R9 here we n-go ;-)


I believe it was Plane light or something, a light that simulates it’s coming from a squar object instead of a point. I could be wrong but that’s what I believe I remember…

You can also bake your shadows this time, this way the shadowmaps don’t have to be recalculated every new frame :).


AFAIK there are no new light types.


i see now. 8.5 has nine types, i thought they were referring to some new ones on the website.

great upgrade though. looking forward to trying n-gons instead of using a cad model.


Hm I remember seeing a screenshot of some sort of new lighttype yesterday, I’ll look for it…


Question about isolines -

i see c4d 9 supports isolines (sweet), is it possible to have one object display the isolines such as a human figure and another object such as a car have the standard c4d 8 cage (both objects in Hyoernurbs)


I agree, Isoline Editing is a splendid idea. It will be a huge help to me for modeling.

How about Soft Selection while sculpting, a-la Mesh Surgery? Watching the videos on the Maxon site I couldn’t determine if the new tools covered all the bases that MS did. Also, with regards to rendering, I could never get AR to produce both depth of field and glow effects in the same render. Is that possible now? Or have I been doing something wrong all this time.
Regardless, there is enough in R9 to sell me on it. Can’t wait.


If it’s a display mode I would guess that they’ve added it to the display tag in the object manager,

would also like this ability :slight_smile:


Yes. :slight_smile:

But that message was too short for CGTalk, so blah blah blah


AFAIK its not the same, but R9 has soft-selections via vertex maps (if you want to paint the fall-off), spline controls or some built-in falloffs. It also has options for how to apply the fall-off, it can apply it from the selection center, from the center point of groups of selected elements or from every selected element (afaik, Mesh Surgery works like the center of groups mode). It also has an option to use the fall-off via the direct 3d distance (how I believe most other systems work) or via the mesh surface itself (which can make life much easier, magnet and brush also have this option). There is also a “Rubber” option which is fairly unique, its also rather hard to describe :slight_smile:


Let it be known that the R9 demo is available for download even though it says it’s the R8 demo all the way through the process till the download page… Where it is the R9.



LOL, I just stumbled on that myself! I figured I’d download the 8.5 demo to get a bit more familiar with the UI again (tried it once before) so that I’d be better prepared for 9 and look what I found! =D


I think you’ve got soft shadow caching (in the render settings). Huge speed increase in animations…


just a note on this, ms has falloff from every selected element, as well as falloff from center of cursor, falloff from object, falloff from any point in space over any distance, falloff from center of selection, multidirectional control of falloff and multishaped falloff (spherical, linear, planar, tubular, horizontal screen, vertical screen, etc etc, vertexmap falloff, and 3d distance falloff, noise falloff. the soft selection in r9 is not on the same level though it does have surface based which traverses the surface rather than going through 3d space. if you’re comparing the mesh brush to the r9 copy of it, mesh brush is not locked to verteces (except in vertexfalloff), has scripting, visual surface feedback etc etc.


Thanks for the example. But how do you create the restraints?


That’s quite a big deal isn’t it? I’ve tried using the soft selections in the R9 demo, you have to kind of guess from the numbers how far the range stretches in each direction, switch to scale, give it a tweak, find you have your settings wrong, so back to select, tweak the radius, back to scale, try it again, it all seems too clumsy to use in my opinion.

As an aside though, does MS have a future in R9 at all? The demo ignores it, and anyway the Active Tool palette has gone so it’s got nothing to work on… hope not, cos I’ll miss it and I know I’m not alone. :cry:



Select the points you want to fix and choose Set Fix Points in the Cloth Tag. If you want to Belt them d&d the object you want to belt them to in the appropriate link field and use Set Belt Points.


A few “housekeeping” questions (not as sexy as cloth, I know, but important for us obsessive types):rolleyes:

Any info on whether improvements have been made to asset management features, namely Object library (subfolders?), Material groups (saveable?) Anything new about the Browser?

I naturally assume that (the few but irritating) 8.5 bugs (bump map baking, distorter behaviour in layer shader) have been squashed :smiley:


yes, that’s not all, superflange, fuzzy smoothing, loop skipping, fast axis placement, try partial loops in r9 (and loops in general around tri clusters) among other things and of course workflow in general. i’m currently working on porting it so that it can take advantage of some of the changes in r9, especially stuff like snapping and ngons (no more holes when cutting), there will be a very small nominal fee for serial upgrade as a result.


Sounds great mdme sadie, cause if I deside to upgrade I really like to take my MS with me=)


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