3D computer animation, modeling, simulation, and rendering software
Cinema 4D is a professional 3D modeling, animation, simulation and rendering software solution. Its fast, powerful, flexible and stable toolset make 3D workflows more accessible and efficient for design, motion graphics, VFX, AR/MR/VR, game development and all types of visualization professionals. Cinema 4D produces stunning results, whether working on your own or in a team.
MoGraph is a procedural modeling and animation toolset that gives motion designers the ability to quickly and easily create complex and abstract animations. At the heart of MoGraph is the Cloner object which allows you to duplicate objects in a variety of ways. Add MoGraph’s powerful collection of Effectors to the mix and you can put everything in limitless motion using sound, fracturing, fields, and so much more – often without creating a single keyframe! MoGraph is the go-to system for professional broadcast graphics designers and was recognized by the Academy of Motion Picture Arts and Sciences with a Technical Achievement Award in 2019.
Easy To Learn – Easy To Use
Cinema 4D is widely recognized as one of the easiest and most accessible 3D packages to learn and use. To soften that learning curve Maxon offers thousands of tutorials on Cineversity and hundreds of Quick Tips (Note: Cineverisity NOT included with a perpetual license.) Maxon’s Training team also hosts weekly and monthly live webinars to help new and existing users succeed. Check out Maxon’s archives and events schedule for more information.
What’s New In Maxon Cinema 4D S25
The most intuitive 3D application interface just got even better with a new modern skin, user interface enhancements, and an expansive preset system for optimizing your workflow. Capsules allow anyone to tap into the power and flexibility of Cinema 4D’s Scene Node system, with plugin-like features directly in the Classic Object Manager, while Data Import and Spline features within Scene Nodes power unique and useful toolsets via Scene Nodes, the Scene Manager, and Capsules.
New Features and Enhancements
Multitudes of user interface improvements, including new modern scheme and updated icons, new layouts, Document Tabs, Layouts Switch to easily revert to old Cinema 4D layouts, new 3-point Viewport Lighting, HDR/EDR Viewport, and more.
The updated Asset Browser stores presets. Define multiple presets for any object, tag, tool, or other Attribute Manager element. In addition, specify a default preset to be applied whenever the item is created. Not only that, allow specific attributes to be stored as presets, define presets for any Import/Export format, and more.
We’ve also improved spline import, to allow Adobe Illustrator/PDF files; stroke and fill information; stroke/fill color with support for multiple color spaces and gradient fills; vector symbols embedded within artwork; and SVG Files.
Cinema 4D Features Highlights
For a full list of features, see the Details tab.
Next-Level Set Dressing
Cinema 4D’s placement tools set the stage for creativity with intuitive and powerful tools for placing objects within a scene. For example, creating an environment, adding props, and kitbashing is as simple as dragging and dropping objects onto one another, painting them onto a surface, or allowing them to fall into place with the help of dynamics.
The Place Tool allows efficient and intuitive placement of an object on the surface of existing scene elements. To clarify, it uses handles to easily scale and rotate the elements. Place objects directly from the Asset Browser. The, interactively copy and place objects in your scene. Automatically place objects according to their bounding box or defined axis, with an optional offset.
The Scatter Pen makes it easy to scatter a single object or a selection of objects onto any surface. Simply drag it within the view. Control the spacing and alignment, the frequency of each object, and vary the position, rotation, and scale of the placed objects. Paint random distributions or in clearly defined strokes. So, you painted too many or in the wrong location? No problem, just use the removal tools to clean up your scene or move objects individually with the Place Tool.
Dynamic Placement offers the ultimate option for intuitively placing objects into a scene, with high-performance dynamics providing actual collisions between objects. With the Dynamic Placement tool, clump objects together or naturally drop them onto a surface of objects. Do this with the power of Cinema 4D’s physics simulation. Automatically generate simplified proxy geometry for fast and accurate dynamics.
Powerful, Flexible Asset Management
The Asset Browser provides easy access to libraries of preset content stored locally or online, including a vast collection of 3D objects, materials, and node capsules available to Cinema 4D subscribers. The library can be browsed or searched, and each asset includes rich metadata and keywords. Assets are downloaded on-demand, so there’s no need to pre-download huge libraries of assets. They’re also cached on your local computer, so your favorite assets are immediately available for re-use.
Keywords, Search and Filtering
Keywords can be added to your assets making content easily searchable. Save your frequent searches in smart folders and when assets are added later with the same keywords, they will be added automatically to those folders.
Incredibly useful in complex production pipelines. As the project evolves the asset can evolve with it. Rolling back to a previous version or updating a scene with the latest version is as easy as a few clicks.
Objects, Instances, or References
Insert object-based assets as objects, Instances, or References for an extremely flexible and efficient workflow.
Add Your Own Assets
Create your own libraries and add your own assets by dragging them right into asset folders.
Scene Nodes / Scene Manager (preview)
Experience first-hand how things are taking shape as work continues on Cinema 4D’s new core. Cinema 4D’s Scene Manager uses powerful, node-based assets to construct procedural geometry or entire scenes in a hierarchy-based view. The Scene Manager will eventually offer a fast and creative workflow much like Cinema 4D’s Classic Object Manager. Furthermore, easily integrate Classic C4D objects by simply dragging them into the Scene Manager. Everything you do within the Scene Manager creates a corresponding node graph within Scene Nodes. In other words, you can choose whichever workflow you prefer or the job demands.
With Cinema 4D’s Scene Node core, manage relationships and dependencies between objects. In addition, construct and modify geometry, and build reusable assets.
Scene Nodes Debugging
Effectively debug scene node systems with the help of an information overlay. Similarly, port debugs panels within the Node Editor. Finally, use the powerful Data Inspector window for detailed introspection of arrays and other complex data types.
Distributions, Nodes, and Capsules
The true power of Scene Nodes is the ability for TD-level users to expand the ecosystem without a single line of code. Additionally, these both expand possibilities and serve as a useful example of the type of tools users can expect as Scene Nodes continue to mature.
full list of features
R25 Feature List
Cinema 4D offers a wide range of parametric objects that give you structure to build from and offer the ability to make changes at any time.
Cinema 4D’s OpenVDB-based Volume Modeling offers a procedural way to create complex objects by combining basic shapes in Boolean-type operations.
Create organic models with Cinema 4D’s intuitive sculpting tools. Pull, smooth, flatten, cut, pinch, etc. your meshes like digital clay.
This is in fact the Swiss Army Knife of 3D modeling. Create, select, move or delete points, edges and surfaces comfortably without changing the tool.
Polygon Reduction quickly reduces the amount of polygons in models while preserving smooth UVs, vertex maps and selections, for lightweight meshes.
Cinema 4D’s material system lets you create photorealistic materials with multi-layered material channels, reflectance, procedural shaders and more.
