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Showing content with the highest reputation on 11/30/2023 in all areas

  1. @HappyPolygonRS is now the default c4d render engine. This doesnt necessitate the removal of the older render engine as there's little harm leaving the feature as it is, but they naturally will get removed at some point in the future I imagine, probably not this side of 2030 would be my guess. @davetwoOctane is my full time engine, once a year or so I give RS another poke to see if its worth switching, but it isnt there yet from my POV. That said, its numbers will naturally keep expanding now that it is the defacto c4d render engine. The biggest issues for me is that I can keep octane running smoothly with almost any scene; when RS starts getting busy it has a habit of bogging down the entire c4d UI like the old cpu engines used to do. Or you change a material setting only to have to sit there for an entire minute or so whilst something somewhere updates and recalculates a cache. RS is going in the right direction, im just not sure if or when it will surpass the ease and speed at which I can work in octane. Their best bet imho would be trying to trump octane in other areas. Give me a stable art directable engine and I would have reason to use it, but if theyre only chasing realism and speed, im not sure they will ever take the lead there.
    2 points
  2. The render wars explosion of a few years ago seems to have died down a bit. And I was wondering about peoples opinions on the big 2 GPU renderers looking ahead. Is reshift gradually going to become dominant as the integration with C4D becomes closer, and as it is used in more non-C4D pipelines? Will Octane become more of a niche c4d thing? Or will users begrudgingly need to use both. Do the old tropes still hold true (Octane easier and better looking, Redshilft more adaptable and faster)? Is redshift stumbling in its development, or keeping a good trajectory? Interested in the communities opinions. (Personally, I stopped using Octane a few years ago as Corona simply worked better for my needs, but I'm always keeping an eye on a second renderer for compatibility and speed purposes).
    1 point
  3. I have both and prefer Octane. It's a lot more stable and quicker for iterations. While Octane stuck with the older xpresso style node editor, they made enhancements. Both Octane and RS work in other DCCs. I heard awhile ago one of the issues with RS in C4D is actually C4D itself. RS seems to work better in Houdini and Maya, while Octane has progressed more in Blender even having a free Octane version. Also the RS version for Blender is only for Blender 3.4.1 and we're up to Blender 4 now. Octane Studio sub also offers 10 free network nodes, something Maxon would NEVER do for Redshift. That's a plus if you have extra workstations laying around and can throw the Octane server on them and have them wait for work. I moved on to Blender and may try it there. as mentioned elsewhere, if Maxon decides to stop selling C4D only subscriptions and bundles RS automatically with a higher price point, you may see more people forced to switch.
    1 point
  4. If RS is ever to become the standard renderer for C4D then they'll have to delete a lot of code from C4D that includes the Material Editor itself, PyroClusters, Sketch&Toon, Physical Sly and a lot others. Why ? Because there is no reason having 2 incompatible Renderers. I don't think they will ever do that. The only way to do that would mean that all old rendering functionality is compatible with RedShift or it has been re-implemented to be available in RedShift. So far the Sky of RS is just empty. AFAIK only the C4D noises have been implemented in RS leaving out things like the Irawan (woven cloth) model and a lot of other useful shaders.
    1 point
  5. This will be resolved with an update. The scene was saved with never version that available
    1 point
  6. I too am at my wits end with the time I've wasted with R2024 now, all for a little hoped for overall speed improvement which I never could take advantage of because of all the extra time wasted with crashes and freezes on top of the disappointing new simulation solver. Going back to a previous version already feels like a huge relief after just a few minutes. Hopefully Maxon can work the kinks out but right now it's a disaster.
    1 point
  7. They very much DO test exhaustively before release, and there are a LOT of people looking, for a decent amount of time beforehand, but we can't catch everything, and sometimes things we do catch take a while to resolve, and sometimes those resolutions can't make nearby release date but are in progress asap and will probably make the next hotfix, or triannual update after that. Personally I think 2 things are different now to previous years - Firstly, 2024 is the first year a whole load of stuff went multi-core, so there was orders of magnitude more functionality to test and secondly, since we went subscription-based the speed of development has accelerated to try and justify that, and to deliver 3 larger scale updates per year, which I guess must have some effect on pre-release test time available. There are millions and millions of lines of code in Cinema now, and it takes a little while to find ALL the circumstances in which new stuff doesn't work with old stuff etc. It is an almighty leviathan of a task to try and stay on top of. Not an excuse, just a fact. It doesn't mean they don't try damn hard - they really do. But of course equally I also understand the frustration people feel when stuff doesn't work (and I am certainly not immune to that myself), so you have my full sympathy... I can't concur with your thoughts that 2024 isn't production-ready though. I use it every day (though not in quite the same ways and areas as you by the sounds of it) but I haven't noticed a general degrade in performance or reliability overall - quite the opposite in some cases, for me it is noticeably faster in a quite a few areas , fixes a lot of modelling problems that were still hanging about in 2023, and stabilised a lot about symmetry, simulation and pyro etc etc. Display crashes still continue though, much to everyone's annoyance, though even they tend to happen in later versions in a way that at least lets you save the file before restart... CBR
    1 point
  8. Yep, bevel deformer is procedural, so needs to be baked down into geometry before you can acknowledge it in material selections. Current State to object is the command you need for that. CBR
    1 point
  9. You need to first apply the rounding and then make the polygon selection. You can also bevel only a part of the edges and not all of them if you make an Edge Selection
    1 point
  10. It's kind of like how you can go on Amazon and buy a bag of chips for $50, if you look hard enough. It's just there hoping someone makes a mistake or someone's kid unknowingly orders it while playing with daddy's phone.
    1 point
  11. Perhaps I'm in a minority of users. But I need to switch licences between machines very regularily. Frankly it's an unneccessarily long process. Currently I'm bounced to the licence manager - then to the Maxon App - and then to the online My Maxon page to release the licence. Then the whole sequence in reverse to get back to open and assign the licence. Does anyone have an idea how to streamline this? Are there plans to make it make it completely in the app like the creative cloud app from Adobe?
    0 points
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