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3D coat to Arnold Cinema4D Workflow

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I made this because i didnt want to figure this out over and over again, so i condensed my findings into an info-graphic and posted it online for everyone. All the info below is copied into the info-graphic, and its all you need. If you want to see some of my 3d coat work check out my Artstation: LEDs


This shows you a great starting point to translate 3D-Coat textures over to the Cinema 4D Arnold render. I attempted to Contain all the information you need in the info graphic. I think its important to point out that 3d coats painting is focused on the game engine style official "PBR" algorithms. Arnold (and alShaders) aren't build off the exact same "PBR" shading standard and so it will never translate perfectly. However, from an artists perspective, its entirely usable and can get great results.

Key Note:
PBR generates much of its shading from dynamic reflection probes, HDRs and other cool tricks, most matte materials are still reflective somewhat, but very blurry to simulate light. This means the matte areas of the Arnold material have this quality too, reflections above zero, which is inefficient in the Arnold sampling world and leaves some more grain. A better shader setup is definitely possible with more mixing and more maps output from 3d-coat.


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