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Advanced Renderer Cinema 4d
Advanced Renderer Cinema 4d
Advanced Renderer Cinema 4d
Features Advanced Render smaller the F-Stop (f/#) (the wider the real-world
sensor will be opened) the smaller the depth of field)
Physical Renderer Focus Distance (the lesser the distance to the object
Basic Advanced the more blurred it will appear). Details can be found
under Focus Distance
Physical Renderer
Note that scaling the depth of field of a project can alter the
These settings are made available when the Physical project dramatically! See also Project Scale. The Focus
Renderer has been selected. Most of the otherwise available Distance will adapt accordingly but the previously mentioned
render settings are, with few exceptions (these will be "visual" parameters will remain unchanged.
grayed out), also available for use with the Physical
Renderer. The Renderer offers more general information
regarding the Physical Renderer.
Reference Cinema 4D Advanced Features Advanced Render Physical
Renderer
Physical Renderer
Basic Advanced
Basic Properties
Depth Of Field
In Cinema 4D, the depth of field for the angle of view of the
camera is defined using the Focus Distance, which can be
varied interactively in the Viewport:
The varying focal distances shown on the right move the
Slower shutter speeds result in more pronounced motion
depth of field vertically along the camera’s angle of view.
blur.
The depth of field (spatial position, strength) is influenced by
As is the case with depth of field, motion blur also requires a
3 camera settings:
lot of computing power and therefore (render)time. However,
this effect helps create a realistic look for film and video
Focal Length (the greater the Focal Length, the sequences, even though the most recent trend in action films
smaller the depth of field) is towards faster shutter speeds, which results in staccato-
like image sequences.
A few general tips regarding motion blur: should use this option sparingly and only use very low
values.
Note also the Motion Blur tag, which offers numerous
Sampler
special functions.
You should always bake Dynamics to ensure that the The Sampler does just that - it samples the Project’s cache
motion blur is calculated correctly. from the angle of view of the camera in a pixel raster (see
Motion blur will not be calculated when rendered in also How does antialiasing work?). The Sampler has to
the Viewport. determine which regions have to be sampled again with
For generated objects whose total number of points regard to antialiasing or blur effects (depth of field, motion
changes during animation, problems can occur blur, blurriness effects) in order to achieve the desired
because interpolation cannot be done correctly. render quality.
Example: A Path Spline animated via PLA. The
number of spline points can change dynamically, The samples gathered (i.e. colors), whose number far
which also affects the number of generated polygons. exceeds the number of pixels, will in the end be turned into
Solution: Intermediate frame motion blur always pixels colors via an antialiasing filter. This is a somewhat
helps in such a case. In particular when using Sweep simplified explanation of very complex procedures that
object Intermediate Points can be set to Uniform. The actually occur.
number of points along the Spline will remain the
same. The following Sample settings serve as a controlling instance
Motion blur does not render correctly in the IC GI for the samples to be calculated. The following primarily
mode. applies: The more samples taken at critical regions, the
better the final result will be (with correspondingly longer
For animated Generators (e.g., Loft object; in this
special case, the Subdivision per Segment option can render times). In short:
help), the UV coordinates can change abruptly. In
such cases, faulty motion blur calculations can result. Adaptive: Depending on the settings defined, an
increased sampling will take place at critical or
important regions. This mode is best for use in most
Motion Subdivisions [1..6]
cases because it offers a good compromise between
quality and render speed (comparable with the
default renderer’s Best Antialiasing setting).
Fixed: A definable and unchangeable per-pixel
sample number (which will, however, already be
increased in blurriness effect regions, depending on
the settings there) will be calculated (comparable
with the default
renderer’s Best and Min/Max Antialiasing settings).
Progressive: This sampler can render infinitely
(samples will continuously be calculated). The longer
it renders the better the antialiasing and blur effects
such as DOF, motion blur and blurriness effects will
be calculated.