Create complex materials for Maxon’s Physical Renderer. Intuitive, flexible and powerful, as you would expect from a node-based system.
BodyPaint 3D has a comprehensive set of tools for painting detailed textures directly on your 3D objects – turning models into beautiful works of art.
Cinema 4D provides everything you need to make the painstaking work on UVs enjoyable – whether it’s for hard surfaces or organic shapes.
Virtually any object, material or parameter can be animated. Keyframing can be done manually, with auto-keyframing or parametrically.
Cinema 4D offers a wide range of easy-to-use and reliable animation tools to help you create and animate life-like characters and creatures.
Whether you’re animating cars for commercials or VFX this powerful and intuitive Car Rig preset makes it easy to prep a car for power-sliding action.
Tracking of objects or camera positions is crucial for the integration of 3D elements into footage. C4D offers on-board tools to accomplish this.
Allows you to easily build flexible rigs for any type of character, based on presets for bipeds, quadrupeds and more, all crafted by top animators.
Mixamo Control Rig
Easily apply motion clips from Adobe’s Mixamo library to your Cinema 4D characters and modify or retarget them in just a few simple steps.
Animate like in Looney Toons. This versatile character rig offers all the features you need to animate cartoon-style.
Moves by Maxon
Capture facial and body movements with our iPhone and iPad app and instantly apply them to your characters in Cinema 4D.
User Interface Enhancements (NEW)
The most intuitive 3D application just got better. A modern spin on C4D’s interface shows what’s important and puts more focus on your artwork.
Capsule Assets constructed in C4D’s Scene Nodes core offer procedural, plugin-like power.
Spline Import (NEW)
Import vector art from Illustrator, PDF and SVG files to use in your 3D scenes. Advanced features like symbols and gradient-filled shapes supported.
The free Substances plugin for C4D offers 3D content creators native support for Allegorithmic’s procedural Substance material workflow within C4D.
After Effects Integration
Maxon’s Cineware lets you drop native C4D projects right into After Effects, manipulate 3D elements and render directly from within After Effects.
Integration with Adobe’s industry-leading vector graphics software allows native import of paths, type, and vector graphics into Cinema 4D.
Tight integration to Adobe’s industry standard for image processing allows the import of multi-layered PSD files, e.g. for the easy material creation.
Supported File Formats
Production environments are rarely homogeneous and smooth exchange between tools is essential. C4D supports all common exchange formats.
SDK / Development Community
In studio environments it is often necessary to create own tools to integrate C4D into the pipeline. Our well-developed SDKs simplify this process.
X-Particles is by far the most used simulation tool for C4D. From realistic effects to abstract motion graphics, everything is possible.
With the release of Unreal Engine 4.23, Epic Games introduced support for Cinema 4D enabled via the Datasmith plugin.
The Unity plug-in (available from the Unity Asset Store) is compatible with Cinema 4D R21+ and Unity 2019.3.0+.
ARCHICAD is an industry-leading Building Information Modeling (BIM) software solution provider for the architecture and design industry.
With the free Sketchfab plug-in you can upload 3D objects and animations directly from Cinema 4D to the Sketchfab platform.
Modeling landscapes from scratch is hard work, but there are tools that specialize in this and allow you to create worlds in a snap.
Apple Final Cut Pro & Motion
Cinema 4D can generate multi-layered Final Cut Pro 7 project files with just a few clicks.
Cinema 4D can render a NUKE project file completely with proper node structure.
Blackmagic Fusion Integration
Instantly render Fusion compositions with Cinema 4D.
Whether it’s a spectacular simulation of smoke, water, fire or abstract particle streams for motion graphics, there’s software to facilitate this.
Rendering with Chaos® V-Ray®
V-Ray® is an award-winning renderer for artists, architects, designers, and generalists, empowering you to visualize anything you can imagine.
Rendering with Arnold
Arnold for Cinema 4D provides a bridge to Autodesk’s powerful CPU based renderer Arnold from within the standard Cinema 4D interface.
Rendering with Corona
A high-performance (un)biased photorealistic renderer with a focus on realism, ease of use and affordability, with no compromise in quality or power.
Every artist has their preferences when it comes to rendering. That’s why Cinema 4D supports a huge variety of external renderers.
Motion capture is an easy way to animate characters quickly and realistically. Cinema 4D supports leading manufacturers of mocap devices.
Cineware for After Effects
Since 2013, Cineware has provided seamless integration of Cinema 4D assets into After Effects.
Cineware for Illustrator
Add and edit 3D objects directly within Adobe Illustrator CC 2020 using the new Cineware for Illustrator plug-in.
Rendering with Octane
OctaneRender® is an unbiased and spectrally correct GPU renderer with high output quality and speed, highly appreciated by C4D artists.
It’s never been so easy and intuitive to place objects in a scene, whether you’re building out a complex environment or adding greebles to a logo.
Asset Browser (NEW)
Easy to find and use models, materials and other assets. This incredible library of resources to power your creativity are always close at hand.
Scene Manager (NEW)
The power of Cinema 4D’s new node-based core allows you to use flexible node-based assets to enable procedural geometry creation, cloning and more.
Magic Bullet Looks
Easily apply one of over 200 preset film looks, import LUTs, or work with custom color correction tools – directly in C4D.
Lighting in C4D
Lighting controls including color, brightness, falloff, visible or volumetric light, noise, and Lumen or Candela brightness offer real-world results.
Realistic and stylized renderings as well as convenient infrastructure management – Cinema 4D offers everything for a smooth rendering workflow.
Change and save almost any parameter in Cinema 4D – object properties, animations, lights, cameras, materials, textures, and more.
Flexible administration is the key to render efficiency. With C4D network rendering solutions, the administration of render clients becomes a breeze.
(Note: Cineverisity is NOT included with a perpetual license.)
Windows 10 Version 1809 or higher
Intel 64-bit CPU or AMD 64-bit CPU with SSE3 support
8 GB RAM, recommended 16 GB
macOS 10.14.6 or higher, macOS 10.15.7 is recommended due to a number of Metal enhancements that will improve the performance, stability, and interaction with the viewport.
Intel-based Apple Macintosh or Apple M1-powered Mac
4 GB RAM, recommended 8 GB
Linux Command-Line Rendering:
CentOS 7, 64-bit
Ubuntu 18.04 LTS, 64-bit
Online connection required.
