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Rendercore Lab


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hvanderwegen last won the day on December 14 2017

hvanderwegen had the most liked content!

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    van der Wegen
  • C4D Ver
    12 (or older)
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    CG, character animation, design

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  1. Studio MSA Price Increase

    Lucky for us then that the open source alternatives have become true competitive options. And commercial alternatives offering low priced perpetual licenses are always available as well.
  2. Studio MSA Price Increase

    Agreed. While v20 might be "the Holy Grail", MAXON ought to remind itself that Blender V2.8 is just around the corner, and I have to say that Eevee is looking mightily nice. I did a quick test: Guess: which is the 3 minutes Cycles render, and which is the 6 seconds Eevee OpenGL render? (PS I did scale these down by 50%) Good times ahead indeed. The Eevee version is real-time in the viewport, btw. Also of interest: the latest 2.79 builds of Blender silently introduced combined simultaneous GPU and CPU rendering! With a modern high-end CPU render times are 40% quicker to finish. Even my old i7 920 shaved off 4 minutes of a 17 minutes scene of mine. Game changer. And all for free. It felt like a late Christmas present. :-) Strangely enough, no trumpets announcing this - if this were MAXON, they would wait for v21 and proclaim GPU+CPU rendering to be the next revolution in their marketing. And increase the MSA ;-P
  3. UI With a 4k Monitor

    I wish Cinema4D had a similar option as Blender's Display Scale slider: seamless up and down scaling of the GUI, and an option to double line widths on retina screens. That really is the perfect solution. And each panel's display scale can be individually scaled too - making it possible to combine retina and non-retina screens in multi-screen situations. Paintstorm offers a similar option, I heard - no other application does it so well as Blender. And all in real-time: no need for restarting the application.
  4. Affinity Photo The New Photoshop?

    What bugs me a bit about the Affinity products is that basic functionality is missing, and users have been requesting these things to be fixed for years now. For example, TGA and WebP export are missing, no arrows for vector lines, the custom bevel layer effect looks terrible (obvious banding), no vector fill patterns, layer thumbnails cannot be scaled, no option to use ctrl/alt-clicking layers to create selections, curves lack controls, nested filter layer masks cannot be selected in the layer stack, ... It's quite a list. I do understand these are young applications, but they keep adding larger new features without improving the core functionality. Well, no app is perfect.
  5. Affinity Photo The New Photoshop?

    Except for PhotoLine, of course. Affinity Photo still misses some core features that are part of Photoshop and are also available in PhotoLine. I have both, but use PhotoLine for general image editing much more than Affinity Photo. Arguably PhotoLine's layer stack is much more flexible to work with than either Photoshop or Affinity Photo. Unlimited layer masks, adjustment layers can be applied to any layer, including layer masks and layer mask groups, each bitmap layer can have its own image mode, resolution, and bit depth set (which are retained even after switching the entire image to another image mode back and forth), smart objects (called "placeholder layers"), real-time referenced layer instances, colour profiles per layer, non-destructive throughout, and even external Photoshop compatible plugins can be applied non-destructively on placeholder layers. Not to mention an opacity slider with a range from -200(!) up to +200! Multi-layered EXR files are also supported. And vector drawing is built-in as well. One of the strengths of PhotoLine is its interoperability with other applications: it is possible to define links to external (image-compatible) applications, and send a bitmap layer or vector layer/group to an external application, work on it, and after saving PhotoLine automatically updates the layers. Super handy. Painting tools in Affinity Photo are better, but there is a bug in Photo that makes it impossible to draw precise strokes without wobbles (Windows). It is nice to be able to edit 360degree panoramas, though, in Photo. But neither come close to Krita for digital painting. Get PhotoLine, Affinity Photo, Krita, and Affinity Designer/Gravit Designer/Inkscape for vector graphics, and you have more than you'd ever need for general image editing and illustration at a fraction of the cost of becoming a serf in Adobe's digital serfdom. For 2d animation get the latest build of OpenToonz (blows Animate CC out of the water), and for video editing/effects Resolve and Fusion (and Natron). If you are an illustrator/comic artist you would do yourself a disservice if you'd not help yourself to a copy of ClipStudio EX. Brilliant drawing 'feel' - and the traditional frame-based animation features are pretty good, and ClipStudio exports directly to OpenToonz for production-proven 2d animation project management. The only missing link at this point is a good affordable alternative for InDesign. That's the one remaining Adobe application I still use for my own work. QuarkXPress is too expensive. Hopefully Afffinity Publisher will be an acceptable option. Trouble is, InDesign is really good at what it does, so I am not expecting Publisher to be able to compete. But we can hope. :-) Otherwise, all of Adobe's products are replaceable with inexpensive and capable alternatives.
  6. Leaving C4D-Land.

