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R24 Maxon Cinema 4D S24

Review:

Maxon Cinema 4D S24
  

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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.

Award-Winning Mograph

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.

c4d s24 easy to useEasy 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. 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 S24

Cinema 4D Subscription Release 24 (S24) includes functionality to easily browse and obtain models, materials and other assets, and to intuitively place them within the scene. The release also includes key workflow enhancements and a sneak peek at the continued progress on the Scene Nodes and Scene Manager interfaces to the new core.

Placement Tools

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. 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.

Place Tool

The Place Tool allows efficient and intuitive placement of an object on the surface of existing scene elements, with handles to easily scale and rotate the elements. You can even place objects directly from the Asset Browser and interactively copy then place objects in your scene. Objects are automatically placed according to their bounding box or defined axis, with an optional offset.

Scatter Pen

The Scatter Pen makes it easy to scatter a single object or a selection of objects onto any surface by simply dragging within the view. You can 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. Painted too many or in the wrong location? No problem, just use the remove tools to clean up your scene or move objects individually with the Place Tool.

Dynamic Placement

Dynamic Placement offers the ultimate option for intuitively placing objects into a scene, with a high-performance dynamics providing actual collisions between objects. With the Dynamic Placement tool, objects can be clumped together or naturally dropped onto a surface of objects with the power of Cinema 4D’s physics simulation. Simplified proxy geometry is automatically generated for fast and accurate dynamics.

Asset Browser

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.

Asset Versioning

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 a extremely flexible and efficient workflows.

Add Your Own Assets

Create your own libraries and add your own assets by dragging them right into asset folders.

Scene Manager

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 a 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.

Scene Nodes

With Cinema 4D’s Scene Node core you can manage relationships and dependencies between objects, construct and modify geometry, and build reusable assets.

Scene Nodes Debugging

You can effectively debug scene node systems with the help of an information overlay, port debug panels within the Node Editor, and a powerful Data Inspector window for detailed introspection of arrays and other complex datatypes.

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, and these both expand possibilities and serve as a useful example of the type of tools users can expect as Scene Nodes continues to mature.

full list of features

 

Features

Create

Poly Pen

Paint polygons with Cinema 4D’s modeling “Swiss army knife”, a single super-tool for creating or retopologizing 3D models.

  • Create Polygon – Click to add points and quickly create polygons, whether modeling from scratch or snapping to existing geometry for retopology.
  • Rotate Edge – Refine the polygon flow by spinning an edge around its center.
  • Snap To Edge – Extend the surface easily with edges that snap to each other.
  • Draw Row – Paint strips of polygons interactively.
  • Modeling Arc – Convert simple edges into complex arcs in a single action.
  • Extrude – Create solid shapes by extruding, without changing tools.

UVs

Cinema 4D gives you access to all the powerful UV editing capabilities introduced in Cinema 4D S22. Additionally, we now have New tools geared mostly at UV workflows for hard-surface models.

  • UV Snapping – UV Snapping is now completely integrated into Cinema 4D’s core snapping toolset, with support for point, grid and pixel snapping.
  • Multi-Object Support – UVs of multiple objects can now be viewed concurrently in the UV Editor. Use UV packing to arrange the islands of all objects into a ONE shared UV Tile, as well as selection and manipulation tools to fine-tune UVs over multiple Objects.
  • Align, Straighten, Rectangularize – We can now align Islands based on selected Edges, Straighten Edge Selections and rectangularize UV islands.
  • UV Edit / Layout Enhancements – Enhanced views in the interface and the UV layout window make your workspace more responsive, and combined with the new tools make editing UVs an intuitive and stress-free process.

Node Based Materials

Node-based materials in Cinema 4D Release 20 invite you to explore a whole new world of material-creating possibilities. Create simple materials that link a texture in multiple channels for easy adjustment, or create amazing and complex shaders that can be used in Cinema 4D’s Advanced and Physical Render engines.

Everything Starts Small

Each node performs specific functions – from color correction to camera distance, generating noises, gradients, patterns, flakes or scratches … and these only scratch the surface – Cinema 4D Release 20 includes over 150 nodes you can use to build your textures. Don’t worry – they’re all fully searchable by name and keyword, and can be easily added via a commander interface.

c4d materials nodes

Each node offers a specific function but when you combine them, the possibilities are endless. You can easily drag wires to connect inputs and outputs and add converters to existing connections. Enable previews at any stage and selectively mute connections to understand how each node contributes to the material. Combine nodes into groups, groups into assets, and use those assets yourself or share them as .zip files.

The Power of Nodes

  • One Node, Multiple Connections – Reference a single color, texture or other element in multiple channels throughout a material. When the time comes to make a change, you only have to do it once.
  • A Material Overview – The Node Window provides a complete overview of every element so you don’t have to dig through multiple channels and shaders to view everything contributing to a material.
  • Custom Interfaces – Combine nodes to create custom shaders and expose only the parameters you want to modify or let others to tweak.
  • Reusable Assets and Versioning – Create assets from Node groups and store them in the scene, in the preferences, or share them with others as a simple .zip file. Assets include complete versioning so you can easily manage updates.

One Material to Rule Them All

The ultimate asset – a completely new generic material, called Uber Material. This simplified and easy-to-use material can be added and edited in the Material Editor or Attribute Manager, and any connection you make can also be seen in the Node Editor. The truly courageous can even open the asset within the Node Editor and see how a complete material is made up.

Polygon Reduction

Cinema 4D’s Polygon Reduction tool works procedurally, so it’s easy to reduce entire hierarchies and quickly dial in the desired reduction strength or point count. And best of all, the Polygon Reduction preserves Vertex Maps, Selection tags and UV coordinates, ensuring textures and point-level data continue to map properly.

Body Paint 3D

Maxon’s BodyPaint 3D is the ultimate tool for creating high-end textures and unique sculptures. Wave good-bye to UV seams, inaccurate texturing and constant back-and-forth switching to your 2D image editor. Say hello to hassle-free texturing that lets you quickly paint highly detailed textures directly on your 3D objects. BodyPaint 3D also offers a comprehensive set of sculpting tools that let you turn a simple object into a detailed work of art.

Why 2D Painting is never enough for 3D Textures

  • Immediate Feedback – When you use BodyPaint 3D to paint complete materials onto your 3D models, you’ll immediately see how the texture fits with the contour of the model, how the bump or displacement react to lighting, and how the transparency and reflection interact with the environment. There’s no need to waste time transitioning textures between environments – you’ll always see an accurate depiction of the texture so you can concentrate on making it look great.
  • Tools, Tools, Tools – More than 200 presets put a wide array of natural media and special effects brushes within easy reach. Clone, Smear, Sponge, Dodge and Burn, Gradient, Magic Wand, transform tools and more are all available within the easy to use interface.
  • Distortion-Free Painting – No matter how hard you try – UVs will never be 100% perfect. Some parts will be slighty scaled, distored or twisted because you are trying to project a 3D object onto a 2D plane. You have to keep this in mind while painting your textures in 2D. Sometimes this produces unpredictable results. BodyPaint 3D’s projection painting takes all this into account and projects your texture the way you intended it to look on the 3D object on which you were painting.
  • 32-Bit Color & HDR Editing – You can paint in up to 32-bit color depth, which gives even more texture control and incredibly smooth color gradations. BodyPaint 3D also enables editing of HDR and EXR formats letting you to use these powerful formats in your 3D scenes.

Direct Connection To Your 3D Application

Normally, creating textures using 2D applications and including these in your 3D scene involves a lot of manual setup and a lot of application switching. BodyPaint 3D offers plugins to easily exchange models, textures and UVs between BodyPaint 3D and popular 3D applications like 3ds Max, Maya and Softimage.

Painting Multiple Textures At Once

With BodyPaint 3D you can paint an entire material with a single stroke. Each brush can paint up to ten channels simultaneously, so a single brushstroke can affect Color, Bump, Specularity, Reflection, Transparency and other properties. There is no need to match the various channels in your 3D application.

Painting Over Multiple Objects

BodyPaint 3D can paint over multiple objects using a single stroke. Projection painting allows distortion-free painting across multiple objects to eliminate seams and get the results you want – which is not possible in 2D!

UV Tools

Maxon BodyPaint 3D features an arsenal of UV editing solutions that ensure your models and their materials line up properly.

Painting in 3D is governed by UVs, a set of coordinates that relate polygons to texturing areas. Properly designed UV coordinates are essential to successful painting and quality texturing in 3D. Because almost all 3D models involve contours in 3D space, standard projections like spherical and flat mapping are not able to provide distortion-free texturing. Each model must be set up with correctly aligned UVs prior to painting, just like taping off the trim in a room prior to painting.

Optimal Mapping & LSCM Unwrapping

BodyPaint 3D includes numerous tools that help you achieve the best UV map for each individual model. You can utilize one of three different algorithms, including Cubic Optimal Mapping, to automatically optimize your UV coordinates and remove overlapping points.

The Relax UV tool adjusts the size of UVs in relation to their corresponding polygons, and the UV Terrace tool lets you easily include additional geometry in an existing UV map. The Store and Remap UV features allow you to easily remap areas of UV coordinates to eliminate seams. Using BodyPaint 3D’s powerful Interactive Mapping feature you can generate UVs based on standard projection types for different regions of a model. Of course, BodyPaint 3D also includes Move, Scale, Rotate, Shear and other tools to let you manually tweak individual UV coordinates.

The LSCM unwrapping method, which lets you unwrap a model’s UVs based on defined seams, also comes in handy when working with complex shapes. Whether adjusting UVs for a low-res game model or a high-res matte painting, BodyPaint 3D provides the UV tools you can rely on when the UV mapping is not as perfect as the model you have built.

Painting & Texturing

Painting Tools

All your favorite painting tools are available in BodyPaint 3D, including Clone, Smear, Sponge, Dodge and Burn tools. The standard brush tool includes pressure, hardness, size, bitmap, distortion, rotation, jitter and other parameters for hundreds of painting possibilities. The effect of any parameter can be controlled by the pressure, tilt, direction or finger wheel of your graphics tablet. Over 200 presets are provided with BodyPaint 3D, representing a variety of natural media and special effects.

A real highlight of BodyPaint 3D is that it now supports the .abr format for Adobe Photoshop-compatible brushes. BodyPaint 3D artists can now take advantage of vast resources available in the Photoshop community. Thousands of brushes are available, many of them for free and we’ve even added over 1,400 brushes to the brush preset libraries.

Layering in the 3rd Dimension

This familiar layering system operates much like 2D graphics applications, giving you the power to combine various effects and experiment with confidence. In addition to its own B3D format, Maxon BodyPaint 3D can read and write layers and masks in PSD and TIF file formats. Each layer can be assigned a unique opacity and mix mode. BodyPaint 3D also features a real-time preview of layer transformations so you can easily position, scale, rotate, skew and distort layers until your composition is just right.

You can also define a mask in any layer, work with alpha channels or apply different blend modes to layers. Even .psd files can be read and their individual layers or layersets easily accessed. The Layer Shader makes it possible to quickly assign filters or procedural shaders to images. BodyPaint 3D is second-to-none when compared to conventional 2D image editing applications, and is ideal for high-end compositing and montage work.

Projection Painting

Projection painting offers unmatched comfort when painting textures onto complex geometry. Visible seams at UV edges are now a thing of the past. The detachable projection layers in particular make this process easier by letting objects or images be placed freely before the projection is applied.

With projection painting enabled you can paint onto a virtual glass plate over the model and subsequently project this painting onto the actual textures. This powerful feature supports all of BodyPaint 3D’s painting tools and provides full control over the projection and final appearance of your paint strokes. Projection painting even allows users to paint across multiple objects with a single stroke to eliminate seams. Copy and paste paint between layers. You can copy and paste between layers while in projection paint mode and you can even join two separate images with perfect blending and distortion.

Volume Modeling

Modeling and More with the Power of OpenVDB

Create complex models by adding or subtracting basic shapes in Boolean-type operations, or create animated growing effects by turning noises and the new MoGraph Fields into actual geometry – it’s all possible thanks to Cinema 4D’s OpenVDB-based Volume Builder and Mesher. Volume Modeling offers a completely procedural way of creating objects you couldn’t even imagine before.

