neue Version von VrayForC4D

Es gibt 14 Antworten im Thema. Der letzte Beitrag () ist von ChristianZ

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    neue Version von VrayForC4D

    Hallo zusammen,

    nachdem Vray für C4D längere Zeit nicht für das neu erschienene Cinema4DR11.5 läuffähig war (was auch einigen anderen externen Renderengines für C4D zu schaffen machte), kam heute die neue Version 1.2 heraus.
    Dabei wurde auch eine neue Version des Vray-Cores eingebunden und viele weiteren kleineren Fixes und Verbesserungen eingebaut. Download über das VrayForC4D Support-Forum. Ein Movie über einige der Neuerungen ist hier zu sehen:

    The new vrayforc4d 1.2 brings an big amount of new features, and also a lot of reprogramming.
    due to the changes that come on one side from maxon with 11.5 sdk and on the other side from the
    very new chaosgroup vray sdk core 1.9 that we use in this new release of vrayforc4d.
    some additional features of the 1.9.x cores are also planned for a 1.2.1 and 1.2.2 release.
    Our inner alpha and beta team tested deep over the last months, but due to the many changes in new
    versions there always can be some new bugs (or also old that reemerges).
    so if needed we will provide fixes in this small and fast updates to perfectionize the 1.2 release.
    All are very welcome to post in the forum (section vrayforc4d 1.2) if they find some not working as

    both, the maxon sdk AND the Vray sdk evolved a lot this year and bring many good new things to
    vrayforc4d as well.

    an overview of the new vrayforc4d 1.2 changes and additionions:
    full 11.5 compatibility,
    support of the advanced color filter tools and layer list in new 11.5 picture viewer
    win7 and OSX 10.6 compatibility, 32 and 64 bit
    new optimization for more than 8 cores
    new vray core 1.9(!), with many core improvements(AA, GI, DMC, sampling,optimized speed,
    & GI animation, physky, tone mapping...)
    new additional GI mode for Irradiace map "use camera path" for still and object animation, that
    renders the GI solution along the animated camera in one single pass
    new additional GI mode for Lightcache GI "use camera path" for still and object animation, that
    renders the GI solution along the animated camera in one single pass
    new additional GI presets, for expanded and easier use
    new save GI mode, to save the calculated GI our of an image AFTER the rendering has been
    already done, very use full. if you like the image, you can ave the solution for reuse also after
    New AO - Ambient occlusion in the Vray GI. this is a special, very fast and high quality AO,
    that can be mixed and blended to any GI solution
    new fully automatic, "one -button" LWF with one single button solution (now everybody cany
    easily use the so called "linear work flow", vray does all complex material, shader and gamma
    conversions for you)
    New ultra fast Physical SubSurface scattering System:
    new fast SSS2 material, can be mixed and blended with other materials
    new extra SSS channel in BRDF Material(new combination of fast SSS2 and BRDF)
    4 special SSS modes, for solid and refractive and mixed materials
    renders close to the speed of a diffuse material!
    physical SSS system, with very easy controls
    all parameters texturable
    can be mixed and blended with other materials and all BRDF effects
    SSS optionally scatters also GI
    ->intelligent and adjustable under sampling and interpolation
    glossy reflection interpolation (3 option types, always, only for GI, never)
    new Texture handling of files
    new much improved texture memory handling in material manager
    new rewritten normal maps
    rewritten Material preview connection, materials previews should be remarkable faster
    11 new optional Vray Material previews using area lights for quality high end Material
    previewing (can be optionally installed, special recommended for professional workstations)
    material ID option in BRDF, customizable color,
    new Multipass Material ID activated, full AA'ed, very good to separate objects or materials for
    post effects and compositing, produced many masks in one pass.
    new horizontal split option for splitting single images more efficient over the NETrender
    trace depth per material for reflection for great speed gain adjustment
    trace depth per material for refraction
    trace depth globally on off(limit trace depth+ setting)
    new photometric mesh lights
    new cone lights, match much more the c4d cone light experience
    texturable area lights, 2 types
    [ texturalable cone lights]*
    [ texturable omni lights]*
    [ texturable shadows(!)]*
    new IES customization for custom lumen override function to be able to change the internal
    lumen data and customize the ies intensity directly in c4d
    light linking
    mesh light linking
    2 new physical sky modes:
    physical sky "default" (similar to in vray1.1)
    new physical sky CIE clear
    new Physical sky CIE Overcast
    new physical sky setting Horizon illuminations (for phycam and normal cam)
    detailed new color correction and gamma adjustment system for the Physical sky
    special "convert to grey scale" check box option, for architectural more abstract gray skies
    new sky portal option "simple portal" for extra speed gain
    dome HDRI lights do work with Alpha channel
    added missing -1 function to matte feature
    optimized HDRI dome light
    new physical camera (pinhole mode) that 100% matches the Cinema4d camera:
    enabled all kinds of new composting possibilities with c4d channels or effects, Sketch and
    toon, glow, object ID passes, hair, camera mapping, pyro cluster, c4d sky module, etc. passes etc....
    2 new modes for special custom lens distortion(quadratic, cubic)
    new mode to read custom external "lens files"
    new vertical and/ or horizontal camera distortion shift for perspective correction (in addition to
    the camera shift offset for architecture cameras)
    camera offsets in certain situation in animation eliminated
    particles and TP render correct also in animations
    new recoded support for "interactive region render", works very fast with special LC-LC GI
    mode, also also fast SSS2 materials
    new vray environment separate override control " affect reflection on /off, works in combination
    with physky overrides
    new vray environment separate override control " affect refraction on /off, works in combination
    with physky overrides
    new advanced override system for materials for professional light setup, can be adjusted
    (included / excluded) on material bases
    new override option in BRDF material
    new displacement rewrite, improved displacement handling
    additional displacement"water level" option, for advanced "on render time" cutout on objects
    new 2d displacement mode for fast surface displacement in UV textures mode
    2 modes- luminosity and rgb texture for choice in displacement
    new true 3d vector displacement, can displace complex also overhanging and curved,
    displacement shapes.
    new automatic hierarchical proxy generation
    compatibility rewrite of proxies for vista and win7
    new rewritten OSX proxies for more speed and osx threading compatibility
    new vrmesh export for custom vrmesh creation
    new additive weight map option
    new additive blending (shellac mode) in blend material with alpha weight map
    support of native c4d floor object
    follow mouse option in editor rendering( buckets will follow the mouse for fast preview of
    certain parts)
    cleaned up interface