    I think a good modeler and Houdini make a nice combo, plus Zbrush /3dCoat and Substance Painter. This could be Blender, Modo, or Cinema4D Prime. No need to invest in Studio then. Just too bad the Houdini bridge is again only available to Studio users.
  7. Leaving C4D-Land.

    That video (the table) merely shows how to create it in a procedural way. I suppose you are more accustomed to a more destructive direct flow of modeling, which is also possible in Houdini. The presenter could have just used separate scaled boxes, or extruded the legs from the base object. Same in Blender: a table could be done completely non-destructively, but also using quick boxes, or extruding geometry. The beauty of Houdini is that it is relatively easy to expand on this table object and build your own "table" tool. Everything is nodes.
  8. Leaving C4D-Land.

    But that's one of the issues I have with C4d: it is already quite expensive, and the standard answer to many of its shortcomings these past few years seems to be: "Yeah, but just get plugin X and plugin Y and that external render engine for a measly $500 here and $300 there to fix it". And C4d Studio is already one of the most expensive 3d apps to maintain (if not THE most expensive!). And so many aspects of the application haven't been really updated in years, and are quite behind the competition. At that point one starts to wonder whether that Blender + Houdini Indie + Zbrush or 3dCoat + super fast render GPU engine X combo isn't a much more attractive proposition at less than a third of a financial investment. "Ease of use" be damned: it's about a productive efficient workflow once the user has familiarized him/herself with an app that really counts. In this most 3d apps are quite equal in my experience, depending on the task of course.
  9. ManuelbastioniLAB 1.6.0 released

    The version 1.6.0 of ManuelbastioniLAB, the free and open source character editor for Blender, is ready for download. ManuelbastioniLAB is a project aimed to create a scientific and powerful 3D humanoids editor. Basic muscle system, based on standard Blender bending bones, in order to offer max portability. Inverse kinematic controllers for skeleton rigging. Advanced mix algorithm to easily create complex expressions. Support for phonemes. Unified expressions for anime and humans. Custom rest poses. Improvements in anatomy of models. Improvements in shaders and skeleton structure. Big improvement in usability and algorithm of proxies. New fantasy targets. Watch the video to discover the power of the new lab! Learn more about this project here: http://www.manuelbastioni.com
  10. Time travel back to 2000

    In the old Amiga times (and earlier) as a teen when the web did not exist, my friends and myself did not have easy access to legal software - neither financially, nor from a geographical point of view :-). Local stores hardly stocked any software, purely because it wasn't that mainstream yet. I recall the local demo and swapping scene (I was member of a demo/hacker group myself :-P ) The demo (or COPY) parties were a sight (and smell) to behold. Hundreds of zit-faced teen boys all carrying their own Amiga and hardware, setting up in a large hall for the day, and everyone showing off their art, programming/demos, and of course swapping software. There'd be the odd girl hanging around amidst the swaths of boys - obviously attracting a lot of attention. The police never cared. It would be impossible today. And then at the end of the day at home examining the 'loot'. But those were good times. Very different today, though. I count myself lucky that I grew up in that first generation of home computer users. Last week a 20 year old guy I talked with about the C64 asked me about "something called floppies" and "cassettes". He'd never heard of those. I mentioned how a single C64 game would take 4-5 minutes to load up. He just looked bewildered and confused, and couldn't imagine how that worked. I must be getting old In my twenties I stopped using hacked software. I recall working on my first real client project with my last pirated version of Macromedia software, and afterwards purchasing a legal version. That actually felt really good. With the internet granting access to inexpensive software, I did not feel the need to use pirated software anymore. Once or twice I did use pirated software, but only if I was interested in evaluating software that had no trial available. Nowadays the situation is very, very different: in my mind there's just no real reason to use pirated software anymore. The quality of open source software is impressive. Generally software prices have gone down quite a bit (well, excepting Cinema4d ;-P ). Games can be acquired for next to nothing through various legal channels (HumbleBundle, free-to-play, etc.). And yet, some things never change: I notice on various forums that young teens still use pirated (often older) versions of commercial software, although it would cost them perhaps $10 a month or less/free to use alternatives. Flash comes to mind, for example. You'd be amazed how many young ones still install Flash 8 up to CS3/4 and create their animations with those older version (Newgrounds comes to mind). It's sort-of strange, because in my teen years accessibility to good software was limited - while now that is no longer the case. Inexpensive and free/open source alternatives abound, and yet... And yet? Odd. Then again, the human brain only finishes maturing around our 26 years of age. I blame ignorance and naiveté. They're kids. I was the same. You don't know what you don't know.
  11. Time travel back to 2000

