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100 CINEMA 4D R11 Quickstart<br />

© Olcay Kayihan, olcay@aluplan.com.tr<br />

4. Quick Tutorial – Global Illumination<br />

Light as we know it in the “real“ world spreads on its own. It is reflected by the objects it hits. This differs<br />

depending on an object’s surface characteristics. Imagine a room with a window on one wall. Light is being<br />

cast through the window onto the floor of the room. The light doesn’t stop there, but is reflected from the floor<br />

onto other objects which, in turn, reflect the light themselves. The room is lit by “diffused“ (indirect) light.<br />

The raytracing procedure takes into account diffused light. For example, if only one light is used, everything<br />

lying in the shadows will not be visible. Maybe you have already built a virtual room into which a light source<br />

is shining through a hole in the wall. The light in the virtual world hits an object, lights it – and that’s it. The<br />

light spreads no further. Global Illumination rendering is different. Global Illumination rendering lets every<br />

object within the scene act as a light source. As you will see, you can actually light a Global Illumination scene<br />

without using a single light!<br />

The CINEMA 4D GI rendering engine was completely re-written for Release 11 and is now more powerful than<br />

ever! GI rendering has been made much faster and offers even better results thanks to reduced artefacting and<br />

flicker-free animation rendering. The GI interface has been redesigned to make it intuitive to use, for novices<br />

and professionals alike. Open a new (empty) file. Create a sky object (objects / scene / sky) and a floor object<br />

(objects / scene / floor). The sky object encompasses the entire scene like a large sphere. The floor surface is<br />

an infinite surface. Create a torus (objects / primitive / torus) and move it to a y-position of 100, slightly above<br />

the floor.

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