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Showing content with the highest reputation on 04/21/2022 in all areas
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I think the RedShift CPU compatibility was the best strategic move in years. The RedShift for Everyone plan is going to hit the market hard. Many have criticized the CPU implementation for not being useful but what they don't understand is that they are being selfish. The CPU compatibility wasn't intended to target well established professionals like them. When universities teach 3D graphics they don't expect their students to own a 2000€ PC or laptop to be able to run applications like Max, Maya and C4D. How is a student supposed to run his Student Licensed app if it requires some high-end, specific-brand GPU? Most own some crappy ACER with Intel Iris or worse a tablet. (Blender is not always taught everywhere) And all those graduates, don't really have a lot of experience in any 3D DCC app. How are they going to compete for a job position when that requires an RS experience but in order to learn RS you have first to own a pc with NVIDIA to experiment with the demo version ? And all start-up free-lancers have to compete with high-end renders from professionals owning RS. Now students, hobbyists and new-comers have a chance to familiarize with RS without having an NVIDIA GPU or latest C4D. They don't need a fast renderer, only to get the job done or just learn. And MAXON has stated they will focus on optimizing the CPU compatibility to increase speeds as well as AMD GPU compatibility. I see a very strategic investment on future salles.5 points
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I don't want to get drawn into this discussion too much. But still, I'd like to mention, there are places on this globe, which are not exactly inside the US and not all of these places are similarly lucky...4 points
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I find the change in tone interesting in this forum and on other places in the net. The last releases we got to hear, that all is negative all the time, and that comments in the internet are toxic anyway and therefor not that important as it is just a part of the feedback. Now look at this. everywhere I look I find well balanced and positive feedback. So maybe the quality of an update and the spirit of it for example not to increase prices (when ever there is a chance) has an influence on the feedback in the end. I really hope, that this defines a new direction and is not just a slip up.3 points
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I think if they had announced new modelling, rendering, simulation stuff in advance, they'd have to (a) answer endless questions about those very topics, (b) set some customers up for disappointment when the promised stuff varies slightly from what the customer had imagined. "I held off for months on doing XX because I thought that in April you'd release something that did XX but now I see it does XX whereas I thought it would do XX, couldn't you have shared this additional detail earlier etc etc" That noted the help file for S26 makes it clear that the rope and cloth upgrade is the beginning of a lot more redone dynamics stuff to come, which they now call 'simulations' rather than just dynamics, hopefully in part because more stuff is going to be simulated down the track beyond just things breaking, bouncing or bumping into each other. Lots of nice little touches with this release and the two videos today from Chris Schmidt were a great fun watch. This is a really nice release.3 points
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Here's a cloth test I made with the new engine... https://www.dropbox.com/s/7h6x4yuu5jf3l3g/folding rotation 5.mp4?dl=0 The is a simple test of affecting a cloth object with a couple of rotational forces. One thing I learned on the beta: to get realistic cloth effects, don't be afraid to push the bendiness very high. The default is very low and results in very stiff and plastic looking fabric. Go to 10, 50, or even 100.2 points
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Hi List of every upgrade in this version. These demo videos usually scracth a bit the surface. More things can be found here: BTW Maxon should share this in a more obvious location https://support.maxon.net/hc/en-us/articles/4712673001372-Cinema-4D-R26-April-20-2022 cheers2 points
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Yes I too think RS CPU is a great idea. All the time I was still a hobbyist, and learning back in the day on Physical and Standard, it didn't matter to me one jot that I had to wait a while for renders - the quality was great when it got there. If I had my time again now I'd be learning on the RS CPU version, and would have learned a system that was infinitely upwards transferable into GPU and Pro-level rendering when I eventually got there. But I do have to pop a caveat in there about not wanting to lose Standard Render either just yet - there is something about the simplicity of that and its special use-cases that I would miss a lot if it disappeared too early. CBR2 points
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That is any island of polys (ngons themselves, or otherwise) surrounded only by ngons, such that there is NO 'physical' edge connection between any point of the inner and outer edge loops. One such situation is shown below (ngon lines in red for clarity) So in this situation, line cutting from inner to outer edge loops won't work unless we do the workaround above to re-establish a polygon link between them. On a related note, if I was to delete the polys in the ngon ring above, then Close Poly Hole would also fail to acknowledge the island in the middle, which would mean the only way to reconnect them would be via bridging or stitch n sew. Does that make anything any clearer ?! I'm not sure it does 🙂 But I think the take-away lesson here is 'If you never allow a situation to arise where you completely surround a poly patch with ngons, then you won't ever run into these limitations' ! CBR2 points
