Not all the renderers we support in Cinema4D are using their own native shaders, only some of them. This happens because the default shader definition in Cinema 4D is already compatible with Physically Based Render workflows (PBR), and most of the Render Engines are already compatible with them and only need a few tweaks in the material definition to ensure full compatibility. On the other hand, with other Render Engines, we need to use their own native renderer materials because they have important issues supporting those standard C4D shaders. We have tested the default C4D shaders with all the Render Engine supported, and this is the result: - Render Engines working fine with the standard C4D shaders:
- Standard (C4D)
- Physical (C4D)
- Corona
- Octane
- Arnold
- Render Engines not compatible with C4D shaders and using their own native shaders:
Therefore, when using one of the Render Engines that work fine with the standard C4D shaders, the anima® plugin will not generate native shaders for your Render Engine but the final renders will look fine anyway because the plugin will adapt those standard parameters to make them compatible with your renderer (like adapting the normal map interpretation or tweaking the specular maps). On the other hand, when using one of the Render Engines not compatible with the standard C4D shaders, anima® will generate native shaders and set them up automatically. The correct Render Engine must be selected in Cinema4D before importing the anima® scene. If the scene has been already imported with a different renderer selected, then you have to manually select and remove all the anima® shaders and then reload the scene to regenerate the materials again to make sure that the materials have been correctly updated. |
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