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Cinema 4D S26 allows every Cinema 4D subscriber to create photorealistic imagery with Redshift, no matter what computer they use. Maxon One and Redshift subscribers can leverage the full power of Nvidia and Apple GPUs, while everyone can take advantage of CPU rendering.

Everyone enjoys major enhancements to Cinema 4D’s Redshift integration, including a high-quality previews in the viewport and import/export of Redshift materials.

Redshift CPU

  • All Cinema 4D users can now work with Redshift Materials, Lighting and Rendering on any hardware with Redshift CPU support
  • Redshift CPU includes all features of Redshift GPU except Rounded Corners
  • Hybrid Rendering Support has been added (GPU+CPU)
  • Team Render / Command Line Entitlements can now utilize Redshift CPU

Redshift Materials

  • RS Standard Surface Material offers intuitive material definition and compatibility with industry-standard workflows
  • New Energy Conservation for Micro-facet BRDF/BSDF
  • D’Eon Lambert-Spheres use a new Diffuse Roughness model
  • Thin Film BRDF
  • More intuitive Metalness workflow

Redshift Integration

  • Viewport Preview

    • Improved Viewport Preview with Node-based Redshift materials, including:
      • Diffuse color and weight
      • Reflection color and weight, roughness, IOR and BRDF (Beckmann/GGX)
      • Overall bump, tint and opacity
      • Overall emission and weight
      • Transmission color and weight
      • Metalness, metal edge tint and reflectivity
      • Sheen color, roughness and weight
      • Coat color, weight, roughness, BRDF, IOR, reflectivity and bump
      • Normal Maps
      • Maxon Noises
      • MoGraph Color User Data
      • UV Scaling on Texture Nodes
      • Texture Layer Weights
    • Redshift Dome Light overrides default reflection map for viewport previews
    • Node Material SDK enhanced to allow third-parties more control over viewport previews

Exchange

  • Basic material properties and textures export for Node-Based Redshift Materials to FBX and to USD
  • Basic Node-Based Redshift material constructed on import from FBX and from USD
  • Node Material SDK enhanced to all third-parties more control over material import/export

With all-new Cloth and Rope dynamics, you can achieve more realistic-looking simulations that incorporate multiple objects. The unified solver allows simulations to be calculated on either the CPU or GPU and is highly multi-threaded, offering improved performance with complex cloth simulations.

Simulation

  • Simulation Scene

    • Provides settings for new unified simulation framework (currently Cloth and Splines)
    • Multiple Simulation Scene objects allow split systems with optimized iterations and different forces
    • Calculate simulations via CPU or GPU
  • Cloth Simulation

    • Cloth Simulation based on new Simulation framework
    • Calculate simulations via CPU or GPU
    • Multiple cloth objects can be simulated together in a unified simulation
    • Apply Cloth to Children
    • Control Cloth attributes via Vertex Maps
    • Accurate tearing creates new points and doesn’t require a cloth surface
    • Balloon option maintains the volume of closed surfaces
    • Plastic Deformation
    • Automatic Connections
  • Rope Simulation

    • Rope (Spline) Simulation based on new Simulation framework
    • Rope/Cloth interactions
    • Rope Simulation uses tessellated points

Creating 3D objects has never been easier thanks to a broad collection of new procedural and interactive modeling tools. Automatically transform the topology of any mesh using ZRemesher. Create entirely new shapes with a bevy of powerful new interactive modeling tools, many of which can also be applied procedurally via Node Capsules. Advanced spline nodes power new capsule possibilities, while improved Vector Import support makes it easier than ever to work with Illustrator and SVG artwork.

Modeling

  • ZRemesher

    • Remesh Object now includes ZRemesher for high-quality procedural automatic retopology
    • Quad Remesh Node offers procedural remeshing within Capsules / Scene Nodes
  • Modeling Tools

    • Bridge

      • New, incredibly-powerful Bridge tool
      • Surface and curvature interpolation
      • Intelligently defines normals direction for bridging
      • Preserves UVs, Vertex Colors and other surface attributes in most cases
    • Close Polygon Hole – Grid

      • Close polygon holes with a quad-dominant grid topology
      • Preserves curvature and topology, including UVs, Vertex Colors and other surface attributes
    • Equal Spacing

      • Evenly distribute selected edge loops to equalize spacing between neighboring loops
      • Preserves curvature of the original mesh
      • Available as an interactive tool and Geometry Modifier node
    • Fit Circle

      • Transform selected geometry components to a circular shape
      • Interactive controls to affect scaling and rotation of circle
      • Available as an interactive tool and Geometry Modifier node

         

