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    R18.048 Studio
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    animation, archivis, scene optimization
  1. Hi guys Very good news! We upgraded our GreyScaleGorilla tools and now we support the GSG complete suite with all the latest versions. Everything works automatically when submitting a Cinema 4D project. Here's what's in the pack: - GSG City Kit v1.21 - GorillaCam v1.01 - Gorilla GradeLUTs - HDRI Link - HDRI Packs: Studio Basics, Pro Studios, Commercial Locations, European Holiday, Road Trip, Paradise, Pro Studios Metal, Ultimate Skies 4k, Ultimate Skies 12k - HDRI Studio Rig: HDRI Browser 2.156, HDRI Studio Rig 2.148<br> - Light Kit Pro 3.0 Suite - Signal v1.521 - Texture Kit Pro 3.0 - Topcoat v1.509 - Transform v1.232s Here is a link with more information about GreatScaleGorilla Complete suite If you have any questions or doubts I will be happy to answer them. You can also talk with us on our live chat – we are online 24/7. If you haven’t checked us yet you can register with $50 free credits for tests from this webpage: https://garagefarm.net/cinema-4d-render-farm/ Happy Rendering! _Bob
  2. Hi guys! Since our last plugin update, we have released several new versions and added quite a lot of new features and improvements. General C4D: - We added support for clipping planes in ‘Tiled’ rendering mode of our plugin ( rendering high resolution still images .) - Our farm supports HDRI Studio Rig assets. - We introduced Cost calculator addon to the plugin’s shelf. Corona: - We blocked limitless (endless ) render settings for Corona. - We added support for customer’s LUTs. - We added prompt for ‘Calculate from scratch’ UHD Cache mode – in case of animation, our system can render your UHD cache `from scratch` for every frame independently, or with your own pre-calculated UHD cache, linked in “Load from file’ mode. Automatic ‘baking’ of UHD Cache for the whole sequence is not supported on our farm right now. - For still images rendered in ‘Tiled mode,’ we support automatic baking of UHD cache on our end to avoid visible seams on parts rendered on multiple computers. V-Ray: - We blocked FOV override switch and nonstandard V-Ray camera usage in our plugin’s ‘Tiled mode’ XYZ Anima plugin: - We fixed several issues with rendering with Anima and improved efficiency of rendering with this plugin on our farm. When it comes to Anima, we are in close contact with the developers and add new bug fixes and features soon after they are implemented by AXYZ. Fixes: - We fixed support for special characters in camera names. Now all untypical camera name signs are changed to ‘_’ - Plugin logs are now created per camera/take. - We fixed an issue with scene renaming and added warning prompt for using render region with ‘Tiled’ rendering mode. - We fixed an issue with not copied main camera settings to the tiled camera (DOF – focus distance ). Now all parameters from the base camera are copied to the tiled camera object. - We have hidden takes options of our plugin for C4D versions below R17.032. If you have any questions or doubts I will be happy to answer them here. You can also talk with us on our live chat – we are online 24/7. If you haven't tried us yet, you can register on this page and get free $50 for tests: https://garagefarm.net/cinema-4d-render-farm/ Happy Rendering! _Bob
  3. Hey guys :) Interested in expanding to science and medicine clientele? Watch our free live stream interview with professional medical illustrator and animator, Emily McDougall on Friday, June 8th at 6 pm BST. Medical animation and visualization are expected to balloon into a $301.3 million market by 2021 and more artists should carve their niche in this industry as early as possible. These specialized artists work closely with scientists and medical experts to create art for web, journals, film and television, mobile, and other media. Here’s what you’ll learn based on Emily’s Experience: - What does it take to be a medical illustrator and animator? - Software insights for medical illustration and animation - A personal perspective on Emily’s workflow as a professional medical artist - And more ABOUT Emily McDougall Professional medical illustrator and animator living in Edinburgh, member of the Institute of Medical Illustrators (IMI), BIOMAB (Biological and Medical Art Belgium) and a registered medical illustration practitioner with CAMIP (Committee for the Accreditation of Medical Illustration Practitioners). Here is a link to our Facebook event ( stream ): https://www.facebook.com/events/670679546596401/
  4. Hi guys! Since last update we were really busy bees and we’ve just released v43 plugin for Cinema4D :) This version is a very big update. We added many fixes and introduced new features: New features: - New plugin UI with a lot of additional options. - Plugin modes are now separated for Animation, Tiles, and Takes. - With Animation mode, you can now render multiple cameras. Every camera has separated frame range and rendering step. Also, each camera is rendered as a separated job on our farm and has its own output path and folder for renders. - With Tiles mode, you can now render high-resolution single frame still shots. This mode should be used only in scenes without any animation! - NEW takes support system. We worked hard on this one, and I think we are the only farm which has such flexible tools for C4D takes now. - With Takes mode, you can now render an animated scene using takes render system. The plugin reads all takes setups and just forwards them to the plugin’s UI and then to our farm. - You can also turn on and off any take. Our plugin will render cameras with render settings from each take. - The takes system in our plugin now has two modes for "Export settings": "Global" (for the whole scene) – will export single scene with selected takes. Current render settings and camera marked as renderable will be applied as proper for rendering. "Per take" (different render settings for each take) – will export multiple scenes. Each take will be exported as a separated scene with the camera and render settings inherited from your takes system setup. C4D Anima - Major updates to support of C4D scenes using Anima plugin. - Auto baking of anima projects from C4D upon upload. - Aniprojects are now loaded and linked as .anipack. - Purchased assets will now be included in .anipack. Fixes: - We blocked non-renderable high-resolution formats (resolution 65k and higher). - We fixed an issue with custom C4D installation paths. - Physical render with tiled camera mode is now blocked (it's not supported in C4D). - Protection tag on camera object is now automatically deleted when using "Tiled" mode. - We fixed renderBeamer auto-startup on OSX. - We improved caching checker for C4D tags - now all mograph, dynamics, and cloth tags are checked for a missing cache. When uploading with the plugin, you can select to skip caching. - We added a blocker for GPU based render engines. For GPU based rendering, please contact us - we support it with a different workflow. If you haven't tried us yet, you can register on this page and get free $50 for tests: https://garagefarm.net/cinema-4d-render-farm/ If you have questions about our workflow, prices and supported applications, we are online 24/7 on our live chat, so don't hesitate to give us a shout :)
  5. BobGF

    Proxy at render farm

    Hi Push. It depends on the workflow of the given render farm. I understand that you are using a farm which just renders your project using automated workflow. In general, if the render farm offers a plugin for uploading your project, it should relink the proxy and upload it to the farm with the whole project. The proxy, like other assets such as textures and caches, should be properly linked in the scene or use relative paths if your setup allows it. If it doesn't work, then I'm sure it can be relinked on the farm's side, you would just need to contact the support team and upload the file. The question is if that particular farm is ready for such semi-manual workflow and how long it takes to get a response.
  6. BobGF

    The Keys trailer

    Reminds me the mood of Stalker book. I've just watched Keloid trailer and now this. :) The shot in 01:15 is my favorite. The only thing that disappointed me is that monster at the end. It looks kind of cliche, like a zombie in lots of movies in games. If you went so far with overall design and mood, you could create something more original and mysterious. Anyway, looks awesome. How long did it take to render one frame on average?
  7. BobGF


    Wow, I expected short animation training and it is quite a long video. How much time did it take you to render it? Did you use GI or "faked" it?