Creative Communities of the World Forums

The peer to peer support community for media production professionals.

Activity Forums Maxon Cinema 4D Reflection uncontrollable by compositing tag?

  • Reflection uncontrollable by compositing tag?

    Posted by John Ryan on October 3, 2010 at 7:17 am

    Hi, I’m having this weird problem and I’m just thinking that maybe someone could help me out to resolve this problem.

    So, i’ve got a logo which consist of lots of nurbs object, a floor, and two sky objects. I’m trying to control the reflection for each the logo and the floor so they’ll both look good. I’ve found the perfect sky material to make the logo looks fantastic, but unfortunately it doesn’t look good on the floor, cause the reflection looks too plain and uninteresting.

    Now I’ve got another hdr image that could make the floor to look good, so of course what i did is put a compositing tag to both the sky object with their own hdr material. And turn on the reflection only to the right object by putting each object into the exclusion list in the compositing tag, and in this case i use the include mode.

    Now, It works just as i expected, except for one of the logo’s material which has a chrome/metal shader look. No matter what i do, this material will reflect everything on the scene, it didn’t even bother the compositing tag. This is really weird because the other material that i have works just fine and use the right sky object as their reflection source.

    Here’s a preview pic to help you understand better about my problem :


    And here’s the project file for the preview above.

    1134_reflectionproblem.c4d.zip

    I know that i could always render the scene twice, one with the sky for the logo and one for the floor, and then add some object buffer to cut out the logo/floor and then combine them later in after effects. But that would take a massive amount of time to render and i’m on a tight deadline, so I’m hoping that i could find an answer here.

    Thank you.

    Adam Trachtenberg replied 15 years, 7 months ago 3 Members · 2 Replies
  • 2 Replies
  • Brian Jones

    October 3, 2010 at 4:54 pm

    that’s interesting, if you build a copy of the shader it all works as expected until you turn on Utilize Anisotropic Scratches in the Reflection controls or set Blur in Utilize Anisotropic Scratches to anything none-zero, even if Utilize Anisotropic Scratches is turned off…

    You either have to turn off Utilize Anisotropic Scratches and keep Blur at 0 or make something like the shader using Lumas or some other method (Danel is old, from the days of SLA)

  • Adam Trachtenberg

    October 3, 2010 at 5:13 pm

    This seems to be a limitation of the Danel shader. You can get almost the same effect by using a standard material and putting the Effects>Lumas shader in the color or luminance slot. The only thing that won’t allow you to do, that Danel will, is have anisotrophic reflection.

We use anonymous cookies to give you the best experience we can.
Our Privacy policy | GDPR Policy