Headlines

MAYA

CINEMA 4D

DOWNLOADS

Latest Updates

How to download Octane 4 for free

November 13, 2018
Yes you read it right. Now you can download and use Octane render 4 for free without any restriction. That means no need to rush for pirated copies of octane 4 crack. The legal prime/ free copy of Octane will not contain any water mark or resolution restrictions, however you will be stuck with 2 Gpus and always connected to the internet. 

Inorder to get Octane 4 free you need to full fill the following criteria,
Either you must be an existing octane customer (your license will be freely upgraded to Octane 4)
Or you must be a student/ teacher having an educational email address ( It will be like Autodesk students free licence).

If you don fall under those categories, there is still a chance, Otoy is going to release a time restricted licence. But it is not confirmed, so wait for the public release.

Jump to Otoy website and grab your copy now

What is new in Cinema 4d 20

August 08, 2018
Maxon recently announced the latest version of Cinema 4d- R 20. It will be available on September. Lets check the new features of Cinema 4d 20.
Cinema 4D Release 20 marks a huge leap in technology, introducing massive new frameworks that put tremendous power in your creative hands. The possibilities are endless, your creativity is unleashed - it’s time to jump in the deep end.








Cinema 4D Release 20 Complete Feature List

  • General
    • Faster Picture Viewer playback
    • Speed and memory optimizations
    • Installer Command Line Interface (CLI) mode
  • Exchange
    • SketchUp
      • Update to SketchUp 2018 SDK
      •  Null objects with only one child polygon object now create one combined object instead
    • Alembic
      • Update to Alembic 1.7.7 SDK
      • Performance improvements by caching matrices
      • Users can now bake selected objects to Alembic
      • New animation retiming controls
        • Set Frame (for manual animation control via keyframes)
        • Offset Animation
        • Playback modes (Play, Loop, Ping Pong)
        • Speed setting
        • Time Remap Curve Interface
    • FBX
      • Update to FBX 2018.1.1
      • Support for instances
      • Axis preferences: 
        • Flip Z Axis
        • Up Axis (Default, X, Y, Z)
    • New CAD imports (CATIA V5, JT, Solidworks, STEP, IGES)
    • Houdini upgrade to 16.5.536
    • AI importer: Illustrator splines now load in at the correct scale
  • Modeling
    • Enhanced modeling kernel
      • Several commands migrated to the new modeling kernel provide much better preservation of surface attributes (UV, etc.)
        • Delete Components command with much faster performance and better behavior (e.g., deleting disconnected points)
        • Triangulate command
        • Triangulate N-gons
        • Re-Triangulate N-gons
        • Remove N-gons
        • Align Normals
        • Reverse Normals
      • Several tools migrated to the new modeling kernel
        • Extrude Polygon
        • Extrude Inner
        • Matrix Extrude
      • Primitives now use the new modeling kernel
      • Sphere (Icosahedron, Octahedron mode), Platonic and Pyramid primitives now generate non-overlapping UV coordinates 
        • An option is available to convert legacy primitives from old scenes to use the new behavior
    • The Structure Manager now automatically switches the Component mode (Points, Polygons, ...) to the mode selected in the Structure Manager
    • Custom Data tag
      • A new API allows 3rd-party developers to create custom Data tags, which store surface attributes and can also provide interpolations functions.
      • Commands and tools using the new modeling kernel will respect these surface attributes and use the interpolation functions provided
    • OpenVDB
      • Volume Builder Generator
        • Converts a polygon object, spline object, particle object or a Field into a Volume object
          • Can create Signed Distance Fields and Fog volumes
          • Several parameters of the resulting Volume object can be controlled (e.g., Voxel Size)
        • Filter Objects
          • Smooth Filter / Smooth Layer
            • Different Filter Types 
              • Signed Distance Field: Gaussian, Mean, Median, Mean Curvature, Lablacian Filter
              • Fog: Gaussian, Mean, Median
            • Different Filter Accuracy settings for Signed Distance Fields: First Bias, Second Bias, Third Bias, WENO 5, HJWENO 5
          • Reshape Filter / Reshape Layer
            • Different Filter Types 
              • Signed Distance Field: Dilate / Erode, Close / Open
