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Maxon announces Cinema 4d R20

Maxon Cinema4d R20

Maxon announces Cinema4d R20.

Curious about the (new) features? Read below.

We’ll make sure we will make R20 available to you after release!


-Team Morecores




  • General
    • Faster Picture Viewer playback
    • Speed and memory optimizations
    • Installer Command Line Interface (CLI) mode
  • Exchange
    • SketchUp
      • Update to SketchUp 2018 SDK
      •  Null objects with only one child polygon object now create one combined object instead
    • Alembic
      • Update to Alembic 1.7.7 SDK
      • Performance improvements by caching matrices
      • Users can now bake selected objects to Alembic
      • New animation retiming controls
        • Set Frame (for manual animation control via keyframes)
        • Offset Animation
        • Playback modes (Play, Loop, Ping Pong)
        • Speed setting
        • Time Remap Curve Interface
    • FBX
      • Update to FBX 2018.1.1
      • Support for instances
      • Axis preferences:
        • Flip Z Axis
        • Up Axis (Default, X, Y, Z)
    • New CAD imports (CATIA V5, JT, Solidworks, STEP, IGES)
    • Houdini upgrade to 16.5.536
    • AI importer: Illustrator splines now load in at the correct scale
  • Modeling
    • Enhanced modeling kernel
      • Several commands migrated to the new modeling kernel provide much better preservation of surface attributes (UV, etc.)
        • Delete Components command with much faster performance and better behavior (e.g., deleting disconnected points)
        • Triangulate command
        • Triangulate N-gons
        • Re-Triangulate N-gons
        • Remove N-gons
        • Align Normals
        • Reverse Normals
      • Several tools migrated to the new modeling kernel
        • Extrude Polygon
        • Extrude Inner
        • Matrix Extrude
      • Primitives now use the new modeling kernel
      • Sphere (Icosahedron, Octahedron mode), Platonic and Pyramid primitives now generate non-overlapping UV coordinates
        • An option is available to convert legacy primitives from old scenes to use the new behavior
    • The Structure Manager now automatically switches the Component mode (Points, Polygons, …) to the mode selected in the Structure Manager
    • Custom Data tag
      • A new API allows 3rd-party developers to create custom Data tags, which store surface attributes and can also provide interpolations functions.
      • Commands and tools using the new modeling kernel will respect these surface attributes and use the interpolation functions provided
    • OpenVDB
      • Volume Builder Generator
        • Converts a polygon object, spline object, particle object or a Field into a Volume object
          • Can create Signed Distance Fields and Fog volumes
          • Several parameters of the resulting Volume object can be controlled (e.g., Voxel Size)
        • Filter Objects
          • Smooth Filter / Smooth Layer
            • Different Filter Types
              • Signed Distance Field: Gaussian, Mean, Median, Mean Curvature, Lablacian Filter
              • Fog: Gaussian, Mean, Median
            • Different Filter Accuracy settings for Signed Distance Fields: First Bias, Second Bias, Third Bias, WENO 5, HJWENO 5
          • Reshape Filter / Reshape Layer
            • Different Filter Types
              • Signed Distance Field: Dilate / Erode, Close / Open
              • Fog: Offset, Range Map, Curve
            • Different Filter Accuracy settings for Signed Distance Fields: First Bias, Second Bias, Third Bias, WENO 5, HJWENO 5
        • Objects and Filters can be layered using different mix modes
          • Signed Distance Fields (Union, Substract, Intersect)
          • Fog (Normal, Max, Min, Add, Subtract, Multiply, Divide)
        • Volume objects can be referenced as a Field Layer
      • Volume Mesher Generator
        • Generate a polygon object from a Volume object
          • User can control the Voxel Range Threshold or the Surface Threshold
          • Meshing can be adaptive
        • Import / Export .vdb
          • Volume objects can be imported and exported from and to the industry standard .vdb file format.
        • Volume Loader object
          • References and loads volume files and volume file sequences
        • Volume Mesh command: Remeshes and combines polygon objects using a volume-based approach.
  • Rendering
    • ProRender
      • ProRender now supports:
        • Subsurface Scattering
        • Linear & Angular Motion Blur
        • Sub-frame Motion Blur
        • Out of Core Texture streaming to render textures that exceed the total GPU memory
        • Multi Instances
        • Texture Selection tags on instances
        • MoGraph Color shader
        • Physical Sky
