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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
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    12 (or older)
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    CG, character animation, design

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  1. 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
  2. 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
  3. Materialize is free now. Offline desktop application! No need to be online. http://boundingboxsoftware.com/materialize/
  4. 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.
  5. That is definitely not true! She said it in Doctor Who!
  6. Blender 2.8 beta is out! https://www.blender.org/2-8/ And a quick introduction video.
  7. That would be a far too restrictive output resolution and not in tune with the times. Compare Houdini Indie, taken from their FAQ: If MAXON is ever going to contemplate an 'Indie' version (which I highly doubt, because they don't seem to understand that market very well if at all, and they would collide head on with the combined walls of Blender and Houdini to overcome!) they will have to match that. I agree. It hated having to give up Cinema4D at the time, and moving to other software (Lightwave back then), just because as a freelancer with a limited number of 3d related jobs I couldn't afford MAXON's upkeep anymore. The transition to Lightwave was very, very painful for me, even though many other Lightwave users insist(ed) that it is easy to learn and use, my experience was a very different one. Mind, I was familiar with Lightwave since Amiga times... But Lightwave never clicked with me the same way C4D and Blender did, or even Houdini. MAXON instilled a certain feeling of animosity in me at the time when they got rid of the possibility to upgrade from a lower version to the newest at the time, because I had expected to return to C4D at some point. With Lightwave languishing, and the frustrating Modeler<->Layout separation, and destructive modeling made me try out Blender 2.4 series, as well as a short stint with Modo. While Blender was crude compared to C4D at the time, its workflow clicked with me, and I never looked back. Houdini Indie makes for a nice combo with it. I recall MAXON's free .v5 releases, which generated a LOT of goodwill with C4D users. MAXON got rid of those, of course. I still think up till this day that that is a mistake. Looking back this last decade, I now realize that leaving Cinema4D, while painful, proved to be the best course of action for myself personally (and in no uncertain terms financially!!!). As a designer, 3d is only a small part of my work, and as a 3d hobbyist Blender plus Houdini is a great alternative (with free ProRender access and free updates when released! ) Aside from the high costs of upkeep, I feel C4d's current line-up makes no sense any longer. They really need to look into that. But that's been discussed before. Anyway, times are a-changing, and MAXON better keep up.
  8. I feel your pain. Cinema4D's upkeep is a tough one to swallow if you are a hobbyist or even a generalist freelancer. I had to opt out years ago, but I do still use the old version for some things (such as Xfrog) every once in a while. But I just couldn't justify the high costs to keep up, and C4D kept lagging behind in certain areas which required yet more costly plugins to fill the gaps. Arguably C4D is one of the most expensive 3d packages out there (that is, if you want/need the full Studio). It's a shame, because at the time I loved working in C4D (still do: at my work place they have both Modo and C4D, which I both use at times), and I would have probably still been a C4D home user up till this day if it had been more affordable. But MAXON kept increasing the upkeep, and I went back to Lightwave back then for a while, and then a short stint in Modo. Currently my main apps are Blender and Houdini Indie, which serve me well, and are rather inexpensive. With Blender 2.8 on the horizon the future looks VERY bright (and still inexpensive - I do support the Blender Foudation with a monthly donation).
  9. @3DKiwi That looks brilliant. Is this based on that car tutorial?
  10. Just found this one: a remake of the intro used for Hilda (animated series) with Blender's Grease Pencil. Looks nice.
  11. A historic moment in Blender development: starting today left-mouse selection is now fully implemented! No more usability conflicts. Even a nice start-up dialog with the choice between left and right click select. A few new Eevee demos for your viewing pleasure. The new development demo: ...and just to show that Eevee isn't just about scifi scenes: Artists around the world are getting into Blender's new Grease Pencil, and discovering innovative uses for it: sketch shapes in 3d space, export to Photoshop for finishing. Grease Pencil is in use for pre-production in feature movie creation as well. Also, today the new ProRender 1.8 is released for Blender, Max, and Maya. Blender's ProRender render viewport works very smooth now. @vanderleden the Blender team is currently tackling low-end Intel and lower end Nvidia and AMD cards for Eevee to run on those. Remember, Blender 2.8 is still in alpha.
