Analytics light and Transparent material problem

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Colin55
Licensed Customer
Posts: 6
Joined: Wed Sep 22, 2021 8:34 am

Hi~
When I use analytics light and sss material together, strange things happen to the characters
1732091393805.png
But when I use primitive lights, or close the transmission channels, it goes back to normal
1732091430178.png
1732091448058.png
Why does this happen? The file is attached.
Attachments
analytics light problem.zip
(63.14 MiB) Downloaded 68 times
skientia
Licensed Customer
Posts: 239
Joined: Tue Mar 12, 2024 1:50 am
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The "screen capture" files do not include all possible factors (the project files can only be opened by C4D users).
Some thoughts that could help:

1. When using Universal Material, transmission, when "enabled", is defaulted to a Specular mode
2. The asset seems to be a simplified character where maps separate shading parts, this is not ideal and may require the use of a composite / mix node setup or splitting geometry
3. Is the scene scale plausible?

No issue on Octane 2024 (Stable Release),
- the analytic light is the only light source,
- material is universal with transmission and SSS medium:
- PT kernel
universal-mtl-sss-transmission-analytic-light.jpeg
Octane resources
OCTANE POSTS (URLs have changed, which will break some links but all content remains available).
twik25
Licensed Customer
Posts: 29
Joined: Thu Dec 28, 2017 4:18 am

I tried to open the C4D file to take a look, but I received the following warning "This document may have been created with an unauthorized version of Cinema 4D. For more information or to report software piracy, please visit: https://www.maxon.net/piracy"
Colin55
Licensed Customer
Posts: 6
Joined: Wed Sep 22, 2021 8:34 am

skientia wrote:The "screen capture" files do not include all possible factors (the project files can only be opened by C4D users).
Some thoughts that could help:

1. When using Universal Material, transmission, when "enabled", is defaulted to a Specular mode
2. The asset seems to be a simplified character where maps separate shading parts, this is not ideal and may require the use of a composite / mix node setup or splitting geometry
3. Is the scene scale plausible?

No issue on Octane 2024 (Stable Release),
- the analytic light is the only light source,
- material is universal with transmission and SSS medium:
- PT kernel
universal-mtl-sss-transmission-analytic-light.jpeg
Yeah, I actually have a really, really big plane with texture emission material for the background, but why does scene scale affect analytic light ,not others?
skientia
Licensed Customer
Posts: 239
Joined: Tue Mar 12, 2024 1:50 am
Contact:

Project scale and asset-level scaling (not the whole project or "scene") do matter for several reasons and on different aspects.

• When it comes to light, Octane takes a relatively more physical approach, than let's say Cycles, where scale changes the "emission output" unless the corresponding checkboxes are enabled to keep it constant. This applies to any light in Octane.

• When it comes to shading, a wrong unit or inappropriately scaled asset will result in "inappropriate calculations" of refraction, SSS (radius is based on the scale), etc.

• Another reason at "kernel level" is Ray Epsilon, not much pertinent here but worth mentioning.

Ensuring the scale is appropriately set is one less aspect to worry about, one less thing to trouble solve in case of rendering issues.
Octane resources
OCTANE POSTS (URLs have changed, which will break some links but all content remains available).
jayroth2020
OctaneRender Team
Posts: 486
Joined: Mon May 04, 2020 7:30 pm

Analytic lights are not compatible with transparent materials, sadly.
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
skientia
Licensed Customer
Posts: 239
Joined: Tue Mar 12, 2024 1:50 am
Contact:

jayroth2020 wrote:Analytic lights are not compatible with transparent materials, sadly.
Could you elaborate? So far, Analytic light worked on all tested transparent materials, meaning any material that let rays transmit through (clear glass, paper sheet like, SSS), with the PT kernel. Is there an instance not tested / shown, where it does not?

v2024 stable
analytic-light-transparent.jpeg
Octane resources
OCTANE POSTS (URLs have changed, which will break some links but all content remains available).
jayroth2020
OctaneRender Team
Posts: 486
Joined: Mon May 04, 2020 7:30 pm

Yes, sorry, I was referring to analytic spot lights and fog. These elements are clipped by transparent surfaces.
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
Colin55
Licensed Customer
Posts: 6
Joined: Wed Sep 22, 2021 8:34 am

skientia wrote:Project scale and asset-level scaling (not the whole project or "scene") do matter for several reasons and on different aspects.

• When it comes to light, Octane takes a relatively more physical approach, than let's say Cycles, where scale changes the "emission output" unless the corresponding checkboxes are enabled to keep it constant. This applies to any light in Octane.

• When it comes to shading, a wrong unit or inappropriately scaled asset will result in "inappropriate calculations" of refraction, SSS (radius is based on the scale), etc.

• Another reason at "kernel level" is Ray Epsilon, not much pertinent here but worth mentioning.

Ensuring the scale is appropriately set is one less aspect to worry about, one less thing to trouble solve in case of rendering issues.
Thank you! You're such a generous person. You're not stingy about sharing knowledge with others.
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