Imagers - Arnold for Cinema4d
Further Reading |
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See also Post Processing with Imagers in the Arnold User Guide |
Post-processing nodes called imagers operate on pixels before the output driver. Imagers can be chained together.
The Intel® Open Image Denoiser imager (OIDN) is added by default to new scenes (existing scenes will be unchanged). This can be disabled in the Arnold Render Settings.
OIDN denoiser imager added by default
Known limitations:
- Currently, Arnold refreshes the IPR when a new imager is added. It is, therefore, recommended to add imagers before starting an IPR session.
- Denoiser imagers should be applied before post-processing imagers if the post-processing is introducing new features in the image (ex: bloom).
- You should apply the imager_light_mixer before any denoiser imagers, as light AOVs won't necessarily be denoised by the denoiser.
- Writing imager output to separate AOV is available only in multi-layer Arnold drivers (e.g. EXR) and when rendering to the Picture Viewer, but not supported by single-layer Arnold drivers (e.g. jpeg, png, etc).
The following post-process imagers are available below:
- imager_arnold_denoiser
- imager_color_correct
- imager_color_curves
- imager_denoiser_oidn
- imager_denoiser_optix
- imager_exposure
- imager_lens_effects
- imager_light_mixer
- imager_overlay
- imager_tonemap
- imager_white_balance
Workflow
Imagers are Post Effects which can be added to the scene via the Effect button in the Render Settings. You can also edit imagers from the Post side panel of the Arnold IPR window.
Arnold Imagers menu found under 'Effect' in the Render Settings window (left). Imagers tab also available from the IPR window (right).
Light Mixer
The light mixer operates on light groups not individual lights, therefore first you need to assign lights to groups via the Light Manager or click on Add Layer... > all to create dedicated groups for each light.
Info: Mute an individual layer by Ctrl + click on the mute button (exclusive mute). Solo an individual layer by Ctrl + click on the solo button (exclusive solo).
Info: A scene that demonstrates how to use the imager_light_mixer can be found here.
Overlay
The following tokens are specific to Cinema 4D:
<scene>
: Name of the Cinema 4D project.<author>
: The author of the project as specified on the Info tab of the Project Settings.<take>
: Name of the active take.<object:object_name.attribute>
: Value of a user data or builtin attribute. You can use the name or id to specify the attribute. To specify object hierarchy and attribute groups, use the/
separator. To use the/
and.
characters in names, escape them with a backslash (\/
and\.
).Examples:
<object:MyCamera.Film Offset X>
: Film Offset X attribute of the first object named MyCamera.<object:MyCamera.1118>
: Film Offset X attribute of the first object named MyCamera. The attribute is defined with its id.<object:Cameras/Shot01/MyCamera.Film Offset X>
: Film Offset X attribute of MyCamera under Shot01 and Cameras.<object:/MyCamera.Film Offset X>
: Film Offset X attribute of MyCamera at the root level of the object tree.<object:Arnold Sky.Main/Skydome/Samples>
: Samples attribute under the Skydome group on the Main tab of the Arnold Sky object.<object:Arnold quad_light.Color.r>
: R component of the Arnold quad light color.<object:MyCamera_\/test\/.Film Offset X>
: Film Offset X attribute of the camera named MyCamera_/test/.
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Text overlay settings | User data on the object | User data displayed in text overlay |
<active_camera:attribute>
: Value of the given attribute of the active camera. The attribute can be defined by its name or id. Attribute groups can be defined by the/
separator./
and.
characters in the attribute name can be escaped as\/
and\.
Examples:
<active_camera:Film Offset X>
: Film Offset X attribute of the active camera.<active_camera:Details/Far Clipping>
: Far Clipping attribute from the Details tab of the active camera.<active_camera:Global Position.z>
: Z coordinate of the active camera.
<render_settings:attribute>
: Value of the given attribute from the render settings. The attribute can be defined by its name or id. Attribute groups can be defined by the/
separator./
and.
characters in the attribute name can be escaped as\/
and\.
Examples:
<render_settings:Width>
: Width attribute of the Cinema 4D render settings.<render_settings:Sampling/Diffuse>
: Diffuse samples from the Arnold render settings.
<frame_time>
, <render_device_info>
, etc., do not work properly in a single frame Team Render, because they display data of the actual client machines, not the whole render process.