Minimum: NVIDIA Maxwell GPU, AMD Polaris (AMD GCN 4), Intel Kaby Layke or newer supporting DirectX 12 with feature level 11.0
Minimum GPU Driver: NVIDIA 461.40, AMD 21.3.2, Intel 220.127.116.1168
Metal: macOS GPUFamily1 v3 or higher (see about this Mac → System report → Graphics/Displays)
GPU: only official supported hardware by Apple (feature set macOS GPUFamily1 v3+)
e-GPU: only official supported hardware (please refer to https://support.apple.com/en-us/HT208544)
Although Cinema 4D supports all DirectX 12 feature level 11.0 or Metal GPUFamily1 v3-capable graphics cards, we recommend using a dedicated 3D graphics card with an AMD or NVIDIA chip set. For Intel GPUs we recommend 16 GB of RAM due to integrated GPUs using up to half of the computer’s available RAM.
Maxon is not responsible for the compatibility of individual graphics cards with the DirectX 12, OpenCL, or Metal mode. Due to the large number and types of available chip sets, operating systems, and driver versions we cannot guarantee the compatibility of all systems.
Please make sure that you always use the most current official graphics card driver (no beta versions).
Important Notice from Maxon
We test the compatibility of our products with the driver and OS versions available at the time of the announcement of a new Cinema 4D release and focus on typical mid-range to high-end systems and basic coverage on low-end (min. requirements) systems. Additionally, we try to keep up with hardware, driver, and OS updates as soon as they are released.
Nevertheless, please understand that we cannot guarantee support of new hardware and operating systems shipped after the announcement of this Cinema 4D version.
The technical specifications of Maxon products are constantly changing. Please use the most current version of the software to test its compatibility on your computer (especially if you have a more elaborate configuration).
(Note: Cineverisity NOT included with a perpetual license.)
Cinema 4D R25
New features and enhancements
User Interface Enhancements
Multitudes of user interface improvements, including new modern scheme and updated icons, new layouts, Document Tabs, Layouts Switch to easily revert to old Cinema 4D layouts, new 3-point Viewport Lighting, HDR/EDR Viewport, and more.
The Asset Browser has been updated, with the ability to store presets; define multiple presets for any object, tag, tool or other Attribute Manager element; specify a default preset to be applied whenever the item is created; allow specific attributes to be stored as presets, define presets for any Import/Export format, and more.
We’ve also improved spline import, to allow Adobe Illustrator/PDF files; stroke and fill information; stroke/fill color with support for multiple color spaces and gradient fills; vector symbols embedded within artwork; and SVG Files.
Capsule Assets constructed in Cinema 4D’s Scene Nodes core offer procedural plugin-like power. Now these Capsules can be used directly in Cinema 4D’s Classic Object Manager as primitives, generators, or geometry modifiers. Or use a capsule constructor and augment your Classic C4D scene with your own node-based creation.
Scene Manager / Scene Nodes (preview)
Experience first-hand how things are taking shape as work continues on Cinema 4D’s new core. Cinema 4D’s Scene Manager uses powerful, node-based assets to construct procedural geometry or entire scenes in a hierarchy-based view. The Scene Manager will eventually offer a fast and creative workflow much like Cinema 4D’s Classic Object Manager, and you can easily integrate Classic C4D objects by simply dragging them into the Scene Manager. Everything you do within the Scene Manager creates a corresponding node graph within Scene Nodes, so you can choose whichever workflow you prefer or the job demands.
- Cinema 4D R25 will break plugin compatibility with the C++ API, and in some Python plugins.
- The Content Browser has been deprecated and removed. A new menu option in the Asset Browser allows users to choose a lib4d and convert to assets.
- There are three notes to know about Spline Import:
- SVG files from Inkscape currently will not load
- Layers >1 level deep are only supported when Illustrator files are saved without compression
- Path Names are not imported
Cinema 4D S24 Service Pack 1
Released June 23, 2021. This update is highly recommended for all R24 users.
- Improvements to the Scatter Pen
- GPU support was added in Windows to Magic Bullet Looks for the Viewport and Viewport Renderer
- Fixed an issue with copying and pasting selected keyframes between different objects within the Timeline
- Fixed an issue with maintaining an object’s trajectory when using the Tween tool
- Fixed an undo issue with the Update command within the various Selection tags
- Fixed an issue with the Tween tool not creating all keyframes when applied after executing the Revert to Saved Project command
- Fixed an issue with a redundant warning that was displayed when opening a file while in the BP 3D – UV Edit layout
- Fixed a stability issue with BodyPaint 3D
- Fixed an issue with the Add Multi Channel Preset command not loading additional channels
- Fixed an issue in the node API where the function ListAllNodes could not compare the right values
- Fixed an issue with memory used by the Instance object
- Fixed an issue with the Thumbnail View of the Pose Library Browser where the individual thumbnail previews were displayed in black
- Fixed an issue with a variety of Scene Nodes that were available in the Material mode of the Node Editor
- Fixed an issue with saving file assets as a new version
- Fixed an issue with an incorrect Primitive Type when adding a Primitive Op Node from the Asset Browser to the Node Editor
- Fixed an issue with the Reveal in Browser command when the preview size within the Asset list is set to Grid View
- Fixed an issue with the XRef object in the Object Manager incorrectly showing the string of a referenced asset
- Fixed an issue with the string “Object” within the Category section of the Asset Browser
- Fixed an issue with the Instance object where the Swap with Reference function was available in Multi-Instance mode
- Fixed an issue with the appearance of already downloaded assets after using the Clear Downloaded command
- Fixed an issue with the multi-language support of the Scene database within the Create Smart Search dialog window
- Fixed an issue with redundant dotted lines within the Create Smart Search dialog window
- Fixed an issue with the asset preview in the Asset Browser when importing several 3D formats
- Fixed an issue with disabling the Bevel Deformer when assigned to a high-poly object
- Fixed an issue with imported Alembic files being interpreted with geometry glitches
- Fixed an issue with Camera Mapping when projecting the texture from an Alembic camera onto an object
- Fixed a performance issue with the FBX file format when closing an active project
- Fixed an issue with the selection of the material formats of the USD export options in the preferences
- Fixed an issue with not being able to remove the material tag from imported USD files
- Fixed an issue with the OBJ export where textures were not consolidated
- Fixed an issue with the IGES Curve object that caused an incorrect file structure when saved
- Fixed a stability issue with the XRef legacy object when adding a USD file as a reference scene
- Fixed a stability issue with the USD format when closing Cinema 4D
- Fixed an issue with the opacity of the Uber material when exporting to USD format
- Fixed a stability issue with the USD format when closing Cinema 4D
- Fixed an issue with the splash screen that always appeared when executing the Open Project command
- Fixed a compatibility issue with 3ds Max 2022
- Fixed a compatibility issue with Maya 2022
- Fixed an issue with the dynamics of the Hair object not being initialized correctly when loading the scene file Interface
- Fixed an issue with the GeDialog::InitValues() not being called for dialogs that were docked, collapsed and part of a layout