A New Way to Model

Build organic or hard-surface volumes in a very procedural way – combine multiple primitives and polygon objects with Boolean operations like Union, Subtract and Intersect. Add or subtract splines, cloners, fields and more to quickly create complex shapes, and smooth or reshape the result with voxel modifiers. With VDB remeshing, you can quickly re-topologize meshes to more effectively add details using Cinema 4D’s powerful sculpting toolset.c4d volume bottles

Volumes and Fields – Better Together

  • Fields as Volumes – Use Random or Shader Fields to create volumes based on procedural textures or 3D noise.
  • Fields as Modifiers – Use fields to adjust the strength of smooth and reshape filters, inflating or eroding objects based on field shapes and patterns.
  • Volumes as Fields -Volumes can themselves be Fields, with their strength or direction affecting the nearest clones.

Data in 4 Dimensions

OpenVDB is fundamentally a way to store 3D pixels. Cinema 4D can load multiple grids from any .vdb file, and load animation via sequenced .vdb files. Release 20 does not yet offer native volume rendering but VDBs created in Cinema 4D can be exported in sequenced .vdb format for use in any application or render engine that supports OpenVDB.

Sculpting

Model organic surfaces and easily increase the level of detail on any object with the fully-integrated Sculpt system in Cinema 4D. Simply click Subdivide to increase the level of detail, transforming your mesh into digital clay. Mold your mesh with intuitive sculpting tools that pull, smooth, flatten, knife and pinch the surface. Take advantage of advanced symmetry options, stamps, stencils and masks to create complex sculpts and surface details.

c4d sculpting

Organize in Layers

Organize your sculpt project in layers, each with its own Sculpt level, mask and strength settings. Simply click any layer to activate it and jump to the appropriate level of detail. Arrange layers in any order and even within folders, so it’s always easy to find and activate the right layer. You can freeze your sculpts at any time to release the memory being used by sculpting and view the effect of deformation on your sculpted mesh.

Flexible Tools

Mold your mesh with Cinema 4D’s flexible sculpting tools, each of which have unique size and pressure options that can be interactively adjusted or linked to the properties of your tablet pen. Smoothly paint continuous strokes with the Steady Stroke option. Use special drag options to precisely place Sculpt Stamps, and easily create repetitive stamps with the Repeat tool. Sculpt finer details with the help of masks and stencils. Create and share your own stamps and stencils, or take advantage of the extensive preset library provided in Cinema 4D. Finally, you can create your own sculpt brushes or take advantage of Cinema 4D’s extensive developer community to extend the power of the toolset even further, with extensive Python and expanded C++ support for the entire Sculpt system.

  • Pull Brush – The Pull brush lifts the vertex points (or lowers them) in the average direction of the Normals (in the region of the brush’s preview). This brush is also well-suited for use with the Stamp and Stencil functions.
  • Grab Brush – As the name suggests, this brush can be used to grab part of the mesh and pull it into the desired position. Great for shaping a character’s chin or head, or creating spiky bits.
  • Smooth Brush – The Smooth brush is one of the most important sculpting brushes. The Smooth brush – with a low Strength value – is ideal for relaxing the mesh and removing artefacting.
  • Erase Brush – Use the Erase brush to delete sculpted regions of an active Layer, i.e., wherever the Erase brush is applied, the sculpted regions will be reset to a neutral state.

Mirror and Masking

The powerful Symmetry options within each sculpt brush now support Cinema 4D’s workplane, so you can easily mirror strokes across an offset axis. Keep your strokes fast and fluid by focusing on one side of the model, and use the new Sculpt Symmetry option to mirror strokes across the mesh or even equalize the sculpting on both sides. To further focus on small sections of the sculpt, simply hide polygons using a mask.

Base Meshes

Use your own models or one of the base meshes provided in the Sculpt presets library. The library’s generic human, animal and dinosaur forms provide a great start for many sculpting projects. Simply double-click any mesh, click Subdivide a few times and start sculpting.

Mesh Projection

Combine multiple Sculpt objects into a single sculpt with optimized edge flow using the Project Mesh feature. Whether you need more edges to sculpt appendages or just want to optimize the mesh for animation you can model a clean topology over your existing sculpt and quickly adapt it to the final shape with all the sculpt details intact, based on the defined subdivision settings.

Unsubdivide

The Unsubdivide command allows you to quickly convert high-resolution meshes from other sculpting applications to low-resolution Cinema 4D objects with Sculpt tags containing all the same detail. This makes it easy to modify and work with meshes from any source.

Baking

With Cinema 4D’s integrated sculpting you can freeze and deform your sculpted creations without the need to bake them. Optimize the scene and prepare it for export to game engines or other applications by baking the sculpt to lower-polygon geometry with automatic creation of Ambient Occlusion, displacement and normal maps.

Texturing

Material System

Fast and Flexible Surfacing

Cinema 4D offers a fast and flexible material system, with procedural shaders to quickly define the surface of your 3D models. Generate exquisite photorealistic materials with multi-layered reflections or unique abstract effects using Cinema 4D’s multiple material channels and many special purpose procedural shaders.

Cinema 4D materials are easy to understand, with neatly-organized material channels that are named for what they do – to adjust the luminance, transparency or displacement of a material simply click the channel, load an image or shader, and adjust some sliders. Procedural shaders add power and flexibility so it’s easy to create photoreal and fanciful textures.

Parametric Modeling

Keep 3D visualizations flexible to the end with parametric modeling. Changes can be made at any time to scenes or objects, and Cinema 4D offers a wide range of parametric modeling options that make it possible for artists to make just about any last-minute change a customer may need!

Modeling with MoGraph

Motion Design Tool Gone Wild!

Cinema 4D’s MoGraph toolset is unmatched in the 3D industry. Originally created for motion design and broadcast graphics, it quickly established itself in many other areas of 3D visualization. MoGraph can be used to quickly and easily distribute vegetation throughout an entire scene or even create a network of roads, and much more. With MoGraph, artists and architects can keep their visualizations flexible right down to the wire and lets them get the results they’re looking for. MoGraph creates solutions and is a game changer for your workflow.

With just a few elements you can build more complex parametric objects:

Modeling with Deformers

Bend, compress or twist an object witout manhandling its geometry. This – and much more – is what Deformers can do. Deformers work non-destructively and are ideal for creating complex objects that can be modfied at any time. The perfect workflow solution when production requirements throw you a curve.

Modeling with Splines

A spline is much more than just a line: Create complex 3D objects using splines and Generators in Cinema 4D. Simply take a path from a technical drawing and place it into a Generator to create a 3D object and modify it at any time by changing its settings in the Attribute Manager.

c4d spline

Polygonal Modeling

Polygons are the building blocks of 3D, stitched together to create the objects of your imagination. With Cinema 4D’s complete polygonal modeling toolset, it’s easy to craft everything from cars to creatures.

  • Knife Tool – Slice models with quick precision using a trio of tools that offer outstanding interactivity. Make more polygons and add more detail – edit cuts before committing, cut evenly-spaced slices, and add symmetrical loops with ease.
  • Extrude – Extrude selected points, edges or polygons.
  • Stitch & Sew – Join object edges that have the same number of points.
  • Bevel – Soften hard edges without Subdivison Surface Objects.
  • Mesh Check – Show faulty elements on selected polygon objects.

Animate

The Toon Rig in Cinema 4D is a character object preset that allows you to recreate the exaggerated movements and stretched, twisted body parts you love from Warner’s Looney Tunes, Merry Melodies and many other classic cartoon movies.

A myriad of control options and gizmos leave nothing to be desired, no matter what you want to do with your character. Developed by exceptionally talented character artist Sebastian Pfeiffer, this rig brings a multitude of possibilities to bring characters to life in a charming way.

The rig also includes a fully fledged face rig that can grimace in every imaginable way.

Mixamo Rig

Mixamo is a motion library with a vast amount of mocap data, that lets anyone work with animated 3D characters.

Mixamo enables you to rapidly create and animate, without having to know a lot about the technical details you’d usually have to deal with in character animation. With this control rig users can get up and running quickly using stock motion from Mixamo. However, off the shelf it is still laborous to clean up things if you want to customize the motion.

The Mixamo control rig offers a fast and customizable way for anyone to animate characters with ease. Mix different motion clips from the library and even retarget them to other characters in Cinema 4D for a flexible and powerful workflow.

Character Object

The Character Object in Cinema 4D has been built by Disney Animation Studios Character TD Bret Bays to significantly accelerate the creation and rigging of characters. Easily create biped, quadruped and even fish or bird rigs with ease and have full control over their movement. Once you have set up the rig, sophisticated control options allow you to animate your characters like a pro.

Add rig components and their controllers with just a few clicks, mirroring options and helpful shortcuts speed up the rigging workflow immensely. Adjust the joints to the right position and connect them with your characters to be able to control the movement, with dozens of controllers for every part of the rig. You even can create a HUD to make it easier for animators to find the right control in a more visual way.

When you’re satisfied with the placement, bind the rig to your character and start animating. Weighting will be applied automatically and is very accurate. However, you can always go back and correct the weighting manually if you’re not satisfied with the values Cinema 4D has applied.

Moves By Maxon

With Moves by Maxon for iPhone and iPad Pro you can capture facial and full-body movement, and instantly bring them into Cinema 4D. Whether you want to record your facial expressions or capture your best dance moves and martial art poses, Moves by Maxon is the perfect app.

Facial Motion Capture

With Face Capture, you can capture facial expressions with your iPad Pro or iPhone. It’s as easy as recording a selfie video. Start the camera and off you go. The app uses the capture data to generate a moving 3D model in real time, which you can then transfer to Cinema 4D. The movements of your facial expressions are precisely detected and can be used to create impressive facial animations in Cinema 4D without any previous knowledge. Want to learn how? Check out our tutorials on www.cineversity.com.

Body Motion Capture

Thanks to Apple’s ARKit 3, it is now possible to record entire body movements as well. The videos are recorded in the Moves by Maxon app with your iPhone or iPad Pro camera, Apple ARKit 3 analyzes the movements and transfers them to a 3D “skeleton” that is superimposed on the video. So, you can evaluate the recording of your moves.

Once you’ve imported the capture data into Cinema 4D – a simple and intuitive process – you can adjust the data there and transfer it to a 3D figure that performs your very own moves.

Car Rig

Cars can be characters too. The Car Rig Character Object Preset allows users to easily animate anything with four wheels. Just animate the car along a spline – the wheels roll properly, and the chassis drifts or tilts automatically based on the motion path and ground plane, so you can populate your scenes with realistic traffic or create spectacular car chases in just minutes.

Tracking

Quickly and seamlessly integrate 3D elements into real-world footage with the help of Cinema 4D’s Motion Tracker. Add 3D objects to existing environments with Camera Tracking, and create entire 3D environments from footage with the help of Scene Reconstruction. With Object Tracking, it’s easy to replace real-world objects with your 3D creations, while the Camera Calibrator helps match the camera angle and perspective of a still image. These powerful tools combine to make it easy to bring elements of the real world into your 3D project.

Camera Tracking

Combining virtual 3D elements with live footage is a standard task in 3D production. A critical factor for creating a realistic look is the precise reconstruction of the camera’s movement. Quickly and seamlessly integrate 3D elements into real-world footage with the help of the Motion Tracker. Create a complete 3D reconstruction of the camera move in most footage with a single click. To track more complex footage you can adjust the automatic track, manually create user tracks or mask regions. Once you’ve solved the camera, align track points to your 3D world via position, vector and planar constraints. Motion Tracker does the hard work – all you have to do is add the 3D content.

Scene Reconstruction

After tracking the camera position from footage, you can use Scene Reconstruction to automatically create a point cloud or 3D model based on the elements within the footage. Use the reconstruction to easily create more accurate shadows, reflections and dynamic collisions and truly integrate your 3D objects into the shot.

Object Tracking

Integrate your Cinema 4D creations into real-world footage with Object Tracking. Reconstruct the motion of the camera and any number of objects to transform a video file into a 3D world. Add 2D User Tracks for key features of the object and assign them to the Object Tracker – then reconstruct the object based on just the tracks or with the help of reference geometry. With Object Tracking, it’s easy to augment real-world objects with your own 3D elements.

