We were planning to have a beta version ready for you around now, but we won’t make it. We are putting thousands of hours of work into developing Tachyon Render and hope it will become a indispensable tool for your work.
We are very happy with the quality of results we can achieve with Tachyon Render. It turned out to need more work than we anticipated though. We are not completely satisfied with a few aspects like rendering transparent objects so we scrapped the code and decided to do more research on that.
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 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.
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 working on optimizing the user experience with the goal to provide a familiar workflow.
Make sure you check out the FAQs.