        • Compositing passes
          • Direct Illumination
          • Indirect Illumination
          • Emission
          • Environment
          • World Coordinate
          • Texture Coordinate
          • Geometry Normal
          • Shading Normal
          • Depth
          • Object ID
          • Object Group ID
          • Material ID
        • Anti-Aliasing can be enabled for
          • World Coordinate
          • Texture Coordinate
          • Geometry Normal
          • Shading Normal
          • Depth
          • Object ID
          • Material ID
          • Object Group ID
        • Shadow Catcher
        • 2D Noises: users now can use all 2D noises except ‘sparse convolution’ in the legacy base shader.
      • New Seed setting: users can now specify a seed that is used for rendering.
      • Ray Depth can now be restricted (Diffuse, Glossy Reflection, Refraction, Glossy Refraction)
      • Shadow Ray Depth can now be set
      • Support for Metal 2
      • Compiling kernels on demand, shaders that introduce a big chunk of GPU kernel code will not be included in the initial kernel compilation. The kernel compilation is triggered when such a shader is added.
      • Scenes are now cached when animations are rendered to the Picture Viewer.
        • New Reload Scene per Frame option to enforce R19 behavior
      • General performance enhancements
    • Physical Renderer
      • Improved progressive rendering performance
  • Materials
    • General
      • Immediate low-resolution baking for Viewport
      • Improved shader / material baking for the Viewport
      • Updated Material previews
        • Updated scene setup
        • Several new scenes
      • MoGraph Beat Shader now accepts float values for BPM
    •  New node-based materials
      • Over 140 nodes available
      • Projection nodes can be visualized in the Viewport
      • Node networks can be turned into material assets
      • Node based Materials can be edited in the Node Editor, Material Editor and Attributes Manager
    • New Node Editor based on new UI framework
      • Attributes Area, displaying the parameters of the selected nodes
        • A specialized version of the Attribute Manager
        • New connector element showing dependencies within the shading/rendering context
        • The Connector context menu allows to:
          • Connect Nodes
          • Textures
          • Load Textures
          • Replace Nodes
          • Insert Converters
          • Copy
          • Paste (Link)
          • Paste (Duplicate)
          • Remove
          • Mute Ports
          • Propagate Ports
        • Basic tab
          • Name
          • Asset Version dropdown shows the different versions of a node (if available)
          • Custom Node color
        • Inputs tab
          • The input attributes of the selected node
          • Nodes can have a dynamic number of inputs (e.g., the gradient can have a variable number of Knots)
          • The command Show Sub-channels can switch the layout to also show sub-channels of a parameter (e.g., Color.R, Color.G, Color.B, Color.A for “Color”)
        • Context tab
          • Enables users to replace the context of many Nodes, e.g., to change the UV mapping for this node.
      • Asset area
        • Lists all available assets provided by MAXON or stored by the user
        • The asset list can be filtered by name and keywords
        • A keyword filter can set certain parameters in a node (e.g., a search for “Buya” will show a Basic Noise Node with Buya set as the Noise type)
        • Context menu
          • Create New category
          • Create Node
          • Import Assets
          • Create New Database
          • Mount Database (Folder / Zip File)
          • Unmount Database
          • Export Database
      • Nodes area lists all the Nodes in the current setup
        • The Nodes list can be filtered
        • Nodes can be cut, copied, pasted, deleted and duplicated
      • Info area, displaying information about the selected Node / asset / Wire (name, version, warnings, …)
      • Nodes commander, allows the user to search for assets by name and keyword
      • Node view
        • Nodes
          • Header (displays the title, preview and node state toggle)
            • Can be colored to give users a way to organized their Node networks
            • Naming of the Node can be changed
          • Body (includes in- / out-port groups, port bars, port slots and port names)
            • The body can display all ports, no ports or only the connected ports
          • Nodes can have two major states (full and collapsed)
          • Nodes can be displayed in vertical or horizontal layout
          • Ports
            • Node ports can have different states (unconnected, connected, propagated, converted, group ports, error)
