Hi folks :)
https://www.maxon.net/en/products/new-in-release-20/overview/
Here is a full feature list
Cinema 4D Release 20 Complete Feature List
General
Faster Picture Viewer playback
Speed and memory optimizations
Installer Command Line Interface (CLI) mode
Exchange
SketchUp
Update to SketchUp 2018 SDK
Null objects with only one child polygon object now create one combined object instead
Alembic
Update to Alembic 1.7.7 SDK
Performance improvements by caching matrices
Users can now bake selected objects to Alembic
New animation retiming controls
Set Frame (for manual animation control via keyframes)
Offset Animation
Playback modes (Play, Loop, Ping Pong)
Speed setting
Time Remap Curve Interface
FBX
Update to FBX 2018.1.1
Support for instances
Axis preferences:
Flip Z Axis
Up Axis (Default, X, Y, Z)
New CAD imports (CATIA V5, JT, Solidworks, STEP, IGES)
Houdini upgrade to 16.5.536
AI importer: Illustrator splines now load in at the correct scale
Modeling
Enhanced modeling kernel
Several commands migrated to the new modeling kernel provide much better preservation of surface attributes (UV, etc.)
Delete Components command with much faster performance and better behavior (e.g., deleting disconnected points)
Triangulate command
Triangulate N-gons
Re-Triangulate N-gons
Remove N-gons
Align Normals
Reverse Normals
Several tools migrated to the new modeling kernel
Extrude Polygon
Extrude Inner
Matrix Extrude
Primitives now use the new modeling kernel
Sphere (Icosahedron, Octahedron mode), Platonic and Pyramid primitives now generate non-overlapping UV coordinates
An option is available to convert legacy primitives from old scenes to use the new behavior
The Structure Manager now automatically switches the Component mode (Points, Polygons, ...) to the mode selected in the Structure Manager
Custom Data tag
A new API allows 3rd-party developers to create custom Data tags, which store surface attributes and can also provide interpolations functions.
Commands and tools using the new modeling kernel will respect these surface attributes and use the interpolation functions provided
OpenVDB
Volume Builder Generator
Converts a polygon object, spline object, particle object or a Field into a Volume object
Can create Signed Distance Fields and Fog volumes
Several parameters of the resulting Volume object can be controlled (e.g., Voxel Size)
Filter Objects
Smooth Filter / Smooth Layer
Different Filter Types
Signed Distance Field: Gaussian, Mean, Median, Mean Curvature, Lablacian Filter
Fog: Gaussian, Mean, Median
Different Filter Accuracy settings for Signed Distance Fields: First Bias, Second Bias, Third Bias, WENO 5, HJWENO 5
Reshape Filter / Reshape Layer
Different Filter Types
Signed Distance Field: Dilate / Erode, Close / Open
Fog: Offset, Range Map, Curve
Different Filter Accuracy settings for Signed Distance Fields: First Bias, Second Bias, Third Bias, WENO 5, HJWENO 5
Objects and Filters can be layered using different mix modes
Signed Distance Fields (Union, Substract, Intersect)
Fog (Normal, Max, Min, Add, Subtract, Multiply, Divide)
Volume objects can be referenced as a Field Layer
Volume Mesher Generator
Generate a polygon object from a Volume object
User can control the Voxel Range Threshold or the Surface Threshold
Meshing can be adaptive
Import / Export .vdb
Volume objects can be imported and exported from and to the industry standard .vdb file format.
Volume Loader object
References and loads volume files and volume file sequences
Volume Mesh command: Remeshes and combines polygon objects using a volume-based approach.
Rendering
ProRender
ProRender now supports:
Subsurface Scattering
Linear & Angular Motion Blur
Sub-frame Motion Blur
Out of Core Texture streaming to render textures that exceed the total GPU memory
Multi Instances
Texture Selection tags on instances
MoGraph Color shader
Physical Sky
Compositing passes
Direct Illumination
Indirect Illumination
Emission
Environment
World Coordinate
Texture Coordinate
Geometry Normal
Shading Normal
Depth
Object ID
Object Group ID
Material ID
Anti-Aliasing can be enabled for
World Coordinate
Texture Coordinate
Geometry Normal
Shading Normal
Depth
Object ID
Material ID
Object Group ID
Shadow Catcher
2D Noises: users now can use all 2D noises except 'sparse convolution' in the legacy base shader.
New Seed setting: users can now specify a seed that is used for rendering.
Ray Depth can now be restricted (Diffuse, Glossy Reflection, Refraction, Glossy Refraction)
Shadow Ray Depth can now be set
Support for Metal 2
Compiling kernels on demand, shaders that introduce a big chunk of GPU kernel code will not be included in the initial kernel compilation. The kernel compilation is triggered when such a shader is added.