    please be aware, that due to the massive changes in the vray core itself, scenes might look different
    in new version.
    this normal and due to the changes. therefore you should not change the version in the middle of a
    normally it is recommended to keep a v11+vray 1.1 for compatibility to older files installed.
    for old scenes copy all into a new c4d file, and set new vray render settings to make sure
    please use our forum and help bug-tack if you find any.there is a special
    section "vrayforc4d 1.2 help or problems".
    in a version that has that many changes, there might be some things the testers and we have
    please report this, we will fix those asap in small fast perfection updates 1.2.x
    important: please note that for the 10.5 compatible vray, you must copy old vray 1.1 scenes into a
    new file, and set new vray settings for vray 1.2. we needed to change to much to make vray run on
    it due to the old c4d sdk.
    what is still been worked on for next 1.2.x releases:
    >> new reprogrammed motion blur to fix the found issues or limitations in 1.1(most but not all are
    solved in 1.2.0), MB needs to be reprogrammed, hopefully with deformed objects, Renato works on
    this since longer. as soon its ready we post an update
    >> some multipass additions, multimatte channel, the multipass is very important to us. it is very
    powerful in vray, but needs some additions yet in vrayforc4d to fully play its strength, Daniele
    works on that, as soon as ready >> we add in small update
    >> new textures in lights might get update
    >> light material with photometric units(when comes to sdk)
    >> volume effects (if they come to vray sdk in time)
    >> special dynamic objects support input interface
    >> and of course we will try to fix all bugs and issues you find in 1.2.0 ,please help us in reporting
    in out vray support forum
    >> the features in [ ] with * had been taken out in last minute for some weird behavior, they also
    will be added again asap in update 1.2.x
    for the further Updates some of our plans are:
    >> DR- Distributed Rendering, it has been worked on and will be further worked on. as soon we
    have it ready it will be released. the special work here is to support of the c4d shaders and features
    on DR.
    therefore this is a very demanding or time consuming feature to program. However it is on #1 of
    our priority list. it will be very cool to have.
    >> Vray shaders working in c4d, maybe an additional new powerful material (optional) with very
    new powerful vray shaders for an additional work flow possibility
    specially the vray dirt shader we want to get working, but there are also some very interest new
    shaders in the vray sdk which we want for c4d.
    >> direct camera mapping
    >> tex baking
    >> further proxy support(animated, more detailed vrmesh export)

