Objects imported from Cinema 4D have no reflections in Aximmetry

 

Hello! I have a situation!

I'm working on modeling a studio in Cinema 4D!

I only use basic materials and lights from the Cinema. I set reflection and color on materials! On some objects I also add textures that I place with UVW Mapping on objects! So nothing complicated! Export in .dae format, collada 1.5!

The fun begins when I put the studio in Aximmetry! Here the objects have no reflection!

Can anyone tell me how I can export correctly from Cinema 4D so that I have reflections in the wonderful Aximmetry? I watched some tutorials but they are for 3D Max, and Cinema 4D is "a little" different!

   Nicu Bunicu

 
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TwentyStudios
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Reflections in Cinema 4D are raytraced, so it’s a completely different method compared to real-time rendering in Aximmetry. Real-time 3D rendering uses all sorts of tricks to generate reflections, like reflection captures and planar reflections. You need to set that up manually in Aximmetry. These instructions should be useful regardless of where your 3D scene was originally created: https://aximmetry.com/learn/tutorials/a-complete-studio-scene/complete-studio-scene-06-reflections/

 
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ericmarodon
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I'm using C4D (using datasmith in UE and then to Aximmetry) and objects behave exactly as the ones from Maya, Max or else.

As TwentyStudios mentionned, relfections do not come "for free" in UE4. You need to enable them either with reflection capture probes, planar reflections, screen space reflections or raytraced reflections (if your card allows it). Each have their pros and cons.

 
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Nicu Bunicu
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Many thanks! If I have any more questions I will come back!

 
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Nicu Bunicu
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Hello again!

Gentlemen, Aximmetry gives me emotions!

I have the situation in the picture that I hope has been attached! That is: the texture and objects from Cinema 4D have a very low quality in Aximmetry! Why is this happening!

Way of working:

I build objects in Cinema 4D, I add material, then I use "bake object ..." to get the texture of the object! The texture is exported in 4K format, .PSD type, 16 bits per channel. Then the object is exported in COLLADA 1.5 format.

After this operation, import the .DAE file into Aximmetry! I always manually import the .PSD texture into "Complete map" from Aximmetry, and the result is not what I want!

Please, I need your help !!!!! What is the correct procedure between Cinema 4D and Aximmetry? Please help !!!!!!!!!!!!!!!!!


 
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TwentyStudios
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I don’t know exactly what is going on with the texture, but are you sure it’s not just alisasing you’re seeing? Maybe you need to set Aximmetry to render at a higher resolution and/or tweak antialiasing setting. 

Again, you’re just importing the mesh and textures, not the rendering pipeline from C4D. In other words, you can’t expect it to look the same in both softwares. You need to learn about how the Aximmetry rendering pipeline and shaders works and how to utilize them to get the results you want. Don’t spend too much time with materials and lighting in C4D, since it won’t translate to Aximmetry.

 
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Nicu Bunicu
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Many thanks! I know that in C4D I can set antialiasing to best but in Aximmetry I don't know how to do that! I set UHD to render, the texture is a bit better but the edges are still not ok!

 
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TwentyStudios
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Check the documentation to learn about antialiasing in Aximmetry. Are you looking at the final full screen output from you video card or just the preview window? The preview window won’t give an accurate representation of the final output quality.

 
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Nicu Bunicu
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TwentyStudios thanks so much for the support! I'm interested in both! :) Sorry for the delay!

 
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Eifert@Aximmetry
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Hi Nicu,

You should follow the tutorials here, especially the first 3 one: https://aximmetry.com/learn/tutorials/a-complete-studio-scene/introduction-to-complete-studio-scene/

Some quick tips meanwhile:
You should check your model's texture and the shader by double-clicking on your model compound:

Add some lights:

And open the Render_General compound by double-clicking on it and enable some of the post processes (like TX Antialiaser) inside:

Warmest regards,

 
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ericmarodon
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I'm sorry, I don't really use Aximmetry's own render engine, only Unreal inside of the DE edition.

My workflow :

- Build stuff in C4D with simple materials and save it with options for melange/cineware activated (depending on your version).

- In "standard" Unreal engine editor, make sure to have the Datasmith and Datasmith for C4D. Restart if needed.

- Using datasmith, load in directly the C4D scene, and that's it: all geometry, textures and clones etc... are loaded/instanced without any hassle.

- Tweak it, save it and reload in UE FOR AXIMMETRY. Add aximmetry camera, set the aliasing, default map, stencil buffers etc... as instructed, cook it and your done.

- Open Aximmetry composer import the appropriate compounds and your good to go.

Any reason why you're not using Unreal Engine?