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Cinema4D R21 features

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Since there isn´t any thread about all new features, updates, improvements in R21, please post here any info about them. It shout be any info/link/video etc...

(Please all posts about new pricing/subscriptions etc. we leave in Siggraph thread)


Here is complete list of new features (copy/paste from MAXON)





Customer Journey

  • Only one version of Cinema 4D:
    • No more Prime / Visualize / Broadcast / Studio / BodyPaint editions. 
    • All functionality is in the one version, no separate editions anymore.
    • Demo and Educational versions are no longer separate downloads. 
    • Demo and Educational can be upgraded to a commercial version.
  • New Licensing Solutions
    • MyMaxon Account:
      • Allows Sign In / Sign Out - entitlement can be moved between devices.
      • When creating a MyMaxon account, a 14-day trial license is automatically created.
      • Real-time licensing, buy and use immediately
      • Remote license retrieval - release a license remotely via your MyMaxon web portal.
    • New MAXON License Server:
      • Runs as service on Windows and daemon on OSX/Linux.
      • Web-browser interface.
      • Different MAXON Accounts can pool their licenses on a single server.
      • Greater control over license for client and server.
      • Graphical view of license use, current and past.
      • Detailed license view of ownership and validity.
      • Extended log and info messaging.
    • RLM Licensing:
      • Greater flexibility in license selection.
  • Improved Installation:
    • Online installer - faster, hassle-free installation.
    • Offline installer - small download, more languages supported, faster installation.


  • Merge Scenes on Drag-and-Drop.
  • Show Import/Export Dialog Preference (option to show / suppress dialog by default - alt-click inverts default behavior).
  • File selector now appears after export settings (rather than before).
  • Updated CAD format support:
    • New, Improved support for Solidworks, STEP, Catia, IGES, JT formats.
    • Option to import instances as Regular or Render Instances.
    • Import hidden objects with "_hidden" name suffix.


  • Caps and Bevels:
    • Improved constrained / internal bevels via Straight Skeleton Algorithm.
    • User-defined Bevel Shape via Spline UI.
    • Option to Link Start/End Caps.
    • Delaunay Cap Skinning.
    • Library of Bevel Presets.
    • Additional and more obvious automatic selection sets for Shell, Edges.
    • Caps and bevels are always created as a single object.
  • Volume Builder and Volume Mesher:
    • Vector Volumes.
    • Improved UI for Volume Filters.
    • Cache Layer.
    • Spline UI to define scale along spline.
    • Curvature Vertex Map on Volume Mesher.
  • Modeling Core:
    • Dramatic Speedup in migrated commands including Extrude, Extrude Inner, Split, Polygon Group to Object.
    • Migrated Tools (Point Extrude, Weld) preserve surface attributes like UVs and Vertex Colors.
    • Copy / Paste Components (points and polygons).
    • Primitive Caps (Cone, Cylinder, Capsule, Oil Tank, Torus, Tube and Figure) are now welded.
    • Landscape object pivot remains at the bottom of the generated object.
    • Improved Grow Selection command.
    • Improved performance of Isoparm Display.
    • Region-based selections support backface culling.
  • UV Editor Enhancements:
    • Migrated Texture View to OpenGL:
      • Supports Anti-Aliased display of UV lines.
      • Improved redraw Speed.
      • UV Component highlighting.
    • UV Transform Gizmo.
    • UV Ruler display.
    • Quantized UV transformations.
    • Snapping support for UV points and edges.
    • Viewport selection automatically updates UV component selection.
  • Connect Objects + Delete now sets the axis to the bounding box center of selected objects (Alt sets to the last selected parent).

