10 Minutes of Cinema 4D: Physical Render Settings | Eveling Salazar | Skillshare

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10 Minutes of Cinema 4D: Physical Render Settings

teacher avatar Eveling Salazar, Graphic Designer - 3D Designer

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Wellcome! Intro


    • 2.

      Physical Render


    • 3.

      Physical Render Settings


    • 4.

      GI & AO Settings


    • 5.



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About This Class

In just 10 minutes you will quickly learn how to set up the rendering of your 3D designs with Physical Render.

Learn how to configure the Physical Render settings and get quality final rendering results.

You will quickly learn the basics to perform an optimal rendering throughout the course. Regardless of the external rendering engine you have or if you don't have one, you can easily use Physical Render and get a good result.

This class is great for creatives, designers, or anyone who wants to improve their 3D skills. I will concisely teach you information that I learned throughout my experience as a 3D Designer so you can apply it in your future designs.

To put into practice what you will learn in the course, you will need to have Cinema4d installed on your computer and have a design already made to add the configuration that you will learn to apply and proceed to render it.

What you'll learn: 

In this class, I will share with you how to use Physical Render Settings.

  • Standard or Physical Renderer?
  • Physical Render Concepts 
  • Physical Render Settings
  • Global Illumination and Ambient Occlusion settings

Let's get started!


Explore more about 3D design! My other Skillshare Classes:


Cinema 4D

Adobe 3D

Art & Design


My resources for artists:

Let's be friends onInstagram

Visit my new website! evelingsalazar.com

Meet Your Teacher

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Eveling Salazar

Graphic Designer - 3D Designer


My name is Eveling Salazar. I'm a Peruvian 3D Designer and professional Graphic Designer.

I love to create and reflect everything I love through abstract shapes in 3D and experiment with new design methods. The inspiration for my work centers around emotions, music, and Peruvian culture :).

Currently 3D designer at &Walsh 

Watch the classes completely free!  Here for sign-up for 30 days free trial.

Visit my new web! www.evelingsalazar.com

Let’s be friends on: Instagram - Youtube - Medium - Tumblr -  Twitter

Free C4D Files: Project files & Assets 

Work inquiries: hello@evelingsalazar.com



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1. Wellcome! Intro: In this class, you will learn in just few minutes how to set up the rendering in Sema 40. If you work with physical render, these express scores will teach you the Blastic you need to know to learn how to render and get the best results. Hello, I'm eerily graphic designer. From during the lesson, we will quickly see the benefits of render. You will learn the senor type you can use for rendering and identify which one will work for you. Depending on the project you are working on, we will see some important rendering specification and how to set them up. Additionally, we will see how to use the global illumination and ambient occlion, as well as other options that we help you to improve your rendering. This class is great for designers and anyone who is interested in learning how to create with three D and M. For the, if you have questions about how to use and set up physical render, this course is ideal for you. You only need the motivation to learn about a few minutes to quickly learn how to improve your treaty designs with the physical render settings. You don't need to have an external render engine installed. With the tricks and concept that we will see in this class, you will be able to obtain very good results. 2. Physical Render: Depending on the render you have installed. A is displayed. Unless you define how Cmaphord should render, the following are normally used is standard and physical. A standard refers to the use of cinema normal render engine physical. A special renderer, including a physical camera, will be used to render special effects such as death of field, or realtors motion blur. Now a standard or physical renderer, in some cases I have used the standard renderer. It is very fast, stable. However, if you want to achieve the right effects, you should use the physical render. The physical renderer will help you with, for example, depth of field and blur effects, chromatic aberration, and chum blur. This engine performs the realistic simulation of physical effects, but requires more computing power. Therefore, it needs more renderer time. If you don't have or want to use an external engine, using physical rendering will be great help for the final result of your design. 3. Physical Render Settings: Let's render with the Seaford physical render engine. I have a composition that I have already made and let's see the confirmation to the render of this design. First sampling the sampler, that's just that sample project cache From the camera angle of view in a pixel Us find out which want to use. I'll explain below. First adaptive. This increased sampling will occur in the most important parts of region of the design. This option recognize the areas where more samples are needed and it's going to adapt to that. It offers a good result between quality and render speed. It does a little render faster. But keep in mind that this option render the image a little more blurred than with the fixed mode. Fix it with this to a defined non modifiable number of sample per pixel will be calculated. If you want to create a defined render of a project with very detailed texture, it is better to use this mode. The last one is progressive, samples are calculated continually. The longer render, the better blur effects such a depth of field motion blur bl effect will be calculated here. You can increase the level of sample subdivision by one unit which usually double than recur render time. The more subdivision do at the more render it quart and time you can add values 0-16 I usually render it with the fixed option. In the Samplin subdivision option, I add value of six. Now we'll see the subdivision the next three subdivision option apply globally, that is 2.3 Then these are the quality option for the blur area, shallows and Amin occlusion effects. First subdivision blur, you can use the value 0-16 Use the value to adduce the quality or granularity of the image. Higher value produce better quality but also increase render times. We add four. Next subdivision shallows, we can apply values 0-16 This parameter refers to the shallow maps. More samples improve the quality of soft shallows. We add four, the last one, subdivision A occlusion, ambient occlusion. Help to calculate the brightness and generate a more realistic effect and define how much light she'll be blocked in the composition we activate in the render with of four. 4. GI & AO Settings: Now let's talk about global illumination and ambient occlusion. One of the most important elements to achieve realistic render image is the natural dispersion of light in the scene. This can be done with global illumination. With this option, it will help us to disperse the light realistically. This option we apply to our composition, the light according to its behavior in the real world. Now let's see the primary method and secondary method. The permitting method only directly illuminate surfaces, leave it as the default. And the secondary method is responsible for additional reflection. Enable the quasi Monte Carlo method Q MC for better production quality for the rendering. But keep in mind that this ocean is the slowest to render. Let's activate it in this case now I'm in occlusion, determinate a corresponding degree of exposure and darkness of each visible point of the surface we activated as well. Min occlusion helps to calculate the brightness and generates a more realistic effect and define how much light should be blocked in the composition. Another important option is anti elation. This option will have to remove jetted edges from image. It works by dividing each pixel into sub pixels. Instead of calculating only one color per pixel, several color values are calculated using the option in the antialing section, you can remove jet edges less active preview render tests, let's check it out. You can use the approve render. With this option, the render time will vary depending on the characteristic of your computer. Now that's add the path to save the design and add a 16 bit depth, it is ready to be processed and Renderer. 5. Practice!: Now it's your turn to set up your render and get your trusted design process. I hope I help you and you enjoy the course. If you have any questions, feel free to leave a comment in the discussion section. Please feel free to share your design project with the setting learned in the class and let them to decorate project. I'll be very happy to see your design inspire other with your designs. Please if you like this der course, I invite you to follow the other course, I D Design with 104 D and a dimension. If you are looking for new ways to get inspired, I invite you to follow my art history course about impersonalim and post impersonism. Finally, follow me. I am, as on Instagram for more courses, follow my profile on sculpture. Thanks for following me. Thanks for following the course and see you soon.