New Cinema4D R S22

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Last week surprisingly Maxon released a brand new version R S22 for their new and subscription only users.

This session by E J Hassenfratz  a well known expert is a great insite but we are working locally ourselves on some amazing new training tools and capabilities with both – ‘ one to one’ virtual training as well as new ‘tips & tricks’ by our new Cinema4D trainers. – more to come!

This amazing new Cinema4D R S22 update is full of new features that we supply now from our Online Store or call. The major new feature are the  UV tools both manual and automatic with more to come later in the year around September when we are used to the next version.

Apart from the new tools and a new Viewport is better support on the Mac for Metal even for Redshift. 

New Features in Cinema4D S22

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MAXON surprised the 3D world with an unexpected new release called Cinema 4D S22 just 7 months after the release of version R21 that is headlined by highly-anticipated UV workflow enhancements!

UV Workflow Improvements in Cinema 4D S22
 
  • Cinema 4D S22 is headlined by UV workflow improvements, check this “first look” by EJ, about the new features and an intro into UVs.
Cinema 4D S22 Feature Overview

Cinema 4D S22 offers subscription users early access to massive improvements to UV unwrapping and editing, as well as key workflow and technological enhancements. In this video Dimitris is going through some of S22’s key features.

S22 Feature Highlights

  • New UV Workflow Enhancements, Improved Packing and Automatic UVs
    Improved selection tools, visualisation tools and a progressive unwrapping workflow make it much simpler to define a UV map, while new packing algorithms optimise texture resolution. A new automatic UV unwrapping option based on the Ministry of Flat licensed technology developed by Eskil Steenberg of Quel Solaar makes it easy to create a basic unwrap with minimal distortion and overlaps for baking and texture painting.
  • Enhanced Viewport
    Cinema 4D’s new viewport core provides a framework to make the best use of graphics technology in the coming years, with full support for Apple Metal. Users enjoy a more accurate view of the 3D scene, improved filtering and multi-instance performance.
  • Pipeline – GLTF export, GoZ Integration and More
    GLTF export offers users a flexible and efficient format for sharing 3D animations on the web and within AR applications, while GoZ integration offers a smooth workflow with Pixologic ZBrush for advanced sculpting. Support for Nodal materials within FBX and Cineware expands the pipeline for advanced materials.
  • Modeling Tools Improvements
    In addition to many small usability enhancements, modeling tools are faster and more robust, and better preserve mesh attributes like UV and vertex maps, thanks to a new core architecture.
  • Organizational Licensing Options
    Volume License Customers can leverage organizational accounts within the MyMaxon ecosystem to assign licenses to individual users or groups, coupling the flexibility of floating licenses with the accessibility and reliability of Maxon’s servers.

Maxon has boosted Cinema 4D’s pipeline compatibility with GLTF export, improved GoZ integration with ZBrush, and support for node-based materials in FBX and Cineware. For perpetual license holders of Cinema 4D a release is scheduled later this year that will incorporate the features of S22, as well as additional enhancements.

Recommended System Requirements
Cinema 4D S22 requires Windows 10 or macOS 10.13.6 at minimum, and the latest 10.15 release for the best experience.

DOWNLOAD CINEMA 4D S22 NOW

Cinema4D R21 New Features

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Cinema4D R21 New Features
Cinema4D R21 new features, the new release that simplified compatibility amongst old versions of PRIME, BROADCAST, VISUALIZE and STUDIO into one(1) single version.

Creative 3D Genius with Cinema4D & Corona Render

David Duloy
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Creative 3D Genius with Cinema4D & Corona Render

The creative genius with Cinema4D & Corona Render of David Duloy knows no bounds and persists after many years as one of the best architectural illustrators in his field.

David Duloy Corona Render

created by David Duloy – david@davidduloy.com

David Duloy has provided some of the most creative 3D illustrations done with Cinema4D, with all visualisations usually provided from existing original architects models, created by either ArchiCAD or Revit 3D and supplied by the design architects or developers that want David’s extra special artistic talent, creative imagination to produces realistic images.

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David has worked on many large projects with high profile clients, but is always eager to help anyone that requires a quality image.

