Search is based on keyword.
Ex: "Procedures"
Do not search with natural language
Ex: "How do I write a new procedure?"
Troubleshooting
When you are performing an action using Colorway, like exporting a project for example, Colorway has an in-depth error message dialog that provides you with details of potential errors related to your project and the action you are trying to perform.
Warning/Error Messages and Descriptions
Below is a list of error messages and their meanings:
Error Message | Description |
Unable to determine the exact light color from the material <Material> adjustments may be limited. OR Unable to determine the exact surface color, adjustments may be limited. |
In order to allow color changes within the Colorway application, the exporter attempts to work out the resulting color of lights and part materials in your scene. These are reset to white for the render to allow full adjustment in Colorway. This message is displayed if the material setup is complex or contains procedural textures and the exporter cannot determine an accurate final color. As a result, some coloration may remain in your render, and adjustments in Colorway are limited. If you wish, you can uncheck the Allow Procedural Textures option in the Export dialog, and colorway removes any textures that it cannot represent when rendering. |
Adjusting light color by a significant amount, renders may be clipped. OR Renders will adjust Luminance color of <Material> by a significant amount, they may be clipped. OR Adjusting material color by a significant amount, renders may be clipped. |
In order to allow color adjustments in Colorway, the colors of lights and materials are reset to white during rendering. If the current color is set to a particularly dark value, then this neutralization may increase the brightness of the object in renders by such an amount that clipping occurs. One way to work around this is to use reduced brightness, instead of a dark color to decrease illumination or object color. |
Colorway only supports a limited set of adjustments for <Some Light Type> lights. |
Some of the C4D lights – for example the Physical Sky and Environment lights – do not have straight-forward brightness or color controls. As such, these are always exported to Colorway as is. This means it is not possible to change the existing color in Colorway - instead you can add an additional tint. It also means that with round-trip, adjustments may not re-apply correctly back in C4D. |
<Sky> The material uses both color and luminance. Only enable luminance to allow full adjustments in Colorway. |
As global illumination renders in C4D consider both the color and luminance values of the material attached to a Sky object, in a complex fashion, Colorway is unable to allow full color control of Sky lights within the application. This means it is not possible to change the existing color in Colorway - instead you can just add an additional tint. It also means that with round-trip, adjustments may not re-apply correctly back in C4D. If the Color channel is disabled, then more comprehensive adjustments are possible. |
'Linear Workflow' is disabled in your Project Settings. There will be gamma shifts and textures may not position correctly. |
Colorway requires that C4D renders are performed in the linear color space. If you don’t have Linear Workflow enabled in your Project Settings, you can still render but renders can have a gamma shift in Colorway, and texture placements may be distorted. See the C4D Help if you are unfamiliar with this option. |
Multiple Materials are assigned, exporting values from <Material Name> |
In Colorway, each part can have a single material assigned at any one time. If you combine multiple C4D objects into one part, they should all share the same material. If you have more than one material assigned to the part’s objects, this message is displayed. The color and textures you see in Colorway are taken from the named material. In some cases, this is fine, and as intended. For example, say you used two Materials, with the same color, but different specular properties to make some objects more shiny than others. If, however, you have assigned several shaders with different colors, it is unlikely to get the expected result in Colorway, as all objects take the color of the named shader. |
Localizing material <Material Name> to <Object Name> (inherited from <Object Name>) may cause texture placement to change. Please manually assign material to this object or use an object-independent mapping. |
In order to create the Colorway file, we have to temporarily adjust the materials in your scene during export. You may see this warning if objects you have tagged to be parts inherit their materials from objects that use object-based texture placement higher up in the object tree. This is because mappings like Flat, Spherical, and so on, use the bounds of the object to determine their placement. When the tag is re-assigned to just the objects in the part, this can change the placement of the texture. To work around this, either use an assignment location-independent mapping (like Camera or UVW), or manually assign the material to the objects within the part (so that it is not inherited) and visually ensure the resultant texture mapping is correct. |
Sorry you didn't find this helpful
Why wasn't this helpful? (check all that apply)
Thanks for your feedback.
If you can't find what you're looking for or you have a workflow question, please try Foundry Support.
If you have any thoughts on how we can improve our learning content, please email the Documentation team using the button below.
Thanks for taking time to give us feedback.