When I try to Render My Cinema 4D Lite file the SAVE option does not give me the option to add a location on where to save the file. When I try to render anyways I get the "There is no File name specified for the rendering image" message. Can someone please provide guidance on how to fix this issue? Below is a screen capture of my Save screen in render settings
in the time it took you to type this up, you couldve just answered the question. i have the same question too but when i googled this, the answer i got was someone nagging the poor guy on why he should study more...
Rick, I agree wholeheartedly with the above user - that level of condescension (and time-wasting for yourself as well) isn't very constructive. It assumes a host of ridiculous notions. Help, or don't help - it's a large world, and many people want to be genuinely helpful to newer users.
Rick, you of all people should know that most people "study" by utilizing community resources like forums, tutorials, and the guidance of seasoned pros. The only thing one accomplishes by belittling a novice is to make it painfully obvious how deeply one's slipped into the grumpy, "can't-do-teach" category of chatroom trolls.
Cinema 4D is one of the most popular 3D software, used in the field of motion graphics, architectural design, product visualization, VFX and many more. The RebusFarm C4D Render Farm supports all Cinema 4D built-in and external render engines such as Corona, V-Ray, Arnold, Redshift, Octane and many more. We also support all common plugins.
The French artist Fred Pirat completely produced and rendered his commercial with the help of RebusFarm in just five days. 'Paperless' is an example of a charming little movie with a touch of emotion. The Cinema 4D Cloud Render Farm can turn you - even with a small budget - into a big studio.
How to use Maxon's Cinema 4D with our render farm? This video tutorial shows you in a few steps how you send your job super fast and super easy to our render farm. If you have downloaded our software, you will find it directly integrated in your Cinema 4D menu. Our new Render Takes feature makes rendering easier and saves you time. Our recommendation: The Render Cost Estimation helps you to get a price estimation based on a few test frames. The QuickCheck lets you see if your job is ready to be uploaded to the farm. After uploading, the render process is started automatically and you can sit back and relax. In our ControlCenter you have the overview of your render jobs and you can manage everything. Check our tutorial to see how fast it can be to render and download your job!
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Cinema 4D is a professional 3D modeling, animation, simulation and rendering software solution. Its fast, powerful, flexible and stable toolset make 3D workflows more accessible and efficient for design, motion graphics, VFX, AR/MR/VR, game development and all types of visualization professionals. Cinema 4D produces stunning results, whether working on your own or in a team.
Thanks to its new core, Cinema 4D is numerous times faster than previous versions and offers unparalleled power for your most demanding scenes. We have optimized all areas of the software, making it even more responsive, while keeping the intuitive workflows that you have come to love over the years. You will especially notice incredible speed gains when playing back your complex motion graphics and simulation scenes in the editor.
You need to do your homework, download the trial versions of all three and take them for a test drive. I encourage you to map out what you value in a renderer. Is it purely speed? Versatility? The look it delivers? Stability? There are so many criteria to consider, I suggest making your own pro-con list and see which one rises to the top.
@Wesley Burrows This is from Tim in our QA team: "Symbols seem to be exporting fine in my tests, so this might be file-specific. The post says he submitted a bug report. Do you have access to his bug report? I'd like to take a look at his file to see if we can find a cause. Thanks"
Hi @Wesley Burrows upon investigation I have realized the reason for that is because you have Data Visualization on in your Design Layer. I'm not so certain about the reasoning yet but I'm looking into it. Meanwhile, turning Data Viz. off just for the export would be a workaround.
@Selin, Interesting. I don't know why that's even on, (or how to turn it off actually) I haven't had time to even look at it. I did notice some weird new geometry that showed up in my template file with 2020 but hadn't had time to investigate.
I've looked deeper into this and it is actually working as designed. Data visualization overrides the appearance of all objects. Because instances adopt the appearance of symbol definitions rather than the overrides, if we ignore data visualization and let export create instances, they use the color of symbols pre-data viz. Though plain geometry still uses data viz. colors. This creates a mixed effect that is wrong in any way. For data viz. to be rendered correctly, we need to disable instancing.
Sorry for the confusion. When we can't have both, accurate renderings and exports are higher priority than file organization and other optimizations.
I suggest turning off data viz. for symbol heavy exports like this and achieving your 'override' effect by modifying the symbol definition directly from Cinema.
As a simple rule we are using WYSIWYG. If you don't want the export to look like the design layer you will need to turn off data viz. If data viz is on we assume you want the C4D export to look identical. We feel that any other solution to this would just be confusing. It is like the current layer and class visibilities being used for the exported model.
Guys this worked for me like someone here said earlier. I did not have deferred rendering added to my list. I had everything else like Apple Pro Res, Anti aliasing e.t.c but for some reason I think I might have deleted deferred rendering. make sure this is among your items before you render
The AOV dropdown menu lets you easily preview any AOVs currently active in your scene. This can be helpful for diagnosing render issues like noise by being able to isolate the different render passes and see where the source of your noise is coming from. Below are some examples of a simple sphere, ground plane, and domelight scene. You can even check most of your AOVs during an IPR.
The Show Output Before Denoising button simply toggles back and forth between the denoised output and the before denoising render output. This allows you to quickly switch back and forth seeing the difference with and without denoising.
The Region Render button: or "R" hotkey toggles between full-screen or region rendering. Once in region rendering mode you can move around and resize the rectangular marquee that defines where Redshift will render.
Redshift allows you to select which scene camera to render from right inside the Render View by using the Render Camera dropdown menu. When you select a camera from the dropdown menu the Camera Lock button is automatically enabled. When the Camera Lock button is enabled Redshift will continue to render from your selected camera, even if you change active cameras in your DCCs viewport. This allows you to easily render from the correct perspective but continue working from a different perspective in your DCC. When the Camera Lock button is disabled again, Redshift will automatically switch back to the "< Auto >" camera selection mode which will render from the active camera.
The Freeze Tessellation button: lets you toggle on or offtessellation freezing. If you're using tessellation in your scene freezing tessellation can greatly improve your IPR responsiveness. When freeze tessellation is enabled Redshift will do its best to avoid re-translating the geometry each time a change is made. Depending on how much you are tessellating in your scene, freeze tessellation can mean the difference between near-real time IPR responsiveness or a slide show due to updating the tessellation on each new frame or scene change.
Please note that if you manually change any of your scene tessellation settings Redshift will re-translate the scene so that the new tessellation settings can be used even if freeze tessellation is enabled.
If you are using adaptive tessellation in your scene freeze tessellation might cause your IPR renders to look wrong due to the tessellation not being allowed to update each time a change is made like moving the object or camera closer to one another as depicted in the animation below. Batch rendering will still render out fine but freeze tessellation should be handled with care when trying to determine the final settings to use for an animation.
The Render Mode dropdown provides a quick way to switch between different diagnostic modes during an IPR render. Your three options are the default beauty render mode, a clay render mode, and a show samples view mode.