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Cycles for C4D


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I am sure when Cycles4D (wrote it without hesitation, simply looks great as name :-)) become a reality, we will get as good as help as in XParticles and bunch off tutorials and examples...

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I've been playing with Blender a bit today (for other reasons beyond messing with Cycles) and it appears (to my surprise) this app does not have a parametric capability that ties to its "primitive mesh" system. No mention in documentation or online searches either. Is this really the case? No parametric editing? I thought this was a universal feature among the main 3D editors these days. 

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Guest DamienP

In those test shots, I noticed that you were rendering on the CPU. However there was a little down arrow, is it safe to assume the GPU will be supported in the view port and available to render?

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Cycles on OpenCL lags behind CUDA for features.

Hopefully there's enough fidelity to test renders using the GPU on OS X that's all I'll require as I'll continue to render via CPU on the Mac Pro farm.

 

This page offers a comparison of available features on CPU, CUDA and OpenCL.

Feature CPU CUDA (NVIDIA GPU) OpenCL (AMD GPU)
Basic Shading
Transparent Shadows
Motion Blur
Hair
Volume
Smoke / Fire
Subsurface Scattering
Open Shading Language
CMJ sampling
Branched Path integrator
Displacement / Subdivision ✔ (experimental) ✔ (experimental) ✔ (experimental)
 
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*hangs head in despair*

Just when I thought the OS X / OpenCL nightmare was passing. Should've guessed this would be the case.

Hopefully the CPU performance is top-notch. With so many features missing from the OpenCL side (and something I doubt Insydium can fix by themselves), not much reason to consider using that method.

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On 2016-08-10 at 5:28 PM, Zmotive said:

I've been playing with Blender a bit today (for other reasons beyond messing with Cycles) and it appears (to my surprise) this app does not have a parametric capability that ties to its "primitive mesh" system. No mention in documentation or online searches either. Is this really the case? No parametric editing? I thought this was a universal feature among the main 3D editors these days. 

For what it is worth, back when I did my modeling in Cinema4d, 99% of the time I hit the shortcut key to convert to a mesh after adding an object. For polygonal modeling it is not very useful. A  non-destructive modifier stack is more valuable, in my opinion, and Blender does offer that. Text is also non-destructive and parametric.

Lightwave's and Modo's base objects aren't parametric either, as far as I am aware.

 

Each application has its strengths and missing features. Give and take.

 

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