Chaos Corona Forum

Chaos Corona for Cinema 4D => [C4D] General Discussion => Topic started by: iacdxb on 2018-06-22, 14:13:44

Title: HDRI in area light...?
Post by: iacdxb on 2018-06-22, 14:13:44
Hi,

anyone can help me how to add hdri in area light...?

thanks,
imran.
Title: Re: HDRI in area light...?
Post by: Gruender on 2018-06-22, 14:17:25
You need to use a plane with light material on it, when I remember right.
Title: Re: HDRI in area light...?
Post by: iacdxb on 2018-06-22, 14:29:51
It shows reflection on floor... which I dont need, but I need reflection on product.

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Title: Re: HDRI in area light...?
Post by: Gruender on 2018-06-22, 15:06:54
in that case you don't have chance... Right now it is not possible to use textures in lights.
Title: Re: HDRI in area light...?
Post by: iacdxb on 2018-06-22, 16:42:04
ahhhhh.....!

I think I did this in request feature for Light Tag.... if it is, the problem will be solved and handy, instead go to other long way...!

I hope developers will take notice of this.

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Title: Re: HDRI in area light...?
Post by: Eddoron on 2018-06-22, 19:01:18
Compositing solves your problem.
Title: Re: HDRI in area light...?
Post by: iacdxb on 2018-06-22, 19:24:53
Compositing solves your problem.

I don't think so... I tried that also.

With compositing, light reflection goes from floor but it goes from object also... which I dont need.

If you have some trick... love to see that.

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Title: Re: HDRI in area light...?
Post by: Eddoron on 2018-06-22, 22:13:14
I meant Photoshop, Nuke, etc.
When reconstructing the image to fine tune colors, you just leave out the reflection for that part.
Title: Re: HDRI in area light...?
Post by: burnin on 2018-06-23, 18:42:49
To create HDR textured light:

1. Create Polygon Object (ie. quad)

2. Create Corona Light Material, use your HDR texture in Emission channel, Texture slot.
    Within "Emission channel > Include/Exclude" you can set which object will be affected by the emission shader.
    Note: Only applies to direct paths/rays. Secondary paths/rays are kept visible.
    To further control/manipulate Emission visibility use Advanced settings.

3. Apply material to the geometry. Map as you please.

e.g.
(https://i.imgur.com/gecWYta.jpg)

& stay well
Title: Re: HDRI in area light...?
Post by: iacdxb on 2018-06-23, 19:41:37
wow... it works.

I think... I am getting older.... not keeping tips remember all the the time...!

thanks for helping.

Imran.
Title: Re: HDRI in area light...?
Post by: Eddoron on 2018-06-24, 01:13:46
and what do you do if there is no separate object, just part of a texture? like a label on a bottle?
Title: Re: HDRI in area light...?
Post by: Gruender on 2018-06-25, 07:34:05
Oh wow, didn't know that Include/Exclude is already integrated in light material!
So my answer was bulls***!
Title: Re: HDRI in area light...?
Post by: burnin on 2018-06-25, 16:45:13
and what do you do if there is no separate object, just part of a texture? like a label on a bottle?
Here are few fast ways - Either:
Title: Re: HDRI in area light...?
Post by: Eddoron on 2018-06-25, 19:27:41
and what do you do if there is no separate object, just part of a texture? like a label on a bottle?
Here are few fast ways - Either:
  • create specific, proper reflection texture out of existing albedo/diffuse/color one
  • make & set poly selection, duplicate material, disable reflection, set selection tag
  • create new Plane object for label (duplicate material, disable reflection) Shrink Wrap it to the bottle.

Thanks, but I wasn't really looking for an answer. I just wanted to point out that such problems could easily be solved in post.
Title: Re: HDRI in area light...?
Post by: burnin on 2018-06-27, 16:29:17
Thanks, but I wasn't really looking for an answer. I just wanted to point out that such problems could easily be solved in post.

everything can be solved in post, but that isn't why we're here (Q)
Title: Re: HDRI in area light...?
Post by: Eddoron on 2018-06-28, 02:51:42
Yes, everything can be done and it's usually the last 10-20% of the work, though some members are still just saving the beauty output and play around with some filters.
I just wanted to point them subtly, into that direction, so that they see that composited image gives one much more control over the final output.

Need 4% more or less SSS strength? Don't need to render all those frames again, especially if the client later decides it to have a different hue etc.