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TZORG: As with any 3rd party renderer for Cinema 4D, it's usually easiest to work through a plugin. The current Cinema/Maxwell is very good.I find it quicker to develop materials for Maxwell by hand - specific Maxwell materials will yeild better results at render time.However, if you want to start a bit easier on the brain then I would suggest you use either Interposer (the free version should be ok) or Riptide. This will set up up materials in Cinema that automatically get converted by the Maxwell plugin when the render button is pressed.You may have problems with Cinema4D alphas or transparency channels not working as expected but this is usually fixed easily.Come back and ask if you get stuck with anything. It's not very often I use Maxwell Studio so if you delve into that there is a Maxwell Render Forum atMany free Maxwell Materials from:Maxwell Render tutorials. Etc: (looks like its being redevoloped at present).Maxwell Render skies from:Mandrake7062: I am not an expert with Maxwell Render:-) I know where the render button is which is all what's usually required these days. Maxwell is very different to the dreadful pre-release RC versions! Quote - TZORG: As with any 3rd party renderer for Cinema 4D, it's usually easiest to work through a plugin.
The current Cinema/Maxwell is very good.I find it quicker to develop materials for Maxwell by hand - specific Maxwell materials will yeild better results at render time.However, if you want to start a bit easier on the brain then I would suggest you use either Interposer (the free version should be ok) or Riptide.Hi if the OP has R11they could Export from DS3 to colladawith all textures collected&intact and then import to C4D for rendering to Maxwell.The collada export from Daz studio is pretty good.Cheers.
I useOpen MAX file, collapse all VRAy materials to be Standard (might need to install a converter script), then export as OBJ - Using the Bryce setting usually works.When importing with FluidImporter, make sure you turn off Merge Coplanar and turn on Triangulate. I find this works the best then I run ThomThoms CleanUp.WARNING - Hi Poly models from Max imported into SketchUp can seriously become very heavy. A 3-4MB OBJ file can very easily become a 10-20MB SketchUp file.If you are using V-Ray 2.0 I would make proxies right away.
How to installIf you already have the plugin installed, it will check for updates and download them automatically.
As the CTO of Okino and MAXON's Cinema4D conversion provider since the 90's I'd just like to insert a few tidbits of info:- IGES 144/142/128 has been deprecated for a decade. There are 3 main versions of IGES: 1980's (bounded), 1990's (surfaced) and 2000's (BREP solids). 144/142/128 is the old 1990's version which all top-6 MCAD programs output by default and it is just technically bad.- The 'Engineering Bundle' is now obsolete as of 2011. For the first time in 14 years there is now a direct CAD - native C4D conversion system via our recently finished PolyTrans-for-Cinema-4D system:- In the direct manner in which I work with every Okino/Maxon customer, what you would normally do is email me with the name of your source MCAD program and I would tell you the technically proper way to source from that program. Every MCAD program uses and needs a different conversion method. 80% of my new customers do CAD conversion blindly and wrong, such as accepting whatever files are given to them, and then wonder why there is patch cracking or shading anomalies - it's all about the sourcing of the data which is most important.
I always make sure to educate and teach each of our Okino users how to do CAD conversion properly.- And as a minor point, CAD - C4D is always a 100% perfect process when done properly and using the correct file formats.
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That is because material is handled by the render engine to produce accurate shaders, you are importing the bare minimum of what is done in 3Ds Max into Cinema 4D, non of the softwares native render engine are the like.Camera animation and.obj geometry should be fine, as you pointed out, but the material/shader is not going to go over properly. I suggest you rebuild it within c4d.Unless you have two third party engines like vray, but I've yet to be successful to convert vray files from either program. I think the best you can do is use alembic or FBX to retain the camera and maybe the position of the lights. Models and textures wont crossover well at all.Alembic should be your first choice since it works almost flawlessly. FBX is kind of a bitch to get right.
Make sure you bake your camera animation first before exporting it. Also sometimes the Y and Z axis are inverted in C4D compared to other programs so theres a good chance your camera might come in rotated oddly.
Export 3ds To Cinema 4d
Just drop it in a null and rotate 90 degrees increments until the camera lines up with the scene correctly.