There are some very interesting new features.
Particles have an extensive list of new functionalities from which the following stand out.
The Field-driven density distribution of particles is highly appreciated along with in-built noise shaders for both distribution and emission.
Density control shaders and Fields is something I've been asking for MoGraph for years. Finally it can be achieved through particles.
Noise Sampling for Color and Data Mapper
https://help.maxon.net/c4d/en-us/Content/Resources/Images/2025-2_Particles_NoiseSampling_01.mp4
https://help.maxon.net/c4d/en-us/Content/Resources/Images/2025-2_Particles_NoiseSampling_02.mp4
Neighbor Search algorithm for Flock, Predator Prey and Blending
Similar to the geometry density coloring effect I've been asking.
Some Scene Node Capsules are now directly available with other primitives from drop-down menus.
This was something I was actively arguing about from early versions of Scene Nodes as it was a closely UX-related issue. Things were pointing to parallel ecosystems of the same tools being developed under the same application or tools that were not that easily accessible that would inevitably lead to confusion or frustration among new and old users.
It wasn't too long ago you could finally make capsules accessible from custom pallets but that required from users to know how to do that and as SceneNodes was so actively characterized as experimental or system for advanced users, people would prefer staying away from it missing some key features that were not that hard to use after all. Personally I extend my custom Layout with capsules supported by the OM every new version.
Now the Line Spline is available along with the Break Spline, Branch Spline (which is an easier MoSpline Turtle), Catenary Spline, Dash Spline, Electric Spline, Partition and Pulse Spline.
What I don't know is if they re-developed those tools in C++ or if they are just links to the node implementation with modernized icons to fit with the rest of UI.
Well, there are still some argument about what should be characterized as a Generator what as a Modifier and what as a Deformer... For example the Branch Spline is more fitted to the Generators club as it does create additional splines on top of the original but I guess they run out of ideas on how to represent it with a new icon to avoid confusion with the MoSpline... Which leads to other old arrangement arguments like why don't we just have new features part of older tools as modes... For example the Branch Spline as Mode of the MoSpline... Break, Dash, Partition and Pulse modes of a single spline deformer/modifier or Wrap, Shrink Wrap and Spherify as modes of a single deformer...
Looking forward to seeing all distribution nodes as modes in the Cloner and Blue Noise as a mode of the Push Apart Effector.
New mode for the Look at Camera expression
I always thought this to be an old remnant from earlier C4D versions... I never used it because I achieved the exact same effect using the Target tag... I still don't know what the difference between them is...
Some unfortunate translation issues:
Weird title, not available in English https://help.maxon.net/c4d/en-us/Default.htm#html/OFPBLEND-FP_BLEND_OBJECT_OUTPUT.html
Things that we saw in the teaser video but they are not documented (yet)
Weave Spline Generator (also expected a better icon for that, here's mine )
Constellation Generator (Plexus effect)
Liquid Simulator (yeah... the thing that should be teased the most was not)
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