 

Camera Calibrator

Match your 3D camera to virtually any image with the Camera Calibrator. Simply draw lines or grids on top of the image, and the vanishing point, focal length and orientation of the camera will be calculated. Add a Pin to solve the camera’s position, and set the scene scale by adding known lengths for any line. Quickly create a background object or generate a camera mapping tag to begin using the image as part of a matte environment.

Simulation

The typical behavior and properties of materials such as paper, cloth, hair, feathers or fur can be applied to different objects. In addition to their natural behavior, the properties of these materials can be modified to create abstract, unexpected behavior to fulfill any artist’s creative needs.

Cinema 4D also includes additional tools for creating dynamic simulations of mass, velocity and surface characteristics. Forces such as wind or gravity can be applied to these objects to easily create complex, interactive animations like filling a glass with water, collapsing a wall, making pool balls interact and much more. The Cinema 4D particle system lets complex simulations be created using vast numbers of objects.

Character Animation

Cinema 4D offers a wide range of easy-to-use and reliable character animation tools and features that help you to create life-like characters and make character animation that much easier. Advanced features such as the Quaternion tag, Cappuccino for recording mouse movement as position data, and Auto Redraw for creating dynamic IK setups streamline the workflow for character animators and riggers.

Advanced Character Animation

Character animators and riggers alike need easy-to-use and reliable tools to help them create life-like characters. In addition to the functions contained in Cinema 4D Prime, Cinema 4D Studio offers numerous additional features that make professional character animation even easier!

  • Character Component
    The Character Component can be used by technical directors, for example, to define objects or hierarchies of a rig as components. Those components can then be packed into a template and be used by artists to easily create their objects using the Character object. All the power of Cinema 4D’s tools, including Python scripts, can be used to define these components. If you don’t do character animation you can use the Character Component feature to build templates for road systems, pipeline creators and more. Use your creativity to decide what to build with this powerful tool.
  • Walk Cycles With CMotion
    Use the CMotion object to create parametric, cyclical movement for any parameter on your character rig. Custom walk cycles or presets can be quickly and easily applied to your character and fine-tuned to fit your needs with the help of Function Curves. A spline can be added as a movement path and a surface as a floor and your character will interact with these elements and adapt its movement accordingly. An optimized muscle system with special deformers helps you create natural movement for organic shapes. The CMotion Step object also helps you fine-tune your walk cycles to perfection.

Interaction Tag

Exercise ultimate control over your 3D objects

In basic use, this tag works in conjunction with the Tweak mode to determine if objects can be moved without first being selected, and gives you control over object highlighting.

Use dynamic proxies to interactively adjust other objects based on the polygon selection you click to tweak. Particularly helpful for tasks like character rigging, the Interaction tag also reports all mouse interaction, including the polygon clicked, and allows controlling objects through XPresso, C.O.F.F.E.E. or Python.

Pose Morph

Mix Your Models with Sliders

The Pose Morph tag makes it quick and easy to define different character animation states and lets you morph between various types of animation data. Create facial expressions and correctional morphs, and control them with sliders or pose-space deformations. In addition to blending vertex positions, you can easily transition between rotations of entire joint hierarchies, parameters, user data, UVW or vertex maps.

Pose Library

Character TDs and Animators celebrate! A new Pose manager allows you to easily store, recall and blend key character poses as scene-independent assets. Save variations of your object’s parameters that are not tied to the scene and re-use them in different scenes. Works with characters or any type of parametric object.

Delta Mush

Delta Mush smooths deformations while preserving detail. The deformer itself smooths any deformation above it, and works particularly well with joint-based skin deformations. An additional tag allows the smoothing to be adjusted per object.

Character Solver

A new workflow allows you to create Character Definitions for commonly-used rigs and easily retarget animation regardless of joint orientation.

Toon & Face Rigs

Two new presets for the Character Object allow you to easily define character rigs for animating joint-based animation of a face.

Animation Basics

Shift your scenes into the fourth dimension with Maxon’s Cinema 4D. Building professional 3D animation has never been easier and more intuitive. Virtually any object, material or tag parameter can be keyframed by simply clicking the circle next to its name. To make keyframing even simpler you can activate automatic keyframing of all or selected parameters. The Powerslider lets you quickly define keyframes for the current state at any frame and modify existing keyframes without leaving the default layout.

Timeline

The Timeline window offers even greater control with tracks for every animatable parameter and options such as layers to organize and control the visibility of objects, tracks and keyframes. Master Tracks allow easy manipulation of all keyframes attached to a given object or scene and the Region tool helps you easily move or scale any portion of your animation.

  • Dope Sheet – View your entire animation in context, complete with markers. Manage keyframes for all your objects, or retime selected animation tracks.
  • F-curves – Use F-Curve mode for more detailed adjustment of keyframe interpolation, or to simply view the animation. Edit multiple curves instantly and take advantage of the snapshot capability to view a previously stored curve while adjusting the animation.
  • Motion Clips – Create a library of animations, and add them to your characters or other 3D objects. Blend multiple clips and re-time or loop the animation in non-linear fashion.

Flexible User Interfaces

  • Animation Dot – An Animation Dot lies next to virtually every C4D parameter, and a simple click on it creates a keyframe. Animate with ease by simply adjusting the time, adjusting the value, and clicking.
  • Powerslider – Create new keyframes, adjust timing and interpolation and visualize markers and sound waveforms, all within a compact bar directly below your 3D view.
  • HUD – Add attributes as HUD elements and modify or animate your objects directly in the 3D view.

Procedural Animation

Use Cinema 4D’s effectors, tags and expressions to animate without keyframes. A variety of presets make it easy to get started, and you can create your own expressions in Cinema 4D’s node-based XPresso editor or via Python programming.

Mograph

Mograph Basics

With the Cinema 4D MoGraph toolset, motion graphics artists can sink their teeth into a palette of powerful tools that make it easy to create everything from flying logos to abstract effects. Clone numerous objects and create extruded text with just a few simple clicks. Add Effectors to the mix and put everything in motion, and much more – often without creating a single keyframe! All this is perfectly integrated into Cinema 4D and offers a fast and easy workflow. All functions are completely interactive and non-destructive.

Cloner

At the heart of MoGraph is a powerful yet simple Cloner tool. You can easily create live copies of any object – arranged along a line, circle, grid, object or spline.

Object clones can be placed along points, edges, polygon centers or randomly across the surface of an object. Adjust keyframe parameters to modify clone count, spacing and more. Use other objects in MoGraph to easily create extruded text, fracture and extrude spline-based logos, displace objects in real-time and more. Each object performs its own invaluable function for motion graphics artists, and each can be fully controlled by MoGraph Effectors. Effectors can be applied to almost any MoGraph Generator to effortlessly bring your MoGraph creations to life. Adjust clones mathematically with the Formula Effector or apply the frequency spectrum of an audio file using the Sound Effector. 17 different Effectors can be used in any combination to offer countless animation possibilities.

Shader Effector
The Shader Effector primarily uses a texture’s grayscale values to transform clones. To do this the texture needs to be projected on to the clones.

Sound Effector
The Sound Effector transforms audio into animation by mapping the amplitude at specific frequencies to clones.

Spline Effector
The Spline Effector takes the clones and arranges them on a spline. The first clone at the start of the spline and the last clone at the end of the spline.

Delay Effector
The Delay Effector ensures that the effects of other Effectors with regard to position, scale and rotation do not begin abruptly but with a delay.

Fields System

Falloffs are one of the most powerful aspects of Cinema 4D and the MoGraph feature set, making it easy to adjust an effect based on simple shapes. Fields allow you to layer those shapes, link them to multiple effects, and so much more. It’s a whole new world of possibilities.

Field Objects

These fields have their own object because their position is important. This includes all of the ‘shape’ falloffs plus a few more.

  • Radial Field – Create radial pie and pinwheel effects based on a start and end angle, iterations and offset.
  • Sound Field – Define strength based on the amplitude of sound at specific frequencies.
  • Random Field – Use any of C4D’s procedural noises to layer random strengths or use it to define a 3D Volume.

Field Layers

Field Layers generally link to objects or tags that already exist in your scene – whether splines, particles or volumes.

  • Spline Object – Affect elements inside, outside, near or along a spline.
  • Variable Tag – Use a Vertex Map to control the strength of effects.
  • Point Object – In addition to creating a falloff around an object’s points, you can use its surface or volume.

Field Modifiers

The adjustment layers of Fields – these can be placed in the layer stack to adjust the values from everything underneath.

  • Decay – Create effects that gradually decay, or even ones that never return to their original state.
  • Quantize – Posterize values to create stepped effects.
  • Freeze – Store the current values and blur or grow effects.

 

Voronoi Fracturing

With the new Fracture Voronoi object you can tear down walls. Systematically shatter any object into procedural fragments using virtually anything to control the distribution of the shattered pieces. Create artistic procedural geometry using splines, polygon objects or particles. Fracture Voronoi is always live which means you can change elements at any time. As a native MoGraph object it works seamlessly with Dynamics and all the effectors and falloffs you love.

Workflow

Scene Manager

Experience first-hand how things are taking shape as work continues on Cinema 4D’s new core. Cinema 4D’s Scene Manager uses a 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.

Scene Nodes

With Cinema 4D’s Scene Node core you can manage relationships and dependencies between objects, construct and modify geometry, and build reusable assets.

Scene Nodes Debugging

You can effectively debug scene node systems with the help of an information overlay, port debug panels within the Node Editor, and a powerful Data Inspector window for detailed introspection of arrays and other complex datatypes.

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, and these both expand possibilities and serve as a useful example of the type of tools users can expect as Scene Nodes continues to mature.

Asset Browser

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.

Asset Versioning

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 a extremely flexible and efficient workflows.

Add Your Own Assets

Create your own libraries and add your own assets by dragging them right into asset folders.

Placement Tools

Cinema 4D’s placement tools set the stage for creativity with intuitive and powerful tools for placing objects within a scene. 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.

 

Place Tool

The Place Tool allows efficient and intuitive placement of an object on the surface of existing scene elements, with handles to easily scale and rotate the elements. You can even place objects directly from the Asset Browser and interactively copy then place objects in your scene. Objects are automatically placed according to their bounding box or defined axis, with an optional offset.

Scatter Pen

The Scatter Pen makes it easy to scatter a single object or a selection of objects onto any surface by simply dragging within the view. You can 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. Painted too many or in the wrong location? No problem, just use the remove tools to clean up your scene or move objects individually with the Place Tool.

Dynamic Placement

Dynamic Placement offers the ultimate option for intuitively placing objects into a scene, with a high-performance dynamics providing actual collisions between objects. With the Dynamic Placement tool, objects can be clumped together or naturally dropped onto a surface of objects with the power of Cinema 4D’s physics simulation. Simplified proxy geometry is automatically generated for fast and accurate dynamics.

Rendering with Octane

Among many other aspects, Octane’s RTX hardware acceleration brings significant increases in render speed to NVIDIA ray tracing GPUs. With the layer-based material system, complex materials can be created with a maximum of 8 layers above the base layer. Instead of mixing materials manually, Octane allows the creation of complex, physically correct materials. The Random Walk Medium can be used to create highly realistic skin and other absorption/scattering materials to give digital characters a photorealistic appearance.

Cineware for Illustrator

Add and edit 3D objects directly within Adobe Illustrator CC 2020 using the new Cineware for Illustrator plug-in. Apply your label artwork to 3D packaging or incorporate 3D elements seamlessly into your 2D artwork.

What you can do with Cineware for Illustrator

  • Objects – Rotate, position and show/hide individual 3D objects from any Cinema 4D scene, all within Adobe Illustrator
  • Materials – Adjust the color, reflection, luminance, transparency and bump within Adobe Illustrator. You can even apply vector artwork to the surface of 3D models
  • Cameras – Switch between pre-set cameras or use simple navigation tools to choose your preferred viewing angle
  • Lights – Enable or disable lights and change their color to set a mood and emphasize shapes

Dozens of objects to get you started

We’ve partnered with Turbosquid, the best online source for 3D models, to jump-start your journey into the 3rd dimension with packaging and other 3D object collections.

