Cinema 4D / BodyPaint 3D Program Documentation Reference Cinema 4D Cinema 4D Prime Views and Viewports
Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D

Options

Level of Detail

Defines the LOD (level of detail), i.e., how detailed certain objects will be displayed in the Viewports.

Level Of Detail

Low

25%

Medium

50%

High

100%

The setting affects the level of detail (LOD) shown for objects that support LOD. The lower the setting, the faster the display.

Use Render LOD for Editor Rendering

Here you can define for each view if the LOD defined in the respective settings (e.g., Subdivision Surfaces or Metaballs) should be used for rendering.

Stereoscopic

Enable this option if you want a stereoscopic display in the Viewport. Details regarding stereoscopy can be found here. Note that a stereoscopic depiction is only possible in the Parallel or Perspective views.

Linear Workflow Shading

Here the display of colors, shaders, etc. in the Viewport can be turned off, in consideration of linear workflow.

Enhanced OpenGL

Use this setting to define whether or not a given display should be done in Enhanced OpenGL quality.

The more complex the scene the slower the refresh rate will be.

Note that you can also define at material level which channels should be displayed (Editor channel).

Transparency

Use this setting to define whether or not Enhanced OpenGL should display transparency in high quality. Note that antialiasing does not work in the Viewport in this mode.

Shadows

Use this setting to define whether or not Enhanced OpenGL should display shadows.

Post Effects

Use this setting to define whether or not Enhanced OpenGL should display post effects. Note that Enhanced OpenGL offers only limited support for Cinema 4D post effects.

Noises

Left: OpenGL display. Right: Rendered image.

This is where you can enable the display of the Noise Shader for Enhanced OpenGL.

RELEASE 18

Reflections

Defines whether or not sky reflections should be shown in reflective surfaces in conjunction with Enhanced OpenGL. See also Reflektivität.

SSAO

Defines whether or not an Ambient Occlusion approximation should be rendered in the Viewport in conjunction with Enhanced OpenGL. See also SSAO.

Tessellation

Defines wheter or not tessellation should be displayed for respective objects in the Viewport in conjunction with Enhanced OpenGL. See also Tessellation.

Backface Culling

Use this option to toggle backface culling on or off when in Lines mode. Backface culling can speed up the display and make the scene easier to understand and edit. With backface culling, all concealed surfaces are hidden. A backface is a surface that points away from the camera.

Cinema 4D knows the direction of a surface by looking at its surface normal. If the surface normal points towards the camera, the surface is a front face. If the surface normal points away from the camera, the surface is a backface and is not drawn when Backface Culling is enabled. Figure 1 demonstrates the backface principle.

Figure 1.
Figure 2.

By convention, the Normals should point outwards from their surfaces, as in Figure 1. Objects with Normals that point inwards may cause display errors. To remedy, reverse the Normals, as illustrated in Figure 2, using the Reverse Normals command (Functions menu).

The following picture demonstrates how backface culling applied to a sphere.

Backface Culling disabled (left) and enabled (right).

Isoline Editing

If enabled, all Subdivision Surfaces cage object elements (points, edges, polygons) will be projected onto the smoothed Subdivision Surfaces object so that these elements can be selected directly on the smoothed object.

Note:
Even if it looks like you are editing the elements on the smoothed object you are actually only scaling, extruding, cutting, et. the cage object’s elements!

Layer Color

Objects assigned to a layer can be displayed in the editor view in the color of that respective layer. This lets you quickly see which objects have been assigned to which layer.

Polygon Normals

When in Polygon mode, the display of Polygon Normals can be turned on or off here.

RELEASE 18

Vertex Normals

When in Use Point, Use Edge or Use Polygon mode, this option can be used to enable or disable Vertex Normals (see also Vertex Normals).

Tags

If this option is enabled, the objects will use the display mode defined in their Display tags (if present). Objects without a Display tag will continue to use the viewport’s shading mode.

Textures

Cinema 4D’s real-time texture mapping (RTTM) allows you to see textures in the view panel in real-time. The Textures option controls whether textures are shown in the viewport (provided the view’s current shading mode can display textures).

In the Object Manager, you can use a Display tag to switch RTTM on or off for each object (Tags / Cinema 4D Tags / Display).

Keep in mind that RTTM is only an approximation of the rendered result. RTTM may differ significantly, especially with large objects that extend towards the horizon.

X-Ray

To activate the X-ray effect, enable this option. If the active object is a polygon object, it will become semi-transparent so that you can see its concealed points and edges. This is particularly helpful with polygon-based modeling, since it enables you to see concealed surfaces in the Gouraud shading and quick shading modes.

Top: X-ray mode off. Bottom: X-ray mode on.

Default Light...

This command opens the Default Light manager. Using this manager you can quickly light the selected objects from any angle. Simply click-drag the shaded sphere to set the lighting to the desired angle (the display mode will change to Quick Shading automatically).

To reset the default light to its original angle, right-click (Windows) or Command-click (Mac OS) on the shaded sphere. If your scene contains lights, the default light will be ignored when you render.

Each viewport has its own independent default light. The default light settings are saved in the scene file.

Tip:
The default light is in fact made up of two light sources that are opposite each other. This ensures that the entire scene, not just half, is illuminated. When you render, however, only one of these light sources will be evaluated.