After testing and trying the Pure Reflectance methode, I don't understand why it's should be good to use it? Lower result, more noise, mutch more render time?
Wonderful! I couldn't do a tutorial myself. I have discovered this about a month ago. Something more you could add is that to get sharp shadows the light (Luminant object) has to be smaller in size to the object you are lighting, then increase the intensity to suite. Bigger lights tend to soften the shadows by multiplying the amount of light rays hitting an area at different intensities due to the shadow.
Worth noting - using luminous geometry does omit the option to include/exclude geometry from the light source. While this is not possible in reality as well, it is a handy hack for the CG artist. Great video - thank you.
Incredible content! New subscriber. May I ask for a neon dark render tutorial? Something like neon photoshooting with great contrast and powerfull colour.
Dude, witNice tutorialn 4 hours of watcNice tutorialng tNice tutorials video, I bought soft soft, and made my first 56-second soft clip. You're an aweso teacher,
Wow! that is the best tutorial ever. Now I wonder why I got cycles 4d. do you think there is value in cycles 4d? the learning curve is insane. I have a new Imac pro and cannot use any of the other renders that need nvidia. but you explanation really simplifies the process. I had watched other physical render tuts and this really nails the ideas. Thanks!
I'm not sure if what I've been doing it's ok but I'll love you to clarify this when I want to light a scene I tend to use area lights with settings like: --Details-- show in render enable show in specular enable show in reflections enable visibility multiplier 1000% (100% it's way too weak) fallOff Inverse square Z direction only --Photometric-- I normally set to lumen values and set lumens according to the light source I want to simulate but most of the time I feel that photometric values aren't well calculated, it seems weak, not that strong like the real life values, if I don't use the specular setting (20%) in the diffuse BRDF the lighting looks weaker, should I just eyeballing the values? why should I do that if the physical values are there to be like the real life values? Physical sky with an infinite light as sun with 32000 lumen seems to be ok, everything else looks weak, I've been wondering if there's something else like color profile or something like the problem blender has that its color profile is weak adn can't handle some values.
Hey thanks for the lessons! I set up a simple scene with a plane and a cube while following your lighting setup in the beginning. (sphere with a luminant texture, cube and plane with reflectant textures). When I set the renderer to physical and turn on progressive, it takes +5 mins to render the scene. Is that normal? I have a relatively powerful machine so it seemed intense to me.
Reflectance based rendering will take longer to render but not as long for a cube and a plane. Just make sure you don't have really high render settings or a super high resolution. Maybe share your scene somewhere and I can have a look
Hi there! In the method oh pure reflectance in if I want to add reflection channel on top of the deffuse should I add fresnel ? Or in this case is not worth it ?
Think of the objects emitting luminance as the photographer's soft boxes. Watch also another video of mine where I'm going in to more detail about this process ua-cam.com/video/avhkN0QMRGc/v-deo.html
My material editor doesn't show Reflectance option. Does this need to be turned on somewhere? I am also using R13. Does that have anything to do with it? Great tut by the way. Thanks!
Hey Mac! You can use SSS in luminance and a diffuse base in reflectance but unfortunately you need to have a light and not geometry in your scene, in order to see the effect. In this case you need to deal with actual lights, or at least a light for your SSS surface.
Lovely tips, Dimitris! Keep them coming! :)
Thanks EJ! will do!
Wow, I have see a lot of tutorial on C4D, this one is one of the best Ever! Simple, direct and very helpfull!
Thank you very much!
After testing and trying the Pure Reflectance methode, I don't understand why it's should be good to use it? Lower result, more noise, mutch more render time?
This is the kind of stuff the internet needs! Great job
will get it. Just don't get burnt out. Whenever you need a break, take one.
Wonderful! I couldn't do a tutorial myself. I have discovered this about a month ago. Something more you could add is that to get sharp shadows the light (Luminant object) has to be smaller in size to the object you are lighting, then increase the intensity to suite. Bigger lights tend to soften the shadows by multiplying the amount of light rays hitting an area at different intensities due to the shadow.
Worth noting - using luminous geometry does omit the option to include/exclude geometry from the light source. While this is not possible in reality as well, it is a handy hack for the CG artist. Great video - thank you.
you can use the exclusion tab on the compositing tag to exclude objects from luminous geo
So simple and detailed video, it's now going to help to start working wid softsoft!!
This was very helpful and just what I was looking for. Thanks a lot, Dimitris!
This was excellent, thanks!
This is a really really good tutorial. Fantastic technique
Just found your page Dimitris. Thank you for making these videos. They are truly amazing.
Awesome tutorials! Great production value too! Can't wait for next video
Thanks for your kind words!
Thanks for this I just started my cinema 4d journey, and this advice is really helping a lot :)
Oh man, such a good tips! Saving my render! :D
Thank you so much. I've learned a lot from your tutorial. It's simple and straight. Hope to see more tutorial. God bless!
Incredible content! New subscriber.
May I ask for a neon dark render tutorial? Something like neon photoshooting with great contrast and powerfull colour.
Don't know why I'm watching this considering I don't use the standard renderer, but it makes me happy and that's what matters in the end :) Good video
fantastic tutorial! This is best one out there. Thank you for sharing
nice vid, still relevant!
