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  • Global Illumination without shadows

    Posted by Jeff Brewer on September 15, 2009 at 2:14 am

    I am struggling with creating a scene in which I use an HDR and Global Illumination. I am using C4D R10. I cannot seem to eliminate shadows cast by the sky I am using to GI my scene. I have tried adding composting tags and removing shadows in both the tags and in the render settings. Is this even possible to remove all shadows created by the GI or is that the sole purpose of GI and I would be better off lighting using scene lights? Thanks.

    Nathan Clark replied 16 years, 6 months ago 3 Members · 4 Replies
  • 4 Replies
  • Adam Trachtenberg

    September 15, 2009 at 2:44 pm

    You can do this with the compositing tag in R11.5, but not in previous versions. Fear not, however. You just have to select all your materials, go to the material>scene (or illumination?) tab, and uncheck “receive GI shadows”.

    Of course all of your objects will have to have a materal on them for this to work.

  • Jeff Brewer

    September 15, 2009 at 9:36 pm

    Thanks for the reply. I did not use your method as I did not receive this before I found a solution. My solution was to put a composite tag on the Floor, which is also my background, and check Compositing Background. This knocked out the shadows while maintaining the reflection and color of my floor. Thanks for the input and I will look into 11.5 as it has a lot of great new features.

  • Adam Trachtenberg

    September 15, 2009 at 10:24 pm

    Of course, I didn’t read your original post carefully enough. The actual change in 11.5 is that compositing background *will* preserve GI shadows when it wouldn’t in previous versions. That’s actually how it’s supposed to work, but obviously not for your needs!

  • Nathan Clark

    October 27, 2009 at 5:39 pm

    I have been struggling with this.

    I need my ground plane to receive GI shadows

    BUT

    I also need it to be able to composite so that my BG (motion tracked video) shows through.

    In your post you suggest that C4D 11.5 rectifies this (silly) limitation… however I have not been able to get it to work…

    I have struggled with this for some time and would love some clarity

    Thanks in advanced,

    Nathan

    On Point Cloud Nine

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