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Showing content with the highest reputation on 04/22/2022 in Posts
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Well I really don't know where to start with that appalling list of ignorant and uninformed assertion ! Fortunately it will be obvious to most that this is the case without me adding anything at all ! But just taking the comments about the modelling tools as an example, where is 'Set Flow', 'Poke Polys', and 'Smooth Edge' (not Round Edge, which is different) in HB modelling bundle ? Does HB's Points to circle script have all the additional options we have in Fit to Circle ? No, it doesn't. Does it matter, even to the smallest degree, that some of these tools might have been inspired by the fantastic tools in HBMB that all serious modellers have been loving for years ? No it doesn't. We have at least 10 new modelling tools in Cinema, and they are, in the vast majority, massively useful. I have seen INCREDIBLE cloth simulations, some comparable to MD - it is only a matter of time before these surface and make your comments about it even more self-evidently untrue. ZRM in Cinema - BRILLIANT - we now have the best quad remesher in the world integrated in Cinema. There's no counter - argument - it's there and it works, and I would bet 99% of Cinema users are incredibly grateful it is ! And I am not going to waste my time addressing the other rubbish in that post. CBR9 points
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Maybe we could get a little less personal and snarky here on all sides? I really like these threads discussing all the pros and cons of new releases. Especially those parts, where people point out small details I had not discovered, yet. And it's surely an integral part of such threads to also provide an opinion on future implications of the development, business decisions and strategic ways. But can we not maybe agree on, that all these topics are neither black or white and almost none of us has any detailed understanding of what lead to certain decisions inside a company? Feel free to assume. Even be sarcastic about it. But please, can we leave the aggressive notion out of this discussion? Can we please acknowledge, that everybody has a right to have an opinion and that this opinion does no harm to anybody else? It may be right or wrong in an individual point of view and this may well be discussed. But, please, in a civil way without any aggression or personal insults. At least for me ignoring these most basic rules of human social behavior eradicates the fun out of these threads completely. And I'd assume you put your opinions here, in order to have them read by others, don't you? Not only are you reducing the chances of your posts being read, but I also have yet to witness an aggressive behavior convincing the counterpart.8 points
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Finally I was able to spend a little time with S26. Here's my unstructured collection of very early impressions. Everything compared to S24, since I slept over R25 🙂 Quicker Startup S26 is a lot quicker to start than S24. Could be plugin-related, nonetheless: cool. New theme It's okay-ish. I took only 2 hours to get used to it. I get the style they are going for, but I found the old Icons hat better legibility and better color separation. Renderview still wastes a whole bar of empty space when docked. Overall: = Z-Remesher This is so friggin' cool. The algorithm is fantastic, and it can be used in a procedural way, like Chris showed in his video. I see so many situations where this allows for faster & cleaner workflow Overall: ++ Modelling-Tools I'm no big modeller, but I swear, there's a new tool for every problem I once had and could only solve by pain 😄 I especially like: There's not a ton of cryptic options per tool, they work pretty much as expected. Very artist-friendly. Overall: ++ Task-Manager Very nice. I docked the full thing in my layout to always see what's going on. There's room for a lot more stuff though that could be displayed here. Sadly, it doesn't solve the problem where you could still lock up C4D accidentally by input mistake ( like, 1000 clones of something heavy). I hope, one day one of my cores will be reserved just to "Esc out" of a lock-situation. Overall: + (but with looots of headroom) Simulation I only played around with a basic cloth sim. The settings are much more managable and intuitive. Performance is ok, but as soon as you move to "Marvelous"-territory, resolution-wise, you basically get the same performance as Marvelous (like 1 fps for something really dense). Interaction with all the known tools like wind, etc. is very nice. I do have some major technical problems with the simulation, though: I get the dreaded 'viewport-freeze' quite often, Could be an nvidia-driver-Problem. Sidenote: In the light of the new, particle-based and GPU-assisted Unified simulation, it's no wonder Maxon doesn't buy Insydium. Of course they have a lot of catch-up to do, but the foundation of the new sim framework feels much more clean and solid. Overall: ? (More testing needed) Reshift integration RS Objects: This was so confusing at first 😄 But it's actually quite sensible: Change to RS in the render settings, and the RS stuff replaces the regular one. It took me a while to find the RS Volume object for example, but of course it's in the Volume menu now, where it belongs. Node materials: This is quite a change from the shadergraph, but I think I like the Nodes a lot more. No more fiddling connections! Node Previews! And the best of all: A proper viewport preview! The last one makes a much bigger difference than I anticipated. Very cool 🙂 Overall: ++ Redshift XPU That got me so excited. Sadly, with my test scenes, I get around the same