- Fixed an issue with an enabled pick session that could no longer be disabled by pressing the corresponding arrow icon in the Attribute Manager
- Fixed an issue with not being able to make a selection when entering a pick session
- Fixed an issue with the user interface when selecting the Arabic language
- Fixed an issue with the PRS order within the Transform settings of several MoGraph objects
- Fixed an issue with the view panel where parts were cut off when resized in multiple Viewport display mode
- Fixed an issue with moving a HUD element when the Control-Click for Right-Click option was enabled in the preferences
- Fixed an issue with offset text within the bubble help of the Color Chooser
- Fixed an issue with the warning dialog when installing into an existing folder of an older version of Cinema 4D
- Fixed a performance issue with the Export Licensing Overview command
- Fixed an issue with the demo version not being accessible when the Lite license was activated
- Fixed an issue with licensing and Cinema 4D Lite
- Fixed an issue with the Material Manager being closed when a color value was dragged onto it
- Fixed an issue with the Polygon Reduction Generator when created and run with a script
- Fixed an issue with the Polygon Reduction Generator not being able to change its Reduction Strength when it was subordinate to the LOD object
- Fixed an issue with the Polygon Reduction Generator interfering with each other when used multiple times within a scene
- Fixed an issue with the Polygon Reduction Generator when enabling the X-Ray option
- Fixed an issue with the appearance of the Legacy Polygon Reduction Generator within the Customize Commands manager
- Fixed an issue with the Polygon Reduction Generator’s Reduction Strength setting ignoring hidden polygons when reducing them
- Fixed an issue with the Polygon Reduction Generator disappearing during the polygon reduction process
- Fixed an issue with the Polygon Reduction Generator not updating the visibility of the Child objects when they were made invisible in the Viewport
- Fixed an issue with the Polygon Reduction Generator not rendering with the Physical Renderer in the Viewport when subordinated to the Particle Emitter object
- Fixed an issue with the Polygon Reduction Generator when a small scaled polygon object was subordinated to it and its coordinates were changed in the Viewport
- Fixed a performance issue with the Polygon Reduction Generator once a Cloner object was assigned and its Viewport mode was changed
- Fixed an issue with the Polygon Reduction Generator not rendering with the Physical Renderer when it was a child of a generator object
- Fixed an issue with the availability of the Boundary Reduction Angle option of the Polygon Reduction Generator
- Fixed an issue with the Connect object not converting Spline objects correctly when they were child of a Cloner object
- Fixed an issue with the Move, Rotate and Scale tools when drawing a selection in the Viewport by pressing the right mouse button
- Fixed an issue with the selection of Spline objects in the Viewport
- Fixed a stability issue with the Stitch and Sew tool
- Fixed an issue with the Bevel deformer that caused an assigned Platonic object set to Bucky to disappear
- Fixed an issue with the options of the Close Polygon Hole tool not being able to be adjusted after use
- Fixed a stability issue with scene files containing the Tube or Cone object
- Fixed an issue with the Spline object not being displayed in the Viewport when Model mode was enabled
- Fixed an issue with the Spline Pen where the drawn Spline objects became invisible in the Viewport
- Fixed an issue with the obsolete OpenSubdiv Catmull-Clark (Adaptive) type of the Subdivision Surface object
- Fixed an issue with the Normal Move tool where selected surfaces were not moved correctly
- Fixed a typo within the Lathe object’s resource file
- Fixed an issue with an existing edge selection being destroyed when using the Optimize function
- Fixed an issue with an incorrect Viewport display of the Vertex Color tag in Polygon Points mode
- Fixed an issue with the Instance object when switching from Multi-Instances to Render Instances using the Bounding Box Viewport mode
- Fixed an issue with the Subdivisions setting of the Cloth Surface hiding selected edges
- Fixed an issue with the UV mapping of the Extrude object’s caps surfaces when the Caps Type is set to Regular Grid
- Fixed an issue with the Extrude object when extruding a multi-segmented spline object
- Fixed a stability issue on Windows when opening projects that contain the Voronoi Fracture object
- Fixed an issue with the Connect Objects and Connect Objects + Delete commands when applied only to the top hierarchy level
- Fixed an issue with the scaling of point coordinates within the World Coordinate System
- Fixed an issue with selecting Spline objects in the Viewport that could not be automatically added to the list during a pick session
- Fixed a performance issue with the Voronoi Fracture object
- Fixed a stability issue with the Voronoi Fracture object
- Fixed an issue with the Python modification layer’s Open Python Editor command loading an empty Expression editor
- Fixed an issue with the Commandline Renderer that caused different rendering results compared to the rendering in the Picture Viewer
- Fixed an issue with the Boole object not processing the Normal tags of its Child objects
- Fixed an issue with the MoSpline object not processing multiple Spline objects that are hierarchically arranged under a Connect object
- Fixed an issue with excluded particle modifiers still affecting the MoSpline object
- Fixed an issue with the Shader effector not working when the applied texture is projected with Camera Mapping
- Fixed an issue with the MoSpline object not emulating all grouped spline objects of a Connect object as its Source Spline
- Fixed an issue with Multi-Instances being used with the Particle Emitter object
- Fixed an issue with the topology of the Sweep object containing a MoSpline object scaled to zero
- Fixed an issue with the point display of multiple selected Voronoi Fracture objects
- Fixed a refresh issue with the MoGraph Weightmap and the Viewport
Moves by Maxon
- Fixed an issue with the UVs of the Face Capture object
- Fixed a stability issue with Moves by Maxon
- Fixed an issue with folded ports still trying to connect in the Node view
- Fixed a refresh issue with the Node Editor when enabling/disabling the Error option within the Node Editor preferences
- Fixed an issue with the Node Editor’s mode when removing an activated Node material
- Fixed an issue with the Node material where a minimized Node Editor window would not open when double-clicking on it
- Fixed a stability issue with the Scene Manager when adding an asset from the Asset Browser to an existing stack
- Fixed an issue with interactively applying the Move and Scale tools to a Scene Node object in the Viewport
- Fixed an issue with the output of the Polygon Index and the Edge Index of the Closest Point node
- Fixed an issue with deleting unused nodes in the Node Editor which resulted in an incorrect node graph and aborted scene evaluation
- Fixed an issue with the behavior of the Linear Transformed node’s Scale Step value
- Fixed an issue with the Matrix Op node where changing its size directly in the Attribute Manager input fields affected the size and rotation of the axis directions
- Fixed a performance issue with the output of the Distance node constantly calculating the distance between the positions when the Port Inspector was enabled
- Fixed an issue with not being able to drag and drop an asset from the Asset Browser to the Scene Manager when it was docked to the layout
- Fixed a stability issue with the Console Out node caused by a corrupted connection to the Scene Root node
- Fixed an issue with the Gravity setting of the Rain node that caused the force to work in the wrong direction