Materials and Rendering

  • Denoiser (Intel Open Image Denoiser)
    • Albedo Pass
  • Node Interface Improvements
    • Node Spaces and 3rd-Party API
    • Interactive Drag and Drop (Ctrl-Drag to Copy Nodes)
    • Rearrange Node Ports
    • I/O Nodes
    • Edit Asset mode
    • Asset protection
  • Physical Render Nodes
    • Custom AOVs (Multi-Pass)
    • Line node
    • Spline Mapper node
    • Multi-Trace Ray node
    • Cells Node
    • 2D Nodes
      • Average Area
      • 2D Blur
      • Cache
      • Kernel
    • Get Context Node outputs vertex positions of sampled polygon
  • ProRender
    • Node Material support
    • Volume Rendering
    • HDRI Out of Core
    • Camera animation included in Linear Motion Blur
    • New Diffuse, Direct Illumination and Wireframe Render Modes
    • New Multipasses:
      • Ambient Occlusion
      • Direct Illumination
      • Indirect Illumination
      • Direct Reflection
      • Indirect Reflection
      • Indirect Diffuse
      • Refraction
      • Volume
      • Albedo
  • Interactive Tone Mapping via Picture Viewer Filter Tab
  • Render Queue - Option to disable auto-renaming


  • Interface Enhancements:
    • Support for HiDPI monitors on Windows.
    • HiDPI Viewport on Windows, Retina Viewport on macOS.
    • Improved Interface Speed (especially in Timeline).
    • Modernized Light and Dark schemes.
    • Improved menus and minor adjustments to Default layout.
    • macOS Menu Bar support.
    • macOS Dark Scheme support
    • Reset Scheme Colors option.
    • New Shortcuts:
      • Save Incremental: Ctrl+Alt+S
      • Texture View Fit to Screen: H
      • UV Transform: Ctrl+T
      • Normal Scale: M~-
      • Melt: Alt+Backspace
      • Dissolve: Ctrl+Backspace
    • Improved Default values
    • Improved OLE-based Drag and Drop file exchange
  • Project Asset Inspector:
    • Supports Images, Videos, Sound files, External files, IES Lights, GI Cache, MoGraph Cache, Substances, Volumes.
    • Supports Objects, Tags, Viewports, Render Effects, Materials and Shaders.
    • Consolidate command collects all assets associated with the project.
    • Group by Asset Name, Type, Element Type, Layer, Take, Node Space, Format.
    • Info Area displays information about selected asset.
  • Quickstart dialog
  • Enhanced Splash Screen
  • Default Material preference (choose which material type is created when double-clicking in the Material Manager).
  • Asset Linking preference (always copy textures, always use absolute path).
  • Color Chooser enhancements:
    • Swap Colors
    • Swatches in Color Chip Context Menu
    • Color Swatches palette can be resized
  • Spline UI enhancements:
    • Double - Scale and copy existing curve
    • Symmetrize - Scale and mirror existing curve
  • Commander now remembers last input
  • Custom, colorizable object and tag icons
  • User Data tag
  • User Data Manager - save and load presets
  • Attribute Manager now indicates when selected object count exceeds AM Edit limit.
  • OS-specific Feature Highlighting

MoGraph and Animation

  • Field Force object:
    • Dynamics and Particle Advection (influence the velocity of particles and dynamic objects with Fields).
  • Field Interface enhancements:
    • Sub-fields appear as children in field list.
    • Fields can be used as masks for another field.
    • Channel Convert Field Layer - convert between value, color and direction.
    • Normal Tags can now be used as fields, and have a field list (for use Target Effector, Field Force, etc).
  • Character Animation:
    • Improved Auto-Weighting Algorithms (Bone Glow).
    • Weighting Workflow Improvements.
    • Mixamo Control Rig.
    • Connect Objects + Delete can merge Weight tags of individual objects into a single Weight tags
  • Repeat, Offset Repeat and Oscillate in Track Before / After now default to 0 / unlimited repetitions.
  • Align to Spline tag values can now extend beyond the 0-100% range, allowing easy repetition and parametric animation.
  • Thinking Particles support for all particle forces (via PForceObject).