His talent has expanded with the new speed and capabilities of Corona Render for CPU rendering that works with Cinema4D equally well on MacOSX or Windows 10 and he is now offering his services to a broader spectrum of clients that want to extend their own studio capabilities with his help for architectural or infrastructure visualisation but to product and design studio imaging.
A new service is available here that offers direct contracting or by ‘Clinics’ with Studio designers using these same tools.
for more details
Cinema4D Corona Render 5contact: Rob Keeping or call 04162 240305

Corona Render 5

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Corona Renderer 5 for Cinema 4D Released!

Corona Renderer 5 for Cinema 4D released!

It’s with great pleasure that we announce the release of Corona Renderer 5 for Cinema 4D! From the development of the Corona Core, this version brings a focus on optimizations, saving memory for displacement, and memory and render times for caustics – and from the Cinema 4D specific side, there are also a great many improvements, including multiple skies for use in LightMix, the addition of the Select Material, Select Shader and MultiShader, greatly improved handling of proxies, and more!

NEW FEATURES VIDEO

No time to read things in detail and want the quick overview? We’ve got you covered with the New Features video!

DOWNLOAD

Grab the latest version while you read! It’s available at:

https://corona-renderer.com/download/

Demo Refresh: If you have tried a previous version of Corona Renderer for Cinema 4D and your 45-day trial has expired, then you’ll be pleased to hear that we have automatically refreshed the demo period to give everyone an extra 14 days! Simply download and install Corona Renderer 5 for Cinema 4D from the link above, and activate the demo license right within Cinema 4D! Enjoy!

QUICK FACTS


  • 2.5D Displacement offers significant savings to memory usage
  • Optimizations to caustics results in memory savings and faster rendering
  • Greatly improved handling of Corona Proxies, which can now include animation, and have better handling of large numbers of proxies that use the same data
  • Multi Shader added, to allow randomizing colors or textures between objects or sub-objects
  • UVWRandomizer updated to include the Mesh Element mode (to allow randomization across sub-objects) and Object buffer ID mode
  • Select Shader and Select Material added, allowing an object to store multiple shaders or materials (you can think of it as like a self-contained “mini-library” that the object stores with itself)
  • Corona Sky object replaces the Corona Sky tag, allowing multiple environments in LightMix, and use of any shader as environment lighting
  • And of course lots of quality of life improvements, bug fixes, and UI improvements!

 

Oh, Did we mention it’s fast!?

CINEMA 4D NOW SUPPORTED NATIVELY IN UNREAL ENGINE

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Epic Games’ Datasmith Plugin Available Free of Charge into Unreal Studio 4

Smart Technology is excited to announce Epic Games has introduced native support for Cinema 4D in the latest release of Unreal Engine 4.23. Integration for Cinema 4D is enabled via the Datasmith plugin, presently a feature of the free Unreal Studio Beta.


Unreal Engine is the industry-leading suite of production-proven development tools used to create some of the world’s most beloved games, including Fortnite, and is popular with many in the Cinema 4D community. The ability to bring assets from Cinema 4D directly into Unreal Engine and quickly iterate offers a more seamless content creation experience for high-end, real-time animation and motion graphics workflows from game trailers to pre-rendered graphics in broadcast, to immersive AR and VR visualizations.

Benefits of the new level of integration allow for .c4d file import directly into

Unreal Engine with support for scene hierarchies, geometry, materials, lights, cameras, and baked animations. The ‘save for Cineware’ command in Cinema 4D allows users to easily bake complex procedural motion graphics directly into real-time scenes through the Unreal Engine Sequencer cinematic editor.

Additional details on Unreal Engine support for Cinema 4D is available on the Unreal Engine blog and in the Unreal Studio 4.23 forum thread.

See this new example:

NVIDIA RTX Performance Explained

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NVIDIA RTX Performance explain by Paul Arden – miGenius

NVIDIA RTX technology was announced late last year and has gathered a lot of coverage in the press. Many software vendors have been scrambling to implement support for it since then and there has been a lot of speculation about what is possible with RTX. Now that Iray RTX is finally about to be part of RealityServer we can talk about what RTX means for our customers and where it will be most beneficial for you.

RTX

Iray RTX speed-up is highly scene dependent but can be substantial. If your scene has low geometric complexity then you are likely to only see a small improvement. Larger scenes can see multiples of about a 2x speed-up while extremely complex scenes can even see a 3x speed-up.

