Maxon Cinema 4d Studio 20242 Redshift 3524 New -
: Artists can pin specific versions of an asset to maintain scene consistency even when newer versions are available. Animation Tools :
Particles now compute directly within the core architecture, eliminating the need for legacy modifiers.
When used together, form a unified and highly efficient 3D pipeline. The deep integration between the two is a key advantage of the Maxon ecosystem. The enhanced Substance 3D workflow in C4D directly feeds into Redshift, as .sbsar files dropped into the viewport automatically create new Redshift materials with Substance nodes . This seamless connection allows artists to iterate rapidly between texturing, look development, and final rendering without friction.
Released in February 2024, this update primarily targeted performance on macOS and improved material handling:
The renderer handles massive texture sets and high-poly geometry with lower VRAM consumption. maxon cinema 4d studio 20242 redshift 3524 new
: This version addresses critical bugs, including issues with motion blur losing polygon selections and Substance materials not appearing correctly in the Node Editor. Cinema 4D 2024.2: Refined Simulation & Workflow
: Fixed a bug with stepped gradients and improved interpolation for smoother transitions.
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: Game developers are leveraging these tools to create immersive, visually stunning worlds that engage players on a new level. : Artists can pin specific versions of an
: Artists can now override global damping settings individually for rigid bodies, soft bodies, cloth, and ropes. Pyro Simulation Improvements :
Redshift 3.5.24: Hardware Acceleration and Seamless Texturing
: Artists can now scale rigid bodies when animated by effectors and set deactivation parameters for idle objects to save resources.
The synergy between these two platforms is arguably the most critical "new" feature. Maxon’s acquisition of Redshift was a strategic move to unify the DCC (Digital Content Creation) experience. With the 2024.2/3.5.24 pairing, we see the realization of that strategy. The exchange of data between the modeling software and the renderer is no longer a hand-off but a continuous conversation. Lighting and shading can be adjusted in the context of high-poly scenes that would have previously brought a system to a halt. The deep integration between the two is a
Artists can calculate low-resolution simulations quickly for timing layouts, then inject high-resolution detail later without altering the underlying shape of the simulation. Interface and Modeling Polishing
Note: The hybrid texture spill to CPU memory contributed most to the IPR startup improvement, as textures no longer need to pre-load into VRAM.
Rendering realistic clouds, smoke, and fire can be incredibly taxing on render times.
Maya looked at her now-idle render farm. With Redshift 3.5.24 and C4D 2024.2, she hadn’t even needed the farm. Just her laptop GPU, a few new nodes, and the quiet confidence that Maxon had finally fixed the noise .
Which do you use? (e.g., Mac or Windows, Single GPU or Multi-GPU setup)