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Production Rendering Techniques in CINEMA 4D

Production Rendering Techniques in CINEMA 4D

with Donovan Keith

 


This course introduces the many advanced features of the CINEMA 4D rendering and lighting toolsets. Discover how to better simulate real-world surfaces, photography, and lighting scenarios. Author Donovan Keith shows how to add realistic shallow depth-of-field effects with the physical renderer, use blurry reflections to create a type treatment, and light scenes with HDRI photographs and global illumination. Plus, learn tricks for achieving similar effects under tight deadlines.
Topics include:
  • Modifying depth of field
  • Animating rack focus
  • Using blurry transparency to create frosted glass
  • Understanding global illumination
  • Setting up HDRI lighting
  • Optimizing render sampling settings
  • Preventing over-/underexposure with color mapping
  • Using negative lights to selectively darken parts of scenes

show more

author
Donovan Keith
subject
3D + Animation, Rendering, Materials, Lighting, Visual Effects
software
CINEMA 4D R14
level
Intermediate
duration
2h 21m
released
Feb 07, 2013

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Introduction
Welcome
00:03Hi, I'm Donovan Keith, and welcome to Production Rendering Techniques in CINEMA 4D.
00:09In this course, we'll look at many of the more advanced features of CINEMA 4D's renderer,
00:13with a goal of better simulating real-world photography in a time efficient manner.
00:18I'll start by showing you how to add realistic shallow depth of field to your renders using the physical render engine,
00:24then show you how to use blurry reflections in your materials to create a logo treatment.
00:28We'll see how to light our scenes using only photographs with the help of HDRI and global illumination.
00:34We'll even go over how to use fast rendering cheats to create similar effects when you're under a deadline.
00:40We'll be covering all these features, plus plenty of other tools and techniques.
00:43Now let's get started with Production Rendering Techniques in CINEMA 4D.
00:48
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Using the exercise files
00:00If you are a Premium Member of the lynda.com library, you have access to the exercise files used throughout this course.
00:07The files are located in folders numbered by chapter and video with a brief descriptor of the main subject.
00:13These names may not match the video titles exactly, but they will use the same keywords.
00:18Inside of each folder will be a CINEMA 4D project file.
00:21You may also see an example subfolder, this contains uncompressed versions of the example
00:26images and animations that you see in a particular video.
00:29The CINEMA 4D project files represent the starting point for each video.
00:33Open them up if you'd like to follow along in real time.
00:36Your render times will likely vary from what you see on screen.
00:39One: because we are probably using differently configured computers, and two: because especially
00:43long renders have been time compressed in the finished training movies.
00:47If you don't have access to the exercise files, you can follow along with your own assets. Let's get started.
00:56
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What you need to know about this course
00:00What you need to know about this course.
00:02Production Rendering Techniques in CINEMA 4D is an intermediate to advanced level course
00:07covering the rendering and lighting tools in CINEMA 4D.
00:11If you feel a little bit fuzzy on the lighting and rendering aspects of CINEMA 4D,
00:15you might review Rob Garrott's CINEMA 4D Essentials 5: Rendering and Compositing,
00:20as well as CINEMA 4D Essentials 4: Materials, Texturing, and Lights.
00:26This course is being recorded in CINEMA 4D R14 studio, and it is possible that you're using
00:31a different version of CINEMA 4D.
00:33If you're using CINEMA 4D Prime, you won't have access to many of the tools and techniques
00:38that we're discussing in this series.
00:40If you'd still like to follow along, I recommend downloading the CINEMA 4D Studio demo from MAXON's website.
00:45Please note that you will be limited in terms of output resolution and your ability to save
00:50your finished work, but it's a great way to learn.
00:52We'll be spending a lot of time focusing on Global Illumination and the Physical Renderer,
00:57which is accessible from CINEMA 4D Broadcast, Visualize, and Studio.
01:02As a final note, if you're using CINEMA 4D R13, you're in luck because the Physical Renderer
01:06was added to the software in R13, and many of these tools will still be available to you.
01:12If you're using a version earlier than that, like say R12, some of the Global Illumination tools will be similar,
01:18but the way that they function will be a little bit different, and best practices have changed version to version.
01:23That's enough technical gobbledygook. Let's get started.
01:28
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1. Physical Renderer
Modifying depth of field
00:00The beauty of shallow Depth of Field is what set off the digital SLR video revolution.
00:05Shallow Depth of Field is what used to separate film from video and these days it's still
00:09part of what separates just too perfect CG from photorealism.
00:14CINEMA 4D's physical render engine allows us to accurately simulate the optics of a real-world camera.
00:21It's what allows us to get realistic Depth of Field, Motion Blur, or even strange effects like Chromatic Aberration.
00:27Here is a simple scene with some compact fluorescent light bulbs at different depths on a grid.
00:32If we render the scene, we see that it is perfectly crisp and clear.
00:35Now, if we go into our Edit Render Settings, we can add some Depth of Field.
00:42To do that, change your Renderer from the Standard Renderer to the Physical Renderer.
00:46Once you've done that, activate Depth of Field and render again.
00:51Notice that there is now blurring in our foreground and our background and the center most CFL is in focus.
00:56And there are a couple of small points for you to remember.
00:59In order for the Physical Renderer to do this Depth Of Field blur, you need to make sure
01:04that you have a Camera object in your scene.
01:06The Editor Camera alone will not do what you need it to do.
01:09And that's because the camera settings here impact the amount of blur.
01:14If you click on your Camera and go to the Physical settings here, you'll see an F-Stop number.
01:19This allows you to adjust the aperture or opening size of your lens and f/8.0 is a pretty middle of the road aperture.
01:27If we choose f/1.0, we'll get a very extreme blur, because we've got a wide-open lens.
01:32Now, you'll probably notice that the render that we're getting here is pretty grainy.
01:37In future videos we will go over how to address this in-depth, but for now just know that
01:42you can go into your Render Settings, to the Physical tab and adjust the Sampling Quality
01:46from Low to High, in order to get a better result.
01:48I'm going to leave it at Low to keep our render times low.
01:52To adjust the point of focus in your scene, you want to select your Camera, go to the
01:57Object tab, and you'll see a Focus Distance option.
02:01If you click on the picker right here, it should allow you to click on an object in
02:05your scene and set a Focus Distance.
02:07Now if you're finding that this isn't picking up your object in quite the way that you want,
02:10you can go into your four-way view and take a look at the plane that is extending out
02:15from the front of your camera.
02:16By adjusting this Focus Distance, you can adjust the point at which objects are perfectly in focus.
02:21I'm going to go ahead and render again, and we should see that this front CFL is in better focus now.
02:27And you see that the edges are in fact perfectly crisp.
02:30But notice that the blur starts again very quickly even within the CFL, and that's because of our aperture here.
02:36So, if we go into the Physical settings of our lens, we can stop down to a higher F-Stop
02:42number like say f/22.0, which should give us a fairly crisp looking image.
02:47The reason that we're still seeing a fair amount of blur is because we're shooting small objects close up.
02:52Let's take a look at another scene.
02:53This is an exterior scaled to be roughly downtown size.
02:58If we render this, we see that within f/2.0 lens, we're getting a very minimal amount of blur.
03:04And that's because the scale of your objects is critically important when you're using the Physical Renderer.
03:10You always need to model your objects to scale and place them as you would in the real world.
03:15Looking at my buildings, I see that they're each about 20,000 centimeters tall.
03:20Let's see what happens if we scale our scene. Go to Edit > Scale Project.
03:24I'm going to type in 20,000 cm for the Current Scale and my Target Scale is going to be a 1 cm.
03:32This is going to compress everything in my scene to be much smaller.
03:36And now if I render my scene again, we'll see that it's woefully out of focus as a result
03:41of this shift in scale. Almost none of my scene is now in focus.
03:46Shallow Depth of Field can create a really beautiful looking finished image.
03:50But you now do have to worry about keeping your objects in focus.
03:55
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Animating rack focus
00:00Blur is one of the primary tools of the cinematographer, and shifting the focus of a scene could be
00:05used to excellent storytelling effect, whereas haphazard focus can be distracting or even stupefying.
00:11Let's take a look at some variations on animated focus.
00:15In the first, I'm going to be adjusting the focal distance of the camera.
00:19We see that the background starts in focus, then the foreground, then the background.
00:23This is probably the most common animation of focus that you're going to see or adjustment
00:28of focus you'll see in film, which is the pulling of the focus ring.
00:31In fact, that's a job on a film set, the focus puller there is a person dedicated to just adjusting that ring.
00:36Next, we have an aperture adjustment, where we're animating the F-Stop.
00:41This is less common, but an interesting effect.
00:44The focal point is staying the same but the amount of blur in the scene is increasing
00:48or decreasing as we adjust the F-Stop.
00:51Lastly, I'm going to use a constant focal distance and just animate the position of the camera.
00:56We see the in focus is changing over time, but not the distance at which things are in focus from the camera lens.
01:04Let's take a look at how to re-create this in CINEMA 4D.
01:07Doing a quick render of this scene we see that we've got Depth Of Field already applied.
01:11And we're focused on this front ring.
01:13Let's make a duplicate of this camera, and we can animate it in a few different ways.
01:18I'm going to hold down the Ctrl key on the keyboard, click and drag to make a duplicate of the camera.
01:22I'm going to take the duplicate and change its name to AnimatedFocusDistance.
01:29And I'm going to make it my active camera by clicking on the icon to the right of the Camera object.
01:34Let's take a look at the Camera settings by going into the Object tab, and we'll see that it says Focus Distance.
01:40This is the point at which something is perfectly in focus.
01:43Let's take our picker and pick this front ring just to be absolutely certain that is our focus point.
01:48Next, let's hold down the Ctrl key on our keyboard and click next to it where it says Focus Distance.
01:53This is going to add a keyframe at frame 0.
01:57Now, if I go to frame 90, I can now adjust the Focus Distance either by using this picker
02:03or by going into one of my four-way views and adjusting this focal plane.
02:08I can hold down the Ctrl key to record, and that'll add a keyframe.
02:12So, as I play through my animation, you see that the focal plane is moving.
02:16And as we render our animation, at frame 0 the foreground is in focus.
02:21As we move through time, the mid-ground is in focus, and finally our background is in
02:26focus with our foreground blurred. Next, let's go over how to animate the aperture.
02:32Let's simply take our StationaryCamera and duplicate that.
02:34Again, I'm holding down the Ctrl key, clicking and dragging, and I'm going to name this Aperture.
02:39So, another name for at least some part of F-Stop.
02:42I'm going to go ahead and make this my active camera by clicking.
02:46And now I'm going to go into the Physical tab and adjust my F-Stop.
02:49I'm going to start from something very wide open, like an f/1.0, and I'm going to add a keyframe.
02:54I do that by holding down the Ctrl key and clicking.
02:57And now let's go to frame 90 and adjust the F-Stop from f/1.0 to f/22.0, so we're really
03:03shifting this pretty severely. Hold down Ctrl and click.
03:06What we're going to see is a huge shift in the amount of focus in the scene.
03:10At f-22.0, most things are pretty sharp and at f-1.0, most things are pretty blurry.
03:16Last but not least what we're going to do is animate the camera while keeping the focus distance stationary.
03:21Let's go ahead and take our StationaryCamera, duplicate it by holding down the Ctrl key and dragging.
03:27And let's rename it MovingCamera.
03:29Let's make it our active camera, and at frame 90, I'm going to do a quick render.
03:34We see that this front ring is in focus, and this is where I want our image to in depth.
03:38So, let's go ahead and press Record right here.
03:40Now, let's go back to frame 0 and push our camera in.
03:44Let's just go ahead and take the Dolly tool and dolly your camera in, until you are seeing just the grid and press Record.
03:51What you'll see when you render is that it starts out a little bit blurry, the background
03:55to get into better focus as we go and different objects at different depths are going to be in better focus.
04:01So, by the time we get to frame 90, our front ring is in focus.
04:05So, let's just go ahead and take a look at those finished animations one last time.
04:09The first is our animated rack. Next, we're animating the aperture.
04:15And lastly, we were simply moving the camera.
04:18Shallow Depth Of Field can be really beautiful, and it helps to direct the viewer's attention
04:23to the part of the scene that you want them to look at.
04:25However, if you've got that your camera animating or any of the objects in your scene animating,
04:30you want to make sure that you're paying attention to your focus distance.
04:35
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Tweaking shutter speed and motion blur
00:00Renders coming straight out of CINEMA 4D typically are very sharp, too sharp.
00:05And when you're looking at an animation, there is a distinct lack of what's called Motion Blur.
00:10So, your animations will often look very stroby.
00:13Objects will sometimes seem to jump from one part of the screen to the other without any
00:16real connection between those two points.
00:18And what I'm going to go over in this video is how to add motion blur to your renderings
00:23to make them more realistic and really just more visually appealing.
00:28What we have here is a windmill that's been inspired by the kinetECO logo, and we see
00:33that it's spinning probably because of wind.
00:35If we stop the animation at any point, what we'll see is that these blades are not perfectly crisp.
00:41They are blurred because of their motion, and they are blurred in the direction that they are moving.
00:46So, let's go into CINEMA 4D and add this effect.
00:50When you render in your Editor View, you simply will not see motion blur.
00:54To see any sort of motion blur, you need to render to your Picture Viewer.
00:57What we're going to notice, though, is that we don't see any when we first render out.
01:01And that's because we haven't turned it on yet.
01:03So, go into your Render Settings and change your Renderer from the Standard Renderer to the Physical Renderer.
01:10Now, there are other ways of adding motion blur to your scene, but we want to stick with the Physical Renderer for now.
01:16And in the Physical Renderer, we want to turn on the Motion Blur option.
01:19We just click on the check mark there, and the default settings usually give you a pretty good result.
01:23Again, we're going to have to render to the Picture Viewer.
01:25So, you can hit Shift+R to do that.
01:28And we'll see now that there is a slight blur on our blades as they rotate.
01:33To adjust the strength of this blur, there are some settings.
01:36Go into your Camera Object and click on the Physical tab.
01:40Inside of here, we have the Shutter Speed option.
01:44Now I'm going to go into a different scene to demonstrate this.
01:47In this scene, what I've got is a very simple animation of a cylinder that is being rotating about 45 degrees a frame.
01:55I'm going to go to my middle frame here, and let's take a look at how this looks at different shutter speeds.
02:03I'm going to choose 1/250 of a second first by clicking on this Camera and rendering to my Picture Viewer.
02:10We see something that looks a little bit blurry.
02:13If I choose No Blur here, which is an incredibly fast 1/1000 of a second and render, we'll
02:19see something that looks pretty crisp.
02:20There is still a little bit of blur in the edge, because the object is moving within
02:24that 1/1000 of a second, but it's not too significant.
02:27Now, if we go to something like 1 second for our shutter speed, a very long exposure and render
02:35to the Picture Viewer, then I see something like this, and we see the beginnings of an
02:39artifact, we see sort of what looks like a polygon outline.
02:43And that's because our render settings aren't set to be quite high enough.
02:46So, we go into our Render Settings and go the Physical tab, you'll see the Motion Subdivisions
02:52option right here, and that defines how many intermediate steps there are.
02:57And if we increase this number, to say 5, and we render again, we'll notice that our
03:01line gets a little bit cleaner. And at 6 it should be nice and round.
03:06Now, a 1-second exposure is not something that you're really going to see in a film
03:11or video, because video tends to operate at 30 frames per second, film at 24 frames per second,
03:16so really the slowest that you can get with video is 1/30 of a second and film 1/24 of a second.
03:22So, when you are adjusting your Motion Blur settings by adjusting your Shutter Speed,
03:26make sure that you're staying within the bounds of what's possible.
03:28Now, there are other approaches to creating motion blur in CINEMA 4D, but for the best
03:33looking results, I really recommend using the Physical Renderer.
03:36However, when you're up against a wall, you might just have to use a post effect like
03:39real smart motion blur for After Effects.
03:42Whenever you can, make sure that you add motion blur to your scene.
03:45It adds that little extra bit of realism and takes some of the CG-ness away from your finished image.
03:53
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Creating textured surfaces using blurry reflections
00:01Aside from perhaps aboard the Hubble telescope, there are no perfect mirrors.
00:05Yet, almost all CG images feature impossibly sharp reflections. Adding a bit of blur to
00:11your reflections can drastically improve the quality of your images.
00:15Here is a kinetECO logo, and it's got a simple sky that it's reflecting.
00:19It's on a perfectly mirrored surface, and it looks all right.
00:24perhaps a little trapped in the 80s.
00:26If we look at a blurry version of this, what we see is that the metal takes on the sense
00:32of solidity and weight that it didn't have before.
