All we have to do is drag it onto the car, and this should feel pretty similar for anyone who's ever used Cinema 4D before. What we'll see is our Sterling Model is just set up with grey right now. We're going to start our Interactive Renderer. So we'll be able to, rather than go hit Render, decide that you don't like the look of the car and stop the render, and then change the parameter and go hit Render again, you'll be able to do this on the fly and see a really, really quick update on what the shader is going to look like. The other thing that we're going to be showing here in Cinema 4D is Interactive Rendering experience. But you can create all these different looks all with one shader. This is a pretty simple setup for the shaders. The car paint, the chrome, the windows, the leather, the rubber, everything is done with PxrSurface. It might look like something you've seen in "Cars 2." But what we have is, basically every surface in this scene is done with PxrSurface. What we have here is what we call our "Sterling Model," and this might look kind of familiar. What we're going to do is show that working a little better inside of Cinema 4D. You can set up all those looks, and then layer them together on the PxrSurface Shader. So imagine you have like a layer of rust on top of a layer of chrome. The other really nice thing about the PxrSurface Shader is that it has the ability to layer stuff on top of each other. Again, this was used for pretty much everything that you see in this shot. And we won't go into too much detail with all the parameters, but you can see there's a lot of different options for customizing the shader. Subsurface, Scattering, Reflection, everything basically. You can do Diffuse, Specular, everything you'd want to do in a shader. When I say it's an uber-shader, it's sort of like the whole kitchen sink in the shader. And we're going to show this shader working inside of Cinema 4D. So getting back to PxrSurface, or Pixar Surface, PxrSurface is an uber-shader developed with the studio's use for everything in "Finding Dory." So here, obviously, Dory, if you've never seen "Finding Nemo" before, this is Dory. But you can add all the surfaces, everything that you normally would with a renderer. We can add in our RenderMan PxrSurface material, which is our uber-shader that was developed with the studio. You can render all of your geometry, lights, everything that you normally do with a renderer inside of Cinema 4D, spooler renderer. So like Chris said, we've been working on a rendering plugin for Cinema 4D, and it should feel pretty similar to other rendering plugins that you've seen before. ![]() The really interesting thing with RenderMan 21 is we have worked with Pixar Studio to bring both the shaders and the lights, and some other workflows that Pixar Studios used for making actual movies, including our next feature animation, "Finding Dory." A lot of those same tools we're bringing to Cinema 4D to put them in the hands of artists like yourself. ![]() This is the first time these have been seen sort of to the general public. This is actually for both of those things. What's new and what we want to show today is both the RenderMan plugin working inside of Cinema 4D, and also we're showing some RenderMan 21 features. So Pixar is really well known for putting out top quality animation, and we've also been selling our RenderMan software, which is industry-leading rendering. I'm going to go through them kind of quickly, but we'll have time for questions at the end and we'll get to that. So RenderMan in Cinema 4D, I'm going to be showing a lot of new features here today. So we can take some questions afterwards, but Brian now is going to give you a quick demonstration of what it is you'll soon be able to do. And what we want to do today is give you a sneak peak of some really interesting technology we think you're going to find really interesting for your experience in Cinema 4D in the future. So, quietly in the background, we've been working on this. Over the past few years, we have received quite a large number of requests for Pixar's RenderMan rendering technology inside Cinema 4D. My name is Chris Ford, and I'd like to introduce you to Brian Savery from our development team.
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