    best greetings
    The VRAYforC4D Team
    Daniele, Renato, Stefan
    Gut genug eigentlich schon, aber man brauch viel mehr Aufwand, wenn man an Vray-renderings herankommen will.
    -Und dazu kommt noch dass Vray 10-mal schneller ist als der AR
    -Auch richtig gute Lightings sind mit wenigen Clicks gemacht.
    - Der material Editor ist ziemlich ähnlich wie der Standart; ein vray-material mit den gleichen einstellungen wie ein normales Mat. sieht im Rendering trotzdem viel besser aus.
    -Vray hat auch richtig geile ''Instanzen'' bzw. Vray Proxys, mit welchem man objekte zu Tausenden klonen und verteilen kann, ohne dass es sich negativ auf die editor geschwindigkeit auswirkt (vielleicht ganz minim)

    Kurz gesagt: Seit ich Vray gekauft habe, brauche ich den AR gar nicht mehr.
    Freundliche Grüsse
    Danke :D
    ja das stimmt, leider bin ich noch mit der 11er unterwegs, das kann ich nicht so gut beurteilen.
    Heute hat im Cgnetwork jemand dieselbe Frage gestellt, da findest du sicherlich noch mehr Meinungen/Antworten


    Ich habe heute auch gleich das FastSSS und den verbesserten 'Physical Sky' getestet.
    Das SubsurfaceScattering sieht man zwar nicht sehr gut, aber es hat trotzdem eine gute Auswirking auf das Materilal - Licht verhältnis.
    Es sollten zwar ursprünglich keine ''Stein''- Pilze werden, aber sinds dann doch geworden...

    - Beleuchtet in 30 Sekunden
    - Texturiert/Geshadet in 2 minuten
    - gerendert in 25 Sekunden

    Also meiner Meinung nach ist Vray um Längen besser als der AR
    • Pilz1.jpg

      82,63 kB, 1.200×600, 33 mal angesehen
    Freundliche Grüsse
    Ein halbes Jahr später hat VrayForC4D einen weiteren Versions-Sprung gemacht auf 1.2.5 (gratis update).

    Neuerungen sind hier gelisted:

    Schön, dass die Macher von VrayForC4D das neueste Vray einbauen konnten, sodass man mit C4D so aktuell ausgerüstet ist wie mit den Autodesk-Programmen.

    Somit kamen auch interessante Neuerungen dazu wie Vray dirt Material und Fur Tag für Gras und Fell-Objekte oder volumetrischer Nebel. Auch echte Dispersion im Refraktionskanal lässt sich jetzt einschalten. Zur Dispersion habe ich gleich ein kleines Beispiel gerender, einmal mit und einmal ohne Dispersion, die allerdings noch etwas zu stark eingestellt war:
    Wollte da nochmal was nachtragen ;)
    Der Vray renderer ist natürlich 1000 x besser als die Renderengine von Cinema.
    AR ist ein Modul gewesen in den Versionen vor R12 und das Modul kostet auch so um die 300-400 Euro.

    Der C4D Standard renderer ist nicht so pralle ;)

    Und der Preis von Vray ist aktuell 940Euro Brutto
    Brutto und Netto sollte man nicht verwechseln

    Die Preorder Version lag bei 690 Netto also um die 820 Brutto

    Was man davon später absetzen kann und darf ist eine andere Geschichte ;)

    PS: ChristianZ

    Schönen Beispiel ;)

    Dieser Beitrag wurde bereits 5 mal editiert, zuletzt von „M-Pixel“ ()

    Zwar gibt es heute noch keine neue Version, aber Stefan Laub präsentiert bereits die Version 1.5 um die Erwartungen noch etwas mehr anzuheizen ;)

