![]() The system for painting skin weights has also been improved, with a new algorithm for mirroring weights from one side of a model to another, and better normalisation and smoothing in the Weighting Tool.įor visual effects work, the camera tracking toolset gets new options to specify whether tracks use an individual RGB channel of the source footage or the full luminance value. Other new features in Cinema 4D R19 include support for pose space deformation, enabling users to create corrective morphs driven by joint animation to fix character rigging artifacts. Other toolsets: improved character rigging and camera tracking, new VR camera There doesn’t appear to be a video of the toolset itself in action, but you can see the type of results that can be achieved in the demo above. The update also introduces a new Sound Effector, designed to enable users to create motion graphics driven by audio tracks, including the option to drive effects based in specific frequencies or volumes. Pieces also now support displacement on interior faces, making the broken edges appear more realistic. These include new prefracture transformations replicating “wood splinters and crystal structures”, and the option to glue fracture pieces together so that they remain connected during dynamics simulations. Motion graphics: more controllable Voronoi shattering, new Sound EffectorĬinema 4D’s MoGraph motion graphics toolset also gets an update building on the Voronoi shattering system introduced in R18, with new options to refine the resulting fracture pattern. Users can set different geometry reduction levels and shading types for each level of detail, as well as whether assets display deformations or animations when viewed at that level.Īssets then switch automatically between levels of detail according to their distance to the camera.Ī new Manual Groups mode can also be used to hide detail models entirely above a certain distance, so that they ‘pop in’ when navigating the scene, in the same way that they would in a game. The Level of Detail object (above) is interesting, since it seems as much geared towards optimising scenes in Cinema 4D itself as creating LoD assets for use in games – although you can indeed export in FBX format. The former works in a similar way to poly reduction tools in other DCC applications, with the option to adjust the density of the resulting geometry via a percentage Reduction Strength setting or absolute vertex count.Īs you would expect, the process also preserves vertex maps, UV coordinates and Selection tags. The release also builds on the integration of Substance Engine in Cinema 4D R18, adding more tools targeted towards games artists: in this case, a polygon reduction system and a new Level of Detail object. Game art tools: polygon reduction, new Level of Detail object The results look pretty good – check out the real-time Bokeh effects shown in the video above – with Maxon describing the results as “so close to the final render” that they can be outputted as client previews. One focus of the update is the viewport, which gets support for screen-space reflections and depth of field, on top of the screen-space ambient occlusion and displacement added in Cinema 4D R18. Viewport: support for screen-space reflections and real-time depth of field The release, which is being demoed at Siggraph 2017, also features two long-term development projects: the ongoing modernisation of the core architecture, and the start of integration of AMD’s Radeon ProRender. ![]() Maxon has unveiled Cinema 4D R19, the new version of its modelling, animation and rendering software, improving viewport display quality, adding new level of detail tools, and extending the MoGraph toolset. Scroll down for news of the commercial release. Posted by Jim Thacker Maxon ships Cinema 4D R19
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