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ProRender Cloned Lights - Not Emitting
Posted: 19 April 2020 11:47 PM   [ Ignore ]  
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Hi All,

I’m rendering a mall in C4D R21, which has a building structure, and x4 separate shop sets which are cloned along a spline, that follows the building curved front.

Inside each different shop set, I have a group of PBR spot lights.

I can successfully get the cloned lights to emit if I disable all the shop sets in the clone object but one. As soon as there is more than one active shop set all the cloned lights stop emitting.

the clone objects are set to instance (not render instance), and as I said I can get x1 set of lights cloned to work, but not all.


Is there any ProRender limitation not in the C4D documentation that prevents this? because it works in the advance renderer.

Please find C4D scene here: https://www.icloud.com/iclouddrive/0kTzRpMK8HMqZYmDVpPdqO1sg#ProRender_Cloned_Lights_Help

I’ve tried all I could find.

Any help is welcome.

Thanks

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Posted: 20 April 2020 04:44 AM   [ Ignore ]   [ # 1 ]  
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Hi varval,

Thanks a lot for the file!

To my understanding, the limit in R21 is around 100 spot lights, and I’m not aware if there an option to increase this. I have no information about how that might be a hardware related limit.
Yes, there is no mention in the Manual.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 20 April 2020 03:00 PM   [ Ignore ]   [ # 2 ]  
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I wasn´t aware of a limit to about 100. Good to know tho, thanks

I have reduced de scene to just x4 shops with x8 lights each. Each shop is cloned x2 times, which makes a total of x64 cloned lights.

There are no other image-based lighting sources in this scene, in case this count as well against the 100 limit.

Even then, I still can ALMOST only get to emit light from x1 shop’s lights at a time!

I now noticed that with all shops active I get full light emission on Shop 2, a very very faint illumination on Shop 1, and nothing else.

The Xpresso that drives the intensities of the lights for quick adjustment doesn’t interfere, does it?


Please find the simplified scene here: https://www.icloud.com/iclouddrive/0pcyt_F10M4VJiufeLF3mWk-g#ProRender_Cloned_Lights_Help_64_Lights

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Posted: 20 April 2020 03:00 PM   [ Ignore ]   [ # 3 ]  
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P.S.: Perhaps try S22 with the scene. It is available from today on.

I tested it with more cloned lights than your scene last night. It works just fine. I have to explore your scene a little bit more, though.

Here is a screenshot
https://www.amazon.com/clouddrive/share/JYTESyNapiktYVqg3H9P4q88HHo8LafNAq4NfRNyr7r

It has 1296 lights in it (18*18*4)

Cheers

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
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Posted: 20 April 2020 03:55 PM   [ Ignore ]   [ # 4 ]  
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OK, I got it.

All the lights are emitting. It’s just that there is a couple in one of the shops which have a wider angle of illumination, covering more area.

For some reason, even at the same intensity, they seem to illuminate more, and thus decreasing the intensity of the others in the render.

If a light covers more area, shouldn’t it illuminate with the same strength per cm2? in this case, it seems to increment the power proportionally with the angle!

This would be the case in real life unless you use a lens in front of the light.


Is there any way to make a PBR light to emit with the same intensity despite of the angle covered?

Please find an even furthermore simplified scene here: https://www.icloud.com/iclouddrive/0BTtJ8irBeHLUKTyGmu6VJjfg#ProRender_Cloned_Lights_Help_64_Lights_2

Thanks

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Posted: 20 April 2020 05:34 PM   [ Ignore ]   [ # 5 ]  
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Furthermore, the main problem I have with the lights in this scene, is that as I have more and more active lights, the visible intensity of them decreases proportionally even if the intensity value is kept the same!

It does look like the total visible light power is shared between the number the lights added to the scene?

Is there a way to avoid this? so each light is independent?

This is driving me nuts…makes no sense this behaviour.