Infinite possibilities with Cinema 4D

Cineware for Illustrator uses the same powerful 3D engine as Cinema 4D, the most intuitive professional 3D application. Import any .c4d file or explore for yourself the advanced modeling, materials and animation capabilities available in Cinema 4D.

Cineware for After Effects

Since 2013, Cineware has provided seamless integration of Cinema 4D assets into After Effects. Cineware not only lets you drag and drop native Cinema 4D files into After Effects but also gives you the ability to manipulate those 3D elements and render directly from within After Effects.

Cinema 4D Lite

Adobe After Effects includes a free installation of Cinema 4D Lite – a limited but feature rich version of Maxon’s award-winning 3D software package. Cinema 4D Lite can be accessed directly from within After Effects in the File ⇒ New menu, or by clicking Edit Footage on a Cinema 4D layer in your composition. If you already have a commercial version of Cinema 4D installed, it will open that instead. If you later wish to upgrade from Cinema 4D Lite to the commercial version of C4D, special discounts are available for After Effects users.

Support for Native Cinema 4D Files

Your workflow now flows even better. With Cineware, Cinema 4D files can be opened natively in Adobe After Effects CC. Add 3D content as layers to your composites and work with individual Cinema 4D elements such as cameras, layers, Null objects and light directly in After Effects CC.

Use Cineware to create new Cinema 4D scenes within After Effects CC and create all the 3D elements you need for your scene yourself. A unique advantage: If you don’t own a Cinema 4D license, you automatically have access to Cinema 4D Lite, which is included with After Effects CC and contains important basic features that let you create your own 3D objects and scenes!

Seamless Collaboration

Simultaneous. Immediate
Whether changing colors or textures, moving objects, modifying animations or adding light and Null objects: modifications made in a Cinema 4D scene will be updated automatically and in real-time in After Effects CC. The integration of Cinema 4D’s Take System gives you full access to Cinema 4D’s very powerful version and take management – without leaving After Effects CC!

Cineware’s Live 3D workflow makes working even easier and saves time – time you can dedicate to creative aspects of your projects!

Render Directly in After Effects CC

Really real: reflections, refractions, global illumination

Cinema 4D’s default renderer Cinerender is fully integrated in After Effects CC. This gives you a realistic, OpenGL-accelerated 3D representation in the After Effects CC viewport! Scenes with real reflections, ambient occlusion and global illumination can be rendered in After Effects CC – the render settings are automatically carried over from Cinema 4D. You can define the render quality and you always have complete control over the balance between image quality and performance.

Compositing Passes and Layers

You define what’s rendered and when

In Cineware you can freely select which layers and passes should be used for compositing in After Effects CC. Use 3D content multiple times in a single composition and use the layers to define various setups. In After Effects CC you can define if passes should be used, and which ones. Define the transfer mode for each pass individually – exactly how it’s done with Adobe products – and take full control of you render results. If you’re working in a team and happen to forget a pass during setup, the compositing artist can correct this with the click of a mouse – without leaving After Effects CC.

3D Navigation

Your AE camera can do so much more with Cineware

You can import all cameras into After Effects CC along with your Cinema 4D scene. Use each viewport camera in your compositing. Use the Cinema 4D cameras’ settings, adapt them to the After Effects CC coordinate system and continue to edit them from there – just as if they had been created in After Effects CC. Cinema 4D light sources can also be converted to native light sources in After Effects CC and modified freely. You can change or animate parameters such as light intensity, color, falloff, radius, shadows and more using settings that you’re already familiar with in After Effects CC.

Motion Capture

With Rokoko’s mocap tools, you have two options on how to work with your data in Cinema 4D. You can either export a file from Rokoko Studio and import it in Cinema 4D, or even better, you can use Rokoko Studio Live plugin to stream your data directly onto your custom character in Cinema 4D. With that workflow, you can see your animations directly in your scene and adjust your performance in realtime.

Real-Time GraphicsReal-Time Graphics

Create a LiveLink between Cinema 4D and Ventuz Designer to transfer Cineme4D scenes into the Ventuz scene, changes made in Cinema 4D will be updated automatically in the Ventuz scene, even over a local network connection.

  • Free Cinema 4D tags plugin included with Ventuz installation allows selecting the objects and properties that will be transferred and updated live inside of the Ventuz Designer scene.
  • Features and properties can be transferred between both applications include geometry, modifiers, materials, textures, animations, etc.
  • Ventuz Designer keeps a cached copy of the transferred elements to ensure that changes are not lost if the LiveLink communication stops or the Cinema 4D scene is closed.

 

Viz Artist TM

Natively import Cinema 4D projects into VizArtist. The Live 3D workflow automatically updates changes to object and container properties between Cinema 4D and Viz Artist.

  • Directly import Cinema 4D projects into Viz Artist through CINEWARE’s live 3D bridge
  • Position, scaling and other properties are updated automatically between programs

Unity Integration

The Unity plug-in (available from the Unity Asset Store) is compatible with Cinema 4D R21+ and Unity 2019.3.0+.

  • Supports geometry, materials, lighting, and cameras. See the Unity Asset Store for more details.
  • Does not require a license of Cinema 4D as long as C4D scenes have been “Saved for Cineware.“
  • Imported assets appear relative to the asset folder or imported asset. The plugin also supports user defined folder hierarchies.

Simulation Partners

SideFX Houdini

The integration of the Houdini Engine into Cinema 4D enables artists to use Houdini Assets directly within Cinema 4D and to manipulate them using parameter sets that were defined in Houdini.

  • Use Houdini Digital Assets inside Cinema 4D
  • Integrated procedural workflow
  • Does not require baked-out data

Thinkbox Software Krakatoa

Krakatoa’s particle rendering system is available for Cinema 4D.

  • Krakatoa functionality is fully integrated in the Cinema 4D interface.
  • Cinema 4D Emitters, TP particles, X-Particles and TurbulenceFD systems are supported natively
  • Supports network rendering

Jawset TurbulenceFD

Quickly and easily create stunning smoke, fire, clouds, vapor, dust, explosion effects using TurbulenceFD within Cinema 4D.

  • Intuitive workflow uses any type of geometric object or particle system to paint the sources of the effects
  • Optimized performance with Cinema 4D
  • Preview results in Cinema 4D’s viewport

 

Next Limit RealFlow

RealFlow | Cinema 4D gives you the best in fluid simulation, directly inside Cinema 4D. Now you can achieve high-end simulations with an even easier workflow.

  • SERIOUS HIGH-PERFORMANCE FLUIDS: RealFlow | Cinema 4D is built on RealFlow’s Dyverso solver – so you get the best in fluid simulation, with an easy workflow
  • SIMPLIFIED WORKFLOW: Forget about going back-and-forth between 3D platforms. You no longer have to worry about network dependencies, permissions, or IP issues
  • FULLY-INTEGRATED TOOLKITS: Now you can use native Cinema 4D modifiers and tools combined with RealFlow
  • FULLY-INTEGRATED TOOLKITS: Now you can use native Cinema 4D modifiers and tools combined with RealFlow

 

X-Particles Integration

Insydium LTD X-Particles

Insydium’s elegant X-Particles engine is available exclusively for Cinema 4D.

  • Intuitive workflow offers close control over almost all particle parameters using Questions and Actions.
  • Multi-threading support
  • Complete compatibility with other Cinema 4D components

Unreal Integration

With the release of Unreal Engine 4.23, Epic Games introduced support for Cinema 4D enabled via the Datasmith plugin.

  • Natively import .c4d files directly into Unreal Engine with support for scene hierarchies, geometry, materials, lights, cameras, and baked animations.
  • Cinema 4D’s ‘Save for Cineware’ command allows users to easily bake complex procedural motion graphics directly into real-time scenes through the
  • Unreal Engine Sequencer cinematic editor.

Render

Magic Bullet Looks

Magic Bullet Looks: Easily apply one of over 200 preset film looks, import LUTs, or work with individual tools for color correction, film grain, chromatic aberration and much more. Red Giant’s Magic Bullet Looks technology is integrated into C4D’s render settings, so all of this works in the interactive viewport and with your final C4D renders. Best of all, you can save your own Looks presets and pass them between many other host applications like After Effects, Premiere Pro and FCPX and more.

 

Take System

In film you shoot multiple takes to provide more options in the editing room. Cinema 4D’s Take System offers this same flexibility, allowing you to store multiple variations of a scene in a single file. You can easily create special render passes for compositing and the Take System goes above and beyond simple render layers. Modify and save almost any Cinema 4D setting in a Take: object attributes and animation, lights, cameras, materials, textures, color variations and more. Discover the possibilities:

1. Render Layers

Complex Compositing Made Easy

Complex compositing tasks often require custom render passes beyond the limits of Cinema 4D’s excellent Multi-Pass render system. Create special mattes and passes by adjusting object visibility and materials in a Take.

2. Material Replacement

The Power of Choice

Modify materials in separate Takes to quickly explore new ideas and design iterations. Render multiple variations with a single click.

3. Change Camera Angles

Manage Multiple Perspectives

Specify separate cameras for each Cinema 4D Take, so you can see things from multiple perspectives and choose the best angles in editing and compositing.

4. Change Camera Angles

Experiments in Motion

Create custom animation for any attribute within each Take, storing your experiments and offering options for your client or team.

Rendering System

Sketch and Toon

With the Sketch and Toon toolset in Cinema 4D you create non-photorealistic styles of 3D renderings.

Architects and engineers enjoy the clean and precise technical illustrations it provides, while artists will appreciate the ability to render 3D scenes as a quick scribble or charcoal sketch. Several settings make it easy to create illustrations ranging from halftone stills to cel-rendered animations and to create almost any desired effect.

Stereoscopic Rendering

A few simple settings convert any Cinema 4D camera into a stereo rig. Simply enable one of the stereo modes, define the eye-separation and convergence, and choose between parallel, off-axis, on-axis or radial placement. Safe regions can be set manually or defined automatically by Cinema 4D. You can render the merged image or individual channels and preview the stereo effect within Cinema 4D’s Picture Viewer. Stereo previews can be displayed in Anaglyph, Side-by-Side, Interlaced or Active Shutter mode for compatibility with a variety of 3D monitors, projectors and glasses.

Network Rendering

Team Render

Team Render is Cinema 4D’s network rendering concept that uses peer-to-peer communication to distribute render tasks. Because there’s no bottleneck at a central server, the assets required to render your scene get to each client quicker, speeding up network rendering of animations as well as still frames dramatically.

For bigger studios Team Render Server combines the advantages of a traditional client-server architecture which allows users to control all the render jobs via a web interface with Team Render’s decentralized data exchange. Team Render Server lets you directly upload, monitor and control your network rendering jobs, and view the log status messages from the server and all clients.

Command Line Render Client

For users whose render jobs exceed the capacity of individual workstations or that of Team Render, Maxon offers the Cinema 4D Command Line Render Client for creating dedicated render farms. The Command Line Render Client uses the Cinema 4D render functions and is managed by render farm admin tools provided by third parties.

Licensing available for Mac, Windows and Linux

Lighting in C4d

Cinema 4D offers a wide variety of light and shadow types that can brighten up even the most challenging situations. Cinema 4D’s extraordinarily powerful lighting system offers numerous options to control color, brightness, falloff and other properties, and for adjusting density and color of each light’s shadows. Light settings such as contrast, lens reflexes, visible or volumetric light, noise, and the possibility to use Lumen or Candela brightness values provide highly realistic results for your scenes.

IES Lights

Many light manufacturers offer IES data for free download to realistically simulate the look of real lighting fixtures. Brightness, color temperature, falloff and direction are already included in IES lights to produce the most realistic lighting. Cinema 4D already includes several pre-defined, ready-to-go setups.

 

Physical Sky

Cinema 4D’s amazing Physical Sky makes it easy to create natural outdoor surroundings for your scene. A large collection of presets including clouds, haze, atmosphere and global positioning helps you to set up the fitting environment.

