PixelPlow Render Farm for Cinema 4D
PixelPlow Render Farm for Cinema 4D


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About Edouard

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  1. UV & Painting features in Zbrush, Mudbox, Modo or Maya are much more intuitive and powerful IMO
  2. Those tutorials stay (maybe for current owners) but why delete all references to this product on the website, forums and social medias? There are no references on those tools on the 4Dpublish product page neither. That's confusing to say the least.
  3. By the way, talking about the UV Paint plugin, developed by Kent Barber, the man behind the sculpting tools, it seems no longer available at the developer web page and all references to it have been deleted on forums and social medias. Mmm it opens a lot of speculations now...
  4. I don't understand why MAXON doesn't merge BP with their sculpting tools like Mudbox or Zbrush. Just look at the UV Paint plugin, MAXON has already all the foundations to create a new truly modern, efficient, streamlined and clean experience. I hope that UV Peleer and the "new" BP are just the technical pieces of something that is much more appealing...
  5. All I know is that after a decade of stagnant development, BP user experience is today completly outdated in comparison with the competition. If MAXON update just the BP core for the next C4D release, they will face a backlash, it's better to wait one or more years for a complete overhaul before leaving the beta program IMO.
  6. Interesting new tool in the lab by the way https://labs.MAXON.net/?p=3158
  7. Where there's smoke there's fire, I don't remember people complained so much about MAXON, even the very vocal minority, several years ago, so what has changed? In comparison to the competition I think you could easily make one release with R15, R16 and R17 combined. Meanwhile we learned about the new core and MAXON is a little bit more open so I guess the best is yet to come.
  8. I see your point but it's not reassuring anyway, if I must begin to learn a new renderer I need to know, even mentally, that its future is assured especially for something that is not yet released, actually there are a lot of uncertainty. Just look the physical renderer that seems now abandoned, we all know that it will be more easier in the future to completely switch to another renderer than improve the current one if the underlying technology is too different and there is no future for OpenCL anymore. Edit: That said, other than Prorender because of OpenCL uncertainty, I'm quite excited to see what MAXON will bring to us in a post new core era ;)
  9. If it works as advertised it could indeed remove a lot of headaches for developers but usually there are always a gap between expectations and reality so let's wait. That said it won't resolve the fact that Prorender will probably never be optimized for OpenCL beyond 1.2 as neither Apple nor Nvidia will ever support it.
  10. It means that even if Prorender continues to be developed, its core will be always based on an already outdated technology as even its strongest but truly lonely supporter (AMD) leaves the OpenCL's ship too. For MAXON who is well renowned to not spend its ressources uselessly it will be awkward to convince his users to invest time on a renderer that probably won't last the next decade, at least performance-wise.
  11. I read this from an Octane developper in a CGtalk thread. Future iterations of OpenCL seem to be dead. http://forums.cgsociety.org/showthread.php?f=47&t=1436024&highlight=opencl+octane
  12. Say that Houdini's Mantra renderer is old because is CPU based it's completely ludicrous, GPU's renderers are fast but I heard they come with several limitations for certain workflows for now. Mantra is considered on hi-end productions as industry standard like Arnold and Renderman that are all CPU based, so there must be a reason why. For MAXON's future renderer (Prorender) sorry but I don't buy it because it is already on a dead end as Apple, Nvidia and even AMD doesn't willing to support OpenCL anymore. To stay hardware agnostic, MAXON would stay with the already 5 years old "1.2" version. In my opinion it's a total waste of ressources especially when a LOT of pro are on the verge to totally ditch the Mac.
  13. I don't know how much work has been made in C4D but I remember it was the Houdini sequence that created by far the most hype among us, many asked how it was done in C4D, too bad because it was overall a good release compared to the recent previous releases.
  14. Personally I've never seen Autodesk or The Foundry use a competitor to promote a new release.
  15. I agree, Versus was nice but to promote a new release I expected it would be made 100% with C4D. Right now is like C4D became unable to make high end motion design from its own.