Scenes are now cached when animations are rendered to the Picture Viewer.
New Reload Scene per Frame option to enforce R19 behavior
General performance enhancements
Physical Renderer
Improved progressive rendering performance
Materials
General
Immediate low-resolution baking for Viewport
Improved shader / material baking for the Viewport
Updated Material previews
Updated scene setup
Several new scenes
MoGraph Beat Shader now accepts float values for BPM
New node-based materials
Over 140 nodes available
Projection nodes can be visualized in the Viewport
Node networks can be turned into material assets
Node based Materials can be edited in the Node Editor, Material Editor and Attributes Manager
New Node Editor based on new UI framework
Attributes Area, displaying the parameters of the selected nodes
A specialized version of the Attribute Manager
New connector element showing dependencies within the shading/rendering context
The Connector context menu allows to:
Connect Nodes
Textures
Load Textures
Replace Nodes
Insert Converters
Copy
Paste (Link)
Paste (Duplicate)
Remove
Mute Ports
Propagate Ports
Basic tab
Name
Asset Version dropdown shows the different versions of a node (if available)
Custom Node color
Inputs tab
The input attributes of the selected node
Nodes can have a dynamic number of inputs (e.g., the gradient can have a variable number of Knots)
The command Show Sub-channels can switch the layout to also show sub-channels of a parameter (e.g., Color.R, Color.G, Color.B, Color.A for "Color")
Context tab
Enables users to replace the context of many Nodes, e.g., to change the UV mapping for this node.
Asset area
Lists all available assets provided by MAXON or stored by the user
The asset list can be filtered by name and keywords
A keyword filter can set certain parameters in a node (e.g., a search for "Buya" will show a Basic Noise Node with Buya set as the Noise type)
Context menu
Create New category
Create Node
Import Assets
Create New Database
Mount Database (Folder / Zip File)
Unmount Database
Export Database
Nodes area lists all the Nodes in the current setup
The Nodes list can be filtered
Nodes can be cut, copied, pasted, deleted and duplicated
Info area, displaying information about the selected Node / asset / Wire (name, version, warnings, ...)
Nodes commander, allows the user to search for assets by name and keyword
Node view
Nodes
Header (displays the title, preview and node state toggle)
Can be colored to give users a way to organized their Node networks
Naming of the Node can be changed
Body (includes in- / out-port groups, port bars, port slots and port names)
The body can display all ports, no ports or only the connected ports
Nodes can have two major states (full and collapsed)
Nodes can be displayed in vertical or horizontal layout
Ports
Node ports can have different states (unconnected, connected, propagated, converted, group ports, error)
Node ports are color coded to make it easy to differentiate between different types of ports.
Ports can be renamed
Wires
Several ways to connect a Wire to a port:
Connect a Wire straight to a port
Release a Wire on the port name
Release a Wire on the group port name. A pop-up will appear with compatible ports of the group the Wire can connect to
Release a Wire inside the empty area of the Node. Again a pop-up with all compatible ports will appear
Wires can be displayed as Linear or Bezier curves
Wires can be muted (displayed as a dotted line)
Special Nodes
Start Node: the Node's attributes will be displayed in the Material Editor and the Attribute Manager when the Node material is selected
Solo Node: allows the system to use the data from this Node to be displayed in the Viewport and previews
Group Node: a Node that contains a nodal network
Asset Node: Group Nodes can be converted into Assets
Users can use different techniques to navigate the Node View, including touch gestures.
Navigator mini map shows an overview of the complete Node network, can be used to quickly navigate the Node network
Group bars on the left and right sides of the Node View can be used to propagate the ports to the outside of the group.
