
Maxon Cinema 4D 2027.0.0 Win
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Title: Maxon Cinema 4D 2027.0.0 Win
Info:
New Features
Scatter Generator & Scatter Tag
A procedural system for populating surfaces with large numbers of instances while keeping artistic control. Distribution modes cover Surface Grid, Area Weighted, UV Grid and Spline Projection, with density maps, relaxation and overlap removal. A scatter can therefore be made genuinely non-overlapping rather than only looking that way. The system is deeply integrated with MoGraph for post-scatter variation and animation.
Variation randomises everything per instance, including position, rotation, scale and color, alongside alignment to surface normals and Look At targets. Vertex maps give localised control.
Filters restrict placement by altitude, slope, curvature and distance to mesh boundaries. Each has a Breakup control for natural transitions.
Clusters group instances into dense regions using a voronoi noise function. Per-object Cluster IDs let different assets appear in different regions.
Proximity uses splines or other Scatter Generators to mask instances or drive their scale by distance. Typical uses are clearing obstacles, fading density near roads and growing instances around attractors.
The Scatter Tag sets per-object scatter probability, filtering, transform and cluster assignment.
Liquid FX
Liquid FX adds spray, foam and bubbles on top of an existing liquid simulation. It brings detail that would otherwise cost a large increase in simulation resolution. Two new objects drive it. The Liquid FX Emitter generates particles procedurally from the simulation’s own estimated quantities, such as trapped air and wave crest. The Liquid FX Modifier converts existing particles directly. Particles respond to the liquid around them and switch type automatically based on their neighbour count. Spray moves by inertia, foam drifts with the surrounding velocity field at a surface offset, and bubbles drift and rise with buoyancy.
Nodes Field, Nodes Effector and Sample Field Node
The Nodes Field object builds a custom field from a node graph. It is more efficient than the Python Field and more powerful than the Formula Field. The Nodes Effector does the same for MoData, with optional custom strength and selection-weight handling. The new Sample Field node samples a field list from any Scene Nodes setup, batching samples efficiently inside loops. All three offer an Array Mode for advanced setups. Both the Nodes Field and the Nodes Effector are MCP-compatible, so custom fields and effectors can be built with AI assistance.
Copy/Paste from Cinema 4D into Autograph
Cameras, lights, primitives, planes, text, nulls and their position, rotation and scale animation can now be copied from Cinema 4D and pasted into Autograph. Animation is baked per frame, so motion driven by expressions, MoGraph, constraints or rigs arrives matching viewport playback. Static values are exported as constants. Standard and Redshift cameras and lights are both supported. MoText and Text splines come across as native, editable Autograph text layers, and unsupported objects fall back to nulls.
Workflow and Interface
Tag Grouping
A new button in the Object Manager collapses an object’s tags into visual groups, without changing tag order. Hovering a group shows how many tags it holds. Clicking opens a list you can select from, drag out of, or close with Esc. Whole groups can be dragged and dropped to reorder tags quickly. The Filter Manager controls which tag types group. Tags that can only exist once, such as Phong, are never grouped.
Tag Content Preview
Tag contents are now drawn in the viewport without having to make anything editable. Polygon, edge and point selections, vertex maps, vertex colors and soft selections are all supported. It works on procedural selections too, including those on primitives and generators, so you can see what a selection actually covers before anything downstream uses it. Hovering gives the preview inside the tag group list. For a single tag, or with grouping disabled, the tag needs to be selected. A new preference sets the highlight color and its opacity.
Tool Hints
Selected tools now display a HUD showing how they are used, including modifier keys, mouse buttons and component-mode restrictions. The hints fold and unfold from an arrow in the HUD’s upper left, as a global setting.
Random Object Color Display Mode
A viewport display mode that draws every object in a different color without overwriting its Display Color, making segmentation in complex scenes readable at a glance. Enabled as “Random Shading” in the Viewport settings (Shift+V) or from the View menu.
View Occluded Selections
Selected components are now drawn even when hidden behind other polygons of the same mesh or behind another object. A new preference sets the opacity of occluded components, 10% by default and 0% to switch it off. It can also be toggled from the viewport menu or view settings.
CAD Import
CAD import now runs on WinArm and supports more formats: 3MF/AMF (.3mf, .amf), 3D Experience (.3dxml), CREO (.xpr, .xas, .neu), IFC (.ifc), Inventor (.ipt, .iam), NX (.prt) and Solid Edge (.par, .asm, .psm). These come alongside the existing Catia V5, Open JT, IGES, STEP and SolidWorks support.
Resample Textures
A new command in the Commander that transfers textures and materials between two objects with completely different UV maps but similar shape. It is built for moving look from a high-poly, bad-topology mesh onto a Remesh generator output, where Transfer Attributes breaks down. It can reproject a new UV map, cubic or angle based, or use an existing one. Resampled textures are written with a resampled_ prefix to a chosen output directory, and copies of the source materials are applied to the target.
Bend Deformer Strength & Rotation Handles
Strength and rotation are now separate. A draggable band sets the deformation direction, the strength handle moves along that direction, a HUD shows the current angle, Shift quantises to the modeling settings, and rotation is unlimited.
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