What is RTX?

RTX is both software and hardware. The key enabling innovation introduced with RTX hardware is a new type of accelerator unit within the GPU called an RT Core. These cores are dedicated purely to performing ray-tracing operations and can do so significantly faster than using traditional general purpose GPU compute. Performance will depend on how many RT Cores your card has. The Quadro RTX 6000 for example has 72 RT Cores.

Quadro RTX 6000

Along side the new hardware, NVIDIA has introduced various APIs and SDKs which enable software developers to access these new RT Cores. For example, in the gaming world RTX hardware is accessed through the Microsoft Direct X Ray-tracing APIs (DXR). While production rendering tools such as Iray use OptiX.

Rendering software must be modified to take advantage of the new software APIs and SDKs in order to access the hardware. With RTX hardware and the latest RealityServer release, the portion of rendering work performed by Iray that involves ray intersection and computation of acceleration structures (see below) can be offloaded to the new RT Core hardware, greatly speeding up that part of the rendering computation.

Ray Intersection and Acceleration Structures

Ray intersection is the work of determining whether a ray (just think of it as a straight line) crosses through a given primitive (e.g., a triangle). We won’t cover exactly how path-tracers like Iray work but Disney have a great video Practical Guide to Path Tracing which gives you a good idea of the basics. You’ll quickly see that ray intersection is key to making this work.

While the mathematics involved in checking if a ray intersects a primitive is relatively simple (at least for a triangle), scenes today can easily contain millions or even hundreds of millions of primitives. To make matters worse for typical scenes you also need to perform these checks for millions of rays. That’s millions of primitives times millions of rays, a whole lot of computation.

Naively checking for intersections with all primitives doesn’t cut it, you’d be waiting years for your images. To speed things up, when using ray-tracing, an acceleration structure is almost always also used. This uses some pre-computation to split the scene up into a hierarchy of primitives that can be tested rapidly to eliminate large numbers of those primitives from consideration quickly.

As a very simple example, imagine you have a scene with a million primitives to test distributed fairly evenly. If you cut the scene into two groups, you can first test whether a ray intersects with the volume of one of the groups and if it does not you can immediately exclude half of the primitives. By nesting structures like this you can progressively test until you reach the primitive that is intersected

While this is a massively over-simplified example and there is a lot of subtlety and nuance to implementing a highly optimised system for this, the basic principle remains the same. Devise a cheap test that can eliminate as many primitives from consideration as possible. RT Core hardware accelerates the query of acceleration structures and the ray intersection calculations making the whole process significantly faster.

BVH

Enough Already, How Much Faster?

It depends. Yes, everyone hates this answer but no way around it here. We’ve so far seen a typical range, for practical scenes, from 5%-300%. That is a pretty wide range, so what determines how much faster it will be? We didn’t describe what ray intersection was above just for fun.

Notice that when we talked about ray intersection we never talk about materials, textures, lighting, global illumination, shadows or any of the other jargon commonly associated with photorealistic rendering. That is because for a renderer to do its job, it has to do much more than just ray intersections, even if it calls itself a ray-tracer.

All of the calculations needed for solving light transport, evaluating materials, looking up textures, calculating procedural functions and so on are still being performed on the traditional GPU compute hardware using CUDA (at least in the case of Iray). This portion of the rendering calculation is not being accelerated by RTX. So how much ray intersection is being done in a typical rendering with Iray for example?

RT Compute Ratio

In many scenes, we found that ray intersection comprises only 20% of the total work being performed by rendering. This is a very important point. Even if the new RT Cores were to make ray intersection infinitely fast so that it takes no time, 80% of the work still remains in that scene. So a 100 second render would still take 80 seconds with RTX acceleration, giving a speed-up of 1.25x (25%). Of course, ray intersection is not free with RTX, just faster, so the speed-up would be lower than this but this is the hypothetical upper limit.

If you have a scene where 60% of the work is ray intersection you will naturally see a much more significant speed-up. In that case on a 100 second render, with an infinitely fast ray intersector you still have 40 seconds of rendering, giving a speed-up of 2.5x (250%) at the hypothetical upper limit. In general we have found RTX provides the greatest benefit in very complex scenes with millions of triangles and also scenes that heavily exploit instancing.

