![]() C4D has no native fluid sim tools like Blender does. ![]() ![]() But Xparticles is an extra £600 and combined with $500 for Redshift Cinema 4D is an extremely expensive choice and that’s before you add Realflow and TFD for fluids. C4D’s particle system a very old version of Thinking Particles is single threaded and can’t cope with particle densities that clients expect which is why XParticles has become so popular. The visual fidelity of the C4D viewport is way behind Look Dev and Eevee, just not in the same ballpark.Ĭ4D’s Motion Clip system is way behind Blender’s NLA system for ease of use and C4D’s nodal rigging system Xpresso is way behind Animation nodes in terms of speed and depth of features. Most professionals like myself have invested in 3rd party renderers like Arnold, Octane or Redshift because the Maxon renderers are too slow or too poor in image quality to use in production. I’ve done side by side tests and Blender is much more responsive is in the same situation.Ĭ4D ships with 3 renderers (Standard, Physical and ProRender) all of which are way behind Eevee and Cycles in terms of quality and speed. Fields might look impressive but the viewport lags so much with many objects Fields adds very little at the moment. Blender handles multiple objects far better than C4D. With MoGraph, the process is always designer-oriented, which means, faster, more forgiven, and less technicality involved.Ĭ4D manages high density models very well up to a point but make a cloner with just a few thousand cubes and the viewport becomes near impossible to navigate. I know it sounds similar to the idea of XSI compounds but if at some point, the setup requires tweaks and different results, one still needs to be proficient with AN in order to adjust the node to fit the new direction. The advantage of having a tool that allows the user to create virtually anything is not cost-effective when what’s needed is already doable with C4D in less time and with a more contained budget - yes, Houdini artists are “pricer”ĪN setups won’t solve the technicality of it. Houdini shows definitely all the advantages when some very specific setup is required, but for the majority of motion graphics jobs, that’s not the case. Yes, I know Houdini is being used for motion graphics works, but the schedules are very different from a C4D job. Quixel and related names and images are the property of Epic Games, Inc.If I had time and a good english, I would like to create some AN tutorials with a C4D perspective and mindset. It was important to get the right kind of erosion for the mountain slope that had a structure built into it. This ensured that the textures matched the surrounding objects in the shot and the Iceland-inspired terrains in the rest of the sequence.īelow you can see some of the initial experiments from the prototype stage. We used the Synth node to create terrain textures using Megascans's scanned textures. In fact, over one weekend, we were able to create a terrain that matched their exact specs. ![]() Gaea was quite young back then, but our in-house team knew we could deliver what was required. Production was already rushing to completion on the rest of the sequence, so achieving that shot was urgent. They were looking for specific shapes that their existing toolset could not create. When Quixel was making Rebirth to showcase Megascans assets in Unreal Engine, they needed an additional shot to show the terrain from above. ![]()
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