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MAXON CINEMA 4D R18

Igor

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Here we go guys, we were waiting on this for months now. Lets keep this conversation civil, without trolling, hating, cursing. I know some will be disappointed, but good thing is that MAXON started to listen more and I am sure they will deliver everything we want in acceptable time frame.

So, let discussion begins!! :cowboypistol:

 

Cineversity Highlights of Cinema R18

 

 

Cinema 4D Release 18 Complete Feature List

 

 

  • ANIMATION
    • New Quaternions workflow
      • There is now a Quaternions group in the Coordinates tab
      • The key attributes for Quaternion Rotations have a new option for Quaternion Interpolation types. The user can choose between different interpolation presets there.
    • Constraints workflow
      • Parent Constraint
      •  
        • The new "Local Offset" attributes field presents the internal offset that the constrained object will have with the "parent" targets
        • New Interactive Transform checkbox allowing the user to interactively edit the constrained parameters
        • New Record button provides an easy way to keyframe the Local Offset and Strength values of the targets
        • Negative scales and constraints are now supported
        • New Parent Constraint parameters
          • "Local Offset" are animatable parameters representing the offset the target (parent) has from the constrained object (child)
          • "Interactive Local Offset" is a checkbox that enables the user to interactively adjust constrained parameters and have the Local Offsets update to the new adjustments
          • "Auto-Reset (Legacy)" is the Auto-Reset mode which is now implemented as a Legacy mode, for compatibility reasons with old scenes
          • "Update Local Offsets" is a new cycle button that will allow to update the Local Offsets based on the constrained object's coordinates, or setting one of the Targets as a new main target. This will allow for a seamless transition to that target.
          • "Record Optimized" is new cycle button which allows recording all the Weights and Local Transforms of all the Targets, in an optimized way
        • The new Shift Priority Tag can be used to shift priority values of expressions
        • The "Breakdown Color" option in the keyframe attributes of the Timeline now allows setting an alternative color for keyframes
        • The Timeline's baking function is now able to bake an Alembic object to native PLA animation

 

  • EXCHANGE
    • Alembic
      • Alembic module is now based on SDK 1.5.8.
      • Support for vertex colors was added
      • The internal tags which represent the data streamed from *.abc files are exposed to the user on the Alembic generator now
      • There now is a placeholder tag for the Subdivision Surface Weight tag
      • The subdivision method is now written to and read from the Alembic SubD scheme
      • Alembic generator has a new option for Creases and Corners used for weights of SDS objects
      • Alembic generator has a new value to be able to scale SDS weights
      • New Import options
        • "Color Maps" option allows color information (RGB and RGBA) to be imported and Vertex Color tags to be created
        • Importing "Points" with "As Polygon Object" reads the color (RGB or RGBA) property and creates a Vertex Color tag per point mode for it
        • Importing "Points" with "As Particle Geometry" reads RGBA (vector4d) color arrays now
        • "Creases and Corners" - reads creases and corners as point and edge weights of SDS objects
      • New Export options
        • "Vertex Colors" - the RGBA data of all Vertex Color tags is exported
        • "Display Colors to Vertex Colors" - writes the display color of the object as vertex color information
        • "Vertex Colors" + "Points Only (Geometry)" options - exports also RGBA data from points mode only Vertex Color tags
        • "Subdivision Surface Weights" - writes point and edge weights of SDS objects as corners and creases
      • Export can now be canceled
    • FBX
      • FBX module is now based on SDK 2016.2, now supports the 7.5 file format
      • New Import options
        • "Vertex Colors" - imports vertex color elements and creates a Vertex Color tag for each of them
        • "Convert Grayscale Vertex Colors to Vertex Maps" - in case there are only grayscale colors, a Vertex Map tag will be created instead of a Vertex Color tag
        • "Subdivision Surface" - an SDS Weight tag will be created if at least one crease layer was found
      • New Export options
        • "Vertex Colors" - color information of all Vertex Color tags is exported for every mesh
        • "Subdivision Surface" - if an SDS Weight tag exists, the weight information for points and edges is written as two crease layers
    • Support for Allegorithmic Substance Engine
      • Substance archives (.sbsar) can be loaded
      • The Substance Asset Manager can be used to organize the Substance assets in the scene
      • The Substance Shader is used to reference Substance asset outputs in Cinema 4D's material system and all other parts of Cinema 4D that support shaders
      • New Substance Asset mode in the Attributes Manager
      • New Substance Engine section in the Preferences
      • New Substance Engine sub-menu in Pipeline menu
      • C++/Python API supports Substance
    • Support for the DDS texture file format (loader)
    • BP exchange supports 3ds Max 2017
    • OBJ
      • Import and Export presets can now be saved and loaded
      • The Material Mix Mode can now be specified