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Certain workflows of mine (self illuminated objects with no lighting - for graphics/masks etc.) render in the blink of an eye with standard. And with excellent anti-aliasing too. It's quicker and crisper than with the new school render engines.2 points
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To be fair, at least in my perception, they did between the lines. One had to read/listen closely, though. Just my personal thoughts: I'm afraid, we live in a world, where shareholder's needs weigh out customers needs and wishes. And this is certainly not a problem isolated to Maxon or where Maxon acts that much worse than others (I know, now I will get all the shining examples of companies, which indeed manage to communicate mistakes or shortcomings, despite being traded at a stock market. But please try to see the average of companies.). I do not like it and don't want to justify it, but that's at least what I see as sad reality. And if you ever bought a printer from Canon, any hardware from Logitech or you live in Germany and your communication services are provided by Vodafone or you rode with Deutsche Bahn or you watched the communication CPU manufacturers or read closely the communication from CD Project RED on their release of Cyberpunk 2077 or you are using any of the major operating systems, were stupid enough to tie yourself into Sonos... I could go on with this list forever and I am guilty of all of this. I guess you can at least start to guess a pattern. Nobody says "We currently have shitty products, please, bare with us". Or did anybody here Microsoft say "Yes, in Win11 we only repainted a few icons, messed up some of the established workflows and otherwise did not add anything of value to the product. At least nothing which couldn't have been provided with a small, free application download."? At least I have not heard it from them. I usually tend to say, modern companies do not look for customers, but only for hostages. And that's not, because their developers wouldn't care or wouldn't want to do better, but because markets and (their own) marketing dictate their space to act in. But at least I am of the firm opinion, that Maxon is not one of the worst in this regard. Actually I believe, in majority they still have their heart at the right place, but are rather a bit overcautious not to get into any trouble in the minefield they are in (which admittedly brings them into trouble in the minefield we are).2 points
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sorry but the RS CPU is atrocious! I have a single cube in a scene lit with a single RS spot light. One RS shader. The viewport picks up the changes I make the the shader interactively, but it takes about 8-9 seconds just for RS CPU (Everywhere?) RenderView to register a simple color change. If I close the node editor, it takes about 5-6 seconds for RS RenderView to pick up the simple color change. Sorry but you cannot win people over with such shitty performance. Arnold's CPU performance crushes this easily, even on a junky trashcan Mac Pro at my last job. Cycles CPU in Blender is even faster. Installing RS "proper" for S26 to see how it goes.2 points
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It's not the ngons specifically it has problems with. It is the Isolated nature of the islanded points inside the perimeter. M-M generally doesn't work in these circumstances either. But, if you cut from an inner surface loop to a perimeter one and then continue that cut along the border some distance, then back into the inner groups and to the point you started the cut from, it WILL work, as will all subsequent cuts after that. I reported this some time back, but to be honest, now I know the workaround It hasn't really bothered me since, although I accept it is perhaps not ideal, and hope they find a way to address it. Hopefully this video explains, and gives you the work-around. Line Cut and isolated ngon islands.mp4 Interestingly, I believe the old knife tool (pre R18) COULD do the original cuts you are trying to make, and that would APPEAR to have worked, but actually the resulting mesh would be in an error state afterwards and would cause problems later because of it, hence the decision to prevent its success in these circumstances since it got rewritten. But I don't know if it's most limited tool in the industry - I don't think it's the worst ! 🙂 Max's knife has been inserting quasi-random extra points with knife cuts ever since it was introduced, and that persists right to the current version and has been like that for over 30 years ! As someone who uses the knife tools at least 500 times every day I feel I can honestly say that our own knife tool isn't that bad, and works in 95% of the circumstances I give it, the one you highlighted being a very rare exception to otherwise consistent performance. But that said, of course I agree we should be aiming for the full 100% ! CBR2 points
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Waiting for the big Spring Launch Event to begin soon. Tune in and comment on first impressions. Other scheduled live streams : 4/20/22 7:00 PM - 9:00 PM EEST - Hands-on With Maxon: Intro to Rigging in Cinema 4D 4/20/22 - Rocket Lasso S04E03 4/21/22 - Max On Color | Powerful new workflows in Magic Bullet Suite 4/28/22 - #AskTheTrainer | Exploring Cinema 4D and Redshift 5/26/22 - #AskTheTrainer | ZBrush What's New List: https://support.maxon.net/hc/en-us/articles/47126730013721 point