Nodes can snap to the grid when moved
Toolbar shows:
Breadcrumb display of the path to the currently edited Node
Filter Field
Uber Material
Material Asset, build with the new Node system
Three reflection channels
Diffuse Channel: renders diffuse reflections
Reflection Channel with three reflection modes
Artistic - blends between two user defined colors
Dielectric - for dielectric reflections, such as plastic
Conductor - for conductors, e.g., metals
Coating channel, a simplified dielectric reflection layer to render effects such as a clear coat
Emission layer for emissive effects such as luminous materials
Transparency for refractive materials such as glass
Opacity to control the material’s opacity
Bump to control global bump mapping
Normal to control global bump mapping
Displacement to control the displacement of the material
New Node materials
Car Paint
Ceramic
Concrete
Cutout
Emission
Gold
Granite
Marble
Metal
Plastic
Rock
Wood
Material Manager
New commands in the Create menu
New Uber Material
New Node Material
Node materials (displays all materials in the asset repository folder)
Can now open the Node Editor
Workflow/UI
Compositing tag now has a ProRender tab
Shadow Catcher Alpha
Light Portal
Object Group ID
Multi Instances
New Instances integrated in the Cloner object, Instance object and supported by all internal Render Engines
Multi Instances are stored as one object internal, resulting in higher performance and less allocated memory
Supports different render modes in the Viewport (Off, Points, Matrix, Bounding Box, Object)
Supports the Color shader and MoGraph colors
Project Settings
Use Color Channel for Node Material"´ setting
New Console
Categories provide more overview
Python console can now completely replace functionality of the Command Line
Output can be written to files
Drastically improved performance
New gradient
Updated interface
Gradient color bar can be displayed in 3 different sizes (small, medium, large)
Selected knots now have an orange outline
If more than one Knot is selected, selection handles appear. The allow to move all selected Knots at the same time to to scale the range
New Double Selected Knots and Distribute Selected Knots command in the Context menu
New Interpolation mode Blend
Interpolation can now be set per Knot
Intensity renamed to Brightness (only available in the Legacy gradient)
New options if gradient is used in User Data"´ (COLOR, ALPHA, NOEDITCOLOR, NOPRESET,NOINTERPOLATION, NOKNOTPOSITION, NOBIASPOSITION, NOBRIGHTNESS)
New Gradient Node
Can display textures and shaders in the gradient color bar
Can display alpha
Color Chooser is extended with an Alpha slider
Blending Space can be set to Linear or sRGB
Knot symbol changes: if this Knot is driven by a Node input
Enhanced Color Chooser
Color Chooser now can store alpha values in swatches
Color Picker now is always available when the Color Chooser is collapsed
Color Chip context menu now offers option to enable/disable Alpha (where applicable) and to copy & paste a color
The Color Chooser in the unfolded state is now responsive to the size of the manager it displays
In the Color Wheel mode it is possible to click on the number on the right side to define the amount of color samples directly
The Hex mode now can be enabled directly in the Color Chooser Interface
Linear Numeric Values switch allows to display the color sliders linearly in the nodes interface
Alpha slider in the nodes interface
Texture Manager
Channel column is renamed to Material Path, also supports node-based materials and displays the path within the material
Edit menu now contains commands formerly only available in the context menu (Show File in Explorer/Finder, ...)
New Open File in Manager behavior - a new command and Show in Attribute Manager now displays the attributes of the bitmap shader / Image Node.
Open Material in Manager is now exposed as a command.
Preview shows resolution and bit depth now and small images are centered
Attribute Manager was adapted to the Nodes' workflow
New Connector interface to handle node connections
Preferences
Interface: new dropdown menu Field Remapping Graph (Hide, Show, Hide in Field lists)
Input devices: new setting to enable touch devices
Files / Path: new Fields lists for file assets and database search paths
Plug-ins: new Field list for plug-in search paths
Units / default sets: new Alpha mode and Hexadecimal mode check boxes
New group Gradient
Size drop-down menu (Small, Medium, Large)
Selection handles check box
New group Alpha
Grid Color drop-down menu (Light, Medium, Dark)
Renderer / ProRender: new group Out of Core Cache
Custom Location check box
Location path
Material (previously Material Preview)
New group Node-based Materials
Node Preview Size drop-down menu (Small, Medium, Large, Huge)
3D Preview Scene drop-down menu
Node Previews check box
Preview HUD check box
Modeling/Sculpting (previously Sculpting):
New group Modeling
Disconnected Points on Delete drop-down menu (Remove (press Shift to preserve), Preserve (press Shift to remove))
Import/Export:
Settings for new CAD formats:
CATIA (*.CATPart, *.CATProduct, *.cgr) Import settings
IGES (*.igs,*.iges) Import
JT (*.jt) Import
Solidworks (*.SLDPrt,*.SLDAsm,*.SLDDrw) Import
STEP (*.stp,*.step,*.p21) Import
Settings include:
Settings to enable/disable the import of geometry, splines, instances, helper and hidden objects
Settings how to import Normals, display colors, layers and materials
Combine by None, Original Bodies, By Topology, By Color or By Layer
Heal and Stitch
Optimize Hierarchy
Setting to import Source Mesh
Settings to import LOD with JT
Settings to influence the tessellation, also scale-based tesselation
FBX (*.fbx) Export
General: new Instances check box
Additional: new Flip Z Axis check box and new Up Axis drop-down menu (Y Axis (default), X Axis, Z Axis)
FBX (*.fbx) Import
General: new Instances check box
Additional: new Flip Z Axis check box and new Up Axis drop-down menu (Y Axis (default), X Axis, Z Axis)
Volume (*.vdb) Export
Scale input field
Animation check box
Name drop-down menu
From and To input fields
Selected Only check box
Volume (*.vdb) Import
Volume Grids list field
Scale input field
Animation check box
Name drop-down menu
From and To input fields
Group Objects check box
Import to Project Location check box
Assets
Node-based materials and Node networks can be stored as Assets
Save Assets dialog
Name: name of the Asset
Version tag: the version number of the Asset
ID: Asset ID
Database: the database the Asset will be stored in
Category: Asset Category (Color, Context, Conversion, Generator, Info, Material, Math, Shape, String, Surface, Uncategorized, Utility, New Category)
General
Send to PictureViewer now supports all Viewport renderings (also OpenGL)
Camera 2D mode for the Viewport
New Export Selected Object as ... menu entry in the Object Manager
The Compositing Project File for Nuke now supports Alembic
New Viewport display modes for the Texture tag (Simple, Grid, Solid)
Improved UVs for Sphere (some types), Pyramid and Platonic
New Bake as Alembic and Bakes as Alembic + Delete commands
New command Save as Default Scene
Updated Visualize layout
New Multi-Passes
Direct Diffuse
Indirect Diffuse
Direct Specular
Indirect Specular
Texture mode now works as the former Texture Axis mode. Texture Axis mode isn't available anymore.
