Environment + Background

General discussion about Cycles 4D.
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Ghirardo
Posts: 2
Joined: Wed Jan 24, 2018 2:34 pm

Environment + Background

Post by Ghirardo » Wed Jan 24, 2018 2:36 pm

Hi there,

Is there any way to have an environment image (not seen by camera)
with a different Background (seen by camera)
Environment+BG.zip
(1.27 MiB) Not downloaded yet

Jonas Schmidt
Posts: 11
Joined: Fri Jan 12, 2018 12:50 am
Location: Hamburg, Germany

Re: Environment + Background

Post by Jonas Schmidt » Wed Jan 24, 2018 7:44 pm

Yes it is!

First of all you need two environment textures.
Then use the versatile light path node as a factor in the mix shader to split the texture information.

To make it work use the Light Path output "Is Camera Ray".

Now you have one environment which is just seen in the reflection channel, the other one is seen as the background.
Nice effect ;-)
Cy4D_HDRI_Split_JS.jpg
Cy4D_HDRI_Split_JS.jpg (366.43 KiB) Viewed 250 times
As an Environment Shader I used the 2x IBL Controller made by Martin Wall.
You can find the node in the Shared Upload section:
viewtopic.php?f=6&t=268

Please also have a look at my node setup & the c4d file.
You just need to replace the missing HDRI files in the environment nodes.
Cy4D_HDRI_Split_JS-Node_Setup.jpg
Cy4D_HDRI_Split_JS-Node_Setup.jpg (283.19 KiB) Viewed 250 times
And here the Cinema 4D-Scene:
Cy4D_HDRI_Split_JS.c4d
(314.18 KiB) Downloaded 12 times

Ghirardo
Posts: 2
Joined: Wed Jan 24, 2018 2:34 pm

Re: Environment + Background

Post by Ghirardo » Wed Jan 24, 2018 11:48 pm

Awesomeness :D
I reckon this should be in your content repository for people to have easy access to it.
Thanks a lot for your help,

Diego

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Mario Tran Phuc
Posts: 151
Joined: Mon Nov 14, 2016 4:03 pm

Re: Environment + Background

Post by Mario Tran Phuc » Fri Jan 26, 2018 1:20 pm

Nice one!

@Jonas: Would you mind creating a thread with that setup in the "Shared Upload" section?

Cheers,

Mario

Blueshift
Posts: 8
Joined: Sat Jan 20, 2018 10:57 am

Re: Environment + Background

Post by Blueshift » Fri Feb 02, 2018 6:46 pm

Hey Cyclers,
Very new to cy4D and am going through the forum to look at setups and how to apply nodes. In the scene I am currently trying to set up I followed what was shown above but get very different results. Here;s my goal.

- Light the cube and what ever objects I animate with the Studio HDR Background Environment

- Not see the HDR but rather see just a plain grey background ( second environment node with a colour applied in the texture link instead of an image )

- Have a shadow catcher disc acting like a floor.

In my scene that I've attached when you switch between the split background to the single background you can see that the lighting, reflections & colour are vastly different between the two. Both use same HDI at same HPB.

Any suggestion as to what might be going wrong? I want the lighting look of the single background set up but with the grey BG and floor & Shadow.

Also how can we control the shadows in Cycles 4D? How dense / dark they are. The colour etc.

Thanks for the help. I've uploaded a scene file as well as posted images of the two different node setups
/R

Image

Image
Attachments
Split_Background_HDI_Infinate_Floor.zip
(1.08 MiB) Downloaded 4 times

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Martin Wall
Posts: 526
Joined: Sat Dec 17, 2016 12:03 pm
Location: Bournemouth, UK

Re: Environment + Background

Post by Martin Wall » Fri Feb 02, 2018 8:34 pm

Replace IBL Controller nodes with Background nodes.
And you rotated Split Background Environment Texture.
Attachments
Capture.JPG
Capture.JPG (67.44 KiB) Viewed 140 times
Rotation.JPG
Rotation.JPG (11.72 KiB) Viewed 142 times

Blueshift
Posts: 8
Joined: Sat Jan 20, 2018 10:57 am

Re: Environment + Background

Post by Blueshift » Fri Feb 02, 2018 8:59 pm

Hey look at that. Nice easy fix.
Thanks Martin ;-) .

Any info to add on my questions about shadows.?

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Martin Wall
Posts: 526
Joined: Sat Dec 17, 2016 12:03 pm
Location: Bournemouth, UK

Re: Environment + Background

Post by Martin Wall » Fri Feb 02, 2018 9:00 pm

Darker shadows:
Attachments
Split_Background_HDI_Infinate_Floor.c4d
(408.38 KiB) Downloaded 3 times
Example.jpg
Example.jpg (102.48 KiB) Viewed 138 times
Last edited by Martin Wall on Sat Feb 03, 2018 10:31 am, edited 4 times in total.

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Martin Wall
Posts: 526
Joined: Sat Dec 17, 2016 12:03 pm
Location: Bournemouth, UK

Re: Environment + Background

Post by Martin Wall » Fri Feb 02, 2018 9:03 pm


Blueshift
Posts: 8
Joined: Sat Jan 20, 2018 10:57 am

Re: Environment + Background

Post by Blueshift » Sat Feb 03, 2018 2:21 am

Thanks again Martin,
Not sure this worked. Also don't really understand the node set up in relation to the outcome.
For example, why use "Ray Depth" instead of "Is Shadow Ray" on the light path node?

Also I have these questions about the setup,

Math > Than: If Value 1 is greater than Value 2 (1) then it allows the mix shader to do its operation?

Emisson BSDF: With these, had you not told me what to do what tells a user that the first one of these nodes going into the Mix Shader is going to affect the Shadow?
Similarly with the second one, what says its the one that affects the light?

I did the setup you showed me and when I change the second Emission BSDF to 100 instead of 0, there is no change?
So I don't quite understand what the reason is for those numbers.

Here's a few more screen grabs of my set up, with different values & one without the nodes even connected.
They all render the same.

I've attached my scene file again in case it helps to open it up and look.

Cheers, thanks for being Cycles Coach ;)
/R

Image

Image

Image
Attachments
Split_Background_HDI_Infinate_Floor_02.c4d.zip
(350.55 KiB) Downloaded 4 times

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Martin Wall
Posts: 526
Joined: Sat Dec 17, 2016 12:03 pm
Location: Bournemouth, UK

Re: Environment + Background

Post by Martin Wall » Sat Feb 03, 2018 9:32 am

You're previewing just a Ray Depth socket in all your screenshots.
Deselect Ray Depth port (blue button) to see different results.

Confused you.
By adding a light path node to the light, you can separate direct light (first bounce) and indirect (reflection (all other bounces)) using two emitter shaders in the same light.
Greater Than (Value2 = 1.0) is the number of bounces for this material to be sampled.

Add a light material to the light tag and thick rays as they were by default.



This Bartek Skorupa's tutorial will help you understand how light path works in different ways:
https://www.youtube.com/watch?v=MTFxyNzI5EE&t=1486s
Attachments
Light Tag.jpg
Light Tag.jpg (85.69 KiB) Viewed 121 times

Blueshift
Posts: 8
Joined: Sat Jan 20, 2018 10:57 am

Re: Environment + Background

Post by Blueshift » Tue Feb 06, 2018 6:14 am

Radicool ;-)
Thanks Martin

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