ThirdEye_01 - that theory is fine, BUT what if the region i’m rendering is bigger than my actual screen resolution? ie, say i want to render a region at 2000x2000 pixels?
What would you like to have?
Ok STRAT i have another technique… Go to buy a lottery ticket, win the lottery and buy a 40" screen
Just kidding, you’re right, if the region is bigger than the screen resolution there’s nothing you can do. Btw i hope that theory helps in smaller resolutions. :wavey:
Ngons
Useable bool
Better nurbs weighting/chamfer for polygon objects.
SSS
Solve for black artifacts in glass (this depends on the color, but you can never get it the way you want it like in Brazil)
Xpresso, Mocca and TP skills
ThirdEye_01 - yup, that theory does help for smaller imagery, infact it’s a method i been using anyway 
Proper modeling tools
Ngon’s
Max like knife tool
real subdivision surfaces
Sss
Hdri
yeah, and a better volumetric engine
=)
Just one thing - and it has been mentioned:
A node based shader tree.
And that’s all from me.
It doesn’t seem that hard to grasp. Say you have this 2000x1500 image you’ve rendered and the client decides he wants to add a plant in the lower left corner. Maybe 5% of the image area is affected. Instead of rerendering the whole image you could render that portion of the image, take the new render into photoshop and move it so that it fits into the original render.
To do the same thing with a different camera would require some very tricky calculations to make sure you had the same fov, same perspective, and same resolution.
Regarding what I’d like to see added to Cinema, my list is very similar to Thirdeyes, and includes some of the other suggestions like area render to file and a good NPR rendering system. I’d also like to see the interface made consistent, i.e., SLA shaders updated to R8, drag-and-drop available for all operations where it makes sense (restrict tex to selection, transfer function, etc.). Other priorities would be improved topology for nurbs caps, improved import/export (better .obj support, .lwo/s export, IGES), and FIX THE PHONG SMOOTHING LIMITATION!
Are we asking too much? :eek:
What’s the difference between Real subdivision surfaces and subdivision surfaces (hyperNURBS) in cinema?
What makes a modeling tool more proper than another?
Can you provide a deeper explaination of your list?
Real Sub-D’s? What do you mean? The Sub-divided surfaces in Cinema are fake?
nGons why? What’s the big advantage with nGons? It seems that quads are the goal for character animation anyway?
I look forward to the answers . . .
No, i don’t think it’s too much, obviously we won’t see all these things in 8.x but i think R9 should definitely FIX THE OLD PROBLEMS and add some new features to compete with other packages.
Please don’t start other threads, there’s already one i started yesterday, don’t make confusion in the forum. :hmm:
ehm… Third… Cinema alredy compete with the other programs!! 
or am i the only one who think like this??
I don’t know about the rest but we work in softimage xsi in school and even if I still like my cinema better I must say that n-gons make the world alot more easy.
Magnus
Originally posted by ThirdEye_01
Please don’t start other threads, there’s already one i started yesterday, don’t make confusion in the forum. :hmm:
looks like he hit the wrong button, lol :rolleyes:
Yeah, i explained badly what i had in mind. I just wanted to say that they can’t only fix the old problems, they need to add new features to R9 because when it will be out the other packages will have new features too. Of course C4D can compete with any package out there :wavey:
I think if Maxon added everything that’s been suggested so far it would be a hell of a R9 upgrade.
OT: when version 9 comes out can we start calling it v.9 instead of R9? I guess the “v” was abandoned so as not to confuse the program with a tomato-based vegetable drink. 
While I would like big things like N-gons, SSS etc, I would also like an object mirror tool, like in max, I find it very annoying to have to use the symmetry tool just to mirror a couple of objects (is there a plugin out there for this?)
I would also like the weld points tool to be a bit more logical. For instance, every other point you select will jump to the first point you select. (if you get what I mean).
There were some other things but I can’t remember what they are for the moment.
Medula,
The goal is to eventually maximize quads, but n-gons still make modeling much easier, in that you can make cuts and loops without worrying about the program automatically adding triangles in all the wrong places. Eventually you still need to go back and clean up the mesh, but cleanup is quite a bit easier. N-gons also make it easier to create some structures where you would otherwise have to add new points or copy/paste points and then move them into position. If you watch some modeling .gifs done in almost any other program, or try to follow modeling tuts from other programs, you’ll see better how this can be a substantial time saver.