            • Node ports are color coded  to make it easy to differentiate between different types of ports.
            • Ports can be renamed
          • Wires
            • Several ways to connect a Wire to a port:
              • Connect a Wire straight to a port
              • Release a Wire on the port name
              • Release a Wire on the group port name. A pop-up will appear with compatible ports of the group the Wire can connect to
              • Release a Wire inside the empty area of the Node. Again a pop-up with all compatible ports will appear
            • Wires can be displayed as Linear or Bezier curves
            • Wires can be muted (displayed as a dotted line)
          • Special Nodes
            • Start Node: the Node’s attributes will be displayed in the Material Editor and the Attribute Manager when the Node material is selected
            • Solo Node: allows the system to use the data from this Node to be displayed in the Viewport and previews
            • Group Node: a Node that contains a nodal network
            • Asset Node: Group Nodes can be converted into Assets
        • Users can use different techniques to navigate the Node View, including touch gestures.
        • Navigator mini map shows an overview of the complete Node network, can be used to quickly navigate the Node network
        • Group bars on the left and right sides of the Node View can be used to propagate the ports to the outside of the group.
        • Nodes can snap to the grid when moved
        • Toolbar shows:
          • Breadcrumb display of the path to the currently edited Node
          • Filter Field
    • Uber Material
      • Material Asset, build with the new Node system
      • Three reflection channels
        • Diffuse Channel: renders diffuse reflections
        • Reflection Channel with three reflection modes
          • Artistic – blends between two user defined colors
          • Dielectric – for dielectric reflections, such as plastic
          • Conductor – for conductors, e.g., metals
        • Coating channel, a simplified dielectric reflection layer to render effects such as a clear coat
      • Emission layer for emissive effects such as luminous materials
      • Transparency for refractive materials such as glass
      • Opacity to control the material’s opacity
      • Bump to control global bump mapping
      • Normal to control global bump mapping
      • Displacement to control the displacement of the material
    • New Node materials
      • Car Paint
      • Ceramic
      • Concrete
      • Cutout
      • Emission
      • Gold
      • Granite
      • Marble
      • Metal
      • Plastic
      • Rock
      • Wood
    • Material Manager
      • New commands in the Create menu
        • New Uber Material
        • New Node Material
        • Node materials (displays all materials in the asset repository folder)
      • Can now open the Node Editor
  • Workflow/UI
    • Compositing tag now has a ProRender tab
        • Shadow Catcher Alpha
        • Light Portal
        • Object Group ID
    • Multi Instances
      • New Instances integrated in the Cloner object, Instance object and supported by all internal Render Engines
      • Multi Instances are stored as one object internal, resulting in higher performance and less allocated memory
      • Supports different render modes in the Viewport (Off, Points, Matrix, Bounding Box, Object)
      • Supports the Color shader and MoGraph colors
    • Project Settings
      • Use Color Channel for Node Material”´ setting
    • New Console
      • Categories provide more overview
      • Python console can now completely replace functionality of the Command Line
      • Output can be written to files
      • Drastically improved performance
    • New gradient
      • Updated interface
      • Gradient color bar can be displayed in 3 different sizes (small, medium, large)
      • Selected knots now have an orange outline
      • If more than one Knot is selected, selection handles appear. The allow to move all selected Knots at the same time to to scale the range
      • New Double Selected Knots and Distribute Selected Knots command in the Context menu
      • New Interpolation mode Blend
      • Interpolation can now be set per Knot
      • Intensity renamed to Brightness (only available in the Legacy gradient)
    • New Gradient Node
      • Can display textures and shaders in the gradient color bar
      • Can display alpha
      • Color Chooser is extended with an Alpha slider
      • Blending Space can be set to Linear or sRGB
      • Knot symbol changes: if this Knot is driven by a Node input
    • Enhanced Color Chooser
      • Color Chooser now can store alpha values in swatches