 

 

 

Operating System

Windows:

  • Windows 10 64-bit Version 1809 or higher
  • Intel 64-bit CPU or AMD 64-bit CPU with SSE3 support
  • 8 GB RAM, recommended 16 GB

macOS:

  • macOS 10.14.6 or higher, macOS 10.15.7 is recommended due to a number of Metal enhancements which 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.

Recommended minimum resolution 1920×1080

Graphics Cards

Windows:

  • Minimum: NVIDIA Maxwell GPU (GeForce 900 series card or higher), AMD Polaris (AMD GCN 4) or higher (Radeon RX 400 card or higher), Intel Kaby Layke or newer supporting DirectX 12 with feature level 11.0
  • Minimum GPU Driver: NVIDIA 461.40, AMD 21.3.2, Intel 27.20.100.9168

mac OS:

  • 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 the 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

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).

What’s new in Cinema 4D S24?

Placement Tools

Place Tool

  • Places selected object(s) on the surface of other objects and aligns to normal
  • Handles for rotation around normal of the surface and scaling relative to the bottom
  • Multiple selected objects or hierarchies are treated as a single object with a combined bounding box.
  • Ability to clone objects (ctrl modifier)
  • Simple collision detection mechanism to avoid overlapping with other objects in the scene

Scatter Tool

  • Scatters selected objects on surfaces along brush strokes
  • Scattered objects are placed with the bottom of their bounding box on the surface
  • Creates “Scatter Object” in the Object Manager and outputs Render Instances or Multi-Instances
  • Tool offers settings to adjust and randomise scale, rotation and object ID (i.e. which of the selected objects is being scattered) for paint strokes
  • Allows to editing of individual scattered instances through other tools (such as Place, Move, Rotate, Scale, Dynamic)

Dynamic Place Tool

  • Temporarily turns selected objects into dynamic objects for placement
  • PRS gizmo to move objects around, rotate and scale the selection (as in clump together / move further apart from each other)
  • Automatically generates useful collision shapes for selected objects and for the static environment
  • Offers the ability to run a dynamic simulation to drop the selected objects to surfaces

Asset Manager

Databases

  • Supports online databases to allow for individual and on-demand asset delivery.
  • The user can create their own databases or use databases provided by default.
  • Supports Objects, Materials, Scenes and Node-Based Assets.
  • It is possible to hide assets from a specific database without disabling or unmounting this database.

Download

  • Assets are now available individually on-demand.
  • Online updater has been deprecated. Presets library will be downloaded from the website. Notification of application updates and available language packs will now be seen in the Quick Start panel.

Search and Filtering

  • The assets in the browser can be searched and found with a text based search system.
  • Special search operators (also text based) can be used to find items based on specific attributes like size, creation data, dependencies, etc.
  • Search strings including the operators can be saved as a Smart Search. The Smart search will appear in the Categories list and will perform the search as defined every time the user clicks on it.
  • The option Category Search Mode displays the search results not as a plain list, but separates the results in categories.
  • Specific filter options are located at the top of the browser as tabs and allow the user to quickly display only the assets which are Objects, Materials, Media, Nodes, Scene Manager Operators or Scenes.
  • There is an option to switch filter options automatically based on the context (Object Manager, Material Manager, etc.)
  • Some context menus offer the command Reveal in Browser, this allows the user to find the location of the specific assets in the browser hierarchy.

Keywords

  • The user can create and assign keywords (tags in some applications) to the assets.
  • The keywords will help the user to find specific assets.
  • The Keywords can also be added to the Category list, so the user can list all assets, which have this specific keyword applied.

Favorites

  • The user can mark specific assets as favorites.
  • There is a predefined Favorites smart search in the Quick Access area.

Details Area

  • If an asset, category or any other item in the browser is selected, its details can be listed in the Details area. Multi-selection is supported here.
  • In the Preview tab of this area the user can see and change the preview of the specific asset.
  • In the Info tab of this area the user can see and in some cases even edit some of the specific information like name, type, size, resolution, polygon count, proxy, etc. This information is different for different asset types.
  • The Dependencies tab lists other the assets which are used in the selected asset – e.g. textures if a material is selected. This also lists dependents – e.g. in which materials this texture is used, and also lists dependencies on 3rd party plugins and node spaces.
  • The Keywords tab allows the user to manage the keywords, which are assigned to the selected asset.
  • The Versions tab lists all available versions of the specific asset. There the user can also manage them and create new versions.

Asset Creation

  • Specific commands to add objects, materials, scenes and files to the browser.
  • Option to convert Content Browser libraries to the Asset Browser database format.
  • The node editor offers commands to add nodes to the browser.

Scene Interactions

  • Drag-and-drop from the Asset Browser to the various C4D managers will automatically download and add to scene.
  • The Place tool can be used to place the object in specific places of the viewport.

Animation

Tween Tool

  • Create tween frames between previous and next key
  • Interpolate Linear or Along Curve
  • Adjust timing / Ripple Keyframes

Character Definition / Solver

  • Position and Scale Transfer (in addition to Rotation)
  • User Data Transfer
  • Allows rigs/controllers to be retargeted
  • Per-component strength sliders allow mixing between source and target
  • Multiple Character Definition Managers can now be opened

Pose Library

  • Thumbnail View now includes dropdowns to select Pose Database and Library
  • Libraries, Groups and Poses can now be moved and duplicated within the Manager view
  • Compose poses by Drag-and-Drop from the Object Manager
  • Apply individual pose parameters by Drag-and-Drop from Pose Manager to viewport or Object Manager
  • Tag Parameters can now be stored and applied via the Pose Library

Curve Evaluation and Tangents

  • Improved weighted tangents via Bezier rather than Hermite interpolation
  • Allows tighter curves for snappier animation
  • Improved auto-tangents
  • Better evaluation of Remove Overshoot
  • Legacy (R23) Evaluation mode can be enabled per-track or per-project

Timeline View and Filtering

  • Automatic / User mode toggle to easily choose between filtered track view or specific tracks
  • Filter menu for easy access to Track Filtering options
  • Filter presets to easily recall various filter settings specific to your workflow

Other Enhancements

  • Easily create seamless looping animations with new Track Loop mode
  • Skin Deformer performance enhancement
  • Keyframes can now be created outside the project time
  • Selection to Null command creates nulls based on the position of selected components (point, edges, polygons)
  • Constraint tag tab order now reflects the internal evaluation order of the constraints
  • Car Rig Character Object preset
  • Toon Rig enhanced with updated Spine that now uses Spine IK and Volume Preservation, improved Foot and Hand Controllers

Scene Manager / Scene Nodes (Technology Preview)

Scene Manager

  • Hierarchal creation and modification of scenes
  • Modifier Stack
  • Tag access to key elements of the Modifier Stack
  • Placeholder Objects to guide hierarchal inputs
  • Links and Instances
  • Bypass individual objects / modifiers / nodes
  • Viewport / Render Visibility of Scene Manager / Scene Node objects

Scene Nodes Core

  • Dedicated Scene Root node
  • Hierarchy definition no longer requires a Children Op
  • Matrix now includes Shear

Distributions

  • Surface Fill
  • Surface Voxel Solidify
  • Volume Voxel Fill
  • Standard Particles
  • Thinking Particles
  • Distribution Looping Function
  • Get Context Nodes

Viewport Interactions

  • Select Scene Manager / Scene Node objects within the view
  • Interactively Move/Scale/Rotate Scene Manager / Scene Node objects
  • Place Scene Manager / Scene Node objects in relation to each other and Classic C4D objects
  • Interaction with Classic Cinema 4D
  • Drag and drop Classic C4D objects to Scene Manager / Scene Nodes
  • Access User Data on Classic C4D objects

New Nodes

  • Geometry Collision
  • Ray Collision
  • Geometry Property Interpolate
  • Modeling Ops: Dual Mesh, Greeble
  • Selection Ops: Select Bounding Box, Select Facing, Loop Selection, Ring Selection, Edge Break
  • Generators: Grass, 7-Segment, Atom Array, Import Geometry

Debugging Tools

  • Simple Port Values can be displayed within the node graph via Port Debug Info
  • Info Overlay HUD within Scene Nodes interface displays key info about selected nodes and ports
  • Data Inspector provides detailed introspection of port values in table format

Nodes API

  • Allows 3rd-party developers to implement Node Spaces and Nodes via C++ API
  • Access, create and edit Node System assets in C++
  • Basic graph operations in Python and C++ (e.g. iterate a graph over nodes and ports, print port values)
  • Import/Export a specific Node Space graph

Other Enhancements

UV Enhancements

  • Select All UV Seams command
  • Fill Selection tool now works in UV Editor
  • Outline Selection tool now works in UV Editor
  • Frame Selected UV Elements (S) and Frame Selected UV Islands (O) within the UV editor
  • Updated Ministry of Flat / Automatic Packed UV algorithm includes improved detection of beveled edges for potential seams
  • Allow Stretch option offers user control over polygon stretching in Automatic Packed UVs

Viewport

  • C4D Viewport on Windows now uses DirectX rather than OpenGL for future-proofing
  • Fast Approximate Anti-Aliasing (FXAA) – screen-space viewport anti-aliasing
  • Shadow-hinting to assist in object positioning in the viewport.
  • Grid fades based on distance
  • Option to auto-switch view to Geometry Only on playback / scrubbing

Workflow Enhancements

  • Store Selection command creates new point, edge, polygon selections
  • Improved layout of Point, Edge, Polygon tag attributes
  • Solo now acts as a single-button toggle
  • Safe Frames can now be toggled via the View Panel / Options menu
  • Integrated CV-Tokens for date/time, author, computer, username, height and renderer
  • Instance Object now includes “Swap with Reference” option
  • Any chip within Color Chooser can be dragged into the Node Editor to create a color node (and vice-versa)

Exchange

  • USD Import supports materials
  • USD Export supports materials including baking of 2D maps for Node-Based Materials
  • Substance Update
  • Sketchup Update
  • Exchange Preference reorganization
  • GoZ Update

Magic Bullet Looks 5

  • Magic Bullet Looks within Cinema 4D now offers all features of Magic Bullet Looks 5, including:
  • LUT Browser
  • Color Remap
  • Huenity tool for customizing a range of hues
  • Channel Mixer
  • Improved Color Handling
  • Improved Preset System and over 100 new Look presets
  • Improved ‘Send to Magic Bullet Looks’ in the Picture Viewer, allowing Looks to be applied easier post-render

Redshift Integration Enhancements (in concurrent Redshift release)

  • New Basic tab for easy/intuitive access to most important Render Settings
  • Improved organization of Redshift Advanced Render Settings
  • Redshift Viewport IPR enhancements
  • Redshift commands and objects integrated within Cinema 4D menu system/option to hide Redshift menu

Service Pack Update 23.110 for CINEMA 4D

November 11, 2020

This update is highly recommended for all R23 users.

