Chaos Corona for Cinema 4D > [C4D] General Discussion

Personal Tutor for Corona for C4D Rendering

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kmwhitt:
I hate to admit that I’ve been using Corona for C4D for several years now and I have yet to achieve any quality renderings.  I’ll spend hours changing materials, render settings, and post-production to no avail.  I always end up with a murky, gray, hazy result (example attached) – not the crisp clear images others are producing.  This is a link to the type of images I hope to produce:

https://rebusfarm.net/blog/3797-the-making-of-bedroom-by-white-balance

To say the least, after so many years this is disheartening…

I am quite familiar with Corona as I’ve been using it for so long (obviously incorrectly).  I won’t need anyone to go through the basics.  I’ve also been a C4D user for almost 20 years, so I know my way around the software and am quite familiar with various rendering engines.  I was a Vray user prior to Corona and achieved the same subpar results.

It has only come to my attention recently that I can increase material values above 70% and that you’re in the “safety” zone if not exceeding 90%.  I’ve been using this 70% cap as I was taught incorrectly when Vray was first introduced to Cinema 4D.  To make matters worse the earlier versions of Vray for C4D were glitchy in the way materials and light were calculated – as some users may remember.

As our firm creates mostly kitchen and bath design, we work in inches.  I have often wondered if Corona isn’t converting the units correctly as some of the light settings need to be lowered substantially to avoid over-exposure.  An example would be having to set under cabinet lighting to 50 lumens or less in an LED strip span of 5’ which is not realistic or 25 watts of fill light blowing out the entire scene.  Further, none of the PBR materials I create in Substance look the same as they do in Substance.  I always must adjust glossiness/roughness and base color considerably.

Due to my suspicions of the units not converting correctly, I would at the very least appreciate someone trying the scene for themselves.  I will upload upon request.

I am looking for a C4D user who is capable of stunning results to tutor me.  I thought it would be a good idea to use the file from which the attached image was produced as an example scene – hopefully having someone walk through/dissect the scene and tell me where I’m going wrong.  I am willing to pay well for your time.  Please PM me if you’re interested.  I work from home so I can be flexible with the hours.  Thank you.

Stefan-L:
well it is just my opinion, but this is what i think could make the image better:

1) the materials look not really good yet, several textures are not realistic, the wood of furniture and floor are in bad in scale, to big and too small on floor, the tiles look artificial and unreal,  (partly also bad textures. in my eyes textures made in substance tends to look often unreal for architectur) better use good quality bitmaps etc, built/tune the shaders in c4d -we also make mats with our inhouse tools in c4d, always from real photos/photoscanes (we us tools like q-tilepro, but you can also use psd.)

the reflections of the materials seem not good, sometimes to shiny, too strong. reduce the default ior of the new physical material for most real world materials. 1.6 is too much for most things.

the gold looks overexposed, add imperfections to break up highlights and reflections

see the mapping is made better, like the marble on the sides or the wood on the chair show issues

2) the light seems unbalanced and not so generating a nice mood. too much light is coming from the camera direction. the lights on the left seem to bright for the image and get too important. try to build up a hierarchy on the light sources to generate a nice and balanced mood. shadows and contrast are very important for an image.
try to think like a photographer

3) use tone mapping. usually no more post production is needed if the render is good. use contrast and curves, maybe the new ACIS OT or, for sure nice LUTS. we also always use the curves to fine tune the exposure and look. try to avoid or minimize post production.(maybe only some light room like tunings if at all)

best
St.

kmwhitt:
Stefan - thanks for the helpful reply.  I apologize for not responding earlier.  I thought I had ticked "notify" but not the case I guess.  I will take your suggestions and see what I can come up with.  Thanks!

Maybejensen:

--- Quote from: kmwhitt on 2023-01-06, 01:21:16 ---I hate to admit that I’ve been using Corona for C4D for several years now and I have yet to achieve any quality renderings.  I’ll spend hours changing materials, render settings, and post-production to no avail.  I always end up with a murky, gray, hazy result (example attached) – not the crisp clear images others are producing.  This is a link to the type of images I hope to produce:

https://rebusfarm.net/blog/3797-the-making-of-bedroom-by-white-balance

To say the least, after so many years this is disheartening…

I am quite familiar with Corona as I’ve been using it for so long (obviously incorrectly).  I won’t need anyone to go through the basics.  I’ve also been a C4D user for almost 20 years, so I know my way around the software and am quite familiar with various rendering engines.  I was a Vray user prior to Corona and achieved the same subpar results.

It has only come to my attention recently that I can increase material values above 70% and that you’re in the “safety” zone if not exceeding 90%.  I’ve been using this 70% cap as I was taught incorrectly when Vray was first introduced to Cinema 4D.  To make matters worse the earlier versions of Vray for C4D were glitchy in the way materials and light were calculated – as some users may remember.

As our firm creates mostly kitchen and bath design, we work in inches.  I have often wondered if Corona isn’t converting the units correctly as some of the light settings need to be lowered substantially to avoid over-exposure.  An example would be having to set under cabinet lighting to 50 lumens or less in an LED strip span of 5’ which is not realistic or 25 watts of fill light blowing out the entire scene.  Further, none of the PBR materials I create in Substance look the same as they do in Substance.  I always must adjust glossiness/roughness and base color considerably.

Due to my suspicions of the units not converting correctly, I would at the very least appreciate someone trying the scene for themselves.  I will upload upon request.

I am looking for a C4D user who is capable of stunning results to tutor me.  I thought it would be a good idea to use the file from which the attached image was produced as an example scene – hopefully having someone walk through/dissect the scene and tell me where I’m going wrong.  I am willing to pay well for your time.  Please PM me if you’re interested.  I work from home so I can be flexible with the hours.  Thank you.

--- End quote ---
Also, remember to set all maps that aren't diffuse, to gamma 1.0. I think that should make them look more like what you see in substance

kmwhitt:
Maybe - thanks for the input.  Is this all maps (including normal) or just those out of Substance?

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