      • Color Picker now is always available when the Color Chooser is collapsed
      • Color Chip context menu now offers option to enable/disable Alpha (where applicable) and to copy & paste a color
      • The Color Chooser in the unfolded state is now responsive to the size of the manager it displays
      • In the Color Wheel mode it is possible to click on the number on the right side to define the amount of color samples directly
      • The Hex mode now can be enabled directly in the Color Chooser Interface
      • Linear Numeric Values switch allows to display the color sliders linearly in the nodes interface
      • Alpha slider in the nodes interface
    • Texture Manager
      • Channel column is renamed to Material Path, also supports node-based materials and displays the path within the material
      • Edit menu now contains commands formerly only available in the context menu (Show File in Explorer/Finder, …)
      • New Open File in Manager behavior – a new command and Show in Attribute Manager now displays the attributes of the bitmap shader / Image Node.
      • Open Material in Manager is now exposed as a command.
      • Preview shows resolution and bit depth now and small images are centered
    • Attribute Manager was adapted to the Nodes’ workflow
      • New Connector interface to handle node connections
    • Preferences
      • Interface: new dropdown menu Field Remapping Graph (Hide, Show, Hide in Field lists)
      • Input devices: new setting to enable touch devices
      • Files / Path: new Fields lists for file assets and database search paths
      • Plug-ins: new Field list for plug-in search paths
      • Units / default sets: new Alpha mode and Hexadecimal mode check boxes
        • New group Gradient
          • Size drop-down menu (Small, Medium, Large)
          • Selection handles check box
        • New group Alpha
          • Grid Color drop-down menu (Light, Medium, Dark)
      • Renderer / ProRender: new group Out of Core Cache
        • Custom Location check box
        • Location path
      • Material (previously Material Preview)
        • New group Node-based Materials
          • Node Preview Size drop-down menu (Small, Medium, Large, Huge)
          • 3D Preview Scene drop-down menu
          • Node Previews check box
          • Preview HUD check box
      • Modeling/Sculpting (previously Sculpting):
        • New group Modeling
          • Disconnected Points on Delete drop-down menu (Remove (press Shift to preserve), Preserve (press Shift to remove))
      • Import/Export:
        • Settings for new CAD formats:
          • CATIA (*.CATPart, *.CATProduct, *.cgr) Import settings
          • IGES (*.igs,*.iges) Import
          • JT (*.jt) Import
          • Solidworks (*.SLDPrt,*.SLDAsm,*.SLDDrw) Import
          • STEP (*.stp,*.step,*.p21) Import
          • Settings include:
            • Settings to enable/disable the import of geometry, splines, instances, helper and hidden objects
            • Settings how to import Normals, display colors, layers and materials
            • Combine by None, Original Bodies, By Topology, By Color or By Layer
            • Heal and Stitch
            • Optimize Hierarchy
            • Setting to import Source Mesh
            • Settings to import LOD with JT
            • Settings to influence the tessellation, also scale-based tesselation
        • FBX (*.fbx) Export
          • General: new Instances check box
          • Additional: new Flip Z Axis check box and new Up Axis drop-down menu (Y Axis (default), X Axis, Z Axis)
        • FBX (*.fbx) Import
          • General: new Instances check box
          • Additional: new Flip Z Axis check box and new Up Axis drop-down menu (Y Axis (default), X Axis, Z Axis)
        • Volume (*.vdb) Export
          • Scale input field
          • Animation check box
          • Name drop-down menu
          • From and To input fields
          • Selected Only check box
        • Volume (*.vdb) Import
          • Volume Grids list field
          • Scale input field
          • Animation check box
          • Name drop-down menu
          • From and To input fields
          • Group Objects check box
          • Import to Project Location check box
      • Assets
        • Node-based materials and Node networks can be stored as Assets
        • Save Assets dialog
          • Name: name of the Asset
          • Version tag: the version number of the Asset
          • ID: Asset ID
          • Database: the database the Asset will be stored in
          • Category: Asset Category (Color, Context, Conversion, Generator, Info, Material, Math, Shape, String, Surface, Uncategorized, Utility, New Category)
    • General
      • Send to PictureViewer now supports all Viewport renderings (also OpenGL)