    Das Feature hier ist "Distributed Rendering", d.h. ein Einzelbild wird von verschiedenen Rendersklaven im Netzwerk übernommen und man kriegt ein visuelles Feedback wie die Rechner am Bild arbeiten. Das ist eine super-bequeme Art, mehrere Rechner einzusetzen, ohne umständliche Konfigurationen und abstrakte Wartelisten.
    Andere Programme können das auch aber es ist eine grosse Hilfe für aufwendige Einzelbilder und Illustrationen, wie sie häufig mit Vray erstellt werden.
    Hallo zusammen,

    das Feature, das ich im letzten Eintrag hier vor 1.5 Jahren erwähnt hatte, ist jetzt endlich da, in der heute erschienenen Version 1.8 von Vray-for-C4D. Das Update ist immer noch gratis (aber das nächste kostet dann). Es gab viele Neuerungen und Bugfixes, im Prinzip ein Re-Write. Unter anderem jetzt das erwähnte Distributed Rendering (mehrere Rechner arbeiten am selben Bild im Netzwerk). Zufälligerweise hat Maxon in seinem eigenen Renderer mit Release 15 auch ein ähnliches System eingeführt. Auch ganz neu ist ein verbessertes Multi-Pass-System sowie Motion Blur. Das System nähert sich in dieser Version auch näher an die Vray-Engines in 3dsmax und Maya an, mit der Fernziel des problemlosen Austausches zwischen den Systemen. Ich hab's gerade erst installiert und kann zumindest bestätigen, dass es in C4DR15 auf dem Mac läuft.

    Weiter Neuerungen gemäss Stefan Laub:
    - new refreshed code base, almost all aspects of the version 1.8 are completely rewritten

    - V-Ray vrscene system (same as Maya, Xsi, etc)
    the version 1.8 is the first version on c4d based on the now available V-Ray native ".vrscene" system. it is the same used for other V-Ray versions, and enables totally new ways of compatibility between the available V-Ray versions and make V-Ray features and development possible, that was not doable before within c4d. in addition as very important aspect it makes update work and incorporating new V-Ray tools & shaders a lot easier, more straight forward and faster for development.

    - DR/Distributed Rendering:
    distributed rendering is a feature of the vrscene /V-Ray Standalone application to render the render buckets directly on all computers of the network, it is specially good for rendering big still images, but V-Ray DR can render also previews, even in editor or interactive region window. an image rendering many hours can be therefore rendered in only a few minutes on a DR farm. Previews in editor can be made in seconds instead of many minutes. one license enables to use unlimited CPU's on up to 10 DR nodes per license, on modern systems that can be as much as 160 or more cores on one single image/frame (it is also possible to add more standalone nodes).
    this is the same DR system also available in V-Ray Maya or XSI, the same DR farms can be used(Only make sure to have identical version builds). In addition the C4D development team also worked on a version using the c4d Netrender/cmd line application which enables the use of many of the native c4d shaders *), together with the otherwise used new native V-Ray shaders.

    - DR Camera Animation:
    the V-Ray DR also supports the special V-Ray camera animation mode (multiframe incremental), this can greatly speed up the calculation for whole animations and makes this work flow extremely simple to use,also among more than one computer.

    - DR Object animation:
    the V-Ray DR now also supports the object animation methods,cached and non cached /driest render GI,also thsi is a great work flow and speedup helper, if you have more than one computer available.

    - 10 FREE DR nodes of V-Ray Standalone for each license. this was not so easy to get, but we manage to do that. so with one V-ray license you will be able to render stills and animations via DR on up to 11 Computers at no additional cost. sepcialkeys are available if you own more than one licenses. also there are special possibilities to upgrade the standalone to a higher DR count, or to get full Standalone packages.

    - new full motion blur in C4D:
    C4d has no motion blur sdk interface at all to use, and some important sdk parts aren't accessible et to 3rd party engines, adding real motion blur support, including the important subframes (otherwise it would be polygonal and not smooth) is very hard in cinema 4d and only possible due some "tricks". after longer development time V-RAYforC4D is now the very first 3rd party render plugin on C4D supporting full motion blur in all aspects - including subframes, (using the similar tricks to achieve that as the internal "physical renderer"). it supports geometry deformations, point level animation, instances, mograph, proxies, particles, rotation, camera and object animation, and subframes including per object subframe control (!), which is not available in the internal p. render.

    -new & expanded (vrscene sdk) based multi pass system:
    the multi pass system has been rewritten also from scratch, it enables a lot more new channels, special layers, ids masks, "extra tex" layers and more. it enables a professional multi pass system identical to the famous V-Ray Maya multi pass*), used in the movie Avatar, which was used in many feature films and productions already. all aspects are now of course with full control, including filtering and full AA options. due the vrscene system any future channels added to the vray sdk can be also quite easy added into c4d.

