Saturday, 9 January 2016


PixelBerg has been updated to v1.8b and is available to purchase now.



As a way to say thank you to those who pay the recommended price and to try and encourage more to do so Now when you pay the suggested price ($30 USD) or more you will gain 12 month access to the VIP download area where you can download all of Frostsofts current and future plugins including any updates for free for 12 months. 

Because i have moved to a pay what you want pricing scale i can not provide free updates (as stated here) like i did on a traditional pricing model so the way it works is as follows:

If you made a purchase of Pixelberg in the last 14 days you will receive new download links via email (If you dont recieve an email within 24hrs then please contact me with your original order details). However if you are outside that timescale you will need to purchase again at whatever price you see fit for the latest version.

If you have VIP member access you can download the latest version at any time from the VIP meber area links provided with your original order.
(As Vip Member access has just been launched and i dont think people who have purchased recently should miss out. If you have made a purchase of $30usd or more in the last 14 days prior to this post you will receive your 12 months VIP member access links via email-If you don't receive an email within 24hrs then please contact me with your original order details) . 


PixelBerg v1.8b is finaly available and adds full Support for the C4D standard render that means PB material , sky and all PB's postFXs.

While for many the Hardware render option will still be preferable due to speed supporting the standard render means that it also supports C4D's anti-aliasing together with a host of other stuff like procedural textures in the final render and makes PB a more viable all round render solution.

PB 1.8 continues support for hardware render and adds support for C4D's standard renderer 

The rendered output from the standard render should be a 99% match to the view port and while obviously slower than the hardware renderer it does benefit from all the goodies of the offline renderer like better AA, higher quality shadows, procedural textures etc..
I have also added support for multi-pass layers in the standard render which supports all the normal ones you would expect plus new PB material layers for each input together with some post effects like SSAO, Vignette, Bloom.

PB 1.8 Supports Multipass layers output with the standard renderer
Together with the standard and PB multipass layers PB 1.8 includes a proper depth pass output of the scene(works with standard c4d materials). One thing to remember about this depth pass though is it is controlled by the cameras near/far clipping planes so for better resolution of the depth buffer it is advisable to enable the far clipping plane of the C4D camera(which is off  by default).

Proper Depth Multipass Layer support in PB1.8

Currently PB fully supports the C4D Standard render that mean all PB materials,objects and posts are supported. It also has basic support for C4D's physical render meaning that PB materials will work but not the POST FX.(The sky object can be displayed by assigning a PB sky material to a C4D sky object). Expect full support for the physical renderer in future.

Some notes on using PB with the standard renderer and mixing it with standard materials and PostFX

Currently you should be aware of the following two things when using PB post and the standard render. These are down to the way C4D currently process things(hopefully this will change in future).

  1. PixelBerg Post FXs requires both C4Ds multi-pass render setting to be enabled and c4d post-effects pass to be added to it in order for PB post to function correctly. If either of this are not done you will notice a button appear in PB post FX dialog to do it for you now.
  2. Please bear in mind PixelBerg requires 32bit post buffers for it to function correctly and will try to force this itself unless you have specifically chosen to save the multi-pass image(not the actual image but the multipass) in a different bit depth.(If you do select a bit  depth other than 32bit and enter a save filename PB will work but image quality may be affected and certain fxs like bloom wont be visible)  
Mixing PB and standard Materials in a scene

PB materials use an approximation of global lighting where as C4D calculates it during render. Bellow you can see how the two compare the left sphere is a PB material(plain white medium reflectance and roughness) using lit by a PB sky, the right is a C4D material(plain white with GGX reflection layer medium brightness and medium roughness) lit by GI provided from a C4D sky object with a PB sky material assigned(you could also use the original hdr map/standard material on the sky with same results).

As you can see from the result PB approximates basic GI fairly convincingly when compared to C4D's solution.  Obviously with a more advanced set up with light bounces etc that PB does not support the difference would be greater.

Comparison of how well PB approximates its lighting 
PB materials will not react to C4Ds GI solution and standard materials will obviously not react to PBs GI approximations. If you need to mix the two standard materials can be lit by standard GI and if you use a C4D sky object as the source for the GI with a PB sky material assigned the results can be fairly convincing. 

Mixing PB Post and standard Post in a scene 

Mixing PB with C4D Post FX in this case AO with PB AA and Tonemapping
PB post FXs will work on standard materials and C4D post Fx will work on PB materials however bear in mind when mixing both C4D and PB post Fxs in a single render certain limitations are currently in place. Any C4D post fx that alters normals or position like C4D motion blur or depth of field will cause PBs own DOF and SSAO not to function correctly. So for example if you are using C4Ds motion blur then turn off PBs SSAO and DOF.(You are free of course to then use C4Ds AO too).

However most of C4D's common postFX like AO will work with PB post without issue.