      • Camera 2D mode for the Viewport
      • New Export Selected Object as … menu entry in the Object Manager
      • The Compositing Project File for Nuke now supports Alembic
      • New Viewport display modes for the Texture tag (Simple, Grid, Solid)
      • Improved UVs for Sphere (some types), Pyramid and Platonic
      • New Bake as Alembic and Bakes as Alembic + Delete commands
      • New command Save as Default Scene
      • Updated Visualize layout
      • New Multi-Passes
        • Direct Diffuse
        • Indirect Diffuse
        • Direct Specular
        • Indirect Specular
      • Texture mode now works as the former Texture Axis mode. Texture Axis mode isn’t available anymore.
  • MoGraph
    • MoGraph Fields
      • MoGraph Fields replace falloffs in all areas where formerly Falloffs were used
      • Field Objects are Objects in the scene and can be freely placed and animated
      • Some Fields can have Sub-Fields, modifying one of their special parameters
      • Fields can write values into certain maps (Vertex Maps, Vertex Colors, Point/Edge/Polygon selections, MoGraph selections, MoGraph Weights)
      • Old falloffs are loaded as legacy falloffs, can be converted to Fields
      • MoGraph Fields UI allows for layering of Fields
        • Different Blend modes available (Normal, Min, Subtract, Multiply, Overlay, Max, Add, Screen, Clip)
        • Opacity slider
        • Value, direction (for certain Effectors) and color modification of each layer can ben enabled/disabled
      • New Field Objects (Box, Capsule, Cone, Cylinder, Linear, Spherical, Torus, Formula, Python, Radial, Random, Shader, Sound, Group)
      • New Modifier Layers (Clamp, Color Filter, Colorizer, Curve, Decay, Delay, Formula, Freeze, Invert, Noise Remap, Python, Quantize, Rangemap, Remap)
      • New Field Layers (MoGraph Object, Particle Object, Point Object, Solid, Spline Object, Step, Time, Variable Tag, Volume Object)
      • Fields Interface
        • Blending tab: here are the Blending options that are also found in the Field Layer interface.
        • Field tab: here are the field-specific parameters of the object
        • Optional sub-fields tab: this tab offers a Field Layer UI for the sub-fields
        • Remapping tab: this tab holds the integrated remapping parameters of the Field value.
        • Color Remapping tab: this tab holds integrated remapping options for the Field color
        • Direction tab: this tab holds integrated remapping options for Field direction
        • Optional View Settings tab: this tab holds the Viewport settings for the Field
      • Field object interface
        • Same as Fields Interface, minus the Blending tab, plus Direction tab
        • Direction tab: Direction Mode drop-down menu (No Remap, Custom Direction, Attenuate by Strength) and Normalize Direction check box
    • MoGraph Cloner object now supports Multi-Instances
  • Motion Tracking
    • Updated Motion Tracker layout
    • Simplified workflow to create a Motion Tracker object and to load the footage
    • Show dope sheet style data representation for selected track in the Graph Mode of Graph View.
    • The tracking direction can now be defined per keyframe
    • Tracks can now be frozen, to prevent them from being changed by other edits
    • Newauto re-keying options automatically inserts a key whenever the 2D error reaches a certain threshold toimprove tracking for tracks where the size or orientation of the surface changes significantly
    • New 2D Tracks editor mode
    • User Tracks list
      • Selected tracks are highlighted in the Cinema 4D standard way
      • Individual tracks can be renamed directly within the GUI
      • Full set of standard selection interactions supported
      • Ability for user to re-order tracks
      • Multiple column data display to show the main track settings
      • Support for folders
      • Cursor navigation
      • Ability to delete track(s) using the Delete key
      • Pop up context menu with relevant controls.
    • Tracking direction indication in Graph View
    • Multi-selection and editing of mask vertices is now supported
    • New dockable Track Window that shows the zoomed view of a 2D Track
  • SDK
    • C++
      • New MAXON API
      • Project tool
        • to generate project files for different operating systems
        • support (optional) style and syntax checks
    • Python
      • Integrated Python updated to version 2.7.14, including updated OpenSSL module
      • Script Manager: Python scripts can now also set the menu state, as it was possible in previous versions with C.O.F.F.E.E. scripts
      • Improved developer workflow due to better integration into external IDEs, including code auto completion
      • First exposure of MAXON API in Python


Plugin support : Turbulence FD For Cinema4d

Turbulence FD on Morecores Render Service

Added support for Turbulence FD for Cinema4d

Turbulence FD features :


TurbulenceFD’s simulation pipeline implements a voxel-based solver based on the incompressible Navier Stokes equations. That means it uses a voxel grid to describe the volumetric clouds of smoke and fire and solves the equations that describe the motion of fluid on that grid. For each voxel TurbulenceFD calculates the velocity of the fluid as well as several channels to describe properties like temperature, smoke density, amount of fuel, etc. This simulation process produces a voxel grid for each frame, which is cached on disk for use by the Volumetric Renderer.


To setup a fluid simulation, the artist uses any type of geometric object or particle system to paint the sources of smoke, heat, fuel, etc. in space. The flow then carries along these emissions in a physically plausible way that creates the realistic look of fire, explosions, vapor, clouds, dust and much more.


The biggest technological challenge in fluid simulation is the handling of the large amounts of data that a sequence of voxel grids requires. That is why TurbulenceFD’s simulation pipeline has been designed from the ground up to optimize performance. This includes a careful selection of efficient numerical methods that provide high accuracy and stability throughout the simulation pipeline. And implementing this pipeline using the latest High Performance Computing technology to optimally exploit Memory Caches, Multi-Core CPUs and advanced vector instruction sets. To the artist this means that more iterations can be run in less time, making the work with fluids more intuitive and productive.


Getting the colors right is critical when creating believable fire animations. You can design your color gradients manually for full artistic control. If you want realistic fire colors, the process of tweaking the colors directly can be time consuming and tedious, though. So the fire shader simulates realistic high dynamic range fire colors based on the Black Body Radiation model. This model is controlled by only two temperature values. It generates the colors real fire would have at these temperatures. But TurbulenceFD doesn’t stop you there. You may want realistic colors, but need more flexibility to tweak the enormous dynamic range that fire has. Maybe give the reds a boost, compress the dynamic range a little, or just use the generated colors as a starting point to edit the directly again.


In a nutshell, Multiple Scattering is Global Illumination for smoke. It’s a way to light smoke more realistically and brighter, since it’s illuminated from all directions. It also allows fire to illuminate smoke from the inside, which is essential for realistic shading of explosions. Unlike many Global Illumination techniques, Multiple Scattering in TurbulenceFD does not add noise and thus works well with for animation. And Multiple Scattering render times in TurbulenceFD are actually affordable. But if you’re in a hurry you can still dial in a compromise between speed and illumination detail.


The heart of fluid dynamics is the creation of a sequence of velocity fields that describe the complex, characteristic motion of the fluid. You can use TurbulenceFD’s velocity caches to control the movement of particle systems. This allows you to complement the voxel renderer with debris or sparks or just render the particles by themselves.


TurbulenceFD constantly tries to minimize the volume that needs to be processed in order to save memory and time. The velocity field is analyzed to make sure only those parts of the volume will be clipped that will not affect the flow in subsequent frames. If necessary you can control the sensitivity of the clipping for each fluid channel.


Emitters are to fluid simulation what brushes are to painting. If an object is set on fire, it emits heat and a flame. TurbulenceFD lets you use any geometric object or particle system to emit into fluid channels. This gives you the ultimate freedom for shape and animation of your emitters. Working with emitters in TurbulenceFD is like animating the brush strokes that paint the sources of fire, smoke, etc. The fluid simulation then takes your animated emission and creates a physically plausible flow from it.


Letting the fluid flow interact with solid objects is useful in many scenes. From a simple solid floor to vehicles moving through fire and smoke to animated characters on fire. Not only is it necessary to integrate the simulation into an environment, but it creates nice and natural turbulence in the wake of an object. Collision objects can stir up the fluid, wave it to the side or act as an obstacle. TurbulenceFD also supports collision objects with all kinds of complex animation including MDD imports and object controlled by rigid body dynamics.


The heart of voxel shading are the function curves (f-curves) that re-map values like temperature and density to intensity values used for opacity and color. TurbulenceFD features an f-curve editor that has been specifically designed for voxel based fluid shading. It allows for precise and intuitive control, making it very similar to the workflow of color correction, which many artists are already familiar with. And since the f-curves have to be evaluated billions of times during rendering, a special type of spline curve has been designed for TurbulenceFD that is particularly efficient for voxel rendering.


