Let’s take matters into our own hands hands!
I present to you SMART SPLIT & DeMesser for Cinema 4D
Split object by selections or clean up your objects from empty material tags, empty selections and material tags with them!
https://t.co/1wrsTmzJDC
#c4d#cinema4d#split#modeling
#cinema4d#redshift Quality of life WIP
Nodes and ports connection in any combination possible, merging a chain(or one node) into existing connection and many more
@AnthropicDualiT@F3hliks@NVIDIAGeForce@RobertsSpaceInd@digitalfoundry Totally, people should use whatever they want, but NVIDIA just killed a somewhat good upscaler making is a slop machine that runs on 2x5090s.
I’m not even gonna talk about faces cause that’s a separate issue 😁
@AnthropicDualiT@F3hliks@NVIDIAGeForce@RobertsSpaceInd@digitalfoundry Here’s a good example of how it does lighting wrong. Foreground is in the shade, there’s no sharp shadows, everything is dimmed but on dlss5 it levels everything out adding a sharp contrast and sharpens the hell out of the image
@AnthropicDualiT@F3hliks@NVIDIAGeForce@RobertsSpaceInd@digitalfoundry But every game has a specific art direction. Everything is intentional, including the lighting.
This… is an abomination!
It adds zero value to the game, yassifies faces and breaks the visual depth.
Oh and looking on DF record it’s the best they could’ve picked for examples.
@AnthropicDualiT@F3hliks@NVIDIAGeForce@RobertsSpaceInd@digitalfoundry There is no hidden visual at all. It imagines/tries to imagine what could be there. That’s why it has an uncanny effect.
Relight for a scene inside the rendering pipeline is not new at all, you have access to normals and albedo. But new lighting is wrong completely
@AnthropicDualiT@F3hliks@NVIDIAGeForce@RobertsSpaceInd@digitalfoundry Tbh I like the OFF version. Yeah, it looks a bit outdated, but slapping a vignette, adding brightness, flattening everything with sharpness does not look good.
I agree that trees have a shadow now, but those are different trees 🤣
And BG dead
Art Direction goes out of the window.