00:35And for me at least, it's a much better looking logo treatment.
00:38And to achieve this effect is really quite simple.
00:42What we have here is a scene showing our text.
00:46When we render, again, we get those really sharp reflections.
00:53Let's go ahead and turn on blurry reflections. To do so, double-click on your Metal material,
00:59go into the Reflection Channel, and activate the Blurriness option, which by default is 0%.
01:05If you crank this number up to say 30% and render again, you'll notice a couple of things.
01:12One, your render is much slower, and two, that you're actually seeing some blur.
01:18Now what you'll also notice is a bit of grain in your image now.
01:21And this is a product of the way that the blurry reflections work.
01:26For each and every blurry pixel that's being rendered, tens or hundreds of samples are
01:30being sent out into your scene to see possible things that the service could be reflecting
01:35and then it's averaging those together.
01:37When there aren't enough samples, you see a noise like this.
01:40Now, if we go into our Render Settings, we can change from the Standard to the Physical Renderer.
01:46The Physical Renderer has been optimized to render things like blurry reflections and blurry refractions.
01:51So, when we turn this on, we should notice a significant increase in speed.
01:56If you simply update the Sampling Quality here from Low to High, we'll get a bit of
02:02a speed hit, but the quality of the finished image should be dramatically better.
02:07So, as you can see, each and every one of these rendering buckets come in, it's giving
02:11us beautifully smooth image with a nice blurry reflection.
02:15A couple of other things to know, the more you increase the Blurriness percentage, the longer your render will take.
02:22If I was to cut this value down to say 5%, we'd get a significantly faster render.
02:28But it's giving us a very different effect.
02:31Blurry Reflections help you to more accurately simulate the real world, and when using the
02:35Physical render engine, the speed hit isn't as quite as bad as you think.
02:40
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Using blurry transparency to create frosted glass
00:00Glass is a transparent material, and in part its quality is judged by its clarity.
00:06However, not all glass is perfectly clear, and in fact, some of it is quite cloudy.
00:11Blurry transparency allows us to simulate imperfect transparent objects.
00:16Here is a rendering of a bathroom scale that has perfectly clear glass.
00:20In fact, it's not really clear what this object is just looking at it.
00:24However, when I choose the Blurry transparency, immediately this becomes recognizable as something
00:30that we've probably seen in our bathrooms or at least on somebody's Pinterest Board for a bathroom.
00:35And this is something that is often called frosted glass.
00:39It's created by taking a perfectly clean piece of glass and then just roughing up the surface
00:44at a very fine level and to simulate this is really pretty simple. But before we do this,
00:49I want to get into how refraction works. So, let's take a quick look at a graphic here.
00:57Reflection--as we saw in our previous video--occurs when light hits our object and then it bounces off.
01:02And a blurry reflection occurs when light hits our object and then bounces off in a number of different directions.
01:09Refraction works a little bit differently, in fact, quite a bit differently.
01:13If you look at a refractive object, what's happening is that light is hitting the surface
01:18of the object, but then it doesn't bounce off, it passes straight through the object,
01:24or rather, it passes through at an angle defined by what's called the refraction index of your object.
01:30So, as light is entering the surface, it hits the surface and then it bends and then as
01:35it's exiting the surface, it bends at the same angle to leave.
01:41And this is what gives us our nice clean looking refraction like this.
01:45We can tell that it's a glass object because the background on the other side of it is
01:49a little bit distorted. That's that refraction kicking in.
01:52Now, a blurry refraction--and this is perhaps simplification--works where light enters our
01:59transparent volume, and it gets refracted or bent out towards the other end, but it
02:05splits off in a number of different directions.
02:07Now, if you were to get in really close to the surface, you'd see that it behaves in
02:12the exact same way as refraction, but what we're seeing here is a surface that's so minimally
02:18distorted that it looks like each of these individual rays of light is splitting off
02:22into a bunch of different directions.
02:24And so, when we see our finished render, we're seeing not what's just behind our object,
02:30but also what's behind our object and bit off to the side and a bit off to the other side.
02:34So let's go ahead and activate these blurry reflections in our own scene.
02:39So, what I've got for you right here is a simple bathroom scene, and it's not a very
02:45realistic bathroom, because it's way too clean, the tile is a bit off.
02:50But we can see our transparency right here.
02:54So let's go ahead and open up the Glass material, and it's a very similar process to the blurry reflection.
03:00All you've got to do is click on the Transparency Channel and adjust the Blurriness setting.
03:04I'm going to increases this from 0% to 10% and give it a render.
03:09It's a little bit blurrier, but it's almost imperceptible.
03:12So let's see what happens when we crank this up even higher.
03:15Let's go to 30% and give it another render. It's looking pretty good.
03:19Now, if you go into your Render Settings, you'll see that I've already activated the
03:23Physical Renderer, and this is because the Physical Renderer is able to calculate blurry
03:28reflections and blurry transparencies much more quickly than the Standard Renderer.
03:32So, if you're using any blurry transparencies, I really recommend turning on the Physical Renderer
03:36and then adjusting the quality of that blurriness using this Blurry Subdivision setting.
03:42Blurry Transparencies are one more weapon in the fight against the perfection that is endemic to most CG.
03:48Blurry Transparencies do take longer to render, but there are some surfaces that you just can't simulate without this tool.
03:54So, when you have the time to spare, turn it on, crank up this Blurriness Subdivisions, and render away.
03:59
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Optimizing physical sampling settings
00:00While the Physical Renderer is extremely powerful, getting an image without grain might seem
00:04to take longer than a human lifespan.
00:06So, let's take a few minutes to optimize our Render Settings so that we can get a good
00:10looking image in a minimum of time. What I have are two images right here.
00:15One is rendered with the Adaptive Low setting, and it's taking about 20 seconds per frame.
00:20The other is rendered with the Adaptive High setting, and it's taking about 5 minutes and 5 seconds per frame.
00:26Now, I would say that the visually superior is clearly the Adaptive High setting.
00:31But at 5 minutes and 5 seconds a frame, it's definitely going to make me think twice before I use that setting.
00:36Let's take a look at how the Physical Sampler works and then go into how to optimize these settings.
00:41I currently have my Interactive Render Region turned on, so I'm just going to turn that off.
00:45Now let's go into our Render Settings and take a look at the Sampler.
00:49By default, it's on Adaptive, and I think that's a good setting, and it is the one that
00:53you're going to use for pretty much all of your production rendering.
00:56But let's also take a look at what's called the Progressive mode, which gives us a peek under the hood.
01:02In Progressive mode, when you render, what you get is a rough approximation of your scene first.
01:06Now, this portion is actually global illumination, but what we see here that sort of
01:10granular-looking image is the Sampler at work.
01:13Now, if you look at the lower left-hand corner of the screen, you see something called Progressive Pass,
01:17and it's a number that's slowly climbing upward.
01:21What this represents is the number of times that each and every pixel in the scene has been split in two.
01:26When we're first rendering the scene, it's a single ray that's being sent out for each
01:30and every one of these pixels.
01:32And so we get a very rough approximation of our scene, because sometimes more than
01:36one object falls within a given pixel.
01:39As we increase the number of passes, we split those pixels in half, and then we average that final result.
01:45And then we split it in half again and average that result.
01:49And eventually, each and every pixel will have been split into 256 or 512 or 1024
01:56sub-pixels, which should give us a really clean final result.
01:59The problem is that to split up each and every pixel this many times is going to take forever.
02:04And also, that it's grossly inefficient, because not every pixel is high contrast.
02:09And that's what the Adaptive Sampler is great at dealing with.
02:12If I turn on my Adaptive Sampler, there is a shading error threshold value.
02:16And what this does is it determines when to split these pixels in half.
02:21We start with our sampling subdivisions, which start out of two, so that means that every
02:24single pixel is going to get split once and then twice.
02:28And then if that pixel looks at its neighbor and sees that there is contrast lower than 20%, it stops right there.
02:34There are no shading subdivisions in the minimum setting.
02:37However, if there is contrast greater than 20% between those two pixels, we see that
02:42the shading subdivisions climb up to 3, so we're splitting it again and again and again.
02:48And you can see that these numbers get pretty high pretty quickly.
02:50Now, the Low settings are a pretty good place to start when you're just looking at your scene.
02:55But when it's time to really try and get a good looking finished render, what I like
02:59to do is start with Low and then use my Interactive Render Region to take a slice of that image
03:04that seems to be especially problematic.
03:06I do that by pressing and holding my Middle Render button here and choosing Interactive Render Region.
03:11Now I've pre selected an area that should give us a good selection here, but I'm going
03:15to increase the width just slightly.
03:17Next, I'm going to go into my Output tab and turn on Render Region.
03:22This is going to allow me to do a full resolution render of this small area.
03:25Next, I'm going to choose Copy from IRR to load those settings in.
03:30Next, let's render to our Picture Viewer and take a look at what this is in terms of timing.
03:34We're looking at 3 seconds for the Low setting.
03:36Now, let's play around with a High setting to see what that looks like.
03:40We want to be comparing apples to apples if we can.
03:42So, I'm going to set this to High, and we're going to try and beat that time.
03:46Now, while this is rendering, I'm going to go over a couple of more settings.
03:50Down below here, we have our Blurriness, Shadow, Ambient Occlusion, and Subsurface Scattering Subdivision settings.
03:56And what these are here for is increasing the number of subdivisions per pixel whenever
04:01CINEMA 4D runs into one of these things.
04:03Blurriness is a blurry transparency or reflection.
04:06Shadow is if you're running into an area shadow and basically every shadow that the
04:11Physical Renderer sees is going to be an Area Shadow.
04:13Ambient Occlusion and Subsurface Scattering also will be subdivided.
04:17What I'm going to do is take all of these values down to 0 because I'm not sure that
04:22we need additional quality on these just yet.
04:25Now, I'm going to take a peek back into my Picture Viewer here, and I see that at the
04:29high quality, it's going to take 23 seconds to render this, which is quite a bit.
04:33So, what I'm going to do is swap back down to Low and adjust the quality.
04:37So, I'm changing from High into Low.
04:40And now what I'm going to do is try and increase my Sampling Subdivisions here until
04:44I get rid of the worst of the blur in my image.
04:47Sampling Subdivisions is really what's going to control the overall quality of any Depth of Field effect.
04:51So, I'm going to crank this up to maybe 4 and see if that gets me what I need.
04:56It's definitely looking better, but we're just not there yet.
04:59So, I'm going to jump up to 6, and I've done a little test beforehand, so I know this is the value I'm trying to hit.
05:05What I would normally do is just slowly crank these up one value at a time, until I arrive at something that looks good.
05:11This is pretty good, and we're noticing that the blur itself especially on the left edge looks pretty good.
05:16But it's in the reflection on the front of our face that we're getting some issues.
05:19So, what I want to do is now increase some of these other quality settings.
05:24If I increase the minimum level that means that every single pixel in our image is going
05:29to get cleaned up a bit more. So, I'm going to render to my picture here.
05:32You see it's definitely looking better, but we're running into a bit of grain still, and
05:37that probably indicates that we need to crank up our maximum setting. So, it's currently at 3.
05:43I'm going to crank that up to 4 and see what that gets us.
05:46Much better, there's only the slightest bit of grain left, and I'm going to try and eliminate
05:49that by lowering my threshold value.
05:51So, what this is going to do is make CINEMA 4D more sensitive to contrast changes, and
05:56if I set this to 5%, we're going to be jumping up to that Subdivision Max level pretty frequently.
06:01I'd say that's a very acceptable level of grain, especially considering this is part of an animation.
06:06We're looking at 10 seconds as opposed to 23 seconds for High quality settings.
06:10It's going to take us half the time to render with our new settings.
06:14Now, for a still image that you're just doing as a quick test, it's maybe not worth your
06:19time to do all of this optimization.
06:20However, if you're going to be rendering a lot of frames of animation, it's absolutely
06:24worth the effort to try and optimize your render settings, especially if you don't have a Render Farm.
06:29
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2. Global Illumination
Understanding global illumination
00:00In this video, we're going to go over what global illumination is as it will come in
00:05handy as we're talking a lot about global illumination in these following videos.
00:08This is just going to be a general overview, and I'll get into more depth about how it
00:12exactly works in future videos. Imagine yourself in a room.
00:16There is a light above and below you have a table.
00:20In the real world, you'd expect to be able to see underneath this table.
00:23However, in the 3D world, that's not always the case.
00:27In this image, we have a very simple area light. It doesn't even have any shadows turned on.
00:32So, we can't see underneath the table. The lighting seems a bit off.
00:35When we add in shadows which actually are a more complicated calculation for CINEMA 4D,
00:40we can no longer see under the table but we do at least see some shadowing underneath the table.
00:46This is that same image, re-rendered using global illumination.
00:51What global illumination has done is added in bounce lighting and what we're getting
00:56right here is what's called a diffuse depth of 1 so we're getting one bounce.
01:00The light is coming in from that skylight up above, it's hitting the table top, it's
01:04bouncing off the table top, hitting the walls and then underneath our table what we're seeing
01:10is color bleed from the two walls.
01:12The light from the walls is bouncing and hitting the area underneath the table.
01:17As we increase the diffuse depth from 1 to 2, the image gets lighter overall.
01:22As you increase the diffuse depth, you're increasing the number of times that light
01:25bounces around in a given room.
01:27For a closed room like this, you probably don't need of diffuse depth of more than 2.
01:31Here's another way of looking at it.
01:33What I've done is I've taken our first render and layered over that first G.I.
01:37Render using a Difference mode in Photoshop, that's showing us just the difference between
01:41these two images or just the contribution of that first bounce.
01:44So, you can see that the area underneath the table is getting all of its illumination more or less from those sidewalls.
01:52And it's the corners of our room that are picking up a lot of light.
01:56Also, if we look at the area on the ceiling, it's pretty close to a bright white, and that
02:01means almost all of its illumination is coming as a result to this first bounce.
02:05The second bounce, as we can see, is adding in sort of a green light underneath the table
02:11and a hint of light around the edges.
02:12So, as you do additional bounces, it tends to contribute less overall light to the scene.
02:17But it does help seal the realism.
02:20In the real world light comes straight from light sources, bounces around, and eventually
02:24finds its way into the lens of your camera.
02:28In CINEMA 4D, it works pretty much the exact opposite way.
02:31Rays, sort of like light, leave your camera lens and search their way out into a given space.
02:38They hit an object, they see whether or not it's got light on it, and when you're using
02:41global illumination, they hit that object and then they bounce off into a different
02:45direction, seeing if there are any other areas that might be lit up.
02:48What I'm going to go over now is something called bounced lighting.
02:51This is one of the key properties of global illumination.
02:54What I've created here is a simple space, and you can't really see it yet because we haven't lit it.
02:59In the lower left, there we've got an area light so just a little slice of light, and
03:04we have a diffuse depth of 0.
03:05So, we're using global illumination to light the scene entirely, and because we have no
03:09bounces right now, we're not seeing any real light.
03:13With a diffuse depth of 1, the light source that's in the corner, lights up everything.
03:17But we can see that as we get around this corner, we are no longer lighting up our scene.
03:22We're basically reaching the edges of what's visible.
03:25With a diffuse depth of 2, we've added in a second bounce.
03:27So, those areas they couldn't see the light directly, could see the area that was being illuminated by the light.
03:33And with a diffuse depth of 3, the light can continue to bounce around the room.
03:37So, when you're going to try to figure out what diffuse depth to set, really just to
03:40think about the number of total bounces the light's going to need to make to reach those darkest corners in your room.
03:46And as we increase this diffuse depth, the amount of light overall continues to increase.
03:52Another key property of global illumination is something called color bleed, and it speaks
03:57to an affect that happens when light hits a colored surface.
04:01So, if a white light hits a red wall, the red wall is absorbing everything except for
04:06the color red, and the light that is reflected is to going to have the same color more or less, as the surface itself.
04:13So, it's a little difficult to see here, but if you look at these color patches on the
04:17wall and especially the areas around them, you'll see that those white areas have taken
04:22on a bit of the hue of those colored areas, and that is color bleed.
04:27Color bleed, it is what allows us to use image-based lighting and also it's what makes objects
04:33really look like they're in the same space with each other.
04:36Because the light from one object is contaminating the illumination of another, and it really
04:40helps to integrate all of the objects in your scene.
04:43One of the really cool things that you can do with global illumination is something called image-based lighting.
04:47And what it allows you to do is pretty much what the name suggests.
04:51You can use a photograph--and in this case what I'm using a something called an HDRI map,
04:55and we'll get into that more later-- that allows you to light your scene.
04:59I've got a panoramic photo of a seaside that I'm using to light that same polygonal structure.