    • Flatten

      • Flatten selected geometry based on a specified axis, normals or the view angle
      • Interactive controls to affect the strength and flatten plane
      • Available as an interactive tool and Geometry Modifier node
    • Poke Polygons

      • Create a new point in the center of each selected polygon
      • Automatically offset created point based on the polygon normal direction
      • Available as an interactive tool and Geometry Modifier node
    • Set Flow

      • Transform edge loops to follow the curvature of neighboring geometry
      • Available as an interactive tool and Geometry Modifier node
    • Smooth Edges

      • Smooth selected edges while preserving edge length and volume
      • Interactive Controls to adjust smoothing amount
      • Available as an interactive tool and Geometry Modifier node
    • Straighten Edges

      • Straighten selected edges
      • Interactive Controls to adjust straightening amount
      • Available as an interactive tool and Geometry Modifier node
    • Vector Import

      • SVG now supported in Vector Import Object
      • Improved SVG Import
      • Clipping Paths supported in Adobe Illustrator files

Task Manager

  • Expandable and dockable progress bar to show the progress of multiple processes, including:
    • Loading/Saving Projects
    • Crash Reports
    • Loading Assets Databases, Downloading Assets and Generating Previews
    • Rendering via Picture Viewer and Render Queue, Clearing the Picture Viewer Cache
    • Generating Fractures
  • Many processes are now asynchronous (run in the background)
  • Network saves are now predominately asynchronous

Scene Nodes

  • Component Access
  • Data Inspector shows Geometry contents
  • Variable Font Support in Text Spline
  • Segment support in Assemble Spline Node
  • Add Control Point along Spline
  • Split Spline Node
  • Automatic UV Geometry Modifier Node – automatically generates a UV map based on the Automatic Packed UVs algorithm
  • Quad Remesh Geometry Modifier Node – performs automatic retopology via ZRemesher algorithm
  • Geometry Modifiers: Equal Spacing, Fit Circle, Flatten, Poke Polygons, Set Flow, Smooth Edges, Straighten Edges
  • Spline Distributions – Control Points, Even, Line Center, Random, Solidify, Step
  • Bias added to Blue Noise distribution – The bias moves between [-1, 1] to favor more small clones or more big ones. In the negatives it will overscale.
  • Improved Asset Browser filtering
  • Conversion command between op and base node
  • Show in Node Editor / Ctrl-Click Connector dot exposes port

General Enhancements

  • Animation

    • Hammer Weights – Define weights based on the average of surrounding points
    • Colorize by Prefix command colorizes joints and other objects based on prefix or suffix.
  • Asset Browser
    • Performance Enhancement – Asynchronous Database Indexing
    • Option to generate Database Index for improved speed and publishing online
  • Performance

    • Improved Memory Management for better overall performance after many renders

       

  • UI Refinement

    • Font list can be filtered by name
    • Preference to choose the “Default” resolution used for Texture Previews
    • Embedded Webview / HTMLViewerCustomGUI uses Edge / WebKit on Windows
    • User Layouts denoted by Italic rather than (User) to save space
    • Menus and Palettes dynamically change their content by checking what the Renderer in use is.
    • Layout tabs can be reordered by drag and drop
    • The Open Recent list has been added to document tab context menu
    • Document tabs expand to contain more of the filename
    • Categorization within menus
    • Green Checkmarks are back
    • Many Added Icons
    • Faster and more precise sliders based on code rather than bitmaps
    • Size of numeric inputs consistent on both OS’s
    • Folder icon to replace “…” in file loaders
    • Refinements to Gradient UI (alpha mode)
    • Shorter Mixed text (in Italic) to replace <<Multiple Values>> in AM
    • Null types can now be identified by new icons
    • Additional precision – 4 decimals instead of 3 for numeric inputs
    • Scroll wheel in Attribute Manager only changes values when the specific attribute is focused
    • Color Chooser refinements: color sliders refinement, alpha is always visible, the color wheel ui is a bit more compact horizontally
    • Script Word Wrap support for the Python Console
    • Refinement of CTRL+Left/Right key behavior in multi-line text. (They correctly jump to words beginning/ending) 
    • File chooser supports multiple file selection
    • Directory chooser on Windows updated to modern style
    • C4D Objects removed from Asset Browser to avoid duplication
  • SDK

    • Visual Studio Code Integration
      • Use Visual Studio Code as an external script editor
      • Syntax highlighting for C4D Python, Res and String files
      • C4D Python Autocompletion
      • Debugging
    • New Background Job API
    • Improved Node Material SDK (C++ and Python)
    • Asset API in Python
    • Improved ease of use of frameworks for the Python Maxon API
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