We will be at the NAB Show next week and showing the latest version of U-RENDER. See us at the Maxon booth #SL5627 in the South Hall.
occasionally subtle
RMH

No title available
d e v o n
Phantogram Three
Cookie Run:Kingdom Official!

Product Placement
The Bowery Presents
Fieri Frames
let's talk about Bridgerton tea, my ask is open
The Stonewall Inn
Interview Vampire Daily
taylor price
Claire Keane

PR's Tumblrdome

Discoholic 🪩
todays bird
cherry valley forever
🪼
No title available

seen from Saudi Arabia
seen from Russia
seen from United States

seen from United States

seen from Jordan
seen from France

seen from Germany
seen from United States
seen from France

seen from Ukraine
seen from T1
seen from Türkiye
seen from United States

seen from Colombia

seen from Türkiye

seen from T1

seen from United States

seen from United States
seen from Türkiye
seen from United States
@urender3d-blog
We will be at the NAB Show next week and showing the latest version of U-RENDER. See us at the Maxon booth #SL5627 in the South Hall.
In preparation to the world wide release of our high quality real-time rendering solution for Cinema 4D we are announcing that Tachyon Render is now called U-RENDER.
This journey started out with a code name and a prototype and the goal to deliver high quality images with the shortest possible render time. In preparation to the international launch we were looking for a name that we could market around the world: U-RENDER, a high quality real-time renderer developed by UPPERCUT group. Expect to see according changes in branding on our social media channels and website.
We are excited to start the journey to bring real-time rendering to 3d artists around the world and would like to invite you to join us.
Expect more details in the coming weeks.
We are testing Tachyon Render with some of the scenes that come with Maxon Cinema 4D and can be found in the content browser.
This R19 ProRender scene is by Silverwing (http://silverwing-vfx.de). We tested how far we can push it in real-time.
Here's a short video that shows it rendering in real-time on a GTX 1060: https://www.youtube.com/watch?v=u1E8HCf0K7Y
We have spent the last couple of months on improving all features across the board. We are also intensively working on test automation which will allow us to reduce the time needed to deliver new releases while increasing the quality of builds.
We have spent the last couple of months on improving all features across the board. We are also intensively working on test automation which will allow us to reduce the time needed to deliver new releases while increasing the quality of builds.
Continue on the website to learn about currently implemented and up-coming features.
We are intensively testing for usability, stability, fitness for use in production and workflow issues. This will still take some time until the public release.
We want to provide a great experience for users.
Thank you for your patience.
Displacement Preview - Tachyon Render
A quick update from development: We would like to show some early results from our geometry displacement feature in Tachyon Render. The displacements are generated on the fly by the GPU using its tesselation feature. We are aiming to support not only greyscale height maps but also vector displacement maps. This is an early preview. We are still working on the details.
During development we continuously test Tachyon Render’s material system. See our results on our homepage.
http://tachyonrender.com/news/2017/03/material-tests/
We are moving all Tachyon Render related videos into their own channel. No more distractions. Pure Tachyon Render bliss.
Head over to Vimeo or Youtube and subscribe!
Vimeo: https://vimeo.com/tachyonrender YouTube: https://www.youtube.com/channel/UCFs5KO_CreiUQj4Gxrqbong
See yout there!
Hard at work to get the alpha version done.
Getting the scene out of Cinema 4D often takes longer than rendering itself. So we are looking into ways to accelerate this.
A quick preview of the shadow types we have right now in the Tachyon Render Alpha version. We have implemented a range of different shadow algorithms in Tachyon…
A quick preview of the shadow types we have right now in the Tachyon Render Alpha version.
We have implemented a range of different shadow algorithms in Tachyon Render. You can choose from fast, simple shadow maps all the way up to physically accurate shadows which trade performance for high quality results.
Our goal with Tachyon Render is not only to have high quality real-time materials but also to provide a workflow that is as familiar as possible. One very important aspect the materials. We want to be able to create a wide range of different materials that match what you can ...
Comparing Physical Renderer and Tachyon Render
Our goal with Tachyon Render is not only to have high quality real-time materials but also to provide a workflow that is as familiar as possible.
One very important aspect the materials. We want to be able to create a wide range of different materials that match what you can create with Cinema 4D's reflectance system. Sure, there are limitations with real-time rendering when it comes to layering complexity but the basis needs to be familiar.
To make sure we hit this goal as closely as possible we are frequently making material comparisons with Cinema 4D's own renderer.
We are excited to show you some results that are possible with Tachyon Render. We are implementing a physically based material that allows to create a wide range of different surfaces with a single material. The material user interface is not quite ready for prime time yet. We are still ...
We are working on physical based realtime rendering in Maxon Cinema 4D
Is this a crazy idea? We would love to hear your feedback!
#Cinema4D #C4D #Rendering #PBR