05:05Now, simply changing the image to that of a forest, the lighting on that structure changes entirely.
05:12All I've done here is gone in and swapped in a different image, and I'm getting a completely different style of lighting.
05:18And here is that same scene again now with a panoramic photo taken in an alley.
05:23The colors have all shifted, the direction of the illumination is also changed, this
05:28is a really great way of lighting your scenes, and it's used very commonly in film production.
05:33To summarize, global illumination is a way of calculating indirect lighting or bounced lighting within your scene.
05:41Some of the key properties are bounced light and color bleeding, and one of the neat things
05:45you can do with it is light your scenes with images.
05:50
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Lighting with Quasi Monte Carlo global illumination
00:00Different methods of global illumination are better suited to different tasks.
00:04QMC or Quasi-Monte Carlo is a brute force method that gives highly accurate, albeit often grainy results.
00:12Let's go ahead and take a render of this scene before we add in global illumination.
00:15I am just hitting Command+R on my keyboard, or Ctrl+R on a PC.
00:20What we see is that we have a yellow sunlight as well as some blue light being contributed
00:25by our sky and all this is coming from our physical sky.
00:28I've activated a couple of special options on that sky, and you can piece through the
00:32scene file if you want to examine those.
00:34To turn on Global Illumination, go into your Render settings and go to the Effect tab, and choose Global Illumination.
00:41Now by default, if you go to the General tab you'll see the G.I. mode
00:45is set to IR (Still Image). This is the GI mode we are going to use for most things.
00:49But for our purposes right now, I want you to choose QMC for Quasi-Monte Carlo, go ahead and press Render.
00:56You'll probably notice a few things, one, we now have shadows long shadows that are
01:01crisp at the base of our object and are feathered at the ends.
01:05And we also have a fairly noticeable grain in our image and both the shadow and the grain
01:10are coming from the QMC Global Illumination.
01:14Let's go ahead and see if we can eliminate at least a little bit of that grain by turning on Best Anti-Aliasing.
01:19So, go to your Anti-Aliasing tab, and change the Anti-Aliasing mode from Geometry to Best, and let's render again.
01:26You'll still see quite a bit of grain, so this is a case where I might actually switch
01:30over from my standard renderer to my Physical render, because the Physical renderer has
01:33special tools for eliminating grain especially that contributed by Global Illumination
01:38or Blurry Reflections or Fractions.
01:39So, I am going to change from my Standard Renderer to my Physical Render, and in my
01:45Physical Render tab, I can now see some of these settings here to adjust the amount of
01:50grain, and you can see that we are getting a much smoother result already without having
01:55to change any of our Global Illumination settings.
01:57I want to switchover to another scene now to explain how QMC works so that you can better
02:03adjust your Global Illumination Settings in the future.
02:06In this scene I've got a simple scene set up with a ball and a room and a single polygon that's lighting my scene.
02:13This is an interesting thing about Global Illumination, you don't actually need light
02:17objects, all you need are objects that are luminous.
02:20So, I've done is I created the single polygon, and I've applied a material to it with the
02:24Luminance Channel Activated, I've adjusted the Brightness of this material, or my quote
02:29unquote light, from 100% to 200% to make a bit brighter so now when I render I see that my scene is illuminated.
02:37Now the preview here looked a little bit different, and that's because the Global Illumination
02:40is set to IR so I am going to swap that over to QMC and render again.
02:45And what we're seeing is that we've got smoothly lit front to our object, but that the backside
02:50it has a really inky black shadow, and that's because our Diffuse Depth is currently only set to 1.
02:56Diffuse Depth refers to the number of bounces of light in our scene.
03:00So as we increase a few steps from one to two, you should see that the shadows lighten
03:05up a bit, and indeed they do.
03:08Now to go over exactly how QMC is working, we are going to change a couple settings.
03:13So, go into your Sampling tab and change the samples here from Medium to Custom Sample Count.
03:19I also want you to turn off Discrete Area Sampling and Discreet Sky Sampling and twirl
03:25open the Sample setting here change Sample Count from 64 to 1.
03:30And let's go back to our General tab and set a Diffuse Depth to 1 and re-render.
03:36What we've done is basically stripped our settings down to the bare minimum so that
03:40we can really see the effect of each setting as we work.
03:43To go over what's happening right here I've created a little object using MoGraph.
03:48So, if you look at this asterisk at the center of our scene--that sort of yellow asterisk--this represents a single pixel.
03:57Imagine that at this pixel we are trying to figure out what color we should use.
04:03With the Standard renderer, we would look at that ball, and we would see that it is white.
04:08But because there are no lights in this scene at a Diffuse Depth of 0, we would actually
04:12return a black pixel, and that's happening for a lot of these so some of these pixels
04:16of our ball here are returning black.
04:18Now as we increase the number of samples, what happens is it sends out an imaginary
04:23arrow or array out into our scene trying to find some other object in the scene that might be lit up.
04:29Right now, this arrow is just going off into a black space.
04:32As I increase the sample count, though, we can see that we get more arrows pointing
04:36in different directions, and some of these arrows are going to be hitting this polygon light in our scene.
04:42So, as our sample count increases, the likelihood of hitting a light giving object increases.
04:48And so, what we can see is that if we were to increase the number of Samples in our renderer,
04:55we will get a more even distribution of color.
04:57So, let's go into our Render settings, go into that Sampling tab, untwirl Samples,
05:00and let's see what happens when we increase the Sample count from 1 to 12.
05:06It's not a big difference in terms of number, but we've got a massive difference in the clarity of the scene.
05:11We can actually king of see what's going on here.
05:13And if we up this number to something like 512, we see that we get a much smoother end result.
05:19Now the way that we're typically going to adjust our Sample count is now by going in
05:23here and manually adjusting the sample count, but instead by using one of the presets for Samples, Low, Medium, or High.
05:30I always like to start with a low value and increase that value as need to be.
05:34So, back to our who are QMC Exterior, we now see that each and every pixel here is getting
05:40its light from that sky object and even the shadows here are being filled in with a little
05:46bit of light that's bouncing off of these cubes.
05:48QMC is a very accurate method for calculating bounce light, but that added Fidelity does
05:53come at the cost of increased render times and very often a grainy image.
05:58But when you need Razor Sharp Shadows from image-based lighting where we have a lot of moving objects
06:02and cameras, QMC might just be the way to go.
06:07
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Utilizing Irradiance Cache global illumination
00:00Irradiance Cache Global Illumination is perfectly suited to architectural renderings.
00:05By sampling the bounce light in parts of an image and smoothly blending between the samples,
00:09it gives you all of the visual benefits of bounce lighting with a minimum of expense at render time.
00:14Let's just take a look at a simple architectural interior.
00:17What I've got is a polygon objects for my walls, some simple chairs made out of cubes,
00:23a few picture frames, and then also a window right here.
00:26I am going to take a look at the scene from outside just to show you how it was constructed.
00:31Click on the icon to the right of your exterior camera to take a look, or rather,
00:35just hit the H key on your keyboard.
00:37What this will do in this Exterior View, and what we see is that we have got some colored
00:42walls, and actually transparent window, and outside we've got a sky that is completely
00:48white, and this is the only source of illumination in our scene.
00:51Or at least it will be once we start using Global Illumination.
00:54So let's go back to the Interior Camera by clicking.
00:57Again when we render, we are getting the Standard default from CINEMA 4D
01:00this is not Global Illumination, and it just looks flat and not particularly good.
01:05So, let's go ahead and activate IRGI, go ahead and edit your Render Settings and then in
01:10your Render settings, click on Effect > Global Illumination.
01:13Go to the General tab and make sure that G.I.
01:15mode is set IR (Still Image)--IR is short for irradiance cache--and give it a render.
01:21What you are going to see is the light is coming in from that window and hitting our
01:26side walls or table the area directly under the table is more or less black and the wall
01:31where the window is is not getting any illumination, this is because our diffuse depth or the number
01:36of bounces is currently set to 1.
01:38So, if we increase that Diffuse Depth to 2 and render again, the light is going to bounce twice in our room.
01:45And we'll start to see some color bleeding from our red and blue walls, as well as some
01:49illumination on the side of our room here.
01:52We now have a much better looking image, and you can see that we got a smooth grain free
01:56result very quickly, setting your diffuse depth is really scene dependent.
02:01So, I usually stop increasing this number when it looks pretty good.
02:05You might try up this to 3, but my guess is that the contribution of the light will be
02:10fairly minimal beyond that second bounce.
02:13Now if we wanted to be in a side room away from this window, it might become very important
02:16to increase that the diffuse depth, as we've learned in previous videos.
02:20And adding that extra bounce does contribute to the brightness overall of the scene, because
02:25light has more opportunities to bounce around.
02:28It's looking pretty good, but there are definitely some splotches in our scene, and that's
02:31a product of how this Global Illumination works.
02:35What I am going to do is a change setting so that you can more easily see what's happening.
02:39And I'm going to crank down our diffuse depth as well.
02:41So set the diffuse depth to 1 and go into your Irradiance Cache tab, change the Interpolation
02:47Method to None, and let's render again.
02:49What we are going to see pre-pass, this is the point where your scene is all gray, and
02:55then you see these little white dots that are in the center of each of these what are now splotches.
03:01Each of those individual white dots represents a sample point.
03:04Now in QMC, which we just talked about, each pixel is a sample point, and as we've learned,
03:10that can lead to a very grainy image, and also take a very long time to render.
03:14In IR Global Illumination, only a few simple points are taken and in the areas in between are blended or interpolated.
03:22If you look at this image right here, we've turned off the interpolation with a blending
03:26between those individual samples, and we can see that the quality of the sample really
03:32determines how good that blending is going to look, and as we look at our picture frame
03:37here, there are some areas that have some real issues.
03:40So, one thing that I like to do is turn on this option that says Details Enhancement
03:44and what this does is it looks for areas where you're likely to need more samples and then it adds those in. So, let's render again.
03:51You should see that it a few more samples, especially where objects are meeting the floor,
03:55in the corners of our picture frames.
03:58If you're still noticing some really sharp differences in the brightness of individual
04:02samples, what this means is that we probably need to increase the quality of each of those sample point.
04:08So, if we go to the Sampling Setting, we can change Samples from Medium to High and Render again.
04:13What this will do is send out more samples of rays at each and every one of these white
04:18dots, and should ensure a more even distribution of color, and we will get fewer really high
04:24contrast areas between samples, which will make the smoothing easier in the long run,
04:28that's looking pretty good to me.
04:29So, let's change our IR Cache Settings again, I am changing Interpolation back from None
04:34to Least Squares and rendering again.
04:38We now have much cleaner result and our bases of our objects will look a little bit more grounded.
04:41We can go back our General settings, increase that diffuse depth to 3, Render one last time.
04:47And as you look at this, you'll notice that there's a really strong density of samples
04:51in those corner points as well as on our picture frames.
04:55Each pass of the diffuse depth adds in another layer of samples, and by the time we have
05:00added in the diffuse depth to 3 with that High Sampling Settings, we get a really nice looking final result.
05:05Irradiance Cache Global Illumination allows you to pretty quickly add smoothly blended bounce lighting to your scenes.
05:11It's especially suited to stills or scenes where only the camera is animating.
05:16
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Choosing a global illumination mode for animated scenes
00:00With all of the different approaches to Global Illumination in CINEMA 4D, it can seem a little
00:04intimidating to pick a GI mode even.
00:06With any luck, after this video, it will be a much easier choice.
00:10Let's go ahead and take a look at the GI mode in our Render Settings.
00:13Right now I've got it set to Still Image.
00:15So, when I render this image, my viewport first renders a pre-pass where it is adding in sample points.
00:23Each pass adds in another sample point, trying to figure out where the illumination in my
00:28scene is coming from, and then it renders out a smooth and clean finish render.
00:32Now, when I try and render out an animation with this mode, what it does is it renders
00:36out a pre-pass for each frame, and then it renders the individual frames one after the
00:41other, much like what we saw in our Editor View.
00:44In fact, there's really no difference, in fact, there is no relationship between the frames.
00:49The sample points are all original between each frame.
00:52What this can sometimes lead to is a flickering.
00:55So, let's take a look at a finished animation, and these are all rendered at fairly low resolution
01:00so that I could put these examples together in a reasonable amount of time.
01:03As we press Play, what you'll notice is that with IR (Still Image), there is a bit of flickering,
01:08especially in the edges of our scene, areas where sample points are likely to shift around a bit.
01:14So, IR (Still Image) should really only be used with Still Images.
01:18IR (Camera Animation) as you can probably guess is best used when simply your camera is animating.
01:24Don't include this in a scene where you've got animated objects because it's not going
01:28to take those objects into account.
01:30When you render out with IR (Camera Animation), it renders out a pre-pass first.
01:34Now, let's adjust our output settings just so we can see this entire pre-pass process.
01:39I'm going to go to my Output Tab, and I'm going to only render out frames 0 to 3,
01:46which I think will give me a total of 2 frames at 12 frames per second.
01:50So, let's go into our Picture Viewer, so render to Picture Viewer.
01:54It's going to ask me if I want to stop the Renderer and start again. There we go.
01:58So what we see is that we render out a pre-pass for the first frame, and then it advances
02:03to the second frame, once it's finished with that first pre-pass.
02:06And we can see that the second frame, the pre-pass rendered much more quickly, and that's
02:11because it was taking into account all of the samples that had already been created before.
02:16So, as our camera moves through the scene, and discovers parts of our scene that we haven't
02:19seen before, what we get are new sample points.
02:23But it doesn't add sample points unless there are new elements.
02:26So, let's take a look at a finished render using IR (Camera Animation) and press Play.
02:31There is still a bit of grunge in those corners, but it's static.
02:36And that grunge will show you how to clean up as we go over sampling settings.
02:40But what's nice to know here is that it's static.
02:42It's not moving around anymore.
02:45And that is the advantage of the IR (Camera Animation) mode.
02:48The illumination is constant throughout your scene. Next, let's go to QMC.
02:54And QMC as you've probably saw before is a brute force method.
03:00Every single pixel is being reevaluated every single frame.
03:04None of the illumination is being cached or reused.
03:07So, every single frame for every single pixel, we have to go in there, and see which objects
03:12in our scene might be contributing some light to it.
03:15The final result is really beautiful, and that we get those really crisp and well-shaped
03:20shadows, the illumination is very accurate.
03:22But the problem again is that grain that we see, and it's really not practical for an
03:28animation being rendered on a single machine unless you're only rendering out a very few
03:31number of frames, or your deadline is sometime next month.
03:35It might actually come in handy, though, when you're rendering out for NET.
03:38As then you can have multiple clients rendering simultaneously, and you can crank the settings
03:42up high enough that you get a grain-free image.
03:45Let's take a look at an animation rendered with QMC.
03:48As you can see, I've cut the resolution down on this even further so that I could get the render time down.
03:54But as we play, we see that there are no large shifts in the illumination of our model. There is still that grain.
04:03But depending on your project, if this is a grain that you can live with, the benefits
04:06and these shadows here might just be worth it.
04:08QMC is really also the best mode if you've got a lot of really complicated objects moving
04:14around animated and relating to each other.
04:17Next up, let's take a look at a scene with an animated object, and see how we would approach rendering that.
04:22So, I've got a simple cube that I've extruded a few times that's rotating around, and I
04:27did that just so we could get some nice nooks and crannies to look at as they move.
04:31Let's take a look at our finished renders.
04:33Now, when you're animating objects, it's typically best practice to use the full animation mode.
04:39So, what's happening is it's giving us a hybrid of IR and QMC.
04:44We're getting slightly better shadows especially in these quarter points, and we're still getting
04:50the stored up illumination of IR, and it's fairly constant frame to frame.
04:56Although if your sampling settings are too low as appears to be the case in this animation,
05:00you're going to get a fair amount of flickering, and then just for fun, I also rendered out
05:06an animated object using the Still Image mode.
05:08And what surprised me is that this actually appeared to have less flicker.
05:12So, another strategy for your GI might just be to crank up your settings high enough that
05:17each frame renders cleanly so that the flicker between frames isn't really noticeable.
05:22But for the most part, when you're trying to pick your GI mode, your best bet is just
05:25to go with a little description in parentheses next to each mode.
05:28It's a pretty good indicator of which is going to be most appropriate for a given case.
05:33
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Optimizing material settings for global illumination
00:00Global Illumination calculates the bounced light in a scene.
00:04However, not all objects are created equal. Some are more likely to contribute light to a scene than another.
00:10And if we tweak our Material settings, we can tell CINEMA 4D to focus on those objects
00:14that are most likely to add light.
00:16What we have here is a geometric structure with some deep recesses.
00:20And inside of those recesses are individual polygons that have a material with luminance turned on.
