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Tag: render farm calculator

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

Maxwell Render v4 now supported!

Next limit Maxwell Render v4

Maxwell Render V4

Morecores add support for Next-limit Technologies Maxwell v4 render engine on the Morecores Render Service Platform.

After requests by Maxwell Render V4 power-user Wieger Poutsma of Fisk-Imaging, who at the time was looking for a Render Service that supports Maxwell v4, Morecores has developed support for Next-limit Technologies’s Maxwell v4 renderer. With great support from Maxwell’s Sales representative Martin van Stein we were able to speed up platform development for Maxwell Render V4. After testing procedures we can now deliver our performance to all Maxwell v4 users worldwide.

Meanwhile we have delivered Maxwell v4 renders for Wieger, as he had a very tight deadline on his latest project. 


Currently we can deliver 100 36-core Xeon 60gb Maxwell v4 nodes simultaneously. Every node has a Cine bench score of 2520 CB points. Thus resulting in the power of 252000 CB points available capacity for your project. Other configurations are available upon request. Depending on the type of render project, animation or still, we wil decide what will deliver the best price/performance for your project.


At morecores we deliver your projects with personal support. Contact us for your project, we discuss your preferences, and test your file. Then we quote a price for the job. Calculate your project using our Render Farm Cost Calculator Payments are handled through our payment gateway. All mayor creditcards are accepted as wel as Paypal. Deposit funds into your account for your convenience. 

File transactions are handled through Morecores Cloud, with its client allowing 2-way communication. You transfer the files to our cloud and the results are synced back to your desktop automatically. Our cloud client ensures your files are checksummed when synchronizing them in our Cloud, and back to your workstation.


As we already mentioned, we deliver our renders with personal support. Our support takes your project from start to delivery.

Phone : +31 6 27283174

Email : Support@morecores.com

Interested? Contact us right now!

Introducing : Morecores Cloud

Morecores Cloud - Easy render project transfers

Morecores Cloud – Morecores Render Service

A fast and easy way to transfer render projects from and to Morecores Render Service

Now available at Morecores Render Service : Morecores Cloud.

Easy share and up/download your project files. Render results are downloaded in your desktop background.

Read these 10 simple steps!

Step 1 – Request Credentials 

Morecores Render Service - Morecores Cloud - Fast and easy Render Transfers
Morecores Cloud – Fast and easy Render Transfers

Step 2 – Login using credentials

Morecores Cloud - Easy render project transfers
Morecores Render Service

Step 3 – Download Desktop Client (OSX, Windows, iOs, Android)

Morecores Cloud - Easy File Transfers
Morecores Render Service

Step 4 – Install Client, Connect to Morecores Cloud url using https://cloud.morecores.com

Morecores Cloud - Easy File Transfers
Morecores Render Service

Step 5 – Enter Credentials

Morecores Cloud - Easy File Transfers
Morecores Render Service

Step 6 – Configure Folder Preferences

Ensure you have enough disk space to receive your render results.

Render projects can easily generate up to 50 to 250gb of raw frame data.

Make sure the storage device you select has sufficient disk space.

Morecores Cloud - Easy File Transfers
Morecores Render Service

Step 7 – Finish Installation and get started

Morecores Cloud - Easy File Transfers
Morecores Render Service

First part done ! – The client will start syncing with Morecores Cloud immediately…

Morecores Render Service - Morecores Cloud - Fast and easy Render Transfers
Morecores Cloud – Fast and easy Render Transfers

Step 8 – Adjust Morecores Cloud client Advanced settings to receive Render Results

Be sure to uncheck : “Ask confirmation before downloading folders larger than 500 MB”


Morecores Render Service - Morecores Cloud - Fast and easy Render Transfers
Morecores Cloud – Fast and easy Render Transfers

Step 9 – Share your project with Morecores

Right-click on your file in your local Nextcloud folder and select Share with Nextcloud.

Share it with user “Morecores”

Morecores Render Service - Morecores Cloud - Fast and easy Render Transfers
Morecores Cloud – Fast and easy Render Transfers

Ensure you fully share the file with Morecores

Can Share – Can edit > Click apply

Done! Your results will arrive as soon as possible, in a separate folder in your client.

Questions ? Contact Support


Cinema 4d Release 18 Announced

Morecores Render Farm Cinema4d R18


Maxon has announced Cinema 4d Release 18! See the article for full feature list.

As soon as R 18 has been tested, it will be available for you!

-Team Morecores



  • 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


  • 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


  • 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


  • Support for OS X 10.11 El Capitan System Font added


  • 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


  • 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


  • 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


  • 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


  • 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


  • 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


  • 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


  • 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 1280×720 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


  • 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

for more info : Visit Maxon

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