 

  • HOUDINI EXCHANGE
    • Updated to use Houdini Engine 15.0.313
    • The internal tags which are generated by the Houdini asset are now exposed to the user

    • During Open Scene, if the asset path is absolute and invalid but an asset file with the same name exists in the C4D scene folder, then this asset file is used and the asset path becomes relative
    • Added vertex color support for both marshalled inputs and generated outputs
    • GUI improvements

 

  • INTERFACE
    • Support for OS X 10.11 El Capitan System Font added

 

  • MATERIAL
    • Variation shader enhancements
      • Support for more than one texture
      • UV Rotation can now be quantized and UV can be flipped
    • New "Invert Direction" option for Ambient Occlusion
    • New parallax mapping support in the Bump channel
    • New Shadow Catcher shader
    • New Thin Film shader
    • Reflectance Workflow

 

  • MODELING
  •  
    • New Knife tools
      • Interactive modeling workflow using new on screen handles and gizmos
      • Line Cut tool
        • Cuts polygon objects and splines with polyline cuts
        • Cut line can be interactively adapted via control points
        • Cuts can be inside of polygons
        • Several slice modes
          • Cut
          • Split
          • Remove Part A
          • Remove Part B
        • Supports snapping and constraints
      • Plane Cut tool
        • Planar cut for polygon objects
        • Cutting plane can be interactively adapted
        • Several slice modes
          • Cut All
          • Split
          • Remove Part A
          • Remove Part B
        • Several plane modes available, defining which coordinate system is used
          • Free
          • Local
          • World
          • Camera
        • The number and spacing of parallel cuts can be defined
        • Supports snapping and constraints
      • Loop/Path Cut tool
        • Cuts new loops or path into objects
        • Loops/Paths can be interactively adapted
        • Loops/Paths can be searched bidirectional or not
        • Offset modes
          • Proportional
          • Edge Distance
        • The number of parallel cuts can be defined
        • Cuts can preserve the curvature of a surface
        • Cuts can be shaped using spline GUI
    • Support for Pixar's OpenSubdiv
    • Baking
      • Greatly improved displacement map baking and rendering
        • improved accuracy for vector maps (tangent, object and world)
        • Using ray casting for intensity maps - new options available (intensity, intensity centered, red-green)
      • Also improved normal map baking
        • Ray casting also used when not baked in conjunction with a vector displacement map
    • Sculpting
      • Resolved issue with sculpting at small scales
      • Resolved issue with reproject mesh at small scale
         

 

  • MOGRAPH
    • New Effectors
      • Push Apart effector
        • Helps reduce or avoid clone overlap quickly
        • Supports several modes:
          • Push Apart
          • Hide
          • Scale Apart
          • Push Apart Along X,Y, or Z Axis
      • ReEffector
        • Can reset all MoData parameters to initial state within the Effector List it's applied to
        • Can also blend back to the initial state in a deformer stack
        • Can re-apply multiple effectors to the "fresh" state and blend their effects into the Effector List per parameter
    • New distribution modes for MoGraph Cloner and Matrix Objects
      • Honeycomb Array
      • Clone on Axis
    • New behaviors for MoGraph distribution modes
      • "Object" mode allows to use a custom object to define the form of the cloning
      • Per Step mode for Grid Array and Honeycomb Array
        • New handles behavior for these modes to make dragging out fields of clones faster and more intuitive
      • Scale clones based on polygon size
    • Rewritten MoGraph Cache tag
      • Multiple MoGraph Cache tags can now be used and blended between on a single MoGraph object
      • MoGraph Cache tags can be saved to external files
      • New interface
    • New weights workflow
      • New MoGraph Weightmap tag
      • New MoGraph Weight Paintbrush tool
      • New XPresso node for weights
    • New Commands
      • Swap Cloner/Matrix - Switch selected Cloner objects to Matrix objects or switch selected Matrix objects to Cloner objects
      • Hide Selected - Automatically creates a non-destructive setup to hide the current MoGraph selection
    • Improvements to the Display options for MoGraph objects
      • Display Clone IDs in the viewport (both on the object and within Selection tags)
      • Depth Cue and Scaling for better display of MoSelection as well as all other points display modes (UV, Weights, etc.)
  • Voronoi Fracture
  •  
    • New Voronoi Fracture generator
    • Support for many different point generators (Point Generator, Object, Spline, Particles, MoGraph Matrix, Shader, …) to define the fracture pattern
    • The Voronoi Fracture generator is a MoGraph generator and brings full support for effectors and all other MoGraph features
    • Inside/Outside Selection tag lets you assign different materials to the outside and inside faces of fracture pieces
    • Full dynamics support
    • Face, point and edge selections can be created

