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MAXON CINEMA 4D Prime R19 (SP2)

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CINEMA 4D Prime is an ideal choice for all graphic designers looking to add 3D to their toolset

Renowned for its ease of use, speed and professional results, Cinema 4D Prime is an ideal choice for all graphic designers looking to add 3D to their toolset. Cinema 4D Prime's intuitive interface is designed to ease you in to the powerful and exciting world of 3D graphics. With Cinema 4D Prime you can start creating great-looking 3D images in no time. And the tutorials provided help you learn Cinema 4D quickly and easily.


Highlights

Maxon Product Comparison Chart

Learn the differences between Studio, Visualize, Broadcast, and Prime versions of Cinema 4D. BodyPaint 3D and Cinema 4D Lite are also included on the comparison chart.

Maxon Comparison Chart

Cinema 4D is the professional 3D package for your needs. If you want to create advanced 3D graphics and need a helping hand to ensure you create jaw-dropping graphics quickly and easily, then Cinema 4D is the choice for you. It comes in four different flavors for everyone's taste.

Why Cinema 4D?

Easy to learn and extremely powerful: Cinema 4D is the perfect package for all 3D artists who want to achieve breathtaking results fast and hassle-free. Beginners and seasoned professionals alike can take advantage of Cinema 4D’s wide range of tools and features to quickly achieve stunning results. Cinema 4D’s legendary reliability also makes it the perfect application for demanding, fast-paced 3D production, and a range of attractively priced software packages is available to fit any artist’s needs.

Ease of Use

Getting started in the world of 3D is a blast when you can quickly create great-looking results! Cinema 4D’s intuitive and easy to understand operation and logically arranged interface makes it easy for beginners to jump right in and take control. And it never ceases to amaze professional users just how easy Cinema 4D is to use. Countless tutorials and a global, highly-skilled community play an important role in bringing beginners to a professional level of use.

Intuitive Interface

Cinema 4D is a pillar in our users’ everyday workflow. This is why we make sure from the start that new functions work intuitively and are exactly where users will expect to find them. The Cinema 4D layout can also be easily customized to precisely fit a user’s needs and saved for later use.

Stability

Cinema 4D’s stability is renowned throughout the 3D community and beyond. All new features and functions are thoroughly put through their paces by our QA and beta testers before being released. Our free service packs, which are released on a regular basis, further optimize Cinema 4D and let us rapidly respond to changes in operating systems and drivers!

Powerful System Help

Any questions about a specific function can be quickly answered by right-clicking on it and jumping straight to the integrated software documentation.

Procedural Workflows

Stay flexible from beginning to end! Staying flexible for last-minute changes is important no matter which project you’re working on. Cinema 4D offers numerous options for working non-destructively: parametric modeling, procedural shaders, textures and more. And the Cinema 4D Take System lets you save and manage multiple versions of a scene in a single file!


CINEMA 4D RELEASE 19 - Tools for today, technology for tomorrow

Cinema 4D Release 19 offers both great tools and enhancements you can put to use immediately and a peek into the foundations for the future. Designers choose Cinema 4D for its fast, easy workflow and rock-solid stability, and Release 19 makes your workflow even faster, expands your horizons with new features and offers dependability you can count on.

Viewport - Gorgeous Graphics, While You Work

With Depth of Field and Screen Space Reflections, you'll get render-quality results in real-time, and it's easy to accurately place lights and visualize reflectance settings.

Voronoi Fracture - Breaking up is easy to do

Voronoi Fracture makes it easy to procedurally split objects - in Release 19 you can control dynamics with connectors, glue pieces together, add detail to cracks and more.

Spherical Camera - Render [Virtual] Reality

Tap into today's top trend - render Stereo 360° VR videos for YouTube, Facebook, Oculus or Vive.

Note: Spherical videos are currently not supported by Safari browsers.

LOD (Level of Detail)

Maximize viewport and render speed, and prepare assets for game workflows

Poly Reduction

New generator preserves UV-mapped textures

Scene Reconstruction

Create Point Clouds or basic mesh from motion-tracked footage

Character Workflow

Pose space deformation and improved weighting workflow

Sound Effector

Create audio-reactive animations based on multiple frequencies from a single MP3

 

Radeon ProRender - Physically-based, Cross-Platform GPU Rendering

Whether you're on Windows or Mac, you can experience the future of GPU rendering in Cinema 4D - physically-based, deeply integrated and extremely interactive.

