Preferences
Units in general
In earlier Cinema 4D versions (< R 12) there were no real units. You could define any mm, m or km there, but none of that made any difference to Cinema 4D. There was always an appendage without a function in the respective value field.
This is now different: 1m now has 100 centimeters and 1 kilometer 1000 meters etc., i.e., if you change the unit of measurement in the default settings from meters to centimeters, for example, a 2m wide cube will then be displayed as 200cm. The values are therefore converted if the Show Units option is activated.
What is that good for? In combination with the double (internal) precision (which has been increased from 32-bit to 64-bit as of R 12), oddities caused by rounding errors are now a thing of the past. This means that you can first model 2 small dust grains in the millimeter range in one and the same scene, then switch to kilometers and place a gymnasium around the dust grains. Cinema 4D now handles this perfectly.
It is now also possible to load objects modeled in mm into a scene where the objects have sizes of hundreds of meters, i.e., if you copy objects from one scene to the next, the conversion happens automatically.
You can adjust units here within Cinema 4D:
- In the program presets: This setting has no effect on any scene events. This only changes the units displayed in the corresponding fields. The values are converted in the process. If it previously read "3 cm" and you switch to meters, the field will then read "0.03 m" (or 0.033 yd, for example). The following setting is more important:
- In the preferences: Depending on what you set here, the scaling of the scene will actually change. A previously 200cm wide cube (Scale Project centimeters) is actually 200m wide when switching to meters.
Scale Project
This parameter is the most important unit parameter. It determines how the numerical value stored in the file is actually interpreted. 3 meters, 3 kilometers or rather 3 yards? An empty, new scene always opens with the project default settings. This is the right time to consider the scale at which you want to model. Simply use the real, actual sizes of the object to be displayed as a guide. In the case of a house, for example, this is meters, in the case of the innards of a watch millimeters, in the case of a mountain range perhaps kilometers.
The default factor additionally scales the scene by any value.
You can change the Scale Project at any time if you are working in very large and very small dimensions at the same time.
When loading old scenes or objects imported from third-party programs, these often do not have the correct length units or none at all. To bring such scenes to the correct scale, there is this command.
Imagine you have imported an IGES hexagon head screw with unknown scaling. You know that it is an M6 screw. The project is set to the preset "centimeters". You now only need to select one point on each of the opposite sides of the hexagon and determine the distance between the two (the Coordinate Manager provides information).
Assuming that the two points are 0.18 cm apart, you only need to enter the following values here and the scene will be scaled correctly:
Use this value to determine the frame rate for the current project. Cinema 4D uses this specification to calculate all animations in the scene.
Basically, frame rates can be defined in 4 places in Cinema 4D:
- here in the Scene Settings. Cinema 4D calculates all animations internally with this frame rate. This is the basic frame rate; all the frame rates mentioned below are based on this frame rate by default, i.e. they use exactly this frame rate.
- in the Render Settings. Cinema 4D renders at this frame rate.
- in the Animate menu (see here). Cinema 4D plays animations in the view at this frame rate. This can be used to play animations faster or slower as a test.
- in the Picture Viewer. The Picture Viewer plays loaded/rendered image/video sequences at this frame rate.
By default, all 4 of these are set to 25 (e.g. Germany) or 30 images (e.g. USA) per second. In most cases, it is advisable to set these 3 to an identical value.
This is the current time that is defined by the time slider of the animation palette.
This is where you define the start time of animation tracks. This value can also be negative, e.g., to start a particle system before starting the calculation of a movie.
This is used to define the end time of animation tracks.
These are the two points in time that limit the displayed preview area. These can also be changed by double-clicking on the positions marked above in the power slider.
This default value influences the display of all objects in the current scene, for which you can select a specific level of detail. Such objects include all primitives, metaballs and all generators.
Regardless of the Level of Detail set in the individual object, you can further reduce the level of detail here.
If the value is set to 100%, all objects appear in full display (according to the values defined in the object properties).
If the value is set to 50%, for example, all objects in a scene are only drawn with half of all lines in the view window.
Regardless of the value defined for the Level of Detail, the value defined in the Render settings is used when rendering in the Viewport.
These 4 options do exactly the same as if you switch them via the options of the same name in the Mode / Execute menu of the main menu. Details on the functionality can be found here.
If you want to switch off the Motion system temporarily, you can do this here or via the option of the same name here: Main menu: .
Here you have the option of setting a color for all objects without explicitly assigning a material.
This and the next setting relate to the functionality of the monitored folders. Details can be found here.
With this option, you can define at project level whether the existing "tex" folders from the scene storage location should be defined as monitoring folders. This path can be adjusted with the following setting.
By default, the "tex" folder is set at the scene storage location. However, you can also define any other path here either as a relative path or select a path using the folder icon on the right. If possible - the folder is located on the same drive as the saved scene file - a relative path is then automatically set here (see also File for some details on relative paths).
Due to the possibility of working simultaneously in very large dimensions (e.g., kilometers) and also in very small dimensions (e.g., nanometers), the view display (and only this, rendered it works perfectly anyway) is somewhat overstrained (the Z-buffer has only a limited resolution and at some point can no longer distinguish which polygons are behind each other, which results in poor display quality).
In this case, you have the option of setting a clipping area here. Outside this clipping area (calculated in the direction of camera view), the display is cut off. Within the clipping area, the ratio of Near to Far should not be too large, the display is then always correct.
Select a suitable area from the selection menu or set a manual area using Near and Far.