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Utility lambert remap

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Message 1 of 6
ulrichGTAV3
205 Views, 5 Replies

Utility lambert remap

Hey all,

what is the value range of the utility lambert shader?When I try to remap it with either ramp_float, ramp_rgb or range, it behaves very strangely.

Original:

screenshot-20210509222539.jpg

ramp_float:

screenshot-20210509222158.jpg

Result:

screenshot-20210509222549.jpg

Goal (done on a screenshot with image editing software):

screenshot-20210509222539b.jpg


thank you for any hint!


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Message 2 of 6
Stephen.Blair
in reply to: ulrichGTAV3

So you're plugging the output of the Utility shader into a ramp? Or is the ramp plugged into the color of the Utility?



// Stephen Blair
// Arnold Renderer Support
Message 3 of 6
ulrichGTAV3
in reply to: ulrichGTAV3

The first one: Utility ("lambert", "color", "none") -> ramp_rgb* -> Arnold Beauty**

* alternative to ramp_rgb i also tried ramp_float (see screenshot above) and range. always the same (or similar) result.

** is supposed to drive toon shaders "width_scale" eventually

I guess, the lambert shader within the utility node puts out 32bits of color. Still, I thought with ramp_float I could clamp that down to use it further. The first thing is the noise. would have to crank up the samples insanely high to counter that. The bigger problem is, that the gradient from white to black is not linear...

Message 4 of 6
Stephen.Blair
in reply to: ulrichGTAV3

You're connecting the Utility to the ramp input, like this?
1620670379656.pngThe input is a float, so the RGB output of Utility is converted by taking the average of the r,g, and b values. So I don't know if that's going to behave as expected...




// Stephen Blair
// Arnold Renderer Support
Message 5 of 6
ulrichGTAV3
in reply to: ulrichGTAV3

Yes. As I tied to explain. That is exactly my setup. And since I expected the utility node with lambert to output a float, i first tried ramp_float. And range. And as you can see in my OP screeshots, i had to clamp the range very narrow to get a gradient from black to white. And what in the "unmapped" version looks rather dark quickly becomes quite bright (eg shadow part of the dino legs)...

Message 6 of 6
Stephen.Blair
in reply to: ulrichGTAV3

For the noise, try putting a C4DtoA tag on the object and disabling Diffuse Reflection



// Stephen Blair
// Arnold Renderer Support

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