 

  • MOTION TRACKING
    • New object tracking functionality
    • New "Lock View on Tracks" mode
    • New "Frame All" / "Frame Selected" commands
    • New "Nudge Track" command
    • New "Auto Update Tracks" mode

 

  • TEAM RENDER / TEAM RENDER SERVER
    • The "Add machine" dialogue now has a small button that presents a list of recently added machine IPs / hostname
    • New "Restart Jobs After Unexpected Server Termination" option
    • Monitor page:
      • The jobs and networks table are now multiselection aware and offer the same functionality as the multiselection bars on the Jobs and Networks page
      • Jobs can be reordered by clicking on the current position and entering another existing one
      • If there is input to an edit field, but the user navigates to another section, an information dialog is presented to inform about unsaved changes
      • The number of active and inactive jobs is shown in the header of the jobs table pane
      • The number of online and offline clients is shown in the header of the networks table pane
      • If logged in as an admin, there is now an option to show only the jobs of the admin instead of all jobs
    • Jobs page:
      • Jobs can be reordered by clicking on the current position and entering another existing one
      • If there is input to an edit field, but the user navigates to another section, an information dialog is presented to inform about unsaved changes
      • If logged in as an admin, there is now an option to show only the jobs of the admin instead of all jobs
      • Render Info in Jobs Details
        • In the jobs details page (if a master scene is selected) a new collapsable is shown with useful information from the render settings
        • These settings are: Render Settings Name, Take Name, Frame Range, Regular Image, Multipass Image, Renderengine, Frame Rate, Image Resolution
    • User page
      • When creating a new user or changing the password for the current logged in user, the TeamRender Server interface presents a single dialog instead of a wizard
    • New FAQ page
      • Questions can be filtered (full text search)
      • When hovering with the mouse over a question (in the overview panel) a short excerpt is shown with
        • the first couple of characters
        • characters before and after the entered filter term in case a filter string is found for the first time. The matched result is highlighted.
      • Questions are tagged, and the tags can be selected to restrict the results and the overview panel according to the selected category. Q&A can have multiple tags

 

  • TEXTURE BAKING
    • Calculation of vector maps of all types has been improved
    • Intensity based maps (intensity, intensity centered, red-green) now use a basic ray casting technique to measure displacement between the base and the sculpt mesh
    • Baking normal maps only also uses the basic ray casting technique to sample normal vectors on the sculpt mesh

 

  • VIEWPORT
    • Shading/Vertex normals can now be displayed in the viewport
    • New "Screenspace Ambient Occlusion" option
    • New "Reflections" option shows an approximation of the Reflectance Channel in the viewport
      • Supports multiple layers, masks, fresnel and roughness
    • New "Tessellation" option shows the effect of displacements in the viewport
      • Can be set globally and per material

 