              • Fog: Offset, Range Map, Curve
            • Different Filter Accuracy settings for Signed Distance Fields: First Bias, Second Bias, Third Bias, WENO 5, HJWENO 5
        • Objects and Filters can be layered using different mix modes 
          • Signed Distance Fields (Union, Substract, Intersect)
          • Fog (Normal, Max, Min, Add, Subtract, Multiply, Divide)
        • Volume objects can be referenced as a Field Layer
      • Volume Mesher Generator
        • Generate a polygon object from a Volume object
          • User can control the Voxel Range Threshold or the Surface Threshold 
          • Meshing can be adaptive
        • Import / Export .vdb
          • Volume objects can be imported and exported from and to the industry standard .vdb file format.
        • Volume Loader object
          • References and loads volume files and volume file sequences
        • Volume Mesh command: Remeshes and combines polygon objects using a volume-based approach.
  • Rendering
    • ProRender
      • ProRender now supports:
        • Subsurface Scattering
        • Linear & Angular Motion Blur
        • Sub-frame Motion Blur
        • Out of Core Texture streaming to render textures that exceed the total GPU memory
        • Multi Instances
        • Texture Selection tags on instances
        • MoGraph Color shader
        • Physical Sky
        • Compositing passes
          • Direct Illumination
          • Indirect Illumination
          • Emission
          • Environment
          • World Coordinate
          • Texture Coordinate
          • Geometry Normal
          • Shading Normal
          • Depth
          • Object ID
          • Object Group ID
          • Material ID
        • Anti-Aliasing can be enabled for
          • World Coordinate
          • Texture Coordinate
          • Geometry Normal
          • Shading Normal
          • Depth
          • Object ID
          • Material ID
          • Object Group ID
        • Shadow Catcher
        • 2D Noises: users now can use all 2D noises except 'sparse convolution' in the legacy base shader.
      • New Seed setting: users can now specify a seed that is used for rendering.
      • Ray Depth can now be restricted (Diffuse, Glossy Reflection, Refraction, Glossy Refraction)
      • Shadow Ray Depth can now be set
      • Support for Metal 2
      • Compiling kernels on demand, shaders that introduce a big chunk of GPU kernel code will not be included in the initial kernel compilation. The kernel compilation is triggered when such a shader is added.
      • Scenes are now cached when animations are rendered to the Picture Viewer.
        • New Reload Scene per Frame option to enforce R19 behavior
      • General performance enhancements
    • Physical Renderer
      • Improved progressive rendering performance
  • Materials
    • General
      • Immediate low-resolution baking for Viewport
      • Improved shader / material baking for the Viewport
      • Updated Material previews
        • Updated scene setup
        • Several new scenes
      • MoGraph Beat Shader now accepts float values for BPM
    •  New node-based materials
      • Over 140 nodes available
      • Projection nodes can be visualized in the Viewport
      • Node networks can be turned into material assets
      • Node based Materials can be edited in the Node Editor, Material Editor and Attributes Manager
    • New Node Editor based on new UI framework
      • Attributes Area, displaying the parameters of the selected nodes
        • A specialized version of the Attribute Manager
        • New connector element showing dependencies within the shading/rendering context
        • The Connector context menu allows to:
          • Connect Nodes
          • Textures
          • Load Textures
          • Replace Nodes
          • Insert Converters
          • Copy
          • Paste (Link)
          • Paste (Duplicate)
          • Remove 
          • Mute Ports
          • Propagate Ports
        • Basic tab
          • Name
          • Asset Version dropdown shows the different versions of a node (if available)
          • Custom Node color
        • Inputs tab
          • The input attributes of the selected node
          • Nodes can have a dynamic number of inputs (e.g., the gradient can have a variable number of Knots)
          • The command Show Sub-channels can switch the layout to also show sub-channels of a parameter (e.g., Color.R, Color.G, Color.B, Color.A for "Color")
        • Context tab
          • Enables users to replace the context of many Nodes, e.g., to change the UV mapping for this node. 