So helpful - thanks so much for this, the way you explain things is excellent!!
Loved it Dimitri!!
Thanks Tony!
Dude, witNice tutorialn 4 hours of watcNice tutorialng tNice tutorials video, I bought soft soft, and made my first 56-second soft clip. You're an aweso teacher,
woooooow..... excellent intro, excellent video
Great tips, thanks for sharing!
Very useful video! Thank you!!
excellent tutorial...!!! very clearly explained...thank you
I’m overwheld it’s soooo much
Great tutorial mate! Keep them coming :)
Nice trick ! thanks a lot from France :)
Thank you
Hi ! I have one more question. Can I use physical sky with the this unbiased method ?
It doesn't work for me... :( I can see just a foogy shape of the light and nothing else from my scene... Can anybody help?
Thank u' very much. You've made my day!
Duudee! I love you. you are really helpful
Wow! Nice
Wow! that is the best tutorial ever. Now I wonder why I got cycles 4d. do you think there is value in cycles 4d? the learning curve is insane. I have a new Imac pro and cannot use any of the other renders that need nvidia. but you explanation really simplifies the process. I had watched other physical render tuts and this really nails the ideas. Thanks!
I love tNice tutorials video. The best soft soft tutorial!
amazing stuff !!
Thanks thats some good cg
I'm not sure if what I've been doing it's ok but I'll love you to clarify this when I want to light a scene I tend to use area lights with settings like:
--Details--
show in render enable
show in specular enable
show in reflections enable
visibility multiplier 1000% (100% it's way too weak)
fallOff Inverse square
Z direction only
--Photometric--
I normally set to lumen values and set lumens according to the light source I want to simulate
but most of the time I feel that photometric values aren't well calculated, it seems weak, not that strong like the real life values, if I don't use the specular setting (20%) in the diffuse BRDF the lighting looks weaker, should I just eyeballing the values? why should I do that if the physical values are there to be like the real life values?
Physical sky with an infinite light as sun with 32000 lumen seems to be ok, everything else looks weak, I've been wondering if there's something else like color profile or something like the problem blender has that its color profile is weak adn can't handle some values.
great tutorial, thanks.,
I can’t drag content / sample into my playlist on Mac? Anyone know how to fix
Lmao at 2:16 .Thanks for the tips btw
thanks captain 🍻
do you have a tutorial for architectural 3d animation tutorial using cinema 4d
Hey thanks for the lessons! I set up a simple scene with a plane and a cube while following your lighting setup in the beginning. (sphere with a luminant texture, cube and plane with reflectant textures). When I set the renderer to physical and turn on progressive, it takes +5 mins to render the scene. Is that normal? I have a relatively powerful machine so it seemed intense to me.
Reflectance based rendering will take longer to render but not as long for a cube and a plane. Just make sure you don't have really high render settings or a super high resolution. Maybe share your scene somewhere and I can have a look
How do you get to ATTRIBUTES, I mean min 3:43s. I dont know how to create the sphere or the plane.
your noise gater settings are a bit high. it causes complete silences between your words sometimes. sounds a bit weird :P
You are absolutely right but I discovered that a bit too late. Hopefully I won't repeat the same mistake twice!
dimitris katsafouros really nice tutorial otherwise than that though!!
Hi there! In the method oh pure reflectance in if I want to add reflection channel on top of the deffuse should I add fresnel ? Or in this case is not worth it ?
Yep you can definitely do that. Just adjust the fresnel and/or opacity and you’re all set!
@@marvelousdecay thanks
can you please make a tutorioal on how to render imagenes with no background BUT ALSO KKEPING THE SHADOWS? that would be great!
very nice but if you iluminate only with objects how do you create shadows?
Think of the objects emitting luminance as the photographer's soft boxes. Watch also another video of mine where I'm going in to more detail about this process
ua-cam.com/video/avhkN0QMRGc/v-deo.html
ok thaks
My material editor doesn't show Reflectance option. Does this need to be turned on somewhere? I am also using R13. Does that have anything to do with it? Great tut by the way. Thanks!
Hi Joseph
Glad you enjoyed the tutorial.
Yes you need R16 and up to use the multi layered reflections.
er, you basically created a sun! awesome.. wonder if this works in maya
hi thanks for the reflectance method, but isnt it mono threaded or did i miss something?
+LaboGrandMoulin hi there. Rendering is multithreaded. Since though it's a brute force method it'll just take more time to complete.
dimitris, thanks! would this method work with C4D's SSS? (enabled in luminance channel)
Hey Mac! You can use SSS in luminance and a diffuse base in reflectance but unfortunately you need to have a light and not geometry in your scene, in order to see the effect. In this case you need to deal with actual lights, or at least a light for your SSS surface.
Super
quick question, can I use this technique for animal, human or plant model? nice tip btw. Thanks!
+Dan Max you sure can. There’s no real limitation on what you can use it for. Have fun!
thanks! subscribed!
Doesn’t tNice tutorials program cost like 100$ ?
This is the first time that the GI method is faster than anything else...
good tips but quite too fast to catch up each steps.
That's harder than fucking maths lol
oraios re file.
└ projects
I just installed tNice tutorials program and just looking at it makes my brain hurt lol
Don't put water on it !
Can you speak in Hindi..
Speak little slowly please.