In this tutorial Tim Clapham of helloluxx.com explores some of the new features of Cinema 4D Release 15, specifically working with global illumination using QMC and Light Mapping which is a fantastic combination. However there is a lot more than using GI in this tutorial. At one hour in duration you are sure to pick up some handy tips along the way.
We first generate some simple UVs so the texture sticks as the model deforms, then we build a material using a combination of shaders including sub-surface scattering, lumas, fresnel, layer shader and gradients. Sub-surface scattering shader can be quite daunting, Tim shows you how to choose the most appropriate settings for your scene and some tips for optimising the shader to speed up your renders.
Tim shows you how to convert a probe HDRI into a more suitable format for C4D so that we can light our scene with a sky object for image based lighting. To compliment the GI, we will use an Area Light and explore some of the parameters essential for controlling Area Shadows.
The tutorial uses the Physical Renderer in Cinema 4D and Tim shows you how to grapple with the parameters so you have speedy previews whilst setting up your scene. We make use of the Physical Depth of Field, adjusting our physical camera to fine tune the result.
Of course, rendering with area shadows, depth of field and sub-surface scattering will heat your CPU somewhat, so Tim renders with the new Team Render in Cinema 4D to spread the load across several machines.
To follow along you need to download the C4D scene file from here.