In order to render the real effect, you need to understand the rendering principle, the principle of lighting, the physical rules, and the need to observe life. This article is to share the realistic rendering case of C4D rendering, and to analysis the photo-level advanced rendering case . Ok, now let's get to know the principle of "rendering".
First, the rendering principle 1. Rendering principle analysis
As long as you master the physical rules, you will find that the C4D default renderer and render plugin are similar. According to the law of conservation of energy, for light, it only does three things on the surface of the object: absorption, reflection, and transmission (refraction: the phenomenon that light passes through the inside of the object). For example, the light that is not reflected is refracted into the sub-surface layer of the jade, and after entering the layers, the light is partially absorbed to obtain color and scattering, and then emitted from the exit point near the incident point in the jade. This process produces subsurface scattering effects.
Microstructure refers to the surface detail of an object observed with a microscope, and all microstructures constitute the entire surface of the object. The computer does not directly compute these microstructures when rendering, but only renders the structure as a whole.
Real object materials have a variety of properties, they are combined with each other, and these properties form the basis of the real world, real objects. Diffuse is a phenomenon in which light projected on a rough surface is reflected in various directions. Simply put, photons bounce back into our eyes because our eye cones recognize light of different wavelengths. Different wavelengths represent different colors, which is equivalent to setting the diffusion on the reflective layer of C4D.
Fresnel means that the intensity of the reflection changes with the angle of the line of sight. There are two types of three-dimensional (software) worlds and real world objects - conductors and insulators. Fresnel is generally pre-set, divided into conductors (conducting, such as metal) and insulators (non-conducting, such as ice). The insulator supports reflection, absorption, transmission (refraction) and the conductor only supports reflection and absorption (cancel the color layer). For example, metal, its reflection is very high, but if the metal surface is colored, such as car paint, it is an insulator, you need to add diffuse reflection (diffuse).
100% absorption in the real world does not exist (so pure black does not exist), in simple terms, the energy of reflection + absorption + refraction can not exceed 100% (so pure white does not exist), generally set black and The brightness of white is about 80%. Of course, if you are doing some product visual design, we can set pure black and pure white for visual effects. After you understand the physical rules, you can try to break it. 2. The principle of lighting analysis
In 3D software, light is emitted from the camera instead of light. Why? We know that in the real world, light is emitted by a light source. In 3D software, the camera emits photons and then searches for the light source. For a light source, there are actually very few photons coming into our eyes, so the renderer actually does a lot of useless calculations. So some smart people use a kind of reverse thinking to make photons from the camera, and then search for the light source, thus reducing the amount of calculation, and only let the computer calculate the photons entering the eye.
In C4D, the lights are mainly divided into three types, namely the default lighting (three ways: traditional lighting, lighting material, sky with HDRI), lighting presets, plug-ins. There is no GI (global illumination) in reality, and GI is used to simulate real photon transfer effects. If the light source is sufficient, the GI is not necessary to turn it on. In the real world, these are naturally occurring.
Second, the actual case analysis
To explain in advance, I will tell you the idea of creation, but will not provide a complete description of the parameters, please pay attention.
By analyzing the rendering principle, we can use the sphere to do a simple rendering test.
1. Case analysis (sphere) Sphere case final effect Light: Sky HDRI + left main light + right sub light (direct use of lighting material instead of light)
Material Analysis: Cancel the color layer and use the diffuse in the reflective layer instead of the color layer
Join late - use PS to process after exporting PSD Light: Sky HDRI + Left Main Light + Right Sub Light + Top Light (Directly use illuminating material instead of light)
Material Analysis: Cancel the color layer and use the diffuse in the reflective layer instead of the color layer
Join late - use PS to process after exporting PSD
3. Bicycle case analysis Bicycle case final effect Light: Sky HDRI
Material Analysis: Cancel the color layer, use the diffuse in the reflective layer instead of the color layer; the ground uses the normal layer, add normal to generate, simulate the real ground.
Join late - use PS to process after exporting PSD
Third, summary
Finally, summarize the four key points in real-life rendering, photo-level advanced rendering:
· Lighting - must be familiar with the principle of lighting, that is, three-point lighting method;
· Material - When making a material, it must be based on physical rules, based on the rendering principles described above;
· Lighting and materials the two are mutually supportive and mutually successful. Taking the case of Jadeas an example, you can give the jade a greenish light to make the transmission of jade more obvious. When making ice cubes, you can also give the ice a cyan light, and then match the cyan highlights to make the ice. More aura. In addition, it is recommended to observe the reflection behavior of the physical object when viewing the product visual design, that is, observe the physical object or search for related pictures.
· The importance of the later stage - as a designer to join the appropriate typesetting, organize into a collection, all works, and do everything possible to expand your design influence and gain more opportunities than others.
BY:Tommy

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