We are researching spherical rendering. First we want to get the basics right though.
Particles are not planned for the initial version as we want to focus on getting all the basics right. We are planning about supporting particles in a later version though. We want to support popular and powerful plugins like X-Particles as well then.
Right now the renderer does not support spline rendering. This is something we have on our roadmap and requires further research.
Tachyon Render uses OpenGL - so it is GPU based.
As it makes use of the OpenGL API it can utilize any graphics card that supports OpenGL 4.3 or later.
No, Tachyon Render integrates as third party renderer into Cinema 4D. It is not a replacement for the viewport. You can render your scenes using your familiar workflows.
Light and Shadows
We have “contact hardening” shadows right now and are continously researching high quality shadow algorithms to provide high quality results.
Volumetric rendering is something we have on our roadmap for future version. For a start we a busy enough to get all the expected features right and integrate them into a familiar Cinema 4D workflow.
Materials and Shaders
Tachyon Render is using phsically based rendering. We have implemented the specular workflow as it is more familiar to most artists.
Tachyon Render requires it’s own materials as it is an OpenGL based renderer. Cinema 4D’s shaders are all CPU based an need certain information at render time. We are working on converters from Cinema 4D materials so that all common parameters are transfered.
Requirements and Platforms
Yes! Tachyon Render uses the OpenGL standard so all cards that support modern versions of OpenGL will be supported. We are actively testing the renderer against modern AMD and Nvidia cards.
Here is a list of cards we are currently testing:
- AMD RX 480
- AMD R9 380
- Nvidia GTX 1080
- Nvidia GTX 1060
- Nvidia GTX 970
We are currently looking to support Cinema 4D R16 and newer.
Right now we are developing for Windows PC. We have not decided on a macOS version yet. The increasingly lacking support of industry standard APIs and a limited choice of graphics hardware are severe constraints.
Right now we focus on developing the Cinema 4D version. We plan to support other tools once we will have released the first version of Tachyon Render.