00:26Let's just go ahead and render with the default GI settings.
00:29We see that we get some samples, but they're very blotchy.
00:33And that's because--as we learned in our video on QMC--the samples get sent out in every different direction sort of randomly.
00:42And sometimes they're going to hit one of these lights over here, but sometimes they
00:46won't, which is why we see a lot of contrast on the interior where there is a pretty good
00:52chance of hitting a light and also not hitting a light.
00:55Let's go ahead and tweak our material setting to improve the final look here.
00:59Go ahead and double-click on the PolyLight material, and go to the Illumination Tab.
01:04Now, this is a tab you've probably never been to before because you've had no strong reason.
01:08It's very specific to Global Illumination.
01:10In the upper-right here, we see a lot of settings for Global Illumination, one is Generate GI, one is Receive GI.
01:18Now, Receive GI is turned on by default for most materials.
01:22When you turn that off, it means that no bounce light in the scene will contribute to the brightness of this object.
01:28So, for a light emitting object, it makes sense to turn off Receive GI.
01:32Below that is an option for GI Area Light. Go ahead and turn that on.
01:37What this does is it tells CINEMA 4D to focus our samples on any object that has this material applied. Let's re-render.
01:44As you can see, the lighting is significantly more consistent, and that's really the beauty
01:48of this GI Area Light option. You can adjust this setting in one other place.
01:53If you go into your Render Settings and go into your Global Illumination Tab, and then
01:58go to Sampling, there is an option here for Discrete Area Sampling, turning this on or
02:04off controls whether or not we're going to evaluate the GI Area Light option in our materials.
02:10So, if we were to turn off Discrete Area Sampling, it would be like we had never turned on
02:16GI Area Light in our Illumination settings.
02:18Let's take a look at a high resolution render of this and just compare the difference.
02:22So here is our GI Area Light Not Optimized, and here it is Optimized.
02:29I'm going to show you the QMC version of this.
02:31Here is an Optimized version of this in QMC. Let's move on to the next scene.
02:36Go to the GI Portal scene, and let's do a quick test render.
02:41What we have is a scene of an interior of an office with some chairs, a coffee table,
02:46and a window that's letting in light from the sky. The Illumination looks pretty good.
02:50So, there's no real strong need to optimize a scene for visual reasons, but perhaps we
02:56can speed up our renders a bit and indeed we can.
02:59Go to your Glass material right here that says Window by double-clicking, and go to its Illumination Tab.
03:06Inside of here, we have the option for a GI Portal.
03:08A GI Portal is a transparent object through which a lot of light is likely to be coming in.
03:17And typically, GI Portals are single polygon objects, so pieces of glass that are very thin.
03:24And all of the illumination in our scene is coming from the Sky object which is illuminating our scene.
03:30Now, by default, CINEMA 4D will treat all lights like GI Area Lights using this Discrete
03:38Sky Sampling setting in our Render Settings.
03:40Personally, and this is perhaps more superstition than necessary, I like to go into the luminant
03:45material that I'm using for my Sky, and also turn on GI Area Light just in case I ever
03:50apply this bright white material or something else in my scene.
03:53Now, I'm going to spare you the time of me actually re-rendering the scene, and just
03:56go into my Picture Viewer and show you two different versions of this.
04:00This is my IR rendering of this room, Not Optimized, and this is the Optimized version.
04:06There is a very subtle difference in the lighting.
04:09It's a little bit brighter when it's been optimized.
04:11And if I take a look at my render times, the non-optimized version of my scene has a render
04:16time of about 48 seconds, whereas the optimized version has 29 seconds.
04:21Now, imagine that speed up over the course of a thousand frame animation.
04:25It would be a really significant amount of time that you've saved.
04:28I'm also going to show you the QMC version of this scene.
04:31Now, it's rendered at a lower resolution because QMC just takes longer to render.
04:35This is the non-optimized version of the scene. You can see that it's quite grainy.
04:38And this is the optimized version of the scene. It's much clearer.
04:41So, because our sampling is focusing our rays that are coming off of each pixel here at
04:48the light giving areas of our scene, we don't need as many samples to get a good GI solution.
04:55We can also take a look at the difference in our render time.
04:57This non-optimized version takes us a minute and 7 seconds, whereas the optimized version only takes 33 seconds.
05:04Let's try and look at this with even fewer samples.
05:07Here are 8 Samples Not Optimized, and you can see that they're being shot out pretty much randomly.
05:12In some areas it should be clearly illuminated or registering as totally black,
05:16whereas 8 Samples Optimized, pretty much every area that should at least be bright is bright.
05:22And in order to get the same level of quality more or less, I've had to crank my samples
05:26up all the way to 128 in the non-optimized version.
05:30And that takes a minute and 37 seconds as compared to the mere 18 seconds for the optimized version.
05:35So, when you're using QMC especially, make sure that you turn on GI Area Light, and GI
05:41Portal for those materials where it makes sense.
05:43Adjusting these often ignored settings can both significantly increase the quality of
05:46your renders and drastically reduce render time.
05:51
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Optimizing sampling settings
00:00Global Illumination can make your finished images look great, assuming you're using the right settings.
00:05If you are using the wrong settings, you can get blotches and flickering and all sorts of unsightly artifacts.
00:11Let's take a look at a scene rendered using the default IR Camera Animation settings.
00:17When I press Play, we notice this is a very short snippet of an animation, and I do this
00:21so that we can see some of the major artifacts without struggling through very long render times.
00:26It's little difficult to make out by default in the setting right here, but if you look
00:30at the white wall along the back and especially at it's crown molding, there are these dark
00:35regions and these are areas where the samples that were taken very significantly from their neighbors. So you get these blotches.
00:43If we'd used the IR Still settings, those would be flickering left and right.
00:47So at least we don't have that problem to deal with.
00:49Let's go into our Render settings and see if we can come up with some ways of eliminating this.
00:54I am going to go into my Render settings, and I am going to see what can be fixed simply by increasing my sampling quality.
01:00By going into Sampling, I am going to change my Samples from Medium to High, and I am going to render again.
01:07What I am seeing is this is probably going to take a long time to render.
01:10So I am going to kill this, and I am going to limit my Render to a small region, and
01:16I do that by turning on my Interactive Render Region which I have preset to a small area
01:21in my image that shows a lot of these artifacts.
01:23Then I am going to go into my Output tab and turn on the Render region option.
01:28Inside of there I am going to choose Copy from IRR, and that's going to ensure that
01:32I am just rendering out of full-res version of this cross section.
01:36Next, I am going to turn off my Interactive Render Region
01:38so it's not stealing any processor cycles from my main render, and I am going to render
01:42to the picture viewer now with these slightly higher sampling settings.
01:47What I would like to do whenever I am rending out a lot of different tests is to write notes
01:52for myself as to what it is I have changed.
01:54Right here I know that I have changed my Sampling Quality.
01:58I have actually added Sampling High and what this tells me is that is the thing that is
02:05different between this and the previous render. So looking at this I have those same blotches.
02:10They are not quite as bad as these first, but they are still very much present.
02:16Also, when I look at my image I see that I've got these picture frames in a few other regions
02:21of high detail that just aren't been picked up.
02:24So I what I want to do is go into my Render settings and tell CINEMA 4D to pay attention
02:29to objects that are in corners, that are likely to have shadows or are really just sort of
02:36mixed up in the business of other objects.
02:37I do that by going into my Global Illumination settings, going to a Radiance Cache, and this
02:42controls how each of these samples plays with the other, and I am going to turn on Details Enhancement.
02:48Now let's render this out again.
02:50Details Enhancement adds QMC Style rendering for the detailed corners.
02:56So when we've got an area where there's likely to be a lot of shading difference what happens
03:01is we are rendering the samples on a per pixel basis as opposed to just those sample points.
03:06So looking at this now I would say it's looking much better, but in so doing I imagine we
03:12have also ticked up our render time.
03:14From 11 seconds for this one before, all the way up to 14.
03:18Now one of the advantages of using Details Enhancement is that you don't actually need as many IR Style samples.
03:25So I am going to go into my Global Illumination settings and adjust my Radiance Cache Record
03:31Density which right now is set to Medium, and I'm going to set that to Low.
03:35So when I render out now, you will notice that there are fewer sample points on my image,
03:40and that's pre-passed Renders really quite quickly.
03:43I'd say that this is looking pretty good, but there's a problem that I'm running into
03:47which is that we now have a bit of light leak that's happening in the corner of my room.
03:53You can see a white splotch that wasn't there previously, and that's because we don't have quite enough samples.
03:58So let's see if we can block out that one errant sample.
04:03In my Render settings what I am going to do is turn on Distance Map and Check Record Visibility.
04:09Both of these add a little bit to your render time, but what they do is they look for samples
04:14that are liable to change as the camera view changes and filters them on and off.
04:20Check Record Visibility looks for samples that are not currently in view and does not include them.
04:26So if you've got thin walls or an object that's rotating, Check Record Visibility is a good thing to turn on.
04:32So let's render out again and see if we have eliminated that issue.
04:35It looks like we still have that problem.
04:37So I am going to have to turn my record density back up.
04:40I am changing my record density from Low to Medium and rendering again.
04:46A Render time is going to increase, but with any luck the finished image will be of such
04:49quality that it justifies this at a render time.
04:53Looking at this now I have got a nice clean looking image with no light leaks, good looking
04:58shadows, and excellent details.
05:01My render time for this was 15 seconds, and let's compare this to our default settings here. It looks much better.
05:08Now let's just render out the whole animation in full frame so we can do it real honest-to-goodness comparison.
05:13Let's go to the Output tab and turn off Render Region and render it all out again. Our render is finished.
05:21It looks like it took a minute and eight seconds to do this.
05:23Let's compare that to our initial time. The default settings it was only 31 seconds.
05:28So we have effectively doubled our render time, but let's look at the results.
05:32This is what our higher-quality settings.
05:35I don't see any flicker or really any blotches to speak up.
05:38Now when I look at my default settings, I have got a muddier looking Global Illumination.
05:42Now it's really up to you and how much time you have and how much of a stickler your client
05:48is as to whether or not you can go with those defaults or the higher-quality tweak settings that we ended up using.
05:55One last thing I want to go over is how you might start this exploration process yourself.
06:00I usually tend to start by increasing my Sampling settings.
06:03If that doesn't give me the sampling quality that I want, I then go into my Radiance Cache, and adjust the Record Density.
06:10If that still doesn't give me what I want, I turn on Detailed Enhancement and lowered my Record Density.
06:14If that doesn't do it I will turn on Distance Map and Check Record Visibility and then continue
06:18to tweak my Sampling and Density settings here.
06:21One last cool thing I want to show you is that you can load in anything that you've
06:25already rendered out in terms of your cache files.
06:29So if I turn on Auto load and re-render this animation, you will see that I don't have
06:35to re-render my pre-pass, and I get all of the benefits of Global Illumination.
06:38So if you've only made a minor tweak to your scene, and you don't want to have to re-render
06:42that whole pre-pass, go ahead and turn on Auto Load for that Radiance Cache.
06:47You will load it back up, and you won't have to re-render your GI.
06:50Global Illumination is a high end rendering technique, and it's often difficult to get smooth flicker free results.
06:57So if you have to take a while to tweak your settings to get there.
07:00There's no shame in that, everybody does.
07:05
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Making use of Net Render effectively
00:00If you've ever used CINEMA 4D's NET Render, you have probably discovered that it can be a bit finicky.
00:04We are going to go over some settings that might ease your workflow as you transition
00:09into rendering longer animations using CINEMA 4D NET.
00:12Right here we have a simple room with a basic camera animation and to render it on a single
00:17workstation is just now reaching the limits of my patience.
00:21So to render this out on NET, we will hopefully cut down on my render times, but there are
00:24some things to take into account.
00:26In terms of your Global Illumination mode whenever you are preparing for Net you always
00:30want to be using IR+QMC or QMC.
00:36This is assuming that you're sending your files straight to Net.
00:39You pretty much never want to be using IR Still Image just like you wouldn't want to
00:43use it with a regular animation, because that's going to lead to a lot of flickering and blotches
00:47that are moving around in your image.
00:50NET Render exacerbates some of the problems that you sometimes see with randomness in renders.
00:56Whenever you're preparing a file for CINEMA 4D Net, you want to bake as much of your file
01:01as you possibly can, and when I say bake I mean take those elements in your scenes that
01:06are subject to change based on a random value.
01:09Basically, anything that has a seed value and make the object editable or take your
01:15texture and convert it from a procedural into an image map or in this case with Net what
01:21we are looking to do is somehow bake our Global Illumination.
01:25Now if you are just rendering a camera animation and you are sending that straight to CINEMA 4D NET,
01:29you can go ahead and use the IR+QMC setting.
01:35What this will do is send your file out to the NET Render server.
01:39The NET Render Server will then copy it to each and every one of the clients.
01:42Then all of them will simultaneously try and render the entire animations pre-pass.
01:48So if you have got a 100-frame animation, each and every one of those NET clients is going
01:52to be trying to render 100 frames of pre-pass.
01:56What this effectively means is that while you are rendering an animation with IR+QMC
02:01over the NET Render, you are locking out your NET Server.
02:05You won't be able to render any other animations, and you won't be able to see any preview frames
02:10until the entire pre-pass is rendered.
02:13Now if you don't have any other jobs on your NET Render right now, this might be a perfect
02:17solution to say IR+QMC (NET), save out your project, upload it to NET, and start rendering,
02:22and never have to worry about it again.
02:24But if you've got a crowded NET server or your workstation is the fastest machine that
02:29you have access to, you are probably better rendering off a GI pre-pass which you then
02:35upload with your file to NET.
02:37This is something that I want to go over now, but first I want to go over how to reduce
02:41some flickering in your animation.
02:43So the same things that you want to consider when you are just rendering out Global Illumination
02:47animation are the same things you want to consider for NET.
02:50The main thing is to adjust your sampling settings.
02:53If you have sampling set to Low, you really want to crank that up a bit higher, because
02:58each and every sample is a random cluster of rays that are sent out into your scene
03:04and they may hit a light, they may not, and when you have a low number, as you saw in
03:08our demonstration QMC, you can get a very grainy result, or if you're using IR animation
03:14what's going to happen is you get a flicker in your result.
03:17By cranking up the Sample setting, we minimize the risk of that sort of flicker.
03:22Another thing that you might want to do is adjust your Radiance Cache.
03:26The Record Density by default is probably set to Medium, and that might be okay.
03:31If you can get away with setting your Record Density to Low, what that's going to do is
03:34minimize the risk of really high-frequency blotches flickering on and off, and it will
03:39also allow you to use a higher sampling quality.
03:42Now if your workstation is the fastest machine you have what you want to do is render out what's called a Cache file.
03:48What this is is basically the pre-pass that CINEMA 4D renders before it goes into rendering all of the Global Illumination.
03:55In order to do this a really good best practice is to do a saving of your entire scene, and
04:01this is a good practice for whatever you are doing in NET Render.
04:03I go to File > Save Project with Assets and what that's going to do is create entire folder structure.
04:10I'm going to save this inside of my NET folder, and inside of there I am just going to name
04:14this room_for_net, and what this is doing is creating a folder, and inside of this folder we see our CINEMA 4D file.
04:23Now if I'd used any image-based textures, we would see a folder called T-E-X, and as
04:28we are about to see, we are going to generate a folder called illum in there.
04:31So let's go ahead and go to our General tab for our Global Illumination and make sure
04:36that we are set to IR+QMC NET Render.
04:39Now we can also actually get away with IR (Camera animation), and I would choose that
04:44if I was just using a camera animation, and this is a special exception to the rule of
04:48always using IR+QMC Net, because we are generating a cache file all of the clients will get access to the same data.
04:55So I am just actually going to choose IR (Camera Animation), in this case, and render to my Picture Viewer.
05:00It's going to say I have no file name specified, do I want to continue, I am going to choose Yes.
05:04But it should actually be a red flag, because when you are saving to NET, you do want to have a File name.
05:10You just don't have a File path.
05:12So in my Save tab here, I am going to make sure that I have Save turned on, and I am
05:17going to render out to TIFF and give this a name room_fot_net.
05:24Because I didn't have the save information in here previously it is important that I save my scene.
05:28So I am just going to hit Command+S or Ctrl+S on my keyboard.
05:31That was on a Windows machine.
05:33That's going to save it out, and it's going to give me a good default name for my files.
05:37As we check back in on a render here we see that our pre-pass has been going along and
05:41look we are now rendering nice colorful frames.
05:43I am actually going to kill my render at this point.
05:46Because we are done with the pre-pass.
05:47It says it's already calculating an image. Do I want to stop? And I say Yes.