New Media Core - for all the formats you import and render

Use animated GIFs and MP4s as textures, and render directly to MP4, DDS and improved OpenEXR. All the image, video and sound formats import faster and support more options.

New Modeling Core

Experience improved N-gon and Edge handling in Align and Reverse Normal commands

BodyPaint 3D OpenGL

Real-time display of reflections and displacement as you paint

 

CINEMA 4D Release 19 Complete Feature List

Exchange

  • Alembic R19
    • Alembic module is now based on Alembic 1.6.1 SDK
    • Alembic now supports subframe interpolation
    • "Other Attributes" option enables the import of additional point attributes
    • Export now supports the LOD Object
  • Alembic Generator
    • "Other Attributes" option enables the import of additional point attributes
    • Several workflow improvements
  • Alembic Morph Tag
  • FBX R19
    • FBX module is now based on FBX SDK 2017.1
    • Support for FBX LOD Groups added (import/export)
    • "Selection Only" option added to only export the selected objects
    • "Global Coordinates" option added to save objects with global instead of local coordinates
  • New Media handling
    • DDS exporter added
    • RPF can now save Material IDs
  • OBJ
    • New option "Groups (combine name collisions)
  • Houdini Engine Integration
    • Updated to Houdini Engine 16.0.633
    • The Integration now also supports particle rotation.

Workflow / UI

  • New Feature highlighting
    • Highlights new features in the current and previous version
    • Highlights can fade away when used
    • Custom highlight sets can be created
  • New Media Handling Core
    • Better media support in Cinema 4D
    • Data gets loaded more efficient
    • Layerset chooser now supports multi page/stream images (e.g. in multi page TIFF files)
    • Layerset chooser now allows access and selection of streams in a movie
    • Support for an arbitrary number of alpha channels
    • Format Presets for all Image/Movie formats
    • Option to adapt the Movie Data Rate if the resolution changes
    • Textures can have their own color profiles
    • Embedded color profiles for textures can be loaded
    • Anamorphic formats can be recalculated in the Picture Viewer
    • TIFF files can be compressed
    • Pixel aspect ration can be saved/loaded
    • Better support for CMYK and YUV images
    • 3D texture view supports the greyscale color profile
  • New "Load Substances from Folder" command in the Substance Asset Manager
  • Various new behaviors when inserting an object with multiple objects selected
  • Image/movie options of loaded files are remembered, images and movies can be saved with the same settings
  • The Content Browser now marks Substance assets with an overlay
  • The Vertex Color tag has a new option with which the vertext colors can be constantly shown
  • The save dialog window in the Picture Viewer can now handle anamorph videos

Animation

  • Weighting Improvements
    • Improved Weight Mirroring
      • Joint Matching Algorithms (Hierarchy-based, Coordinates-based, Name-based)
      • Improved Point-Matching Algorithm (Improved Nearest Point, Normalized Closest Point)
      • Mirror Tool Integration /w 1-Click functionality
      • Weight Manager Integration
    • Weight Manager Improvements
      • Several workflow improvements in the Weight Manager
      • WM Refactoring: Separated Weight Manager from the Weight Tool, Weight Manager per scene
      • Multiple Weight Manager Windows
      • Improved Joint List workflows (More Consistent, Custom List Order with new Weight Tag sort including folder support, list supports hiding joints)
      • Improved Spreadsheet workflow (More consistent filtering, new filters)
      • Expose functions to the scripting API
    • Weight Tool Improvements
      • Tool refactoring and performance improvement
      • Normalization Fixes
      • Select Joint Influences in the Viewport
      • Improved Smooth Workflow
      • Improved Picker workflow
      • New rigging specific layout
      • Improved commands (Bind Multiple Objects)
  • Character Morphs
    • PSD (Pose Space Deformation) added
  • Undeformed version of an object can now be used for rigid body simulations

