Forums » CentiLeo for Cinema 4D
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R25 Asset Browser And Textures
 
Hi.
I found, when i create material with Bitmap nodes with textures and save material in Asset Browser, textures not loaded when i add this material to new scene
 
Administrator  Posts: 598
Oct 12, 2021 14:29
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.
 
Great. Thanks for the quick and detailed support
 
Is that possible in future releases to show bitmap nodes textures Preview in viewport? For example roughness maps and other? Like with standard c4d materials
 
Administrator  Posts: 598
Oct 12, 2021 16:32
Quote
3D220 wrote:
Is that possible in future releases to show bitmap nodes textures Preview in viewport? For example roughness maps and other? Like with standard c4d materials
It's possible even now if you are working with node-based materials. You simply need to connect your texture to the Viewport Color channel of CentiLeo Output material. By default nothing is connected there, not even diffuse.
 
Cant connect material result here? Have crossed circle icon when i try it
 
Administrator  Posts: 598
Oct 13, 2021 11:57
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.
 
Ok. Thanks. But I think it's good idea to represent simple version of all complete material in viewport. Sure, maybe it's hard to do it, but I hope in some version)) bcs Render is really good. Test it in simple tasks vs blender Cycles-X, and really surprised Centileo wins))
 
Administrator  Posts: 598
Oct 13, 2021 16:55
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
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