we proudly announce: (VRAY for CINEMA 4D)


#461

And a Merry Christmas to you all.


#462

happy new year to the vrayforc4d team, 2007 will be your year i believe :slight_smile:


#463

Yeah happy new year to all of you and espacially the Vray4c4D team:
2007 will also be our year :))


#464

Not sure if it has been mentioned before…

Just asked Stefan whether c4d vray would be able to import vray max shaders…, he said they are working on it. So if it works out c4d vray would have a huge database on shaders already! This in itself is a huge argument and time saver…

He also mentioned that they will almost be able to all shaders based on the cinema sdk…, which is great (and has been mentioned before in this thread…)


here is the original german email:

Hi stefan,

Bei vray for rhino funktionieren die vray 3D max materialien noch nicht…, wird es der cinema Vray version möglich sein auf die bestehenden vray shader zuzugreifen?

ciao Jan

ja, wir arbeiten drann, auf jedenfall alle die in unserem sdk verhanden sind, weiss nicht ob es 100% alle sind, aber fast alle. in updates sicher alle(Vlado arbeitet auch darann die shader ins sdk zu übersetzen…)
cheers
stefan


ciao Jan


#465

Hi Jan, sorry you missunderstood some parts:

  1. we are working on adding all vray shaders, i didnt say anything about importing maxshaders. but there will be a vray shader collective place with a good shaderpool under www.materials.vrayforc4d.com. i will try to convert as much as possible maxvrayshaders.
    but please understand that shaders that uses maxprodceduals cannot be translated directly.

  2. i said that we will add all the shaders of the VRAY sdk! (not cinema).

all normal cinema4d shaders are already supported. special “hacks” like the bhodinut will not work (lumas, danel,etc). fresnel and falloffs dont work yet, but Renato sad he will make them running to:-) so most c4d shaders work nativly already, but i was talking about additional vrayshaders:-)

just to correct the things above…
cheers

Stefan


#466

…sorry…

…still good news though…

(I guess it is quite anoying to react to all that communication porpperly, …, at t least there is some valid info -on this particular subject- out now)

ciao jan


#467

Just asking again, incase you missed it Renato.

Also, since you’ve changed (from the original plan) the bridge to make the renderengine directly integrated into C4D – will scenes need double (or is it triple?) the “original” memory when rendering with VRay (like FR2 does)?

If so, will it still be possible to export scenes to a “VRay-format” and run them in VRay standalone without C4D running (to lower memory requirements)?

Cheers,
Stéphane


#468

Hi Osxman:

for perfect sphere you must use Fr, it is not supported at the monent, maybe later, i ask Renato.
vray , also the maxversion has no volume lights at the moment, sorry. it is on the wishlist for vlado on chaosgroup forum though.

in the standalone you cannot render as the standalone has no interface and “visible” functions. it is only visible through the framebuffer.
regarding memory this isnt necesarry, i already made tests with rendering huge files (half of franfurt city with a big skyscraper and it render very well in vray) so it has no problems with memory anyway. you can export to vraymesh if you really want though, yes.

cheers
stefan


#469

I’ll be right “here” waiting for his answer ;).

Hmmm :hmm: – well you can’t have everything I guess. I can’t imagine Vlado ignoring this forever though…

Sounds great! :thumbsup:.

Thanks Stefan,
Stéphane


#470

Just a friendly reminder :slight_smile: (to ask Renato).


#471

Hi osxman,

please some patience, we cant say that now. it depends on a lot of things and at the moment we have a long to to list for the last features and we need to solve the new c4d shader support.

my i ask why a perfect sphere is so important? i never used that (well i seldom render spheres)? i just increased the tesselation, i never ran out of memory in vray until now, also with big scenes:-)

cheers
Stefan


#472

Indeed, shader support is way more important for now, I think.


#473

hi Stefan,
what does this new c4d shader support mean?
is has to do with how vraybridge handles c4d shaders (a new approach?),
or is it something that maxon is planning to do on a next release?
cheers,
geogre


#474

Hi,

please read the posts before, yes this might be the possibility to support most existing c4d shaders- that wasnt meant initially planned. some addintions to c4d9.6sdk made this possible.

this we mentioned before christmas - that we found, thanks to Per and Renato, a way to support most “normal” c4d shaders. at least we work on it, it needs some points of info from maxon still, i hope we get this soon.

so layershader, noise, tiles, enhenced c4d shaders from 3d attack, filtershaders, etc might work for release:-)

cheers
Stefan


#475

it’s getting better & better…:thumbsup:


#476

Sorry for nagging Stefan. I didn’t realize that it was that complex. I’ll try to be more patient ;).

About why it’s “so” important:
I’ve had a couple of “projects lying in my drawer” for quite some time now (waiting for something like FR2 or Vray) that involves rendering 20000-60000 spheres at print-resolution (minimum 4000x6000 px).

Doing this with the required tesselation easily ends up with a 8-figure polygon-count. Cinema handles this very well with “render perfect” (as a sphere then equals 1 poly in memory when rendering) but the GI quality/rendering time (and the DOF) doesn’t cut it.

Other than that – being a hobbyist CG/Graphic artist, selling prints and having, a perhaps perverse passion for spheres – I find that “perfect spheres”, compared to tesselated ones, are a lot faster to render, always look perfect and have exact measurements.

But if you’re saying that VRay can handle a, say 40-60 mil. polygon scene, on a 2,5-4,5 GB RAM machine, within reasonable time (better than AR), that’s OK with me (ARE you saying that!? :bounce: ).

I definitely agree. I’t’s just that those juicy screenshots we have been shown led me to believe that that part was almost finished.


Stéphane


#477

Hey osxman,

In Max, Vray supports “proxy” objects. So, you can make a sphere and save it as a vraymesh file then reload those meshes as instances of the original and add as many as you want. Since they are just a reference to the original model, they don’t take up any additional memory. I don’t know if this will show up in the first version of VrayforC4D or not but you can be assured that Vray it’s self supports it.


#478

“I definitely agree. I’t’s just that those juicy screenshots we have been shown led me to believe that that part was almost finished.”

it is -almost!
we need a tiny bit of help from maxon for this still. some parts with the mapping arent doing right yet with c4d shaders.

the proxs support is definitly higher on our list, yes:-)
cheers
Stefan


#479

OK, in that case you’ve got me of your back about the “render perfect” option (well at least for a while ;))!


#480

How does instancing work (in Vray or C4D)? How is it possible that it doesn’t make a difference in memory or calcualtion speed if theres one sphere or ten thousand spheres?