Fixed
Sampling Quality
Tip:
Note that this option is only accessible if Color Depth is set
to 32-bit in the Save menu (a value of 0 will be used
internally for 8-bit and 16-bit)
Subdivisions
Sampling Subdivisions values that are too low cannot be
compensated for by higher-quality shading parameters The following three subdivision settings are not set at
(Scene by Tim Clapham). material level (Reflectance or Transparency channel, Ambient
Occlusion Shader, AO render presets) or object level (Soft
Shading Subdivisions (Min) [0..16] Shadows, light sources) but globally, i.e., scene-wide. These
Shading Subdivisions (Max) [0..16] are the quality settings for the respective effects (blurriness
effect, Area shadows, Ambient Occlusion). The strength is
Shading Error Threshold [0.1..100%]
still defined on material or object level, or in the Render
You should be familiar with this trio of settings from other Presets menu.
Cinema 4D functions: The default renderer has it in its
Each value is to the power of two: 0=1, 1=2, 2=4, 3=8,
antialiasing settings’ Best mode, and the quality of the Area
4=16, etc. (uneven values can also be entered).
shadows is also adjusted using these settings. These settings
function basically the same way in the Sampler. Simply put, These values will be taken into consideration
the information gathered by the Shading Subdivisions setting is when Progressive mode is used. Higher values will result in a
applied and the number of shading samples required per slower, more gradual rendering. For preview renders in this
pixel will be determined based on the shading parameters. mode it is suggested that each of these values be set to 0.
"Shading" is defined as the calculation of a color value based Blurriness Subdivision (Max) [0..16]
on shadows, textures, refractions, reflections, etc. This can
be very complex and time-consuming process, depending on
the scene (the Physical Renderer can re-use shading samples
- depending on the scene - which helps save time).
Basic Advanced
Advanced
Raytracing Engine
Projects that can really benefit from this new technology are
those that contain a high number of polygons/objects, glass
with a lot of refraction, area shadows, Ambient Occlusion
(without cache). Complex textures or blurriness effects enjoy
little or no benefit.
More samples (right) result in improved Ambient Occlusion Note that the render results for the most part stay the same
quality. but render inaccuracies can cause very slight differences
between different render engines.
Use this value to adjust the quality of Ambient Occlusion
effects. Larger values result in better quality but also The following options are available:
increase render times accordingly.
Subsurface Scattering Subdivision (Max) [0..16] Physical: The render engine available in Cinema 4D
prior to R15. Requires the least amount of memory.
Embree (Faster): The fastest Embree engine. Requires
the most amount of memory.
Embree (Smaller): Only slightly slower than Embree
(Faster) but requires less memory.
Quick Preview
A fast preview provides a rough impression of the final
render.
Parameters
In contrast to surface caustics, the photons of volume This sets the general brightness of the caustics effect.
caustics are saved in the photon tree at regular intervals.
When the photon hits a surface that is neither reflective nor
transparent, the photon ends its journey there. Once all
photons have completed their journey, the values in the
photon tree are interpolated to calculate the volume caustics
effect for the image.
Samples [1..10000]
Recompute
First Time
Depth of Field
Basic Lens Tint
Depth of Field
Of particular importance are:
Tip:
You can achieve higher quality Depth Of Field when used in
conjunction with the Physical Renderer. Focus Distance (Object tab): the distance from the
camera to the focal plane, i.e., the distance from the
With Advanced Render’s Depth of Field filter you have camera at which the picture is perfectly sharp.
complete control over the sharpness of your pictures. For Focus Object: instead of setting a Target Distance,
example, you can blur in front of the focus only, behind the you can choose an object to be the focal point, i.e.,
focus only, or both. Using gradients, you can easily modify the object you select will be perfectly sharp.
the progression from sharpness to full blur. In addition you
can add a tint to your renders that gets stronger towards the
horizon, for effects such as atmospheric perspective where
the strength of a blue tint suggests depth.
Advanced Render’s Depth of Field is a post effect. This means
that is fast to calculate but comes with the usual restrictions
of post effects; for example, problems may occur in places
when blurred objects are seen in reflections or behind
transparent surfaces.
