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View Full Version : A Cinema 4d Bug ! Or A Stupid User ?


neosushi
04-06-2005, 09:42 AM
Hi all,
today a work mate and me found a Bug on C4D R 9.1, at least we think it is a bug.
We're just working on an architecual viz. and this strange error comes up all the time we turn on a Render-Tag for a Sky.
I've attached a picture wich explains better what the problem is.
We have changed everything already from alpha channel modes to render settings to lightning. But we can not solve the problem.
I used this technique several times before but actually never with alpha channels. is this a C4D Bug with Render-Tag and alpha channels? Or are we tu stupid to handle this File ?

Any help & comments are warmly welcome. We need to get this Viz done by this evening

thnx for any comments already !!!

cheers
::neosushi::

lllab
04-06-2005, 10:01 AM
well, it is a limitation.

the problem is that cinema handles alpha the same as transparency, which leads to big problems with alpha clipped geometry.

it also happens to my with clipped tree textures all the time.
also it does not seperate transpareny and reflection, another big problem for me.
when things should reflect but should not be seen behind glas or trees.

i sent this more than once to maxon already, but until now no change.

i really hope maxon sometime realises that this is a big problem for some users(it really depends on what you are doing.

cheers
lllab

basilisk
04-06-2005, 10:08 AM
This is probably my biggest problem with Cinema at the moment - limitations of alpha channels in textures. This also affects depth renders. If I make a scene with alpha mapped trees, the depth render ignores the alpha channels making it useless for depth of field blurring or fogging.

wuensch
04-06-2005, 01:02 PM
biggest annoyance with alphas i have is that they dont render properly as masks in Multi Layer, thats why I use 100% transparecy instead of alpha when it is important (and add additional transparency in a layer shader if needed.

---but also be aware that c4ds handling of Alphas has advantages:
they cast soft shadows (something that is absolutely not waht every renderer does, try it with Max to see--)

Olli

neosushi
04-06-2005, 01:09 PM
The only thing i heard from Maxon was :

This is no Error, that's the way the feature works.


non more non less. Kind of weak information. I expected a workaround for this thread :(
So working with 100% transparency will do fine with some models, but i guess not with trees in an architecual viz. :(

I hope they fix that soon, and hopefully they fix the DOF-Channel in Multipass to (I mean the depthmap :)) So you can get into post work with After FX or something.

Cheers
::neosushi::

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