Cinema 4D R20 introduced its own node materials, but these serve a very different purpose than the Corona Node Material Editor – the native node materials are a new type of material, a node material, and you “go inside” each of those materials separately to create and edit them.
Skin is one of the most complex materials to render, with many properties unique to skin that cannot be covered in an all-purpose shader. The Corona Skin Material shader has been added, and it makes it easy to control and adjust the look of the skin, and renders fast and efficiently with realistic results. Even if you have never tried rendering realistic skin before, you’ll find it easy to use and will get great results with the default settings.
Hair has particular unique qualities that also need a dedicated shader. The Corona Hair Material shader is physically accurate, and handles the unique highlights and transmission properties that hair requires, while still rendering quickly and giving you the ease of use in controlling the material that you expect from Corona Renderer.
Cinema 4D has a somewhat unique approach to hair, in that the Cinema 4D Hair Material actually creates the hair geometry (rather than separate geometry creation and shading). To be able to render hair at the moment, you’ll need to use both the Cinema and Corona Hair materials together – this will be improved in the next release, when we will also fully support the Cinema 4D hair material by internally automatically converting it to the Corona Hair Material.
A new implementation of Motion Blur has been added, which works with both Interactive and offline rendering.
This new implementation was required, as the old version was the source of some instability in Corona Renderer.
This new implementation also properly supports simulation, and the motion blurring of instanced objects is greatly improved.
Implicit conversion allows Corona to render non-Corona materials and lights, without the need to convert them first. There is also a Scene Converter included, which will carry out explicit conversion (that is, permanently change a non-Corona material or light into a Corona one.)
For explicit conversion, we support the conversion of standard Cinema 4D materials and lights, and the conversion of the following V-Ray items – Standard, Advanced, Displacement and 2-Sided V-Ray materials (V-Ray must be installed); Physical Sun + Sky, Area, Spot, and Omni V-Ray lights; and AdvBitmap and PowerShaders V-Ray shaders. Note – to be able to convert a scene from V-Ray, you will have to have V-Ray installed for Cinema 4D.
The Corona UVW Randomizer map allows applying random offset / rotation / scale to textures and maps applied to different objects. For example, you can randomize a wood texture applied to a set of planks so that each has a different look in your final render.
Corona Renderer for Cinema 4D, new advanced Bokeh parameters
Positive values of Center Bias expand the bokeh into rings, while negative values compress the bokeh highlights.
Positive values of Vignetting give a harder edge to the Bokeh toward the outside of the image, while negative values create a harder edge to the Bokeh highlights toward the center of the image.
Anisotropy affects the aspect ratio of the bokeh effect, with values above 0 stretching it horizontally, and below 0 stretching it vertically.