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Thanks @Cerbera Works now. 🙂 It has been on my bucket list to introduce myself to Redshift. First impressions are ambiguous so far. On the one hand it is great to see a proper GPU renderer in C4d, but on the other hand Redshift's integration still is a work in progress. For example, my attempt to create an inset face and extrude the result in IPR mode resulted in flickering overlays all over the place. It also doesn't seem to be possible to display the wireframe while editing an object in IPR mode. It's all feels unfinished and flaky. Even the transform widget flickers at times. I happily model away in Cycles preview mode, but I can't see myself doing the same thing in C4d. Redshift still feels too much like an external add-on render engine at this point in time. Also some really odd default settings: initially I was VERY impressed by the speed of Redshift's IPR viewport in RT mode (not so much in production mode however), but then I noticed how soft the image looked. Turned out the "scale" (or rendered pixel resolution in IPR mode) is set to a default 50(%), which looks as if I the entire image is blurred somewhat. Which makes sense for 4K retina screens, but not for my non-retina 2560x1440 screens. 😉 After switching this to 100(%) the viewport refresh rate no longer was that impressive. Even less impressive are the glaring anti-aliasing issues in RT mode. Retunring the rendering engine to Production mode works better in terms of quality. It's pretty slow to update though, even on my 3080ti. Much much slower to work with compared to CyclesX in Blender 3.1. And the viewport that I use in B is actually larger than the one in C4d (which means more pixels to calculate)... The full quality GI viewport in B actually responds better than RT mode in Redshift's IPR viewport. That is a tad surprising to me, to say the least. Which leads me to think I still need to tinker with settings. OptiX also seems to be implemented in a smarter way: in C4d's IPR Redshift denoises the result at the end (I think), while in CyclesX it denoises each update, which means the user isn't forced to wait for a reasonable visual preview without noise. I also noticed Cycles is more forgiving towards my GPU: in Redshift IPR the GPU keeps working hard for longer, while Cycles cuts out sooner, which means overall it seems to me that Cycles is less intensive and runs cooler in the same scenes. (And yes, I did adjust the samples.) Might just be that RS is taking longer to resolve previews, though. Of course, comparing apples with pears here and I haven't rendered actual serious scenes yet. But still a tad disappointed so far: I suppose I am spoiled by CyclesX and the responsiveness / integration in Blender. In short, Redshift in C4d still feels somewhat like a work in progress. But I am happy to finally see a good replacement for the aging Internal/Physical in C4d. Long, long overdue.1 point
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I love hearing teachers stuck in teaching positions echo the nonsense that mac users can't be serious 3D artists. I think about you every time I get paid... for the last... *checks watch*... 20 years. Props to Rick Barrett for rocking the M1. You know he's getting a lot of shit around the Maxon office for that. 😉1 point
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Should I have known you are from Brazil? And I understood your previous post, as if everyone would have access to latest GPUs, even though you mentioned it for US. After all it was brought as an argument against HappyPolygon's statement, that not everybody in university may have access to such. Anyway, if I got you wrong, I apologize.1 point
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The What's new in CINEMA 4D S26 page shows: "The Sun Expression has several new settings" From what I can tell they just changed the name "Interpolate" to "Animate". *slow clap* Definitely the feature I expected the least.1 point
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The Asyncronous Save/ Load might be low-key most useful feature. We often work with big scenes, lot's of messy scan stuff & CAd imports, all working off cloud storage. I got 3 of our artists to start using S26 today & it's going to be a big time-saver. I'm sure we'll get into the more exctiing tools over the next few weeks.1 point
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I think this is a great release overall. redshift on CPU is great, its not fast yet and that will take some time to optimize but its a great idea to include it with c4d. New cloth and rope looks great. looking forward to R27 when hopefully full dynamics and simulation are updated. redshift in viewport is huge! thank you maxon. Modelling tools look great, cant wait for more Zbrush features to carry over. Love that Zbrush is included with maxon one (without a price increase) Look forward to learning it.1 point
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I consider it half assery. This is screwing customers that were underdelivered for years regarding rendering while paying premium prices for C4D. Just throw in the full package and let us be happy and cash out on the Maya, Blender, Max and Houdini crowd.1 point
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Exhibit Hall Hours: Sunday, April 24 | 10 a.m. – 6 p.m. Monday, April 25 | 9 a.m. – 6 p.m. Tuesday, April 26 | 9 a.m. – 6 p.m. Wednesday, April 27 | 9 a.m. – 2 p.m. https://www.3dmotionshow.com/?fbclid=IwAR3jz6a1XfpS4cMmZAWTAlNgTSDlhBNZ1cLgkCt_fmgr-STy9oUJdXCPZaY1 point
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Very good solution ! But cutting by spline shapes for such problematic polygons still not work. Also there is a bug in this situation because "restric to selection" doesn't work correctly for this type of polygons. I reported this with videos.1 point
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Thank you! Now I know what to look out for though I would imagine such a situation is more likely to occur if I was using the knife tool without care as to how I make my cuts. That can happen, but not by choice but rather by not being aware of where exactly the knife is cutting. So many times, I have had to go back and clean things up due to carelessness. Thanks again! I do appreciate it. Dave1 point
