Chaos Corona Forum
Chaos Corona for Cinema 4D => [C4D] General Discussion => Topic started by: iacdxb on 2018-06-22, 14:13:44
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Hi,
anyone can help me how to add hdri in area light...?
thanks,
imran.
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You need to use a plane with light material on it, when I remember right.
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It shows reflection on floor... which I dont need, but I need reflection on product.
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in that case you don't have chance... Right now it is not possible to use textures in lights.
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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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Compositing solves your problem.
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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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I meant Photoshop, Nuke, etc.
When reconstructing the image to fine tune colors, you just leave out the reflection for that part.
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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
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wow... it works.
I think... I am getting older.... not keeping tips remember all the the time...!
thanks for helping.
Imran.
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and what do you do if there is no separate object, just part of a texture? like a label on a bottle?
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Oh wow, didn't know that Include/Exclude is already integrated in light material!
So my answer was bulls***!
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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.
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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.
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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)
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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.