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Cycles for C4D

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It's scary good how am gonna end up learning Blender without meaning to. I mean I can now comfortably model and sculpt in Blender, now am gonna learn Cycles to get ready. If Blender's devs ever come up with something like Mograph/Mash it'd be my duty to learn to use it. If Insydium one day creates XP for Blender... then what? Hmmmm!!!

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Is there any chance to become а tester of Cycles 4d? If I have great experience in Cinema and Blender?

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Thanks Guys,

RE Blender yes you can, iv been doing the same thing :) you can download a .blend see how its built and copy it in Cycles4D.

We will ship with a bunch of presets.

Cinema standard mats wont work, Cycles is pure nodes quite different.

 

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So am I understanding correctly that Cycles will give us the option to use a completely different materials system within C4D?

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  • Author of the topic Posted
    8 hours ago, Zmotive said:

    So am I understanding correctly that Cycles will give us the option to use a completely different materials system within C4D?

    Yes, the Blender material system, as Slouchcorp said, the C4D materials won't work.

    It'll be interesting to see if Cycles can access the maps imported via Substance materials in R18?

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    Right, so the "mapping" doesn't work in either direction (C4D shaders > Cycles or Cycles > C4D shaders). Substance integration would be good for a lot of people. Won't help me though because no Nvidia card. 

    That said looks like we'll have a wholly independent, robust materials system (a nodal system no less) inside C4D. The only concern I'd have is, would it only integrate with X-Particles and certain parts of C4D like MoGraph, or would it integrate with all other C4D systems (that would otherwise use the native C4D materials system)? Hopefully the latter and looking at those screenshots I missed from Friday (awesome!) it looks like that's the case. 

    Eager to see that next newsletter. Hopefully we'll have something to play with this year. For my part, I'm excitd more because of the live preview and integration with XP than the nodal materials (which is powerful but will take time to learn / be good at) As long as it runs fast and stable on the 2013 Mac Pro I'd be real happy with that. I need something that can give me a chance to do rapid design iteration with XP systems, ideally with some skinning although to be realistic probably can't be HQ — that will still have to happen at render time I imagine.

    Does anyone in here have the RealFlow|C4D plugin yet? I can't remember if that has a live preview. If it doesn't and if it runs into the same problems on the native viewport XP can, I wonder if Cycles Live Preview would run RF sims?

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    I do not expect support of substances when release (maybe in later upgrades) Looks like independent material system...

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    I've worked quite a bit with Cycles in Blender since it's initial development, and I definitely love using it. It's not always perfect but it's pretty powerful and gets better at a jaw dropping rate, this is a pretty exciting thing to get access to in C4D. A major bonus in my eye is the open development in it has led to a great deal of learning resources on it. Hopefully those will translate with this implementation.

    Just to note a few resources, I'd assume the logic would work with the C4D port to cycles (Some are paid, I have no affiliation to them, but CG cookie is a really great resource. A lot of online education providers should pay attention to what these guys are doing.):

    https://cgcookie.com/course/shader-forge/#lessons

    http://www.blenderdiplom.com/en/shop/576-the-cycles-encyclopedia.html

    http://www.blenderguru.com/articles/cycles-shader-encyclopedia/

     

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    On 8/9/2016 at 10:52 AM, Cutman said:

    Yes, the Blender material system, as Slouchcorp said, the C4D materials won't work.

    It'll be interesting to see if Cycles can access the maps imported via Substance materials in R18?

    I believe it should, since Blender Cycles is able to do so, through incredibly deep editing just as @slouchcorp said.

     

     

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    I spent about a half hour digging through the 2.77 documentation that describes the different categories of nodes in Cycles and the nodes themselves. It seems at least on the level of how surfaces, colors, and reflectivity / transparency behaviors are defined and separated out, to be fairly intuitive. However knowing the best way in which to order those nodes to create an effect is another thing. The sequence matters a lot obviously. Looking forward to learning more / expanding my horizons a bit. 

    One thing I haven't given much thought to is whether and how the output of a series of nodes you put together, could be applied to particle skins in XP. Eager to understand how Cycles and its materials system will impact XP workflow beyond  speed of the live viewer. Maybe the workflow will be (essentially): 1) create your material look in the nodes editor; 2) create your particle system; 3) link your output node to an element in the XP system, exposing animatable parameters in the node tree; 4) go nuts. Trying to get a mental picture of how that stuff will work when combined with a nodal system.

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