rendertime as with GPU only. I'm not even sure it uses the CPU at all, as I can't start a CPU-only render with Optix Denoiser enabled. This was the biggest surprise in the release btw, after the announcement I thought: Ya, ok, this will take 3+ years. Overall: = (I hope they can turn it into a XPU performance-plus in the future) Redshift 3.5 I like the new Standard Material a lot! Way easier to quickly set up a good material, but with all the options still there. Lot of quality improvements in there! RT is still unusable on my machine, I wish they left that a year longer in development. Four decimals precision! (Actually a C4D-feature) This is literally a small change, but what a pain-point that was in Redshift! Yay 😄 The solid viewport representation is the biggest thing for me, personally. Everything feels much more coherent now! Overall: ++ Maxon One I don't have Maxon One (only C4D+RS), but I feel the value of the big package really improves. I loathe zBrushs UI/UX, but it's so powerful. One day, I'll just have to bite the bullet and learn that thing. Big plus included without price hike. Nice! VFX Real Lens Flares looks really good! There's a real lack for a Hi-End-Plugin like this one. Overall: + (getting tempted to upgrade 😄 ) Quirks Redshift Volume objects still have a much too big point size in the viewport The Asset Browser/Content-Library-Move still stings hard. At least performance got better. That's that. Looking forward to hear from your experiences!7 points
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Perhaps you'd like to speak to the manager of Cinema 4D?5 points
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Maybe to divert the discussion into more civil waters, a few new things I have (almost) not yet seen mentioned anywhere. And yes, I am biased and I do understand, these are probably more important to scripters and developers than for others. But my point would be, without too much effort, pretty much anybody can script a little bit and so everybody could profit of these as well. Here we go: 1) Not scripting related at all and a totally minor thing, the project tabs can now be closed with the click of the middle mouse button. Just like in any other application. Minor point, but as it is so common in Windows I found myself more than half of the time trying to close a project tab by middle clicking in R25. Please spare me the discussion, why this has not been done right in the first place. I do not care. I'm just happy it finally works as it works best for me. 2) Another tiny thing, missing for a long, long time, the Console finally remembers the last selected tab. Believe me, if you do anything with Python, you will find this tiny change massive. It's one of these fractions of second, now saved, that really accumulate over the day. Now, you select it once and are happily developing ever after... 3) And there's a new bridge to Visual Studio Code (for those not doing any development, scripting work, it's basically a Python text editor with loads of bells and whistles, and those who do a bit of development forgive me this over simplification). Now for example you can debug scripts in Script Manager directly from Visual Studio Code. If you do not get, what I am talking about, please ignore this, or feel free to ask. But this is actually quite huge for anybody wanting to do some scripting work or plugin development in C4D. 4) The Python SDK/API now has ways to work with the Asset Browser. Certainly an addition that allows for smooth integration of the Asset Browser into a lot more workflows. Please forgive me pointing out such developer centric features. on the other hand I know, I'm not the only one in here working with Python.5 points
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Nothing is a 5 min-task in production quality, regardless of software.3 points
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I've got a better one for you: why don't you do that in Blender ? I'm sure it's a 5 min task.2 points
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Right then - you want some simulation stuff ? - Here we go, courtesy of, and with kind permission to post from Yan Ge. sim tests_yan_ge.mp4 sim tests_yan_ge 2.mp4 CBR2 points
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Ummm... I'm not sure that's a tenable position TBH.2 points
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It's a new feature because it wasn't available before. New features are usually sound upgrades of former algorithms. The old algorithm is there for compatibility reasons. Also the old algorithm has some functions the Z-Reformer hasn't (Spline Flow I think or Round Borders) Does it really matter ? You said it yourself that some plugins are outdated. Many users don't like having plugins do things C4D should be doing natively. Many features were introduced as plugins before C4D had them like Thraphsi from NitroMan, does that mean we didn't need the Voronoi Fracture object ? Every DCC has their own "inventions" and names things the way they want. Making balloons wasn't a new functionality, that you could do with the old system too. The new thing is producing dynamic tears on soft-body objects. The new "Unified dynamics system" averted the possibility of having the same parameters for dynamic tear on two different entities. Plus other spline dynamics conveniences. You can read how that benefits some users from comments above. What are you talking about ? Are you referring to Chris Shmidt for using his plugin to demonstrate some of the S26 dynamics ? or Nick from GSG using his assets to set a scene ? How is that a scam ?2 points
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Used the new modeling tools yesterday the first time on a project. Close hole, bridge and Zremesher inside C4D have a great impact immediately. They even nail beveled edges in 95% of cases so far. Great Speed up2 points
