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Maxwell Render v4 now supported!

Next limit Maxwell Render v4

Maxwell Render V4

Morecores add support for Next-limit Technologies Maxwell v4 render engine on the Morecores Render Service Platform.

After requests by Maxwell Render V4 power-user Wieger Poutsma of Fisk-Imaging, who at the time was looking for a Render Service that supports Maxwell v4, Morecores has developed support for Next-limit Technologies’s Maxwell v4 renderer. With great support from Maxwell’s Sales representative Martin van Stein we were able to speed up platform development for Maxwell Render V4. After testing procedures we can now deliver our performance to all Maxwell v4 users worldwide.

Meanwhile we have delivered Maxwell v4 renders for Wieger, as he had a very tight deadline on his latest project. 

Capacity

Currently we can deliver 100 36-core Xeon 60gb Maxwell v4 nodes simultaneously. Every node has a Cine bench score of 2520 CB points. Thus resulting in the power of 252000 CB points available capacity for your project. Other configurations are available upon request. Depending on the type of render project, animation or still, we wil decide what will deliver the best price/performance for your project.

Workflow

At morecores we deliver your projects with personal support. Contact us for your project, we discuss your preferences, and test your file. Then we quote a price for the job. Calculate your project using our Render Farm Cost Calculator Payments are handled through our payment gateway. All mayor creditcards are accepted as wel as Paypal. Deposit funds into your account for your convenience. 

File transactions are handled through Morecores Cloud, with its client allowing 2-way communication. You transfer the files to our cloud and the results are synced back to your desktop automatically. Our cloud client ensures your files are checksummed when synchronizing them in our Cloud, and back to your workstation.

Support

As we already mentioned, we deliver our renders with personal support. Our support takes your project from start to delivery.

Phone : +31 6 27283174

Email : Support@morecores.com

Interested? Contact us right now!

Introducing : Morecores Cloud

Morecores Cloud - Easy render project transfers

Morecores Cloud – Morecores Render Service

A fast and easy way to transfer render projects from and to Morecores Render Service

Now available at Morecores Render Service : Morecores Cloud.

Easy share and up/download your project files. Render results are downloaded in your desktop background.

Read these 10 simple steps!

Step 1 – Request Credentials 

Morecores Render Service - Morecores Cloud - Fast and easy Render Transfers
Morecores Cloud – Fast and easy Render Transfers

Step 2 – Login using credentials

Morecores Cloud - Easy render project transfers
Morecores Render Service

Step 3 – Download Desktop Client (OSX, Windows, iOs, Android)

Morecores Cloud - Easy File Transfers
Morecores Render Service

Step 4 – Install Client, Connect to Morecores Cloud url using https://cloud.morecores.com

Morecores Cloud - Easy File Transfers
Morecores Render Service

Step 5 – Enter Credentials

Morecores Cloud - Easy File Transfers
Morecores Render Service

Step 6 – Configure Folder Preferences

Ensure you have enough disk space to receive your render results.

Render projects can easily generate up to 50 to 250gb of raw frame data.

Make sure the storage device you select has sufficient disk space.

Morecores Cloud - Easy File Transfers
Morecores Render Service

Step 7 – Finish Installation and get started

Morecores Cloud - Easy File Transfers
Morecores Render Service

First part done ! – The client will start syncing with Morecores Cloud immediately…

Morecores Render Service - Morecores Cloud - Fast and easy Render Transfers
Morecores Cloud – Fast and easy Render Transfers

Step 8 – Adjust Morecores Cloud client Advanced settings to receive Render Results

Be sure to uncheck : “Ask confirmation before downloading folders larger than 500 MB”

 

Morecores Render Service - Morecores Cloud - Fast and easy Render Transfers
Morecores Cloud – Fast and easy Render Transfers

Step 9 – Share your project with Morecores

Right-click on your file in your local Nextcloud folder and select Share with Nextcloud.

Share it with user “Morecores”

Morecores Render Service - Morecores Cloud - Fast and easy Render Transfers
Morecores Cloud – Fast and easy Render Transfers

Ensure you fully share the file with Morecores

Can Share – Can edit > Click apply

Done! Your results will arrive as soon as possible, in a separate folder in your client.

Questions ? Contact Support

 

HDRI Studio Rig Plugin Support

HDRI Studio Rig plugin

 HDRI Studio Rig Plugin now supported.

Recently we’ve added support for the HDRI Studio Rig plugin by Greyscalegorilla on our render farms.