- Fixed an issue with the Avoid Self Intersections option of the Extrude Line node being available when used with a Solid shaped transition
- Fixed an issue with the Live Selection tool’s selection brush when used on Scene Node objects in the Viewport
- Fixed a stability issue with the Outlines input of the Lines Topology Set node
- Fixed a stability issue with the Loft Line node and its Start Cap and End Cap options when used with a Solid shaped transition
- Fixed a performance issue with the Start Cap and End Cap options of the Sweep Line node
- Fixed an issue with the Viewport’s Frame Geometry function not being applied to Scene Nodes
- Fixed a performance issue with the Console Out node when output information is generated to the console
- Fixed an issue with the Color Op and Blend Color Op nodes not coloring when connected to a Children Op node
- Fixed an issue with the texture projection and the Scene Nodes’ Display settings
- Fixed an issue with the Material Manager’s Delete Unused Materials command deleting materials assigned to a Material Op node
- Fixed an issue with a redundant Output tab of the Trefoil and Trigonometry nodes
- Fixed an issue with the Transform Matrices node producing an error when being dropped onto an existing wire
- Fixed an issue with an incorrect file structure when opening Scene Node files created with a prior version
- Fixed an issue with the Vertex node generating an incorrect output as soon as the Align option is enabled
- Fixed an issue with the Surface Fill node where the Voxel Group Offset setting caused a dense distribution
- Fixed an issue with connections not being made in the Node Editor when using the context menu in the Attribute Manager
- Fixed a stability issue with the Loop Carried Value node when the Operation mode of an implemented Aggregate node was changed from Average to Min
- Fixed an issue with the Cloner node where the cloner objects disappeared from the Viewport
- Fixed an issue with the Distribution Op node when the Bypass option is enabled in the Scene Manager
- Fixed an issue with invalid connections being made to the Op Output of several Op nodes
- Fixed a stability issue with the Replace Node function in the Attribute Manager’s context menu of the Cloner node
- Fixed a performance issue with the Port Inspector when displaying the values of some output ports
- Fixed an issue with the Align option of the Standard Particles Distribution Op node
- Fixed an issue with the Group Nodes command when applied to specific nodes
- Fixed an issue with the Linear Transformed node where the Scale Step setting resulted in inverted scaling steps
- Fixed a stability issue with the Material Op node when it contains a Node material
- Fixed an issue with the Geometry Modifier Group node not being able to be dragged onto an existing connection
- Fixed a refresh issue with the Node Editor’s Edit Asset window
- Fixed an issue with the Align option of the Standard Particles node affecting the particle size
- Fixed an issue with the Range node not being available anymore
- Fixed an issue with the Concatenate String node not being able to be dragged onto an existing connection
- Fixed an issue with the Distribution input of the Cloner node
- Fixed an issue with the Surface Fill Distribution Op node where the clones jumped when the assigned surface was growing
- Fixed an issue with folding the top level hierarchy within the Scene Manager
- Fixed an issue with the Cloner node where the Distribution input within the Scene Manager was misspelled
- Fixed an issue with the Scene Manager’s Stack Folding not working when the parent stack was folded
- Fixed an issue with the transformation of the Primitive Op nodes when connected to the Geometry Property Interpolate node
- Fixed a stability issue with the Iterate Collection node when selecting the Data Inspector in the Outer Scope output
- Fixed an issue with the Geometry Modifier Group node and the Selection Modifier Group node not using the correct default icon when converted to an asset
- Fixed an issue with selecting multiple entries in the Scene Manager while holding down the Ctrl key
- Fixed an issue with the multiple selection of bookmarked icons in the Scene Manager
- Fixed an issue with the Scene Manager stack when dragging and dropping the elements to change their order
- Fixed an issue with an unresponsive Node Editor and Scene Manager when changing a running animation
- Fixed an issue with the output of the Arithmetic node when copying the node and changing its data type
- Fixed a performance issue with the Primitive Op node that occurred when opening the context menu of the connector icon in the coordinates rubric of the Attribute Manager
- Fixed an issue with the Viewport output of several animated node scenes
- Fixed an issue with the Switch node where an incorrect value was applied when it was copied and the Data Type was changed
- Fixed a stability issue with the Material Parametrization node when dragging it to the Node Editor
- Fixed an issue with the Extrude node when the Use Islands option is enabled Objects
- Fixed an issue with the spline shape of the Helix object
- Fixed an issue with the Install Language function not displaying detailed version information for each available language
- Fixed an issue with the Install Language function restarting with the system language instead of the selected default language
- Fixed an issue with the Install Language function where it was not possible to install a language when the installation process was previously cancelled
- Fixed an issue with the Add Objects to Database command not being able to add selected objects to a newly created database
- Fixed a stability issue with resolving an assetdb url with Url::IoNormalize()
- Fixed a stability issue with certain combinations of displacement and render instances
- Fixed an issue with the Match Case option of the Naming tool
- Fixed an issue with Multi-Passes not being rendered correctly in After Effects
- Fixed an issue with the Cinema 4D version number being set incorrectly in the corresponding .plist file on macOS
- Fixed a refresh issue with the Send to Magic Bullet Looks command where changes were not applied to the rendered image in the Picture Viewer
- Fixed an issue with the MBL Raw Multi-Pass not being used correctly when sending the current Viewport display to Magic Bullet Looks
Project Asset Inspector
- Fixed a stability issue with the Project Asset Inspector that occurred when performing undo and redo of the Delete Asset command
- Fixed an issue with the Consolidate Assets command when applied to assets from the Asset Browser
- Fixed a performance issue with the Project Asset Inspector when loading a large number of textures
- Fixed an issue with the Project Asset Inspector where dragging assets to another manager was not possible
- Fixed an issue with the modeling command MCOMMAND_MIRROR not duplicating polygons
- Fixed an issue with a non-descriptive SystemError being returned when a node space with a user-specified ID did not exist
- Fixed an issue with CPyBaseList2D_GetNimbusRef not returning None when a namespace was not found
- Fixed an issue with parentid and sortid parameters when using RegisterPreferencePlugin in python
- Fixed an issue with SymbolCache not being updated after modifying the resource files
- Fixed an issue with GetFilename not returning the full path
- Fixed an issue with the console character limit which is now extended to 120000 characters per print
- Fixed an issue with BAKE_TEX_AO_VERTEXMAPS not being supported by the Bake Texture function
- Fixed an issue with the console not handling pairs of carriage return and new line characters properly
- Fixed an issue with an error returned by InitBakeTexture
- Fixed an issue with the default value of the SearchPluginMenuResource’s parameter
- Fixed an issue with CCurve.GetTangents’s arguments
- Fixed a stability issue with the default argument for GetAllAssetsNew
