VRAYforC4D enables you to use V-Ray directly within Cinema4D using the typical C4D workflow. V-Ray is the de-facto standard in architecture & design visualization, car rendering, TV commercials and many more areas like in recent 3D Hollywood blockbuster AVATAR.
What makes VRAYforC4D special is its extraordinary image, light & material quality at unbeaten render speed. If you like C4D v13 you will love V-Ray. Nothing else in industry can give you similar renderings at that speed, maintaining at the same time artists freedom and adjust-ability. V-Ray combines real physical correctness due to true BRDF calculations, with high render speed & flexibility. It’s capable of delivering the same ultimate image quality also to flicker free object & camera animation, making it the first choice for many studios.
Multi Layered BRDF Materials
The best render engine is worthless if the material doesn’t behave fully correct according to natural laws of light. For physical calculation one needs true physical material (=BRDF). In Vray the BRDF material is the heart of V-Ray not an added effect, very fine balanced to work perfectly together with GI and all aspects of light reflection, absorption and scattering. It is multi-layered, based on true BSDF/BRDF code and brings highly realistic glossy reflections, anisotropy which can both be textured, and last but not least perfect and physically based subsurface scattering (fast SSS2, refractiveSSS), all at V-Ray light speed!
“Choose & Use” Presets
The VRAYforC4D 1.2.6 update just released brings many enhancements. Beside the super easy proxy2 which are even faster and more efficient than before, users can use GI now without losing one brain cell to any GI setting. The new Universal presets can be used for any scene, indoor and outdoor. Just choose, use and have fun. This presets bring higher quality than before with even more speed. With NOTHING to be needed to adjust(!). In the same manner there are ready to use animation presets that can be used for very easy non flickering object GI animation. This makes V-ray not only the fastest high quality engine, but C4D also easyier to use than ever before.
Power & Speed
You will be amazed by V-Ray’s render speed. Nothing comes close to V-Ray in terms of speed in high quality real world rendering. Glossy reflections, high polygon counts, GI, high number of area lights, animations, indoor & outdoor rendering, all will render several times faster in V-RAY (also compared to the v13 internal engine), in highest material, light and image quality. V-Ray is known to be the fastest high quality full feature render engine available.
Deep Cinema4D Integration
VRAYforC4D is designed by long term Cinema4D artists & developers. We use and love Cinema4d for more than 12 years. V-Ray renders directly in the editor & picture viewer. It renders all native Cinema4D objects, instances, lights, cameras, etc… It uses V-Ray tags to expand the functionality of the native C4D objects.VRAYforC4D ensures a very native “C4D like” feeling and nice integrated workflow.
V-Ray is available today on all major platforms, Maya, Max and C4D, it became an industry standard over the last years, used in productions like Avatar. V-Ray on regular basis is pushing the boundaries of technology to next steps, making things possible in production workflow that had been unthinkable just short time ago. Most major engines on the market look at V-Ray and try to develop in similar directions. It stays ahead as technology leader, this ensures your investment in V-Ray also for long terms. Artists who have already experience on other V-Ray versions will be able to use it on any V-Ray immediately. All versions deliver the identical V-Ray render quality and speed.
It’s good, it’s fast, it’s stable!
To ensure your investment, we can also confirm that we will be able to publish a V-Ray compatibility update for a possible future MAXON Cinema4d release the same day it gets released by MAXON.
SPLINE UV MAPPER
With the Spline UV-Mapping plugin for MAXON CINEMA 4D you can create UV-coordinates for any mesh simple and fast. This will allow you to use UV-mapping on meshes that were created with 3D-scanners, metaballs or similar techniques. The U-coordinates are placed along a spline object you define; the V-coordinates can be set by spherical or planar projection.
Simply right click on the object you want to edit and select the “Spline UV-Mapping” tag from the context menu. Create a spline object that follows the shape of your object and drag & drop this spline object into the plugin tag. UV-coordinates will be created based on the shape of this spline and it’s rotation.
The created UV-coordinates are stored in an UVW-tag. After you have created the UVs you can simply delete the plugin tag and hand your mesh over to the texturing, animation or rendering pipeline. When the Spline UV-Mapping plugin is applied all texture tags of your edited object will automatically switch their projection mode to “UVW Mapping”.