Cinema 4D Cinema 4D Visualize, Broadcast, Studio Advanced Render CineMan RIB Attributes
Function available in CINEMA 4D Visualize, Studio & BodyPaint 3D
RIB Attributes

Basic Tag

Tag Properties

 General

Use
Shading Rate [0..1024]

Use this setting to define the shading detail. This parameter plays a major role in the time/quality tradeoff factor for RenderMan® renderer - compatible renderers (in particular PRMan and 3Delight). For REYES renderers (PRMan and 3Delight), this basically controls how finely objects will be diced into micro polygons. A lower value will result in smaller micro polygons, i.e., finer dicing, and therefore higher shading quality. A value of 20 is good for generating quick previews and a value of 1 should be enough for final renders. However, reducing the value to as low as 0.25 may be necessary if your scene contains very many fine shading details, too much grain is present or if shaders don’t anti-alias well. A value of less than 0.25, though, is not recommended.

Use
Shading Interpolation

This setting defines how shading should be interpolated between samples. The exact effect this setting will have is dependent upon the renderer being used. Please refer to your renderer’s reference manual for more information.

You can select from two options:

Since the difference between the final results of these two settings tend to be very subtle it generally won’t make a difference which one you select.

Use
Sides [1..2]

Use this setting to define whether surfaces should be rendered single-sided or double-sided. Contrary to most other applications, Cinema 4D renders double-sided by default. Therefore, this parameter is set to 2 by default.

Rendering can be sped up significantly if you make sure that all Normals on your geometry are lined up correctly and setting Sides to 1. Sidedness can also be defined on an object-to-object basis by applying a RIB Attribute tag.

Use
Use
Use
Motion Factor [0..32]
Motion Factor [0..32]
Motion Factor [0..32]

Use this setting to define if and how the number of shading samples should be adjusted in blurred regions. In areas affected by motion blur you can usually get away with using less shading detail. The Motion Factor setting reduces the shading rate based on the strength of the blur. A value of 0 will not reduce shading samples in blurred areas. The default value will reduce the shading in proportion to the blurriness. Higher values will reduce shading detail even further, which is what can ultimately lead to blurred areas rendering faster.

Use
Use
Focus Factor [0..32]
Focus Factor [0..32]

This is an additional parameter for 3Delight/PRMan. It is the equivalant to the Motion Factor parameter. PRMan and AIR also use Motion Factor for depth of field.

Use
Geom. Approx. Flatness [0..1]

Although AIR does not dice each primitive into micro polygons, higher level primitives (e.g., spheres, Catmull-Clark subdivision surfaces) nevertheless need to be subdivided in order to provide smooth geometry. The Flatness setting defines a metric value for the degree to which the geometry should be subdivided for a good result. The higher the value, the less detailed the geometry will be; a lesser value will further subdivide the geometry.

Use
True Displacement

Enables and disables true geometry displacement mapping. If disabled, the displacement will be interpreted as bump map.

Use
Triangle Displacement

Forces the use of triangles instead of quads for displacement meshes. This can reduce artifacts, however at the cost of increased render times.

 Ray Tracing

Use
Use
Use
Trace Bias [0..1000000m]
Trace Bias [0..1000000m]
Trace Bias [0..1000000m]

Use this setting to correct any artefacting that may occur when, due to imprecise numerical calculations, traced rays meet the same surface from which they are traced. The Trace Bias value may have to be increased when working with larger scenes where artefacting occurs. Smaller scenes may require lower values to ensure reflections and rays are calculated correctly. In general, the default value can be used.

Use
Use
Sample Motion
Sample Motion

Here you can select whether or not motion blur should be accounted for when applying ray traced effects. When enabled, motion blurred objects will be rendered as blurred in reflections and other raytraced effects.

AIR has a similar setting called Trace Motion Blur.

Use
Use
Use
Trace Displacements
Trace Displacements
Trace Displacements

When enabled, geometry will also be rendered as displaced in reflections. If disabled, displacements will be rendered as bump maps in reflections and other raytraced effects. Disabling this setting can save a lot of render time for certain scenes.

Use
Use
Max. Diffuse Depth [0..64]
Max. Specular Depth [0..64]

Maximum Diffuse Depth, separated into diffuse and reflective samples.

Use
Trace Motion Blur

Here you can select whether or not motion blur should be accounted for when applying ray traced effects. When enabled, motion blurred objects will be rendered as blurred in reflections and other raytraced effects.

AIR has a similar setting called Trace Motion Blur.

 Global Illum.

Max. Error [0..100%]
Max. Error [0..100%]
Max. Error [0..100%]
Max. Pixel Distance [0..1000]
Max. Pixel Dist. [0..1000]
Samples [1..1024]
Adaptive Sampling
Max. Hit Distance [0..1000000m]
Shading Rate [0..1024]
Use
Use
Use
Use
Use
Use
Use
Use
Use

This tab offers only limited settings with regard to Global Illumination. This is due to the fact that all supported renderers usually generate their own Global Illumination using a default or proprietary light source Shader. Hence, this effect is enabled / disabled within each individual renderer or application. The settings included in this tab and the descriptions thereof vary from renderer to renderer. Please refer to your renderer’s reference manual for information regarding Global Illumination.