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Neue Method®

C4D Render

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Hey guys n gals,

I'm presently working on learning how to light a scene w/ a logo i have. I like what i have going right now, however i'd like to be able to increase the brightness of the txt a more whiter tone than grey.


View here:



Example of what i am aiming for:






I have 3 point light setup and i am using GI.

As for my material i am using 'Danel' with my color and spec set to white. So how would i make this logo more white instead of grey.

Edited by Neue Method®

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tried luminance?

adding a sky?

adding a hdri lighting sphere?

increasing light brightness?

changing light colour?

adding another light?

changing light type?

changing light placement and direction?

rendering with only one light visible at a time so you can see exactly what effect each light is having?

what about some post adjustment?


and so on.


there's no "make white button" ... unless you make one.

Edited by Ratbaggy

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I will dare to pull the string since Im just waiting for a render anyway...


My whitey-white formula--


color---white 100%

luminance---white 100%

diffusion---with "affect luminance checked (and maybe specular and reflection unchecked if you want metallic sheen to show up) brought down to about 50 or 60% depending on lighting in scene (as ratbaggy touches on)


then if you want metallic--I go with a nice high contrast hdri in my env. channel, a bit of real reflection and a super high/thin specular

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I've worked on stuff for the NFL network and the materials have a color, reflection and specular turned on for most of the stuff. And to get the shiney highlight is just a reflection card. Depending on the scene you can have 1-3 lights and you might want to turn off specular on one and turn it down. We haven't run across anything that needs GI turned on.

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The samples you have posted also look like they have a heavy helping of post AE work done on them. All a 3d render is just the bones, the skin is added in post. The subtle colour shifts and glows are gong to be easier for you to do in AE.

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