05:51Now let's take a look at our folder where this was all located.
05:55The room_for_net folder where we just were now has an Illumination folder, shorten to
06:00illum, and inside of here is a room_for_net.gi file.
06:04This is a saving of our pre-pass.
06:06If I go back into my Render Settings what I want to do now is go to Global Illumination >
06:11Cache Files and turn on Auto Load for both my Radiance Cache and might as well for my Radiosity Maps as well.
06:21Now when I render this out again, what we will see is that we are skipping the entire pre-pass.
06:28We have just launched straight into the render.
06:31If this was a many, many frame animation, I would be saving myself this final rendering
06:35step, and that would all be done on the NET Render Server.
06:38So once you are done creating that GI Cache, you want to upload all of these files, your
06:45illumination file, your CINEMA 4D file to that CINEMA 4D Net Server, and then start your render. Some final considerations.
06:53If you want to do an animation where you are not rendering just the camera, but in fact
06:57you are rendering out an animation of a series of different objects, IR+QMC is an all right
07:03bet, but if there is a lot of really complicated objects, you probably going to have to use the QMC method.
07:08You might also, if you are rendering out a still use QMC, because NET Render will not
07:13allow you to create a meaningful GI pre-pass unless you want to render out that pre-pass for everything.
07:19So in both of these situations if you have a lot of render nodes, the QMC mode is what
07:24I recommend and again as with all NET Renders bake everything as much as possible and always
07:31use nodes that have the same configuration, especially Operating System and Processor.
07:35Once you start throwing different machines into the mix you're going to complicate everything
07:41in terms of the results that you get.
07:43Baking GI with NET is a fairly complicated process.
07:46So I would recommend practicing the whole thing start to finish before you use this in a production environment.
07:53
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3. Image Sweetening
Setting up high-dynamic-range image (HDRI) lighting
00:00Image-based lighting using HDR images can give you really fantastic lighting with a minimum of effort.
00:07In my Picture Viewer, I have opened two images. They are both panoramas of the sky.
00:11The first is an 8-bit, image and don't let this name fool you, it's not an HDRI. It's just an 8-bit image.
00:18If I go into my Filter tab, what I can do is enable my Filter and adjust the exposure of
00:24this image, and as any one who has tried to play with Levels in Photoshop knows, I am going
00:29to be able to shift of this around, but at some point I am going to lose detail.
00:33So if I bring my Exposure down what we will eventually see is that I am just darkening my entire image uniformly.
00:40The sun is just overexposed, and there is no salvaging in it.
00:45Now the underexposed areas I can increase the exposure on and do all right, but I am
00:50limited, and that's because this image is an 8-bit image, and that means that there
00:54are only 256 levels of possible brightness.
00:58Now if I go to a 16-bit or 32-bit image which is the standard for an HDR image, we end up
01:05with millions of levels of brightness.
01:07So taking a look at this HDRI image if I go into my Filter and adjust its exposure, I
01:13can bring the Exposure up just like I did with the other, but I can also bring my Exposure down significantly.
01:20What you will see is I am not ten stops lower in brightness, and I still have image detail,
01:28and that's because of the way that HRDI images are taken.
01:31An HDRI image is actually composite of a number of different images.
01:36To get this panorama, somebody probably went out and used a panoramic head on a tripod
01:41and rotated it around 360 degrees taking a number of pictures.
01:45But in addition to doing that just for the panorama, they also took pictures at different
01:50exposure levels by adjusting the shutter speed.
01:53This allowed them to capture an image with incredible levels of information about Brightness.
01:58These images were probably brought into the computer after the fact and taken into a program
02:03like HDR Shop which allows you to take these images and composite them to get together
02:08into a single finished .HDR file.
02:12Let's take a look at how we can use an image like this to light our scene.
02:16The scene that I have right here is a simple MoGraph scene I have got.
02:20A CFL light bulb in the front and a few in the back.
02:22They have got a white material on them with a little bit of reflection.
02:26But we don't see any reflection, because they're in a black environment.
02:29Let's go ahead and add a Sky.
02:30Press and hold on the floor and select the Sky object and render again.
02:35We have that same cruddy automatic lighting, but we do have a little bit of interest now
02:40with the reflections on the edges of our objects. Still it's pretty boring.
02:45Now I might want to come in here and add a bunch of lights and really tweak those, but
02:49I don't have the time let's say.
02:50Let's say we are under a deadline, and we need something that looks good quick.
02:53That's where HDRI lighting is really a hero.
02:56To get this set up for HDRI lighting let's grab an HDRI image.
03:00Now you can find them on the Internet, you can try and take them yourselves.
03:04I typically just go to the content browser where I have all of my presets from CINEMA 4D.
03:10Now to get to where I am now what I want you to do is if you have your Search Window open,
03:14close it, and if you haven't yet, click on this Presets ink well that will take you to the main Presets folder.
03:21Inside of here are a number of different folders, but I like to use the Search functionality
03:24to find what I'm looking for.
03:25So click on Search and then just type in HDRI and hit Return.
03:31This is going to bring up a list of images and scene files that have the word HDRI in
03:36them and some of them are good candidates and others aren't.
03:39You want to avoid the ones that look like actual CINEMA 4D scenes as well as the ones
03:44that look like images and they especially avoid anything that ends with .jpg.
03:48It is certainly not a high dynamic range of image.
03:50What you will eventually find are these HDRI material previews.
03:55These are pre-built materials with an HDRI map loaded into the luminance channel and
03:59frankly HDRI 001 has served me more times than not.
04:02So just go ahead and drag that over into the Materials browser down here and then drag
04:07the material on to your Sky object and render again.
04:12The image looks different, one, because we have got a background, and two, because if you
04:16look at the highlights on your object, what you are seeing is not a specular hit from
04:21a CINEMA 4D light, but an actual reflection of an incredibly bright light source, in this case, the sun.
04:27Let's go ahead and use this image now to light our scene and the easiest way to do that is Global Illumination.
04:34So go to your render settings and turn on Effect > Global Illumination, and we are just
04:39going to leave it at the default. Now let's render again.
04:42What's happening is that each of these samples is looking outward from the surface of the
04:47object, and because the sky is so large and all-encompassing, each of those samples is
04:52really most likely to hit the sky as opposed to other object.
04:55So it's getting almost all of its lighting information from the sky. Now look at this render.
05:01With basically no effort, we've got a series of objects that look perfectly integrated into their background.
05:07It's a beautiful look and really simple to achieve.
05:11Now let's see what happens when we try in just a different material.
05:14Go back to that content browser, and let's just go with HDRI3.
05:17I am picking that because it's got a slightly different color scheme.
05:20I am going to drag this on to my sky and render again.
05:25We can see that already this image has a bit more of a green cast, the one that came before,
05:30and it's perhaps a little bit darker.
05:32Now it's got a little gray quality to it. It looks really great.
05:35If I open up my Picture view, I've also rendered out another image or two with different HDRI maps.
05:40So you can see just how drastically changing the image can change the quality of your lighting.
05:46Now what if you have something like this, but you don't want to see the HDRI map in the background?
05:50Well, the simplest solution is to use what's called a Compositing tag and to get that you
05:55want to right-click on your Sky, Choose CINEMA 4D Tags > Compositing.
06:00Go ahead and turn off Seen by Camera.
06:03What this will do is take that image out of the equation.
06:06So now when we render it's only contributing to the light on our objects and nothing to the background.
06:12What if you wanted to swap in a background of a different color?
06:15Well, I would recommend using a background object, because it plays well with the sky object.
06:22So I am just going to pick a color.
06:23This one is rather hideous, but what I have done is created a simple material and thrown in on my Background object.
06:29Our pre-pass is rendering, and now we have a differently colored background.
06:34The edges are gray, because that's going to be cropped off in our finished render.
06:37Now what if you wanted to have a higher resolution background still say mapped onto a sphere? You could certainly do that.
06:46But there are some things that you need to be aware off.
06:48We are going to use this sphere to be high background image.
06:53Let's pretend that this pink shader here is that image, and I am going to drag it on to my sphere.
06:57If I was to just render right now, I would get a scene that was completely black, and
07:02that's because this sphere is blocking out the sky.
07:05So what I want to do is create a compositing tag for my sphere, and I want to turn off Seen by GI.
07:14Now another thing that I am going to want to turn off is Seen by Rays so that it doesn't
07:17show up in my Reflections either, and let's render again.
07:21All of our lighting is coming from the Sky object and none of it is coming from the sphere.
07:25So by simply using an HDRI map, you get highly realistic lighting that will allow you to
07:30easily integrate your objects into a real-world environment.
07:35
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Grounding objects with ambient occlusion
00:00Ambient Occlusion is a way to add in small detailed shadows to objects that have otherwise softer undefined lighting.
00:09This is something that you'll often run into when you're using a radiance cache global
00:12illumination and also sometimes when you are using Ambient Lights, which are typically
00:18something you should avoid unless you are going to use Ambient Occlusion.
00:21Here is an example of an image with just Ambient Lighting and here is an example of an image
00:26with that same Ambient Lighting now with Ambient Occlusion.
00:30Let's compare this to a similar render that's using a global illumination based solution.
00:36The colors don't match perfectly, that's because it was quickly set up, but I assure you, you could
00:40get the colors to match more closely.
00:43Let's take a look at the difference in Render Time.
00:45To get this level of fine detail with the Global Illumination, was 4 minutes and 36 seconds.
00:50To get the same effect using Ambient Illumination was only 34 seconds.
00:56So this technique at least in limited circumstances can really save you on render times and also
01:01cut out some of the headache of avoiding flickering that you get when you are using Global Illumination.
01:06To set up Ambient Occlusion for your scene, it's really quite simple.
01:10All you have to do is go into your Render Settings, go to Effect and add in Ambient
01:16Occlusion, and then render your scene again.
01:19Temporarily I'm going to turn off Ambient Occlusion, so we can see what it looks like
01:23before, you can see that I've got a Sun light which is a distance or an infinite light, and I have a Blue light.
01:30The blue fill is set to be an Ambient Light, which means that it is casting light on all surfaces in all directions.
01:39It's basically like adding a certain amount of blue to your image as a whole and without
01:45Ambient Occlusion it looks a little bit funny.
01:46So let's turn on Ambient Occlusion and render one last time.
01:49You can see that we're now getting those nice detailed shadows.
01:53There are a few settings you can play within your Ambient Occlusion.
01:56I'm going to go head and turn on my Interactive Render Region, so we can focus on a small
02:00portion, and that's a view that I like, and I'm going to play with this gradient here.
02:05If you drag the black slider over, the shaded areas will become darker, more richly black.
02:11And if I take the white portion of this gradient and slide it over, the light areas become lighter.
02:17And if I make it a really fine gradation between the two, it's almost like I'm painting a dirt
02:22map around the corners and crevices of my object.
02:25So playing with this gradient is the main way to affect the way that this image looks.
02:30Another thing you can do is play with the colors on your gradients.
02:32So if I take this right here, I might make it a dark blue, and when we render again,
02:39we see that those darkened regions do have a slight blue cast.
02:42Now let's see what happens when we make it a bright red.
02:44It's a very different effect and perhaps I wanted it to be immediately useful but could
02:49be used for a more abstract piece.
02:53There some other settings here with regards to Ray length, and basically what's happening
02:56with the Ambient Occlusion effect is that all of the cracks and crevices in your object
03:02are showing up as black, or in this case red.
03:06And the name Ambient Occlusion has actually hinted why that is.
03:10So Ambient says from all over and occlude also means to block.
03:16So what we're basically doing is we are blocking the light that is coming from all over.
03:21So anything that is unlikely to be lit up, basically any sort of a cave, anything that
03:27is concave is going to show up as a little bit blacker, and so we see right in our corners
03:33that we get these black lines.
03:35Adjusting the maximum ray length sort of dictates how big a cave you can be in before the black starts showing up.
03:43Contrast will also sort of tweak a gradient here, and if you only want an object to occlude
03:48itself and have new shading on the floor, you would choose Self Shadowing Only, and
03:52you'll see that the red lines around the base of your objects disappear, but I like to leave that off.
03:57Once again, ambient occlusion is a really cool technique that you can use to simply
04:01and easily re-create the look of Global Illumination for outdoor scenes, or to add fine shadowing
04:08detail to IR cache Global Illumination scenes, and you may find other uses than that even.
04:15
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Preventing over- or underexposure with color mapping
00:00Exposure is a product of the relationship between the number, intensity, and proximity
00:05of lights to your subject, as well as the material properties of that subject in your
00:08various camera settings, it's a lot.
00:11Color Mapping works like an intelligent auto exposure for your scene, ensuring that your
00:15blacks are black, your whites are white, and there is a good mix of values in between.
00:19Let's take a look at a render of this simple scene, it's when we are probably familiar with by now.
00:24What I've done is I've really cranked up the brightness of the sky outside, and what we
00:29see is that our scene is, in a word, overexposed.
00:34The white regions are very white, in fact, overly so to the point that we are losing detail in our object.
00:40The black areas are even quite bright.
00:43Now I could go in there and start tweaking all of my brightness settings for my sky,
00:49I could play around with the closeness of various objects and tweak my GI settings.
00:54But perhaps a simpler solution would be to use Color Mapping, and this is a rather extreme
00:59case, but still a helpful one.
01:01So go into your Render Settings and choose Effect > Color Mapping.
01:05Now let's just go ahead and render again.
01:09Our once grossly overexposed scene is now just pretty bright.
01:13Let's take a look at the before and after here, and a fun trick that you can use is
01:19to set an A and a B image in the Picture Viewer.
01:22So I am going to click on this first image, choose set to A, take the second image and
01:27choose set to B, what we get is a slider that allows us to see the two in relationship to each other.
01:34And you can also swap whether this is horizontal or vertical with that button right there.
01:38So this is a good way to preview these two effects next to each other.
01:41So I would say that the color-mapped version is significantly better.
01:45Now how is this different from just doing levels in post?
01:48Well, if you are rendering out to an 8-bit image, you've effectively lost all of the
01:53detail in the white area here.
01:55If say you are rendering out to a 16 or a 32-bit image the difference is not quite as extreme.
02:01But when you are rendering out to those larger bit depths you are increasing the file size of your render.
02:06And also Color Mapping is slightly superior to both of those methods because what's happening
02:10is it's getting all of the data before anti-aliasing has occurred, and it's mapping it to better values then.
02:17This means that your anti-aliasing is going to look better in the color-mapped version
02:21than anything that you are able to do in port even with a higher bit depth image.
02:25Now these defaults are pretty good, but we can tweak these settings a bit if we want to.
02:30So in the Color Mapping settings the Dark Multiplier will make the shadows brighter
02:36if we increase this value, and the Bright Multiplier will make the brights darker, so
02:43let's just play around with us.
02:45I am going to render out a small portion of my scene using the Interactive Render Region,
02:50and now I am just going to tweak my dark plot multiplier up, and we see that as we do this
02:55the dark regions of our scene get brighter and brighter.
02:57So if we set this to say 0.9, our darks would get a bit darker, 0.8, and playing around
03:04with our Bright Multiplier we see that as we increase this number our scene gets darker,
03:08and as we decrease it, it gets lighter.
03:11So I am going to set this to maybe 1.1, and this gives us a pretty good range of values.
03:15I am going to render out one more time, and we can now see that the corners have a better looking exposure.
03:20I am going to actually turn off my AB Compare right here, by clicking on this icon,
03:25and let's look at our most recent render and then render just before that.
03:29So playing around with Color Mapping you can add some blacks back into your scene,
03:32and it gives you a good way of reworking your colors.
03:35Now Color Mapping isn't going to revolutionize your renders, but it will lead to a better
03:39looking image straight out of CINEMA 4D with very little effort on your part, so it's not
03:43a bad thing to twirl on especially when you are going to be doing a GI Rendering.
03:48
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4. Strategies for Speeding Up Renders
Optimizing and selectively applying anti-aliasing
00:00Anti-aliasing is a tool within CINEMA 4D to minimize jagged edges in your image.
00:06These jagged edges are known as aliasing, and it occurs when more image detail than
00:13can be safely fit within a pixel is fit within a pixel.
00:17So if we scrub through this animation in our editor even, what we'll see is a sort of dancing
00:23ends pattern on the tops and sides of our cubes in the background.
00:28And this is because they have a very detailed texture.
00:31And as they rotate away from the camera, that entire texture, especially as we near that
00:38front view is compressing into maybe a 10-pixel, 20-pixel width.
00:44So a texture that fits comfortably at maybe 80 or 100 pixels, when we're trying to fit
00:49into just 20 pixels gets a very jagged look to it.
00:54So let's go over how to treat this sort of aliasing in our render.
