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Post-render settings only apply to IPR image but not final render?
 
Administrator  Posts: 762
Jun 14, 2022 05:10
Quote
ssjenforcer wrote:
I unchecked "Send RAW AOVs to Picture Viewer" and now it works.
So if I want to use post-render settings I need to have that unchecked?
Oh, I have forgotten about this option, of course this is the reason. It just kills the post and sends RAW image to PV with the intention to make post in the other image processing application.
Post-render settings only apply to IPR image but not final render?
 
Administrator  Posts: 762
Jun 13, 2022 09:22
Hi, they should affect the final image. Do you have any post render settings override on the camera or no? I will check this on my tests
Render will show HDRi background image in picture viewer but is transparent black background in After Effects?
 
Administrator  Posts: 762
Jun 1, 2022 10:12
Quote
ssjenforcer wrote:
By the way, how is the next update coming?
I hope it is coming along well
Well, it's so long under development, that's too much, too complex. And no new features. Only fixes and some important render optimizations for hard cases. Need some bit more time and will launch it, hopefully without major bugs :)
Multi passes appear as black layers in photoshop.
 
Administrator  Posts: 762
May 30, 2022 21:25
Please, sorry for long reply!
Currently the AOVs/passes functionality doens't support a general subdivision of shadows/non-shadow passes. At the moment the separate shadow pass can contain the shadows casted to the "Shadow Catcher/Matte" material and that are outputed to the "Alpha channel" pass.
Later I will add a lot more functionality to AOVs/passes including many kinds of masks and beauty pass subdivision into elements.
Render will show HDRi background image in picture viewer but is transparent black background in After Effects?
 
Administrator  Posts: 762
May 30, 2022 21:21
Hi ssjenforcer, sorry for delayed reply!
The Transparent background option removes the HDRI image from the main render image. You can save this background if you check the "Bacgkround" pass.
But maybe your issue is related to the "Alpha channel" option in Render->Save option?


I want to do more quick rendering
 
Administrator  Posts: 762
May 30, 2022 20:55
Quote
sang wrote:


thank you kirgman if you need or want looking my computer

i'm always anytime open windows remote control (anydesk) program

i will send to you my project
please check your e-mail and understand my poor english language skill
Hi Sang! Thanks again for your scene! Sorry for veery long reply, I was too busy developing some renderer parts.
I have looked there and detected the reason of low performance. Basically everything is nice except of the emission material "LED_Beige". This material is assigned to selection of the building which forms a light shape around the building of the very irregular form. In fact the internal emission algorithm doesn't divide this shape too deep and hence doesn't result in the nice noise reduction. The other emission materials work fine in the scene: the emissive objects inside the building and the stree lights, etc.
The receipe to fix the issue:
1) Reduce the emission power of only "LED_Beige" to something less than 10 and make importance sampling Off. And you will see how the noise would be reduced a lot.
2) Manualy divide the selection of polygons that have assigned LED_Beige into multiple different objects of simpler shap.
3) Wait until I make #2 as an automatic internal process as part of more complex noise reduction algorithm. The main concern is memory but there are some ideas. Basically this process is implemented in the renderer core, but it doesn't divide to deep as is needed for such an object. So the further improvements are needed.

Kirill
C4d Baked displacement maps
 
Administrator  Posts: 762
May 14, 2022 08:15
Displacement maps should be baked to high precision format 16-bit or 32-bit, these can be png or tiff for example. If you choose jpg/bmp you will see this
Does anyone have good material for water? (hot4d)
 
Administrator  Posts: 762
May 11, 2022 11:44
Nice attempts btw :)
Actually you may build the bump map based on Layer shader node with several layers of differernt Noises each of them with different granularity for zoom in / out
Also displacement map can be usefull here as well
Does anyone have good material for water? (hot4d)
 
Administrator  Posts: 762
May 9, 2022 21:19
This disctance scale doesn't scan the actual geometry extents. This distance setting just controls how the light attenuates while travelling the distance inside the water medium.
Does anyone have good material for water? (hot4d)
 
