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Activity Forums Maxon Cinema 4D Making a matte white object in white room with soft shadows (newbie Q)

  • Making a matte white object in white room with soft shadows (newbie Q)

    Posted by Sam Vargas on December 27, 2006 at 5:43 pm

    Hi, i’m quite new with this fantastic software. I try to make a fully white, steril scene, like these
    https://vargas.tekcities.com/images/1.jpg
    https://vargas.tekcities.com/images/2.jpg
    I tried a lot of things, playing with global illumination with the sky illuminates the scene, or area lightning, but none of these provided the right soft shadows i thinking about and also have a problem about the matte, white material i applied to everything, because the whole scene is rendered as complete white blankness. How can i get that kind of scene as the helicopter picture above ? How can i make visible a matte white object on matte white floor and white background ? I thankful for any help you provide. Thanks

    Sam Vargas replied 19 years, 4 months ago 2 Members · 6 Replies
  • 6 Replies
  • Mylenium

    December 28, 2006 at 1:12 pm

    Actually those materials should never be fully white or they’ll “blow out” on rendering and become to bright. A very light gray is a much better choice. To get Radiosity/ Ambient occlusion combined with other passes, you need to composite them. The easist way to do so is to simply use “Multiply” mode on the shadow layer e.g. in Photoshop or After Effects. You can also create a proper Alpah chaneel easily from it there.

    Mylenium

    [Pour Myl

  • Sam Vargas

    December 28, 2006 at 6:12 pm

    Hmm, I try a bit darkening the colours then. But I have no shadows, so nothing to composite. Maybe, if I set something else to light source rather then sky?

  • Mylenium

    December 28, 2006 at 6:49 pm

    No, when you use a sky as a lightsource you have to use radiosity. The areas receiving no shadows will be dark/ occluded. Alternatively you can simply use the Ambient Occlusion shader and this pass can even be rendert separately.

    Mylenium

    [Pour Myl

  • Sam Vargas

    December 30, 2006 at 12:49 am

    Ok, I finally made an atmosphere as I just imagined. And now I got a really nice problem. Some kind of bug, but I can’t solve it. I got a black object with global illumination with the sky as light source, on a white floor with just a bit reflection. Everything renders nice until I add a sweep NURBS. Then the render suddenly speed up and the floor darken in an interesting way with strange forms, and global illumination is… I don’t know for sure. It’s just messed up. The version is R10.

  • Sam Vargas

    December 30, 2006 at 12:56 am

    OK, problem go away with stochastic global illumination but it’s really really slowen down rendering. Got something quicker?

  • Sam Vargas

    December 30, 2006 at 1:16 am

    I tried to make some sample of the problem. Here is the scene without the NURBS, as rendered properly:
    https://vargas.tekcities.com/images/test1.jpg
    And this is the one after I added the NURBS:
    https://vargas.tekcities.com/images/test2.jpg
    As you see, the soft shadows disappeared, and some kind of strange shape appeared in the corner, with noise. As I said, stochastic global illumination fixes that, but the shadow become noisy.

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