      • Asset area
        • Lists all available assets provided by MAXON or stored by the user
        • The asset list can be filtered by name and keywords
        • A keyword filter can set certain parameters in a node (e.g., a search for "Buya" will show a Basic Noise Node with Buya set as the Noise type)
        • Context menu
          • Create New category
          • Create Node
          • Import Assets
          • Create New Database
          • Mount Database (Folder / Zip File)
          • Unmount Database
          • Export Database
      • Nodes area lists all the Nodes in the current setup
        • The Nodes list can be filtered
        • Nodes can be cut, copied, pasted, deleted and duplicated
      • Info area, displaying information about the selected Node / asset / Wire (name, version, warnings, ...)
      • Nodes commander, allows the user to search for assets by name and keyword
      • Node view
        • Nodes
          • Header (displays the title, preview and node state toggle)
            • Can be colored to give users a way to organized their Node networks
            • Naming of the Node can be changed
          • Body (includes in- / out-port groups, port bars, port slots and port names)
            • The body can display all ports, no ports or only the connected ports 
          • Nodes can have two major states (full and collapsed)
          • Nodes can be displayed in vertical or horizontal layout
          • Ports
            • Node ports can have different states (unconnected, connected, propagated, converted, group ports, error)
            • Node ports are color coded  to make it easy to differentiate between different types of ports.
            • Ports can be renamed
          • Wires
            • Several ways to connect a Wire to a port:
              • Connect a Wire straight to a port
              • Release a Wire on the port name
              • Release a Wire on the group port name. A pop-up will appear with compatible ports of the group the Wire can connect to
              • Release a Wire inside the empty area of the Node. Again a pop-up with all compatible ports will appear
            • Wires can be displayed as Linear or Bezier curves
            • Wires can be muted (displayed as a dotted line)
          • Special Nodes
            • Start Node: the Node's attributes will be displayed in the Material Editor and the Attribute Manager when the Node material is selected
            • Solo Node: allows the system to use the data from this Node to be displayed in the Viewport and previews
            • Group Node: a Node that contains a nodal network
            • Asset Node: Group Nodes can be converted into Assets
        • Users can use different techniques to navigate the Node View, including touch gestures.
        • Navigator mini map shows an overview of the complete Node network, can be used to quickly navigate the Node network
        • Group bars on the left and right sides of the Node View can be used to propagate the ports to the outside of the group.
        • Nodes can snap to the grid when moved
        • Toolbar shows:
          • Breadcrumb display of the path to the currently edited Node
          • Filter Field
    • Uber Material
      • Material Asset, build with the new Node system
      • Three reflection channels
        • Diffuse Channel: renders diffuse reflections
        • Reflection Channel with three reflection modes
          • Artistic - blends between two user defined colors
          • Dielectric - for dielectric reflections, such as plastic
          • Conductor - for conductors, e.g., metals
        • Coating channel, a simplified dielectric reflection layer to render effects such as a clear coat
      • Emission layer for emissive effects such as luminous materials
      • Transparency for refractive materials such as glass
      • Opacity to control the material’s opacity
      • Bump to control global bump mapping
      • Normal to control global bump mapping
      • Displacement to control the displacement of the material
    • New Node materials
      • Car Paint
      • Ceramic
      • Concrete
      • Cutout
      • Emission
      • Gold
      • Granite
      • Marble
      • Metal
      • Plastic
      • Rock
      • Wood
    • Material Manager
      • New commands in the Create menu
        • New Uber Material
        • New Node Material
        • Node materials (displays all materials in the asset repository folder)
      • Can now open the Node Editor
  • Workflow/UI
    • Compositing tag now has a ProRender tab

