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CINEMA 4D R9.5 - New Features
Interface and workflow additions

Full screen mode

Switches to full screen via CTRL+TAB.
Stores the old layout in a local memory.
Opens a new borderless window which takes up the entire screen space with only the CINEMA 4D main menu and the selected manager open. You can open managers on top (e.g. SHIFT+F1 opens the Object Manager as floating window).
Pressing the shortcut again restores the old layout.
Double-click the texture tag to activate a material in the material editor

Click over HUD items that don't use the mouse is passed to CINEMA 4D

Subgroups in the AM can be opened /closed over the lenght of the bar, and not just via the arrow

Vertex map display for multiple objects

Double-click selection object icon to restore selection

Target expression expanded with up vector and pitch checkbox

Save Incremental in main menu and plugins menu cleanup

Layer Shader Browser added in SDK

Tolerant polygon selection

2D HUD vector shapes

Double-click to rename materials updated

Inline renaming of object name with double-click on the name

Defaults
CINEMA 4D now allows you to set the defaults for objects, shaders, videopost, tags and materials.

Light icons
There are new light icons for the 4 main types. They will also be indicated in the object manager if they cast shadows.

AM Controls
Changes to the interface, for objects, is now saved in the world prefs.

Modeling Axis
Modeling axis 'Free' mode support for retaining changes.


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Additional changes

3 new noises : Fire, Electric, Gaseous

XPresso : Bitmap node

Spline Round Tool non-modal

Spline Chamfer Tool non-modal

Clone Tool non-modal

Array Tool non-modal


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Content Browser

The new browser is an integral part of the future workflow of CINEMA 4D.

In addition to the classic browser functions, it offers:

File structure display.
Drag and drop functionality (to and from the editor/object manager/material manager), including sorting and filtering of content.
Search function, including keywords.
Preset-management and modification.
Thumbnail generation and caching.
Comments.
Developers can access the browser through the API, creating settings with custom parameters, custom icons and complete hierarchies.
Non-modal search dialog. Clicking on the search icon opens/closes the search pane above the directory views. You can stop the search function by clicking on the "Cancel" button or clicking on the progress indicator. You can build your own "search chain" by adding (+) or removing (-) search functions via the combo box. The search results are stored in a folder using the current date and time. You can refine your own search by performing a new search on these results.
Dragging search results into a catalog will save them.
Preset and catalog items can be moved.
Moving files will move the comments and preview bitmaps.
Catalogs and preset libraries can be deleted.
This could also be used to create entire scene presets for title animations, for example.

Each catalog is a single database with .cat suffix and is stored in the library/browser folder. You can specify a folder to be used as the base location - if possible, the path of added items will be stored relative to this base folder. The names of catalogs and catalog items can be stored in multiple languages (this is always done by default in the current language).

Loading and saving presets from the various managers

Object Manager

Load Tag Preset: -> adds a tag to the selected objects.
Save Tag Preset -> saves the active tag to the default preset lib.
Load Object Preset -> adds an object (including materials) to the scene.
Save Object Preset -> saves the active object to the default preset lib.
Material Manager

Load Material Preset -> adds a material to the scene.
Save Material Preset -> saves the active material to the default preset lib.
Render Settings

Load Render Preset -> overwrites the current setting with a preset.
Save Render Preset -> saves the current render setting (including post effects) to the default preset lib.
If you want to add a render setting to the document, double-click it in the content browser or drop it into the view window.

Effects Tab

Load Preset -> add a preset post effect. If the post effect of a certain type can only be present once, it will be overwritten.
Save Reset -> saves the current post effect to the default preset lib. Note that links to scene elements (e.g. sketch with the sketch material) will be lost.
Shader Popup

Load Preset -> load a shader preset.
Save Prest -> save a shader preset.
Drag and Drop with the Browser

View area

Drop scene -> scene will be loaded.
Drop Object/Material/Tag/Render Setting/Shader/Post Effect preset -> item will be added to scene. For shaders, an empty material with the shader will be created; for tags, a null object with the tag.
Drop Image/Movie/Material Preset/Tag Preset onto object(s) in view -> texture tag/tag will be created and assigned.
Object Manager

Drop scene -> scene will be merged.
Drop Object/Material/Tag -> item will be added.
Drop Image/Movie/Material Preset/Tag preset onto object(s) -> texture tag/tag will be created and assigned.
Material Manager

Drop scene -> scene materials of scene will be merged.
Drop Material Preset -> will be loaded.
Shader Area

Drop Image/Movie/Shader Preset -> shader will be assigned / created.
Drag a shader or its preview to the browser to save it.
The same is possible in the layer shader.
Render Settings Area

Drop a render setting into the render settings window to replace the current settings by the new ones.
Drag a render setting (click into the left list view) into the browser to save it.
Post Effects Area

Drag a post effect into the browser to save it.
Drop a post effect into the render settings window to add it.