HDRI Studio Rig is a lighting plugin from Greyscalegorilla that simplifies image based lighting in Cinema 4D*

Add perfect Global Illumination lighting and reflections to your scenes with ease with HDRI Studio Pack.

Over 70 custom made HDRI studio images and custom HDR rigs were made to light your scenes, animations and products. These HDR Images were captured from Professionally lit 3D product studios so your renders look just like the pros.

*Compatible with Standard and Physical Renderer Only

Get your Render price now

HDRI Studio Rig plugin FEATURE LIST :

  • Legit Cinema 4D Plugin – not a script or content browser add-on.
  • Easy To Use HDRI Interface.
  • “C4D Shadow catcher” included.
  • Seamless floor controls for perfect backdrops.
  • HDRI Browser for quickly changing your HDRI.
  • Render Setting Presets for quick and easy rendering.
  • Easy to use Slider interface.
  • Change scene brightness and reflection brightness separately.
  • Easily blur your HDRI for better GI effects.
  • “Rotation preview” for aligning your HDRI to suit your needs.
  • Works with all GSG HDRI Packs (sold separately).
  • Exclusive Fill Light for easily adding light everywhere.
  • Built in color correction controls.
  • Background options for perfect alphas and backgrounds.
  • Background gradient controls.
  • Studio quality floor reflection built in.

 

 

Greyscale Gorilla HDRI Studio Plugin Support
Greyscale Gorilla HDRI Studio Plugin Support

 

Calculate your offer : Render Farm Cost Calculator or send us your test renders : support[at]morecores.com.

Cineversity CV-VRcam Plugin now supported!

Now Supported : Cineversity CV-VRcam

Cineversity CV-VRcam

This great plugin allows Cinema 4d modelers to create VR content using Cinema4d. The Cineversity CV-VRcam plugin is now supported on our render service.

Render your VR content now with the Cineversity CV-VRcam plugin. Set your cameras and render instant content for your VR headset.

CV-VRcam is available for Cinema 4d R17 & 18.

Send us your CV-VRcam file for test rendering. Get in touch 

Use the Calculator for an estimate, or contact us directly to test your file and receive a quote.

 

-Team Morecores

Cinema 4D Release 18 now available

Cinema 4d Release 18 - Morecores Render Service

We are proud to serve you the latest Cinema 4d Release 18!

Our render nodes are happily waiting for your Cinema 4d R18 compositions!

Contact support for questions!

-Team Morecores

Morecores Render Farm Calculator

Morecores Render Farm Calculator Now Available

Our new Render farm calculator is now available.

Morecores Render Farm Calculator

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Choose between optimal efficiency or choose the fastest package available for your project.

Submit your details and your farm is launched immediately!

Click here to find out

– Team Morecores

Cinema 4d Release 18 Announced

Morecores Render Farm Cinema4d R18

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Maxon has announced Cinema 4d Release 18! See the article for full feature list.

As soon as R 18 has been tested, it will be available for you!

-Team Morecores


CINEMA 4D RELEASE 18 COMPLETE FEATURE LIST

ANIMATION

  • New Quaternions workflow
    • There is now a Quaternions group in the Coordinates tab
    • The key attributes for Quaternion Rotations have a new option for Quaternion Interpolation types. The user can choose between different interpolation presets there.
  • Constraints workflow
    • Parent Constraint
      • The new “Local Offset” attributes field presents the internal offset that the constrained object will have with the “parent” targets
      • New Interactive Transform checkbox allowing the user to interactively edit the constrained parameters
      • New Record button provides an easy way to keyframe the Local Offset and Strength values of the targets
      • Negative scales and constraints are now supported
      • New Parent Constraint parameters
        • “Local Offset” are animatable parameters representing the offset the target (parent) has from the constrained object (child)
        • “Interactive Local Offset” is a checkbox that enables the user to interactively adjust constrained parameters and have the Local Offsets update to the new adjustments
        • “Auto-Reset (Legacy)” is the Auto-Reset mode which is now implemented as a Legacy mode, for compatibility reasons with old scenes
        • “Update Local Offsets” is a new cycle button that will allow to update the Local Offsets based on the constrained object’s coordinates, or setting one of the Targets as a new main target. This will allow for a seamless transition to that target.
        • “Record Optimized” is new cycle button which allows recording all the Weights and Local Transforms of all the Targets, in an optimized way
      • The new Shift Priority Tag can be used to shift priority values of expressions
      • The “Breakdown Color” option in the keyframe attributes of the Timeline now allows setting an alternative color for keyframes
      • The Timeline’s baking function is now able to bake an Alembic object to native PLA animation

