I've watched quite a few of these "new features" videos for C4D 2024, and you're the first one to dive into topics that address some of my most significant issues with C4D. I am The 1%. I'm also in the process of Switching from MODO to Cinema 4D to streamline our rendering workflow nat work, but I still find myself returning to MODO for tasks like modeling, UV mapping, and geometry editing. The way the normals tag has been implemented in this update is impressive. It's something I've frequently had to resort to MODO for, especially when dealing with a lot of CAD models. I believe this tool in C4D is even better, and I anticipate using it regularly. While MODO has exceptional selection tools that are hard to rival, Maxon has done a great job with their new selection tool in this update. Thank you for creating this informative video!
I don't think it was mentioned but in the Rigid Body tag, go to the Dynamics tab and if you enable Custom Initial Velocity, there's a parameter for Shoot At. This can save you about 30 attempts at trying to "throw" something at a specific spot in your scene - like throwing a hat on a hat rack like I was trying to do last years.
You can use the normal editing greatly for foliage to make the lighting on leaves point outwards, making foliage look way better or do other advanced tricks.
Man I started my 3d journey in C4D a few years ago, but switched to Blender after a while and haven't touched C4D in some time. Always had the idea Blender was inferior, but more economical option, but with what I know now, I can definitely say I am sticking with Blender. C4D was always a little ahead, but with Blender getting geometry nodes, sim nodes, new UV packing engine, new UI, Asset Browser etc, I am not sure if Blender is now ahead, but mograph has a serious competitor with Blender's geo-system. If C4D were free, I'd have to consider it more deeply, but as it is, Blender takes the win in my book. And I can't wait to see what the next major update, Blender 4.0 will look like. Cycles getting a big update, 'Eevee-Next', Sculpting updates, huge updates to rigging and animation, grease pencil is getting its third major rewrite, Geo system getting a bunch of new nodes etc.
I wish there was a menu in the layout with capsules, like a folded palette. They are too hidden away in the asset browser so of course noone knows about them but they're so super useful. They're definitely not in the right place where they are now. Also mad props to you for the capsules you made, I love using them.
You can dock icons for any capsule (including models/materials) in your UI. Just find/select the capsules you like in the Assets browser, then hold down Shift, and drag them onto the palette of your choosing. They'll show up as an icon group. If you like the results, you can save your layout as your startup layout.
You should just customize your interface and save as a startup layout. Many tutorials online. I think chris even has done a few showing how to customize your interface for the specific workflow you're needing. The interface is 100% customizbale with the ability to move and group almost every tool to be how you'd like. > Command manager > customize palettes > search tools or capsule by name and drag the icons onto a new palette.
@@scenenodestips It's true. And that is a good solution to current state. But the OP's point is proven by the need to reconfigure the layout. If you should reconfigure the layout, then Maxon should do that in the first place, no? His point about "no one knows about it because it is hidden" isn't fixed by individuals reconfiguring layouts. Just fixes it for him.
I appreciate you going through the nodes and capsules. Man, I hate those things so much. It's bad enough having to use them for Redshift, but having to do it to build models now too makes me want to throw up. I get it, its flexible and efficient and all that. It's just the actual process of connecting nodes instead of actually getting to push and pull polys myself. It's one step further away from being an artist, one step closer to doing excel spreadsheet kind of mind-numbing, soul-crushing work. Is what it is, and I know it's here to stay, but I'm just going to go cry now, lol.
I love seeing the new weighted normal stuff. It is not just a CAD thing where that gets handy. It is a absolut must have if you are working on game assets today. It makes baking mesh informations from high to low polymeshes so much easier. I used a plug-in for that the last years that was only running on R23 and was so finicky to get the right results. Having that one click solution now makes me soooo happy! ❤
I'd love to hear more about the VAMP. I'm not quite sure how to use it, but I was wondering if we can transfer high details from a model to a low mesh. Just like Maya transfer attributes manager?
I think it's a shame not being able to have access to your wonderful tools with just a C4D and Redshift subscription. Makes no sense when the tools are primarily for C4D and Redshift materials, as it's nothing to do with red Giant, Zbush etc.. 😥
i wonder when they will add an option to bake textures from one object to another with different UV's (projection baking) i dont like autodesk but its been there for 10+ years
So many issues with the asset browser in 2023. so bad i have to turn off all the databases on every file i open. I also don't understand why my cinema says "rendering exchange" seemingly infinitely.
At 1:10:16 you're wondering about Geometry Accuracy, seems to be its the count of how many shapes it divides in. at 8 i saw 8 colored shapes, and at 20 you see 20 different colored shapes
is using nodes for cloning less heavy when working faster in viewport, than the cloner or matrix. is it just another way to do things or is it more efficient?
