Supported Features
- About Arnold for Cinema4D. C4DtoA supports most Cinema 4D features such as instances, cloners, deformers, generators, MoGraph geometry, hair, and ThinkingParticles. It also supports both animation and single frame distributed rendering in Team Render, allowing the use of all computers in a local network to speed-up Arnold rendering.
- The very first time you render with the GPU, the GPU renderer has to create a cache of shaders. This can delay the time to the first pixel for your first render. To avoid the one-time delay, we recommend that you run Pre-Populate GPU Cache before you do any renders.
- I've got a Mac and PC and I'm trying to add the PC machine to my Team Renders, but the render fails every time. Both machines are running the same version of Cinema 4D and Arnold (the latest versions). Both machines are green in the team render settings and I.
- In this post we are going to focus on the big three, Arnold, Redshift, and Octane. These render engines support most major 3D platforms (Cinema 4D, Maya, 3ds Max, Houdini, etc) and you can use them between these apps with a proper license. In this scenario, we are going to focus on the render engines as they work inside Cinema 4D.
Mastering Arnold Renderer for Cinema 4D – Bundle. Description: Mastering Arnold Renderer for Cinema 4D – Arnold is an advanced Monte Carlo ray tracing renderer built for the demands of feature-length animation and visual effects. Originally co-developed with Sony Pictures Imageworks and now their main renderer, Arnold is used at over 300 studios worldwide including ILM, Framestore, MPC.
Arnold core features
Arnold GPU supports a set number of Arnold features, including arbitrary shading networks, SSS, hair, atmospherics, instancing, and procedurals. See here for a detailed list of Arnold GPU features and known limitations.
C4DtoA features and known limitations
- Light linking (Include/Exclude objects on the Project tab) is not supported
- Turbulence FD and X-Particles volumes are not supported
- C4DtoA specific shaders from previous versions (prior 2.5.0) are not supported (e.g. when loaded from a previously exported ASS file via an Arnold Procedural):
- normal_displacement
- vector_displacement
- mesh_light_material (visible mesh light)
- c4d_vertex_map (Vertex Map)
- xparticles
System Requirements
Arnold GPU works on NVIDIA GPUs of the Turing, Volta, Pascal, and Maxwell architectures. Multiple GPUs will improve performance, and NVLink can be used to connect multiple GPUs of the same architecture to share memory (On Windows, we recommend enabling SLI as well).Recommended NVIDIA drivers:
- Linux450.66 or higher
- Windows452.06 or higher
- macOS is not supported
Pre-populating the GPU cache
The very first time you render with the GPU, the GPU renderer has to create a cache of shaders. This can delay the time to the first pixel for your first render.
To avoid the one-time delay, we recommend that you run Pre-Populate GPU Cache before you do any renders. Note that pre-populating the cache can take up to 15 minutes.
The cache only needs to be re-populated after installing a new Arnold version, updating to a new NVIDIA driver, or changing the hardware configuration of GPUs on the system.
Selecting a Render device
You can easily switch between CPU and GPU with a single click in the System render settings.
Matching Noise on CPU and GPU
Matching noise can take a little experimentation because Arnold GPU uses Camera (AA) sampling only. We recommend you also use Adaptive sampling. Here are some guidelines:
- Set the Max. Camera (AA) in the range of 30 to 50 (depending on the scene, you might go closer to 100). In general, the max samples should be a large value. A large max samples means that the quality is controlled by the noise falling under the threshold, instead of by clamping to the max AA.
- Set the Adaptive Threshold to something like 0.015 or 0.02. For a noise-free render, lower the threshold value, maybe even as far as 0.010.
- Set the Camera (AA) samples to around 3 or 4. One of the few reasons to go higher with AA is for motion blur. The higher the number of Camera (AA) samples, the less of a speedup you'll get from adaptive sampling.
Textures
All textures must fit in memory. We recommend you use tiled and mip-mapped TX textures. If you're running out of memory, you can set a maximum resolution for textures in the Render Settings.
Download links
Supported Cinema 4D versions:
- R19.024 and above
- R20.057 and above
- R21.026 and above
![Cinema Cinema](/uploads/1/2/6/6/126651020/979745178.jpg)
This version uses the Arnold 6.0.2.0 core, and it includes the Arnold GPU. See the Release Notes.
- Please visit Getting Started With Arnold GPU and Arnold GPU FAQ
- Check the compatibility of your system on Supported GPUs
- Review the Supported Features and Known Limitations and the C4DtoA specific limitations on the Getting Started With Arnold GPU page.
Autodesk Network Licensing in Arnold 6 requires new license files with an updated 2020 version. Please follow the instructions on this page to generate your license file. More info about Arnold 6 licensing can be found here.
FEATURES
- New USD procedural: A new procedural is added to load USD files available via the Arnold Procedural object. Note that you can find the source code of this procedural and other USD components for Arnold at https://github.com/Autodesk/arnold-usd. See https://github.com/Autodesk/arnold-usd/releases for specific release notes. (#1545)
- New value shader: A value shader is added to the network editor which can output int, float, vector, color or string constant based on the selected data type. (#1542)
- New string replace operator: The new
string_replace
operator matches and replaces parts of string parameters, optionally depending on the OS Arnold is running on. (#1523) - Cubic inverse camera radial distortion: A new
cubic_inverse
lens radial distortion compatible with the 3ds Max physical camera has been added. The classiccubic
distortion is still the default. (#1523) - Lens tilt controls: Lens Tilt Angle has been added to the perspective camera to control lens tilt angles with respect to the projection plane. The vertical and horizontal angles are specified in degrees. This is useful in architectural renderings to compensate for perspective transformation for vertical lines. (#1523)
- Lens shift controls: Lens Shift has been added to the perspective camera to shift the lens position. This is useful to recenter the subject after using tilt. The shift is given in normalized screen coordinates: +1 will move the frame center to the right or bottom edge. Note that lens shift will affect the render in a different way than Film Offset, notably with distortions or vignetting since one is a lens effect and the other just selects the part of the rendered image that will be output. (#1523)
ENHANCEMENTS
- Added animation controls to the image shader: Similar to the native Bitmap shader, the image shader now has an Animation tab to control timing. (#1536)
- Added particle radius variation: Random variation of particle radius can be controlled with new parameters under Radius Multiplier in the Arnold tag, Mesh particles tag or TP group. (#1538)
- Load textures from a folder in the shader network editor: New shortcut Alt+W~L is added to select multiple textures to be added as image shaders in the network editor. The command is also available under the Texture menu. (#1531)
- Add <resolution> token to text overlay:
<resolution>
can now be used as a token in text overlays (e.g. 1280 x 720). (#1515) - Set proper minimum, maximum and step of vector type parameters: Vector type parameters (e.g. offset and scale in uv_transform) have the correct minimum, maximum and step (e.g. 0.01) set. (#1546)
FIXES
Arnold Render Cinema 4d Download Mac
- #1565 Auto tx turns relative paths to absolute when exporting to ASS
- #1506 Hair growth along spline does not render
- #1558 Reading AOVs of Arnold Denoiser EXR input is broken
- #1252 Littering default.profraw files on Mac
- #1556 <samples> text overlay token is different on CPU and GPU