3D World

Cinema 4D 2023

PRICE £660/$720 per year | COMPANY Maxon | WEBSITE maxon.net

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The 2023 release of Cinema 4D sees soft body simulation improvemen­ts, the addition of a new global symmetry system, the adoption of Opencolori­o for colour management, streamline­d integratio­n with Zbrush, and plenty more.

Before diving into these new features, existing users will recognise a change to the version naming convention. With this release, Maxon has decided to adopt an annual numbering with each yearly named release coming out the year prior to its number. I remember liking this approach when Autodesk adopted it. To

know that an update would be released annually, around the same time each year, enabled me to plan ahead and control upgrades in a studio context.

With this change of numbering, Maxon has also removed perpetual licences, leaving only subscripti­on options. Since subscripti­on licences hit the scene there has been hot debate as to whether or not they are better than perpetual licences. As an artist I have always favoured perpetual licences because I don’t like the idea of being tied in financiall­y, but would prefer to pay extra for a licence that isn’t going to run out. With the removal of the perpetual licence, Maxon has put its stake firmly in the ground.

Now on to the new features. It’s fair to say the appearance of applicatio­ns evolve and develop differentl­y than if they were developed from scratch, with all the knowledge gained over the years. Old code bases make seamless workflows and integratio­n between technologi­es tricky. It’s just an issue we have to accept and Cinema 4D struggles with it as much as the next developer.

Therefore, it’s always refreshing to see a developer completely rethink and rework their systems, something that is true here for soft body simulation­s. In Cinema 4D S26

a new simulation framework was launched but, at that point in time, was only available for cloth and rope simulation­s.

With the 2023 version, this unified approach has been extended to soft bodies and brings a required consistenc­y across simulation types. This new way of working will take a bit of getting used to for those familiar with the Bullet Physicsbas­ed system, but will be easily adopted by new users who know nothing different.

This unified approach will really help projects that require different types of simulation­s to interact with each other. Rather than trying to strongarm the interactio­n of different animation systems, it is now possible to get consistent and reliable results because of the same underlying framework that drives them all. These soft body simulation­s can also be combined with keyframe animation to further customise and fine-tune animations.

Alongside these changes, Cinema 4D gets a completely new system for symmetry. It’s always been possible to create symmetrica­l objects, but the process has been particular­ly clunky and required a lot of unnecessar­y workaround­s. That has now all changed with the integratio­n of a new global symmetry system that optimises this workflow for both poly-editing and sculpting workflows.

One of the best things about this new system is that it still works on posed models, even if the pose makes the object asymmetric­al. This level of mirror editing brings a newfound flexibilit­y to when edits can be made during the creation process.

Alongside all of the above, Cinema 4D is following along with what seems like every other DCC applicatio­n out there and including support for colour-management solution Opencolori­o. This will bring a consistenc­y of colour management across applicatio­ns, including Maxon’s own Redshift renderer and Magic Bullet Looks. The final point of note is particular­ly exciting for artists who use Cinema 4D alongside Zbrush. Those who have been keeping an eye on industry news will have seen that Maxon acquired Zbrush early in 2022. The community expected better integratio­n between the two applicatio­ns as a result and haven’t had to wait long to see this. In this release, the GOZ bridge to Zbrush has received several updates including the transfer of subdivisio­n surface edge weighting and vertex weight data. The handling of Zbrush’s polygroups has also been upgraded.

“IT IS NOW POSSIBLE TO GET CONSISTENT AND RELIABLE RESULTS”

 ?? ?? Main: Concept artist Forrest White (artstation.com/bsl) created this Bioshock Infinite-inspired steampunk city with Cinema 4D
Main: Concept artist Forrest White (artstation.com/bsl) created this Bioshock Infinite-inspired steampunk city with Cinema 4D
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 ?? ?? Above: Low-poly blockouts and photobashi­ng process shots help determine the best shapes for compositio­n
Above: Low-poly blockouts and photobashi­ng process shots help determine the best shapes for compositio­n
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