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hvanderwegen

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hvanderwegen last won the day on December 14 2017

hvanderwegen had the most liked content!

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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. C4D R20 - what do you guys expect?

    @3D-Pangel Blender underwent a complete rewrite in its 2.5 cycle, and that initially wasn't that stable. Tools at that time were flaky, but the entire reason for that was that 2.49 did not support n-gons - which changed with that rewrite. The old internal raytracer then was replaced with Cycles, and several years were spent on making it as robust as it is now (similar situation compared to C4D's ProRender right now). The GUI was improved quite a lot as well, but a number of the 2.5 GUI targets weren't reached, and work on it saved for later. For example, layers are pretty limited compared to other software, and the outliner can't compare to the one in Cinema4d. And my main pet peeve: the more tools are added via plugins, the more convoluted the GUI becomes, because it is not (yet) possible to easily create workspaces with custom tool sets (which is one of the strengths of C4D's interface). Blender V2.8's GUI is being reworked, and one of the things I really like are collections: the concept of layers is taken to the next level, and objects, lights, cameras, etc. can be easily grouped and sub-grouped using "collections". These can work as layers, or as an outliner, or both, and it simplifies scene organization a lot. The old layer system in Blender is quite limited (no more than 20 layers, no sub-layers, etc.), so I am looking forward to this. The collections will be hooked into the render layer system as well. Otherwise, Blender already offers quite nice scene management tools, and I miss some of these in C4D. Give and take, I guess. No 3d app is perfect. The other thing I am looking forward to in V2.8 is Eevee: real-time opengl rendering that is meant to replace the old Blender internal raytracer. Eevee is a bit of a game-changer, and it already works quite well, although V2.8 is still in alpha (meant to be released later this year). Google "Blender Eevee" on Youtube to see what I mean. I am very excited about this development. Anyway, I wish MAXON would be a bit more open in regards to its roadmap. Having access to public alpha and beta versions and an open roadmap are two things that made me switch for most of my work to Blender years ago. MAXON's secrecy can be stifling, if you ask me. Although I realize open source institute and a commercial company like MAXON can't be compared, really. Still, a bit more openness would be nice. Interestingly enough Newtek released a new version of Lightwave last January, and they decided to replace the old raytracer (which was still REALLY good) completely with a new CPU-only path tracer as well, similar to MAXON. It is a half-successful endeavour so far: Lightwave was always quite artist-friendly, and nice render results were easily obtainable. That changed in this new version. The GUI is confusing, the default settings resulting in long render times, and being CPU only means the user's hardware options are limited. More troublesome is that, in contrast with both Blender and Cinema4D, they ripped out the old render engine completely. That is a big mistake, in my opinion. Old scenes won't render the same anymore, if at all. Anyway, 2018 is revving up to be another interesting year for 3d applications. Real-time rendering is now already used (Star Wars, for example), and we may see the end of slow render engines for most of our work.
  2. C4D R20 - what do you guys expect?

    @3D-Pangel Agree with everything, except for you comment about Blender's instability. In my years of working with 3d software, the two that stood out for their robust stability were Cinema4D and Blender. Houdini is doing pretty good so far as well, but I haven't really gone very deep yet in it. Lightwave is/was rather crash-prone. Blender V2.8 is going to simplify and streamline the GUI. Even a Blender 101 for beginners is being worked on. MAXON and other 3d app vendors should take note, if they haven't already done so. For example, one of Blender's modeling disadvantages is that it is not possible to edit multiple objects. That is now being worked on, and already solved - the other day a demo was uploaded how this issue is going to be past tense in 2.8. And widgets will make things much easier as well.
  3. C4D R20 - what do you guys expect?

    I can only compare to Blender. ProRender in Blender is nicely integrated, easy to use, and is reliable. Hardware acceleration works very well, and a library of common preset materials makes it very quick to set up scenes. Denoiser is built-in. All in all, works just fine. When I compared the C4D version a while ago, I was struck by how shoddy C4D's implementation of ProRender was/is compared. I found ProRender in Blender to be much easier to use and setup. Having said all this, C4D's ProRender integration should be much better in V20. I regard V19 as a public alpha/beta version.
  4. Krita 4 Released!

    For me the masked (stacked) brushes are the one thing I missed in the previous version. And the multi-threaded brushes really give Krita an enormous speed boost. I experience no lagging, nothing. With my Wacom I don't even need to touch the keyboard anymore. The right-mouse click widget take care of that. I am very impressed with this release.
  5. Krita 4 Released!

    A major release with major new features and improvements: improved vector tools, SVG support, a new text tool, Python scripting and much, much, much more! Amazing this is open source and free! Get it here: https://krita.org/en/item/krita-4-0-0-released/ https://www.youtube.com/watch?v=a-CY4hmkg_I New features include... multi-threaded brushes New Text Tool Improved Vector Tools based on SVG Python Scripting Improved brush settings dialog Colorize Mask New Filters: Height to Normal map, Edge Detection, improved gradient map, Improved helpers (isometric grid, pixel grid) Bigger brushes Saving in background Masked brushes Wet edges Shape Library A Ton of Fixes And much much more
  6. Best software

    If you can model nice in one application, you can learn to model just as nicely in another application after a couple of days of learning the tools. Each 3d app has its own advantages and caveats. I'd say it's a good idea to become somewhat software-agnostic.
  7. C4D R20 - what do you guys expect?

    It stings a bit to realize that ProRender users on other platforms (Maya, Blender, Max, Solidworks) all get the latest version directly from the ProRender site for free, while MAXON users are forced to wait for a proprietary integration that is quite expensive. As far as nodal materials are concerned: come on, this is 2018. MAXON NEEDS to integrate nodal materials to prevent it from becoming a laughing stock in this area. ProRender is literally screaming for material nodes.
  8. Leaving C4D-Land.

    Of course! Pure polygonal modeling is just as simple as it is in most other 3d apps. But in Houdini every modeling step is retained in the nodal view, and each node remains editable until you decide to collapse it.
  9. Anyone has a resource like this one ?

    If you're lazy (and cheeky ;-P ), download the official Blender shader ball here: http://archive.blender.org/development/release-logs/blender-261/blender-261-demo-files/index.html Open in Blender, and convert to an obj file for use in C4d. It's actually a pretty good shader ball scene (if you can stomach the Blender logo - perhaps replace with MAXON's logo?) This shader ball comes prepared for transparent and sub-surface materials as well. Here's a ProRender test. It demonstrates the transparency additions, and reflection objects in the environment.
  10. Is it worth it?

    The new popular kid on the block has arrived: Godot 3. Be sure to check that out as well. I prefer Godot over Unity myself. https://godotengine.org/ And if you don't like coding, why not get PlayMaker for Unity? No manual coding, but visual coding.
  11. 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.
  12. 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
  13. 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.
  14. 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.
  15. 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.

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