PDA

View Full Version : Maxon and Cebas will merge, true?


michaeli
10-24-2002, 09:39 PM
I heard that Maxon and Cebas is talking to merge, and the new company will get investment from VW, is that true?

pit
10-24-2002, 09:54 PM
Please tell us where you heard this? Thanx!

Jan
10-24-2002, 09:58 PM
I don't know if this is true or not. If you're right, future C4D versions will include more Cebas software, maybe FinalRender and Finaltoon :drool: :applause: :applause:

michaeli
10-24-2002, 10:11 PM
Originally posted by pit
Please tell us where you heard this? Thanx!
I was told by my friend in China, he said the news came from his friend who studied in German.

AdamT
10-24-2002, 10:25 PM
It wouldn't surprise me too much, seeing as how they're both German companies, Cinema's GI algos are from Cebas, and R8XL includes both Pyrocluster and Thinking Particles.

OTOH, most of Cebas' business is based upon Max plugins. Would Maxon/Cebas continue to support Max plugins? Continue developing for Max? That would be a little odd.

But it sure would be great for Cinema users!

imashination
10-24-2002, 11:28 PM
LOL!, excuse me if I chuckle to myself ;-)

I heard that Maxon and Cebas is talking to merge, and the new company will get investment from VW, is that true?
We're merging and being funded by Volks Wagon? ;-)

I was told by my friend in China, he said the news came from his friend who studied in German.

So literally a friend of a friend of a friend :-)

Can I file this one with the "Apple is gonna buy Maxon" stories?

ggegan
10-24-2002, 11:47 PM
VW may be a reference to VectorWorks.

Per-Anders
10-25-2002, 12:29 AM
hey if they merged would Cebas make Maxon implement an interface on par with 3Dmax' guidelines for unuseablilty and confusion? just like their current plugins (which only max users are able to understand).

What about the obvious holes in Ceba's packages? Will Maxon make Cebas fix those? (all the stuff that's in the max versions but not in the c4d versions, or the nice way that pyrocluster has nothing whatsoever to do with the standard materials channels so it's pretty much only as useful as lights set to "Visible" and the nice lack of baking in TP which leaves it production useless, and it's great field-field collisions, which don't exist, and the particle collisions which do exist but appear to be only evaluated on a one collision per group per frame).

Shesh wel it's unlikely to happen anyway (thank goodness).

LucentDreams
10-25-2002, 02:04 AM
Honestly I have to say this is absolutely the funniest thing I have read in quite a while, why does everyone think that maxon and cebas are so in kahootz?

Srek
10-25-2002, 11:32 AM
Originally posted by ggegan
VW may be a reference to VectorWorks.

Hi,
Vector Works is a Nemetschek company like MAXON
Regards
Srek

PS I would prefer it to be Volkswagen, maybe a new Phaeton as a company car for me? :bounce:

fxgogo
10-25-2002, 02:50 PM
mdme_sadie said:

What about the obvious holes in Ceba's packages? Will Maxon make Cebas fix those? (all the stuff that's in the max versions but not in the c4d versions, or the nice way that pyrocluster has nothing whatsoever to do with the standard materials channels so it's pretty much only as useful as lights set to "Visible" and the nice lack of baking in TP which leaves it production useless, and it's great field-field collisions, which don't exist, and the particle collisions which do exist but appear to be only evaluated on a one collision per group per frame).

Can you expand on that Sadie. I thought TP was really kick ass, but from what you say it sounds like there are some critical ommisions, that will be needed in a lot of production work I do.

Srek
10-25-2002, 05:37 PM
Originally posted by mdme_sadie
the particle collisions which do exist but appear to be only evaluated on a one collision per group per frame).

Shesh wel it's unlikely to happen anyway (thank goodness).

Hi,
Particle / Particle collisions can be evaluated between all particles of all groups in one frame. No limits here.
Of course you can limit this intentionally to specific groups, particles or conditions. Also you can modify the collision parameters depending on information from every single particle (speed, mass, size, age, alignment, user data).

Regards
Srek

ggegan
10-25-2002, 08:52 PM
Originally posted by Srek
Hi,
Vector Works is a Nemetschek company like MAXON
Regards
Srek

PS I would prefer it to be Volkswagen, maybe a new Phaeton as a company car for me? :bounce:

I know this is really a Cebas thread, but why don't Vector Works and C4D try for a bit of synergy and at the very least develop direct importing and exporting between the two aps? Each fills holes in the other's capabilities.

