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hvanderwegen

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hvanderwegen last won the day on December 14 2017

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About hvanderwegen

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    Cafe Samurai

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  • First Name
    Herbert
  • Last Name
    van der Wegen
  • C4D Ver
    12 (or older)
  • Location
    Vancouver
  • Interests
    CG, character animation, design

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  1. Finally the outliner is receiving some much needed love. I love C4D's outliner, and really never touched Blender's outliner much, instead relying on other methods. The latest builds merge Nate Craddocks Google Summer of Code 2019 outliner improvements: - synched selection (FINALLY!) and drag selection rectangle without the need to hit the box selection key: - drag over triangles to twirl down and up multiple 'folders' instead of being forced to open them one by one: - industry-standard shift-selecting with arrow keys to multi-select lists of objects and drag and drop of multiple objects is now supported : - other helpful changes, such as the option to use the keyboard's cursor keys to navigate the outliner (up and down, and left and right to enter and collapse the scene hierarchy). Really happy to see these changes. I always miss C4D's outliner when working in Blender! I've been testing the latest builds, and the outliner is finally proving to be a real help in organizing and selecting scene elements instead of being a hindrance. Additional outliner improvements are in the pipeline. See https://developer.blender.org/T68338
  2. Intel's Open Image Denoise is part of the latest 2.81 alpha build.
  3. Now that 2.8 is released, work has begun on integrating new features from various developers for 2.81. Blender should get regular releases every three months, or so, from this point forward. Voxel Remesher!
  4. Open the wall in Blender, and perform the bevel there. It will not break the UV map. Up to a point, of course. Depends on the complexity, but I tested with your wall object, and it works fine. You may have to clean up some things, though.
  5. The beauty of grease pencil drawings: they can not only be used for frame-by-frame drawing, but also rigged with bones and make use of Blender's rigging and animation for easy cut-out animation. And both C4d and Blender are great apps. Keep your license of C4D. I still use my very old C4D version for the odd thing. MoGraph comes to mind, for example.
  6. I guess it depends on your needs. If you are at all interested in a package that seamlessly integrates 2d animation tools in a 3d environment, then Blender is the only option out there. Nothing else can compare to Grease Pencil. Cycles and Eevee are hard to beat as far as GPU rendering goes, and the new viewport in 2.8 allows for some pretty neat real-time animation stuff. And Blender does toon rendering as well with Freestyle. Rendering a 2.5 toon render with Eevee is now possible, reducing rendering times drastically. Here is a toon render from Blender: Now imagine combining this with hand-drawn grease pencil drawings and animations. Something which is impossible in any other 3d package. Plus if you are doing animations, the built-in compositor in Blender will come in handy. That said, C4D's sketch and toon is very good. It depends on your needs as far as 2d/2.5d animation goes. Blender's Freestyle does strokes, but no toon shading, for which you would need to assign the toon shader and play around with it. I do know for certain Blender's 2d animation features will only grow and grow from this point forward. I can't see similar functionality being integrated into C4D any time soon - it's not what its core audience wants or needs. PS these guys created a nice Eevee real-time toon shader, which combines well with Freestyle strokes. Example files are available on their page. http://www.pantherdynamics.yolasite.com/toon-shader.php
  7. So you would argue that Photoshop and InDesign were not developed by Adobe? Perhaps not the very first version, but the majority of the functionality was developed by Adobe. It's not as if Photoshop v1 hasn't seen any development since 1990. So in my view by far the most of development of Photoshop and InDesign was done in-house by Adobe. Same for Illustrator. These applications have not suddenly stopped being worked on when Adobe acquired them. Quite the opposite. Now, whether the advent of the 'cloud' and subscriptions have done them any good? I agree with you that development has stagnated and lagged since then.
  8. Oops! I stand corrected. Still, even if InDesign was started by Aldus, as far as I can tell the majority of the software was developed in Adobe hands. Even version 1 was finished by Adobe. And version 1 was unusable for professional work. Aside from this, software like Photoshop and Illustrator have seen so much continued development under Adobe, it is questionable whether it matters whether they acquired the software so long ago. Photoshop was acquired in the first half of the nineties, I believe. Can't really compare that version with the current one and still state that Adobe only relies on buying out other companies. As for certain Adobe software being top dog, or not: doesn't matter in the light of refuting your comment that all software Adobe market(s)(ed) was acquired - that is just not the case. They continue to create new software, as well as buying software such as Substance. Just saying it is not a black-and-white situation.
  9. InDesign was developed in-house, from scratch. Some people think it was a continued development based on Pagemaker, but that is not the case. And others were developed by Adobe: Brackets, Muse, Edge Animate, mobile versions, and so on.