Radial blur is blur that gets stronger from the picture’s center
outwards. Use the input box to define the strength of the
effect.
Use
Autofocus [0..100%]
Use Gradients
Front Blur
Rear Blur
This option must be enabled in order to avoid visible edges
at the transition of the blur ranges.
The sharpness of the lens artifacts. Do not confuse these parameters with the like-named
parameters of the Camera object.
Lens Intensity [0..+∞%]
Front Start [0..+∞m]
The brightness of the lens artifacts. Rear Start [0..+∞m]
Lens Shape Front End [0..+∞m]
Rear End [0..+∞m]
Choose the shape of the lens: Circle, triangle, rhombus,
pentagon, hexagon, heptagon, octagon or nonagon. The tint range is defined by the values Front Start, Front
End, Back Start and Back End (not the camera parameters)
Lens Rotate [-∞..+∞°] based on the camera’s focus. This enables you to define the
tint independently of the Depth of Field settings.
Controls the orientation of the lens artifacts.
Reference Cinema 4D Advanced Features Advanced Render Depth of Depth of field limitations
Field
Problems may occur in places where blurred objects
Depth of Field
are seen in reflections or behind transparencies.
Basic Lens Tint If glow is calculated after depth of field, inaccuracies
may arise.
If glow is calculated before depth of field, the depth
Tint of field will overwrite the glow.
Depth of field cannot be used with PyroCluster.
Using these parameters, you can add tints that take the The Specular post effect does not work in conjunction
scene’s depth into account. For example, you can add a blue
with depth of field.
tint to your renders that gets stronger towards the horizon
DO NOT activate depth of field if Alpha Channel is
(aerial perspective); simulate the orange tint of the horizon
activated in the image output settings. Otherwise the
on the sunset; or recreate the deep, dark cold blue of a
alpha channel will not be rendered correctly.
moonlit scene. You can also simulate the orange tint of
daylight film used to photograph interiors and the blue tint of
interior film when it is used to photograph exteriors. Cinema 4D Program Documentation Reference Cinema 4D Advanced
Features Advanced Render
Simulating errors such as the above usually adds to the
realism although, like lens flares, this is usually avoided at all Glow
costs by the professional photographer. Glow Color Distance Surface Noise
Use Tint
Front Color Glow
Rear Color Advanced Render gives you a powerful filter for creating glow
Use Ranges effects. With it you can simulate the glow of incandescent
Use Camera Ranges lights, lightning bolts, LEDs, neon lights, monitor screens,
the reflection of the sun by high-gloss car paint and much
There are three possible states. The camera’s focus is always more. The Glow filter also enables you to:
taken into account.
Intensity [0..+∞%]
Once you have selected Glow on the Effects page, five tabs
of settings will appear: Glow, Color, Distance, Surface and
Noise. These settings are described in these pages.
Tip:
Note that Glow can only be calculated to a maximum pixel
width or height of 4096.
Do not confuse the Glow filter with the Glow channel for
materials. Glowing materials always create glow, whereas
the Glow filter adds glow according to the brightness of
rendered pixels. Suppose you have a scene with no lighting—
a glowing material would still generate glow, the Glow filter
would not.
Glow
Top: High Intensity value; Bottom: Low Intensity value.
Glow Color Distance Surface Noise
Back Intensity [0..+∞%]
Glow This parameter controls the glow effect for dark surfaces.
Using Back Intensity you can fine-tune the transition from
Use Object ID [0..1000] glowing areas to non-glowing areas. To reduce the amount of
glow for dark areas, set Back Intensity to a high value.
The Object ID corresponds to the object buffers defined in
the Compositing tag.
Size [0..100%]
If the Use option for Color is disabled, the glow will be the
same color as the material. To define a different color for the
glow, enable the Use option, click the color box and choose
the desired color (to access color sliders, click the triangle
that’s next to the color box).
