When polygons were deleted in Cinema 4D versions (prior to R20), the corresponding points were not deleted and had to be deleted separately. This is no longer the case, by default, i.e., when polygons are deleted, non-connected points will automatically be deleted as well.
You can define here if the new or old method should be used.
This setting only applies to the shaping of objects without Sculpt tags. The Sculpt function has its own fast Phong smoothing (but with limited effect; Normal tags will not be taken into consideration). The value defined here defines at which number of object polygons the sculpting Phong should take effect. If the number of polygons lied below this value, the Cinema 4D Phong smoothing with the Phong or Normal tag will take effect.
For example, if you’ve modeled a complex turned part using CAD, loaded it into Cinema 4D as an OBJ, where a Normal tag generates the correct shading, and subsequently want to re-shape the object using the Grab brush, the Normals Threshold value must be greater than the object’s total number of polygons. Otherwise faulty shading will result.
Enable this option if you want to modify Sculpt objects that lie beneath Generators (e.g., Subdivision Surfaces or Symmetry objects). The brush’s effect will be displayed in realtime (otherwise display problems, even with no brush action being shown, can occur). However, this is somewhat more tenacious than usual and really only works well with low-poly objects or those with fewer subdivisions.
For normal polygon objects (without Sculpt tags), this option defines whether or not selected elements (e.g., point selections) can be modified by the brush.
Use this value to define the gray value (see Gray Value) for your Stamp or Stencil. If you have Stamp bitmaps on a black background (and their gray values define where the relief should be), enter a value of 0.
This option automatically defines the gray value (see Gray Value) for Stamps or Stencils. Most of the time, a Stamp/Stencil is placed on a background that itself defines a neutral state. The Stamp/Stencil outer edge usually does not come into contact with the top left corner of the background. However, if this does occur, you will have to define the gray value manually.
A material channel can be used for the Stamp/Stencil brushes. The resolution defined here is used when converting the material’s shader to the required brush bitmap. Note that higher resolutions will take longer to process (which is done every time a project with these brushes is loaded).