    Still have the last issue of Commodore User magazine which sported the last C4D release for the Amiga on its cover disks. October 1998 - exactly 19 years ago. That's how I got into Cinema4d. Well, to be honest I had a cracked version long before that - I was young and naive (weren't we all). http://amr.abime.net/issue_668_contents
  12. HDRI Haven is free now...

    Another free HDR resource: https://www.hdrvault.com/ One 1.8gb download!
  13. how can Blender be free?

    Animation nodes 2017 show reel. A bit like Mograph, but with nodes, although consequently not as intuitive: "Node based visual scripting system designed for motion graphics in Blender". Free add-on, and it is steadily being improved and developed. Actually quite amazing this is free! https://github.com/JacquesLucke/animation_nodes
  14. pro render engine

    https://pro.radeon.com/en/latest-radeon-prorender-updates-deliver-new-features-improved-performance/ New version adds a number of good improvements: IES lights, shadowcatcher, new uber2 material, much better performance. PBR workflow is on its way, already available for Max! Blender, Maya, Max, and Solidworks - no Cinema4D, though. I wonder, will C4D users have to wait another year for the next main update? If so, that's a bit out of touch with reality. I do hope MAXON will at the very least expose new PR features in a .5 update. Not only is it painful to see the other apps get updated as soon as the PR dev team releases a new version, but on top of that it's all for free... A at-render-time denoiser is in the works - which should speed up rendering a lot as well, based on my experience in Cycles. Anyway, I am beginning to see the potential. *edit* Just tested the new version in Blender, and this version feels quite solid. The viewport preview is much smoother (no lag anymore) and resolves faster. Rendering is noticeably faster, even on my Nvidia card. GUI is improved, and more in line with Blender's approach - world settings (for HDRi) are now used in stead a render setting. All in all, light at the end of the tunnel for the C4D version.
  15. pro render engine

    To be honest, I've given up on ProRender for now, both in Blender and C4d. Even though Blender's version is much better, and useful for actual still production, it is still missing essential features in my opinion (perhaps the next upcoming update in November will prove otherwise?). Cinema4d's implementation is an alpha version in its current state - I agree with Cutman that it's not very nice or convenient to work with. Why MAXON didn't take this opportunity to add a nodal material system, I don't know. @Everfresh, I tested your sample scene here, and it takes 2:31 minutes to render 1000 samples, with the result STILL noisy! Your sample scene converted to Blender's Cycles takes less than 20 seconds to render noise-free and at a good quality in Cycles on my 1080GTX - and that using the new principled nodal shader, with much more complex material settings. In the latest release Cycles includes an at-render time denoiser, which shaves off a substantial amount of render time. Unless ProRender in either application receives a similar function, I just don't see the point. Nor do I see the point of a render engine without a nodal material setup - just a pain to work with compared. I expect that the magical V20 release next year will have a (beta again?) implementation of a nodal material editor. I don't want to write off C4d's developer team's efforts just yet - Rome wasn't built in a day, and it took Cycles a few years before it became viable as a good render solution as well. So hopefully by next year October things will have improved. It is just a shame users will have to wait that long (expected, unless MAXON returns to x.5 releases). One of the perks of open source is that each improvement and bug fix becomes available almost on a daily basis. I have become quite curious about Redshift now, however, after Cutman's raving comments. I will download Redshift's trial and test the waters a bit.