is anybody there!
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: is anybody there!
Looks OK - I think the floor is too glossy and you're getting a lot of fireflies - try some clamping or denoising maybe.
Re: is anybody there!
Nice renders, but I believe that there are generally too many glossy surfaces in the scene. If you want your jewelry designs to pop then a rougher, the more diffuse surface is probably a better choice and will render much faster.
Looking at one particular render the surfaces don't blend together. Do you use CAD software to design these or are those Sub-D models?
Looking at one particular render the surfaces don't blend together. Do you use CAD software to design these or are those Sub-D models?
Re: is anybody there!
Sub-D models?
[/quote]
sometimes..
is it better? blood and treason
Now I have a great problem - a black window - an image becomes a black
[/quote]
sometimes..
is it better? blood and treason

Now I have a great problem - a black window - an image becomes a black

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- drink_me.pigs
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Re: is anybody there!
There is a problem with export light source "cone light" from c4d to indigo. I have changed it to another, temporary. It looks near like i wanted:
Re: is anybody there!
This forum is notoriously slow in responses 
I don't work with C4D (I use Blender) but I believe cone light sources are C4D specific and not directly supported by Indigo. In Indigo you basically have either mesh emitters, HDRI light sources IES light sources or the Sun.
To create a cone light you'll have to model an approximation of that cone geometry and materials and then put an appropriate mesh emitter into that cone. Another avenue would be to create an IES profile with the desired cone shaped light distribution.

I don't work with C4D (I use Blender) but I believe cone light sources are C4D specific and not directly supported by Indigo. In Indigo you basically have either mesh emitters, HDRI light sources IES light sources or the Sun.
To create a cone light you'll have to model an approximation of that cone geometry and materials and then put an appropriate mesh emitter into that cone. Another avenue would be to create an IES profile with the desired cone shaped light distribution.
Re: is anybody there!
Thank you, I use a disk with an emitter material. It is stable scene but so difficult for calculating with one rx560.
IES profile is too long for a little experiment I think. I worked with Blender it is more nice but in c4d I have rhino.io plugin and goZ for Zbrush.
IES profile is too long for a little experiment I think. I worked with Blender it is more nice but in c4d I have rhino.io plugin and goZ for Zbrush.
Re: is anybody there!
Scebs where glass materials dominate are better not rendered with Path/GPU.
I'd try to render this with bidirectional path tracing. While that is CPU only it creates better results for glass heavy scenes.
You can also increase subsampling
I'd try to render this with bidirectional path tracing. While that is CPU only it creates better results for glass heavy scenes.
You can also increase subsampling
Re: is anybody there!
Scenes that are dominated by glass are better rendered in Bidir. While that is CPU only it provides better results faster than path/GPU.
- thesquirell
- Posts: 428
- Joined: Fri Aug 29, 2014 3:49 am
- Location: Novi Sad, Serbia
Re: is anybody there!
Yes, if you have a lot of refractions, reflections etc., the best way to go is to use MLTBiDir. For now, it's only CPU, like Headroom said, but in future, we hope to see MLT implemented on the GPU renderer!
That would be a day to behold!

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