U-RENDER is using physically based rendering. We have implemented
both specular/glossiness and metallic/roughness workflow as well as a hybrid
handling of reflectance. Choose whatever fits your need on a per-material basis.
U-RENDER requires it’s own materials as it is an OpenGL based renderer.
Cinema 4D’s shaders are all CPU based an need certain information at render time.
U-RENDER can automatically bake Cinema 4D’s shader into textures and
transfers them to the real-time renderer. Effects that require render time
information can be lost.
We are also working on converters from Cinema 4D materials so that all common
parameters are transfered.