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A general note on all this CPU/mac talk. A lot of C4D users work within design agencies and the like. It is a traditional user base, and C4Ds early adoption of MAC0SX was the path into 3d for many people. It's where I started myself in fact. These are not motion companies with pure 3D workflows and workstations. I'd be careful not to assume that's the norm for C4D users. With the advent of hotdesking and corona, many people work exclusively with (apple) laptops. And they spend a lot of time in other apps which work very well indeed on MBPs. They will not be swapping for a gaming PC laptop - that is 100% certain. I personally find the current pelthora of 3rd party render engines a bit of a problem for C4D. I'm always having to work with perople who are using a different engine. And converting files constantly is a real PITA. So to be able to use a workable engine that everyone can access in CPU mode can only be a good thing. (Although I'm sure everyone would have liked it better if they had the time to get the speed up-to-par first.)2 points
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I hope Maxon can keep up the pace for future releases, because they need to. It's good to see the useful updates in S26, and positive to see the start of Redshift integration, and the inclusion of Zbrush in Maxon One at no cost increase - but the big issue remains. What's the progress on moving fully to the new core? Silence. Capsules are currently a stopgap: scene node native performance 'internally', but choked as soon as they are dropped into the object manager. When will we see a fully 'scene node native' object manager and the speed increases that have been promised year after year?2 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.2 points
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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. 😉2 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...2 points
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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.2 points
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7zip. it's free and it will give you the right click option to compress to a zip, just like on the mac. Also, install the QuickLook free app from Microsoft to add something similar to QuickLook on MacOS. That will make your Windows experience much nicer.1 point
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If the object disappears when you do that, something has gone wrong, and we'd need to see the file to know what it was. CBR1 point
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You can bake the frontal projection to UVs, but of course if you then move the camera at any point the texture will look wrong. But if you are fine with that then proceed as follows: 1. Delete any existing UV tag on the object. 2. Select the Material Tag that is using frontal projection. 3. Right click that tag, and choose Generate UV coords. New UV map will appear, mode will change to UV mapping, and that will contain your frontal projection, which will now be static. And then tell me how many hands and mouths I'd need to play that instrument ! 😉 CBR1 point
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I actually agree that the default settings are not optimal. For instance, the bendiness parameter should probably 10 by default, and can usefully be set to 100. This will reduce the "shape memory" of the cloth surface. Also, like all XPBD-based solutions, the stiffness of the material increases with substeps/iterations, so there needs to be an understanding that as you increase substeps to deal with problematic intersections, you may need to increase stretchiness/bendiness to maintain the fabric feel. It's perfectly possible to get nicely realistic cloth sims. As the system evolves I hope they will develop better tools for dealing with things like entrapment of cloth surfaces when colliding surfaces overlap...1 point
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As a footnote, if you find the native OSX archiveUtility falling short on your needs... Keka is an absolutely fantastic alternative for macOS that is considerably more powerful and bulletproof.1 point
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Without a doubt 7-zip. Extensive right-mouse click functionality and great password/encryption support.1 point
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Keep in mind winzip and winrar are commercial apps. They will keep working after the trial ends but you will get popups you have to dismiss. 7zip is completely ad/payment free. Just one bit of advice, run 7zip once as admin, then turn off all the right click menus you dont need in the preferences, as it adds quite a few by default1 point
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How about this? https://www.dropbox.com/s/6cgx9mmo0717058/Test_pillow.mp4?dl=0 It helps to actually understand the system before criticizing it...1 point
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While looking for something else I stumbled across the work of Adam Yassien Ali, which lead me to this - free - Gumroad download of his. No excuse now not to send some flowers to your significant other : ) https://adamyassienali.gumroad.com/l/thujgs1 point
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Cool. This guy makes really nice tech demos. I didn't expect a native crowd simulation.1 point
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I always thought it a great idea to share these intro screen scenes with the users. Allow users to investigate the techniques.1 point
