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jwiede last won the day on September 5 2016

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About jwiede

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  1. Equivalent LW function in C4D (r17)???

    Or find a copy of the Per Anders "Spline Cut" script that's been around since at least 2007. Search for "spline cut" here for further refs. It was still working in both R15 and R16, so there's no particular reason to think it doesn't work in R17.
  2. aaOcean for C4D?

    Thanks so much for passing along the C4D aaOcean link! Very much appreciated!
  3. Okay, fair point, R18 does behave the same. Still, I'd argue MAXON's repositioning the "Hardware OpenGL" as a more complete render engine going forward, though, and it just seems odd to me that "Render View", which uses the set render engine to render in the viewport in _every_ other case, does something different just for that case. As Standard isn't actually the selected render engine, it's not even clear what render settings are being used in that case, nor how to adjust them -- is it just using the default settings? From a UI/UX consistency viewport, it definitely is unexpected that C4D would choose a non-selected engine to do the viewport render in that case, IMO anyway. I could understand if "Render View" just did nothing, but rendering with the Standard engine in that case feels like a UI/UX mistake. It wasn't even obvious it was using the Standard engine, I had to check the different results to confirm which was used. At the very least, if that is the intended behavior, there should be a clear indication which engine and settings are used (and perhaps have a setting in prefs for setting engine and settings in that special case). It'd be great if someone from MAXON could weigh-in here as to whether the current behavior is intentional or not?
  4. When I press the "Render View" toolbar button, after selecting "Hardware OpenGL" as render engine, instead of getting the view rendered using the HW OGL render engine, I get the view rendered using the "Standard" render engine (as in, pixel-for-pixel exact match to "Standard" result for same). Anyone else seeing this behavior? I'm seeing this with C4D R19.024 on macOS 10.12.5. Expected Behavior: "Render View" button should render view using "Hardware OpenGL" render engine, as selected. Please let me know if more info or screencast needed to demonstrate problem. I'll file as bug next chance I get.
  5. Any idea when? It's still apparently present in R19.024.
  6. New in Cinema 4D R19 - Full Feature List

    Your answer was fine, thanks. I'm just looking for any additional details about the precise technical problem blocking ProRender on Nvidia on macOS. The whole point of OpenCL was to work on both AMD and Nvidia GPUs, after all.
  7. New in Cinema 4D R19 - Full Feature List

    Anyone have a pointer to the explanation handy?
  8. New in Cinema 4D R19 - Full Feature List

    For those of us with Macs & Nvidia cards, was there ever any clarification on whether ProRender would even work? I'm fine if Nvidia cards aren't "supported" but are functional in C4D ProRender on macOS, less so if they arbitrarily disabled ability to run on Nvidia macOS.
  9. BodyPaint 3D open beta

    What version of ZBrush are you using? Modern ZBrush4 UV, polygroups, spotlight, and polypaint toolset are actually quite powerful and flexible for both UV and texture painting work. While the workflows for each are a bit different than the equivalents in "standard" 3D apps, once you take the time to understand the ZBrush workflows, its toolset are every bit as capable (and can work smoothly with very high poly-count objects that would choke "std" 3D pkgs). Having used MODO for years, I'll just reaffirm what others here have said: MODO's UV toolset is much more powerful than C4D's/BP's, and IMO, one of the most powerful UV toolsets on the market now (as of 11.1). MODO's painting capabilities aren't as amazing, but still beat BP in areas like symmetry support, and overall ease of workflow (esp. w.r.t. map and channel controls). I suspect the updated BP might win out over MODO when it comes to working with larger poly-count objects, but we'll have to see.
  10. BodyPaint 3D open beta

    While the BP viewport improvements are quite impressive in their own right (and they are!), the Beta does highlight just how outdated many aspects of the BP workflow are compared to more modern alternatives -- and in the same manner, that same light really shows the "dust" gathered on the UV tools and workflow. I don't actually expect much more within R18 beyond the already-shown BP viewport improvements. That said, I do think MAXON should consider throwing R18 customers another bone by finally adding symmetry (XYZ & radial) support in BP as well -- it's kind of ridiculous for any painting system to lack that functionality in this day and age. That's great to hear! BTW, anyone looking for modern, efficient painting features and UX in C4D should take a serious look at this plugin/technology.
  11. I appreciate the quick answer, thanks!
  12. Anyone know if there's an aaOcean plugin available for C4D (R18)? I know about the HOT port, but am looking specifically for aaOcean because it produces better surfacing in certain ways. Thanks!
  13. Spritz 3.0

    Can you clarify, is the Vray 2.0 version the same as the regular 3.0 version in terms of functionality? What are the differences between Spritz Vray 2.0 and Spritz 3.0?
  14. Is the Mac version at full parity with the Windows version?
  15. I use it, but on Mac, and as you note, the problem doesn't occur there.