![]() It gives you the feeling that C4D is in a perpetual state of beta-ness. Redshift is the obvious choice, but even RS STILL isn’t completely integrated into their own Cinema4D package.Īnd then there’s another recurrent thing with Cinema4D: when new features are finally introduced, most are never considered production ready yet (Maxon will stated this with geometry nodes, with Pro-Render, with the new capsule feature now). ![]() It means you will have to pay extra on top of an already quite hefty upkeep to get a decent competitive rendering option. When you buy into Cinema4D, you effectively are also forced to get a third-party render engine, because Physical Render is severely outdated and slow as heck. Same with sculpting, same with modeling, same with UV tools, same with particle effects, and worse: Maxon could have been Substance, if they had poured even a little bit of development effort into it. But it never got the attention it deserved, and at some point Substance and other competitors took the throne in the industry. ![]() But modeling certainly is not its strong suit.Īnd the main issue with C4D’s development has always been that the developers would introduce a brilliant new feature for the time, but then allow to let it whither.įor example, Body Paint was forward thinking for its time. Yes, some things are really easy and effective. ![]() The GUI is very configurable.īut the workflow is also (and I agree with here) rather clunky and inefficient. It has a logical workflow, and of course MoGraph. The foremost advantage of Cinema4D has always been its interface. But I stepped away from AutoDesk a long time ago (14 years now). The current ones that I still use either professionally at work or at home are Blender, Cinema4D, LightWave, Modo, and now I am learning Houdini.
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