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Yeah, my main point was that is a serious step up from what we had... and I honestly think it is ! I should also add those weren't the only examples I was referring to - still awaiting permission on uploading others ! CBR1 point
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Keppn beat me to it - and I'd agree. I'd seen most of the rope / spline stuff before and they, in the main, look pretty good. Still some issues - but pretty good. The cloth - I'm also yet to be convinced. It does look a big improvement over the previous version - but that isn't a high bar by any means. Maybe I'm just scarred for life having tired to do something production worthy with the last cloth system : )1 point
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Thanks for the examples! The ropes are quite impressive. The cloth not sooo much - very responsive and art-directable, but all simulation results I've seen so far (including this one) are more in the 'cartooney league'. I'd love to see something like this Marvelous example done in the new Cloth sim. (Sadly, I can't try it myself, since I get stuck in viewport freezes very soon)1 point
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I am in the process of asking the people involved if they are happy for me to post their work ! I've been too busy rinsing and testing the modelling stuff to get massively into the cloth, but I have seen properly majestic things from the people who really focused on that... CBR1 point
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I would love to see these, and become a beliver, I really would. Where are they? Why aren't they front of stage? I've seen one that looks good: https://www.facebook.com/groups/Cinema4Dgfx/permalink/10159431484206141/ The only others I've seen are 'superhero with a rubber cape' in the launch video, and one that looked like a plastic laminated tablecloth that my granny used to have. Can we see some that are NOT: 1. table cloth draped over a ball. 2. A cape. 3. An exploding or tearing anything - just something that looks and reacts like real soft cotton cloth.1 point
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I don't have Maxon One and currently don't need it, so I'm very happy they chucked Z-Remesher into C4D. I can now try out all sorts of odd modelling things with the Volume mesher and boil them down to models with nice topology. This will be a very cool workflow. Anyone who has ZBrush and is using it shouldn't be bothered that some extra Zbrush bits are landing in C4D. They have Zbrush and know how to use it, so what do they care? TBH I could care less where they got the idea from. S26 gives me ten new modelling tools. For some reason I've also seen Blender and Modo users on a few forums whining that Maxon has done this.1 point
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I have to agree with you Dessta. There is still no sign of fundamental improvements, nothing that could be the starting point of a "new" revolutionnary Cinema 4D. Concerning RedShift CPU: there seems to be an issue with Memory management. On my PC (AMD Ryzen 5 5600X with 48GB of RAM, WIN10), rendering a simple primitive require already 15GB of ram. Give it a try: -Switch to the Redshift Renderer -Load a Sphere -Assign to it a default RS Material -Load a RedShift Sun and Sky Rig Render the scene in the Picture Viewer. ... and Cinema 4D will go from 2GB used RAM to 15GB, without reasons...1 point
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Please rewrite this into English so I can read it. I thought giving Redshift additional CPU rendering capabilities was improving it further. Did it make it worse? It's commercially obtuse to develop for a laptop that is selling millions of units? I thought that would make them more money from those users, not less.1 point
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Thanks for that video! It helped a lot. Took me about 70 minutes to slowly figure it out haha. But here we are with a perfect result. Thanks again as always 🙂 681357519_2022-04-2200-23-09.mp41 point
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Yes. It installs by default to a different directory ! Or you can pop to Maxon's site and download the offline installer, which will allow you to specifically choose an alternative location. CBR1 point
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If the cheapest of the cheapest gravitate towards Blender then I'm not sure that Maxon is losing anything by ignoring them.1 point
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1. Preferences > Material > Material Manager > default Material... for the general choice. I believe the plan is to make 'RS Standard Material' the default Rs material in a couple of versions from now. They just want to allow a bit of time for users to get used to the new material, and to fix the inevitable few bugs.1 point
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I don't get your point. I know that, I'm Brazilian by the way (and I lived most of my life in Brazil, even though I'm living in the US right now). That's why I was clear that my example was only about the US. Even in a very cheap GPU, like a GTX 1660 or a RTX 2050 (which are not expensive because the cryptominers don't use them), a GPU renderer will be faster than a CPU render most of the time. And GPU prices started to fall the last few weeks.1 point