EXCHANGE

  • Alembic
    • Alembic module is now based on SDK 1.5.8.
    • Support for vertex colors was added
    • The internal tags which represent the data streamed from *.abc files are exposed to the user on the Alembic generator now
    • There now is a placeholder tag for the Subdivision Surface Weight tag
    • The subdivision method is now written to and read from the Alembic SubD scheme
    • Alembic generator has a new option for Creases and Corners used for weights of SDS objects
    • Alembic generator has a new value to be able to scale SDS weights
    • New Import options
      • “Color Maps” option allows color information (RGB and RGBA) to be imported and Vertex Color tags to be created
      • Importing “Points” with “As Polygon Object” reads the color (RGB or RGBA) property and creates a Vertex Color tag per point mode for it
      • Importing “Points” with “As Particle Geometry” reads RGBA (vector4d) color arrays now
      • “Creases and Corners” – reads creases and corners as point and edge weights of SDS objects
    • New Export options
      • “Vertex Colors” – the RGBA data of all Vertex Color tags is exported
      • “Display Colors to Vertex Colors” – writes the display color of the object as vertex color information
      • “Vertex Colors” + “Points Only (Geometry)” options – exports also RGBA data from points mode only Vertex Color tags
      • “Subdivision Surface Weights” – writes point and edge weights of SDS objects as corners and creases
    • Export can now be canceled
  • FBX
    • FBX module is now based on SDK 2016.2, now supports the 7.5 file format
    • New Import options
      • “Vertex Colors” – imports vertex color elements and creates a Vertex Color tag for each of them
      • “Convert Grayscale Vertex Colors to Vertex Maps” – in case there are only grayscale colors, a Vertex Map tag will be created instead of a Vertex Color tag
      • “Subdivision Surface” – an SDS Weight tag will be created if at least one crease layer was found
    • New Export options
      • “Vertex Colors” – color information of all Vertex Color tags is exported for every mesh
      • “Subdivision Surface” – if an SDS Weight tag exists, the weight information for points and edges is written as two crease layers
  • Support for Allegorithmic Substance Engine
    • Substance archives (.sbsar) can be loaded
    • The Substance Asset Manager can be used to organize the Substance assets in the scene
    • The Substance Shader is used to reference Substance asset outputs in Cinema 4D’s material system and all other parts of Cinema 4D that support shaders
    • New Substance Asset mode in the Attributes Manager
    • New Substance Engine section in the Preferences
    • New Substance Engine sub-menu in Pipeline menu
    • C++/Python API supports Substance
  • Support for the DDS texture file format (loader)
  • BP exchange supports 3ds Max 2017
  • OBJ
    • Import and Export presets can now be saved and loaded
    • The Material Mix Mode can now be specified

HOUDINI EXCHANGE

  • Updated to use Houdini Engine 15.0.313
  • The internal tags which are generated by the Houdini asset are now exposed to the user
  • During Open Scene, if the asset path is absolute and invalid but an asset file with the same name exists in the C4D scene folder, then this asset file is used and the asset path becomes relative
  • Added vertex color support for both marshalled inputs and generated outputs
  • GUI improvements

INTERFACE

  • Support for OS X 10.11 El Capitan System Font added

MATERIAL

  • Variation shader enhancements
    • Support for more than one texture
    • UV Rotation can now be quantized and UV can be flipped
  • New “Invert Direction” option for Ambient Occlusion
  • New parallax mapping support in the Bump channel
  • New Shadow Catcher shader
  • New Thin Film shader

