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Software / Graphics & DesignSolid Angle Cinema 4D to Arnold 4.0.1





Solid Angle Cinema 4D to Arnold 4.0.1
Solid Angle Cinema 4D to Arnold 4.0.1 | 3.2 Gb
The software developer Solid Angle announced the launch of Arnold (C4DtoA) 4.0.1 for Cinema4D. This update uses Arnold 7.0.0.1 and is a minor feature release adding support for material stacking in the Arnold Node Material, new options to the Preferences, addressing stability issues and bringing a number of other bug fixes.


4.0.1 release note - Date: 24.11.2021
Enhancements
- Material stacking in the Node Material: The end node in a Node Material now has a new alpha input port. Shaders connected to this port (image shader usually) are used as a mix when multiple materials are assigned to an object (stacking). (C4DTOA-2584)
Solid Angle Cinema 4D to Arnold 4.0.1
Enable/disable Node Material previews:New options are added to the Node Material UI to enable/disable material, shader and viewport previews. When the material preview or shader previews are disabled, a default Arnold logo is displayed. (C4DTOA-2603)
Solid Angle Cinema 4D to Arnold 4.0.1
-Disable material previews in the Preferences:New options are added to the Preferences window to disable material, shader and viewport previews of all Arnold materials. (C4DTOA-2604)
-Disable light viewport previews in the Preferences:New option is added to the Preferences window to disable viewport previews of all Arnold lights. (C4DTOA-2589)
-Default LUT settings in the Preferences:New options are added to the Preferences window to specify a default LUT folder and LUT file. This folder/file will be set in a newly created tonemap imager. (C4DTOA-2606)
Solid Angle Cinema 4D to Arnold 4.0.1
-Make LUT mode as the default in the tonemap imager:When creating a new tonemap imager, the LUT mode is selected by default now. (C4DTOA-2609)
-Adjust zoom in the IPR window:When zooming in and out via the mouse wheel in the IPR window, now the zoom changes uniformly (e.g. 100% → 125% → 150% → 200%, etc.), instead of increasing relatively. (C4DTOA-2595)

