Basic Properties

Basic Properties

Name

When tags are created, they are automatically given a name according to their function. For example, a Vertex Map tag is appropriately called a "Vertex Map".

However, you can also give all objects and elements (e.g. shaders) any name you like. The object or element appears under this name, e.g. in the XPresso Editor or in the Timeline or link fields.

So far, so good. However, there are tags that can be assigned as often as required (e.g. Selection tags, Vertex Color tags, etc.). If they all had identical names, this could lead to problems. Imagine 2 Polygon Selection tags with the same name and you want to restrict a material to one of the selections: this becomes difficult with identical names, as only the Selection tag furthest to the left is used.

This is why Cinema 4D numbers them consecutively where it makes sense. For example, 3 Polygon Selection tags on the same object:

This automatic numbering occurs when creating tags using the menu/command, when duplicating with the ctrl key and with some tag-creating tools such as the Paint Tool, MoGraph Selection, Bind Tool, etc.

This name will also appear in the Render menu and the Asset Browser when the property is saved as a preset.

Save

Use this option to define globally if any data should be saved at all during rendering. This also applies to Multi-Pass and compositing files.

Enable Multi-Pass Rendering

Enables or disables the Multi-Pass-Rendering Cinema 4D.

Enable Stereoscopic Rendering

This is the main switch for enabling or disabling stereoscopic rendering. For details, please refer to Stereoscopic.

Material Override

See Material Override.

Renderer[-2147483648..2147483647]

Depending on the renderer you have installed, a list will be displayed that lets you define how Cinema 4D should render. What you will normally see displayed in this list is:

Standard or Physical Renderer?

In many cases you can use the proven Standard renderer from older Cinema 4D versions. Due to the fact that it's easier to use, the Standard renderer can be used with simpler scenes that don't have to be rendered to extremely high standards, which is faster.

However, if you want to correctly depict photographic effects such as those listed below, you should use the Physical Renderer, which bears advantages over the Standard renderer.

Several drawbacks of the Physical Renderer, however, should not be ignored:

Several effects in the Physical Renderer have been simulated for some time now in post-production. However, much of this was done by cheating and the result never really matched the real rendered effect. This applies to the following situations, for example: