0.3=0.7 multiplier.
For example, the second layer has 0.4 weight setting, while after the first layer reduction it means the second has 0.7*0.4=0.28 contribution in total.
While the layers below the second one have 0.7*(1-0.4)=0.42 weight, and so on.
So if you make weight=1 for top layer you will hide underlying layers.
This way you can make a glass, with reflection1 and transmission with same IOR values, you can make different IORs if you want. You may stack two reflections on top of transmission.
The Color value is used to multiply reflectivity after layer contribution is determined by weight x IOR_weight. The Color doesn't make space for other layers, everything is controlled by weights and IORs for reflections.

To make Chrome you can make Reflection1 weight=1, IOR=20 or 50 (for example) and Color with some slight blue tint, roughness=0. The second reflection may have larger roughness=0.3 white color.

Other rendereres have same material rules, but sometimes there is metallic/conductor IOR with additional to IOR setting. This can be replaced with just high value of the current single setting IOR.

Quote
aleksey voz wrote:
By the way is there a material demo collection or something? To use as reference?
I am going to write an online documentation on materials after 0.65 release is out with shaderball examples, how to make metals, flakes, glass, wood facture with procedural noise. For example 0.63 with nice fixes is almost ready.
Dispersion
 
Administrator  Posts: 513
Jun 8, 2021 11:48
Look at this sample. Not a dispersion, but it adds color variation to refractive faces
Dispersion
 
Administrator  Posts: 513
Jun 8, 2021 07:22
Hi Nikola, and welcome here! Currently, dispersion is not yet available. It will be implemernted in the future.
However, it's probably possible to imitate this effect with Ramp shader (with knots corresponding to differerent spectrum colors) and Falloff shader connected to Ramp input_map. Falloff will give different grey intensity based on view angle. Although I haven't tested this approach :)
First Complete Project in Centileo, Leaving gift for friend
 
Administrator  Posts: 513
May 10, 2021 17:32
Hi Ron! Thanks for sharing! Thats a very nice image! I see you have made the glass with liquids right. As for oranges and apples I would also test the mix of diffuse color texture with Subsurface (SSS) amount a little bit. You can use similar colors as diffuse for SSS (or with some redadditional tint). Also a small SSS radius can make the shadows softer similar to the image on centileo.com homepage!
Node editor is a great thing! Just need to work in CentiLeo node space. They are the same as our usual textures but have this nice view of all texture connections in front of modeler eyes to see the large picture of what is going on there. It just gives the better visual representation and makes complex shader/texture relations easier. For example you can drag and drop the image from OS explorer to the node editor window and the corresponding CentiLeo Bitmap node will appear.
Btw I have fixed that issue with Textures Fading Away http://centileo.com/forum/messages/forum19/message1170/209-textures-fade-away#message1170 and will upload the other release once the other more issues are fixed too.

Best regards,
Kirill
Centileo Node Space? Help
 
Administrator  Posts: 513
Apr 30, 2021 09:38
Hi W1LY, welcome here! Yes, Cinema nodes are built this way. There are several node spaces: a default one is "current" it corresponds to selected renderer in render settings. You should select CentiLeo in render settings.
You may also switch node spaces in the top right corner of Cinema window, there is dropdown box there.
Once you select the renderer and node space you can create node materials that will be initialised with CentiLeo data.
Realflow Mesher Object
 
Administrator  Posts: 513
Apr 28, 2021 20:35
Hi! The RealFlow is integrated with motion blur!
You may just follow the steps described in the release article http://centileo.com/news/150/centileo-for-cinema-0615/
Realflow Mesher Object
 
Administrator  Posts: 513
Apr 27, 2021 07:13
Thank you too! Btw, RealFlow itself has bugs inside it. So, for example for scenes with RF I will change the behavior of CentiLeo scene compilation in IPR, it will not happen in a background thread but in the main GUI thread. This is less nice but has no crashes of RF. Also for motion blur in IPR or PV the caching/backing of the simulation will be a must have.

OpenVDB? I would love to do it this year, but hardly believe it will happen this year. Maybe the next year! Still there are plenty of other important things to do.
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