00:59Let's first just render out an animation of this, so press the middle render button just render it out.
01:05It's going to do a half HD res render, and what you'll see is that the edges of our objects,
01:14specifically the plain white objects are nice and clean, whereas the surface of our cubes
01:21with textures is a little bit jagged.
01:24Also, the center of our crystal ball here is definitely getting some jagged edges even
01:29with those simple cubes on the inside of it.
01:31So let's play this back and see just how prevalent it is.
01:36We see that the front face of our textured cube is doing all right, but the sides and top are bad.
01:41And then this smaller cube in the background is just dancing the entire time, and so there's definitely some issues there.
01:48There is aliasing on our ball as well, so let's try and eliminate that.
01:53Let's first go into our Render Settings.
01:55Go to Anti-Aliasing and take a look at the Anti-Aliasing mode.
01:58Right now, we're set to Geometry and by default what this does is it renders out the edges
02:04of your objects cleanly, and I believe that CINEMA 4D uses a 16x16 setting here.
02:10So basically what's happening is it's splitting each pixel along the edge of your object into 16 times 16 sub-pixels.
02:19And then it takes all of those colors and averages them to give you the final result.
02:23And this ensures that your object edges are always perfectly crisp and clean.
02:27I think this is really good move on the programmers part.
02:30Now if you change from Geometry to Best mode, what happens is you retain that really high
02:36quality detail for your edges, but the center of your objects now gets some anti-aliasing applied.
02:44So let's render this out again, now using the default low settings.
02:49And as I do these renders, I'm just going to name this so I know what's going on.
02:52So I'm going to name this one Best 1x1 4x4.
02:59And for this upper animation, I'm going to name this Geometry.
03:03And I'm doing this because later on we're going to be optimizing our anti-aliasing,
03:06and it's good to be able to go back to previous versions to see what it looks like at that level.
03:11So let's take a look at Best 1x1 4x4.
03:14And we see that the fronts and side of this cube are already looking much better.
03:20The anti-aliasing on the sphere is looking great.
03:24But there is definitely still some dancing on the top of our cube with the texture as
03:28well as the cube in the background.
03:32So what we're going to do is crank up that setting even higher.
03:36So let's go from a Min Level of 1x1 to 2x2.
03:40We're effectively doubling the subdivisions for every single pixel in our image.
03:46And let's take our Max Level and increase that from 4x4 to 8x8.
03:51This ensures that if CINEMA 4D runs into a pixel that he has got a difference in contrast
03:57or color greater than 10%, which is defined by the Threshold value here, from the pixels
04:02neighboring it, it switches over to a higher number of subdivisions.
04:07This ensures that if we run into a pixel that seems to be a likely candidate for aliasing,
04:12we immediately go into a higher quality.
04:15Now with this does come a render penalty, so let's just take a look at our Picture Viewer here.
04:20See that 1x1 4x4 is done rendering, and let's render out 2x2 8x8.
04:24We've got a couple of picture viewers open so I am going to close one of them, and I'm
04:28going to rename this Best 2x2 8x8.
04:34Now you probably noticed that as this quality increases, so too does the render time.
04:40We're nearing a minute and 18, and right now we've got about 30 frames rendered, whereas
04:44Best 1x1 4x4 had already finished rendering by now.
04:48So let's just see what this looks like before we start cranking up any settings and perhaps
04:53we can get away with making that change.
04:56So it looks like the front of this textured object is looking good, no buzz, no hum.
05:01There appears to be a slight buzz on the side face of this major cube, and the top is looking pretty quiet, which is nice.
05:09The crystal ball, again, is looking perfect, but it was already looking good in a previous render.
05:14Now a place where we might need to really keep our eye on is on the front of this crystal
05:19ball, we're starting to see a refraction of the textured cube.
05:24So what's happening is it's taking that texture and it's compressing it into a smaller part
05:29of the image, and it's also distorting it along the shape of that sphere so that's really
05:33going to be a prime candidate for some intense aliasing that we might want to watch out for.
05:38Now this small cube in the background is entering our frame, and as we look at it we can check
05:42now to see whether or not there is any buzz.
05:45And I'm seeing quite a bit of buzz on the top of this cube still, so I think we're going
05:49to have to cut to the chase here and really just crank up our Render Settings towards the Max.
05:54So I'm going to take the Max Level, and I'm going to shift it from 8x8 to 16x16, which
05:59means that for every single pixel in our image that hits a Threshold value of at least 10%
06:05contrast with its neighbors, we're going to render 16 times 16 sub-pixels, which is quite
06:11a few, it's over 100 sub-pixels per pixel. Now let's just try and render this out again.
06:16Now it's going to tell me that the external render is calculating an image, do I want
06:20to stop it, and I choose Yes, and this is looking much better already.
06:25Now I've done this exercise before so I know that it's 16x16, we've got a nice clean buzz-free render.
06:31I'm going to let this keep going in the background, and I'm going to go over how it is we can
06:35optimize our settings so that we don't have to suffer with the full render hit of this 16x16.
06:41It's possible to apply Anti-Aliasing selectively, so what I've discovered as I look through
06:47my Picture Viewer is that at the Geometry level, the edges of almost all of our objects look pretty good.
06:55The problem is with this hard shadow that's hitting our objects.
07:00At Best 1x1 4x4, those shadows look good for every object.
07:07So I would say that at a minimum level our scene should have 1x1 4x4 best anti-aliasing,
07:12and that's what I'm going to do.
07:13I'm going to go into my Render Settings, set my Min Level to 1x1 and my Max Level to 4x4.
07:19Now there are some objects where I need to override this.
07:23If I play through my scene right here, I see that I'm getting some buzz in the crystal
07:27ball, I'm definitely getting buzz on my textured cube as well as buzz on that background cube.
07:33So that means I'm going to need to apply at least 2x2 8x8 to those objects, so let's take a look at that.
07:38As I scrub through my animation, I see that my crystal ball is buzz-free at 2x2 8x8.
07:44But there is still a minor buzz on my front cube as well as a definite buzz on my back cube.
07:51So I know that 2x2 8x8 is good enough for the sphere.
07:54So let's create a tag for the sphere.
07:57So locate the sphere, and suspiciously it's hiding in the Cubes.
08:02Go ahead and select that Sphere, right-click, and choose CINEMA 4D Tags > Compositing.
08:08This is going to allow us to adjust some very specific settings.
08:11I'm going to move my Picture Viewer so I can see what's going on here and adjust my Attributes Manager.
08:16There is a Force Antialiasing setting on the tag, and I'm going to activate that.
08:21What that does is it overrides the general anti-aliasing settings for the scene.
08:25I'm going to set this to Best 2x2 8x8.
08:29So Minimum 2x2, Maximum 8x8.
08:32And now for the other two problematic objects in my scene, I'm going to give them Best anti-aliasing
08:3816x16, so let's find them and give them that tag.
08:41I'm going to just take my Move tool and select these two objects in my Object Manager.
08:47They're the ones that have the textures on them, so I'll just Shift-select them to select
08:50them both, right-click, CINEMA 4D Tags > Compositing and turn on Force Antialiasing.
08:56I'm going to set this to 4x4, 16x16, and now I'm going to render out my animation.
09:05It says the external renderer is calculating an image.
09:07Do you want to stop it? I'm going to choose Yes.
09:09And what I see is that the 16x16 Best which was my previous render, was clocking in at
09:15about 3 minutes 50 seconds, and I only got two thirds of the way through my animation.
09:20I did eliminate most of that buzz.
09:22What we see is that the buzz is pretty much gone from our first cube, in fact, it is entirely,
09:27and our back cube looks like we're just going to have to live with some degree of moire which is sort of inevitable.
09:35When you're trying to fit hundreds of pixels worth of texture into a single rendered pixel,
09:39you're just going to run into issues like this.
09:42So, maybe try to avoid very detailed geometric patterns if you can.
09:46But that's why we chose these for this exercise.
09:49Now let's take a look at this bottom render right here, which was our Optimized Anti-Aliasing.
09:53It's looking like each frame is taking about 3 seconds to render, whereas our Best 16x16
09:59was vacillating somewhere between 3 and 4 seconds per frame.
10:03Over the course of a very long animation, that reduction of a second per frame is really going to pay off.
10:08So let's see how we do when we clock in at frame 60.
10:13And so we see that at frame 65, we're at about 3 minutes and 20 seconds.
10:18So we've shaved 27 seconds off of the best 16x16.
10:22So this is not going to be a world-changing optimization, but if you have only one object
10:27in your scene that's giving you a lot of grief, it makes a lot of sense to use the Compositing
10:32tag to selectively adjust the amount of anti-aliasing.
10:36Because seconds saved on individual frames can add up to hours when you're talking about a long animation.
10:42
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Baking global illumination
00:00Baking Global Illumination into textures is a technique that video game developers have
00:04been using for years to create realistic lighting in real time.
00:08What we are going to do is take this simple environment, calculate the GI, and lock that
00:13information into our texture maps.
00:16So as we play through this animation what we see is that the camera moves forward, it
00:21twists around, and it shows the background.
00:23And I pre-rendered this animation in my Picture Viewer showing what this looks like with full
00:29Global Illumination, looks pretty good, and it looks like it took about a minute to render this out.
00:34To bake an object in CINEMA 4D, what you need to do is first make sure that you're only
00:40baking one object if you can manage it, because baking each individual object is a fairly intensive process.
00:46So to start, create what's called a Connect Object, then take all of the objects that
00:51you want to bake and more often than not you want this just to be your environment and
00:55drag it into that Connect Object.
00:57You'll notice right away that the shading has changed a bit, and I'm going to fix that
01:01by turning off the Weld option in my Connect Object which was welding my points together
01:05and smoothing out some of the edges.
01:07Next I am going to hit the C key on my keyboard to make my object editable. You can also press to Make Editable button.
01:14When you open up your Connect Object, what you'll see is that there is a Polygon Object below named Null.
01:18I am going to drag that out and rename it Environment.
01:22Now the name isn't important except that it helps me remember what it is.
01:26Next what we are going to do is add what's called a Bake Texture Tag, so click on your
01:30Environment go to Tags > CINEMA 4D Tags > Bake Texture.
01:34This creates a tag that's set up for baking a texture.
01:38Let's start with Tag options. The first it asks for is Filename.
01:42We are going to be taking all of the lighting information and all of the texture information
01:46for this object and converting it into a single image file, so we better give that file
01:49a name, and I am going to name it environment_bake.
01:53I am going to just use that Photoshop file, and I am going to opt for Single File, and
01:57what this means is that if I'm using multiple options here for my baking, instead of creating
02:0220 different maps, it's going to create a single Photoshop file with layers.
02:05And my Tag options here, I am going to set my Color Depth from 8 bits to 16 bits which
02:10is a good split between quality and file size.
02:15And then my Width and Height here for the purposes of this demo, I am going to set to
02:19something fairly small like 1000x1000.
02:23Now you can certainly crank these numbers up, but as you do, know that you are baking
02:29time is going to go up very significantly.
02:32With these numbers what you're shooting for is enough resolution that you're finished
02:36animation will never show texture stretching.
02:40So figure out how close you're going to have to get to the smallest object in your scene
02:43and try and to extrapolate from that how big this image map needs to be.
02:48It needs to usually be at least as large as your output resolution.
02:52Supersampling controls whether or not there is going to be any anti-aliasing.
02:55Now for the purposes of this demo, I'm not going to include that because it will really slow down our render time.
03:01And Pixel Border I am going to leave as is.
03:03Now your Background color here, you want it to be something that matches sort of the average
03:07color of your scene or something that's not going to seem out of place.
03:11Now there is a lot of gray in my scene, so I'm going to select a middle gray color.
03:16Next I am going to go to the Options tab.
03:17In here I get to choose what it is I'm going to bake.
03:21Now I could bake out a separate Color, Luminance, Diffusion, all of these different things.
03:25But in this case, because I am trying to prepare something for let's say a real-time engine,
03:30I'd only want to bake out Surface Color so that there will be no need for any further calculation.
03:36This means that all specular highlights, all reflections, all everything gets turned into one flat image.
03:42And down below here is something called Optimal Mapping.
03:45You definitely want to turn this On, especially if you haven't pre-UV mapped each and every
03:49one of those elements perfectly.
03:52Optimal Mapping will automatically create a usable UV map for your object, and it's
03:56very important that every single polygon be represented by its own separate set of pixels.
04:02You don't want any overlap here, because with overlap the baking engine doesn't know what to do.
04:07Right now, I'm just going to click on the Bake button.
04:09The Preview button in my experience has been a little bit finicky, better just to click on Bake.
04:14What this is going to do is render out my GI pre-pass and commit it to a single image like we can see here.
04:21In fact, we can kind of see each of the walls of our object and some of the tubes as well,
04:27the different sides of the tube, and this is just a product of that optimal cubic mapping.
04:31When I render my scene, I'm still using Global Illumination and an Irradiance Cache, this
04:37is nothing like all of that speed increase that I was promised, and that's because we're
04:41not yet using this Bake Texture.
04:43So let's go ahead and Create a New Material and name this BakedEnv for baked environment.
04:50Open up that material and turn off Color.
04:53Because we've baked in the Illumination, we are actually going to use the Luminance channel,
04:57this object is self-lighting.
04:59And the Specular channel I am also going to turn off.
05:02Now I'm going to load in the environment_bake.psd and choose Open.
05:07I now get this image into my texture here, and I'm going to drag my texture onto my environment.
05:14If you missed it, the texture is going to be located in the same place as your CINEMA 4D scene file.
05:20Now, as I press Render, we're still seeing a Global Limitation calculation.
05:26So let's go into our Render Settings and turn off Global Illumination and render again.
05:32We now have no pre-pass, and we get a nice quick render.
05:35I am seeing some artifacting on the edges of my smaller objects, and this is due to
05:40the limited resolution of the image that we rendered.
05:43If we had chosen a larger resolution for our bake, we wouldn't have these same issues.
05:48That said, we'd probably still be sitting here waiting for the bake to finish.
05:52What's cool is if I press the Play button, you can get a sense of what this is like in
05:56a real-time engine, and I am just going to turn off my Gouraud Shading lines and just
06:01look at this regularly, and you can now see the quality of this preview in real time.
06:07If you want to get a really great simulation of it, go in to your material, click on its
06:11Editor tab, and increase the Texture Preview Size to 1024x1024 so that we're looking at the full resolution texture.
06:20So as we press Play, we are seeing all of the beauty of full Global Illumination in real-time.
06:27And that's why it's been used so frequently in the video gaming community.
06:30Now to bake an object is a fairly labor- intensive process, so only use this if you're sure you're
06:37not going to rework your lighting and human time is cheaper than render time.
06:42
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Baking your own HDRI maps
00:00HDRI Maps can be a really beautiful way of simply and quickly lighting your scene, but
00:05how do you go about creating your own HDRI Maps?
00:07Well, you could go out into the real world with a camera and a panoramic head on your
00:11tripod and take a series of exposures, or you could make your own inside of CINEMA 4D.
00:17To do so, the first thing you need is a good- looking environment, and this is a simple studio lighting
00:22setup that I have created, but I like the way that it looks.
00:25A few things I want to point out about it, one, all of my lighting is being done using
00:29these Key, Fill, and Rim Polygon objects.
00:32They are not light objects, they are actual polygon objects.
00:36Now you could use lights if you wanted, but it would be important to make sure they are
00:39visible in the finished render.
00:40Next, I've applied luminous materials to these objects, and I want to point out that the
00:45Luminance Channel, for example, in my key light has a Brightness of 300%.
00:50If you leave your Brightness values at 100%, there's no real point in using an HDRI map.
00:55And that's because HDRI stands for High Dynamic Range, and if you're only using 100%, you don't
01:00really need the high part of that High Dynamic Range.
01:03If you take a look at the Fill light, it's got a Brightness of 100 and the Rim light a Brightness of 120%.
01:08This also means that when our HDRI Map is reflected, the key light here will reflect
01:14at 100% brightness in a material that's only 33% reflective.
01:17So, that's why these values are what they are.
01:20Now as I render my scene you see that I am using a Radiance Cache GI, and now if I was
01:25to render this scene out for a product shot, that's probably what I would use.
01:30However, when you're baking HDRI, the IR-GI mode can lead to really intense render times or baking times.
01:37So, what I want to do is go into my Render Settings and switch over to QMC.
01:42So I am going to change my GI mode from IR (Still Image) to QMC.
01:47Now as you recall from earlier movies, this can lead to a grainier end result.
01:52So with Adaptive sampling, this looks pretty good, but something we want to take a look
01:56at is how to get this looking good using a constant sampling rate, and that's because
02:01the Bake tag does not take in adaptive sampling.