MoGraph
MoGraph Fields
MoGraph Fields replace falloffs in all areas where formerly Falloffs were used
Field Objects are Objects in the scene and can be freely placed and animated
Some Fields can have Sub-Fields, modifying one of their special parameters
Fields can write values into certain maps (Vertex Maps, Vertex Colors, Point/Edge/Polygon selections, MoGraph selections, MoGraph Weights)
Old falloffs are loaded as legacy falloffs, can be converted to Fields
MoGraph Fields UI allows for layering of Fields
Different Blend modes available (Normal, Min, Subtract, Multiply, Overlay, Max, Add, Screen, Clip)
Opacity slider
Value, direction (for certain Effectors) and color modification of each layer can ben enabled/disabled
New Field Objects (Box, Capsule, Cone, Cylinder, Linear, Spherical, Torus, Formula, Python, Radial, Random, Shader, Sound, Group)
New Modifier Layers (Clamp, Color Filter, Colorizer, Curve, Decay, Delay, Formula, Freeze, Invert, Noise Remap, Python, Quantize, Rangemap, Remap)
New Field Layers (MoGraph Object, Particle Object, Point Object, Solid, Spline Object, Step, Time, Variable Tag, Volume Object)
Fields Interface
Blending tab: here are the Blending options that are also found in the Field Layer interface.
Field tab: here are the field-specific parameters of the object
Optional sub-fields tab: this tab offers a Field Layer UI for the sub-fields
Remapping tab: this tab holds the integrated remapping parameters of the Field value.
Color Remapping tab: this tab holds integrated remapping options for the Field color
Direction tab: this tab holds integrated remapping options for Field direction
Optional View Settings tab: this tab holds the Viewport settings for the Field
Field object interface
Same as Fields Interface, minus the Blending tab, plus Direction tab
Direction tab: Direction Mode drop-down menu (No Remap, Custom Direction, Attenuate by Strength) and Normalize Direction check box
MoGraph Cloner object now supports Multi-Instances
Motion Tracking
Updated Motion Tracker layout
Simplified workflow to create a Motion Tracker object and to load the footage
Show dope sheet style data representation for selected track in the Graph Mode of Graph View.
The tracking direction can now be defined per keyframe
Tracks can now be frozen, to prevent them from being changed by other edits
Newauto re-keying options automatically inserts a key whenever the 2D error reaches a certain threshold to
improve tracking for tracks where the size or orientation of the surface changes significantly
New 2D Tracks editor mode
User Tracks list
Selected tracks are highlighted in the Cinema 4D standard way
Individual tracks can be renamed directly within the GUI
Full set of standard selection interactions supported
Ability for user to re-order tracks
Multiple column data display to show the main track settings
Support for folders
Cursor navigation
Ability to delete track(s) using the Delete key
Pop up context menu with relevant controls.
Tracking direction indication in Graph View
Multi-selection and editing of mask vertices is now supported
New dockable Track Window that shows the zoomed view of a 2D Track
SDK
C++
New MAXON API
Project tool
to generate project files for different operating systems
support (optional) style and syntax checks
Python
Integrated Python updated to version 2.7.14, including updated OpenSSL module
Script Manager: Python scripts can now also set the menu state, as it was possible in previous versions with C.O.F.F.E.E. scripts
Improved developer workflow due to better integration into external IDEs, including code auto completion
First exposure of MAXON API in Python