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Difference in Render between C4D v10 and v11

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Difference in Render between C4D v10 and v11
by Ian tucker on Sep 3, 2009 at 6:59:27 pm

Hopefully someone will be able to shed some light on this problem.

I've got a project created in C4D v10 that I've asked a friend to render on his box with C4D v11. My render from v10 looks exactly how it is supposed to, however, his render from v11 seems to be inverting all of the highlights - specifically highlights on a mesh imported from RealFlow.

Both v10 and v11 are using the exact same mesh .bin files
Both v10 and v11 are using the stock "Fluid White" material from the Content Browser

Essentially, we are making no modifications to the v10 project. Just opening it in v11 and rendering. We've also made sure our render settings are exactly the same and checked that all of the lights remained the same.

Obviously we are missing something. Any thoughts would be greatly appreciated.

Here is a link to a comparison image of the render between v10 and v11.
http://www.filedropper.com/c4d-render-10vs11

Cheers
Ian Tucker

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Re: Difference in Render between C4D v10 and v11
by Adam Trachtenberg on Sep 3, 2009 at 7:08:28 pm

It's caused by changes in material transparency in R11. The new transparency channel is far superior, but old materials will not translate 100%.

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Re: Difference in Render between C4D v10 and v11
by Ian tucker on Sep 3, 2009 at 7:24:03 pm

Thank you Adam for such a fast response.

So if the old materials don't translate 100%, I assume, we will have to modify the material transparency settings in v11 for us to get a similar look to v10, but, the look will never be identical since v11 handles transparencies differently. Is that correct?

Cheers
Ian

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Re: Difference in Render between C4D v10 and v11
by Adam Trachtenberg on Sep 4, 2009 at 1:49:33 pm

Yes, that's correct. I think you'll get closer to the r10 look if you reduce transparency>absorption to zero or a very low number, and perhaps disable exit reflections. Maybe use additive reflections as well. In other words ... a little trial and error.

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