Each skull in the render you see above has about 750,000 polygons in it. That’s a whole lotta triangles! Using the tips we explain in the video, simulating all that geometry didn’t slow us down a bit. In this two part series, we’ll show you how to swap high polygon objects with low resolution meshes at rendertime using the Alembic file format in Cinema 4D. This workflow will save you some of the headaches associated with dealing with a heavy scene. In part two, we dive into the lighting and shading of this image. We will be breaking down some clever uses of the new Variation map in R17. Oh, and some Physical renderer as well! Enjoy!
Part One: Setting up your High and Low Poly Objects with Alembic for Object Swapping
Part Two: Using the Variation Map to Achieve Randomization on Many Attributes
Have your own unique object swap workflow? Share it with us in the comments below!