02:05So, go ahead and go to the Sampling tab here and change from Medium to Custom Sample Count.
02:11The Custom Sample Count is what the Bake Texture Tag is going to use by default.
02:16So when we render with a Sample Count of 64, we see that we get a very grainy image.
02:20I'm going to crank this up to 128 and see if it looks any better.
02:24That's it, it's looking a bit better, probably around 256 is going to be where he have to stop here.
02:29You may want to crank this value higher at home, if you've got a bit of time to do this
02:33bake, but because we want to finish this video at some point today, I am going to leave the Sample Count at around 256.
02:38Next, in order to create a baked version of my HDRI, what I want to do is get rid of the
02:45main subject of my scene and replace it with a sphere.
02:47This is akin to what would happen on a film set if you were trying to swap in a digital character.
02:52You'd take out the actor that was serving the place of that eventual digital
02:56character, and you would bring in a chrome ball to serve that part.
02:59So, I'm getting rid of the CFL right here, and I'm going to add in a single sphere.
03:05Now this sphere by default is got a Radius of 100 cm.
03:08What I want to do is make this sphere as small as I reasonably can while still have it showing up.
03:13And that's because the larger the sphere is the more of my background it's going to occupy,
03:18and I don't want it to take up much room.
03:20So I am going to give it a Radius of 1 cm, and I want to move it up, so it's resting comfortably on the floor.
03:25So I am going to set the Y position to 1, and then I am just going to dolly in on this so
03:29we can take a look at what our render might look like.
03:33Now if I render right now, what we have got is just this sphere that's gray, reflecting the world.
03:38I want to make it Chrome.
03:39So, I am going to ahead and create a New Material, and I am going to call this 100% Ref for 100% Reflective.
03:46Next, I am going to go into this Material, turn off Color and turn on Reflection.
03:52I'm also going to turn off the Specular Channel, and I am going to apply this material to my Chrome ball.
03:57It looks like that drag and drop didn't work there, so I am just going to hit Undo and
04:00drag the material directly on to my sphere in the Objects Manager.
04:04I'm now going to render a small region of this sphere, just so we can get a sense of what it looks like.
04:08It's looking pretty good, all of my reflections are showing up.
04:11What I want to do now is bake out this environment.
04:14To do that, I select my Sphere, I go to Tags > CINEMA 4D Tags, Bake Texture.
04:20Now for the Bake Texture Tag to work, what you need to do is first specify a Filename,
04:25and I would want to describe the Studio Environment in some way, so I'm going to call this DayGloStudio.
04:30And I'm going to change my Format here from Photoshop to HDR, and that's because whenever
04:38I'm looking for an HDR Map I don't go looking for .psds, I have a tendency to look for .hdr.
04:43A Photoshop file would work fine because it also stores High Dynamic Range imaging these days.
04:48Now there are some special considerations for Width and Height.
04:50The first consideration is the higher that you crank these numbers, the longer this bake is going to take.
04:55Also, whenever you're baking a Spherical Environment Map, you want it to be about twice as wide as it is tall.
05:01So, what I am going to do is give this a Width of 512 and a Height of 256.
05:07Now this is a fairly low-resolution HDRI Map, and I'm only using this because I want to
05:13be able to quickly get through this bake.
05:15Super Sampling would add a bit of Anti-Aliasing, and I'd recommend turning that on at a value of 1,
05:19if you plan on ever looking at these HDRI Maps in your Reflections, because that Aliasing will show up.
05:25Now I'm going to go over to the Options tab, and I am going to a turn on the Reflection
05:30option, and this means that we're going to bake out whatever the sphere is seeing.
05:34And then to start my Bake, all I have to do is click on the Bake button right here, and
05:39we can see that we are rendering our texture, and it's going pretty quickly.
05:43We can see each of our lights is showing up, a little bit distorted on the left-hand side,
05:47you can see that seamless backdrop.
05:49And the lower half of the image is entirely consumed with our backdrop, and that's because
05:55it's what our object is resting on. Now I see a little bit of grain in this bake.
05:59So, if I had time and patience what I would do is go into my Render Settings, go to that
06:03Sampling tab, and adjust that Custom Sample Count to be an even higher value, probably something around 512.
06:10But our purposes, let's say that this is going to work.
06:13Now this baked image should be in the same location as my project file.
06:16I am just going to go ahead and open it up in CINEMA 4D so we can take a peek.
06:19We go to File > Open, and I'm going to browse to my DayGloStudio Reflection that
06:25I just baked out and open that up.
06:28What we can see is that we have got our image, we see a bit of aliasing, and that's because
06:31we didn't have the Super Sampling option turned on.
06:34And if we go to the Filter tab here, we can play around with the Exposure.
06:38So click on Enable Filter, and tweak the Exposure, and you'll see that you can bring the Exposure
06:42value down quite a bit before we lose that key light, we lose it last.
06:47And that's because our key light had a material that was greater than 100% in brightness.
06:51So, that's how you create your own HDRI Maps.
06:54You could load this in to any old scene and light your scene with that.
06:57You can also use this as an Environment Map.
06:59Baking HDRI Maps is a really great way of saving a really great lighting setup for later,
07:05it allows you to load it into any scene with a minimum of effort.
07:10
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Using environment maps instead of reflections
00:00Chrome, silver, reflective, shiny, these are all too common requests for how objects should look in a rendered image.
00:07Despite being incredibly popular, they take a bit of effort to get looking right.
00:10In fact, one of the keys to getting a good- looking reflection is not to use reflection at all,
00:14but instead to use something called an Environment Map.
00:17Here is a scene with the kinetECO logo.
00:20When I render it, it looks flat gray, despite having reflection in the Reflection Channel.
00:27And that's because reflective materials can only reflect what's around them.
00:31And right now we have our logo in a completely black environment.
00:34So, outside perhaps a few reflections of the logo reflecting itself, there's not going
00:39to be anything of visual interest here.
00:41Now, we could go to the trouble of creating a really beautiful and in-depth scene,
00:47or we create a Sky object and apply an HDRI map to that.
00:50But what I want to introduce you to is the Environment Map which is a faster rendering
00:54version of something that looks like reflections.
00:57So, what I am going to do is start with my Metal Material.
01:00Let's go ahead and open that up.
01:02What we see is that the Reflection Channel has a Fresnel Shader loaded into it, and the
01:07Environment Channel here has something preloaded.
01:09Let's just go ahead and clear that out, so we can go through the process of building it ourselves.
01:13Click on the triangle right here and choose Clear.
01:17Now, let's find a good source for Environment Maps.
01:21And as we learned earlier, HDRI maps can make for great reflections.
01:25So, why not try them in our Environment Map? Go ahead and go to your content browser.
01:30Once there, click on the Presets button to go to your Presets folder.
01:34If your search field is already open, go ahead and close it and reopen it so that we know
01:38it's searching within the Presets folder, and then type in HDRI.
01:43I am going to search for HDRI 001 because it's got a good combination of brights and
01:51darks, broad detail as well as fine detail.
01:54And I'm going to drag this in to my Material Browser down here.
01:57I am going to close my Material Editor, and go back to my Objects Tab.
02:01If I open up this material by double-clicking, what I will see is that it only has one channel,
02:07and that's the Luminance channel, and loaded into this Luminance Channel is an HDR map.
02:11We are going to use this here by copying it.
02:13So, click on the triangle next to where it says Texture, and choose Copy Channel.
02:18This loads that texture into our memory.
02:20Now, go to your Metal Material, and go to the Environment Channel.
02:24Click on that triangle next to Texture, and choose Paste Channel.
02:28Now, we aren't seeing any change in our Material, and that's because we haven't turned on the Environment Channel yet.
02:34What I am going to do is turn off Reflection, and then turn on Environment, so we can look at it.
02:39Well, this is a pretty good start.
02:40So, let's apply this material to our kinetECO logo.
02:43I am going to go ahead and delete my HDRI map first, just so we don't get mixed up about which one to apply.
02:49Now, drag the Metal Shader onto the kinetECO INCORPORATED logo object.
02:55And what we'll see, especially if you have Enhanced OpenGL turned on, is a really cool looking preview.
03:00If you rotate around your scene, you'll actually see in real time what looks like a reflection.
03:06So, go ahead and rotate until you see something that looks visually interesting, and then render.
03:12I'd say that this is looking pretty good, but there are some things that are a bit different
03:15about this from our actual reflection.
03:19And for one, it's that we are missing the Fresnel Effect.
03:22To get that back, what I'm going to do is copy the Fresnel effect from my Reflection channel.
03:27So, click on Reflection, click on the delta next to Texture, and choose Copy Channel.
03:32That means we're copying this Fresnel effect.
03:34Next, I am going to go into my Environment Channel, and I'm going to use this delta here to select the layer Shader.
03:41And this is going to allow me to layer together multiple shaders.
03:45Once I've added the layer Shader, I just click on this texture preview right here to open it up.
03:49And we see this bitmap, which is a fancy name for our HDR map.
03:54And what I am going to do is paste on our Fresnel effect.
03:57So, I go to Shader > Paste Channel, and that's going to load it in up above.
04:02What's happened is that Fresnel is now in our Environment Channel, and we've lost our bitmap.
04:07What I want to do is use this Fresnel Channel to modulate the brightness of my bitmap.
04:12So, change the mode here from Normal to Multiply.
04:17And that's going to make any part of the material that's white fully visible, and any part
04:21of that Fresnel that's black non-reflective or not visible.
04:23So, now when we render again, we see this, the front of our type is now more flat, and
04:29the sides are more reflective.
04:30And I like this pretty well, but I want to tweak this Fresnel just slightly.
04:33So, go into your Fresnel Channel, and take that far right black Fresnel, and make it middle gray.
04:39So, we're going from totally reflective to sort of reflective, and let's render again.
04:43This is looking quite good.
04:45There is one last thing I want to show you which is that you can get really cheap--
04:49which is to say inexpensive at render time-- blurrier reflections when you use Environment Maps.
04:55So, click on your Environment Channel, click on that layer Shader again, and this time
04:59click on the Texture Preview for the bitmap.
05:01Once inside, you can go to the Basic Tab and adjust the Blur Offset value.
05:06This is going to allow you to blur your reflection, and it's a really cheap and fast operation.
05:12So, as opposed to a 20- or 30-second render which is what a blurry reflection would cost,
05:18we're getting this nearly instantaneously.
05:19And if we want, we can even shift the exposure of our HDR map.
05:24So, click on the Shader setting here, and you can adjust the Exposure value.
05:28If you want to really blow out your highlights, you can just crank this up, or if you want,
05:32it to be much more subtle, you can bring it down.
05:35And all of this allows you to really adjust the look of your HDRI Environment Map Reflection.
05:41Environment Maps are a way for you to reflect a rich environment without taking the time to actually build one.
05:46They render incredibly quickly, and when you're up against a deadline, they're an effective substitute for real reflections.
05:54
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Lighting selectively with inclusion and exclusion lists
00:00It's a common problem, how do you light one object without contaminating the rest of your scene?
00:06In the real world, this takes a lot of time, patience, and black tinfoil.
00:10In CINEMA 4D, there is a quick method to do just that.
00:13Inclusion and Exclusion list for lights. Let's take a look at a rendered image.
00:17Right here I have my CFL on a seamless backdrop.
00:20It already is looking pretty good, but the areas that are giving me the most concern
00:24are happening down below our CFL.
00:27If we look at the base, what we've got is a pretty good looking shadow leaving our key
00:32light, and then down into the lower-right, we have a harsh shadow that looks like maybe
00:36it's coming from a rim light, and then we've got a couple of other shadows, and then there's
00:39also this sort of pink light that's spilling from our rim on to the floor.
00:43And it's a lot that's going on, and it's distracting from the main subject of our rendering which is the CFL.
00:48So, let's figure out how we can go about fixing this.
00:52In CIMENA 4D, you'll see a list of lights.
00:55I've got my Key, Fill, Rim, and Backdrop, and just to make our lives easier, I've already
00:59gone through, and done some testing to figure out what is doing what to our scene.
01:03So, the Fill Light is throwing a shadow on the floor, the Rim is contaminating the floor,
01:07and the Backdrop Fill is also hitting the CFL.
01:09So, let's just render this out and see what we've got.
01:13We see that this is a global illumination rendering.
01:15So, I'm going to turn off GI for our purposes right now because it's going to slow down our render just a bit.
01:20So, go into your Render Settings, and temporarily tick off GI.
01:24Now, let's render again.
01:25We see just how much Global Illumination was contributing to our scene, and that looks
01:29really pretty flat and not very good.
01:31Let's take a look at our Key Light. It seems to be doing pretty well.
01:35I don't see that I've made any notes there. So, I'm just going to temporarily turn it off.
01:38It's good practice to only have on the light that you're working with at a given time.
01:43I'm also going to turn off my Rim, and my Backdrop Fill, and we're just now looking at the Fill Light.
01:49So, let's render and see what this is doing.
01:51We see that we've got a nice fill that's hitting everything in our scene, but it's also casting
01:55this unsightly shadow off into the right.
01:58So, what I want to do is adjust some settings in my Fill Light to exclude certain objects from casting shadows.
02:05So, if I take my Fill Light, I can take my CFL, and drag it into the Project Tab here.
02:11So, in my Fill Light, I'm going to click on the Project Tab.
02:14And this Project Tab is what controls the inclusion or exclusion of objects depending on the mode here.
02:20If the mode is Include, the light will light nothing except what I've dragged into this objects list.
02:26If the mode is Exclude, it's going to light everything in my scene as normal except for
02:30the objects that I drag in here.
02:32What I want to do is turn off shadow casting from my CFL.
02:36So, I'm going to drag my CFL into my Exclusion list.
02:40When I render, what we see is that there is now no light hitting my CFL, and that's a
02:44little bit more extreme than what I wanted.
02:45So, what I'm going to do is take a look at these properties to the right of CFL.
02:50The first here is just my Objects icon.
02:53Next is Diffuse Lighting, so I'm going to turn Diffuse Lighting off from the exclusion
02:57list, which means go ahead and light my object diffusely.
03:00I'm going to turn off Specular.
03:02And because we're in the Exclude list, this means I want this light to light my CFL, and
03:07give it specular highlights. However, Shadow I'm going to leave on.
03:12And what this means is I'm going to exclude the CFL shadows from being cast by this light.
03:17And then to the right, we see what looks like the Object Manager a little hierarchy icon.
03:22And this means that this applies to all objects that are children of the CFL object.
03:27Don't get tripped up here by this being Exclude mode. The hierarchy here always works in sort of an on position.
03:33We can turn this off and see that we would not quite get the results that we would want.
03:36So, let's render again.
03:38What we're going to see is that our CFL is no longer casting a shadow onto our floor.
03:42Now, it's pretty easy to make the mistake of taking your seamless backdrop, dragging
03:47that in, and turning everything off the shadow, because you think, well, I don't want to see
03:52a shadow from this light on this object.
03:54Unfortunately, that's not quite the way it works.
03:57It's the object that is going to be casting the shadow onto the floor that you need to turn off.
04:02Now, let's go to our next light object.
04:04So, I'm going to turn off my Fill Light, and turn on my Rim Light, and give it a render.
04:09We see here that I've made a note.
04:11It says, Rim contaminates the floor, and that's quite correct.
04:14Our Rim Light, I really only want to pull my CFL off from the backdrop.
04:19I don't want it to contribute any additional light to other parts of my scene if I can avoid it.
04:23So, I'm going to drag my CFL into this Rim Light's Project settings.
04:29Right now, the mode is set to Exclude, so we're not getting any light on our CFL.
04:33In fact, all I want to light is the CFL.
04:36So, I'm going to change the mode from Exclude to Include.
04:38So now, as I render, I get this, the only object that it's lighting is my CFL.
04:44Next up, I want to adjust my Backdrop Fill.
04:47So, I'm going to turn off my Rim Light, turn on my Backdrop Fill, and just give this a render.
04:51And what we see is that it's filling our backdrop, and giving a pretty nice grounding shadow to my scene.
04:58So, let's just go ahead and go to our Backdrop Fill, and just practice one more time.
05:02Let's go ahead and say, we don't want it to hit our CFL.
05:04So, I'm going to drag my CFL in to the Exclude list, and render again.
05:10Now, let's turn all of our lights back on, and see how this looks.
05:14Render again, looking pretty good.
05:15Now, let's turn Global Illumination back on to see if we can get all of this to sort of
05:20coalesce into a nice looking image.
05:22I'm going to go into my Render Settings, turn on Global Illumination, and render again.
05:26And I'd say this looks much better. The light appears to be floating a little bit.
05:30So, I'm going to see if maybe turning on the shadow for that Backdrop Fill won't in fact
05:34make my light look a little bit better.
