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Showing content with the highest reputation on 01/01/2024 in all areas

  1. My understanding is that fundamentally the new c4d core has been in c4d for about a decade now, however nothing particularly changed after it was added because of how it was done and the amount of time to truly convert everything over. When the new core was added, c4d was converted to run as a plugin for the new core, so the c4d you see is actually a subset of the new c4d app. As new features were created, they were made to run under the new core. So for example the material node system runs natively in the 'real' c4d whilst xpresso nodes are legacy and thus run in the plugin sandboxed c4d. Off the top of my head, physics, poly modelling, effectors, volumes, the viewport, timeline, mograph, rendering have all been moved over. With R2024 they sort of moved the main object handling system over which is why some stuff is many times faster. However, some parts are still legacy and hold stuff back. In particular sketch, hair, motion tracking, TP and a few other bits. As these legacy parts continue to be shed, more speedups are likely,
    3 points
  2. no, the process is still going. a new core entails alot of things. and it is not easy to execute while also having the same software being used in production. basically, as the article said, it is multithreading alot of processes. multithreading, especially with old code, which almost every 3d program is old code from the 90s, is not easy to add. many things break and everything gets messed up. typically, when adding multithreading, most devs would do a completely new package, but maxon cant do this with cinema4d, they have to implement it to the same program. (see grasshopper 2 by the mcneel guys. they implemented multithreading but it is a completely new grasshoppper, seperate from the old one) just read these articles on the diffculties of implementing something like this: https://discourse.mcneel.com/t/lets-talk-about-grasshopper-2-0/140402 https://www.yumpu.com/en/document/read/51561134/multithreading-houdini-multithreading-and-vfx also, maxon moved from opengl viewport to a directx12 viewport for windows. this is a brand new and completely different viewport API which is much more performant and closer to the metal than opengl. however, this also comes at the cost of more instability as usually lower level code is very sensitive. but dx12 is extremely fast and comes with a solid feature set. this complexity is further amplified by a brand new simulation system theyre trying to add. these things aren't easy to do, and you cant just throw money at the problem. it requires the right team with the right knowledge and skills. right now, cinema4d is the only program that has managed to implement a brand new viewport API. none of the other 3d packages have fully implemented either Directx12 or Vulkan yet. Blender have only just started working on Vulkan viewport and probably some other core things. --------------------------------------------------------------------------------------------------------------------------------------------------------------- be patient, good things come to those who wait. at the end of the day, this only gives you plenty of time to get good at the tools already given to you, before new ones come along.
    1 point
  3. Ok I understand now you have a lot more reasons for branching outward than just the OS issue. I guess that was more of last straw sort of thing rather than the sole reason. It sounded like you just wanted a few more good years of using r19 and if that was all you wanted then using an older os would be a good solution, but I understand now you want more than just that. I think you should absolutely pick up Blender if nothing else. I don't think Houdini will give you what you want but they have a free apprentice version if you want to explore a little.
    1 point
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