Project Description

Tutorial Overview

HDR Image-based lighting, ambient occlusion, and an-aliasing are all key ingredients to creating beautiful renders. Unfortunately, they are also some of the leading causes of painfully slow render times. What would you say if I told you these could be rendered in real-time?

This tutorial series is an introductory overview of real-time physically based rendering in Cinema 4D. In this 5 part series I go over several test projects, showing you tips and tricks to get you started with this extremely powerful rendering technique. I cover some of the huge, time-saving benefits of combining real-time rendering with Cinema 4D’s deep tool set, as well as some of the trade offs when compared to offline rendering.

This series is not intended to be step by-step-instructions. It’s really just me sharing some PBR examples with you and passing on what I’ve learned.

If you’re looking for a way to add more realism to your renders, while rendering a couple hundred times faster, and all while actually improving Cinema 4D’s view-port performance, then this is the tutorial for you.


Ninja Level

Segal 75


Refrence Links

FrostSoft PixelBerg
Generator Motion (Rich Nosworthy) 99 frames Flying Leaf scene:
Holger Biebrach modelling

Other tutorials from this series

C4D PBR Part 03

Part 3 of the series explores some of my favourite features in Pixelberg’s post effects. We’ll get a look at what adding real-time anti aliasing, depth of field, blooming, tone mapping, and ambient occlusion can do for your renders. I put Pixelburg’s real-time abilities to the test by animating a swarm of assault rifles. Lastly, I go over how easy it is to navigate Cinema 4D’s view port, in real-time, with incredible ease and precision.

C4D PBR Part 04

The 4th part of this series looks at parametric geometry, and procedural shaders in real-time. I’ll talk about achieving realistic environmental reflections and proper fresnel settings, as well as some of the limitations of real-time rendering. I cover dynamic simulations, albedo, reflection, and roughness/gloss settings, and a very interesting feature called Parallax Occlusion Mapping.

C4D PBR Part 05

The 5th and final part of the series is all about final output. Being that Pixelberg is a view port render, the way you go about rendering animations is slightly different than what you may be accustomed to. I’ll show some comparisons between Cinema 4D’s built in Physical Render Engine and the results obtained by Pixelberg in a shockingly smaller amount of time. Plus… cat attack… so you know, that’s worth watching.

C4D PBR Part 01

In part 1 of this series, I go over some of the basic steps to get up and running with the Pixelberg plugin. We’ll get familiar with the interface and where to find the tools you’ll need. We also talk about where you can get the plugin as well as some places to find some assets to do some initial testing with.

Recent Tutorials