C4DTOA-2591 - Render session is missing from ADP payloads
C4DTOA-2596 - Uninstall does not remove all files on Windows
C4DTOA-2610 - Do not check GPU settings on Mac
C4DTOA-2612 - Layer shaders in a Node Material have empty groups in the input port menu
C4DTOA-2615 - LUT fails to render sometimes after changing folder
C4DTOA-2616 - Team Render fails when LUT file is applied
ARNOLD-11141 - Incorrect luminance/blackbody/wavelength when using multiple render sessions with different linear color spaces
ARNOLD-11587 - Artifacts on switching texture_use_existing_tx in IPR for OSL shaders
ARNOLD-11588 - Switching texture_use_existing_tx does not update in IPR
ARNOLD-11636 - Out of range error when reading from Pref user data
ARNOLD-11676 - Resetting a face-varying user data does not remove the indices parameter
ARNOLD-11697 - Unable to raise GI sample settings from 0 during IPR
ARNOLD-11716 - Hang when rendering in free mode fails while another render is running
ARNOLD-11746 - Crash in OIDN denoiser
ARNOLD-11747 - Crash in node destroy after the render is finished
ARNOLD-11756 - Crash with standard_volume assigned to an implicit node
ARNOLD-11781 - Artifacts when rendering with CPU, adaptive, progressive and box filter
ARNOLD-11784 - Crash when creating and deleting AtUniverses in parallel
ARNOLD-11787 - Missing documentation about parameter in AiMsg* API
ARNOLD-11806 - Calling AiRenderBegin while rendering can cause a crash
ARNOLD-11819 - Crash in AiMsgXxx when creating and deleting multiple render sessions
ARNOLD-11825 - Instancer does not propagate user data of type array
ARNOLD-11831 - Missing Python bindings for AiParamValueGetPtr/SetPtr
ARNOLD-11840 - Confusing deprecation warning with visible lights
ARNOLD-11684 - [GPU] Hang with autobump when the displacement shader reads user data
ARNOLD-11702 - [GPU] Crash when flushing texture cache with OSL textures
ARNOLD-11711 - [GPU] Crash in interactive rendering with some light sampling settings
ARNOLD-11717 - [GPU] Crashes when rendering on GPU with Optix denoiser in batch render sessions with a display driver
ARNOLD-11804 - [GPU] Infinite values in P AOV on background
ARNOLD-11815 - [GPU] Crash in ramp_rgb with curves_only
ARNOLD-11612 - [OCIO] Warnings if the OCIO color manager uses a non default config file
ARNOLD-11640 - [MaterialX] Silent error when writing materials using the node name as the material name
ARNOLD-11654 - [MaterialX] Importing shaders with multiple outputs fails
usd#902 Render session is not passed to AiDeviceAutoSelect
usd#900 Avoid calling AiRenderBegin if render is already running
usd#905 Integer primvar Render Vars fail to render via husk
usd#906 Version is not set as default when returning SDR definitions
usd#928 Transform from the Point Intancer is not applied to instances
usd#918 Rendervars do not show up in Houdini 19
usd#915 Volume shader is not applied to the ArnoldVolume primitive in Hydra
usd#458 Point instancer should prune the primitives under its hierarchy
usd#904 No way to have Point Instancer prototypes hidden
usd#924 Writer now saves the default color manager node
usd#921 Remap curves primvars to avoid "wrong data count" errors
usd#854 Primvars is ignored when rendering basisCurves as b-spline
Arnold is an advanced cross-platformrendering library, or API, developed by Solid Angle and used by a number of prominent organizations in film, television and animation, including Sony Pictures Imageworks. It was developed as a photo-realistic, physically-based ray tracing alternative to traditional scanline based rendering software for CG animation.
Arnold uses cutting-edge algorithms that make the most effective use of your computer's hardware resources: memory, disk space, multiple processor cores, and SIMD/SSE units.
The Arnold architecture was designed to easily adapt to existing pipelines. It is built on top of a pluggable node system; users can extend and customize the system by writing new shaders, cameras, filters and output driver nodes, as well as procedural geometry, custom ray types and user-defined geometric data. The primary goal of the Arnold architecture is to provide a complete solution as a primary renderer for animation and visual effects.
Arnold renderer
Arnold for Cinema4D (C4DtoA)supports most Cinema 4D features such as instances, cloners, deformers, generators, MoGraph geometry, hair, and ThinkingParticles. It also supports both animation and single frame distributed rendering in Team Render, allowing the use of all computers in a local network to speed-up Arnold rendering. Third-party plugins TurbulenceFD and X-Particles are natively supported, allowing artists to render high quality smoke, fire, and particle effects with fully interactive feedback. Other features include volume rendering with OpenVDB, a node-based material editor and a comprehensive list of shaders and utilities, including vertex maps and per-face materials.
HOW TO Realistic Shaders in Cinema 4d and Arnold | Plastic, Wood, Concrete and Metal | Tutorial
Solid AngleSL is the technology company behind the Arnold rendering software, with offices in Madrid and London and customers throughout the world including Framestore, DreamWorks, ILM, Sony Pictures Imageworks, MPC, The Mill, Mikros Image and Rising Sun Pictures. Arnold was designed from the ground up to efficiently raytrace the complex geometric datasets required for feature-length CGI animation and big budget visual effects, while at the same time simplifying the pipeline, reducing the number of passes, minimizing storage requirements and greatly enhancing interactivity for lighting artists.
Product:Solid Angle Cinema4D to Arnold
Version:4.0.1
Supported Architectures:x64
Website Home Page :www.arnoldrenderer.com
Languages Supported:english
System Requirements:PC / macOs *
Size:3.2 Gb

Requirements & Platforms
Supported Cinema 4D versions:
- R21.026 and above
- S22.016 and above ( Official support for Cinema 4D S22 is discontinued, but direct links to compiled versions of "C4DtoA 4.0.0.1" for S22 are still available)
- R23.008 and above
- S24.111 and above
- R25.010 and above
- Windows 10 or later, with the Visual Studio 2019 redistributable.
- macOS 10.13 or later
- Apple Mac models with M series chip are supported under Rosetta 2 mode
- CPUs need to support the SSE4.1 instruction set.
- GPU rendering works on Windows and Linux only and requires an NVIDIA GPU of the Ampere, Turing, Volta, Pascal, or Maxwell architecture. We recommend using the 460.39 or higher drivers on Linux and 461.40 (Quadro), 461.40 (GeForce), or higher on Windows. See Getting Started with Arnold GPU for more information.
- Optix denoiser requires an NVidia GPU with CUDA Compute Capability 5.0 and above.



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