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. 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).Ĭreate the materials needed for the lightĬreate a new Material. 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%. 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. If you lay the probe flat and looked at it, it would look like this : A Probe is just a type of HDRI which encompasses a large view. You can find many very high quality and resolution probes here. You will find these images with a “*.hdr” extension. These are NOT Images rendered WITH HDRI (as SOME people may think…). The first step in setting up HDRI lighting is to find an High Dynamic Range Image.
Note: This tutorial is only for people with the Advanced Render Plug-in that comes with most editions of Cinema 4D. However, it can cause very long rendering times.
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If you use it, you can archive stunningly realistic renders, without having to set up a complex lighting rig. Using HDRI lighting has its pros and cons. In this tutorial we will run through the basics of setting up a scene with HDRI lighting.