        • Shadow Catcher Alpha
        • Light Portal
        • Object Group ID
    • Multi Instances
      • New Instances integrated in the Cloner object, Instance object and supported by all internal Render Engines
      • Multi Instances are stored as one object internal, resulting in higher performance and less allocated memory
      • Supports different render modes in the Viewport (Off, Points, Matrix, Bounding Box, Object)
      • Supports the Color shader and MoGraph colors
    • Project Settings
      • Use Color Channel for Node Material"´ setting
    • New Console
      • Categories provide more overview
      • Python console can now completely replace functionality of the Command Line
      • Output can be written to files
      • Drastically improved performance
    • New gradient
      • Updated interface
      • Gradient color bar can be displayed in 3 different sizes (small, medium, large)
      • Selected knots now have an orange outline
      • If more than one Knot is selected, selection handles appear. The allow to move all selected Knots at the same time to to scale the range
      • New Double Selected Knots and Distribute Selected Knots command in the Context menu
      • New Interpolation mode Blend
      • Interpolation can now be set per Knot
      • Intensity renamed to Brightness (only available in the Legacy gradient)
      • New options if gradient is used in User Data"´ (COLOR, ALPHA, NOEDITCOLOR, NOPRESET,NOINTERPOLATION, NOKNOTPOSITION, NOBIASPOSITION, NOBRIGHTNESS)
    • New Gradient Node
      • Can display textures and shaders in the gradient color bar
      • Can display alpha
      • Color Chooser is extended with an Alpha slider
      • Blending Space can be set to Linear or sRGB
      • Knot symbol changes: if this Knot is driven by a Node input 
    • Enhanced Color Chooser
      • Color Chooser now can store alpha values in swatches
      • Color Picker now is always available when the Color Chooser is collapsed
      • Color Chip context menu now offers option to enable/disable Alpha (where applicable) and to copy & paste a color
      • The Color Chooser in the unfolded state is now responsive to the size of the manager it displays
      • In the Color Wheel mode it is possible to click on the number on the right side to define the amount of color samples directly
      • The Hex mode now can be enabled directly in the Color Chooser Interface
      • Linear Numeric Values switch allows to display the color sliders linearly in the nodes interface
      • Alpha slider in the nodes interface
    • Texture Manager
      • Channel column is renamed to Material Path, also supports node-based materials and displays the path within the material
      • Edit menu now contains commands formerly only available in the context menu (Show File in Explorer/Finder, ...)
      • New Open File in Manager behavior - a new command and Show in Attribute Manager now displays the attributes of the bitmap shader / Image Node. 
      • Open Material in Manager is now exposed as a command. 
      • Preview shows resolution and bit depth now and small images are centered
    • Attribute Manager was adapted to the Nodes' workflow
      • New Connector interface to handle node connections
    • Preferences
      • Interface: new dropdown menu Field Remapping Graph (Hide, Show, Hide in Field lists)
      • Input devices: new setting to enable touch devices
      • Files / Path: new Fields lists for file assets and database search paths
      • Plug-ins: new Field list for plug-in search paths
      • Units / default sets: new Alpha mode and Hexadecimal mode check boxes
        • New group Gradient
          • Size drop-down menu (Small, Medium, Large)
          • Selection handles check box
        • New group Alpha
          • Grid Color drop-down menu (Light, Medium, Dark)
      • Renderer / ProRender: new group Out of Core Cache
        • Custom Location check box
        • Location path
      • Material (previously Material Preview)
        • New group Node-based Materials
          • Node Preview Size drop-down menu (Small, Medium, Large, Huge)
          • 3D Preview Scene drop-down menu
          • Node Previews check box
          • Preview HUD check box
      • Modeling/Sculpting (previously Sculpting):
        • New group Modeling
          • Disconnected Points on Delete drop-down menu (Remove (press Shift to preserve), Preserve (press Shift to remove))
      • Import/Export:
        • Settings for new CAD formats:
          • CATIA (*.CATPart, *.CATProduct, *.cgr) Import settings
          • IGES (*.igs,*.iges) Import
          • JT (*.jt) Import
          • Solidworks (*.SLDPrt,*.SLDAsm,*.SLDDrw) Import
          • STEP (*.stp,*.step,*.p21) Import
          • Settings include:
            • Settings to enable/disable the import of geometry, splines, instances, helper and hidden objects
            • Settings how to import Normals, display colors, layers and materials
            • Combine by None, Original Bodies, By Topology, By Color or By Layer
            • Heal and Stitch
            • Optimize Hierarchy
            • Setting to import Source Mesh 
            • Settings to import LOD with JT
            • Settings to influence the tessellation, also scale-based tesselation
        • FBX (*.fbx) Export
          • General: new Instances check box
          • Additional: new Flip Z Axis check box and new Up Axis drop-down menu (Y Axis (default), X Axis, Z Axis)
        • FBX (*.fbx) Import
          • General: new Instances check box
          • Additional: new Flip Z Axis check box and new Up Axis drop-down menu (Y Axis (default), X Axis, Z Axis)
        • Volume (*.vdb) Export
          • Scale input field
          • Animation check box