Real-world Performance Testing

We took 14 scenes we had available and tested them on a Quadro RTX 6000 card with Iray 2018.1.3 and Iray RTX 2019.1.0 to evaluate the speed-up.

Above you can see we’ve also included an estimate of the percentage of the rendering time that is associated with ray tracing where available. This gives a clear picture of how this directly affects how much speed-up you get by using RTX hardware. It is also clear that the more complex scenes benefit a lot more since they spend more time doing ray intersection.

Unfortunately the strong scene dependence of RTX performance means there is no single number you can give to describe the performance advantage when integrated into a full renderer like Iray. Any way you cut it, you’ll definitely get a performance boost from RTX, exactly how much will depend on your scenes.

One bonus not considered here is that the inference part of the AI Denoiser in Iray can be accelerated by the Tensor Core units on the RTX cards, much the same way as was seen on Volta based hardware. This can be quite useful on larger image sizes when using the denoiser. There is also a more general performance bump that comes with the new version of Iray that is unrelated to RTX and a significant speed up in Iray Interactive mode for real-time use cases.

Tesla T4 and Cloud Providers

The NVIDIA Tesla T4 card which is increasingly used in the data-center and becoming available at various cloud providers actually also contains RT Core hardware (40 RT Cores) even though it doesn’t have the RTX branding. This isn’t emphasised in marketing material so is easy to miss.

For many of our customers, availability of hardware at popular cloud providers is important since they are often not deploying on their own hardware. As of writing both Google Compute Engine now has the Tesla T4 in general availability while Amazon Web Services have Tesla T4 based instances in beta and should be in general availability soon.

Making a Decision

We get a lot of questions from customers on whether they should be looking at RTX hardware for RealityServer. It certainly gives more options to consider and now it is important to think about your content as well when making a purchasing decision. If you deal with highly complex scenes, there is little doubt that RTX is worthwhile and the price points of RTX hardware, compared to say Volta based hardware make them very compelling even if they don’t quite reach the performance of Volta on smaller scenes. When comparing to Pascal or Maxwell based cards, RTX cards are a pretty clear winner in price/performance and they walk all over older Kepler based cards.

The best way to make a decision is to benchmark a representative scene or scenes from your own content rather than our generic benchmark tests. Our benchmarks will give you a good feeling for the difference between cards as a baseline, but you need to test your own data to determine how much additional benefit you will get on RTX hardware. If you’re a RealityServer customer or considering purchasing RealityServer and have scene data we can help you with these tests, contact us to learn more.

Thinking out of the box with Cinema 4D by Tim Clapham

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Thinking out of the box with Cinema 4D by Tim Clapham

Every year Sydney hosts the Vivid Festival of Light, Music and Ideas that includes outdoor immersive light installations and projections.
Like the one shown here on the Sydney Opera House sails, done with Cinema 4D by Tim Clapham and his team. It also includes performances by local and international musicians, and an ideas exchange forum featuring public talks and debates with leading creative thinkers.

You too can create wonderful 3D creative designs and interactive displays with Cinema 4D for more details.

Cineware for Illustrator Version 1.2 and R20

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Cineware for Illustrator Version 1.2 and R20 available

The update features a number of workflow optimizations, updates and fixes for several bugs and issues under macOS and Windows

Today we’re happy to announce the next major update for Cineware for Illustrator. Thanks to the support of numerous users from the 2D and 3D communities we were able to integrate a number of great new features into the plug-in.

  • Highlights in Version 1.2:
    Support for the new R20 render engines, including support for Sketch & Toon
  • Users can define new camera positions from within Illustrator
  • Materials can be duplicated and named from within Illustrator
  • Improved installation process, including a Welcome screen and helpful tips to get started
  • Polished the overall user interface and fixed a long list of bugs

Cineware is just one year old and we are continually improving it to make users’ lives easier. Your feedback and input really help us make it even better. So let us know what you think! Please tell us everything, the good, the bad and even the ‘I don’t get it?’.
You can contact us at : rkeeping@smarttec.com.au

Your feedback helps us to improve and develop Cineware for Illustrator continuously!
Download Cineware for Illustrator 1.2 above by clicking image