![]() ![]() Is something that I will certainly not refuse in the near future.Posted by Jim Thacker Maxon ships Cinema 4D R20 In rare special cases in Modo in the past, where the Node Editor isn't for MaterialsĪlthough I haven't had much fun with my first Marionette trials, Node Based Editing I haven't much played with Material Node Editor in C4D nor Blender, but used it Like Navigating in a complex Building's Floor Plan I think in a Node Editor, even the most simple Material Setups, look much moreĬomplicated than they are. While the whole complex Texture Options reside external in the Shader Tree. Or like Modo where all your Physical Materials Settings fit mostly into 1 Panel ![]() Or like VRAY, or like the reduced PBR Settings for Game and Realtime Engine Separate Tabs per Channel deactivate and hide unneeded Tabs. The way how C4D was in the long past, where you Honestly I prefer the limited and simple Material Editor UIs where I can checkĮverything in one Panel. I think I have to get used to it for Blender anyway.īut it is a bit like VW would have "Marionette Materials" I don't always like how Maxon deals with things, but they are very smart and it is the most stable software I've ever used. Pro render isn't really of interest to me, but I see why they are doing it. I haven't done a job in Physical renderer at all in 2017. Personally, I'm full in on Octane and Corona and for the first time in 12 years am back on a Windows machine with multiple GPUs and overclocked cores. If you look at the work being generated in Cinema, it feels like most of it is happening now via 3rd party - but I don't have actual numbers.Īlso - Pro Render is slated to work with AMD GPUs which Octane, Redshift, and other CUDA based engines can't do - so I think they are trying to get something to the Mac users and get their foot into that niche. Then you have things like Corona and Arnold starting to really show what a CPU render engine can do (fast IPR, simple settings) and I think they wanted to try and keep up with this trend somewhat as well. Once you get a true IPR experience when creating lighting and materials, it is really hard to go back to the old ways. I think a lot of people and studios are still using Physical renderer, but the visibility of Octane and Redshift can't be ignored for GPU power and quickness of workflow. Pro Render is existing tech, so they could bolt it on and then fine tune the integration instead of building completely from scratch. With the core rewrite, the current rumor mill is that R20 is going to bring huge changes. They released it half baked to get it going quickly and refine it in future releases. My take - and purely speculation - I think they realized it was important to catch up to the current GPU render engine offerings before they get any further behind the curve. Just for my own interest, are all render engines that can be used in conjunction with C4D designed to go all the way to a finished product? Is this engine somehow designed only to get MOST of the way there quickly, but they intend for the other engines to be used for a last run? Or is it more that this engine was released ASAP and that it needs nover revision or two to bring it up to feature parity with the other engines?Īpologies if this is an ignorant question, still learning the ins and outs of C4D when I have the time. Of course PIO's glass panels have wrong Face Orientation as the are made fromĮxtrudes and Frames/Sashes tend have strange extra vertices or 1-2 point polygons.īut I did the "Optimize" and "Align" commands already a few times and Face Orientationĭeactivating Refraction IOR doesn't change anything so I assume it is about the reflexions. I don't quite understand that as I am used to correct the Glass Panes geometry mostly afterĪn Import. Just in my File with glass panes from Door or Window PIO's they render nearly black Thought I may be a problem only when objects aren't parallel and did another cube row I tried again transparency in a file from scratch where arranging rounded edges cubesīehind each other worked well without (unrealistic) darkening. Happens in Modo since the implementation of render passes as well as currently in C4D. Gets forgotten, it doesn't need much time until you have a total mess. Yes, if new features are implemented and UI integration and its adaption or evolution ![]()
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