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Rendering

New UV & Normal Multipasses
Lets you output the object UVs or normals as RGB. For UVs you need to assign a material to objects. The result is never anti-aliased (independent of settings) as this is unwanted behavior.

New option "Straight Alpha" for Multipasses
This option creates un-multiplied versions of your individual multipasses.

New Distance Fallof types
Inverse and Inverse Square now default to the unclamped behavior. This will mean that you are close to the light origin and you will get a near infinite illumination. For the clamped behavior the two types "Inverse Clamped" and "Inverse Square Clamped" area used.

Gradients for Light / Visible Light
Inner and Outer Colors have been replaced by gradients.
There's a small change in behavior: the visible light gradient color is now also controlled by the light multiplier (in older versions this wasn't the case); old scenes will be converted.
Another change: if the visible light 'Use Gradient' is off, the gradient from the details tab is no longer used; old scenes will be converted.

Global "Enable SPD" settings

New render setting "Global Brightness"
Controls all scene lights.

Tube light replaced by Areashape "Line"
Old tube lights will be converted upon import. This is the only area light type that can be set to visible/volumetric.

Baker
The new Baker is based on the classic version with two major functions for map generation: Normal Maps and Ambient Occlusion.

Normal Maps
Baker has the ability to even generate normal maps based on displacements. In other applications, high definition geometry needs to be created first. With the Baker, the user can avoid the high-definition modeling altogether by creating surface details with sub-poly displacement and generating Normal and Ambient Occlusion directly from the resulting surface.

AO gradient

AO option 'Self Intersection Only'
If on, the AO effect is only calculated separately for every object. If you have a sphere and a fractal the sphere will not influence the fractal.

AO option 'transparency'
If enabled, transparencies and alphas will be evaluated (images: left side without, right side with, both using an alpha mapped object).

New compositing tag option 'Seen by AO'
Lets you exclude objects from ambient occlusion.

Render setting "Apply to Scene"
If you enable this, the entire scene will be rendered with pre-multiplied ambient occlusion - this will work without using any multipasses.

Global AO pass without need to setup materials
If you enable the AO multipass, you can now render the entire scene in 'AO' style without the need to change anything! The global AO options are used.

HDRI, Open EXR support
Rendering to HDRI (full bit depth), as well as OpenEXR, positions CINEMA 4D better in film production. Both of these formats have been used extensively for film work, which requires a much higher level of color detail. Additionally, the new support will give the user the ability to view the different exposures.

HDR controls
The bitmap shader now has additional controls for exposure, gamma, black & white point. Exposure is an exponential multiplier - it increases the brightness of the image. Gamma is a gamma control - as HDR images are always saved device-independent with gamma of 1.
Reset will reset the values so that the image won't be modified.

VMB shutter
VMB has a new option (Open Shutter at Frame). If activated, the shutter will be opened at the exact frame value, and not centered around the frame value. This is important, especially when combining CINEMA 4D & Renderman footage.

Shadow Density
Can now be set greater than 100%.

Light visibility multiplier
This new control allows control of the brightness of the area light that is visualized through "show in render" or "show in reflection".

Light multiplier
The separate controls for brightness and multiplier of a lightsource have been merged - there is only one control left on the front page.

Shake support
Shake is the next major motion graphics application to enjoy multi-pass-project import from CINEMA 4D. CINEMA 4D directly exports a project file that is imported into Shake, comparable to the support of Motion, introduced with R9.

Exposure / Gamma display controls
The picture viewer and texture viewer were given a new button in the menu bar, which allows the color correction of floating point data. The window appears as popup manager if you click the icon in the menu bar, or as a regular async manager if you choose the menu entry.


Render window
Loading and display of multipass bitmaps in the render window is now supported.
32-bit preview options only enabled if a 32-bit image is loaded.

Particles
Particle modifiers extended with shape and falloff; particle emitter force include/exclude list.


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Advanced Render 2.5

Ambient Occlusion
Ambient Occlusion is simply a ratio of how much ambient light a surface point would be likely to receive. It simulates a huge dome light surrounding the entire scene. If a surface point is under a foot or table, it will end up much darker than the top of someone's head or the tabletop. This can then be multiplied by various other surface attributes to achieve a subtle, but very powerful, lighting effect.

SKY
The SKY shader is a brand new development. It boasts a complete Cloud Wizard that allows the user to create or even paint volumetric clouds. Presets for global positions (cities, longitude/latitude) can be created and saved via the browser. Rainbows, fog and sunbeams are rendered, as well as accurate star-placement at night (including our complete solar system).
The user can either pick a location and let the Wizard handle the rest, or use the control center to adjust every parameter imaginable to create a custom environment.
There are also user settings, similar to Sketch and Toon that hide the majority of the parameters in 'beginner' mode.