New PB Enviroment Renderer(Spherical camera) to create your own environment maps
 PB 1.8 includes a new post FX renderer called "PB Environment Renderer" that acts as a spherical camera just add this post fx and create your own environment maps that can then either be feed into the PB sky creation for a complete lighting solution or used for your own purposes.

The settings for this post FX allows you to define the world center, world axis and rotation although most of the time the defaults will suffice.

An example is included with PB1.8 for you to look at normally you will be using c4d standard materials and GI with this post fx then taking the resulting render and feeding it into a PB sky object which then approximates the lighting solution.


A new Lens Distortion PostFX has been added to PB1.8.
k: The lens distortion effect is based on sythneyes original algorithm and this k is the constant distortion coefficient. Normally you can just leave this setting as is.
Distortion: The amount of cubic distortion.
Invert: Inverts the effect
Dispersion: chromatic dispersion effect
Scale: As this is a post effect we only have the information in the image to work with when the image is distorted this means that pixels at the edge become stretched(as we don't have any data beyond this boundary). Scale just scales the output allowing you to hide these stretched pixels.


As of v1.8 the sky object has a new setting called shadow density this basically controls how much environment ambient + specular  lighting is included in the shadows(remember that environment lighting in PB is approximate lighting from all directions). Setting to 0% effectually turns it off and is what you got pre 1.8 as the amount is increased less environment ambient and specular lighting is included in the shadowed areas making them darker and more pronounced leading to a more dramatic render. A value of between 40-50% is suitable for most scenes with a strong directional light source.


Both of these are per material options found in Basic tab of PB materials.
Stick normals will stick the vertex normals to the direction you have set. This is only really applicable when dealing with alpha planes where you have set the vertex normals using VNT for example.

"When you render an object in c4d it deals with the back-facing polygons by flipping the polygon normal so that the polygon is visible from both sides however it also flips the vertex normals which in certain situations is often not desirable. An example of this is lowpoly grass using alpha planes where the vertex normals have been set to point in the positive Y direction, however because the grass will be visable from both sides by default the backfacing polygons vertex normals are flipped and now face in the negative Y direction which causes the overall lighting to be incorrect."

Backface Culling offline render only - This is not really culling anything just setting back facing polygons to be fully transparent during final render. It may be handy in some situations and is there if you need it. *This is a render only setting as the viewport has its own backface culling options. 


PB sky plane material is now simply PB Sky material it works the same but has a toggle to turn off shadow catching. This allows you to assign it to a C4D sky object for various different uses like GI lighting/ reflection on standard materials or simply just as a different method of showing the sky in the background.


Here are a few of the more general improvements that were done.
  • Fixed stability cash issue with hardware render.
  • Fixed crash issue where PB would adversely effect the IRR render even if no PB objects/materials were in the scene.(Sorry about this as it was not caught in testing or reported i only discovered it when i was browsing a forum where someone had mentioned it- So please if you do find any errors/bugs/issue let me know)
  • Fixed issue with DOF target object not updating correctly.
  • Fixed/Added Task system support
  • Fixed issue with PBsky display jumping around when you zoomed out far enough.
  • Fixed various minor issues with PBsky not updating preview.
  • Fixed issue with PB sky not updating light colors under its control in certain circumstances


As people always ask whats planned for the next update i thought i would make a note here of what i have planned next. Next up will probably be motion blur, supersampling a more specialized car paint option and the ability to convert a c4d material to a PB one and vice versa. 

Version History
#1.8 : C4D Standard Render initial support Full including all PB objects,materials,Post FXs, Multipass output etc.. , Physical render partial support (No post FX yet), Fixed stability issue with Hardware renderer, Added new shadow density option, SkyPlane Material now just Sky Material(can be added to c4d sky object for standard material GI and reflections), Added new lens distortion Post FX, Fixed issue with DOF target object not updating, Fixed minor issues with PB sky not updating preview, Task system support added, Added per material stick normal and ignore backface options, Added new simple environment render post (spherical camera to render out hdri maps for use with PB),Fixed issue with PB adversely affecting IRR render, Various other fixes and tweaks
#1.77 : Fixed Bug on NVidia where the sky object would show only ambient regardless of input, Removed console output left over from debugging.
#1.76 : Fixed Bug with Sky Lights Control redraw blocking material texture loads.
#1.75 : R17 New Build Added, Major tweaks and fixes for r17, New Texture loading routines, Fixed threading issue, Fixed layer shader issue, Substance plugin compatibility improvements(substance plugin 1.1+), Transpareny fixed in r17 by maxon(no more work around needed).
#1.7 : MAC version added. Minor tweaks and fixes, initial substance plugin support, basic parralax occlusion mapping added.


  1. I've tried to buy the new version with two different cards and with paypal, and two different emails, but the order never goes through.

  2. I have trouble with R17. Dont see textures in viewport when using pixelbergs material. And all well with R16