  12. Time does not stand still, and those who rest on their laurels are left behind. In the meantime the Blender foundation just introduced their own Cinebench variant, and it includes GPU rendering benchmarks and production-level benchmark data to test your hardware. Results can be shared online which are presented with nice graphs and all. OpenCL, CUDA, and CPU rendering can be tested, although OpenGL testing is not (which hardly anyone doing benchmarks is interested in). The tool and page are in beta right now. https://opendata.blender.org/ Devs at MAXON: if you take too long with releasing a new version of Cinebench, before you know it all benchmark testing will no longer include your branded benchmark tests, and instead use this alternative, because it includes CUDA and OpenCL GPU rendering benchmarks. Similar to the BodyPaint debacle, you will lose that niche. Please take heed. You've already waited too long.
  13. 2) Yes, must be, because the physical renderer is exposed to nodes for now, while ProRender does not support nodes yet.
  14. I understand that. It's easier to deal with C4D tightly integrated classic renderer and code base first. More convenient, easier. Less scary. I understand all that. Better be conservative in your thinking rather than risking scaring existing classic C4D renderer users away. It's also plain silly and back-ward thinking. It means that ProRender's development and integration is to be regarded as a beta version even in R20. ProRender users are treated as second-class citizens now in R20, just as they were in R19. That is somewhat understandable in R19, and somewhat unacceptable within the scope of this new release, because a PBR based render engine such as ProRender just SCREAMS for a node-based material system! Can't wrap my head around that. I'd have expected the devs to push the modern render technology first, and get up to speed with the competition. Compare Lightwave and Blender: both made a clean break with their older renderers (with LIghtwave throwing away the old one altogether which was, granted, perhaps a step too far), and their users switched quite quickly, even with Cycles not being quite production ready in the first year, and Lightwave's new render engine still rough around the edges. But Cinema4D's approach is kinda like it wants to hold on to the past, and is reluctant to embrace the future. C4D finally, FINALLY introduces nodal materials, yet they don't work with the MODERN render engine that was implemented in the previous version! I just don't understand that line of thinking. It's like holding candy in front of your users, and then snatch it away. In the meantime C4D is left with an aging renderer that just can't produce the same level of quality renders as ProRender and other modern renderers yet STILL gets the candy first, and not having material nodes for ProRender is stifling users from properly transitioning to ProRender. Which only solidifies the general feeling that an external render option is going to be preferable even over ProRender in C4D. So weird. Perhaps I am beginning to understand why Newtek decided to rip out the old render engine: in with the new, out with the old. Look forward, don't look back. Sorry for my rant, but I was really looking forward to see ProRender's potential fulfilled in R20, but look at it now. No node-based materials? Instead, the old render engine got them? How does that make sense? So I suppose ProRender users will have to wait another 14 months for material nodes to be made available to them. Sorry for my rant. I think this is a nice release otherwise.
  15. Agreed, that's what I am thinking as well. Get rid of Prime, put BodyPaint in all editions (including sculpting), combine Visualize and Broadcast into one edition for $1999, and keep Studio. At this point I think all those editions are hurting sales and confusing customers, similar to the modules situation years ago. Simplify, simplify. Good to hear that ProRender is available in the Broadcast and Visualize as well. Very odd that nodal materials aren't available for ProRender (yet). I thought ProRender is supposed to be the new render engine, and now it seems that the old renderer was given nodal materials first? That doesn't make a lot of sense to me, because it feels as if ProRender is sort-of second guessed by management. ProRender is the new kid on the block, so I'd have expected it to have nodal materials; instead, the OLD renderer got nodal materials, not the other way around? Which could mean more users will stick to using the older render engine for years to come. Not sure, but the development roadmap sometimes makes little sense to me.



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