          • Name drop-down menu
          • From and To input fields
          • Selected Only check box
        • Volume (*.vdb) Import
          • Volume Grids list field
          • Scale input field
          • Animation check box
          • Name drop-down menu
          • From and To input fields
          • Group Objects check box
          • Import to Project Location check box
      • Assets
        • Node-based materials and Node networks can be stored as Assets
        • Save Assets dialog
          • Name: name of the Asset
          • Version tag: the version number of the Asset
          • ID: Asset ID
          • Database: the database the Asset will be stored in
          • Category: Asset Category (Color, Context, Conversion, Generator, Info, Material, Math, Shape, String, Surface, Uncategorized, Utility, New Category)
    • General
      • Send to PictureViewer now supports all Viewport renderings (also OpenGL)
      • Camera 2D mode for the Viewport 
      • New Export Selected Object as ... menu entry in the Object Manager
      • The Compositing Project File for Nuke now supports Alembic
      • New Viewport display modes for the Texture tag (Simple, Grid, Solid)
      • Improved UVs for Sphere (some types), Pyramid and Platonic
      • New Bake as Alembic and Bakes as Alembic + Delete commands
      • New command Save as Default Scene
      • Updated Visualize layout
      • New Multi-Passes
        • Direct Diffuse
        • Indirect Diffuse
        • Direct Specular
        • Indirect Specular
      • Texture mode now works as the former Texture Axis mode. Texture Axis mode isn't available anymore.
  • MoGraph
    • MoGraph Fields
      • MoGraph Fields replace falloffs in all areas where formerly Falloffs were used
      • Field Objects are Objects in the scene and can be freely placed and animated
      • Some Fields can have Sub-Fields, modifying one of their special parameters
      • Fields can write values into certain maps (Vertex Maps, Vertex Colors, Point/Edge/Polygon selections, MoGraph selections, MoGraph Weights)
      • Old falloffs are loaded as legacy falloffs, can be converted to Fields
      • MoGraph Fields UI allows for layering of Fields
        • Different Blend modes available (Normal, Min, Subtract, Multiply, Overlay, Max, Add, Screen, Clip)
        • Opacity slider
        • Value, direction (for certain Effectors) and color modification of each layer can ben enabled/disabled
      • New Field Objects (Box, Capsule, Cone, Cylinder, Linear, Spherical, Torus, Formula, Python, Radial, Random, Shader, Sound, Group)
      • New Modifier Layers (Clamp, Color Filter, Colorizer, Curve, Decay, Delay, Formula, Freeze, Invert, Noise Remap, Python, Quantize, Rangemap, Remap)
      • New Field Layers (MoGraph Object, Particle Object, Point Object, Solid, Spline Object, Step, Time, Variable Tag, Volume Object)
      • Fields Interface
        • Blending tab: here are the Blending options that are also found in the Field Layer interface.
        • Field tab: here are the field-specific parameters of the object
        • Optional sub-fields tab: this tab offers a Field Layer UI for the sub-fields 
        • Remapping tab: this tab holds the integrated remapping parameters of the Field value.
        • Color Remapping tab: this tab holds integrated remapping options for the Field color
        • Direction tab: this tab holds integrated remapping options for Field direction
        • Optional View Settings tab: this tab holds the Viewport settings for the Field
      • Field object interface
        • Same as Fields Interface, minus the Blending tab, plus Direction tab
        • Direction tab: Direction Mode drop-down menu (No Remap, Custom Direction, Attenuate by Strength) and Normalize Direction check box
    • MoGraph Cloner object now supports Multi-Instances
  • Motion Tracking
    • Updated Motion Tracker layout
    • Simplified workflow to create a Motion Tracker object and to load the footage
    • Show dope sheet style data representation for selected track in the Graph Mode of Graph View.
    • The tracking direction can now be defined per keyframe
    • Tracks can now be frozen, to prevent them from being changed by other edits
    • Newauto re-keying options automatically inserts a key whenever the 2D error reaches a certain threshold to improve tracking for tracks where the size or orientation of the surface changes significantly
    • New 2D Tracks editor mode
    • User Tracks list
      • Selected tracks are highlighted in the Cinema 4D standard way
      • Individual tracks can be renamed directly within the GUI
      • Full set of standard selection interactions supported
      • Ability for user to re-order tracks
      • Multiple column data display to show the main track settings
      • Support for folders
      • Cursor navigation
      • Ability to delete track(s) using the Delete key
      • Pop up context menu with relevant controls.
    • Tracking direction indication in Graph View
    • Multi-selection and editing of mask vertices is now supported
    • New dockable Track Window that shows the zoomed view of a 2D Track
  • SDK
    • C++
      • New MAXON API
      • Project tool
        • to generate project files for different operating systems
        • support (optional) style and syntax checks
    • Python
      • Integrated Python updated to version 2.7.14, including updated OpenSSL module
      • Script Manager: Python scripts can now also set the menu state, as it was possible in previous versions with C.O.F.F.E.E. scripts
      • Improved developer workflow due to better integration into external IDEs, including code auto completion
      • First exposure of MAXON API in Python

