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GI shadow patches on sides of objects when using luminance on objects

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Thomas ColdwellGI shadow patches on sides of objects when using luminance on objects
by on May 30, 2014 at 10:49:12 am

First of all thank you if you at all respond to this thread , I'm very grateful!
So, I have been building a game on the unity engine and due to its limitations light-wise I decided to use the bake object tool and some global illumination to recreated the effect , an also to enable the game to run quicker as it would have to deal with realtime lighting...

Then after setting up my materials with luminance extra(Photo 1)and setting up my GI settings(Photo 2) to what seemed okay , I did my first render and I was disappointed to see these almost 'patchy' parts in the shadows of objects(Photo 3). This is my only limitation in progress at the minute and its pulling the whole project down so if you could give me any good tips to use to hopefully correct my errors then I would be very happy!

Sorry If its so simple a solution , I'm new to this part of Cinema 4D...

Many Thanks,
Thomas Coldwell

Photo 1 : https://plus.google.com/109384096025072243418/posts/jaG4H24jRnP
Photo 2 : https://plus.google.com/109384096025072243418/posts/FN57vLY2UFP
Photo 3 : https://plus.google.com/109384096025072243418/posts/hhQdGNcBVxU


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Brian JonesRe: GI shadow patches on sides of objects when using luminance on objects
by on May 30, 2014 at 2:44:20 pm

the help for Bake Object has a tip for baking GI which might help.

Tip for baking GI:
When rendering GI numerous automated processes are implemented that optimize the Sample Count and Record Density values. Unfortunately these do not work in conjunction with the Bake functionality and are therefore (internally) reduced in quality, sometimes drastically. Setting these values manually (however longer render times can result, as with normal GI rendering) can help remedy this for:
Set Samples to Custom Sample Count and use a Sample Count of around 400.
Set Record Density to Delaunay Medium or Delaunay High.


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