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Posted: 20 April 2020 07:12 PM   [ Ignore ]   [ # 6 ]  
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Hi varval,

Please have a look at this file, it works in R21 and S22:
https://www.amazon.com/clouddrive/share/TbRDYum7bUfYWDyYuMrpf8HHJ0bK5olYtQnOKYx0lmG

You will notice that I have used a normal Area light (z-direction only) and a Cylinder without caps. This “Altman-Spot” like set up uses a black material and a Render Tag.

It should render with a more significant number than you need it in the scene.

If you must work with Spotlights, as that seems to be the stopper, I can only suggest the support route.

You scene takes a while to render, and each iteration adds to the invested time, my answers are a little delayed.

All the best, stay safe, stay healthy.

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
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Posted: 21 April 2020 01:44 AM   [ Ignore ]   [ # 7 ]  
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Yes, changing to Area lights works.

They show light emission even with about 30 cloned lights.

Still have to add all, but they don’t seem to decrease in power as I reactivate more of them; at least not as much as with Spot lights.

I won’t ask why the PBR Spot lights behave in such way, but it’s unexpected and not real physics related, as ProRender supposedly is.

Thanks for your help again tho!

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Posted: 21 April 2020 02:26 AM   [ Ignore ]   [ # 8 ]  
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Hi varval,

When I get larger scenes like that, it is quite some work to really see through the whole set up. Yes, everyone has his/her own idea of how things have to work. The ProRender is undoubtedly in active development, as you might feel when using S22.

This late afternoon I explored your scene more in detail. I took one shop with the lights in a new scene. I’m not certain about a few things. So I replaced the glass panes with a simple cube. I’m not sure if the refraction of the glass will be really visible in the final render, refraction of 1.0 should be nearly not noticeable to the render intensive refraction.

The mesh of that one shop had a lot of flipped polygons.

Many materials have lots of channels enabled where I’m not clear why that is. Some have the parameter set, so there isn’t a real effect of it.

Please have a look at this file, I have set up a light source that is not based on Light objects at all:
https://www.amazon.com/clouddrive/share/vHOxXwhEs65rZspYuZo0JwuAayQuv4A30ChYBBR7VuA

Cheers

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
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Posted: 21 April 2020 11:24 AM   [ Ignore ]   [ # 9 ]  
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Dr. Sassi - 21 April 2020 02:26 AM

Hi varval,
Yes, everyone has his/her own idea of how things have to work. The ProRender is undoubtedly in active development, as you might feel when using S22.

Yes, probably I simply don’t understand why those lights behave like that, and there’s a reason for that! smile

Dr. Sassi - 21 April 2020 02:26 AM

The mesh of that one shop had a lot of flipped polygons.
Many materials have lots of channels enabled where I’m not clear why that is. Some have the parameter set, so there isn’t a real effect of it.

Yeah, the shops are from a purchased pack. the geometry was very Hi-Poly which I poly-reduced. maybe something got wrong in the reduction.

The materials were supposedly made for the Advanced Renderer. Maybe the Company I bought the sets from isn’t the best, but they are well known.

Thanks so much for all your help again!

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Posted: 21 April 2020 03:28 PM   [ Ignore ]   [ # 10 ]  
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Thank you very much, varval, for your feedback.

The main power of the ProRenderer, from my point of view, is the preview capability. For me, it stops there, and if that is not needed, I will go with the Physical render. The ProRender can be slowed down with the elements in the scene, of course, to a point where no useable editor update is given. Again, that is my very personal take on that. This means that the scene should be optimized. As you did with the shops already. If the shops would have the materials baked in, as well as the lights, I believe you would see a considerable improvement in speed.

As a side note, I hope I did not sound critical here. My intention above was more to point to areas where you can take advantage of some adjustments that would improve the scene.

My best wishes for your project.

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
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Posted: 21 April 2020 08:45 PM   [ Ignore ]   [ # 11 ]  
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P.S.: here is an baked file, with reflectivity and transparency active:
https://www.cineversity.com/forums/viewthread/3957/#15853

screen-shot:
https://www.amazon.com/clouddrive/share/1a56dsZ0Fwu4CxffIM8VaIjk1AAKo8ZcubyAja9ZfEe

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
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