MODELING

  • New Knife tools
    • Interactive modeling workflow using new on screen handles and gizmos
    • Line Cut tool
      • Cuts polygon objects and splines with polyline cuts
      • Cut line can be interactively adapted via control points
      • Cuts can be inside of polygons
      • Several slice modes
        • Cut
        • Split
        • Remove Part A
        • Remove Part B
      • Supports snapping and constraints
    • Plane Cut tool
      • Planar cut for polygon objects
      • Cutting plane can be interactively adapted
      • Several slice modes
        • Cut All
        • Split
        • Remove Part A
        • Remove Part B
      • Several plane modes available, defining which coordinate system is used
        • Free
        • Local
        • World
        • Camera
      • The number and spacing of parallel cuts can be defined
      • Supports snapping and constraints
    • Loop/Path Cut tool
      • Cuts new loops or path into objects
      • Loops/Paths can be interactively adapted
      • Loops/Paths can be searched bidirectional or not
      • Offset modes
        • Proportional
        • Edge Distance
      • The number of parallel cuts can be defined
      • Cuts can preserve the curvature of a surface
      • Cuts can be shaped using spline GUI
  • Support for Pixar’s OpenSubdiv
  • Baking
    • Greatly improved displacement map baking and rendering
      • improved accuracy for vector maps (tangent, object and world)
      • Using ray casting for intensity maps – new options available (intensity, intensity centered, red-green)
    • Also improved normal map baking
      • Ray casting also used when not baked in conjunction with a vector displacement map
  • Sculpting
    • Resolved issue with sculpting at small scales
    • Resolved issue with reproject mesh at small scale

MOGRAPH

  • New Effectors
    • Push Apart effector
      • Helps reduce or avoid clone overlap quickly
      • Supports several modes:
        • Push Apart
        • Hide
        • Scale Apart
        • Push Apart Along X,Y, or Z Axis
    • ReEffector
      • Can reset all MoData parameters to initial state within the Effector List it’s applied to
      • Can also blend back to the initial state in a deformer stack
      • Can re-apply multiple effectors to the “fresh” state and blend their effects into the Effector List per parameter
  • New distribution modes for MoGraph Cloner and Matrix Objects
    • Honeycomb Array
    • Clone on Axis
  • New behaviors for MoGraph distribution modes
    • “Object” mode allows to use a custom object to define the form of the cloning
    • Per Step mode for Grid Array and Honeycomb Array
      • New handles behavior for these modes to make dragging out fields of clones faster and more intuitive
    • Scale clones based on polygon size
  • Rewritten MoGraph Cache tag
    • Multiple MoGraph Cache tags can now be used and blended between on a single MoGraph object
    • MoGraph Cache tags can be saved to external files
    • New interface
  • New weights workflow
    • New MoGraph Weightmap tag
    • New MoGraph Weight Paintbrush tool
    • New XPresso node for weights
  • New Commands
    • Swap Cloner/Matrix – Switch selected Cloner objects to Matrix objects or switch selected Matrix objects to Cloner objects
    • Hide Selected – Automatically creates a non-destructive setup to hide the current MoGraph selection
  • Improvements to the Display options for MoGraph objects
    • Display Clone IDs in the viewport (both on the object and within Selection tags)
    • Depth Cue and Scaling for better display of MoSelection as well as all other points display modes (UV, Weights, etc.)
  • Voronoi Fracture
  • New Voronoi Fracture generator
  • Support for many different point generators (Point Generator, Object, Spline, Particles, MoGraph Matrix, Shader, …) to define the fracture pattern
  • The Voronoi Fracture generator is a MoGraph generator and brings full support for effectors and all other MoGraph features
  • Inside/Outside Selection tag lets you assign different materials to the outside and inside faces of fracture pieces
  • Full dynamics support
  • Face, point and edge selections can be created

MOTION TRACKING

  • New object tracking functionality
  • New “Lock View on Tracks” mode
  • New “Frame All” / “Frame Selected” commands
  • New “Nudge Track” command
  • New “Auto Update Tracks” mode

TEAM RENDER / TEAM RENDER SERVER

  • The “Add machine” dialogue now has a small button that presents a list of recently added machine IPs / hostname
  • New “Restart Jobs After Unexpected Server Termination” option
  • Monitor page:
    • The jobs and networks table are now multiselection aware and offer the same functionality as the multiselection bars on the Jobs and Networks page
    • Jobs can be reordered by clicking on the current position and entering another existing one
    • If there is input to an edit field, but the user navigates to another section, an information dialog is presented to inform about unsaved changes
    • The number of active and inactive jobs is shown in the header of the jobs table pane
    • The number of online and offline clients is shown in the header of the networks table pane
    • If logged in as an admin, there is now an option to show only the jobs of the admin instead of all jobs
  • Jobs page:
    • Jobs can be reordered by clicking on the current position and entering another existing one
    • If there is input to an edit field, but the user navigates to another section, an information dialog is presented to inform about unsaved changes
    • If logged in as an admin, there is now an option to show only the jobs of the admin instead of all jobs
    • Render Info in Jobs Details
      • In the jobs details page (if a master scene is selected) a new collapsable is shown with useful information from the render settings
      • These settings are: Render Settings Name, Take Name, Frame Range, Regular Image, Multipass Image, Renderengine, Frame Rate, Image Resolution
  • User page
    • When creating a new user or changing the password for the current logged in user, the TeamRender Server interface presents a single dialog instead of a wizard
  • New FAQ page
    • Questions can be filtered (full text search)
    • When hovering with the mouse over a question (in the overview panel) a short excerpt is shown with
      • the first couple of characters
      • characters before and after the entered filter term in case a filter string is found for the first time. The matched result is highlighted.
    • Questions are tagged, and the tags can be selected to restrict the results and the overview panel according to the selected category. Q&A can have multiple tags

