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Everything posted by DasFrodo

  1. I assume you mean "Materials" not "Textures" as you're talking about displacement as well. Generally SPD is very, very slow in C4D Standard / Physical render. You can migitate that by reducing the number of subvisions in the material. You can also make a seperate material with even lower or disabled displacement for objects that are further back in the scene. Your third option would be to subdivide the geometry by hand and use the texture in the displacement channel of the materials as input for the displacer modifier. I had some success with this in the past as the render does not need to precalculate the subdivision every frame, instead it's already done in the scene. Makes the realtime preview a lot slower, but generally renders faster.
  2. I can see them being armed to the teeth... with munchies.
  3. Many intros of games I have played in my youth are the worst offenders in this. They look mostly good / very good for the time. But they're just... creepy. Two examples: Maybe it's just me because I saw these as a kid, but I'm not sure.
  4. Something Something about these 80s / 90s 3D-animations is just haunting to me. They way everything looks and moves and sounds just... gives me the creeps. That said: Them raytraced reflections at 03:06 though!
  5. If only anything Carpenter Brut made came close to this song I love it everytime it comes up, but the rest just pales in comparison.
  6. I think at this point this is just a job for the MAXON Support. The only thing you could try is completely resetting your preferences but after that, no idea.
  7. Wait, wait. I just saw this. Is that maybe just the reason? Iirc Software rendering was removed but the question is, does the non Advanced OGL look the same?
  8. Maybe try this in the project settings: But that doesn't make any sense really since that is saved in the project file... what if you try rebuilding the file from scratch? Or just copy the contents into a new file?
  9. Welp that is weird for sure. It either has to be something that is not saved inside the scene file (a setting in the C4D preferences maybe?) or it's a problem with your GPU. Are you running most recent Studio Ready drivers? This is how it looks for me
  10. This thread is living proof of the corona virus driving people insane.
  11. Hey everybody! Recently I found this little but very helpful tool called PureRef. You can pay for it if you want, but it's generally free. It allows you display multiple reference pictures in a small standalone window as well as move, rotate and scale them freely. You can even set up a transparency and have them always on top of C4D for example. You can also just drag and drop images out of your webbrowser into the software! No more fiddly saving first!
  12. I have Cycles 4D so take this with a grain of salt, there might be differences. Cycles is definitely faster than physical, especially when you compare the image quality. It is slower than other GPU renders by far, but the result is really nice. And considering it's 100% free (in Blender) it's an amazing render engine.
  13. I can understand that, but the uptick is really insane. I bet you could hire specialisits that fix your occasional issues and still pay way, way less. I wouldn't expect any miracles to be honest. AMD is just way behind when it comes to pure GPU power and some code won't fix that. C4D is also very, very stable on windows and has been for years. Adobe software also practically never crashes. I am no expert on software engineering of course but I expect the renderspeed to be a massive disappointment for many, many people that already bought Mac Pros.
  14. Even with the Metal support coming soon, don't you think you're better off with a Windows based machine for GPU rendering? Honestly, the amount of rendering performance you get out of this 14.000$ machine does not stand in any relation to what you'd get if you just built a custom workstation. You can get around 10-11 (!!!) 2080ti's plus the rest of the hardware you need for the same price and they have far, FAR more power than what the Mac Pro could ever dream to deliver. OSX just isn't a good platform for 3D work at all anymore, especially since GPU based renders have become big.
  15. Why do you want to use Booleans for this? Unless you have a very good reason not to, i'd suggest just modeling it. Booleans are just prone to cause errors like this.
  16. Huh, that is a good point. Years back I remember taking very long to understand how it exactly works, how to stack stuff etc. You're right, it IS highly confusing but I just forgot about it because I learned it.
  17. If at all possible, yeah, don't use ProRender.
  18. Uh, I didn't know about the price reductions, just saw the Cycles update... thanks for the heads up!
  19. While there's many, many smaller things I'd like to see, these are the ones that come to mind for me: Faster rendering. ProRender was obviously a complete waste of time. Nobody uses it. If I want GPU rendering right now I either use Redshift or Octane. I think C4D needs an up-to-date CPU and/or GPU renderer like Arnold. The standard and physical render is just WAY too slow nowadays if you want to do anything even close to realistic. Seriously, just add a default PBR Material to a sphere, add an HDRI and look at it crawl. UV-Tools. This is so, so overdue. In a package that is as expensive as C4D I should not have to rely on external programs if I want to keep my sanity while doing UV's on complex objects. Yes, the tools we have work (for the most part) but they're not fun to use at all and make UVing an even more tedious task. X-Presso UI overhaul. X-Presso is nice and works for everything I want to do with it (although I'm sure it could use some love for the powerusers with new nodes etc) but the UI is fiddly as hell, connecting things can be a pain. Look at Substance Designer if you want to see an amazing nodebased workflow. Or just use the the new material node system. Subscription model adjustments. At the very least we need true monthly payment, not the monthly-but-not-really price we have right now. Honestly, I was so excited when they announced the subscription but the moment I saw the pricing... just no. Especially, as others have said, in the upcoming months and years that I can imagine will be a pain for freelancers especially. Preferably we'd get a true monthly payment and several price tiers for different revenue levels, just like the substance suite has. In this business it makes no sense to me that a freelancer has to pay as much as a big studio. Further enhancements to the field forces. What we have right now is already a major, major step towards actual particles that C4D was severely lacking in the last years, unless you wanted to make a deep dive into TP which is... well confusing compared to other particle solutions. Honestly I am pretty sure some trapcode particular code will find it's way into C4D so I'm not too concerned there. I just don't think it will be R22. I think with the whole Covid-19 story MAXON really, really need to get their sh** together. I'm sure the financials for the upcoming years will push MANY artists to Blender and if the packages don't deliver a good reason to stay it might not look too good.
  20. Oof, that is a tough question. In the end it all depends on what level of detail and control you need and how close you're going to be with the camera. If you need some space shots I think a well made material should be enough but as soon as you want to show some more detail I think it could get a bit too complicated with materials. SPD can do a lot but getting the shader to look realistic at that level is a task.
  21. Maybe this could help as a starting point... If you have trouble understanding the setup, ask away! Planet.c4d
  22. You are right, but I fail to see how the displacement would help with realizing the car paint? As far as I know you can't stack "volumetric" layers of materials with displacement, it just deforms the actual geometry... I think the SPD is just wreaking havoc on the topology somehow and that's what's causing it, even though it's not all over the model. I just tested this; if you have a single model and you apply a material with SDS only on a certain amount of polygons the main effect will be there yes, but it destroys the topology of the rest as well. Looks like this: However, with "round geometry" active it looks like this: So yeah. Either enable "round geometry" on your SPD material or get rid of the SPD entirely if possible. That's definitely where the facetting is coming from. EDIT: Another way would be just to seperate the model that needs the SPD material entirely from the rest of the model.
  23. Found it! In the material "Sci_Fi_Rubber_Panel_01" you have displacement enabled. Once you disable that the facetting is gone
  24. Is this an animation? If so, enable full animation mode in the "cache files" tab. Otherwise try disabling "Auto Load" and "Auto Save".
  25. That's some nice design on your Instagram, like it a lot! Welcome!
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