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View Full Version : Rendering Q: Mental Ray Workflow conversion in C4D


bravmm
09-01-2010, 01:41 PM
Hi,

I hope I'm in the right part of the forum...;)

I do a lot of rendering with Mental Ray in Maya and Softimage.
In those apps you can split up your render in Passes, your separate layers for comping.
You can also split up your Passes with Partitions, basically groups you can add additional/separate shading options to. For instance overriding the shaders of all included objects in that partition to a new one (e.g. mask) or hide them for rendering.
It's very simple this way to just add another Pass with just a few object visible for re-render, or an additional matte for just a couple of objects. Or a Pass where you mix mattes (shader override) with objects to be re-rendered.

Reason for asking is that I start working more and more with people who use C4D, and was looking into finishing projects in C4D as well. Just to avoid a lot of extra work (conversion, redoing materials etc.) I looked into C4D's rendering options.

There's Multipass rendering in C4D, but I'm not sure how I can 'convert' my MR workflow into C4D's rendering. I haven't really used C4D in production yet, so there might be another way of doing the stuff mentioned above.

Are there people who use C4D in combination with Maya./Softimage who can help out here?

cheers for any replies, links to web pages etc.

rob

bravmm
09-02-2010, 01:35 PM
Hi,

I've been looking into C4D rendering a bit more, but it seems most render settings live on the global scale, e.g. you cannot set separate frame ranges with the multi pass option for the separate passes.
It seems it's a all in one solution. Am I correct on this?

I also still cannot seem to find a way to 'split' scenes into separate chunks for mattes etc.

rob

dirtyharry
09-03-2010, 10:47 PM
so i do know a little about maya and renderpasses but not much, iguess
you should think about the other way round.

so cinema can render all passes at once and make also masks for specific objects,
for that, add a render-tag to each object and define the channel it appears in the mask (1-12)
for overriding shaders there is a tool named take-tool which u can make different takes of a scene
and export each "take" for rendering in batchrender, but mostly u render all passes (diffuse, spec, ect.)+ objectchannels (masks) in one file and comp things afterwards in afterfx or nuke.

hope that helps

bravmm
09-04-2010, 07:11 AM
Hi,

Thanks for the reply.

I guess most of the rendering lives in object space instead of on layer level. I'll have a look at the render tags and channels, and that take-tool you mentioned.

cheers,

rob

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