Adding procedural noise to the fluid velocity field is a way to get curly flows that look more turbulent and more interesting. The controls work pretty much like a procedural noise shader that is commonly found in texturing tools. However, adding the turbulence uniformly across the whole volume will stir up the core of an explosion just as much as the parts further away from the violent reaction. This doesn’t make much sense. So TurbulenceFD lets you to control where exactly you add curls to your flow using one of the fluid channels and a simple mapping curve. This way turbulence can be added only certain regions like the core of an explosion or the hot part of a flame for example.


The OpenGL based preview gives you a detailed look at each of the fluid channels in real-time. Several shading modes are supported in the preview. There’s an analytic mode that provides a detailed look at the raw output of the simulation. And there are shaded modes that give you real-time feedback while tweaking the settings of each shader. In addition to the fully 3-dimensional preview modes, you can display a 2D slice of the voxel grid, oriented and positioned anywhere in the volume. This can be thought of as the magnifying glass of the preview modes and it’s comparable to a wireframe view of geometric objects.


To help cope with the large simulation data, TurbulenceFD features lossless data compression that has specifically been designed for fluid data. It typically reduces voxel data down to about 60% in practice.


Controlling how fire is ignited and how fast a flame propagates in TurbulenceFD is just as easy and flexible as painting fluids with emitters. It can be based on any fluid channel, not just temperature. This avoids the balancing act you have to perform if temperature also drives the buoyancy force that let’s the hot gas rise.


Often you work out the simulation at a low or medium resolution that allows for quick iterations. Then, you would want to simply re-simulate at a higher resolution to get the final result. But that may not only add high-res detail but also slightly change the large-scale motion due to the numerical nature of the simulation. Up-Res’ing is a way to keep the exact shape and motion of a low- or medium-res simulation and only add high-res detail to it. It’s also faster than running a full simulation at the same high resolution.


With Render Time Sub-Grid Detail TurbulenceFD pushes the Up-Res’ing approach even further. Instead of having to run a second pass on your base simulation, you just add the high-res detail to your result at render time. For extreme settings this is not as flexible as Up-Res’ing, but it doesn’t require the additional simulation pass or additional cache memory either.

Turbulence FD by Jawset Visual Computing. now supported on Morecores Render Service

X-particles by Insydium support

Happy to announce X-particle 4 support at Morecores Render Service.

Now added to the plugins list for Cinema4d.

About X-Particles :

X-particles4 Support at Morecores Render Service

X-Particles Overview

X-Particles is a fully-featured particle and VFX system for Cinema 4D. Using a unique system of Questions and Actions you get full control over your particle simulations without the need for Xpresso or Cinema 4D’s native particle system. Particles, fluids, and gaseous simulations all in one place.

Arnold Render now available

Morecores Arnold Render Support

Arnold Render now available

We have integrated support for Solid Angle Arnold Render on our render platform. Now available for all users. Current version is

Download your Arnold Plugins here

Calculate your render 

Contact support

Morecores Arnold Render Support

Greyscale Gorilla HDRI STUDIO RIG Support

Greyscale Gorilla HDRI STUDIO RIG Support

Greyscale Gorilla HDRI STUDIO RIG Support

Send your HDRI Studio rig Cinema4d files for direct render.

Contact us for more information : Morecores Support

Cineversity CV-VRCAM support

Cineversity CV-VRCAM support

Cineversity CV-VRCAM support

Cineversity CV-VRCAM support

Now available on our render platform. Submit your Cinema4d R19/R18/R17 Cineversity CV-VRCAM projects immediately for quick renders.

Calculate your project using our Render Farm Cost Calculator

Contact us now https://www.morecores.com/morecores-24-7-render-farm-support/

Morecores Render Service

Cinema4d R19 R18 R17

Morecores Render Service

Cinema4d R17 R18 R19 supported

Cineversity CV-VRcam supported

Maxwell V4 Renderer

HDRI Studio Rig Supported

Custom Render Solutions available.


Autodesk 3DSMAX 2018 support added [beta]

Autodesk 3DSMAX 2018

Autodesk 3DSMAX 2018

Autodesk 3DSMAX 2018

After requests from several users we have added support for Autodesk 3DSMAX 2018.