- Fixed an issue with Render Presets that caused the first render preset to be activated by default when deleting one of multiple presets
- Fixed an issue with the Magic Bullet Looks’ Pop tool where the color was repeated at the image boundary
- Fixed a stability issue with enabling the Magic Bullet Looks option when applied directly in the Viewport
- Fixed an issue with Magic Bullet Looks’ Pop tool producing different results in the Viewport and Picture Viewer when negative Pop values were applied
- Fixed an issue with Magic Bullet Looks when it was subsequently applied to a rendered animation in the Picture Viewer
- Fixed an issue with the Magic Bullet Looks option in the Render Settings could not be activated for existing scenes
- Fixed an issue with the plugin paths not being set for the Command Line Renderer
Scene Layout Tools
- Fixed an issue with the default Seed value of the Scatter Pen
- Fixed an issue with the Scatter Pen when its frequency was changed in the Object Palette
- Fixed an issue with the user interface of the Scatter Pen in the Attribute Manager
- Fixed an issue with the radius option of the Scatter Pen not affecting the scattered object when scaled interactively in the Viewport
- Fixed an issue with a moved Scatter object jumping back to its position once the Scatter Pen painted with that object
- Fixed an issue with the Place tool that prevented the Interactive Render Region from being placed and scaled in the Viewport
- Fixed an issue with the axis of the Scatter object when it was made editable
- Fixed an issue with the Place tool that affected the Camera object’s pick session when defining the focus distance
- Fixed an issue with the scaling handle of the Place tool that moved away when scaling elements interactively in the Viewport
- Fixed an issue with the Place tool where XRef objects could not be scaled
- Fixed an issue with the Place tool when interactively scaling elements in the Viewport
- Fixed an undo issue with the Place tool where the bounding box remained in the Viewport
- Fixed an issue with a redundant bounding box appearing in the Viewport when the Dynamic Place tool was selected
- Fixed an issue with the Dynamic Place tool not supporting multiple objects when using the Cappuccino tool
- Fixed an issue with the Viewport’s Multi-Select Axes option not working with the Dynamic Place tool
- Fixed an issue with the Place tool where the handles in the Viewport disappeared once the Texture UV Editor was opened
- Fixed an issue with the Place tool when duplicating selected elements with the Cmd/Ctrl key
- Fixed a performance issue with the Place tool when using the Move tool within the Texture UV Editor
- Fixed a stability issue with the Dynamic Place tool and the Render to Picture Viewer command
- Fixed an issue with the Place tool when used with a custom startup layout Scupltping
- Fixed a stability issue with the Sculpting tools and the Texture UV Editor
- Fixed a refresh issue with hierarchical changes made to Takes within the Take Manager Texture Baking
- Fixed an issue with the Single Texture option of the Bake Object command
- Fixed an issue with the track properties when defining the different track animations that caused the last keyframe to get stuck
- Fixed an issue with the Spline to Position Track command inaccurately converting the different spline types to animation paths
- Fixed a performance issue with the Timeline when the Show Tracks command was applied to a large number of tracks
- Fixed an issue with copying and pasting tracks in F-Curve mode
- Fixed an issue with the Web Data window in preferences where the Maxon logo was not updated
- Fixed an issue with the Revert to Saved Project command generating a redundant warning message due to a texture loaded in the Texture UV Editor
- Fixed an issue with UV visualization when using the Show UV Display command
- Fixed an issue with the Texture UV Editor where selected edges were highlighted incorrectly
- Fixed a performance issue with assigning Multi-Color Islands when the UV Mesh option is enabled
- Fixed a performance issue with the Texture UV Editor when selecting UV polygons
- Fixed a performance issue with the Viewport preview of the Spline Pen
- Fixed an issue with the Sel.: Bounding Box option being disabled in the preferences but still displayed in the Viewport for selected Spline objects
- Fixed a performance issue with the range indicator of the Spline Sketch tool when drawing in the Viewport
- Fixed a stability issue with the Viewport Renderer when rendering in the Picture Viewer
- Fixed a stability issue with the Viewport when playing an animation
- Fixed an issue with the Measure & Construction tool not being displayed when rendered with the Viewport Renderer
- Fixed an issue with the Viewport when importing the FBX file format
- Fixed an issue with the Fur object when the object’s origin was moved outside the visibility of the Viewport
- Fixed an issue with the Bounding Box Viewport mode of the Cloner Object when used in Multi-Instance mode
- Fixed an issue with the preview of the Mirror tool in the Viewport when used in the Screen coordinate system
- Fixed an issue with the preview of the Cross-Section tool in the Viewport
- Fixed an issue with memory allocation of the ShaderCache
- Fixed an issue with green reflections in the Viewport on the Apple M1
- Fixed a stability issue with the Texture UV Editor when using the UV Map command
- Fixed a stability issue with the Spline Pen and the Spline Arc tool when being used in the Viewport
- Fixed a performance issue with toggling the active view in multiple Viewport display mode
- Fixed a performance issue with the Spline Pen when the mouse pointer was moved over a spline section in the Viewport while holding down the Ctrl/Cmd key
- Fixed an issue with the Spline Pen where the corresponding segment was not highlighted when the mouse cursor hovered over it in the Viewport
- Fixed a performance issue with the Spline Smooth tool that occurred when moving over spline segments with a large radius
- Fixed a stability issue with the Texture UV Editor when loading an existing texture from the Texture view’s File menu
- Fixed an issue with the Viewport when using Backface Culling in Box display mode
- Fixed an issue with an undefined Supersampling parameter in the Attribute Manager that occurred especially with existing scenes
- Fixed an issue with the Move tool when used on Spline objects in the Viewport
- Fixed an issue with the Live Selection brush where the selection in the Viewport was delayed when the radius was set to a value less than or equal to 1
- Fixed a stability issue with the Viewport when the Maximum Transparency was set to a high value
- Fixed a performance issue with the Live Selection brush when used with a large radius value
- Fixed an issue with the Viewport display when the Magic Bullet Looks and Stereoscopic options were applied at the same time
- Fixed a performance issue with the Texture UV Editor when changing the Shading settings
- Fixed an issue with the UI icons of the Vector Filters in the Object Manager and the Volume Builder
- Fixed an issue with the redundant X-Ray option of the Volume Loader
- Fixed an issue with the Volume Builder’s Auto Update Settings option when using with a Cache Layer
- Fixed an issue with the Volume Builder cache layer where a cached simulation did not match the original one
- Fixed an issue with the Volume Builder where unassigned Field objects influenced the volume
- Fixed and issue with the Volume Mesh command being applied to child objects of the Volume Builder
- Fixed an issue with the Volume Builder when displaying Isoparm lines in the Viewport
- Fixed an issue with the Volume Builder when a volume was built from Spline objects and deformed by forces as a Soft Body
- Fixed an issue with the Basic properties of the Volume Builder where a redundant X-Ray option was available
- Fixed a stability issue with the FloatFunc Operator node that occurred when the Sqrt function used negative values
What’s new in S22?