MoGraph

  • Improved Voronoi Fracture
    • "Auto Connector" to automatically create a setup of Connectors between pieces.
    • "Geometry Gluing" to merge pieces together
    • "Detailing" to give pieces a more realistic look
    • "Sorting" has been moved to a new Tab
    • New sorting mode "Object"
    • New "Piece Scaling" functionality, to scale voronoi cells
    • The effect of "Offset Fragments" can now be inverted, this will create one object consisting of the gaps.
    • "Hull Only" can now have a thickness
    • The fracturing results can now be saved in the .c4d file
    • Vertex maps can now be created for inside face selections, outside face selections and edge selections.
    • Much better performance when fracturing high polygon count objects.
  • New Noise Falloff
  • New Sound Effector
    • New User Interface
      • New, interactive Frequency Graph
      • Sampling the sound with several probes. Sampling modes: Peak/Average/Step
      • Different modes to map probes to clones (Iterate/Distribute/Blend)
      • Different ways to colorize the Clones
  • Improved precision for source falloff for effectors
  • Improved speed of the volume effector

Materials

  • New UV Tile Offset Mode for the Variation Shader
  • Variation Shader now also work in Hair Materials

Rendering

  • "ProRender", a new GPU based render engine
    • Based on OpenCL 1.2, working on Nvidia and AMD cards on Windows and AMD cards on macOS
    • Multi GPU support with a very effective scaling
    • Interactive Preview Render in Viewport
    • Support for native materials and lights
    • New PBR based Light and Material type
    • Firefly filter
    • Bucket rendering for large resolutions
  • Viewport Enhancements
    • Faster and nicer reflectance channel preview by Physically-Based Shading
    • Reflectance channel roughness map support.
    • Reflectance channel per-layer bump map support.
    • Fast and accurate illumination from rectangular area lights.
    • Depth of Field effect with Bokeh (support for Diaphragm shape), matching the Depth of Field in Physical Render closely.
    • Screen Space Reflections
    • Area Lights can be now shown as solid in the Viewport
  • Spherical Camera
    • New Camera option to create 360° and Dome renderings
    • New Field of View helper in the Viewport
    • Supports different mapping formats (Lat-Long, Cubic-Cross, Cubic-3x2, Cubic String)
    • Supports stereoscopic rendering
  • TeamRender improvements
    • Support for Frame Steps
    • Changed reordering strategy
    • Clients continue rendering, even if the server is not reachable
    • Support for encrypted web connections
  • New automatic Service Discovery
  • New Tonemapping Post-Effect
  • Speedups for Standard Renderer
  • Speedups for simple transparencies in Physical and Standard Renderers
  • Supersampling setting for the Hardware OpenGL Renderer
  • Shadowmap filtering improvement for the Hardware OpenGL Renderers
  • Instant material updates

Modeling

  • New Modeling Kernel
    • First incarnation of the new, modern Modeling Kernel
    • Currently used by
      • Plane Primitive Generator
      • Reverse Normals Command
      • Align Normals Command
      • Polygon Reduction Generator
  • New command option dialog with "Reverse User Normals" option for Reverse Normals and Align Normals commands.
  • Level of Detail Object
    • Switching Level of Details Levels on different criteria (User Defined Level, User Defined Value, Screen Size horizontal/vertical/surface, Camera Distance, Project LoD)
    • Different modes
      • Children mode
      • Simplify Mode
      • Manual Group Node
  • Polygon Reduction Generator
    • Polygon Reduction is now a Generator
    • New reduction algorithm
    • Reduction can be set as a percentage or as number of remaining polygons, edges or vertices
    • Better UV handling
    • Can handle multiple objects either as one object or each one separately
  • Displacer has new options
    • Process Normal Tag
    • Type (RGB (XYZ Tangent)

Motion Tracking

  • Scene Reconstruction
    • Reconstruction of the recorded scene, based on the Motion Tracking 3D Solve data
    • Creates a Point Cloud or a mesh
  • Motion Tracker Enhancements
    • Manual Tracking now can work on R,G,B or custom channels
    • Footage can now displayed as "Tracker View", e.g. Red Channel only.
    • The Tracker can now work with a circular tracking pattern

UV Editing

  • User Interface modifications
  • Improved UV Selections including Grow/Shrink Selections, Select Connected and double click to select Islands for UV Polygons and Points
  • Convert Selection now supports UVs
  • Coordinate Manager now supports UVs
  • New Numerical Editor for UV points

BodyPaint 3D

  • BodyPaint is now based on OpenGL
  • New BodyPaint save options

Demo Version

  • Rendering Resolution Limitation has been removed, The Rendering will have a Watermark instead

Updates

What's new in Service Pack 2?

