# Cineware Presets in Cinema 4D

Using the Cineware exchange, the Cinema 4D file format can be read and written in third-party applications. Some settings can be made here for the export from Cinema 4D.

Also note the Save Project for Cineware... command in the File menu, which exports as if the first three options were activated (the other settings defined below are taken into account).

## Save Polygon Cache

This option defines whether a polygonal copy of the relevant data should also be saved in the C4D file for generators (parametric basic objects, spline generators (such as the Extrude object), Clone objects, etc.). Although this makes the files significantly larger, it enables a third-party application to import the data.

## Save Animation Cache

For example, if you animate the number of clones for clone objects (or all other objects that change the number of clones; also the array object or many other MoGraph objects), this option ensures that all clones actually arrive at the external application according to the animation. Please note that - depending on the project - the file can become very large.

## Save Material Cache

If you activate this option, Cinema 4D can save a standard surface description of Node Materials in the file (internally more than 40 material properties). This also includes any linked textures (see also Width/Height) and Node materials baked into bitmaps, which are stored in a directory "tex/cineware" at the file storage location.

Note::

The material cache, including the Bake parameters below, only supports Node Materials, none of the legacy materials.

The material cache can then be used by the Cineware SDK, e.g. to transfer materials to third-party programs such as Unity.

Please note that there is no guarantee that the materials will be identical. These are always only approximations, as different programs interpret parameters differently.

## Width

## Height

Here you can enter the size of the textures to be exported in pixels.

## Format

Here you can define the bitmap formal with which the exported textures should be saved. What you select here depends on which format your target application can read.

## Depth

Here you can define the color depth of the textures to be exported. Note that not all formats support more than 8 bits per channel. *.tif, for example, supports all 3 options - 8, 16 and 32-bits per channel.