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Yes, very much so. Furthermore, it often makes sense to build each setup in its own file, do all your experimentation there, and when happy collapse the boole to a poly object and copy it to a new 'group shot' scene with the other poly copies of the other setups. There are lots and lots of modelling tutorials on Youtube, although there is wide range of variation in standards so you do have to be a bit careful that you are not being shown rubbish techniques ! My favourites at the moment are Arrimus 3D (max / blender) and in Cinema, PolygonPen... https://www.youtube.com/c/polygonpen Both of those have an enormous range of videos showing only very good modelling techniques, Arrimus's being no less useful for being in another program - the techniques remain very similar across platforms and software. Or, if you feel you would benefit from a more ground-up, personalised approach to your specific modelling goals, or want a comprehensive and thorough introduction to it, modelling is my speciality, and I offer 1-to-1 tuition if you are interested. Please PM me if you'd like more info about that. CBR1 point
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Regarding redshift cpu/gpu. C4D standalone now includes redshift on your cpu, just select it as the render engine and the interface will switch to redshift lights, cameras and materials. If you have maxon one or a redshift subscription, c4d will continue to use the gpu in your system, you haven't lost anything As far as speed goes, currently expect your gpu to be roughly 10 times faster than your cpu on a balanced system. eg 16 core ryzen + 3090, 12 cores + 3080, 8 cores + 3070, 6 cores + 3060. If you have a gpu licences of redshift, there is currently no reason to switch to, or enable the cpu version, it will be significantly slower, even enabling both cpu and gpu at the same time will be slower than gpu alone. It will get faster with time, but nobody know by how much or how soon it will happen. It is mostly there to guarantee that every system can render with the new render engine and so that cpu render farms can take on these rendering tasks. If you have a vaguely modern computer and a redshift licence, there is no reason to use cpu mode at all. For those who have commented along the lines of "my gpu isnt very good, ill use the cpu version instead", even a cheap old geforce 1060 will likely be faster than any consumer cpu. In short, use the gpu version if you can, the cpu engine is just there for potato computers.1 point
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Ah.... I understood having multiple UVs from different objects as UV islands next to each other...1 point
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Yes, I have 🙂 I'm sure that guy will upload his amazing examples soon... CBR1 point
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You'd be surprised how many people asked for that to remain, and even more so Standard... CBR1 point
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Congratulations to the Maxon Team! S26 looks very impressive. Love the new modeling tools, specially the Zremesher, the new bridge, and the new close polygon hole. Also very impressed with the new dynamics system and Redshift integration. Bright future ahead for Maxon. And I have to admit the Maxon One subscription is starting to look much more appealing.1 point
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You also have to consider that it's not just at render time that a slow process slows you down. It is every test render you need to make alone the way, so ten times slower gets compounded into possibly hundreds of times slower to complete the project or a lot of sacrifices on number of test renders. Still, something is better than nothing and Redshift CPU is definitely better than anything Cinema has natively to date, and as noted already it gives users a chance to use at no cost and decide to upgrade speed at a later time. I thought it was crazy at first but for some it will be something.1 point
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R26 is very impressive across the board. People are getting hung up on Redshift CPU not being Redshift GPU. What everyone is overlooking is all that Redshift brings to improving, lights, volumes and atmospheres that go way beyond what Physical Render can do. With RS, you can now work with VDB files from XP and shade the temperature, density channels natively in C4D. Plus, you have all this capability for ray path optimization that you never had before. Plus, while GPU capability is now subscription only, Redshift CPU is now perpetual. To me that is a big win. If I need GPU capability, I can purchase a one-month subscription to RS GPU but all the scene building can still be done ahead of time with my perpetual licensed CPU version. Dave As an R23 perpetual license holder holding off on upgrading to R25 until R26 was announced, I need to call Maxon and discuss perpetual upgrade options as these are improvements I want to enjoy with R27.1 point
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Overall, S26 is a much better edition of Cinema4D. Not enough to make me reconsider my decision of focusing more on Maya from now on but I think it's the best update since R20. Not sure I'd call a step in the right direction though, more of a case of "acceptable, but too late". Overall, I'm really sad that Maxon bought Zbrush, which forces me to still be their client, but at least they included it in Maxon One, which is good for the users.1 point
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Maya's Arnold is not neutered at all. it's a full copy, with all the features, including GPU rendering. You should get informed before doing such assertions. It's ridiculous that Maxon is including Redshift but only CPU. Well, good for Otoy and Octane, but bad for C4D users.1 point
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How do they manage to make the demo scenes so bad? Did Dave McG knock them up in his lunchbreak?1 point
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RS CPU for everyone. RS GPU with Maxon One. In my opinion a bizarre decision.1 point
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Here are some cinematic renders I did with UE5 using sequencer. Disclaimer: I didn't create the forest. I just added a few rocks, trees, the monoliths and changed the lights and project settings to use Lumen with raytracing. It all plays in the viewport in real time. UE5_Test_Forest.mp41 point