ANIMATION

  • Fixed an issue with the alignment in the Pose content field of the Pose Library Browser
  • Fixed an issue with adding parameter values to a pose using the Add Keyframe Selection command
  • Fixed an issue with the alignment of the Limit and Matching options in the Pose Library Browser
  • Fixed an issue with unsaved Poses in the Pose Library Browser’s tree view
  • Fixed an issue with the bubble help used on commands of the Pose Library Browser
  • Fixed an issue with obsolete Pose Libraries being stored within the userrepository folder
  • Fixed an issue with the Delete Selected command and the appearance of the command buttons within the Pose Library Browser
  • Fixed an issue with the Save Pose Libraries command and the selection status in the Pose Library Browser’s tree view
  • Fixed an issue with the Blend Slider and multiple selected Poses within the Pose Library Browser
  • Fixed an issue with the Create New Pose command and the selection status in the Pose Library Browser’s tree view
  • Fixed an issue with the Remove All command within the Pose Library Browser’s Parameter list
  • Fixed an issue with linked objects getting lost when added to a Pose within the Pose Library Browser
  • Fixed an issue with the Create New Library command and Cinema 4D’s interface languages
  • Fixed an issue with the orientation of the Landscape object and the Pose Library Browser
  • Fixed an issue with the Save Pose Libraries command and special characters assigned to the Name field of Libraries, Groups and Poses
  • Fixed an issue with empty Name fields of Libraries, Groups and Poses and the Save Pose Libraries command
  • Fixed an issue with non-permitted characters used in the Pose Library Browser’s Name field
  • Fixed an issue with the Selection filtering mode of the Pose Library Browser
  • Fixed a performance issue with the Thumbnail View’s Create a New Pose command being applied during a blend session
  • Fixed an issue with the Thumbnail View’s Pose Group tabs and the Create a New Pose command
  • Fixed an issue with assigning very long names to Libraries, Groups and Poses and the Save Pose Libraries command
  • Fixed a performance issue with saving Poses when closing the Thumbnail View
  • Fixed a refresh issue with the Pose Library Browser’s tree view when editing parameters within the Pose Content field
  • Fixed a performance issue with editing the name of a Pose using the Name field
  • Fixed a stability issue with opening the Pose Library Browser when external databases are used
  • Fixed an issue with canceling a blend session within the Pose Library Browser and the Thumbnail View
  • Fixed an issue with the Pose Library Brower’s tree view when editing the name of an unsaved Pose
  • Fixed an issue with the arrangement of Poses in the Thumbnail View
  • Fixed an issue with multiple selected parameters and the Remove command within the Pose Content field
  • Fixed a performance issue with removing multiple Poses in Pose Library Browser’s tree view
  • Fixed an issue with renaming unsaved Poses in the Pose Library Browser’s tree view
  • Fixed an issue with external databases being translated incorrectly within the Pose Library Browser
  • Fixed an issue with the Capture Thumbnail Image command and the Pose Group tabs within the Thumbnail View
  • Fixed an issue with resizing the Thumbnail View manager
  • Fixed an issue with the Show F-Curve command within the HUD element
  • Fixed an issue with the Timeline’s Set Range to Markers command
  • Fixed a stability issue with calling the Record Animated and Record Hierarchy commands

BODYPAINT 3D

  • Fixed an issue with artifacts appearing when using the Transform Bitmap tool
  • Fixed an issue with the brightness of 32-bit images within the Texture UV Editor
  • Fixed an issue with using the Paint tools in the 3D Painting mode
  • Fixed an issue with the Material Manager’s default material view and BodyPaint 3D
  • Fixed an issue with the brush pressure of BodyPaint 3D’s Brush tool when painting on a graphic tablet
  • Fixed an issue with switching between graphics tablet pen and mouse in BodyPaint 3D on Windows
  • Fixed an issue with pen strokes on graphics tablet on Windows
  • Fixed an issue with the brush pressure of BodyPaint 3D’s Brush tool when painting with the mouse

CHARACTER ANIMATION

  • Fixed an issue with the Go to Reference Pose command of the Character Definition tag
  • Fixed an issue with the Undo command not updating properly in the Character Definition Manager
  • Fixed an issue with the Redo command not updating properly in the Character Definition Manager
  • Fixed an issue with the Mixing options of the Pose Morph tag
  • Fixed a stability issue with updating the Character components
  • Fixed an issue with the Transfer Maps button within the Vertexmap Manager
  • Fixed a performance issue with adjusting Character Components in the Viewport
  • Fixed an issue with the tag properties of the Retarget Expression tag

DEFORMER

  • Fixed an issue with restricting the Bevel deformer to an Edge selection
  • Fixed an issue with the Bevel deformer not being displayed properly when using obsolete scene files
  • Fixed an issue with hidden geometry when using Mitering on the Bevel deformer

EXCHANGE

  • Fixed a stability issue with loading scenes containing an Octane material
  • Fixed a stability issue with the OBJ import
  • Fixed an issue with the OBJ import and the default value of the Phong Angle
  • Fixed an issue with the Blender preset of the OBJ export
  • Fixed an issue with the OBJ import not referencing to the corresponding materials and texture paths
  • Fixed an issue with the Sequence option of the OBJ import
  • Fixed an issue with the OBJ export resulting in invalid texture paths in the .mtl file
  • Fixed an issue with the alignment when importing the USD format
  • Fixed an issue with the USD export/import of extruded Spline primitives
  • Fixed an issue with exporting/importing N-gons to the USD format
  • Fixed an issue with the Update USD Change command and incorrectly assigned display colors
  • Fixed an issue with the warning message of the Close USD Bridge command
  • Fixed a stability issue with importing the USD format
  • Fixed an issue with an error message appearing when exporting to the USD format
  • Fixed an issue with the Save Project with Assets command and the USD format
  • Fixed a performance issue with importing the JT format
  • Fixed an issue with imported SOLIDWORKS file elements being incorrectly positioned
  • Fixed a stability issue with importing SOLIDWORKS files on macOS
  • Fixed an issue with missing objects when importing SOLIDWORKS files
  • Fixed an issue with the SOLIDWORKS import not loading geometry
  • Fixed an issue with the Apply Substance Preset command within the Substance Asset Manager
  • Fixed an issue with the Apply Substance Preset command and presets being created with the Substance Designer
  • Fixed an issue with using the Bake as Alembic commands on an object with assigned Vertex Map as material

INTERFACE

  • Fixed an issue with the representation of the Anonymized Application Activity within the preferences
  • Fixed an issue with the alignment of the Bend Deformer object properties in the Attribute Manager
  • Fixed an issue with the alignment of the Viewport HUD settings
  • Fixed an issue with the displayed interface colors of the timeline’s Show Velocity setting
  • Fixed an issue with displaying incorrect tangent tips of Ease In and Ease Out interpolations

MODELING

  • Fixed an issue with using the Brush tool in Paint mode when the Falloff type is set to Constant
  • Fixed an issue with the Extrude tool being used in Point mode
  • Fixed an issue with the Radius setting of the Brush tool when selecting point normals in the Viewport
  • Fixed an issue with creating a new Vertex Map every time when using the Brush tool in Paint mode
  • Fixed an issue with using the Mitering Patch setting of the Bevel tool
  • Fixed an issue with the Subdivision Surface object altering the offset of a polygon object
  • Fixed a stability issue with the Melt function
  • Fixed a stability issue with the Sweep object
  • Fixed an issue with the Polygon Pen not being able to create a polygon
  • Fixed an issue with the Extrude tool’s Offset value when interactively extruding in the Viewport
  • Fixed an issue with the Visible Only option of the Line Cut tool
  • Fixed an issue with interactively using the Bevel tool in the Viewport when the Shape is set to Profile
  • Fixed an issue with the Loop Cut tool affecting the SDS weighting
  • Fixed an issue with the Subdivision setting of the Bevel tool
  • Fixed an issue with the Sweep object and the MoSpline object
  • Fixed a stability issue with the Extrude object
  • Fixed an issue with the Mitering settings of the Bevel deformer
  • Fixed an issue with the N-gons Corners setting of the Edge Cut tool
  • Fixed an issue with the Select Cuts setting of the Line Cut tool when Ctrl/Cmd+clicking on the spline object
  • Fixed an issue with the Slice Mode’s Remove Part A/B settings of the Line Cut tool
  • Fixed an issue with the Line Cut tool adding additional control points
  • Fixed an issue with the Restrict to Selection setting of the Line Cut tool
  • Fixed an issue with the Line Cut tool when using the Infinite Cut setting
  • Fixed a stability issue with Ctrl/Cmd+clicking on a Line Cut tool’s control point
  • Fixed an issue with the Line Cut tool when Slice Mode’s Split setting is enabled
  • Fixed a stability issue with the Plane Cut tool
  • Fixed an issue with the Loop Cut tool when cutting N-gons
  • Fixed an issue with the Loop Cut tool and the distortion of triangulated meshes
  • Fixed an issue with the Restrict to Selection setting of the Path Cut tool
  • Fixed an issue with the Plane Cut tool’s Select Cut option destroying polygon selections
  • Fixed an issue with the Remove Part A/B modes of the Plane Cut tool
  • Fixed an issue with the Select Cuts option of the Plane Cut tool
  • Fixed a stability issue with opening scenes containing the Boole object
  • Fixed an issue with the Phong Break Rounding setting of the Bevel deformer
  • Fixed an issue with the shading of the Bevel object
  • Fixed an issue with missing subdivisions when enabling the Corner N-gons option of the Bevel tool
  • Fixed an issue with the Bevel tool when Mitering is set to Radial or Patch
  • Fixed an issue with the Phong Break Miters option of the Bevel tool
  • Fixed an issue with the Bevel tool when the Bevel mode is set to Solid and Mitering is set to Patch
  • Fixed an issue with the Bevel tool removing polygon selections
  • Fixed an issue with the Bevel Outside option of the Bevel tool
  • Fixed an issue with the Optimize function not eliminating isolated points
  • Fixed an issue with the Paint tool when remapping Vertex Maps
  • Fixed an issue with broken polygons appearing when loading obsolete scene files
  • Fixed an issue with the End Growth option of the Sweep object
  • Fixed an issue with the Split tool moving selected polygons
  • Fixed an issue with the Polygon Pen when Ctrl/Cmd+clicking+drag on a polygon
  • Fixed an issue with the Polygon Pen when the Create Coplanar Edge on Extrude option is disabled
  • Fixed an issue with the Polygon Pen not working as expected with Polygon Snap enabled
  • Fixed an issue with the Polygon Pen when Ctrl/Cmd+clicking on points
  • Fixed an issue with the Brush tool’s Smooth mode
  • Fixed an issue with the Subdivide command being used in the Polygon mode
  • Fixed a stability issue with the Collapse function being used on N-gons
  • Fixed a stability issue with adding child objects to the Polygon Reduction generator
  • Fixed an issue with the Extrude tool’s Angle setting being applied to selected edges
  • Fixed an issue with the Loop option of the Loft object
  • Fixed an issue with using the Move tool on selected edges
  • Fixed an issue with the Polygon Pen tool not being able to create edges
  • Fixed an issue with creating a path selection by Shift+Ctrl/Cmd+clicking on selected points
  • Fixed an issue with the Subdivide command being applied to an edge selection

MOGRAPH

  • Fixed an issue with the Clamp options of the Formula Field’s subfields

MOVES BY Maxon

  • Fixed a stability issue with the Make Quad Mesh setting of the Face Capture object
  • Fixed an issue with the Viewport resolution of the Moves Face shader

NODE EDITOR

  • Fixed an issue with the Import Assets command
  • Fixed an issue with the Take System when referencing Redshift materials
  • Fixed an issue with selected Assets in the Asset list
  • Fixed an issue with a missing Use Full Range option within the Distribution Op node
  • Fixed an issue with the possibility of renaming categories within the Asset list
  • Fixed an issue with a mismatching Node Preview within the Attribute manager

OBJECTS

  • Fixed an issue with the Banking setting of the Sweep object
  • Fixed an issue with the Spline Mask generator breaking the Phong shading of the Extrude object
  • Fixed an issue with the UV Map command not being applied to multiple selected objects in the Viewport
  • Fixed an issue with the orientation of the Null object’s shapes

OPENGL

  • Fixed an issue with the Tessellation on scaled objects in the Viewport
  • Fixed an issue with the MoGraph Weight Paintbrush tool causing artifacts in the Viewport
  • Fixed an issue with the disabled Sel.: Wireframe option being visible at Generator object’s children
  • Fixed an issue with selecting Joint objects in the Viewport when the mesh is locked
  • Fixed an issue with missing reflections in the Viewport’s Quick Shading (Lines) mode
  • Fixed an issue with the Viewport’s Transparency setting and Projection mapping
  • Fixed an issue with the Anti-Aliasing settings not being stored within the preferences
  • Fixed an issue with the Polygon Normals not being displayed on Subdivision Surface objects in the Viewport
  • Fixed a refresh issue with multiple shadows in the Viewport
  • Fixed an issue with the Mirror tool’s cross indicator in the Viewport
  • Fixed a performance issue with the Weight tool when switching between the Viewport shading modes
  • Fixed a stability issue with the Viewport Renderer when rendering multiple times in the Picture Viewer
  • Fixed an issue with the Maximum Transparency not displaying correctly in the Viewport
  • Fixed an issue with the Level of Detail settings not displaying correctly on certain objects in the Viewport
  • Fixed a refresh issue with Node materials in the Viewport
  • Fixed a stability issue with the Viewport Renderer when calling the Render to Picture Viewer command

