Welcome ! , after a few years now its time to update the website to a much better look and added the latest in the web along with better typography , the website is now much more mobile friendly and its easier to find your way around it, everything should be where its expected along with all the new things to come , we continue to work on it to finish off things and make it look and function better , it is a work in progress so feel free to send us your feedback and as always , enjoy your stay .
A few days ago a new renderer has made its way to our beloved software Cinema 4D . Corona renderer has been out for sometime now for other 3D packages and is being developed constantly to add new features and fixing bugs with each release and now its available for Cinema 4D , but what is Corona renderer ?
Corona renderer is a CPU unbiased/biased rendering engine that is able to deliver high quality ( photorealistic) renders , its now in Alpha testing phase and by the time this article was written , Corona for both Cinema 4D and 3DS Max is free !
The Cinema 4D port of the renderer shows quite a promise as its proven to be stable and bugs free for the first public release , however it only provides basic rendering features , and its going to expand in the future to add more , its also worth mentioning that the core of the renderer uses ( and will continue to ) to use the latest by the developers which is used for other platforms .
Current Rendering Features ( Alpha )
- Progressive rendering and bucket rendering .
- Global illumination ( path tracing and HD cache ) .
- Depth of field and Motion Blur .
- Corona Material .
- Basic displacement .
- Full support for C4D’s 2D Shaders .
- Basic support for Cinema 4D materials .
- Physical Sky and Sun .
- Area Lights .
Other essential features such as Subsurface scattering , multipass , ambient occlusion , spot and IES lights , volumetrics , caustics , distributed rendering , instasing … etc , are not included as of yet .
Corona does really delivers high quality renders in acceptable time thanks to its unbiased ray tracing capabilities , and at the same time its presented in a simple to use user interface which is well integrated into Cinema 4d , the material editor is somewhat similar to the Cinema 4D one and provides you with the needed layers to create your materials with a very fast material preview sphere/shapes .
Rendering with Corona for Cinema 4D
The progressive renderer can be really useful and if you have used the physical renderer you should be familiar with how progressive renderers work , and the render times are very acceptable too . overall Corona can definitely be a great tool to have once the more advanced features are add into it , nonetheless this first release has almost what it takes to render realistic stills without a lot of effort . The image below is an example of that and in it i used what was available in the pre-release edition as a beta tester . ( with very little and almost no post processing )
Lighting with Corona for Cinema 4D
The lighting at the moment is at its basic form supporting HDR and adding its own Sun and Sky system and of course there is also different shapes of the area light , here are some example render for the interior scene using an HDRI and the results looks really decent with accurate lighting even with the limited exposure range on the HDR image used here ( the above image was rendered using a Corona Sun and Sky ) .
Corona shows a real potential so far for Cinema 4D users and hopefully it will be developed more in the future to add more of the essential features for production work and even animation projects as most c4d users are using Cinema 4D primarily for animation .
Learn more about the renderer and give it a try at corona-renderer.com . ( available for windows only )
This new compatibility update brings support for VRayforC4D 1.9 , 3 new studio setup presets , and also adds a new V-Ray Softbox option . this new vray shader which has now been included in the sofbox rig ( also the reflection plane ) allows you to add more interesting lighting effects and reflections , with an easy to use gamma control to control the range of the shader , here is a comparison image between the normal softbox and the new VRay softbox shader
VRayforC4D 1.9 features and baking option for C4D which are used for some of the rigs for VRay Studio Tools when using Distributed Rendering , this means that now you can use any of the tools and presets with DR as long as you enable the baking option with VRayforC4D 1.9 .
This update is now available for all current and new 1.3 users so make sure check your email today or over the next few days for a link , if you are a current 1.3 user and haven’t yet received an email the time you are viewing this post , please make sure to send us a request on the contact page .
After a few months of development and upon the release of VRayforC4D 1.8 , now comes an update to address a number of reported bugs and added or unlocked a number of new features .
Whats New ?
One of biggest changes to 1.9 ( and was the most consuming dev wise ) was the improvement of the object handling system ( more or less ) . and this change is not only setting the ground basses for VRay 3.0’s Core but its also a big improvement for the current build , you can find more info about that in the link at bottom of this page ( vrayforc4d forum ) .
DR : On The fly 2D baking for C4D Shaders
Yes , you can now use almost all Cinema 4D shaders with Distributed Rendering . Thanks to the new baking system , vray can now bake C4D 2D* shaders and send them as additional assets to the other machines on the network , no manual converting needed anymore , simply choose the resolution and render away !
VRay Distance Shader
The distance shader has been enabled for this release , with this shader we are able to generate a procedural map based on the distance of a number of objects ( similar to an extent to the proximal shader of c4d ) . This map can be used later on for different kinds of applications due to its proximity advantage and the fact that its faster to render than other proximity based shader such as the Vray Dirt shader . its worth mentioning that this shader can be used as a render boolean .
To use this shader simply choose the objects you want to generate a proximity map between them , add the Vray Distance shader where desired and then select the objects to add them to objects box within the shader .
The Distance shader is pretty much self explanatory and has simple controls overall , used creatively u can really do some interesting things with it . in the image below you can you can see the distance shader used as a render boolean . There are two example files attached and both different but the approach is similar and its by adding the distance shader to Alpha ( material wight ) channel of vray . please make sure to download the file to examine the two setups closely ( there will be a separate detailed tutorial on the distance shader ) .