Thea render V 2.0 released

August 08, 2018
Thea render- one of the best and fastest unbiased render is now with more power and features. Thea development team had worked hard to deliver GPU-CPU hybrid render with amazing quality and speed. If you are new to thea, you must check this post.

Thea render V 2.0 is only available as plugins for Sketchup, Rhino and Cinema 4d. They omitted developing the standalone render and other plugins like 3ds max, Blender etc.


Here are some videos and features.

Thea Render is the most versatile renderer featuring state-of-the-art unbiased, biased and GPU engines. All the engines operate within the same framework and switching from one to another is just a click away. Check out the supported features per engine here.

RENDER ENGINES
PRESTO
With our engine running on both the GPU+CPU, interactive photorealistic rendering was never better.

UNBIASED
The unbiased core of Thea produces the most accurate results and stunning photorealistic images.

ADAPTIVE
When it comes to faster and higher quality rendering or walkthrough animations, the biased engine is the real deal.

ENGINE FEATURES

High Accuracy & Performance
In Thea Render, we introduced innovative techniques and algorithmic optimizations to achieve superior performance. All possible paths of lighting transfer are explored, delivering the highest accuracy.

Zero Setup Time
One of the great advantages of using the unbiased core is that no effort is needed to set up the engine. Realistic results are produced without any artifacts. This way, the artist and designer can focus exclusively on bringing their ideas to life, without fiddling with any engine parameters.

Fast Interactive Rendering
Presto is great fun to work with, especially since you can get immediate feedback with production quality due to its fast, interactive response.

Volumetrics & SSS
Participating media and Sub-Surface Scattering are resolved with full accuracy utilizing our optimized volumetric scattering techniques.

Split Frame
Systems with multiple GPUs can use the Split Frame option to vertically divide the rendered image into as many parts as there are devices on the machine, for faster interactive refresh rate.

Back-Face Material
A separate material can be assigned to the back face of a surface. This is very useful for models without thickness like labels, leaves, etc.

Resume/Merge Render
The user can stop a rendering and resume later without losing any progress. This is ideal when resources are limited or render job needs to be transferred to other workstations.

More features…

    Linearized Roughness
    Blackbody & Full Spectral Color support for Presto
    IOR sampled files support for Presto
    Adaptation for many light sources
    Optimized GPU Kernels
    Interactive Position Updates

Light Simulation
A strong mathematical framework that has led to a very robust unbiased core. It can be also considered as a light simulation tool, performing calculations in the full visible spectral space and including advanced phenomena like volumetric scattering and spectral dispersion.

Unique Material Editor
The material system with Physically Based material primitives and Advanced Layering System is at the heart of the render engine. These features lead to the most realistic and convincing renders.

Instancing
Millions of instanced polygons can be rendered without an issue due to our geometric compression techniques. And even if scene cannot fit in GPU, Presto can still run entirely on the CPU.