    - new multi pass interface:
    the developer team worked on a new type of interface that allows dynamically drag and drop, add, remove or and renaming of layers (also hierarchical, aka "tree" like), the new multi pass system is the first to use this new interface and code structure. forthcoming version can use this hierarchical and very flexible (node) system also for things like materials

    - .vrscene file format export: via the DR interface it is possible to export V-ray native setup scenes to the V-Ray native vrscene format. the output is compatible and identical to the other V-Ray versions, and can be used in mixed environments or farms. (animation and or DR, commercial render farms)

    - V-Ray standalone support: via the .vrscene file format any V-Ray native scene, from c4d or any other V-Ray version can be rendered on a V-Ray standalone application (including RT mode, or DR, or DR via RT or render farm systems or render manager using V-Ray Standalone). For DR 10 Standalone licenses are free included. For full standalone extra packages are available from us, or existing packages can be used.

    - V-Ray standalone RT usage supported. if you own one or more full standalone licenses, you can use the c4d file output with the V-Ray RT mode in Standalone.the c4d vrscene output enables already RT usage via that method. Note that at least one full Standalone license is needed for that. Also other features of the full V-Ray standalone, like cmd line texture baking,animation rendering, use with 3rd party render farm managers etc is supported. You can email us in case, we will support you in finding the most efficient possibilities to get that.

    - new very latest V-Ray core 2.40 (same as in latest Maya and Max V-Ray):
    the V-RAYforC4D 1.8 version incorporates the very latest Vray core used in the recent Vray Max or Maya version (SP 2.4), so all code adjustments, speed improvements in sampling, GI, etc are also in V-RAYforC4D. the output is compatible also with the latest available V-Ray Standalone versions.

    - New interface to load and use native V-Ray shaders within c4d (anywhere):
    any V-Ray shaders in the V-Ray sdk can now be loaded and used within C4d, also new future V-ray shaders will more or less automatic load or can at least be added easy, even 3rd party shaders if conform with the V-Ray sdk shader format. This opens a whole new world. V-Ray shaders can be nested one into each other, so where one normally in c4d has a colour input only, V-ray shaders can load another shader or bitmap. this allows for very complex set-ups. some V-Ray shaders are very high end. they can be used in any slot of the c4d V-Ray brdf materials, and they are used for V-ray native work flows or if planned to export as vrscene file for use with V-Ray Standalone or in combination with other V-Ray versions. as Chaosgroup recoded many of the shaders from Maya or and Max or even Xsi within the V-Ray sdk, all these shaders are now available within C4d too.

    - reflection and refraction interpolation feature within the BRDF material (point based): this can greatly speed up rendering in intelligent under-sampling blurry reflections. it is in addition to the other reflection interpolation in the LC GI tab via GI rays, or for secondary GI rays. it has controls similar to the Irradiance map in GI or SSS2 settings.

    - V-Ray car paint material:
    the famous V-Ray car paint material is now incorporated into C4D, it enables to easy add any multilayer realistic car paint including detailed flakes control in a few clicks. as with any other multilayer reflection sampling in V-Ray it doesn't sum up in render time if more than one layer is used.

    - V-Ray flakes layer:
    the V-Ray layered BRDF material in C4D has become and extra channel layer above reflection, to add flake effects to any can be used to built custom car paints via te BDRF or any other special effects like snow or other glittering effects.

    - V-Ray Procedural Hair (proxy like):
    the latest vray sdks offer a very advanced render method for real 3d hair without using actual generated geometry. it uses a similar interface as the proxy 2 feature. this new system is now available within c4d via V-Ray. it renders the hair fibres at full quality, just as any real object, it is seen in reflections, refractions, dof, blur and behind alphas just as any polygons, only needing a lot less ram, and if used in large amounts quite faster. it can be animated, it mapped and textured.

    -V-Ray Fast Fur 2 (updated):
    the free included extra tool Fast Fur is now capable of using the new procedural V-Ray hair features, and sample base textures, as well as separate root tip colour controls. some features also have been expanded. it enables also users of smaller c4d versions to produce great hair, grass, fur or fibres.