Administrator  Posts: 762
May 9, 2022 18:45
Just start with Absorption changes to some darker blue with radius changes and leave Transmission basic color as white
C4d Baked displacement maps
 
Administrator  Posts: 762
May 9, 2022 18:43
Hi mr20399! Welcome here! Can you send me this object and a texture to info@centileo.com pls for tests?
On the screenshot I see that low-bit precision texture version is used as displacement. Is this png or some other image with nice precision? It looks like bmp/jpg. In fact we have fixed this issue in the past, but I see it on your example.
Does anyone have good material for water? (hot4d)
 
Administrator  Posts: 762
May 9, 2022 17:51
Hi ssjenforcer,
Why do you use subsurface for water? It's more needed for organic surfaces like skin, wax, cheese or fruits/vegetables. The radiuses of SSS layers tell how deep the light can enter under the surface with certain color and weight. The colors and weights of layers are renormalized if you use large values of weights (in case their sum exceed 1).

But returning to water you should use reflection + refraction with the same IOR, e.g. IOR = 1.4. Also for sea water you can use Absorption layer of material where you can make some dark blue color of absorption and a radius that tells at what distance the light will turn to absorption color. Just make experiments.
Also it can be possible to combine with translucent + absorption layer potentially using mix material with another material that holds this just to make the peaks of waves with some white effect for foam.
I want to do more quick rendering
 
Administrator  Posts: 762
May 9, 2022 14:50
Thanks for scene! Downloading it now. I will get back once I test it
I want to do more quick rendering
 
Administrator  Posts: 762
May 9, 2022 13:31
I want to help to fix the issue. Pls, can you send me a scene to info@centileo.com using some Google Drive or similar fileshare? There can be a stupid bug there
I want to do more quick rendering
 
Administrator  Posts: 762
May 9, 2022 12:50
Hi Sang! Welcome here!! Is this the latest CentiLeo version? The latest package doesn't have the documentation you post here in a screenshot.
Also what is you GPU and what are your PC specs?
Can you send me this scene to info@centileo.com for investigation and debugging? It's likely to be a bug there because CentiLeo usually utilizes the GPU for 97-99%
CentiLeo lights, how do they work? I cannot make them more intense, Lights not able to brighten in IPR
 
Administrator  Posts: 762
Apr 30, 2022 17:11
You can use any kind of Cinema 4D object of any complexity and apply emission material to it using any number of textures. There is "Importance sampling" option there and it's better to enable it when the lighting effect is global for the scene, i.e. it illuminates quite a lot. Or disable this option when the illumination is local and not influencing other objects too much.
CentiLeo lights, how do they work? I cannot make them more intense, Lights not able to brighten in IPR
 
Administrator  Posts: 762
Apr 30, 2022 13:03
Yes, it's true finding. Actually this is very easy to do, but I was lazy in this part of work :) However it's possible to do all these shapes using any shape of regular object and applying an emissive material for it.
Centileo doesn't show up properly C4D R23
 
Administrator  Posts: 762
Apr 15, 2022 10:44
Quote
Ashrindy wrote:
I have R23.008.
Ha-ha! :D That's good we found the issue! And thank you for patience :)
These small numbers of build version are hardly noticeable but can create the issues. Although I am quite surprised you have so low version. In fact R23.110 is one of the early official releases. You probably use some early build from Maxon beta program.
Centileo doesn't show up properly C4D R23
 
Administrator  Posts: 762
Apr 14, 2022 15:07
Ok, please, can you post your GPU and PC specs pls? And R23 build version?
After extraction problem is excluded now the reason it doesn't show up can be either wrong plugin folder or R23 build version lower than R23.110
Centileo doesn't show up properly C4D R23
 
Administrator  Posts: 762
Apr 14, 2022 11:06
The normal files structure is like here:
Code
pluginfolder/CentiLeoR23/CentiLeoR23.xdl64
pluginfolder/CentiLeoR23/library/centileo.dll
pluginfolder/CentiLeoR23/library/centileo_ipr.dll
pluginfolder/CentiLeoR23/res/ - a lot of files here

What was your archive extract program?
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