  • WORKFLOW
    • New preference settings
      • Phong tag: Now the default Phong Angle is 40º
      • Selection Tools: The setting "Only Select Visible Elements" is disabled by default for Rectangle, Lasso and Polygon Selection
      • Render Settings: the default render output size has been changed to 1280x720 and a new Screen preset with that size has been added
      • Viewport filter: now "Object Highlighting" is disabled by default
      • Weight Tool / Paint Tool: the following default settings have been changed:
        • Strength: 100%
        • Mode: Absolute
        • Falloff: None
      • Texture Manager: now all options in "View" menu are enabled by default
      • Scroll to First Active: this command has now been assigned the shortcut 'S'
      • Extrude Tool: now the "Maximum Angle" setting is 91º by default
      • Figure object:
        • Now the default figure height is 180 cm
        • Now the figure axis is located at its feet
      • Soft Selection Tool: now "Mode" is set to "All" by default.
      • Split Command: (C4D main menu / Mesh / Commands / Split) - The newly created object name will have the ".1" suffix, e.g. "Cube.1"
    • Color Chooser
      • New preference: Remember Last Layout
      • New Compact Mode
      • Now the first swatch group is shared between all Cinema 4D documents
      • New contextual menu options handle the default swatch set:
        • "Reload Default Group": current swatches in shared group will be replaced with the stored default swatch set
        • "Save this Group as Default Group": the swatches in the clicked group will be saved as default group set
        • "Save Selected Swatches as Default Group": the currently active swatches will be saved as default group set
      • Dragging single or multiple swatches over a gradient converts them to color knots
      • C++/Python API supports Color Swatches
    • Improved ALT key handling for left-handers on Windows
  • Metaball Solidity option makes polygonal metasurfaces solid
  • The Reflectance channel now supports multi edit for materials with the same layer setup
  • Pasting a Reflectance layer into a Reflectance channel with a selected layer now replaces that layer instead of adding a new layer
  • The previews in the Material Manager now indicate which materials have the same reflectance layer setup as the selected material
  • New "Select Materials with same Reflectance" menu command in the Material Manager
  • New "Set from Projection" command for UVW Tags to easily create new UVW tags or modify existing ones on multiple objects

 

  • OTHER
    • The Structure Manager has two new modes to show weights per vertex and weights per edge
    • Improved baking for multiple tags
    • Reduced file size for particle storage and improved speed
    • Loading/saving of large number of image sequences is now much faster
    • Cinema 4D startup speed increased
    • Mesa library is now used for viewport rendering on the CPU
    • Support for the RLM license manager
    • Support for vertex colors
      • New Vertex Color tag
      • Extended Paint Tool now can paint vertex colors
      • The Vertex Map shader now supports vertex colors
      • The Vertex Map shader supports OGL
      • New Vertex Color XPresso node
      • The Structure Manager now supports vertex colors
      • New Vertex Map Converter converts between vertex map and vertex color
      • C++/Python API supports vertex colors
    • Python API now supports custom nodes description methods, BodyPaint 3D UV commands and texture baking functions

 

From: Dimitis Katsafouros 

From:Sean Frangella

 

Link to MAXON new website HERE!

 

 

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I'd love to get more information about the New Quaternions workflow. At the moment I struggle with joint rotation and this might solve some of my issues or at least make them easier. Any more details about that? Somewhere?

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After watching a bunch of videos over at Cineversity, WOW!

I am so excited about this release.

I have a modeler/texturer working with me now and we were both making excited noises about the new knife tools and the reverse AO for roughening edges..
The mograph enhancements are amazing. I don't think we've seen how powerful the reeffector can be. That thing looks really useful. HONEYCOMB HOORAY! Grids by step too. In whatever shape you want! AAAH.

The thin film shader may not be exciting for some folks, but I have been struggling to get that kind of look out of the spectral shader for years (with some pretty solid successes, but it will be SO MUCH EASIER now.

There are so many other things I want to rave about, but I have work to do. Love to you all, especially MAXON people. I am super-excited.

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9 hours ago, Visionnext said:

I'd love to get more information about the New Quaternions workflow. At the moment I struggle with joint rotation and this might solve some of my issues or at least make them easier. Any more details about that? Somewhere?

I´m interesting too. Didn´t saw whole presentation fro Siggraph (by noseman maybe), but my first idea was...Nice, we will have correct PLA now...but it is different workflow/not applicable there  maybe...

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a question came into my mind ... doe the new reflection viewport work with lambertian(diffuse) reflection ???

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12 minutes ago, maliohammad said:

a question came into my mind ... doe the new reflection viewport work with lambertian(diffuse) reflection ???

jep. it even works with multiple reflectance layers, such as a car paint with flakes :)

 

VP ML.jpg

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1 hour ago, Glenster said:

jep. it even works with multiple reflectance layers, such as a car paint with flakes :)

 

VP ML.jpg

thanks , looks cool :)

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After watching the Cineversity tutorial on Voronoi Fracture and cutting the potato into french fry slices using different point generators I realize I will be able to finally do MRI and CT cuts of the brain and I'm twitching at the thought.

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I also want to congratulate MAXON for the new R18 release. At the beginning I was a little skeptical, since there was no mentioning of NEW-CORE-features. I expected to see, for the first time,  NEW-CORE-features with real speed benefits, favorably in the object handling area and viewport speed.

But, I must say this is a very solid release, the best for my needs in a very long time. The Voronoi Fracture and the new MoGraph tools will really make a difference for my work. 