Starting with 3DSMAX 2018 we will add support for other Autodesk products as well.

Render your Autodesk 3DSMAX 2018 projects at Morecores Render Service with a 50% credit on your render project.


Need a plugin, custom solution or general questions?

Contact support


Autodesk 3DSMAX 2018 / Arnold Renderer :


  • The MAXtoA plugin includes Arnold version 5
  • Volumetric effects with OpenVDB support
  • Atmospheric effects
  • Procedural (proxy) objects allow scene interchange with other Arnold plugins
  • Extensive array of built-in Arnold professional shaders and materials
  • Supports 3rd party shaders compiled for Windows and Arnold 5
  • Easy Image-Based-Lighting workflow with separate Environment and Background capabilities
  • Arnold Properties modifier controls rendertime effects and options per-object
  • Arbitrary Output Variable (AOV) support for compositing and post-processing
  • Depth-of-Field, Motion Blur and camera Shutter effects
  • New VR camera
  • New easier-to-use layered Standard Surface with Disney compatibility, replacing Arnold Standard Shader
  • New melanin-driven Standard Hair Shader with simpler parameters and artistic controls for more natural results
  • Supports Photometric lights for easy Revit interop. Full support of 3ds Max Physical material and legacy maps.
  • All-in-one Arnold light supports textured area lights, mesh lights, Skydome and Distant light sources.
  • New Portal mode for Quad and Skydome lights to improve sampling interior scenes.
  • New Roundness and Soft Edge options for Quad and Spot lights.
  • Scene Converter presets and scripts to upgrade legacy scenes.

*50% of the render project price will be credited to user’s account funds. 

MAXON announces Cinema 4d Release 19

Cinema4d R19

Cinema 4d Release 19

‘Tools for today, technology for tomorrow

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

Available beginning of september.



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

Workflow / UI

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


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


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


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


  • “ProRender”, a new GPU based render engine
    • Based on OpenCL 1.2, working on Nvidia and AMD cards on Windows and AMD cards on macOS
    • Multi GPU support with a very effective scaling
    • Interactive Preview Render in Viewport
    • Support for native materials and lights
    • New PBR based Light and Material type
    • Firefly filter
    • Bucket rendering for large resolutions
  • Viewport Enhancements
    • Faster and nicer reflectance channel preview by Physically-Based Shading
    • Reflectance channel roughness map support.
    • Reflectance channel per-layer bump map support.
    • Fast and accurate illumination from rectangular area lights.
    • Depth of Field effect with Bokeh (support for Diaphragm shape), matching the Depth of Field in Physical Render closely.
    • Screen Space Reflections
    • Area Lights can be now shown as solid in the Viewport
  • Spherical Camera
    • New Camera option to create 360° and Dome renderings
    • New Field of View helper in the Viewport
    • Supports different mapping formats (Lat-Long, Cubic-Cross, Cubic-3×2, Cubic String)
    • Supports stereoscopic rendering
  • TeamRender improvements
    • Support for Frame Steps
    • Changed reordering strategy
    • Clients continue rendering, even if the server is not reachable
    • Support for encrypted web connections
    • New automatic Service Discovery
  • New Tonemapping Post-Effect
  • Speedups for Standard Renderer
  • Speedups for simple transparencies in Physical and Standard Renderers
  • Supersampling setting for the Hardware OpenGL Renderer
  • Shadowmap filtering improvement for the Hardware OpenGL Renderers
  • Instant material updates


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

Motion Tracking

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

UV Editing

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

BodyPaint 3D

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

Source : https://www.maxon.net

Coming Soon : Autodesk 3dsMax & Maya Support

Morecores render Service

Coming soon : Autodesk 3dsMax & Maya Support

Autodesk #MAYA #3DSMAX

Morecores Render Service is adding support for Autodesk 3dsMax and Maya.

We have been waiting for MAYA and 3DSMAX for a while and are now happy to announce we are implementing these 3d packages.

Need a plugin with 3dsmax or MAYA?  send your request for plugins.

Questions regarding 3dsmax or Maya? contact us!

We will keep you posted!


-Team Morecores

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