05:36So, let's click on that Backdrop Fill, and currently, it's set to Exclude.
05:40I'm going to actually turn off excluding the shadows, which means that this light will in
05:45fact cast shadows from the CFL object. So, let's render again and see how that looks.
05:50It's a very subtle difference, but now, there's just a little bit more shadow underneath my
05:54CFL grounding my object, and I think I like the look of this best of all.
05:58I'm going to render this out again just so we can do a comparison between the two images.
06:02This is our after, and this is our before image.
06:06It's a subtle difference, but I'd say that the after image allows us to better focus
06:10on our subject without contaminating the floor.
06:13This also would save us quite a bit of retouching work say in Photoshop, while it's something
06:17of a cheat, including and excluding objects from the effect of your light sources can
06:22open up whole new lighting possibilities.
06:27
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Faking global illumination with bounce lights
00:00Global Illumination adds visual richness to a scene, but it also adds a lot to render times.
00:06If you know that you'll be rendering along animation of an environment with a lot of
00:09moving objects, it might make more sense to spend some time lighting the scene in a way
00:13that simulates GI with standard lights.
00:15You do this so that you don't have to deal with a long render times or the possible flickering
00:20that you might get in a GI solution.
00:22What I have here is a render of an apartment using a radiance cache Global Illumination.
00:27We can see that we are about a minute in, and we are only at one of four passes through our image.
00:34So I'm going to go ahead and change some settings here.
00:38If you want to accurately simulate Global Illumination, the best reference use is
00:43an image rendered with GI.
00:45What I'm going to do is tweak my settings here so that I can get a really fast and dirty
00:49render that will at least tell me where I should place my lights.
00:52So I'm going to go ahead and edit my Render Settings, and I'm going to change my Global Illumination mode.
00:57In my General tab I'm going to switch from IR to QMC.
01:01Now this is typically bad practice, but because I just want to get a sense of what things
01:05will look like, we can do this.
01:06Now I'm going into this Sampling tab and change the Samples from High to Custom Sample Count,
01:12and I'm going to choose a very low sample count of 4.
01:15Now I'm going to render to my picture viewer one more time.
01:19This is a very grainy image, but it is rendering quickly and what it's giving me a sense of
01:24is where the light in my scene is coming from.
01:27I don't know if it's a particularly helpful model with this amount of grain.
01:31So I'm going to try and render it again at 16, but we'll get started with this is our reference.
01:35We can see that 16 is going to give us a much cleaner image.
01:39But looking at this I can see that I've got a blue window light, and that I've also got
01:44some light coming in from the sun.
01:46So I'm going to do a final render here without any Global Illumination, and that's going
01:50to be my starting place for my render.
01:53So let's go into our Render Settings, go to Global Illumination, and simply turn it off.
01:58This is going to allow us to see what we are dealing with before we come in.
02:03Another thing I want to set up is a way of looking at my scene from the top.
02:07So I'm going to go into my Top view and move my camera around until I can see the entire top of my apartment.
02:14I'm just going to do quick render here.
02:16What I see is fairly blank, and that's because there's a ceiling on my apartment.
02:20So I want to just turn that off.
02:22Twirl open the Apartment model, and inside of here you're going to see something that
02:25says SketchUp, and you're going to see a Roof.
02:28If you click on the compositing tag next the roofs which I have already added, go ahead
02:31and turn off Seen by Camera and just render again.
02:33What you'll see is that the main light entering our room is the sunlight, and it's creating
02:38a large slash of light in the center of our space.
02:40I'm going to turn on Seen by Camera again, and now that we know where to try and place
02:45our lights we don't need to hide the Roof anymore.
02:48Let's just check in on that render with a quickly.
02:50So I'm going to look at my Picture Viewer, and we see that are QMC render is looking pretty good.
02:55So I'm going to delete these other two and name this QMC16 just so I know what it is
03:01and now I'm going to render out this view right here.
03:03So I'm going to go to my Perspective view and render it to the Picture Viewer, and as
03:07we recall we turned off Global Illumination. So we now have these two renders to compare.
03:12Without any Global Illumination our scene is very dark, and that's because none of the
03:16sunlight or skylight is bouncing around. So let's try and simulate that first bounce.
03:22The main slash of light again is hitting right above that table.
03:25So let's go ahead and add a light to our scene.
03:28Now when you're simulating GI, you want to use the cheapest lights that you can.
03:33The whole point of this is to get a faster render while compromising some quality.
03:37So we're going to go ahead and add an omni-light to our scene just by clicking and adding a light.
03:41I am going to take my Move tool and my Model tool and reposition it into the center of
03:46my scene a little bit below the floor.
03:48I do this so that it's not casting light on the scene itself.
03:52I also do this, because I want it to be fairly broad based when it's hitting my scene.
03:58I'm going to rename this light to SunFloorBounce1.
04:03So now it's my first bounce, it's coming from my sunlight, and it is coming off the floor.
04:08I also want to match the color of my Sunlight. So I see that those colors are 255, 214.
04:14I type that in 255, 214, and then my third color is 158.
04:19So I'm going to type that in for blue here.
04:22I now have a light that is below my floor stimulating that bounce, and when in my render I get this.
04:28I'd say this is a bit too bright. In fact, quite a bit too bright.
04:31So I'm going to go into my SunFloorBounce, and I'm going to activate something called Falloff.
04:36So I'm going to go into my Details tab and change Falloff from None to Inverse Square Clamped.
04:44This creates a falloff, which basically means that my light fades in intensity with distance
04:50just like light in the real world.
04:51If I render again with this Falloff, we see that the light that's bouncing from the floor
04:56sort of fades as it hits the ceiling.
04:58I am going to go ahead and take this SunFloorBounce and maybe drag it up a little bit close to
05:04the floor, bring that falloff down again, because I want it to fade very quickly.
05:08Rendering one last time. That's looking pretty good.
05:10Now the problem with this is that the Intensity is a bit too great.
05:13So I am going to click on the SunFloorBounce, and we go to the General tab.
05:16I'm going to adjust my Intensity only be 80%.
05:20That's because I expect the carpet or the floor to absorb some of this light that's coming from the Sun.
05:25It's s not a perfect mirror down there.
05:27So let's render again, it's a bit darker, but it's looking pretty good.
05:31Now I'm just going to duplicate this light, and I am going to move it over for my walls.
05:35So I'm going to duplicate this light, and I am going to rename its SunWallBounce, and
05:41now the sun is not hitting the wall directly.
05:44In fact, what's actually happening is it's bouncing off the floor and then it's hitting the walls.
05:49So I am going to move it over the area of one of my walls, and I am going to maybe move
05:54it back towards the center of my wall here.
05:56I'm going to reduce the Intensity pretty significantly, maybe down to 40%, because this is a secondary bounce.
06:03So now as I render this we see that we are getting bit a more light on this side of our
06:07wall, the left-hand side, and because this is a secondary bounce, I am going to add a 2 to the end of name here.
06:12I am going to rename this RightWall just so I know which one it is.
06:17Let's duplicate it, move it over the left, call it LeftWallBounce, and finally I am going
06:23to add a third bounce from the back of my room.
06:27So now I've got a bounce light simulating each of the walls bouncing light.
06:30I have got the bounce light from the floor that's slightly greater in intensity, and
06:33now when I render this, I get something that looks a bit like this, looking a bit better.
06:38Now what I want to do is add a bit of blue to my scene as well.
06:42So this going to be blue coming from my Sky. So I am going to add another light.
06:47I am going to call this Sky Fill, and I am going to move it into roughly the position
06:52of that Open Window, move it up, and I am going to give this a falloff as well.
06:57So I am going to go into my Details tab, Falloff, Inverse Square Clamped, and I choose Clamped
07:02so that I don't over-expose my scene, and I am going to drag this down a bit.
07:07Now I am just going to change the color here to match what I would expect my Sky to be.
07:11So I am going to my General tab, click on my Color here, and select a light blue, choose OK, and Render.
07:17Now this Sky Fill is overwhelming my scene. It's just too bright.
07:21So I am going to take my Sky Fill and set the Intensity down to maybe 40% and Render again.
07:28Now we are getting something closer to something that might look good.
07:31My one concern now is that we have so many lights that don't have any shadows that our
07:36scene is looking a little washed out and ungrounded it.
07:38So what I am going to do is add some Ambient Occlusion to my scene.
07:41I am just going to go into my Render Settings, go to Effect > Ambient Occlusion, and Render again.
07:46And that should darken up my corners.
07:48And I would say this is looking good except that my curtains, I actually want to be fairly bright.
07:53What's happening here is that they're getting dirty from the Ambient Occlusion.
07:56So I am going to off Ambient Occlusion on a scene level, and I am going to turn it on for individual materials.
08:02I've got this white material that's on everything, but the curtains.
08:04So I am going to open that up, go to the Diffusion tab, turn that on, and then I am going to
08:09load into the Texture Fill > Effects > Ambient Occlusion, and Render again.
08:15We now have something that's looking pretty good.
08:18It's not quite as bright as our main Global Illumination scene, and this can be accounted
08:23for by just tweaking a few of the brightness values for my fill lights, but overall I'd
08:27say this is a pretty good start at simulating that global illumination.
08:31Certainly a lot better than our scene before we started doing this.
08:35Now because it won't bore you with endless tweaking I've gone on and continued to work
08:39with this scene, keeping the same number of lights but just subtly changing their positions
08:43and Falloff settings until I got this image that you now see.
08:48You can find a copy of this in your exercise files with the name Tweaked appended to the end.
08:53Now Global Illumination is a great tool, but there are times where it's just not the right tool for the job.
08:59When you know you'll be rendering long animations or using very heavy geometry in an Environment
09:03like this, it can sometimes make more sense to use standard lights.
09:07It's up to you to determine which method is most appropriate for your current project.
09:12
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Using negative lights to darken parts of scenes selectively
00:00Sometimes when you're lighting a scene, everything looks great except for certain portion that is blown out.
00:06On real-world film sets, the DP might have a grip place a black cloth on the ground or a wall
00:10near the brightened area in order to absorb some of the light.
00:14Light works a little bit differently in CINEMA 4D by default.
00:17But we do have the tools to accomplish the same end.
00:19Let's take a look at this apartment model right here.
00:23It's looking pretty good, but the contrast is a little bit low.
00:26I've lit the scene using standard CINEMA 4D lights.
00:30Now if I compare this scene to a quick GI preview of the scene, which albeit a bit grainy,
00:37we see some pretty distinct differences especially in terms of the darker areas.
00:42Our brights are looking fairly well matched, but if you look at the GI version the area
00:47under the couch is much darker as well as the area under that little end table.
00:51So what we're going to do is use something called a negative light in order to bring
00:55down some of that brightness.
00:57Now that seems like a contradiction in terms. A light is a bright thing, how are we going
01:01to use it to make something dark?
01:03Well, let's just start the process, and we'll see how.
01:06I'm going to start by creating a light object in my scene, and I'm going to name this
01:12Negative Table, and I'm going to use this to add a bit of a shadow underneath that table.
01:17Now as we can see, this light is absolutely blowing out our scene. It's just making everything too bright.
01:23So one, let's try and focus it in, so I'm going to change the Type here from an Omni
01:27light which emits light in all directions to a Spot light.
01:31Now because I want to focus in on a table and the table is rectangular, I'm going to choose a Square Spot.
01:39Now we are doing a bit better but I just don't know where my light source is.
01:42So I'm going to go into my four-way view, and I see that I've created a light source at the world origin.
01:46Well, the center of my room is not there, so I want to take this object, and I want
01:51to center it over my table.
01:53So I'm just going to take my Negative Table light, and I'm going to go in the Coordinates
01:57Managers so it's easier for you to match my values.
01:59I'm going to switch over the X, I'm going to increase the Z, so I'm moving it right
02:04over the center of that table and then in my front view I'm going to bring that light
02:09up so that it's above that table, and I want to move it to about the center of the room.
02:15Now as I look at this, we're doing pretty well.
02:17The problem is that it's rotated towards the window.
02:20So I'm going to take my R.P, and I'm going to drag that down to a -90 value here.
02:26We're doing pretty well, but the light is not quite the same shape as our table.
02:32Let's go ahead and go into the Details tab of our Light, and inside of Details there
02:37is something called Aspect Ratio.
02:39That allows you to change the relative width and height of your light object.
02:43And I'm going to increase the Aspect Ratio here. It looks like a value 2.1 should about
02:48do the job, and now I'm just going to render my view.
02:51So we've definitely got a light in that area, but it's over exposing our scene as opposed to darkening it.
02:56And there's just one more property that we need to change to get that effect to start happening.
02:59So I'm going to take this Negative Table light, go into the General tab and then set
03:04the Intensity to a negative value.
03:06So I'm going to type in -80%, and now I'm just going to a turn on my Interactive Render
03:11Region to focus in on this lower area.
03:14The area under the table is looking all right, but it is definitely pretty bright.
03:19So I'm going to set the Intensity here to maybe just -20% to just knock down the brightness a bit.
03:27That's not quite enough so let's try, -30 might be the final correct value.
03:32Let's go ahead and tweak some of the settings here.
03:34I see that it's actually darkening the table top as well, and I don't want that.
03:38So I'm going to go into my Project tab, and I'm going to exclude everything but my floor.
03:44Well, that seems like a way of doing it, but probably the more direct way is to change
03:48the mode from Exclude to Include, and I'm only going to drag in my floor object.
03:53Now the floor here is all part of the SketchUp object, so I'm just going to twirl open my
03:58apartment model and drag in SketchUp, and that's going to prevent the couch
04:02and the table from being included.
04:04Now I'm going to go ahead and duplicate my Negative Table light and name it Negative Couch,
04:09and I'm going to my four-way view and just choose my top view here and reposition it
04:15so it's resting over my couch.
04:18That's looking pretty good and then I'm going to look at it in my side view here, and I'm
04:23just going to increase the Y value until the triangle here sort of the cone of my light
04:31is intersecting with the floor at about the same width as the couch itself.
04:35So now when I come back to my Perspective view and take a look at this render, the area
04:40under the couch is also darker.
04:42Now if I recall the area under the couch in my QMC render was quite a bit dark than this,
04:46so I'm going to go into my Negative Couch, go into the General tab and set the Intensity
04:50to -35, and hopefully we get a result that we'll like.
04:54Now the difference between this render and our original render is subtle, but it's real,
05:00and I feel like this second version with the negative lights better grounds these objects
05:04and adds a bit more contrast to our scene.
05:06If I was to keep doing work like this, I might add a Negative Light near that far left wall
05:11and maybe some in the brighter regions of the ceiling and the floor there.
05:15Now Negative Lights are a bit of a cheat, but if they get you to the look that you want
05:20it's good to know that they are there.
05:21So whenever you find that part of your render is blown out, don't limit yourself to the
05:25Burn tool in Photoshop, know that you can selectively darken your scene using Negative Lights.
05:32
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Conclusion
Next steps
00:00Thank you so much for joining me for Production Rendering Techniques in CINEMA 4D.
00:04I really enjoyed making this course, and I hope it's going to help you out as you start making more images in CINEMA 4D.
00:10If you're looking for things to do after finishing this course, might I recommend Design in Motion by Rob Garrott.
00:16It's a really fantastic introduction to the world of motion graphics, and each and
00:19every week he talks about a different part of motion graphics, and many times he's using CINEMA 4D.
00:25What I love about this course is that he's often talking about concepts instead of just the technical aspects.
00:32Most advanced 3D programs these days have fairly similar feature sets.
00:36Features might have different names, but they have similar functionalities.
00:40So you might, for example, take a course in Photorealistic Lighting with Maya, or if you're
00:45feeling comfortable enough to change 3D programs, you're probably feeling good enough to even
00:49leave your computer, and for that I recommend a course on photography.
00:53Ben Long's Foundations of Photography Exposure is a wonderful introduction to
00:57the technical aspects of using a camera.
00:59And many of the settings that you've seen in CINEMA 4D's physical camera will be mirrored
01:04in his course and might perhaps make better sense after you watch it.
01:07But really, the most important part of working in 3D is not the technical, it's about the end result.
01:15Can you make an image that looks good? And for that I recommend just a plain photography course.
01:19Douglas Kirkland's on Photography: Studio Portraiture is a really wonderful introduction to a couple
01:26methodologies for how to light a portrait.
01:28Or you might even go and take a look at Shooting with Wireless Flash by Jim Sugar.
01:33This course and courses like this will help you to figure out where to place your lights
01:37in scenes, and when you see how a person lights a product in the real world, you'll be better
01:41able to get photorealistic results in your 3D package.
01:45Thank you so much for taking the time to follow this course, and best of luck with your future projects.
01:50
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