Introducing V-Ray for Cinema 4D 1.8
- New refreshed code base, almost all aspects of the version 1.8 are
- 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
- 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(!). In addition the C4D
development team also worked on a version using the c4d
Netrender/cmdline application which enables the use of many of the
native c4d shaders *), together with the otherwise used new native V-Ray
- 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 we know on C4D supporting full motion
blur in all aspects-with 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 V-Ray sdk can be
also quite easy added into c4d.
Rendering by InTheCity
- 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
- .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
- 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).
- New very latest V-Ray core 2.45:
the V-RAYforC4D 1.8 version incorporates the very latest V-Ray core used
in the recent V-Ray 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.
Rendering by Sirio
- New interface to load and use native V-ray shaders within c4d
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
- Reflection and refraction interpolation feature within the BRDF
material (point based): this can greatly speed up rendering in
intelligent undersampling blurry reflections. it is in addition to the
other reflection interpolation i nthe 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.
Rendering by Muck-One
- 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 material.it 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
- 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 feather tools from MAXON
studio bundle. also done via the new procedural V-Ray hair.
- New V-Ray 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.
Rendering by Muck-One
- 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 added.it 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
- Camera mapping *):
most likely the camera mapping will be possible to include in this
version, we await some vray sdk code here which enables it.if it cant be
in v1.8 it comes short after in a smaller update.
- On windows, optionally use of the VRAY frame buffer (VfB), the V-Ray
frame buffer is an alternative application window, similar to the c4d
picture viewer. it is scheduled most likely to be ready for 1.8 but
might come a short time after 1.8 release if time wise not possible. osx
vray buffer is a lot more difficult for technical reasons, it is planned
for an later update.
- Support for newest C4d versions (works already in future c4d v15
The vrscene system makes a lot difference, it is now easier and faster to
adopt to new V-Ray sdk cores and to add new V-Ray features. the next
versions are aimed to get the c4d V-Ray version as far feature ident to the
longer existing maya and max version.also it makes it possible for us to add
some features which are only possible with the vrscene system, like V-Ray RT
or the unbiased vertex merging.
We want to give you an outlook to what we work on and what will come:
Some features that won't make it time wise into the 1.8 release but are
close to get ready (and if needed fixes) will come in smaller fast 1.8.x
updates. those can be additional support for c4d shader sin DR, some multi
pass channels that might not get ready in first 1.8 release, and features
where already hinted for this possibility above.
The next big update is scheduled not too long after 1.8. and called v2.0.
the c4d v2.0 will use most likely the V-Ray 3.0 core (if it is finalized and
usable then already). At the moment we test already the v3.0 features in
alpha versions. the version 2.0 will come with several 2.x updates/service
packs. The most important feature is the integration of V-Ray RT
(interactive rendering) into the c4d user interface. but also many of the
announced V-Ray 3.0 features, and yet some other interesting features.
Here a list of some of the features scheduled for next updates**):
- V-Ray RT 3.0 (GPU + CPU + DR, includes proxy, multi pass, motion
blur and displacement, for production render).
- New Vizmat material support: a format all V-Ray version can read and
render. the materials can be saved as external files and exchanged and
used by any of the available V-Ray versions. the next step in
compatibility among the application platforms.
- New Vizmat editor: it is a very detailed material editor, similar to
our c4d BRDF now (layered) that can be used without any other
application, or optionally also within any V-Ray version.
- Tex baking direct from within c4d c via V-Ray.
- Glow and glare interface (during render and/or as post effect).
- Greatly speed up brute force rendering (BR_BR) and complex hair
- A new unbiased render method using the very new method called
"vertex merging", (no noise or fire flies, clean caustics).
- Colimo support (with light layers).
- Deep image and exr 2.0 support.
- OSL shader support.
- Render time metaballs.
- And some yet secret new features (we are under chaosgroup NDA of
Rendering by pxlntwrk
There are no territorial restrictions on this product and it can be purchased from any location.
V-Ray for C4D 1.8 is now available.
Click here for more information