- New UV Workflow Enhancements, Improved Packing and Automatic UVs
- Improved selection tools, visualization tools and a progressive unwrapping workflow make it much simpler to define a UV map, while new packing algorithms optimize texture resolution. A new automatic UV unwrapping option based on the Ministry of Flat licensed technology developed by Eskil Steenberg of Quel Solaar makes it easy to create a basic unwrap with minimal distortion and overlaps for baking and texture painting.
- Enhanced Viewport
- Cinema 4D’s new viewport core provides a framework to make the best use of graphics technology in the coming years, with full support for Apple Metal. Users enjoy a more accurate view of the 3D scene, improved filtering and multi-instance performance.
- Pipeline – GTLF export, GoZ Integration and More
- GLTF export offers users a flexible and efficient format for sharing 3D animations on the web and within AR applications, while GoZ integration offers a smooth workflow with Pixologic Z-Brush for advanced sculpting. Support for Nodal materials within FBX and
- Cineware expands the pipeline for advanced materials.
- Modeling Tools Improvements
- In addition to many small usability enhancements, modeling tools are faster and more robust, and better preserve mesh attributes like UV and vertex maps, thanks to a new core architecture.
- Organizational Licensing Options
- Volume License Customers can leverage organizational accounts within the MyMaxon ecosystem to assign licenses to individual users or groups, coupling the flexibility of floating licenses with the accessibility and reliability of Maxon’s servers.
What’s new in R21?
There’s more to the all-new Caps and Bevels than just fancy logos and text, and the enhancements to Volume Modeling and the Modeling Core Updates offer more efficient and accelerated workflows.
New Caps and Bevels
We’ve completely reinvented the creation of 3D fontography in Cinema 4D with improved constraints and internal bevels, Delaunay cap skinning, and a new library of bevel presets including the ability to draw your own bevel profiles. But this feature is more than just fancy fonts and text – caps and bevels are integrated on all the spline-based objects – lathe, loft, sweep, etc. for unlimited possibilities. Caps and bevels are created as a single object, with additional and more obvious selection sets for Shells and Edges. There’s even an option for linking start and end caps.
Volume Modeling Enhancements
Since its introduction last year, you’ve been creating amazing organic shapes from simple objects with Cinema 4D’s OpenVDB-based Volume Builder. Based on your feedback, we’ve streamlined and improved the workflow of this incredibly powerful toolset.
- CACHE LAYER – With the Cache Layer you can store the results of multiple VDB layers for faster workflow when creating complex models and effects. Caches can be used as the foundation for further adjustments and cleared at any time.
- VECTOR VOLUMES – Create dramatic forms based on shape outlines with new Vector Volumes. The direction values stored in these volumes can be used in the Field Force or Target Effector to guide particles, dynamic effects and MoGraph objects.
Other Volume Modeling Enhancements
- IMPROVED UI FOR VOLUME FILTERS – Fog Volumes can now be filtered via Multiply or Invert operations, and VDB filter types are now available as dedicated objects so can be added and managed more easily.
- SPLINE UI TO DEFINE SCALE ALONG SPLINE – Gain ultimate control over volumes based on splines with a curve-based UI to adjust the thickness of the volume at each point along the spline’s length.
- VERTEX MAPS FOR CURVATURE – Create Curvature maps when meshing a volume to use when shading and defining MoGraph and field-based effects. Add clones in the nooks and color the crannies to your heart’s content.
Modeling Core Updates
You’ll enjoy improvements to primitives and several key modeling tools as part of the ongoing migration to Cinema 4D’s new modeling core. It’s now possible to copy and paste points and polygons between objects and scenes. Primitive caps are now automatically welded. The modeling commands you use most – Extrude, Extrude Inner, Weld, Split and Polygon Groups to Objects – are much faster and preserve UVs and other surface attributes.
You’re going to love the new Field Forces for controlling dynamics, the Mixamo Rig for quickly and easily adding character animation and the many workflow enhancements added to Fields.
With the new Field Force dynamics object you can use the power of fields to control dynamic forces in your animations.
Fields Workflow Enhancements
- CHANNEL MIX FIELD – Convert between values, color and direction in Fields to vary the strength of effects based on color or direction. Use strength or color to define direction in the new Field Force object.
- SUBFIELDS WORKFLOW ENHANCEMENTS – The new hierarchical view makes it easier and more efficient to manage the subfields of other fields. For a better overview and workflow you can now see subfields in the main Field list.
- MASK WORKFLOW – Use one or more fields to mask the effects of another field for exciting and complex results.
- DEFINE NORMAL DIRECTION WITH FIELDS – Normal Tags can now be modified by fields, and have a field list (for use with Target Effector, Field Force, etc.)(for more Fields improvements see the full features list)
- MIXAMO CONTROL RIG – Need a fast and flexible way to add, adjust and combine simple character animation? This new rig allows you to easily apply, adjust and mix mocap data from Adobe Mixamo, and will have your character up and running in a matter of minutes.
- WEIGHTING IMPROVEMENTS – Achieve better automatic weighting thanks to new built-in algorithms and an improved Weight Manager. Use the new volumetric and heatmap modes and bone glow options, as well as a new and improved smoothing algorithm to get off to a great start with your character animation creations.
New Denoiser technology from Intel, new material nodes, improvements to the node workflow and some substantial updates to ProRender will power your creativity into amazing imagery.
Intel Open Image Denoiser
Get great renders out the door faster than ever before with the power of machine learning and Intel’s Open Image Denoiser. This breakthrough technology cleans up typical render noise so fewer iterations are needed for an acceptable image. Best of all, the denoiser is implemented as a post effect and available for Cinema 4D’s Physical Render, ProRender, Redshift and third-party render engines.
Nodes for Everyone!
You’ve told us how much you love the new Node-Based Materials introduced in Cinema 4D R20 – and how much you’d love to use the same interface with third-party render engines. Cinema 4D Release 21 introduces Node Spaces for managing nodal setups for multiple render engines within a single material, and many of the most popular external render engines are already evaluating the new API to implement their own Node Spaces.
- NEW PHYSICAL RENDER NODES – You can now cache the 2D result of nodes, and generate various effects like blur, sharpen and emboss. The Cells node allows advanced control of Voronoi patterns. With the Trace Multi-Ray node you can generate advanced shading effects like ambient occlusion, blurry reflections, rounded edges and more.
