NEW IN R20

Reference Cinema 4D Cinema 4D Visualize, Broadcast, Studio ProRender ProRender
Function available in CINEMA 4D Visualize, Broadcast, Studio
ProRender

Offline Preview General Multi-Passes

Multi-Passes

Render Multi-Passes

ProRender now offers Multi-Passes, which can be enabled here.

The following Multi-Passes are available:

Several Multi-Passes.

 Multi-Passes

Direct Illumination

This pass contains all directly illuminated geometry (incl. polygon lights and light sources) without additional indirect light.

Indirect Illumination

This pass contains all reflected light, including caustics. Direct illumination is not included (exception: real light sources).

Emission

Here, only luminous surfaces will be depicted, whether polygon lights or real light sources.

Environment

This Multi-Pass shows the sky (incl. the Physical Sky) as the camera sees it. It also shows the scene’s environment (hence the name).

World Coordinate

In this Multi-Pass, the objects will be colored according to their location in the global coordinate system.

Texture Coordinate

This channel renders the objects with a green to red gradient according to their UVW coordinates. U = red and V = green.

Geometry Normal
Shading Normal

In these modes, the Normals components are rendered as RGB (X=red; Y=green; Z=blue). For Shading Normal, Phong or Normal tags as well as Bump and Normal effects will be evaluated; for Geometry Normal, only the facetted result based on the geometry will be displayed.

Depth

Don’t be surprised if you see a completely white Multi-Pass. This is a 32-bit pass (experiment with the Exposure setting in the Picture Viewer’s Filter tab). The farther away an object is, the brighter it will be displayed. A grayscale gradient will be applied that runs from the camera (black) to the most distant object (very bright white) across visible objects.

Object ID

This Multi-Pass displays different objects with different, random colors.

Object Group ID

This Multi-Pass displays different objects with different colors. The colors can be defined in a Compositing tag (ProRender tab).

Material ID

This Multi-Pass displays different materials with different colors, i.e., identical materials contain identical colors.

 Anti-Aliasing

World Coordinate
Texture Coordinate
Geometry Normal
Shading Normal
Depth
Object ID
Object Group ID
Material ID

Enable the respective option to calculate Anti-Aliasing for a specific Multi-Pass. For other Multi-Passes that are not listed here, this will happen automatically. Multi-Passes that should not be anti-aliased will be calculated at the start of the render process and can be viewed before the render process ends.