Hey CS! Couldn't the new normals update be used to align/manipulate (a) clones' orientation when distributed on an object using 'surface' mode - I'm kinda assuming c4d uses an objects normals to align stuff this way when using this mode in a cloner? - Thanks for the breakdowns :)
Do you know of any reason That would cause Vamp to not work at all on some objects? I tried it on a Marvlous Designer mesh and Zremeshed version and it work. Tried it on another piece and it didn't work. Createa a new scene and move it over didn't work. Did a test with a cube and it worked. Im not sure what the issue could be. Thoght it was a UV tile issue but even after moving everything to the 1st tile it didn't work.
YAWNS- so you know they haven't done much when the main feature you're highlighting is speed. In my experience it's the human at the other end that is the speed problem. You can make rendering as quick as you like but if the human doesn't know how to use the software to its optimal then its makes little difference. I have also noticed majority of C4D users have little idea about modelling complex models or characters from scratch. Hence most tutorials I see have lots of spheres and basic shapes.
Hello, I tested the new rigid body and found that it does not work with scaling. For example, if you have two rigid bodies and you scale them to touch them, they will not react correctly
Making Redshift the default render engine will be a gamechanger. 3dsMax shifted to Arnold, but it has not been updated since Autodesk bought the software. Please do not kill Redshift like Autodesk kills all its Render engines.
...but Arnold you dont need to pay extra. Arnold main thing is cpu calculation, and that it does way more efficient than redshift cpu. Also, Arnold is waaaaay more feature complete.
Yes and no. Redshift CPU has been coming with C4D for free for the past few versions. Redshift GPU is still an extra subscription. The change is that Redshift is now the default when you start a new project.
Can't wait to try it the viewport improvements. That fps lag even in simple scenes really pissed me of that I wanted to switch to 3dsmax as they have better viewport performance.
If the new viewport is faster because it's running on the GPU more, do you predict this may impact stability or performance of third party GPU render engines (e.g octane) on single gpu workstations if you're the type of person to leave the live viewer running in progressive' rendering while you work
I don't remember him saying that the viewport uses GPU, he said it used CPU and the more cores you have the faster it will be ! Using GPU on the viewport would be a big mistake
In the redshift discord they did a comparison to how much Vram the new viewport takes and it's significantly less. So it should be a positive change for redshift users.
About the normals that would be nice to be able to project normals from a sphere to a more complex objects, like a tree. Very useful for toon shading. Maya and Blender can do that in 2 clicks so I was hoping the new normal editors would allow that but so far no success. Thank you for the fast and complete video !
You can, he shows it off in the video as well at around 22:12 You can drop ANY object into the fields window. Just make sure to up the radius on the object settings of the object you add into the fields window. Also set the mode to surface instead of points. that way it takes the normals from the polygon surfaces instead of using the points of the mesh. Don't forget to use the freeze to soften the edges a bit if needed.
Looks more and more like Softimage did.. RIP (that was my tool before I had to switch.. to C4D)… anyway very nice additions for procedural motion designs.. which start to really compete with Houdini.
I love cd4 but that monthly subscription is bs. At least if you going to pay a monthly fee, then it should be wjth the option to by (own). I know this is not anything to do with the video but excuse me. Great video and thanks for sharing.
" I'm running a slightly older machine here".... Uses freakin' Intel i9 extreme edition, and I'm watching this on my i3 6100, considering to install Cinema4D 😂
The CPU version of redshift comes with cinema since a few releases ago. You can use it without an additional redshift subscription. It's also been optimized for the CPU more since last version. So if you have Cinema 4D 2024 you get redshift for free with it. If you want to use Redshift GPU you will need to get a paid license though.
@@Wolfnimations I have a Laptop GPU so CPU is too slow..that's why I just prefer blender..and it does the job. When Maxon actually integrates full redshift in C4D, maybe then I'll think to go back at it again.
The fact that you were getting 6 fps with a simple scene of just some text in a room shows how horrendous the c4d viewport is (or was). This improvement is the one thing I've been wishing for ever since I started using Cinema 4d, because it feels like Maxon kind of ignores that aspect of the software most of the time. Two times faster is a good start. When I look at things like Unreal, I feel like there's no reason we should be waiting for a single second to watch the viewport update in any 3d software. Sounds like a complaint, and it is....but I'm also glad Maxon has finally addressed this problem and has started to work on it.
That seen was horribly optimized from me. In an effort to be very parametric everything was Instances in Cloners in Instances. If I made a few things editable it would have been so much faster. That was the point though!