This service release improves the stability and performance of Cinema 4D and is recommended for all Release 19 users.

New in SP2, among other things, is the support for Apple's API Metal 2 on Mac systems, which greatly improves the performance of Radeon ProRender.

In addition to general improvements that affect almost all application areas in Cinema 4D, modeling and MoGraph features in particular will benefit from this service release.

A complete overview of all improvements in SP2 can be found in the changelist (pdf).

Minimum System Requirements Cinema 4D and BodyPaint 3D

Windows 7 SP1 64-bit or higher on Intel or AMD 64-bit CPU with SSE3 support or

macOS 10.11.6 or 10.12.4+ with 64-bit CPU running on Intel-based Apple Macintosh
4 GB RAM (8 GB or more recommended), OpenGL graphics card supporting OpenGL 4.1 (dedicated GPU recommended)

The GPU renderer requires an NVIDIA or AMD graphics card on Windows or AMD on macOS which supports OpenCL 1.2 or higher. We recommend at least 4 GB VRAM for GPU rendering.

USB port, Registration is required.

MAXON cannot guarantee support of new hardware and operating systems shipped after release of this Cinema 4D/BodyPaint 3D version.

Cinema 4D on Windows 10

There are no known Cinema 4D issues that are Windows 10-specific but your user experience might differ, depending on your hardware. Our closed field test showed that some but not all GPU drivers or input device drivers work less reliably on the new operating system, especially when using third-party plugins that rely on these drivers. This can change anytime if these drivers are updated, which means that no general guidelines exist regarding which graphics cards will be affected. For users of Intel HD2500 / HD4000 GPUs, we don't recommend the use of Windows 10 because they will most likely not receive the necessary updates.

QuickTime: Some versions could not be used with Windows 10. However, we received positive feedback with regard to using the current version 7.7.9 with Windows and Cinema 4D. According to the website, there is no official support for Windows 10. Download: https://support.apple.com/downloads/quicktime

CPUs

Generally speaking, Cinema 4D and BodyPaint 3D support all currently available Intel and AMD 64-bit CPUs with SSE3 support. However, we cannot completely rule out the risk of compatibility issues for new CPUs (like AMD's latest Ryzen family of CPUs) that are released during a Cinema 4D release cycle. Nevertheless, we will provide updates for current releases to support these CPUs as quickly as possible.

Graphics cards

Generally speaking, Cinema 4D and BodyPaint 3D support all OpenGL 4.1-capable graphics cards. Nevertheless, we recommend using a dedicated 3D graphics card with an AMD or NVIDIA chip set. High-performance graphics chips are currently already available in mid-range laptops.

Make sure that you always use the most current certified graphics card driver (no beta versions).

To find out more about processing speed, CINEBENCH test results can be found online.

Important notice

MAXON is not responsible for the compatibility of individual graphics cards with the OpenGL 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.

The technical specifications of MAXON products are constantly changing. Please use the most current demo version of the software to test its compatibility on your computer.

Regarding NVIDIA 3D Vision

A quad buffered graphics card is required to use NVIDIA's 3D Vision Shutter glasses for viewing the stereoscopic display in Cinema 4D.

An overview of graphics cards that meet all requirements can be found here.


 
 
 
 
 
 
 
 

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Here is a round up of tutorials that should help you with Maxon Cinema 4D’s Sketch and Toon module!

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Cinema 4D Deformers

Looking for a little help with Maxon Cinema 4D Deformers? Look no further!

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Camera mapping a head using camera mapping and sculpt tools

"Here is a very quick and crude example of camera mapping Russell Crowe's head using the camera mapping setting in the...

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R16 and R17 Motion Tracker for Handheld Camera Move

"I found a fun little technique to use the R16 or R17 Motion Tracker in a unique way to create some great handheld camera...

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C4D: 3D Sound

Learn the basics of using 3D sound in Cinema 4D.

