Cinema 4d Octane Render 40
- partvolsettdi1980
- Aug 12, 2023
- 6 min read
Note: *Lighting and studio models ( Material preview sphere and glasses and bottles) are *not inlcuded *and the materials will only work with *Cinema4d *and the render plugin *Octane Render
Octane RTX hardware acceleration brings 2-5x render speed increases to NVIDIA raytracing GPUs with multi-GPU support. RTX acceleration speed gains increase in more complex scenes and can be benchmarked using RTX OctaneBench.
cinema 4d octane render 40
This pack is designed for hobbyist or studios that are new to 3D fractals, and in case you are already familiar with software like Mandelbulb 3D or Mandelbulber, you will have a lot of fun with a cinematic render engine like Octane.
40+ Vectron Fractals scene files for C4d - 4 Tweakable Vectron formulas for any Octane plugin (Blender, Unreal engine...) - Tutorials about Vectron and Octane render for Cinema 4D - Materials designed for fractals.
Includes: - Cinema 4D Voronoi Fracture promo project(octane render)- Combined (Dust, Dirt, Scratches, Smudges, Stains, Fingerprints)- Scratches- Streaks- Smudges- Dust- Stains- Fingerprints- 3264x3264 TIFF files
Note: **Lighting and studio models ( Material preview sphere and glasses and bottles) are **not inlcuded **and the materials will only work with **Cinema4d **and the render plugin **Octane Render
Based on our testing, clock speed has the biggest impact on CPU performance with Octane. Core count does not seem to matter at all. This lines up nicely with the CPU requirements of other programs that are frequently used alongside OctaneRender: Maya, 3ds Max, Cinema 4D, and the like all do best with high clock speeds too. If you run other applications besides those, especially any CPU-based rendering engines, then that may change the sort of system you want to get. In such mixed-use cases, please contact our consultants for personalized assistance.
Aside from raw performance, it is also important to consider the number of PCI-Express lanes a CPU supports. This will govern how many video cards can be used, which has a big impact since video cards are the primary driver for rendering performance in Octane.
The video card selection is the driving factor for performance in OctaneRender. There are two aspects of a video card that impact render capabilities: the raw speed of the GPU itself and the amount of memory on the card. Video memory will limit how large and complex of scenes can be rendered GeForce cards tend to have good raw performance, with decent amounts of video memory, while Quadro cards come with larger amounts of VRAM but also cost far more for the same level of raw performance. As such, we recommend GeForce series cards for most Octane users.
3D and special effects artist Eric Tualle, better known as ATOM, shares his short film sequence, Mr. Pumpkin, which was created to test motion-capture techniques and the render speeds of his new GeForce RTX 4090 GPU.
Why use dozens of lights when you can use one? Use one of our light arrays that mimic giant light setups, but only use a single Area Light. It adds complexity and realism to the scene while also speeding up your render time.
Learning a new program is hard, especially when you're trying to get something done and the tutorials are boring. I've been there! I know how it feels to have no idea what's going on in your software because of bad tutorials. That's why my intro course is different than all the others. You'll learn by doing and following along with me as we create an entire commercial shoot from scratch using Cinema 4D and Octane render engine for 3d rendering, compositing, and animation workflows. By taking this course you will be able to produce a finished product that can be used for portfolio pieces or even sold outright if your heart desires it. This 94 part series covers everything from installation setup, modeling, texturing/painting, lighting set ups and everything you need to retouch renders to create realistic images.
Maybe some of you know the original version of that scene from 2006. it was one of the first testscenes for vienna airlines, now 7 years later i wanted to rerender and optimize the scene. also there was no sound and it was a looong wish to finish this animation up with some music and SFX. so here it is! finally...
How many times have you been stuck waiting on a render to see if your concept matches the reality of your design? Cinema 4D is a powerhouse, but it requires time and patience to see your work come to life. That's why mixing in the power of Unreal Engine's real-time rendering can be an absolute game changer.
This is the part you've been waiting for! Fast iteration and exporting with the power of real-time rendering! Unreal Engine is changing the game, and here are the final steps to harnessing this new superpower.
Now we need to point Unreal Engine to the sequences you want to export. Here in the movie render queue, you can set multiple sequences and define the export settings. If you've been working with Adobe products, think of it like you would Adobe Media Encoder.
Once you've gone through all of those steps you can choose whether you want to render local or remote. When the render starts, a new window will pop-up showing you all the details of your render, such as total frames, elapsed time, and all that good stuff.
Jonathan Winbush (00:00): Real time. Rendering has the potential to change the landscape of motion design. And this tutorial, I'm going to show you how to export your scene from cinema 4D into unreal engine, so that you could utilize the power of real-time rendering. Let's go Whatever, whatever, when boys here and today, I'm excited to show you guys how to make this
Jonathan Winbush (00:29): In part one of this video series and give you a glimpse into the power of unreal engine's real-time rendering and explain how studios like capacity and Stargate are using it to create incredible content beyond video games. And part two, I'm going to get a little bit more granular and demonstrate how easy it is to get a basic scene, export it out of cinema 4d and brought over into an unreal engine so that we can take care of lighting, texturing and final Polish. In this tutorial, I will be covering the following, how to prep the next port. You're seeing how to cinema 4d, how to import your scene into unreal engine, how to start bringing your scene to life by adding lights and volume metrics, how to work with key frames inside of unreal engine. How do you use free SS from the epic games marketplace? And lastly, I will show you how to add that final Polish with Lutsen color correction. Make sure you download the project files in the description below so that you can follow along with me. Now let's get started.
Jonathan Winbush (01:25): As you can see here, I'm starting off as cinema 4d right here, and this is the basic animation that we're going to be going through. So I have this building here, we scaled down it, and then the Scala motion logo locks into place. As we start to pull back here in the scene a little bit, I got inspiration from the teenage mutant ninja turtles. So I used to watch her a lot when I was young. That's kind of where this opening came in from. And then if I pull back in my scene here, I'll just show you a real basic breakdown of what we have going on here. So starting with the Scuola motion logo. So if I look at the fracture here, you can see it. I have extruded each one of these triangles in here. And the reason that I'm using a fracture is because if you come over to a MoGraph, most of the stuff in here, we could use effectors with it.
Jonathan Winbush (03:25): But the reason I use mega scans inside of cinema 4d here and not in unreal engine is because of the MoGraph cloner. So if I pull out my MoGraph cloner, you can see that I have two different curbs in here, and I'm able to just have these go all along my street here. And the cool thing about the cloner is that translates into unreal. Pretty good. And so I'll have to do is block out my scene and cinema 4d, bring in the stuff that I know when to bring in, like my cloners and things of that nature. And then once we jump into on real engine, that's where the real fun begins and we really start piecing everything together. So this is basically my scene here. The one last thing that I want to show you guys is my light down here. So if I double click on my light, you can see it's just as simple as cinema 4d material.
Jonathan Winbush (04:05): We're just illuminates on here. So the reason that I do it this way is because like, I don't really want to mess around with like the blueprints or anything. Once you're in unreal, I want to make everything as simple as possible. I'm an artist. So I just want to get into it and start creating it. So one of the things that I figured out was if I bring in like this luminous material into unreal engine, I don't have to go into unreal and start making like my own light materials and things like this translates really well. And it gives us a ton of options that we can play around with in there. And so even if I don't have anything connected to it, I always bring over just the light material just in case because you never really know. And then another caveat is whenever we bring over materials from cinema 4d over to him, real, it has to be the standard materials. 2ff7e9595c
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