Luminosity [0..100%]
Glow Edges
Left: Luminosity set to a low value; Right: Luminosity set to
a high value. You can restrict the glow effect to object edges by enabling
this option. To make the object’s edges glow with a uniform
Use Back Luminosity [0..100%] color — regardless of the rendered brightness — choose a
glow color and set Balance to 100%.
This parameter gives you a more refined way to control
luminosity by checking the brightness of the rendered pixels.
The glow and the rendered pixels are combined in an
additive process. Use the Back Luminosity value to adjust
this process.
For uniform edge glow, enable Glow Edges and set Balance
to 100%.
Zoom Scale
Back Luminosity set to a high value (bottom left) and a low There are two ways to zoom objects in the viewport:
value (top right).
1. By increasing the camera’s Focal Length value. With a value of 100%, all areas will glow with the same
intensity. However, note that a dark glow will be used for the
2. By moving the camera closer to the objects or vice dark areas. Use the Object ID parameter to restrict the glow
versa (see Distance Scale). to the desired objects.
Enable Zoom Scale if you are zooming via the Focal Length
value and you want to zoom the glow as well as the objects.
To make the object glow with uniform color, enable the Use
option for Color, click the color box that’s next to the option
and choose the desired color.
Zoom Scale disabled. The glow still has the same thickness
when you zoom the object.
Glow
Zoom Scale enabled. When you zoom the object, the glow is Nonclamped Color Attenuation
also zoomed.
Use
Distance Scale
Using the parameters on this page, you can restrict the glow
Enable Distance Scale if you are zooming by moving the to rendered pixels that are within a defined brightness range.
camera (or objects) and you want to zoom the glow as well Set this range by entering values into the boxes for Min
as the objects. Otherwise the glow will remain the same Intensity and Max Intensity, where 100% represents bright
thickness. See "Zoom Scale" for more details. white (RGB 255/255/255). Enter values above 100% if you want
restrict the glow to non-clamped colors (i.e. colors above
Note: This function does not work in conjunction with the RGB 255/255/255). Even though non-clamped colors are no
Physical Renderer.
brighter on screen than pure white, this helps you to create a
sense of intense light in these special picture areas.
Balance [0..100%]
Min. Intensity [0..+∞%]
The Balance parameter controls how bright the rendered
pixels must be in order to trigger glow in those areas. With Max. Intensity [0..+∞%]
the default value of 0%, only the brightest areas will glow.
These values define a brightness range. Each rendered pixel Use
that falls within this range will generate glow. You can Start Range [0..+∞m]
restrict the glow to non-clamped colors (see paragraph End Range [0..+∞m]
above) by setting Min Intensity and Max Intensity to values
greater than 100%.
The Start Range and End Range define a range over which
the glow changes with distance.
Distance Position
Glow restricted to a key color.
There are two settings.
You can restrict the glow to a particular color. Use the color
box to choose this key color. Since most rendered surfaces Z-Buffer
are gradations of color rather than a single tone, you can
Start Range and End Range refer to the Z-buffer, i.e., the
also specify a tolerance value for the key color, which you
distance from the camera to the object’s surface.
enter into the Color Variation box. If you set Color Variation
to a value that is too low, such as 0%, you may find that only 3D Pos.
a few pixels will glow.
Start Range and End Range refer to the position of the
Use Size object’s axis in 3D space. The glow spreads out radially from
Use Density the axis.
Use Luminosity
Use Color Use Size
Use Density
You can use gradients to refine the following properties from Use Luminosity
the Glow page: Size, Density, Luminosity and Color Use Color
(see Glow entry).
You can use gradients to refine the following glow properties
from the Glow page: Size, Intensity, Luminosity and Color
(see Glow entry).
The direction of surface Normals can be taken into account The page for noise contains many settings that may seem
by the glow, causing the glow’s color or intensity to change daunting at first. However, try out the various parameters
depending on a surface’s direction. for a few minutes and you will discover there are countless
variations that enable you to create a wealth of effects with
Use Shininess [0..100%] ease.