So, thank you MAXON and this means in corporate terms that I took your generous offer to upgrade to R17 and being in the boat for MSA again.

cheers

celke

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36 minutes ago, StCanas said:

When does it become available?

Beginning of September

 

Dan

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Remember..Remember the 5th of September^^

Is the new Voronoi Fracture just a "simple" fracturing tool or can you do multi-fracturing like Nitroblast 2 ?

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Just now, nightlight said:

Remember..Remember the 5th of September^^

Is the new Voronoi Fracture just a "simple" fracturing tool or can you do multi-fracturing like Nitroblast 2 ?

You can do what ever you want with it, its so much more than Nitroblast plugin.

 

V for Vendetta - good one! ;)

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8 hours ago, nightlight said:

Remember..Remember the 5th of September^^

Is the new Voronoi Fracture just a "simple" fracturing tool or can you do multi-fracturing like Nitroblast 2 ?

Not sure I'm all that excited about the Voronoi Fracture. It's a very unrealistic way to break up an object. The patterns to the break are obviously contrived rather than natural looking.

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Just now, StCanas said:

Not sure I'm all that excited about the Moroni Fracture. It's a very unrealistic way to break up an object. The patterns to the break are obviously contrived rather than natural looking.

you can use any noise , object , matrix , texture to break objects with voronoi fracture , so you can paint a map for the fractures 

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7 minutes ago, maliohammad said:

you can use any noise , object , matrix , texture to break objects with voronoi fracture , so you can paint a map for the fractures 

But the chunks themselves are still shaped by the Voronoi noise pattern from what I've seen.

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2 minutes ago, StCanas said:

But the chunks themselves are still shaped by the Voronoi noise pattern from what I've seen.

not sure about this , because when he(cinversity tut) use slice , dice ..etc the fractures didn't have the voronoi shape 

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1 hour ago, maliohammad said:

not sure about this , because when he(cinversity tut) use slice , dice ..etc the fractures didn't have the voronoi shape 

As it's got 'Voronoi' in the name and all the examples I've seen so far have the distinctive shape to the chunks I'm assuming it's so. I could be wrong, though. I've only just started looking into the new release.

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2 hours ago, StCanas said:

As it's got 'Voronoi' in the name and all the examples I've seen so far have the distinctive shape to the chunks I'm assuming it's so. I could be wrong, though. I've only just started looking into the new release.

the pic below is a screen shot from Siggraph presentation , as you can see the chunks shape is cubes and no voronoi shape 

Screen Shot 2016-07-27 at 7.41.17 PM.png

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4 hours ago, maliohammad said:

the pic below is a screen shot from Siggraph presentation , as you can see the chunks shape is cubes and no voronoi shape 

Screen Shot 2016-07-27 at 7.41.17 PM.png

 

these are still Voronoi patterns. If you input regular point patterns, the resulting Voronoi cells are also very regular. With that you can achieve many geometric fracture patterns and cuts, but it is still a Voronoi algorithm under the hood. The classic Voronoi "look" that everybody knows is from random point distributions that then create the cells.

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19 hours ago, SIgor said:

You can do what ever you want with it, its so much more than Nitroblast plugin.

 

V for Vendetta - good one! ;)

Hi SIgor sorry I think i used the wrong word here.

What i mean is...is the new Voronoi Fracture Object abel to do multi-breaks so that you can fracture the fractured pieces to create more debris and so a more realistic destruction in a sim. There is no video that shows something like this..so for me it is right now just a "simple" fracturing tool.
Don´t get me wrong i know that a lot of heart and hard work went into this new Voronoi Fracture Object, so that you can use nearly everything to create the fracturing and be procedural all the time.

I´m not so sure that "its so much more than Nitroblast" holds true here...at least you can do multiple breaks with Nitroblast and decide on which objects the pieces breaks...that´s the heart of Nitroblast.

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Its not my thing or I doubt id ever use it, but after watching the video again I must say the Voronoi Shatter looks like it was very well thought out, and logically  implemented.  More than anything else it puts confidence in me that the skilled coders and minds behind this shows me that C4D is is very good hands, I can only imagine what the modelling tools will be like when they get their long awaited attention, I mean look at the knife tool.

 

This release wasnt geared toward my uses, but can see for future upgrades what ever gets added will be quality.  If these new features work as well as being shown in the demo videos them im am super impressed.  I look forward to the day when C4D can compete with MODO modeling tools.

 

Dan

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