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You're not alone. it's a good update but nothing amazing and a little bit "too little, too late". Cinema 4D became an auxiliary software for me after R25, S26 won't change that. No, it was a bad move. Maya, 3ds max and Blender come with out of the box high quality GPU renderers (Arnold GPU for Maya and 3ds Max, Eevee and Cycles for Blender). There is no reason to not include the GPU version of Redshift with Cinema 4D. The whole point of Redshift is the speed, anyways. It's the only reason it got traction against Octane, for example. About students and GPUs: In my experience teaching 3D in a university in the US, most of my students have gaming laptops with a RTX or GTX Nvidia cards. The only ones who don't are the Apple fanboys, but they usually learn fast that Macbooks are not good for 3D and get a gaming laptop with a Nvidia GPU in the next semester.1 point
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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 100.1 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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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. CBR1 point
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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.1 point
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Maxon has released Redshift 3.5. The update enables the formerly GPU-only renderer to run on the CPU. Other key changes include a new Redshift Standard Material, intended to improve interoperability with other DCC applications; and better rendering of thin-film iridescence and diffuse roughness. The firm has also announced support for AMD GPUs on Windows and Linux, due in beta in a future release. Redshift CPU and XPU enable users to render on CPU as well as GPU The main new features in Redshift 3.5 are Redshift CPU and Redshift XPU: new modes for rendering fully on the CPU, or on both CPU and GPU simultaneously. It’s a striking addition to a product whose tagline is “the world’s first fully GPU-accelerated, biased renderer”. On the Redshift forum, Maxon notes that CPU support “opens up doors for Redshift to work on CPU render farms”, including commercial rendering services, and the CPU farms maintained by many large VFX facilities. Rendering on the CPU also avoids two disadvantages of GPU rendering: the performance hit associated with rendering scenes too large to fit into GPU memory, and the high current street prices of GPUs. The initial release supports all of the features of Redshift GPU, with the exception of Round Corners, and CPU and GPU output should be “perceptually indistinguishable”. However, Maxon describes it as “the first steps to a full CPU version” with “a lot of room for improvement with performance”: in particular, hybrid renders may currently actually be slower than rendering on GPU alone. The firm says that it plans to iterate on performance in future updates, but that it does not expect Redshift CPU to challenge Redshift GPU for raw speed. Maxon group product manager Rick Barrett noted: “[Rendering on the] GPU is always going to provide the best performance: that’s why they’re so expensive and difficult to get hold of right now.” New Redshift Standard Material simplifies material authoring The other key change in Redshift 3.5 is the new Redshift Standard material, a new uber-shader “inspired by” Autodesk Standard Surface, the standard material used in 3ds Max, Maya, Arnold and OctaneRender. Like Autodesk Standard Surface, the Redshift Standard Material is a layered material capable of replicating a wide range of real-world materials, with controls for SSS and surface coatings, thin films and sheen. Speaking to CG Channel, Barrett commented that the Standard Material is “where we see the Redshift material system going forward”, providing a more intuitive workflow for material authoring, and improving interoperability with other tools. Better thin-film iridescence, new Alembic and USD primitives, updates to Redshift RT Smaller changes include new BRDF models for thin-film iridescence, based on this 2017 research paper, and diffuse roughness, based on recent Nvidia research. Since we last wrote about Redshift, Maxon has also introduced new Alembic and USD procedurals, intended to improve performance when rendering large production scenes. Redshift RT, the software’s new near-real-time preview rendering mode, now has initial support for depth of field, and supports particle primitives, triplanar texture projection and multi-scatter SSS. Outside the entertainment market, Redshift has also been integrated into the latest versions of two CAD applications: Archicad 25 and Vectorworks 2022. Support for AMD GPUs due soon on Windows and Linux as well as macOS In addition, the end of Maxon’s release video features on-screen captions announcing that support for AMD GPUs is “coming soon” in beta for Windows and Linux users. The change will make Redshift compatible with all of the makes of GPU currently used in production, with the exception of Intel’s upcoming Arc A-Series cards. Maxon introduced support for AMD GPUs to macOS versions of the previously Nvidia-only renderer last year, followed soon after by native support for the Apple Silicon processors used in current Macs. Pricing and system requirements Redshift 3.5 is available for Windows 10, glibc 2.17+ Linux and macOS 11.5+. The renderer’s integration plugins are compatible with 3ds Max 2015+, Blender 2.83+, Cinema 4D R21+, Houdini 17.5+ (18.0+ on macOS), Katana 3.0v1+ and Maya 2016.5. The software is rental-only, with individual subscriptions costing $45/month or $264/year. See an overview of the new features in Redshift 3.5 on the software’s Trello board https://www.maxon.net/en/redshift1 point
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1. We can limit a slider directly in the HUD, but shouldn't. Instead we should make a custom control (object user data), and range map it (that can be limited as you require) to the relevant rotation parameter via Xpresso, and we can then drag the UD control into the HUD, which will then do what you want, as demoed in this quick video below... User Data.mp4 CBR1 point