C4D Bridge: Shader creation even worse than before
I have no idea where I can leave feedback for the C4D bridge so someone from the devs sees it, so I do it here.
With the latest version the prop and figure material import are even worse than before, textures are mapped into the wrong channels, there are diffuse/reflection imports mixed up. Also bump and normal settings are completely wrong. I cannot understand how this can be rolled out as a working bridge, did no dev actually test if this works? Redshift conversion does not work at all, only one material is converted and here the textures are plugged into the wrong ports and/or have wrong settings.
Maybe the devs should ask someone with some knowledge about C4D, Redshift and Octane instead of tinkering themselves?
The free bridge is advertised to sell more assets to use them with C4D. Practically this only works VERY bad if ever.
Comments
I don't think the devs read this forum anymore, but they are present on the Github page and they read reports there. You can submit your issues here:
https://github.com/daz3d/DazToC4D/issues
I use the bridge knowing that I'll need to set the shaders up myself (I use Arnold, which isn't supported by the bridge), and it works great for my purposes.
Shaders are specific to each render engine. Don't wait for a shader converter between two different renderers, because that's impossible to do correctly.
On the other hand, between Daz Studio and Cinema 4D, you should be able to recover the texture, alpha, bump, transparency.
Some rendering engines offer shader converters with the shaders of the software on which they are installed, but this conversion is only approximate and will never satisfy a professional.
I would also add that in renderers, channels are never organized the same way.
In addition, between two different versions of 3D software, there may be a reorganization of the channels for the same rendering engine.
Wanting to do a shader conversion doesn't make much sense (it's a beginner's wish)
In fact, we create some of the shaders based on the light sources.
I therefore advise you to initially make a good adjustment of textures, alphas, bumps and transparency.
Next, you will create the lights coming from the renderer (and not the lights coming from Daz 3D)
When the lights are well placed and lighting the scene as you wish, you can move on to the final step, finalizing the shaders.
For adjusting shaders you can start with specularity which is a fairly easy concept to understand.
Then, you can adjust the opacity which is important for the skin (there are lots of tutorials on the internet)
There are other shaders but if you have reached this stage, your work will already give you satisfaction.