Denoising
There are two denoising methods to choose from. NVIDIA® OptiX™ delivers fast unsurpassed denoised renders. And in case that NVIDIA GPU graphic card is not available our built-in denoiser can still be used to accelerate production rendering.

Custom Component Evaluation
Custom Material and Light Evaluation allows the user to select which components (such as Diffuse, Translucent, Reflectance, Transmittance, and SSS) will be evaluated for a given material and light, thus removing unwanted contributions and accelerating render times.

Tone Mapping
Two new Tone Mapping operators have been added in Thea Render. Filmic allows the user to have complete control over Highlights and Shadows while Reinhard provides a robust way to automatically compress high dynamic range renders.

AMD Open CL Support
Support for AMD Graphic Cards rendering has been added through OpenCL. Please note that this feature is Windows only and under continuous improvements.

Cuda 9 Support
Thea Render supports Cuda 9 making it possible to use High-End GPUs like Titan-V.

Videos





Visit official website for more : Thea render

Malayalam text animation in after effects tutorial

August 08, 2018


In this tutorial you will learn to create 3d reflective golden text in after effects. The audio language is in malayalam. If you guys need English version please comment below I will create English version. You will learn to type malayalam text in after effects malayalam text in photoshop 3d bevel text in after effects animated reflection on after effects particle in after effects #malayalaminaftereffects #aemalayalam #aftereffectsmalayalam #3dtextae #goldtextae #aetemplate #cgmalayalam #malayalamtyping #fermicg

Illustrator to After effects: importing and animating graphics

August 08, 2018
In this illustrator- after effects tutorial you will learn a practical  and easy way to import vector graphics in After effects as separate layers and animating them.

Most of the time the graphic artist might deliver a non animatable version of Illustrator file. Do not blame them, its the way they work. We need to make some adjustments inside the Illustrator to make them easily animatable inside After effects.

Unreal engine offline installation

August 30, 2017
unreal engine ue4 offline
Epic games Unreal engine, UE4 is one of the most famous game engine available in the market. Due to its power, popularity and free of cost many of us want to try it. But you are limited with online installation only. You need to download at least 8gb of data to work. 

And if you want to use the same installation to another PC or laptop, there is no straight way to do so.
Fortunately you can move or copy the installation file from one pc to another.

If you just copy the installation file from program files to another PC you will get dll error upon launching the program.

You must copy all the data from installed pc to other.

So here are the list of files you need to copy (remeber you need to copy all the contents of the folder to exact same location of other PC).

1. Copy Epic Games folder from C:\Program Files\Epic Games  and move to the exact same location of second PC

2. Copy Unreal projects folder from C:\Users\xxxxx\Documents\Unreal Projects to second PC

3. Copy Epic folder from C:\ProgramData\Epic to the same folder of second PC (you need to turn on hidden files visibility under explorer settings to see this folder)

4. Copy   UnrealEngine,  EpicGamesLauncher ,   UnrealEngineLauncher folders from      C:\Users\xxxx\AppData\Local  to the same location of second PC

5. You can download epic game launcher from Unreal site and install it to get game launcher and other dependencies installed. No need to connect to internet. Or just copy Epic games folder from C:\Program Files (x86)\Epic Games to the same.

In order to launch the editor  double click   C:\Program Files\Epic Games\UE_4.17\Engine\Binaries\Win64\UE4Editor.exe

Please be noted that this is a simple work around that give an option to launch Unreal engine in an offline PC. It is not really recommended. In order to get complete functionality, compatibility and other publishing tool you have to use the the game launcher and sign in with your account. You can always skip the downloading of all the contents and manually copy pasting the files to the exact location using above method.

For more information and downloading https://www.unrealengine.com/en-US/what-is-unreal-engine-4


Live paint spline curves on surfaces in Cinema 4d

August 20, 2017
Live painting/ dynamic painting spline/curves on Cinema 4d is really easy. I came from Maya , and I used to the live paint features of Maya a lot. When I started using Cinema 4d it was really difficult to paint curves on a mesh. Fortunately there is a work around for this feature. In Maya you have to turn the option make live for selected mesh, and you can attach curves on that surface just like in Illustrator or Photoshop.
So here is the work around, turn on snap in Cinema 4d, use 3d snapping instead of auto snap, and turn on polygon snapping. Just watch the video and you will get the idea.