TEXTURE BAKING

  • Calculation of vector maps of all types has been improved
  • Intensity based maps (intensity, intensity centered, red-green) now use a basic ray casting technique to measure displacement between the base and the sculpt mesh
  • Baking normal maps only also uses the basic ray casting technique to sample normal vectors on the sculpt mesh

VIEWPORT

  • Shading/Vertex normals can now be displayed in the viewport
  • New “Screenspace Ambient Occlusion” option
  • New “Reflections” option shows an approximation of the Reflectance Channel in the viewport
    • Supports multiple layers, masks, fresnel and roughness
  • New “Tessellation” option shows the effect of displacements in the viewport
    • Can be set globally and per material

WORKFLOW

  • New preference settings
    • Phong tag: Now the default Phong Angle is 40º
    • Selection Tools: The setting “Only Select Visible Elements” is disabled by default for Rectangle, Lasso and Polygon Selection
    • Render Settings: the default render output size has been changed to 1280×720 and a new Screen preset with that size has been added
    • Viewport filter: now “Object Highlighting” is disabled by default
    • Weight Tool / Paint Tool: the following default settings have been changed:
      • Strength: 100%
      • Mode: Absolute
      • Falloff: None
    • Texture Manager: now all options in “View” menu are enabled by default
    • Scroll to First Active: this command has now been assigned the shortcut ‘S’
    • Extrude Tool: now the “Maximum Angle” setting is 91º by default
    • Figure object:
      • Now the default figure height is 180 cm
      • Now the figure axis is located at its feet
    • Soft Selection Tool: now “Mode” is set to “All” by default.
    • Split Command: (C4D main menu / Mesh / Commands / Split) – The newly created object name will have the “.1” suffix, e.g. “Cube.1”
  • Color Chooser
    • New preference: Remember Last Layout
    • New Compact Mode
    • Now the first swatch group is shared between all Cinema 4D documents
    • New contextual menu options handle the default swatch set:
      • “Reload Default Group”: current swatches in shared group will be replaced with the stored default swatch set
      • “Save this Group as Default Group”: the swatches in the clicked group will be saved as default group set
      • “Save Selected Swatches as Default Group”: the currently active swatches will be saved as default group set
    • Dragging single or multiple swatches over a gradient converts them to color knots
    • C++/Python API supports Color Swatches
  • Improved ALT key handling for left-handers on Windows
  • Metaball Solidity option makes polygonal metasurfaces solid
  • The Reflectance channel now supports multi edit for materials with the same layer setup
  • Pasting a Reflectance layer into a Reflectance channel with a selected layer now replaces that layer instead of adding a new layer
  • The previews in the Material Manager now indicate which materials have the same reflectance layer setup as the selected material
  • New “Select Materials with same Reflectance” menu command in the Material Manager
  • New “Set from Projection” command for UVW Tags to easily create new UVW tags or modify existing ones on multiple objects

OTHER

  • The Structure Manager has two new modes to show weights per vertex and weights per edge
  • Improved baking for multiple tags
  • Reduced file size for particle storage and improved speed
  • Loading/saving of large number of image sequences is now much faster
  • Cinema 4D startup speed increased
  • Mesa library is now used for viewport rendering on the CPU
  • Support for the RLM license manager
  • Support for vertex colors
    • New Vertex Color tag
    • Extended Paint Tool now can paint vertex colors
    • The Vertex Map shader now supports vertex colors
    • The Vertex Map shader supports OGL
    • New Vertex Color XPresso node
    • The Structure Manager now supports vertex colors
    • New Vertex Map Converter converts between vertex map and vertex color
    • C++/Python API supports vertex colors
  • Python API now supports custom nodes description methods, BodyPaint 3D UV commands and texture baking functions

for more info : Visit Maxon

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