  • Reorganized Extensions Menu for easier access to scripts and development tools
  • New licensing tools
  • Python: UserData Tag to store user data parameters
  • C++: Python scripts can now be executed from within C++ code
  • C++: New render_filter.framework to implement custom render filters
  • C++: AutoWeightInterface allows developers to define custom auto-weight algorithms
  • C++/Python: Functions to adjust AutoWeight settings and execute AutoWeighting
  • C++: New Geometry Utility functions
  • C++: New function to bake a 2D representation of a BaseShader - BaseShader.BakeShaderIntoBaseBitmap()
  • C++: New Flag in Material Plugin registration to allow 3rd party materials to be set as the default material
  • C++: New Color Utility functions
  • C++: New Volume Utility functions
  • C++: New Debug Utility function DiagnosticVarOutput()
  • C++: New Utility function to create salt and hash for storing encrypted passwords
  • C++: New Tension property in SplineData
  • C++: GeUserArea enhanced to support line drawing via ellipse, bezier and polygon, additional line styles and opacity
  • C++/Python: New flag to define the border style of Static Text in a GeDialog
  • C++: Developers can now define BubbleHelp/Tooltips within TreeViews
  • C++: CommandData virtual functions include a Parent manager GeDialog argument
  • C++/Python: AOV multipasses can be created via RenderData.InsertMultipass()
  • C++/Python: New method GetRecentDocumentList() returns the recently-opened documents
  • C++/Python: New SceneFilter options for use with LoadDocument
  • C++/Python: Functionality to define custom Object and Tag icons and icon colors (NodeData.Init() / MSG_GETCUSTOMICONS)




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  • Author of the topic Posted

    One preview from Chris (right now I found out Chris is "rocket lasso")




    another short review by Dimitris




    A quick introduction to the Mixamo Control Rig in Cinema 4D R21 by Orestis




    In case whoes missed Siggraph presenetations (like me) there´s a 8 hours tour of presenetations




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    Thanks for getting all this together Bezo !


    I really like those new Delaunay Caps everywhere, and the many and various updates to the modelling tools.

    It also seems that UVs are on the radar, if not so much for this release...

    Love that denoiser too. And the little speedups everywhere...

    No more unconnected caps ! Copy and Paste polys and points ! :Yes:


    But the winners for me this time round are still those better caps and bevels on everything and of course sub-fields and field forces as demo'd by CS, who sussed all that out in 2 days flat apparently !!




    PS - thanks for the head's up about Alt when using Co&D - I didn't know we could do that, and am very glad we can !


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    So Jay,

    ...be the first and post some interesting screenshots or short video about it. ;-)  (if it´s ok with NDA)...

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    10 minutes ago, bezo said:

    (if it´s ok with NDA)...


    Just checking on that. I think it's fine, but good to be sure...

    Chris and Dimitris pretty much nailed all the fun stuff though  !! Nothing left to add there !



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    one thing that’s probably most important for any animator out there : improved timeline performance. here’s a link showing the difference between r20 and r21 (first r20, then 21)  


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    Thanks for posting this stuff.  The Time line speed up is quite significant.  Lots of small things that actually are quite  great additions, these everyday things that just make things that bit more easier and more enjoyable.  The weighting improvements and Mixamo control rig are great additions.



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    Here is the force object in action. Now it's possible to create that Avengers effect

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    I can't wait to play around with the Mixamo control rig! That force object potential is looking very sweet too. 


    I was really impressed with the Siggraph demos this year. Just re-watching day 1 presentations. Some nice tips from Marti Romances & Jess Herrera. Loved the 30 day project breakdown by Duarte Elvas & Jake Allen. The AR by Meghan Newell wouldn't really be for myself. Just on the cartoon animation by Emiliano Topete is really brilliant for rigging tips.

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    The updates seem really great.  Not sure if they listened or had it as their own idea, but that new bevel tool is exactly what I suggested.  Again they listened and improved the character animation.  That timeline had no reason to be so slow when scaling before.


    Bad news is C4D is still developing way too slow.  C4D needs to develop at about 15x the rate of this current update for the next 5 years in order to surpass the free Blender competition to the point where people might pay for it again.  This is to account for the speed at which Blender and other apps are developing, plus how much catch up C4D needs to do, plus how much better C4D needs to be than the competition in order to win back, or get new users.


    I'm sad prorender had development time wasted on it.  Prorender is so slow.  MAXON also owns Redshift.  There is no excuse to waste time on a vastly inferior product.


    $25 a month for redshift on top of C4D is too much.


    My speculation on why they switched C4D to subscription is to make the Creative Cloud seem like a great deal when Adobe comes out as owning C4D.


    Has the C4D community really become so small that no one really cares about R21?

    With this being posted yesterday I'd expect this post to be pages long.

    The blender forums go crazy in new posts everyday there are so many users.


    Thank you Bezo for all the work on outlining the new features.

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