Color Mapping
This post effect is basically a color correction tool, allowing the user to adjust the gamma and brightness range of the image, extending the dynamic range, and making architectural renderings in particular more appealing.

Preset Handling
The SKY preset directory can be set in the Preferences. You can jump directly to the SKY presets when you choose Open Browser from the Plugins/SKY menu.

TIP: You can bake reflections of a chrome sphere that you place within a SKY environment as HDRI, allowing you to make perfectly unwrapped HDR-panoramas.

GI: Show Illumination in Prepass
If enabled, you'll see the full illumination during the prepass.


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BodyPaint 3D R2.5

Layer set pass-through mode is now working (with 8,16,32 bit/channel).

Rename layers by double-clicking directly inside the manager.

Detach projection plane

Switch on the "detach projection plane" option when projection paint is enabled: a red border instead of a green border appears around the view.
Now you can switch cameras and your projection paint layer will not be applied.
Back projection doesn't paint to disabled but to loaded materials.
New commands: enable/disable all selected materials for painting.
Full BP access through SDK! -> painttexture, paintlayer, paintlayerfolder, paintmaterial available in SDK.

Projectionpaint now with layering. See layer manager.

Color palette gets the brightness slider back to get HDRI colors beyond 1.0.

Pick color tool can pick HDRI colors.


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MOCCA

Cloth

CINEMA 4D particle system’s gravity, drag and wind can now be used in the include list as well.
Tear map.
Belt tag.
New belt algorithm - finds optimal polygon, also stores UVW deviation if no straight polygon is found.
GUI cleanup.
Cache tool - lets you edit and fine-tune the cached solution.
Cache load/save.
Cache now local, so cached object can be moved/rotated after baking.

Active highlighting of bones and handles when in bonetool mode.

Bones which are not fixed are left unchanged when switching from/to Bone-Tool.

Bones are displayed with red hue in Bone-Tool mode.

Shift+ctrl lets you move Bone individually.

Bone object was given 2 extra handles to change the Bone’s bank rotation.

"Fix Bones" button in Bone-Tool.

"Reset Bones" button in Bone-Tool.


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C.O.F.F.E.E. & console

Several new functions have been added, but the most important thing is the C.O.F.F.E.E. command line. When using one of the default layouts it opens automatically with the C.O.F.F.E.E. console, otherwise you can access it in the C.O.F.F.E.E. console menu.

The command line allows you to easily experiment with C.O.F.F.E.E. functionality without the need to build a plugin or expression. It automatically calls an EventAdd() when you press return, so that you don't have to do this manually.
You can write multiple commands, e.g.:

var a=5+3; var b=4; println(a/b);

Scripts
CINEMA 4D now introduces Scripts - basically they're snippets of C.O.F.F.E.E. code with an easy-to-use front-end. They don't need plugin IDs - still the user won't notice a difference between internal commands and C.O.F.F.E.E. scripts.
All scripts are stored in the folder library/scripts.


* 길동님에 의해서 게시물 이동되었습니다 (2005-08-20 08:32)
  • ?
    초보사마 2005.08.06 12:30
    **** 바디 페인트의 관련 리스트 ****

    인터페이스와 조정자

    개선된 매트리얼 매니저.
    쉬워진 에디터의 조정 - 하이라이팅 조작, 카메라 로테이션 설정.
    HUD 지원
    광범위하게 확장가능한 뷰포트
    새로운 디스플레이 모드 (콘스탄트 쉐이딩-가벼운 쉐이딩 기법인듯]
    분리 가능한 메뉴들
    진보한 찾기 툴
    개선된 와콤 타블렛 지원
    어트리뷰트 매니저속에 액티브 툴 매니저가 합쳐짐.
    기능의 빠른 접속을 위한 하이라키한 숏컷.
    풀 스크린 모드 - 칠할때 더 넓은 공간을 가진다.
    새로운 콘텐트 브라우저 - 3디 파일이나 다른것들의 카탈로그 형식으로 보여준다.
    (그림파일이나 시네마 파일등 편하게 프리뷰로서 보여 주는거 같음)


    특징과 기능

    노말맵 제작을 지원한다.
    베이커 : 3 클릭 베이킹 (라이트, UV와 노말맵 포함)
    엔 곤 지원 - 지오메트리의 보다 낳은 표시
    레이어 메니져 : 레이어 셋의 포토샵 파일 입력 메니져.
    총 16 가지 새로운 블렌딩 모드.
    분리된 프로젝션 플랜
    새로운 레이어 쉐이더 - 바디페인트 속에 쉬운 이미지 구성
    새로운 스플라인 쉐이더 - 서페이스 위에 스플라인 프로젝션 시킨다.

    음...

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