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hvanderwegen last won the day on July 14

hvanderwegen had the most liked content!

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34 Noble Beginner

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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. 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.
  2. 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.
  3. 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.
  4. 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
  5. 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.
  6. 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
  7. HDRI Haven is free now...

    Another free HDR resource: https://www.hdrvault.com/ One 1.8gb download!
  8. 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
  9. 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.
  10. 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.
  11. Cycles 4d?

    Well, without the plugin you'd have to convert your entire scene to work in Blender's Cycles. I think you will find that one or two projects pay easily for that $240 just in saved hours. Your choice!
  12. pro render engine

    Strange, I did check the override global device settings (with and without - no difference). I am beginning to think it's ProRender itself in C4d that is just not making properly use of the 1080. Or perhaps it is the demo version that is at fault here. I hear very good things about Redshift in other places too - may investigate that option.
  13. pro render engine

    I downloaded the V19 trial to compare ProRender in both Blender and Cinema4d. I created an identical scene: plane with a basic material, cube with a basic material, and added an environment HDRi (3k 3200x1600 32bit). Render settings were just about identical: 1280x720, and I set Blender's ProRender quality to "High". I copied the same settings between both applications as much as I could. Both applications seem to think differently in regards to samples? In Blender it takes 30-40 seconds to achieve a noiseless render at 50 samples. Cinema4D takes 4-5 minutes at 500 samples, and there's still noise visible. At first I thought that the 1080GTX wasn't active in C4d. But I checked - it is. I am unsure what's going on - the difference in render time seems to indicate the 1080 isn't utilized properly. But I also watched the introductory ProRender video, and the presenter's system has two AMD Firepros - again, the render speed seems quite slow for him as well. I do hope it's a GPU problem - otherwise C4d's PR would be FAR slower than Blender's implementation. That can't be right - both use the same underlying tech. Other observations: - Cinema4d's ProRender preview viewport performance is much more responsive compared to Blender's preview viewport (which is very sluggish compared - Cycles is much more responsive). Blender's ProRender preview viewport is REALLY sluggish. - Cinema4d's ProRender threw an error when I attempted to load up a 16k HDRi (source: HDRI Haven). Blender had no such issues, and happily rendered the scene. - Setting up environment lighting in Blender's ProRender is far more straightforward: open the render settings, and activate environment lighting, and select a HDRi. Done. In C4d a Sky object must be added first, followed by creating a new material - of which color and specular must be turned off, and luminance turned on. Then load the HDRi in that channel, and close the material window. Finally, drag and drop the material on the Sky object. Whew! That's a lot of steps, and rather counter-intuitive. Even Cycles is simpler and more logical (in my opinion): open the environment properties tab, and assign a new image-based environment, and load up a HDRi. Anyway, not that important, but merely a personal observation. - Blender's ProRender implementation is much more feature-complete. Nodes are a joy to work with compared to C4d's material editor. ProRender in Blender has a very nice material library that is easily accessed (although I believe C4d's library also includes a ProRender material library? I haven't checked yet.) Having said this, C4d's PR integration with existing noise generators and other material options seems better already. Anyway, I will test some more tomorrow or later this week. I really think something's off and C4d isn't taking advantage of the installed 1080 GPU. Next month a new version of ProRender for Blender will be released, btw.
  14. how can Blender be free?

    Blender almost never crashes for me - I do agree high-poly counts for a singular object will slow down Blender a lot while working in Edit mode. A good reason to split up a very complex object into several parts. But I don't have issues with Edit mode crashing even with high-poly objects. Of course, I have no idea what you consider high poly objects? And I do have 48Gb memory. I can say that edit mode in 2.8 alpha already boosts performance considerably (also for object mode - ridiculously so). In Edit mode 2.8 Eevee orbiting the viewport is just as fast as in object mode. Editing is still quite slow on a 1 million triangle object, though. The trick is to hide the parts you are not editing, and then work. The Blender devs intention is to improve this in the 2.8 series.
  15. how can Blender be free?

    Funnily enough there's a German guy who decided to create his own "more user-friendly" version of Blender. It is completely compatible and includes the same features, but with a more traditional user interaction. I am no fan of this version myself, but I have read others (coming from other software) were able to get up and running within minutes in BlenderForArtists: https://www.bforartists.de/