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C4D function introduction
1. Real-time updates of camera, lighting, environment, materials and geometry (experimental)
2. Full geometry support, including edges, HyperNURBS
3. Supports scanning, particle and hair geometry options, as well as some third-party plug-ins
4. Supports full deformation and deformation on polygonal objects, including bones, bones, etc.
5. Support material selection label
6. Support dynamic scanning objects
7. arealights, infinite light and sun light, sky support, daylight + environment texture
8. Support Octane thin transparency, panorama, orthographic camera and C4d’s standard camera
9. Rendering example
10. The life rendering window is an interactive rendering window, which displays the rendering in progress. Current rendering information. Supports fully interactive light/environment/geometry and motion blur, material editing drag-and-drop function
11. Export scenes and materials to Octane standalone software
12. Material converter changes standard materials and some other types of octane materials
13. The output is α, straight depth, material ID, wireframe, shading/geometric normal, position, texture UW frequency
14. Materials: Online materials accessed and cached by livedb. User-created materials for offline use
C4D software features
1. Octanerender Using only the video card on your computer, OctaneRender can achieve faster and more realistic rendering results.
2. Compared with traditional CPU-based rendering, it allows users to spend less time to obtain excellent works.
3. With just a current GPU, you can expect a 10 to 50 times speed increase compared to traditional CPU-based rendering.
4. Octanerender is not only fast, but also fully interactive, allowing you to work in ways you never thought of in the past, and you can also get rendering results in real time
5. It also allows you to work faster than you imagine
6. Under the new rendering method, you will explore your scene more like a photographer
7. Octanerender makes rendering a fun thing again
C4D Instructions for Use
First, open [Octane Settings]-[kernels]-you can find [DirectLighting] in the drop-down menu in the first row.
Through the drop-down menu we can see that Octane currently supports four rendering engines, they are:
DirectLighting: direct lighting.
infochannels: Channel rendering.
Pathtracing: Ray tracing (used by renderers such as Arnold CR).
PMC: High -quality images.
In this section, we will study the DirectLighting direct lighting rendering core.
Direct lighting can be used for faster rendering. Direct lighting is biased, which is useful when creating fast animations or renderings.
In other words, DirectLighting rendering mode has great advantages in rendering speed.
But the quality is relatively not ideal! So when you finally render the image, you don’t have to worry about the rendering quality.
We then look down to see what parameters it has:
Maximum Samples: Maximum sampling rate (1~1000000.).
Sets the maximum number of samples per pixel before the rendering process stops. The higher the number of samples per pixel, the cleaner the rendering. For fast animations, mainly directly lit scenes, a small number of samples (500-1000) is enough. In scenes with lots of indirect lighting and mesh lights, thousands of samples may be needed to get a clean render.
GI Modes: Global Illumination Modes (there are five different global illumination modes in the direct lighting kernel):
None: Turn off global illumination, only direct lighting (including sun or area lights). The shaded areas will receive no contribution and will be black.
OctaneRender renderer introductory tutorial (1): Settings - Kernels core - Direct Lighting direct lighting - Station R|Learning makes me happy.
--Sample Environment: Use the simple color of the environment/interface, no need for Monte Carlo sampling, and the speed is very fast.
—Ambient: Use a simple ambient color from the environment.
—Ambient Occlusion: Standard environmental absorption. This mode generally provides realistic images but does not provide color bleed.
—Diffuse: indirect diffusion. It provides GI quality between ambient occlusion and path tracing, no caustics and photorealistic quality (better than AO), but better than path tracing/PMC Much faster. It's great for fast rendering and animation. In some ways it is similar to "bruteforce" indirect GI in other engines.
Specular depth: Specular reflection depth, the total number of ray tracing. Used for transparent materials such as glass and water. Depth controls the number of times the ray is refracted before disappearing.
Glossy depth: Glossiness depth, controls the number of times light can be reflected before disappearing. Values above 4 are recommended, otherwise some reflections will turn solid black.
Diffuse Depth: Diffusion depth, controls the number of times light bounces on the surface of an object. If Diffuse in GI is turned on, this can be set to 4.
Ray epsilon: Ray distance, used to offset new rays so that they do not intersect with the original geometry. When the scene is large, it can be used to repair the intersection problem between faces.
Filter Size: Filter size, used to filter the pixel size for rendering. That is to say, blurring pixels to fix some process problems can be used to reduce dry spots, but if the value is too high, the picture will become blurry.
AO Distance: AO distance, the distance absorbed by the environment within the unit. Generally, it is recommended that the value does not need to be greater than 3 for small scenes. The larger the value, the darker the rendered image.
Alpha Shadows: Alpha shadows, shadows of transparent objects are transparent, this setting allows any object with transparency (highlight material, with opacity setting and alpha channel material) to select an appropriate shadow, rather than as a solid object.
Alpha Channel: Alpha channel, generates alpha channel (alpha channel that needs to be set), this option removes the background and renders it transparent (zero alpha). This is useful if the user wants to combine a rendered image onto another image without the background showing.
Keep Environment: Keep the environment, this option is used together with the Alpha channel setting. if alpha The channel is activated, showing the environment background. It allows the background to be rendered invisible but still visible in the final render. This makes composite images more flexible.
Path term.(termination) power: Path termination power. Increasing the value will speed up rendering, but will also make more noise. This is used instead of "RR probability", which adjusts rendering speed and convergence speed (how fast noise disappears). Increasing the value will cause his kernels to keep paths shorter and spend less time on dark areas (which means they will stay longer). noise over time), but may increase samples/second. Lowering the value will cause the average path length of the kernel to increase, and the time in dark areas will increase. The default value of 0.3 is fine in most scenarios, but it can be used.
Coherent Ratio: When using the image coherence ratio algorithm for path tracing or direct lighting, the image becomes faster and noise-free, but the disadvantage when rendering animation is the flicker effect. For stills and action heavy animation/camera continuity mode might save you some time.
Static Noise: Static noise wave, which is disabled by default. Note that as long as the same GPU is used Architecture, noise is completely static. Different architectures produce slightly different numerical errors, manifesting as small differences in noise patterns on each rendering restart.
Parallel Samples: Parallel sampling, controls the number of samples for parallel calculation.
Maximum Tile Samples: Maximum tile sampling.
Minimize Net Traffic: Reduce network traffic.
Adaptive sampling: Adaptive sampling (must be checked, otherwise the entire image will be calculated indiscriminately).
Nosie threshold: Noise threshold.
Min. samples: Samples per minute.
Expected exposure: Expected exposure.
Group pixels: Anti-aliasing.
C4D update log
1: Optimized performance
2: We are serious about solving bug problems
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