Per-Anders
10-25-2002, 11:50 PM
Sorry FXGogo, but this is my experience of TP... it's great, and powerful in some ways. It's certainly no match for maya particles in power or ease of use... or even workflow integration, but then we never expected it to be. however once again CEBAS has iven C4D less than the Max version in certain areas... you may have seen the files on their site of objects shattering and reassembling themselves... and particle paint... forget it as far as c4d's versio is concerned currently. The field/field collision thing is a major concern though, as is the lack of baking particles (i'm writing two tutorials on ways to get around this and actually bake thinking particles (at least to an extent) as well as a really horrendous workaround for object collision particle generation (it works sort of... but seems to only evaluate one collision point per frame for me, though i'm still playing to try and get it to work right). Don't get me wrong, Thinking Particles is very very powerful, but it does have holes... just like most cebas stuff on c4d... maybe it's some long forgoten fight between the histories of the packages... 3d$max prodgenating on the Atari ST and somewhere i heard that C4D started out it's life on the Amiga, those ST users never let go of a grudge)

kiwi
10-26-2002, 04:27 AM
Ok so why is it we keep getting three quarter functionality from Cebas in C4D?,is it because Max have a stranglehold/contract or something ommiting other software companies from the top goodies,or is there another reason.


Stu.

Srek
10-26-2002, 02:05 PM
Originally posted by kiwi
Ok so why is it we keep getting three quarter functionality from Cebas in C4D?,is it because Max have a stranglehold/contract or something ommiting other software companies from the top goodies,or is there another reason.


Stu.

Hi,
Three Quarters????
Currently 3 things are missing.
The Blurp operator: Is used to transform one object into another (I've seen it and i don't think the effect is realy that usefull)
Particle paint: Usefull, but nothing you can't fake with little effort.
Matter Waves: This requires some changes inside CINEMA to work. There simply wasn't the time to make this changes additionally to the enormous amount of work that went into R8.
All these features will be available through future updates.

On the other hand you have a much better integration of Thinking Particles in CINEMA then in max, since the node system is not limited to the particle system as in max but covers CINEMA fairly completely.
All in all comparing TP for max and CINEMA is a bit like comparing Oranges and Apples. In my opinion thanks to Xpresso we have an invaluable gain in functionality for TP.

Regards
Srek

kiwi
10-26-2002, 04:09 PM
Thanks,that makes sense :)


So is it the same with our version of Finalrender not having SSS and HDRI?......Dont get me wrong I am not bitching I love C4D its just I am curious :)


Stu.

imashination
10-26-2002, 05:15 PM
Originally posted by kiwi
Thanks,that makes sense :)
So is it the same with our version of Finalrender not having SSS and HDRI?......Dont get me wrong I am not bitching I love C4D its just I am curious :)
Stu.

*Unzips a gym bag and brandishes a Navy MP5 sub-machine gun*

The next person who asks why we don't have xyz from Final Render gets to make friends with Mr BangBang here *Strokes gun* ;-)

C4D does not contain FR or even a cut down version of FR. Maxon licenced certain technologies from Cebas and integrated them into the renderer.

However if you want to pay Max-prices, this can probably be arranged.

MJV
10-28-2002, 02:56 PM
I've said it before and I'll say it again. I don't mind paying Max prices, or Maya prices, or whatever. Just add it. HDRI and SSS are important technologies and definitely should be part of Cinema, as should real nurbs, true inverse square light falloff, n-gons, dynamics, clothing simulations, and well, do I really have to go on? ;-) I want it all! :-) Bigger, better and faster! Build it and they will come.:bounce: :bounce:

brammelo
10-28-2002, 05:17 PM
Originally posted by ggegan
I know this is really a Cebas thread, but why don't Vector Works and C4D try for a bit of synergy and at the very least develop direct importing and exporting between the two aps? Each fills holes in the other's capabilities.

Hmm... funny you mention this ... be patient for a couple of weeks / months. Release 8 is in production, which means that the developers have time for other stuff. If they allow me to use a beta of the plugin, I'll see if I can fill in some blanks - if someone else doesn't first. I'm curious to see how far they will try to take the exchange of data.

Cheers,
BaRa

CGTalk Moderation
01-13-2006, 08:01 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.