    - Support for MAXON hair and V-Ray procedural hair:
    MAXON hair now supports the new full procedural V-Ray hair rendering. it enables C4D users to render MAXON hair in unseen quality - fully physical calculated,but without the need to use a geometry mode or to generate geometry in advance. this also saves huge amounts of ram and render time. the MAXON hair controls are on the fly connected to the V-Ray hair interface. it supports now sampling colors of the hair from their base objects textures or shaders, and also detailed root tip control. the MAXON hair material shape and density controls are also supported. it can be animated in all ways too.

    - MAXON fur and feather support (!):
    V-Ray even can now render the special fur and feature tools from MAXON studio bundle. also done via the new procedural V-Ray hair.

    - New Vray physical BRDF Hair material:
    in the very last V-Ray Max & Maya versions a new physical BDRF hair material has been introduced, this is now also available in the C4D version. despite being a real physical hair calculation of hair translucency7scattering and back side speculars, it renders very fast and makes the beautiful shading and gloss of hair possible, like we see it in reality.

    - Rounded edge feature:
    all V-Ray BRDF materials have now the so called "rounded edge" feature, which can be easy activated in one click. it can be used to add a small bevel or rounding too sharp modelled edges. in reality nothing has totally sharp edges. modelling every object with rounded edges costs a lot of time and makes models unneeded huge in ram and disk size. the round edge feature can add great realism to your scene in rounding any objects in just one clicks, is is on per material base,so one setting can bevel many objects at once very easy.

    - Highly optimized proxy export and reparation time. scenes with many proxy objects tend to export many times faster now. in our tests scenes which exported and prepared in older versions for 45sec-1min, start render now in only 5 seconds.

    - Render speed up and ram reduction of proxy rendering:
    the render speed had been further optimised, and the ram consumption of proxy2 instances greatly reduced.

    - V-Ray spline rendering:a new tool to direct render splines in V-Ray has been renders splines with controllable thickness in a procedural way using only very low memory for it.

    - V-Ray particles: a new interface has been added to the new V_Ray particle feature. it enables particle rendering in a more easy and ram efficient way, and connections to other special particle renders/plugins (like the planned X-particle support*)

    - New geometry based SSS2 mode: enables a different, more precise sampling option, useful for special detailed SSS needs using the fast SSS2 material or channel

    - New SSS2 caching. calculated SSS can now be cached and reused , even for animations.(saved to external files)

    -greatly speed up material previews:
    the preview system has been new rewritten and optimised, c4d previews and V-Ray previews can be used now, both greatly speed up in reaction, even with with complex glossy reflections

    - New option to set subdivision extra for material preview:this is very useful for using work flows with high material subdivisions, it enables still very fast feedback in the material previews

    - enhancement in full 32 bit LWF workflow:
    the editor can now be separate set in this option,to enables correct 8 bit preview in editor and simultaneous 32 bit rendering in picture viewer

    - Multiple UV support

    - Stick texture tag support

    - Light Include/exclude of hierarchies, also excludes shadows correctly now as many user wished.

    - work flow: using the same material on more than one selection tag with different mapping types, doesnt have the need to use a copy of the original material any more.

    - V-Ray Physical Sun, extra RGB Filter color added, as in latest 3dmax Vray (in addition to your color correction feature for the Vray Physical Sky)

    - first OGL Alpha, stacked materials and Transparency in v14, v15 c4d, this is a first implementations,
    sadly OGL is quite undocumented (sadly due the missing capability needed for that in older c4d sdks, it can be only on v14 and newer,also some osx13 gfx cards will support it)

    - support for basic c4d materials (color, reflection,refraction, alpha etc),this is very useful for using object libraries or fast tests, of curse for real high level render use the V-Ray BDRF materials.

    -support for newest C4d versions (works in future v15 update already)
    So, nach längerer Wartezeit kommt wieder mal eine neue, offizielle Version der Vray-Bridge für Cinema4D raus. Diesmal ein kostenpflichtiges Update. In der Zwischenzeit hat sich bei Vray vieles getan und die Render-Engine ist für einige weitere 3D-Programme erschienen, und ist schon lange kein vor-allem-3dsMax-Renderer mehr.
    Betreffend der Bridge zu C4D war in den letzten Jahren einiges an Kritik (auf Foren) zu lesen, während ständig neue externe Render-Engines vorgestellt wurden.
    Jetzt aber der offizielle Release, und auch neue Webseiten unter anderem bei Chaosgroup selbst (was es früher so nicht gegeben hat)