If you don?t, your scene will looked all messed up.Īnd now for the usual end stuff. Once that’s all sorted out, click on Options, and make sure you turn off Auto Light. Now, you could spend a half hour messing with the settings, tweaking them to get them just right... OR you could use these: Open up the Render Settings, and go to the Global Illumination tab (Note: On the older versions of Cinema 4D it was called Radiosity) and turn it on. So for that we are going to need some Global Illumination. But that’s not what we want, we are going for Photorealism. If you tried to render it now, well it would look like a normal every day render. Our scene is finished now, now we only need to set the correct rendering settings. Now, after all of that complicated work, your Object Browser should look like this. Once that’s done, also add a Compositing tag to the GI sphere, and make sure only the “Seen by GI” is checked. Seen by Camera, Seen by Rays, Seen by Transparency and finally Seen by Reflection. Make sure only the following are checked: So right click on the Visible Sphere in the Object browser, and go to Cinema 4D tags > Compositing. Now we will have to change some settings for our spheres. Now, apply the GI material to the GI sphere, and the Visible material to the Visible Sphere. By doing this, it evens out the light, so when its rendered it will not look as blotchy. The only change we are going to make to this one is setting the MIP Blur Offset in the Luminance Channel, to 10%. Now duplicate this material, and name the duplicate GI. We can do this by setting the Brightness to 0%, and set the Mix to 50%. As you can see, it’s a bit bright, so we are going to tone it down a bit. After that, go to luminance, and apply your con.hdr as the texture. Turn off all of the channels except Luminance. Create the materials needed for the lightĬreate a new Material. As the names suggest, one of the spheres will be visible when we render and the other one will be for GI (GI stands for Global Illumination). Name one sphere GI, and the Other one Visible. Now duplicate that sphere (Ctrl+c, Ctrl+v). Then resize it so that all of you scene fits inside it (for the example scene, giving this sphere a Radius of about 1200m should work fine). Now our very basic scene is done, and if done right should look something like this: Now add the Ball material to the Sphere, and the floor to the floor. click on Bump again, and change the strength to -7 %. Change the Noise type to FBM, and the Octaves to 6.1.
On the floor texture, check the Bump, and add a Noise texture. Change the reflection brightness to 6%.ĭuplicate the Ball texture, and name the second one Floor. If not, then simply create a Floor object, drag it down 100m on the Y-axis, then create a Sphere.Ĭreate a new material, named it ball, leave the colour as white, and change the brightness to 100%.
#How to set up hdri cinema 4d free
If you have a premade scene, feel free to use that. That is the file we will be using to light our scene. hdr file was in, you will now see a con.hdr file as well. When it’s done it will pop up with the finished image. This will convert all of the verities on the picture, to that of a 3D sphere. When it loads, go to Plug-in > Advanced Render > Convert HDR Probe. Luckily Cinema 4D has a solution for that. Now, as you can see by looking at it, it has odd black stuff around the edges, and if we stuck that as out lighting now, it would be uneven, and unrealistic. This will be the Probe I will be using for this tutorial.