Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

This article explains the settings and values for the Corona Light Material in Cinema 4D.

Floatingpagetoc


Overview

...

Section
Column
width50%

The main purpose of the Corona Light Material is to illuminate the scene. The typical use case is light-emitting objects which have different shapes than the ones available in the Corona Light object (e.g. light bulbs, custom-shaped lights, curved LED strips).

 

UI Text Box
typeinfo

Objects with the Corona Light Material applied, from the renderer’s point of view, do not differ from Corona Light objects - they are sampled the same way and have virtually the same properties.

UI Text Box
typeinfo

When setting up LightMix, the LightSelect passes are created based on both the Corona Light Objects and the objects using the Corona Light Material.

UI Text Box
typenote

Objects using the Corona Light Material cannot be instanced. If there are many of them, and especially if they are hi-poly objects, will strongly affect the RAM usage and overall rendering performance. The solution is to use the Corona Physical Material with self-illumination instead because such materials can be instanced. At the same time, self-illumination comes with various limitations.

Column
width5%

 

Column
width45%

...

Section
Column
width50%

Intensity – This option controls the intensity of the light. The intensity will be is the result of multiplying the color or the texture map and the intensity value. 

Color – This is the color that will be is used for light emission.

Texture – This slot defines the texture map or shader that will be is used instead of the above color.

Mix mode – This parameter controls the blending mode of the texture map or shader over the color.

Mix strength – This value controls the intensity of the texture map or shader that is being used.

UI Text Box
typetip

If the Mix strength is set to 100%, the texture map or shader will completely override overrides the color unless the Mix mode is set to a different blending mode than Normal.

Column
width5%

 

Column
width45%

...

Light emission

...

Section
Column
width50%

Emit light – When the Light Emission is Enabledenabled, then this light is a proper emitter, casting illumination into the scene. It can be disabled to create a camera back-plate that does not alter the scene lighting.

Emit on both sides – When checked, the material will also emit emits light on the reverse side of the normals from the objects that are using this material. When disabled, it will only emit emits light using the normal front side.

Occlude other lights – When enabled, the light blocks shadow rays from other lights in the scene. It is geometry that casts shadows when other lights shine at it.

Shadowcatcher illuminator – Used in combination with the Shadow Catcher Material. If enabled, this light illuminates the shadow catcher instead of casting shadows on it. Enable for CG lights that are being added to the footage and are not present in the 2D backplate/footage.

Directionality – This parameter controls how concentrated the light emission should be is around the normal. Higher values create a spotlight effect.

Include/Exclude – This parameter lets you include or exclude objects from the influence of the Corona Light Material (the excluded objects will do not receive light from this Light Material).

Column
width5%
 
Column
width45%

 

 

 

Opacity

...

Section
Column
width50%

Level – This is the intensity (also considered as the visibility) of the color.

Color – This is the color that will be is used for the opacity channel.

Texture – This slot defines the texture map or shader that will be used instead of the above color.

Mix mode – This parameter controls the blending mode of the texture map or shader over the color.

Mix strength – This value controls the intensity of the texture map or shader that is being used.

UI Text Box
typetip

If the Mix strength is set to 100%, the texture map or shader will completely override overrides the color unless the Mix mode is set to a different blending mode than Normal.

Column
width5%
 
Column
width45%

 

 

Advanced

...

Section
Column
width50%

Visible directly – When enabled, this makes the Corona Light directly visible to the camera.

Visible in reflections – When enabled, this makes the Corona Light directly visible in reflections.

Visible in refractions – When enabled, this makes the Corona Light directly visible in refractions.

Visible to alpha channel – When enabled, then the light is displayed as opaque (white) in the alpha channel.

Visible in masks – When disabled, the material isn't visible in any masking pass (ID, mask, source color,etc.).

Generates caustics – Enabling this option allows for generating caustics.

Material ID – This parameter defines the ID used for this material.

Column
width5%

 

Column
width45%

...

Section
Column
width25%

Column
width25%

Column
width25%

Column
width25%

 

Additional examples

...

 

Section
Column
width20%

 

Column
width60%
Image slider

Corona Light Material: Directionality

Panel
titleDirectionality = 0

Panel
titleDirectionality = 0.5

Panel
titleDirectionality = 0.8

Panel
titleDirectionality = 1

Column
width20%

 

Using the Corona Light Material with Corona Decals

...

 

Section
Column
width20%

 

Column
width60%

The Corona Light Material can be applied to Corona Decals. (Corona Physical Material with self-illumination can be used like this as well!)
In this example, Graffiti textures are being used as the emission texture of a Corona Light Material which is being projected by the Corona Decals.

 

UI Expand
titleClick here to see the viewport preview:

Column
width20%

 

...