Hair not rendered with custom lens

  • On 22/05/2015 at 02:13, xxxxxxxx wrote:


    I spoke with the developers.

    The "built-in Camera modes" have nothing to do with custom lenses. These cameras are just different projection matrices and post effects that do perform world-to-screen transformations use these matrices (using functions like WS()). So a post effect cannot use or pay attention to a custom lens. This is a limitation.

    An example is the "Cylindrical Lens" which is a custom lens. This custom lens also won't work with these post effects.

    Best wishes,

  • On 22/05/2015 at 02:30, xxxxxxxx wrote:

    there is an ugly work around Niklas.

    render the image with standard camera, now the whole image is a texture, put it on a plane,  and render this plane with your custom lens.

  • On 07/12/2015 at 18:24, xxxxxxxx wrote:

    This post makes me sad :(

    Ain't this the same problem with glow?
    I remember trying the R17 Demo when it came out, glow seemed to be working with custom lenses.
    Anybody tested custom lenses with hair or sketch & toon on R17?

    If the problem is the world-to-screen transformations, video posts that provide custom lenses could calculate the missing matrices overriding a (new) virtual WS().

  • On 11/03/2016 at 16:14, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    If the problem is the world-to-screen transformations, video posts that provide custom lenses could calculate the missing matrices overriding a (new) virtual WS().


  • On 14/03/2016 at 03:06, xxxxxxxx wrote:


    can you elaborate on that? If you think about it you will realize that a custom lens that creates rays for given screen space coordinate and a function like WS() that converts a world space coordinate into a screen space coordinate are two different things.

    WS() is just a function. That means for every given input value there must be a single return value. So if you hand over a certain world space coordinate you can only get one screen space coordinate.

    But custom lenses don't work this way. They define rays. And the position where these rays intersect with the scene depends on the ray and the the scene geometry. So one can easily create a custom lens that creates rays in a way that two rays (for two different screen space coordinates) will hit the same surface point (world space coordinate).

    So WS() is not a "inverse function" for a custom lens and there cannot be such a thing. So I'm afraid there will be no solution for this anytime soon.

    Best wishes,

  • On 15/03/2016 at 17:05, xxxxxxxx wrote:

    I understand, the Custom lens plugin is limited to creating rays only, and there's no safe way to get the world to screen coordinate with it.

    What I'm asking is a new feature. A new virtual function on VideoPostData.
    If you give me a virtual WS() with the world coordinate, I can provide the screen coordinate.
    If that's the only problem, we can solve it.

    I constantly need to remind people that my plugin will not render sketch & toon. They usually get frustrated and it sounds like I'm not doing my best.
    At least, since I read this post, I don't say the word "incompatible" anymore. I say "it's a Cinema 4D limitation".
    But either way is bad, because it limits artistic freedom.

  • On 16/03/2016 at 02:55, xxxxxxxx wrote:


    I added your idea to our internal database. But the problem remains that a custom lens is part of a video post while WS() is part of a BaseView. These are two different things that have nothing to do with each other.

    Best wishes,

  • On 16/03/2016 at 05:27, xxxxxxxx wrote:

    Thanks Sebastian!
    I'm sure Maxon will find a way to make it work!
    If there's anything I could do to help in this process, just call.

  • On 10/06/2016 at 05:44, xxxxxxxx wrote:


    Any news on that subject?

    I'm being asked for chargebacks because of that.
    One user said: "So I can't use hair? Sorry, your plugin is useless for me."


  • On 13/06/2016 at 05:02, xxxxxxxx wrote:

    Hi Roger,

    I'm afraid Sebastian and you might be talking past each other.
    Unfortunately this is a technical constraint currently, that can not be fixed easily. So you shouldn't expect any news on this soon. Terribly sorry.

  • On 26/12/2016 at 14:14, xxxxxxxx wrote:


    Here I bring it on again... any news?

    Camera plugins like mine look amateur because of that limitation.
    I'm tired of pasting my default answer saying it's a known problem but Maxon won't fix it.

    Is there at least an internal ticket for that?

  • On 27/12/2016 at 03:05, xxxxxxxx wrote:


    Yes this limitation has been reported internally.
    But please don't say MAXON won't fix it. We try to fix as much issues and limitations as possible but this can take quite some time.

  • On 27/12/2016 at 05:18, xxxxxxxx wrote:

    But what could I say when the official diagnostic is that "It's a limitation".
    It sounds like nothing will be done, I didn't have much hope.
    Now that I know it's on your radar, I can start saying that I'm waiting for the fix.
    btw, some kind bug tracking would be helpful.


  • On 12/01/2017 at 08:47, xxxxxxxx wrote:


    as Yannick and Sebastian pointed out before, there is no easy solution to this problem. I'd stick to "It's a limitation of C4D" or "It's a limitation of C4D, MAXON is aware of". I wouldn't say, you are waiting for a fix, as this somewhat implies a shorter time frame raising expectations on your customers end. And unfortunately we currently can not provide an estimate. Sorry!

Log in to reply