PICTURE VIEWER

  • Fixed an issue with colors not matching between the Viewport and Magic Bullet Looks

PROJECT ASSET INSPECTOR

  • Fixed a stability issue with the Clear Assets command within the Project Asset Inspector
  • Fixed an issue with missing icons for the Scene Nodes within the Project Asset Inspector
  • Fixed an issue with missing Breadcrumb information for the Image Node within the Project Asset Inspector
  • Fixed an issue with the Project Asset Inspector and assets in subfolders
  • Fixed a stability issue with opening the context menu after applying the Clear Assets command within the Project Asset Inspector

PYTHON

  • Fixed an issue with Cinema 4D not starting due to UNICODE characters in the installation path
  • Fixed an issue with ShowInFinder and `open` argument
  • Fixed an issue with the TreeViewFunctions::HeaderClickfunction function not working as expected
  • Fixed an issue with the Team Render not loading Cinema 4D plugins by default
  • Fixed an issue with the Sculpt module in Python
  • Added the possibility to load any python module present in the paths defined in the Environment Variable C4DPYTHONPATH37
  • Fixed an issue with dragging python tag over other object
  • Fixed an issue that prevents C++ Python Module to be registered

RENDERER

  • Fixed an issue with the Send to Magic Bullet Looks command being applied to older scenes
  • Fixed a stability issue with Magic Bullet Looks
  • Fixed an issue with the Magic Bullet Looks’ properties in the Render Settings
  • Fixed an issue with ProRender remnants being displayed in the Viewport’s HUD
  • Fixed an issue with the Node material rendering black in the Picture Viewer and in the Interactive Render Region
  • Fixed an issue with legacy materials failed to render in ProRender
  • Fixed an issue with an obsolete ProRender tab within the Compositing tag
  • Fixed a stability issue in OIDIN with AVX-512 detection on macOS

SCENE NODES

  • Fixed a stability issue with deleting the Fit Range node within the Scene Node editor
  • Fixed an issue with renaming a node in the Scene Editor view
  • Fixed an issue with a non functioning Render Perfect setting of the Sphere node
  • Fixed an issue with hiding ports outside of a Group node instead of removing them
  • Fixed an issue with the Print node outputting a few thousand zeros to the console
  • Fixed an issue with Propagate ports and Input ports not being added to the outside of the Group node
  • Fixed an issue with Show Preview being enabled when creating a Group node
  • Fixed an issue with the material assignment of the Material Parametrization node
  • Fixed an issue with the Node graph when switching scenes
  • Fixed a refresh issue with the Ports Display after collapsing and expanding nodes
  • Fixed an issue with the Build node not automatically converting individual Input values
  • Fixed an issue with the Distribution Op node when being connected to the Matrix Op node
  • Fixed an issue with renaming the input ports of the Loop Carried Value node
  • Fixed an issue with the Scale input port of the Plain node
  • Fixed a performance issue with scenes containing Scene Nodes and a Project Time being set to a frame prior as the Start frame
  • Fixed an issue with importing legacy objects into Scene Nodes
  • Fixed an issue with the Effector Group node
  • Fixed an issue with array dimensions
  • Fixed a refresh issue with the Primitive Op node when resetting the Primitive Type parameters to default
  • Fixed an issue with the Distribution Op node not including the Color output port when the Distribution Type is set to Grid
  • Fixed an issue with the port order within the Input Group Area of the Scene Node editor
  • Fixed an issue with the user interface of the Primitive Op node within the Attribute Manager
  • Fixed an issue with the Icosa shape of the Platonic node
  • Fixed an issue with the Remove Unused Ports command on the Group node
  • Fixed an issue with the Effector Group node containing a Preview tab within the Attribute Manager
  • Fixed an issue with inserting the same Array node types
  • Fixed an issue with the Insert node when adding Array nodes to an already connected port
  • Fixed an issue with placing the geometry Connector Node in the connection
  • Fixed an issue with the Angle settings of the Twist node
  • Fixed a refresh issue with the Rotate Vector node
  • Fixed an issue with incorrectly added parameters to the Disc Geometry node
  • Fixed an issue with a misspelled parameter within the Attribute Manager of the Polygon Primitive Op node
  • Fixed an issue with Array arithmetic nodes not supporting multi branch single looping
  • Fixed an issue with the Axis parameter of the Matrix From Axis node
  • Fixed an issue with the Show Preview command within the Scene Node editor’s Attribute Manager
  • Fixed an issue with renaming ports of the Memory node
  • Fixed an issue with various Scene Nodes containing a redundant Preview tab
  • Fixed and issue with the naming of the Get Selection node
  • Fixed an issue with the Matrix parameters of the Transform Vector node
  • Fixed an issue with the Add Input command being called on the Geometry nodes
  • Fixed an issue with the Edge Distribution OP node and selections
  • Fixed an issue with incorrectly named Output ports of the Edge Info node
  • Fixed an issue with the Inset node’s Basic tab within the Attribute Manager
  • Fixed an issue with the Selection menu within the Attribute Manager of the Active Selection node
  • Fixed an issue with programmatically inserting a Converter port on an existing wire
  • Fixed an issue with the Geometry Property Set node not accepting connections of the Build node when being used in the UV mode
  • Fixed an issue with non-translatable entries of the Concatenate Array node
  • Fixed a stability issue with the Polygon Get node when adding the Index number to a negative value
  • Fixed an issue with keyframing parameters of the Cube Primitive Op node
  • Fixed an issue with applying an invalid connection between the Geometry nodes and the Primitive Op nodes
  • Fixed a stability issue with defining the numeric range within the Range node’s Attribute Manager
  • Fixed an issue with the Remove Port command not being applied to the input of the Group (with Ports) node
  • Fixed a stability issue with the Index Array From String node
  • Fixed an issue with incorrectly added index to list entries of propagating enum
  • Fixed an issue with the Remove Port command could be applied to the Scene output port
  • Fixed an issue with removing the Scene output port by selecting the Input Area of the Scene Node editor
  • Fixed an issue with the Array nodes accepting connections from their Array In port to Op Output ports
  • Fixed an issue with the Landscape Geometry node being classified to the Operators nodes
  • Fixed an issue with an incorrectly added Output port when grouping nodes
  • Fixed an issue with an incorrect value at position 0 of a linked Insert node array
  • Fixed a refresh issue with renaming nodes
  • Fixed an issue with inserting the Relax Points node into an existing connection
  • Fixed an issue with the Stream Mode option of the Aggregate node
  • Fixed an issue with the Median operation of the Aggregate node
  • Fixed an issue with the Up Vector setting of the Distribution nodes
  • Fixed an issue with the Factor parameter of the Mix Array node
  • Fixed an issue with the Mix Array node allowing connections from Geometry nodes
  • Fixed an issue with overriding existing connections of a node
  • Fixed an issue with keyframing the parameters of the Matrix Op node
  • Fixed an issue with the animated Effector Matrix parameters of the Bend Effector Op node
  • Fixed a stability issue with adjusting the Segment parameter of the Point on Outline node
  • Fixed an issue with the range value of the Mix Array node
  • Fixed an issue with overriding an existing connection to the Input port of the Matrix Op node
  • Fixed a stability issue with rendering a parameterized Uber material to the Picture Viewer
  • Fixed a performance issue with the Resource Editor when configuring the user interface of the Operator Group node
  • Fixed an issue with the Operator Group node having redundant attributes within the Resource Editor
  • Fixed a stability issue with database mounting
  • Fixed a stability issue with editing newly created templates within the Resource Editor
  • Fixed an issue with the naming of Scene Nodes within the Object Manager when importing them in FBX and Alembic format
  • Fixed an issue with the Compose Container node
  • Fixed an issue with a missing Use Full Range option of the Points to Line node
  • Fixed a refresh issue with connecting the array inputs of the Mix Array node
  • Fixed an issue with the active selection of the Geometry nodes
  • Fixed an issue with adjusting the Scale parameters of the Compose Matrix node
  • Fixed an issue with the Data Type presentation within the Attribute Manager of appropriate nodes
  • Fixed an issue with the Polygon Bevel Node being unable to save files when the Shape is set to User
  • Fixed an issue with the Resource Editor not showing the Input types
  • Fixed an issue with the Extrude node’s Geometry input port allowing selections
  • Fixed a performance issue with connecting the Geometry output port of the Geometry Property Set node

SCULPTING

  • Fixed a stability issue with executing the Unsubdivide command

TAKE SYSTEM

  • Fixed a stability issue with importing scenes when references are missing

TIMELINE

  • Fixed an issue with the Lock Tangent Length setting when creating keys in the Timeline
  • Fixed a stability issue with renaming Joints within the Timeline’s Object Area
  • Fixed a stability issue with the Show in F-Curve Mode command used on a Motion Clip
  • Fixed an issue with the Copy Ease/Paste Ease commands being executed on keyframes in the F-Curve mode
  • Fixed an issue with broken tangents being applied to keyframes when using the Paste Ease command
  • Fixed an issue with the icon assignment of the Ease In and Ease Out commands

UV AND UV TOOLS

  • Fixed an issue with integrating the shortcut ‘S’ to run the Frame Selected command within the Texture UV editor
  • Fixed an issue with the Texture UV editor being locked when running the Empty Canvas command
  • Fixed an issue with the UV Snapping when editing UV polygons within the Texture UV editor
  • Fixed an issue with the Overlap Identical Islands/Overlap Mirrored Islands options in the Geometric mode of UV Packing
  • Fixed an issue with the UV Unwrap tool in conjunction with edge selections
  • Fixed an issue with the Equalize Island Size option in the Geometric mode of UV Packing which created differently scaled UV Islands
  • Fixed an issue with UV Pins still being visible when the UV Mesh was disabled
  • Fixed an issue with the UV Transform tool controls still being visible after objects were deselected
  • Fixed a refresh issue with the Viewport when loading UV meshes
  • Fixed a refresh issue with the Clear UV Pins command within the Texture UV editor
  • Fixed an issue with textures loaded in the Texture UV editor were not assigned correctly within the Viewport
  • Fixed an undo issue with the Mirror Selection command
  • Fixed an issue with the Fit UV to Canvas command and the Texture UV editor
  • Fixed an issue with polygon selections and highlighting were still working while the UV Mesh option was disabled
  • Fixed an issue with the Equalize Island Size option of the UV Packing’s Geometry mode not adapting the UV size properly
  • Fixed an issue with deselecting the Path Selection tool within the Texture UV editor
  • Fixed an issue with black areas within the Texture UV editor which lead to an offset of the Rectangle Selection tool
  • Fixed an issue with the UV Transform tool controls were still be enabled when switching to another tool
  • Fixed an issue with the UV Packing’s Geometric mode not being applied to restricted polygon selections
  • Fixed an issue with the Fill Polygon command not filling the selected UV polygons properly
  • Fixed an issue with snapping the transform controls of the UV Transform tool
  • Fixed a refresh issue with the Overlapping Polygons shading option
  • Fixed a stability issue with the UV Packing’s Geometry mode being applied to a current selection that is not a polygon selection
  • Fixed an issue with the UV Rectangularize command not being executed on certain UV polygons
  • Fixed an issue with the Start Interactive Mapping/Stop Interactive Mapping commands not changing the mapping parameters
  • Fixed an issue with not displaying the UVs based on the Material tag
  • Fixed an issue with the description of the UV Rectangularize options
  • Fixed a stability issue due to out of bounds access
  • Fixed an issue with the UV Packing’s Geometric mode not being applied
  • Fixed an issue with the Texture UV editor’s UV Canvas and Canvas axis when reopening scenes
  • Fixed an issue with the UV Transform tool’s rectangular interactive frame not being displayed when multiple UV elements are selected
  • Fixed an issue with current selected points not being hidden when disabling the Show UV Mesh command
  • Fixed an issue with the Frame Selected command whilst within the Texture UV editor
  • Fixed a stability issue with handling the UV Seams visualization and the UV Unwrap tool
  • Fixed an issue with the Frame Selected UV Islands command
  • Fixed an issue with the Live Selection tool not maintaining its size within the Texture UV editor
  • Fixed an issue with the UV Rectangularize command not converting a single row or column of polygons
  • Fixed a stability issue with applying the UV Packing’s Rasterized mode
  • Fixed an issue with the UV Packing of multiple objects when using the Geometric mode
  • Fixed an issue with the UV Rectangularize command not converting selected UV polygons to a rectangular shape