- PRO RENDER ENHANCEMENTS – Users on Windows and Mac can take advantage of the latest ProRender enhancements to harness the GPU for rendering. Create advanced ProRender materials using nodes and the powerful new Node Spaces. ProRender features more than 70 unique material nodes, which include the ability to render volumes. There’s also new multipass options and support for out-of-core HDRI skies.
- DRAG AND DROP NODE WORKFLOW – Now you can duplicate nodes with a simple drag-and-drop, and drag to rearrange the ports within each node. New input and output nodes make it easy to untangle the wires.
- PROTECT YOUR NODES – Export encrypted versions of node assets to sell or share without exposing the details of your handiwork.
Create your own custom passes by using the power of AOVs. You can create a pass for every node you might need for your final composite.
Cinema 4D has been given a facelift with support for HiDPI displays and some menu adjustments. The new Asset Inspector makes it easy to find/link/collect assets and the UV Transform Tool provides some additional tools for managing UVs.
Easy on the Eyes and Quick on the Draw
Cinema 4D has gotten a facelift, but there’s great benefits below the surface as well. You’ll enjoy clear, anti-aliased display of HiDPI UI elements – on Windows and Mac. High-res displays push more pixels, but Cinema 4D’s managers have been optimized to perform better than ever before. An updated look-and-feel also provides a more modern UI with improved colors.
A Better UX for You
You’ll feel right at home with Cinema 4D’s updated menus
- NEW DEFAULTS – Get up and running right away with updated defaults based on the most common user tweaks.
- MENU RE-ORGANIZATION – It’s easier than ever to find the command or tag you need thanks to updated menus. Features are always quick at hand thanks to Commander, which now remembers the last thing you did.
- MAC-OS ENHANCEMENTS – On macOS, the Cinema 4D main menu now appears where it should – at the top of the screen, giving you more workspace than before. macOS Dark Screen Support helps you focus on your work rather than on the interface. And thanks to the HiDPI support, the Cinema 4D interface looks super crisp on Apple’s hi-res displays.
No more harmful UVs
Cinema 4D Release 21 lays the groundwork for future UV enhancements, with an improved Texture / UV view that’s anti-aliased and faster. With the new UV Transform Tool you can modify UV points and polygons easily – tweaking position, rotation, scale, skew and distortion of entire UV sections easily. Further enhancements include a UV ruler display, option for quantized UV transformations and snapping support for UV points and edges.
Assets aren’t Liabilities
Now it’s easy to wrangle all the external files associated with your Cinema 4D projects, from textures and audio to Alembic and other caches. Cinema 4D’s Asset Inspector makes it easy to identify the assets in a scene, fix links and collect files.
- CUSTOM ICONS – Organize your object manager like never before with custom, colorized icons for all your objects and tags. Choose your own image for each icon, or choose from handy presets. You can keep the colors of the image, or replace them based on a custom color or the display color of the object. It’s easier than ever for TDs to create templates and rigs anyone can understand!
- EXCHANGE – Cinema 4D has always played friendly with other applications. R21 includes improved support for Solidworks, STEP, Catia, IGES and JT formats. There’s a preference to show/suppress import dialogs, and the file selector now appears after export settings. And, you have an option to import instances as regular or render versions as well as import hidden objects with a “_hidden” suffix.
- TEXTURE LINKING – In Cinema 4D Release 21, you can choose whether textures are copied or linked by default, rather than dealing with a dialog each time you add a texture. This will save you millions of clicks, and that’s not an exaggeration.
Buying and Licensing
Compatibility for Cinema 4D
Dynamic Christmas Tree in Cinema 4D
This Dynamic Christmas Tree tutorial comes from Dave from CG Shortcuts. Learn how to create an animated Christmas Tree in Cinema 4D! We'll be using dynamics in C4D to build a Christmas tree out of Christmas baubles.More...
Cinema 4D: R21 Caps and Bevels Overview
In this tutorial, EJ Hassenfratz from eyedesyn explains how the caps and bevels update in R21 can change the way you work with not only 3D type, but other generator objects like Sweeps and Extrude objects.More...
Why Your 3D Renders Look Fake - 5 Tips
Designer Darren Thomas explains why your 3D renders look fake and offers 5 tips to improve realism. Perfection is your enemy, and technology will only get you so far, as real life is messy and imperfect.More...
In Depth: What in the Heck is Bokeh?
Bokeh is a type of defocus or lens blur where the blur takes on the shape of the lens diaphram. We explain how to pronounce the word, how it is created, and show lots of cool examples. Also, a few plug-ins to create a bokeh in post-production.More...
Cinema 4D and U-Render
This continues our series on Cinema 4D and third-party renderers. U-Render is no longer in beta and is available at ToolfarmMore...
Tutorial: Cinema 4D and U-Render
We are continuing our series on Cinema 4D and third-party renderers and U-Render is our focus for today. U-render is no longer in beta and is available at Toolfarm.More...
Mograph Module’s Shader Effector in Cinema 4D
EJ Hassenfratz from eyedesyn explains how to use the Shader Effector to make HUD elements. He also explains the difference between the Shader and Random Effectors, the benefits of using the Shader Effector and much more.More...
Rendering in CINEMA 4D - Which to Choose
With all the different renderers out there, it’s sometimes difficult to determine which is the best for you and your needs. Chad Ashley from Greyscalegorilla has a breakdown of the pro’s and cons of some of the renders GSG recommends. Read an excerpt here and follow the link to the full article.More...
Tutorial: Halloween Themed Tutorial Round Up
Demons are rising, ghosts are haunting and blood is flowing with these Halloween themed tutorials that we have collected to help take the horror out of making frightening creations. Updated: October 25, 2016.More...
Model a Glass Pitcher in Cinema 4D
Pete Maric, triplet3d.com shows how to model a pitcher with spline and lathe NURBS, editing the points to create the top lip. He uses the Explosion FX deformer to add thickness to the walls of the pitcher then explains how to model the handle of the pitcher using sweep NURBS and scale curves. This is tutorial #3 on the page, so scroll down to watch. More...
Creating a Thin Glass Material with Proper Refraction in CINEMA 4D
If you apply a glass material to an enclosed object, you will see a lot of refraction, making the object look like it’s a solid mass of glass, like a bowling ball or paper weight. Noah Witchell shows you how to create the look of thin, delicate glass, the type you might see on a light bulb or nice wine glass.More...
The Next Limit Realflow to MAXON CINEMA 4D Pipeline
RealFlow Expert Thomas Schlick give us a detailed description on how to use RealFlow with CINEMA 4D. You will learn:The difference between the connectivity plugins and the RFRKBasic import features & file formats of the connectivity pluginsHow to export point level animationThe new RealFlow MeltMaterialConnecting RealFlow particles wtih PyroClusterThe Basic RFRK workflowMeshing in Cinema 4DWork with vertex mapsImporting particle dataAnd more!More...