Cloner id/number as text object in Cinema 4d tutorial

August 20, 2017
In this tutorial I will show you a quick and easy way to get Cloner Id/ numbers inside Cinema4d. You can feed the cloner Id to a text object and display the number as text objects in your scene. This is real quick way to create sequence of numbers in any arrangements according to the cloner. Just using a simple expresso connection you can get amazing results with in seconds.

Flower blooming animation in Cinema 4d tutorial

August 20, 2017
Flower blooming animation in Cinema 4d is easier than you think. You just have to figure out how to bloom/open your flower inside Cinema 4d. In this quick video I will show a quick way to animate the flower blooming effect. In this tutorial I start with modeling a simple flower, and add deformers to create the animation. Bend deformer is your friend to get the desired effect. After the animation just use cloner to replicate the petals to make a flower. Add a plain effector to randomize the animation.

Download the scene file

You can also check flower blooming animation in maya


Mineral water bottle modeling tutorial by FermiCG

June 11, 2017
In this tutorial you will learn about modeling a mineral water bottle in Cinema4d. We will start with creating basic shape with curves then using different nurbs modeling techniques we finish the bottle model. I used a non destructive way for creating this bottle so we can make any changes to the shape of the bottle later. Once finish modeling we will add more details such as pattern and extruded logos to the bottle.
Later we will discuss about creating clear plastic materials inside Cinema 4d thea render and corona render.
You will also learn to bake normal and displacement maps inside cinema 4d.
In the last part you will learn to create thin glass or thin plastic materials inside cinema 4d render. You also learn to create water drops without using any 3rd party plugins. You also get several tips to optimize the scene so the final rendering will be super fast. Imagine with all these details reflection and refraction using cinema 4d standard render you can get a full hd render with in seconds. Finally using photoshop we will add depth of field aka depth blur.















Animated patterns in After effects tutorial by FermiCG

June 03, 2017
Hi in this quick video tutorial you will learn to animate patterns inside After effects. We will start with importing downloaded vector illustrator file.Using After effects internal commands we will convert Illustrator file to shapes and paths.Once you get the after effects path you can do crazy effects and animations. We will just do some simple tasks such as filling path and doing trim animation so the path look like growing from nothing. By the help of some expression we can do automatic pattern animation.
Hope this tutorial help you guyz creating some amazing stuffs inside After effects.

Ghost in the shell Cinema 4d tutorial

May 01, 2017
In this tutorial you will learn to create an amazing use of Cinema 4d's sketch and Toon settings. You will walk through the process of creating Ghost in the shell movie effect using Cinema 4d. You will also get an idea about creating the HUD effect.

This tutorial covers the following topics

  • Cinema 4d Sketch and toon effect basics
  • Contour lines in Cinema 4d
  • Creating dotted and patterned lines in Cinema 4d
  • Sketch materials in Cinema 4d
  • Sketch styles tag in Cinema 4d
  • Material selection tags in Cinema 4d
  • Compositing in After effects

Author   : Eyedesign

                 http://instagram.com/eyedesyn
                 http://twitter.com/eyedesyn
                 http://www.facebook.com/eyedesyn


Free scene files for Cinema 4d

April 30, 2017
Cinema 4d is an amazing software. Creating mind blowing motion graphics and other animations are easy in Cinema 4d. Learning Cinema 4d is fun. You can watch tons of tutorials over YouTube/Vimeo and other web resources. But getting a full scene file is more helpful for experimenting. Isn't it?

There are people letting to download Cinema 4d scene file free of charge. They even let you to use it on your commercial projects.

Mike Winkelmann from Beeple is a great artist who create and share a lots of Cinema 4d scene files. Honestly speaking I even downloaded most of the projects and carefully learning the techniques he used to create awesome animated videos. Most of them are simple techniques, you never tried. May be, but I learned a lot. So you can also download all these files and start experimenting.
Property of Mike Winkelmann from Beeple 


Here is the link for download


Still confused?

Watch some of the videos










Impressed? Jump to his website and download the projects. Happy experimenting.
 
Copyright © FermiCG. Blog Templates By FERMICG