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3D Maxon Cinema 4D R9


Serge

I heard that news todays morning on one cinema4d site. I feel really happy that Maxon had upgraded stuff like "Cloth" and "N-gon" new "Head up Display" and over hundred new features. Now, this programm can compete with Maya, Lightwave and many other programms and i think soon, we will see more and more of Cinema`s stuff/creations on TV and in the real world.
I`m not so really advanced in Cinema and i may not learned all of the old tools and options in release 8.5 YET! but i`m sure know that, i will learn it with the time passing by and i think this programm may become very popular in our close feature ;)
Very good reminder Kiwi you made here on PSG :righton: 8} 8} 8}
 
Subpoly displacement and isolines are my favourites.
Cloth comes as part of the Mocca module which I haven't got...but now suddenly would love to have as I see MANY things that can be done with Clothilde that have got nothing to do with cloth. Shaderwise of course.

Also full support of layered psd files.
And SPD works with RGB for displacement: displace only Y? use a green map. etc.

Great is also that everything is backwards compatible with 8.5 (although the new features will be lost), that most of all plugins will keep on working, and that some very useful are implemented:

Tweak4D, MakeThicker, and a knife and brush like in MeshSurgery

Also better selection switching, mode switching and a magickal V-key to get most options immediately cricling around your mouse.

Mac users benefit even more with full G5 optimise (up to 20% faster renders) and also, with the newest version of OSX (I did loose track as I don't use Apple) also dualplanes. (this is a very cool feature that only changes the pixels of your monitor that have been changed. hyperfast redraw. NVidia offered this for PC a long time, but now it's available for mac too. Also on ATI, meaning this feature willbe implemented in the latest ATI drivers for Win too).

The sprite renders of StormTracer will keep on rendering (if you have the plugin that is) as Samir's procedurals (extra noises etc).

As n-gons are real n-gons but the option to use them can be switched off (in hypernurbs it is automatically switched off), most plugins can be used.

Now we wait for the price tag. It's highly probable that neither Silo nor Terragen will be added to my toolbox after all. Sorry for them.
 
The demo is uploaded now (even if it says 8.5: go on untill the end. you'll see it's 9).

First victim for SPD: poor ol' Meg.
This is normal geometry with a selection tag, and SPD on that tag.
 
Cloth that can also be used for other purposes: here a sphere is "chothilded" over a sweepnurbsed spline.

Aarghhh!!! and to get this you have to pay the whole Mocca module (character anim...)
 
Erik said:
It's highly probable that neither Silo nor Terragen will be added to my toolbox after all. Sorry for them.
Why Terragen Erik? [confused] You can't compare Terragen with Cinema 4D which is a true modeler.

Ok, now let's try Cinema 4D 9, demo just finished downloading! [excited]
 
And SPD works with RGB for displacement: displace only Y? use a green map. etc.
Erik, if I post a SPD map, will you do a test render for me?
I really am curious if it is what I think it is.
 
With pleasure.
Meanwhile I took the liberty to move this thread to the 3D forum as Photoshop is less used in here.

I also tried out a normal map (also RGB influenced, but normally used for bump on steroids).

C9 offers five ways to apply SubPolyDisplacement. Three of them are colour-sensitive. I creatd a normal map a while ago with the NVIDIA Photoshop plugin that's free to download (used it with an ATI crad, and no problem there).
I add the result here:
 
Crap! I almost forgot about this.

I'm not sure about the coordinate system, so I just used screen. Because of that, the R and/or G might have to be inverted.

If I'm right, the attached map should resemble something like a cloth draped over a ball or something.
 
I just found out that Mental Ray (3ds Max 6) can do it, too. At least, I'm pretty sure it can because I found some junk about 'Extrusion Direction' and stuff.
Unfortunately, I won't be able to sit and play with it until Monday.

Actually, Erik, I believe the normal map would be UVW and not xyz.
Can't say for sure, though.
Man, I wish I had access right about now.

I might have to write a series of tutorials about normals. You know, what they are, how they can be used, and the different coord systems, and stuff junk.

Thanks for the test. Kind of did what I was kind of expecting. Have to run it through my head a few times to straighten out my thinking.
 
If you see a NormalMap bump or SubPoly Displacement as textures, they are indeed uvw. It is possible, although not in realtime to paint displacement on an uvw map.
But just like with Heisenberg's law, you can also approach this from the other side and say that SPD is real displacement as it reacts to shadows, dirt effect in diffuse etc etc. And as real displacement, it influences X,Y and Z.

Both approaches are correct. As far as I know, U,V and W were only introduced to discern between XYZ for geometry and for texture. So it is a bit like how to pronounce potatoe and tomatoe.
 
I always liked R8.x, better than anything else, but I still felt it needed improved modeling tools, ngons (I like mechanical modeling) and a faster workflow in some areas (less mouse clicks).

And look it now... R9 is like a dream come true. I finally found my "Photoshop" among 3D software and I couldn't wish for anything more! :D

Even "little things" like Auto Switch Mode are like a dream come true.

Btw, did you notice that you can now see what a polygon's normal is by looking at the color of the polygon; red=front, blue=black. I never liked those tiny yellow normals in earlier releases.... too small.
 

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