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Setting up a macro shot in Cinema 4D

Konstantin Magnus shows you how to use Cinema 4Ds physical render engine to quickly model and setup flowers and some basic...

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C4D X-Particles Tutorials

Here are 3 different tutorials utilizing X-Particle in Cinema 4D.  Learn to create custom geometry, a smoke flower, and...

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How To Make A Sci-Fi Fire Look In Cinema 4D and After Effects

In this AskGSG Jake Vardaman asks us how to make this cool Sci-Fi fire look by Raoul Paulet using C4D.

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Plexus Style in C4D

Jump into Cinema 4D and easily create a look that is similar to the plugin Plexus for Adobe After Effects.

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Create an Aquarium in Cinema 4D

This tutorial covers the process of modeling, texturing and rendering an aquarium scene inside of Cinema 4D.

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C4D R17 Features: Take System

“The Take System of Cinema4d R17 should be a real boost to your workflow and pipeline. Our Lead3d Matthias Zabiegly walks...

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How to Create Colorful Feathers in Cinema 4D

“In this tutorial, I’m going to show you how to create colorful feathers inside of Cinema 4D. ” - EJ Hassenfratz... More...

Advanced and Unusual ways of using C4D’s HAIR

In this presentation from Siggraph 2015, Chris Schmidt presents this tutorial on Advanced and Unusual ways of using C4D’s...

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32 Cinema 4D Quick Tips For Any C4D User Level

Mograph Candy offers a tutorial that's really a conglomeration of many different tutorials all wrapped up in one neat...

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10 Tips for better lighting in Cinema 4D

Learn the basics of lighting and how it can help you when lighting a scene in Cinema 4D.

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Octane Render and Mograph Shaders in C4D

Learn how to use the Mograph Shaders in C4D with Octane Render to achieve the look you want.

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Growing Neurons / Dendrites Using X-Particles in Cinema 4D

Learn how to create and animate dendrites, or neuron like cels using X-Particles in Cinema 4D.

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C4D Modeling Process Video: Hospital Stretcher

Our friends over at the Pixel Lab have been busy creating this modeling process video.  There's no VO, so just watch the...

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Soft Bodies with X-Particles in Cinema 4D

helloluxx offers up this tutorial on how to simulate soft bodies using X-Particles 3 in Cinema 4D.

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Basic Character Rigging in Cinema 4D

Learn the basics of character rigging in Cinema 4D beginning with understanding how C4D calculates hierarchal orders and...

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Strawberry Modeling Tutorial + Quick Tip for Cinema 4D

iDani shares a great tip for creating the indents on a strawberry model that won't slow your computer down.

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Gerbera Daisy Cinema 4D Modeling Tutorial

Learn how to model, texture and light a realistic flower for a close up.  Nate Vander Plas takes you step by step through...

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C4D: How to emit particles from a shape

Learn how to emit particles from a shape - without third party plug-in or TP in Maxon Cinema4D.

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Understanding Maxwell Materials the easy way

Topics covered in this video:

  • Assisted materials: minute 9:25
  • Advanced materials: begins at minute 15:32 …
  • ...
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Cinema 4D Quick Tip: Solid to Liquid

This C4D Quick tip with Mustapha Fersaoui demonstrates the use of the Solid To Liquid Tool, showing how it can be employed...

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Cinema 4D Quick Tip: Quantize Function

Learn how to model smarter using the quantize function in MAXON Cinema 4D.

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Tutorial: Experimenting with the Cinema 4D Reflectance Channel

Learn how to make realistic materials using the Reflectance Channel and Physical Render Engine in C4D.

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The Importance of Compositing: A Layer By Layer Breakdown in After Effects

Learn how important compositing is for your 3D renders, as every shot needs color correction and/or compositing, in this...

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Cinema 4D Custom Material ID Pass Tutorial

Ryan Snider of TangleWire.tv, shows you his customized compositing render pass that will allow you to make targeted color...

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Wireframe Renders in Cinema 4D

In this tutorial from the Pixl Blog, you will learn how to make wireframes of your objects using the Proximal Shader.

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The Reflectance Channel, Part 01: Reflectance Theory

Maxon Cineversity offers a detailed tutorial on the reflectance channel and how it works in Cinema 4D. 

Learn the basic...

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