What’s missing or not quite there
One of the aspects of working with Cinema 4D that always attracted me to this package was its ability to render in variety of graphic, non-realistic styles. When I first heard of CV-VR Cam I was really hoping to explore some new visual grounds using some advanced Sketch and Toon trickery. Unfortunately, in its current iteration (version 1.5), the plugin does not work with the Sketch and Toon effects. A couple of times I managed to render portions of scenes correctly, but generally its behavior was highly irregular, and not officially supported.
It is still possible to render with much less versatile Cel Renderer, but I am crossing my fingers for full Sketch and Toon support in some later iteration.
Similarly, CV-VR Cam does not support object glow, lens flares and other post effects. Again, I was looking forward to rendering some space scenes with cool atmospheric glow – but as with my earlier projects, I will have to resort to rendering mattes and compositing post effects in an external application like After Effects.
Finally, I noticed that when using Standard Renderer, there is some very heavy aliasing on textures and geometry as we approach the poles (North&South AKA Top&Bottom). The problem is not present when using slower, but more precise Physical Renderer. In order to eliminate the aliasing while rendering in standard, I had to boost anti-aliasing to often ridiculous levels, absolutely destroying my render times.
Here’s a comparison of the same scene (camera placed in the center of a cube textured with dense checkerboard pattern) rendered using different quality settings and different rendering engines. You can see the scene itself by following this link to kuula.co. The chart below focuses on the section of the render most affected by the aliasing. The render times are based on 4096x2048px frame size.
Again, keep in mind my computer is optimized for GPU-accelerated rendering, so the results may not be representative of your experience.