  10. AMD ProRender v2 for Blender 2.8 is released today! Download it for free at https://www.amd.com/en/technologies/radeon-prorender-downloads The Radeon ProRender for Blender plug-in has been completely rewritten for Blender 2.80. This includes many changes to artists workflows: Blender native shader nodes are supported out of the box. Including the Blender Principled Shader node. Most common nodes are supported, but a few, noted in known issues, are not translatable. Additionally, RPR nodes, particularly the Uber node is provided for a more “expert level” shader setup. Viewport and final rendering are more robust and optimized. AI-Accelerated Denoiser provides an extra denoiser based on machine learning technology. This is improved greatly with recent versions. Adaptive Sampling allows the renderer to focus samples on areas of the render that are higher in noise, while ending early in areas without noise. This allows the artist to apply the maximum number of samples and achieve less noise without increasing render times as much. Blender hair geometry is supported as well as “Halo” (sphere) particles. A tiled rendering option allows rendering images by tiles, allowing higher resolution renders without using as much VRAM. Additionally, the size and order of tiles can be adjusted. Object visibility options are expanded to include reflection/refraction/shadows, etc. Toggling with interactive rendering now works. Blender Curve/Text/Meta objects are now rendered. An "RPR" menu is added to the viewport to enable different render modes like Ambient Occlusion. Volumes are rendered as well as principled volume shader. Note that volume should be cached. Volumes might look blocky for now, as a temporary workaround may increase volume resolution. Shader menu in "Add Nodes" now has RPR Uber, Principled, Emission, and a few other items. This is an optional feature and can easily be disabled in the render settings.
  11. Today marks an interesting point in time: Blender 2.8 is released at the same time as C4d v21 and its new subscription and license model are introduced. Blender 2.8 features a complete rewrite of its viewport and GUI, and brings with it a wide range of impressive new features and usability improvements which make Blender far more user friendly than ever before, and brings it into line with industry standards. A new real-time GPU render engine called EEVEE, which is a new physically based real-time renderer. It works both as a renderer for final frames, and as the engine driving Blender’s realtime viewport for creating assets. It has advanced features such as volumetrics, screen-space reflections and refractions, subsurface scattering, soft and contact shadows, depth of field, camera motion blur and bloom. Eevee materials are created using the same shader nodes as Cycles, making it easy to render existing scenes. For Cycles users, this compatibility makes Eevee work great as a realtime preview. For game artists, the Principled BSDF is compatible with shading models used in many game engines. 2d animation is now an integral part of Blender. Grease Pencil is now a full 2D drawing and animation system. This unprecedented integration of 2D tools in a 3D environment will enable you to create next-level concept art, storyboards and animations. Cycles now provides industry-standard functionality such as Cryptomatte, BSDF hair and volume shading and Random Walk Subsurface scattering. Many rendering optimizations were done including combined CPU and GPU rendering, much improved OpenCL start and render time, and CUDA support for scenes that don’t fit in GPU memory. CPU and GPU hybrid rendering is now part of Cycles as well. By the way, work has already begun in cooperation with Nvidia to incorporate Nvidia RTX adding hardware-accelerated ray tracing to Cycles. The list of new features and improvements is too long to list here, but here are a couple of the more eye-catching ones: - principled volume shader - bevel shader - ambient occlusion shader - IES lights - multi-object editing - view layers and collections for scene and render management - new dependency graph - bevel tool and modifier - text improvements Read up on the full list of new features here: https://www.blender.org/download/releases/2-80/ Best of all, no license server limitations or subscriptions are required! Download it for free here: https://www.blender.org/ And this is only really the beginning of a new era for Blender and its users. Expect many more improvements and features in the upcoming few years!
  12. According to that site, here's a list of 3d software companies' websites worth: AutoDesk 481 million blender.org 69 million MAXON.net 2 million SideFX 2.4 million Foundry 2 million Newtek 103 thousand
  13. Interesting move by MAXON. Gets in the way of AutoDesk. Good news for Cinema4D as well as a whole - ProRender isn't quite the solution they (I think) were hoping for. My Spider Senses are tingling though: might this be another step to woo Adobe and prepare C4D for its inclusion into Adobe's fold? Probably just paranoia speaking, but lately so many mergers and buyouts are happening. Addendum: Substance + C4D + RedShift + AfterFX + Adobe cloud services = jackpot
  14. Materialize is free now. Offline desktop application! No need to be online. http://boundingboxsoftware.com/materialize/
  15. 3DKiwi/Nigel has been modeling a lot lately in Blender, and he has a good impression of C4D, Modo, and Blender for modeling now. He just finished the Master Car Creation course. He makes good points (and the car looks beautifully modeled!). https://community.foundry.com/discuss/post/1155998 Blender plus commercial modeling addons is still a much less expensive proposition, of course.
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