VIEWPORT

  • Fixed an issue with the Safe Frames being disabled when enabling the Viewport’s Geometry Only option
  • Fixed an issue with the weighting not being visible in the Viewport’s shading modes Hidden Lines and Lines
  • Fixed an issue with the Include Children option being enabled although the parent Sel.: Wireframe was disabled
  • Fixed a stability issue with Instance objects and the Viewport
  • Fixed an issue with the Move tool not executing on highlighted UV polygons
  • Fixed an issue with Magic Bullet Looks and the Viewport when Anti-Aliasing is set to a value larger than 0
  • Fixed an issue with Magic Bullet Looks and the Supersampling effect being displayed incorrectly in the Viewport
  • Fixed an issue with the Send to Magic Bullet Looks command and the Viewport’s Supersampling effect
  • Fixed a refresh issue with the Viewport and the component modes
  • Fixed an issue with the XRef Legacy object materials and the Viewport
  • Fixed an issue with the Shadow Caster option of the Light object
  • Fixed an issue with the Hide Object option of the Interaction tag
  • Fixed an issue with the Camera Navigation’s Cursor mode
  • Fixed an issue with the Viewport’s Geometry Only function and the Interactive Render Region

VOLUMES

  • Fixed an issue with the Keep Objects option of the Volume Mesh command
  • Fixed an issue with the Volume Mesh command moving the object’s mesh
  • Fixed an issue with the Use Animation option of the Volume Loader
  • Fixed an issue with the Volume Mesh command when the Keep Objects option is disabled

XREFS

  • Fixed an issue with the XRef Legacy object

OTHER

  • Fixed an issue with defining the brush’s opacity of the Paint tool
  • Fixed an issue with a String Identifier
  • Fixed a stability issue with Licensing
  • Fixed a translation issue with the web portal and the License Manager

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?

MODELING

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.

ANIMATION

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.

Field Forces

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.

RENDERING

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.

AOVs

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.

WORKFLOW

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
and defaults.

  • 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.

 

 

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Cut your Physical Render time in half with this time-saving Cinema 4D tutorial. Optimize the Physical Renderer for speed with Reflectance. Nick Campbell from Greyscalegorilla gives you the details.

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Cinema 4D Octane Tutorial: Dramatic Lighting Tip

Joren at The Pixel Lab has a C4D quick tip for creating dramatic, moody lighting using the Octane for C4D Daylight Tag, plus what to do when your HDRI doesn’t show up when using the tag.

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Procedural Growing Frost Cinema 4D & X-Particles + Creating a Realistic Ice Material in Arnold 5

Daniel Danielsson is a Freelance Director / Motion Designer who is based in Hertfordshire, which is north of London, England. I'm not sure how much snow and ice they get there, but Daniel has some fantastic Cinema 4D tutorials on creating frost and ice.

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C4D Spotlight: Align to Spline Tag

Today we’re going to look at the Align to Spline Tag and how to animate objects along a spline in Cinema 4D.

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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.

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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.

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C4D Spotlight: Learning Python to Expand Cinema 4D

This is an overview of Python, why you might want to learn Python as a Cinema 4D user, and where you can learn Python for free.

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VoronoiGenerator for Cinema 4D

Developed by Dominik Ruckli, the VoronoiGenerator is a Cinema 4D python plugin that generates a 2D Voronoi Diagram.

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Cinema 4D: The 4 Most Important Parts for Soft Bodies

Chris Schmidt from Greyscalegorilla teaches you the most important settings for soft body dynamics in Cinema 4D, so you can quickly and intuitively create whatever consistency you want on your objects.

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Character Animation in Cinema 4D

This is a webinar with Jonas Pilz where he explains how to animate a shark. The shark model can be found on Turbo Squid.

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How to Rig a Character in Cinema 4D

EJ shows you how to create a walk cycle for this super cute lemon character in Cinema 4D, with an introduction to Spline IK.

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Cartoon Heart Character Modeling, Rigging, and Texturing

EJ Hassenfranz of Eyedesyn explains how he modeled, rigged, and textured a cute little candy heart in Cinema 4D. EJ has made a lot of tutorials about character animation, so you'll see a lot of his stuff here today. So, thank you to EJ for being a great teacher and for being so willing to share his knowledge!

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Modeling, Texturing & Rendering a Gingerbread Man in Cinema 4D

Aleksey Voznesenski shows you how to model a gingerbread man in Cinema 4D in this 2 part tutorial from Tuts+.

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Tutorial: 2 Tutorials about Displacement Maps in Cinema 4D

Here are two tutorials about generating and working with displacement maps in Maxon Cinema 4D.

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C4D Workflow Quick Tips from The Pixel Lab

The Pixel Lab has some more great tips for Maxon Cinema 4D! Joren shares a couple of his favorite workflow efficiency tips.

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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.

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Michele Learns Cinema 4D: Episode 6: Toolfarm’s NAB Survival Video Open

If you’ve had a chance to check out our NAB Survival Video, you should! It’s lots of fun. I dove back into Cinema 4D to create the open animation. Here’s how I did it.

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Michele Learns Cinema 4D: Episode 7: Making a Brain

Michele shows you how she created a brain in Cinema 4D, starting with a sphere object, then uses the sculpting tools to modify the shape add brain texture.

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CINEMA 4D R18 Compatibility Information - 3rd Party Products

Wondering if your plug-ins, renderer, or other add-ons are compatible with R18? We will keep this page updated with new information as we receive it.

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In Depth: MAXON Cinema 4D Release 18 New Features Roundup

With the upcoming September release of MAXON C4D R18, we wanted to know more about all the new features and figured you did too. From Voronoi fracture & mograph enhancements, to new shaders and tools, C4D R18 had tons of new additions to unlock your 3D creativity.

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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. 

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Using Transparency and Refraction Channels to Create Glass

Lynda.com has a free episode of their Creating Materials in CINEMA 4D course. This is tutorial #2 on the page, so scroll down! 

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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.

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Burning Question: What can I do with the Hair Renderer in Cinema 4D?

The Hair Module.... can it do more than just make hair? Oh, there are lots of things! Make a tree, grass, and much more! Lots of fun stuff!

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Michele Learns Cinema 4D Ep. 6: Toolfarm’s NAB Survival Video Open

If you’ve had a chance to check out our NAB Survival Video, you should! It’s lots of fun. I dove back into Cinema 4D to create the NAB Survival Video Open.

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MochaBlend C4D Basics #4: Creating a camera solve from a mocha perspective track

In this tutorial, you’ll learn how to use MochaBlend C4D to turn a perspective track in mocha into an object solve in C4D. You’ll learn the best way to track a plane in mocha for MochaBlend’s Perspective-Solver, and how to identify some common problems when working with the solver.

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MochaBlend C4D Basics #3: Creating an object solve from a mocha perspective track

In this tutorial, you’ll learn how to use MochaBlend C4D to turn a perspective track in mocha into an object solve in C4D. You’ll learn the best way to track a plane in mocha for MochaBlend’s Perspective-Solver, and how to identify some common problems when working with the solver.

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MochaBlend C4D Basics #2: Creating 3D motion from a non-perspective mocha track

In this tutorial, you’ll learn about creating 3D motion from a non-perspective track in mocha. We’ll be using MochaBlend C4D’s 2.5D solver to create the 3D motion. You’ll learn how to analyze the motion in your shot so you can both track it properly in mocha, and choose the correct solver in MochaBlend C4D.

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Inflated Text in Cinema 4D

Learn how to create a cool inflated text effects using the pressure parameter in C4D in this 2 part tutorial from Helloluxx.  And don’t miss MAXON’s Santa Sidegrade Sale!

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Michele Learns Cinema 4D: Episode 5: Sand Dunes

Learn Cinema 4D along with Michele! In the latest episode of Michele Learns CINEMA 4D, Michele Yamazaki of Toolfarm talks about the CV-ArtSmart plug-in from Cineversity, and then goes into a full tutorial about creating sand dunes like you might see along Lake Michigan, complete with dune grass made with hair.

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Burning Question: How do I Make Grass in CINEMA 4D?

The Hair Module makes lovely grass in CINEMA 4D and here are some resources to help you make a lush lawn or field of waving grains. Includes lots of tutorials and freebies!

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Cinema 4D Release 17 Quick Tips

MAXON Cineversity offers an entire series on quick tips for the newest release of C4D.

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How do I get started making my own videos?

Question: I am very inspired by Andrew McMurry’s work in the Visual Effects/ Media Arts. I’d like to start making my own videos and bringing them to life. I was told by a Visual Effects distributor to ask you some questions on some recommended software, or apps that could point me in the right direction.

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News: MAXON NAB 2015 Rewind: New MoGraph Breakdown Presentations

Watch presentations recorded live from the MAXON Cinema 4D booth at NAB 2015 in Las Vegas, NV.  We will be adding more to this page as they become available, so bookmark it and check back often. Updated May 14, 2015.

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Create Houndstooth Material in Cinema 4D

This tutorial from Muse Creative and Eugene Opperman shows you how to create a procedural Houndstooth material using the Layer Shader in MAXON Cinema 4D

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GI Area Light Script and Tutorial for Reflectance Channel for MAXON CINEMA 4D R16

Nick from Greyscalegorilla has a useful script to help you properly light a scene with the Reflectance Channel and his GI Area Light Script.

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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!

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Using the Spline Shader to Create Text as a Material in CINEMA 4D

EJ Hassenfranz explains how to skip Photoshop and use the Spline Shader and text (or any spline shape!) as a 2D resolution independent material. He goes deeper, explaining how to use a bump or displacement channels of a material for embossed or stamped metal looks.

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Cinema 4D Cloth Unroll Effect

Post at Motion Squared: "In this short tutorial, we take a look at how to create a cloth unroll effect /animation using the cloth dynamics tag in Cinema 4D. Enjoy!"

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Creating a Disco Party Animation with C4D and After Effects

"In this tutorial you’ll be creating a full motion graphics 3D animation for a disco party. You’ll start by creating some basic models and deforming them. We’ll dig quite deeply in shading to achieve some detailed and organic textures. Finally, we’ll animate all the elements in an attractive way and create a rotating camera to follow the whole scene. We’ll finish up in After Effects where we’ll add some sexiness to the animation." - Daniel Lorenzo of cgtuts+

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Natural Lighting in CINEMA 4D by Rob Redman

An overview of lighting techniques in scenes where exterior natural lighting illuminates interior objects- how to get realistic results.

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Bend 2D Layers Along Paths Using After Effects & Cinema 4D

EJ Hassenfranz posted some tutorials to his site, eyedesyn.com, which explain how to create a Bendy Arms effect, using After Effects and Cinema 4D.

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Displacement and Deformation Techniques in Cinema 4D

In today’s tutorial, new Cgtuts+ author Mario Brajdic will introduce you to working with displacement and deformers in Cinema 4D and show you how this powerful combination can be used in conjunction with custom materials, lighting, and post effects to create some truly unique and visually stunning results.

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Create a Valentine’s Day Themed Animation in Cinema 4D & After Effects

Post by Stefan Surmabojov at CGtuts+ :  “In this tutorial we are going to create a Valentine’s Day themed animation in Cinema 4D and After Effects.... Use particles and forces in Cinema 4D, as well as MoDynamics and Effectors to put everything together to create our final animation. Finally we’ll add materials, light and render the scene before finishing it up in After Effects with some compositing and post effects."

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Cinema 4D Scene OBJ Export to Trapcode Form

Posted by Peder Norrby. Tutorial showing how to create a scene in Cinema 4D and export an OBJ and Cinema’s camera. And import all this in Adobe After Effects so the Cinema render perfectly matches Trapcode Form.

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Tutorial: Tentacles in Maxon Cinema 4D (with Hair)

Equiloud explains how to create organic tentacles in c4d with hair. (Update from Equiloud: you don´t have to trick the transparency, just deselect "Render Hairs" in the Generate Tab.)

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