This parameter controls the glow’s highlights, similar to Use Noise Type
the Reflection material channel’s Specular settings.
You have a choice of three noise types: Gaseous, Fire and
Use Size Electric. Gaseous is ideal for puffy clouds, smoke and other
Use Density cloud-like effects. Fire is for anything to do with fire while
Use Luminosity Electric produces streaks like the charges of a lightning bolt
Use Color or plasma ball.
Gaseous noise.
Think of these gradients as being in the area between the
Normals that point at the camera and the Normals that are
perpendicular to the camera.
Glow
Noise
Electric noise.
Top: Low Density value; Bottom: High Density value.
Use the previous examples as a rough guide only. Entirely
different results are possible depending on the settings used Luminosity [0..100%]
for the other Noise parameters. Once you have chosen the
Noise Type, fine-tune the effect using the other parameters Luminosity affects the settings for Color and Ground Glow. It
on the Noise page. controls the strength of additive mixing for these parameters
when they are mixed with the other image elements.
Intensity [0..+∞%]
The intensity of a noisy glow also depends on the basic glow Here you can choose the color of the noise. Enable the Use
properties on the Glow page such as Intensity and option for Color, click the color box and choose the desired
Luminosity (see Glow). color. If you don’t choose a color, the color defined on the
Glow page will be used.
Density [0..+∞%]
Scale [0..+∞]
Density is a measurement of the glow’s transparency. A
value of 0 represents full transparency, i.e., no glow effect. The fractal turbulences are scaled using this parameter.
Brightness [-∞..+∞%]
To blend out dark areas, set Peak Blend to a high value. Only Ground Glow
the brightest areas of the glow will remain. For a
photographic negative effect, enter a negative value. Noise usually affects the Ground Glow, causing the noise to
glow. If Ground Glow is enabled, the noise is placed over the
(unchanged) Ground Glow.
From top
to bottom: Details set to a low value, a medium value and a From top to bottom: Stretch set to a low value, a medium
high value. value and a high value.
Animate this parameter if you want to animate the fractal Problems may occur in areas where glows are seen
cloud. In general, use a small Phase change over time for in reflections or behind transparencies.
slow gaseous motion and use a high Phase change for rapid
If glow is calculated before depth of field, the depth
effects such as fire. Try various rates until you arrive at the
of field will overwrite the glow. If glow is calculated
desired result.
after depth of field, inaccuracies may arise.
Angle [-∞..+∞°] Glow cannot be used with PyroCluster.
Drift [-∞..+∞]
Cinema 4D Program Documentation Reference Cinema 4D Advanced
As with Phase, these values are intended for use with Features Advanced Render
animation. The Angle value defines the direction in which the
fractal glow cloud should move; use the animated Drift value Vector Motion Blur
to define the speed with which the cloud moves. Vector Motion Blur
The major advantage over Sub-Frame Motion Blur is the fact Density set to a low value (left) and high value (right).
that no intermediate frames need to be rendered, greatly
reducing render times. Furthermore, you can use it with any The Density value defines the coverage of the blur in the
type of deformer object. image.
Assign a Motion Blur tag to the object you want to blur — the
Strength setting in the tag refers to the relative Shutter Samples [2..1000]
Angle described later in this section.
The higher the Sample Radius, the less crisp the blur will Surely you are aware of the fact that an image rendered with
look. GI (and low ray depth) is very bright in some areas and very
dark in others. A balanced allocation of color and brightness
Weighted Trails would be nice in order to be able to achieve a consistent
lighting.
Color Mapping
Basic
Left, Exponential not active; right, Exponential active.
Color Mapping
The color dispersion will be controlled exponentially, not
linearly (option not active).
In the image above, a very bright material was applied to the
small plane (Luminance material channel: Brightness:
1,200%). On the left you can see how the red plane is lit
much too strongly in the vicinity of the illuminating material
(this is called burnout). On the right, exponential control
results in an even, harmonious color progression on the red
plane.
HSV Model
Affect Background
For each image on the left, the image is shown to the right
with different values.