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Maxon working on new core architecture for Cinema 4D

Wednesday, February 17th, 2016 | Posted by Jim Thacker

160217_C4DNewCoreArchitecture
 

Maxon is working on a new core architecture for Cinema 4D, the company has announced on its blog. The transition to the new architecture began with Cinema 4D R16 and will continue in future releases.

A replacement for Cinema 4D’s 16-year-old core architecture
According to Maxon co-founder and CTO Harald Schneider, the new core architecture will replace the one originally introduced with Cinema 4D XL V6, back in 2000.

Benefits of the new architecture include “a highly efficient threading system for massive data-parallelism and new optimized data structures”.

The new core is modular, and is being phased in gradually. The first phase of integration came with Cinema 4D R16, released in 2014, and the process will continue for “several more releases”.

“While new developments are based on the new core, existing functionality continues to work seamlessly and will become even more powerful once it’s transitioned natively to the new architecture,” writes Schneider.

Other than that, the blog post doesn’t go into a lot of detail about the new architecture: there’s no information on how Cinema 4D R16 and R17 made use of it, for example.

A similar process to other 3D applications
In some ways, the real surprise is not that Maxon is working on a new architecture, but that it’s taken so long to talk about it.

Autodesk went through a similar process with Project Excalibur, its under-the-hood rewrite of 3ds Max, which began with 3ds Max 2010 and also rolled out across the course of several releases.

NewTek is also currently doing the same thing, a process it has been discussing in its blog posts about the still officially unnamed forthcoming update to LightWave.

In the blog post, Schneider comments that Maxon has progressed “deliberately and … quietly” to give the development team “space to … consider the best path for the future”.

But why talk about it now?
Which still begs the question, ‘Why announce it now?’

An uncharitable interpretation would be that it’s a response to the lukewarm reception last year’s Cinema 4D R17 received from some long-term users.

A more charitable one would just be that Maxon now has a place to discuss these things: the company launched the blog last year with the stated aim of talking about future development plans.

Either way, with the cat out of the bag, we’d expect to see Maxon discussing the new architecture in more detail in future releases of Cinema 4D.

Read Harald Schneider’s post about Cinema 4D’s new core architecture on Maxon’s blog

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2 responses to “Maxon working on new core architecture for Cinema 4D”

  1. Mind=Blown said:

    This was for sure a response to bad press and a response to the angered community, I don’t think it’s unfair to say that when you look at a few popular forums/threads and the total break down that happened. The R17 release saw all kinds of drama with people switching to other packages and selling their copy on C4D forums, the struggle was real, I’ve never seen so much bad press from the community on a 3D software product release, it had some good things like Takes, but in general it was not great, especially at the cost that it is, when compared to what other packages were doing at the time.

    Somehow, Maxon is amazingly bad at press releases and community outreach, there’s like one guy who talks to the community and puts his ass on the line (we all know who) who everyone knows is not officially supported and has no power to make change… But, this is a huge step in the right direction for sure. I’m pretty sure at least one of the things that the core has benefited in R15 or R16 (that they could have mentioned in this press release) was multi threaded deformers, it was a huge improvement that they did not advertise or promote well at all, they’re not great at pointing out how awesome some of these new features have been or showing examples.

    Hopefully the next few releases they get better at marketing their new features (Modo style) and have at least one major feature that makes use of the new core, besides that they really need to figure out what they’re going to do with the Object Manager (main source of slowness), PyroCluster (TurbulenceFD took over), Thinking Particles (X-Particles took over), Rendering (Octane took over), UV Unwrapping (hasn’t been updated in forever) and Body Paint (Algorithmic took over). I’m also surprised that no new deformers, motion graphics tools, etc have been added in a while, it’s really hard to tell what direction they’re going in and who they’re trying to please with these updates / non-updates.

    I see all that and community outreach for Maxon as critical over the next few years because Autodesk Maya is going to have Mash soon, a motion graphics module, so Cinema 4D will no longer be the defacto package for Motion Graphics, they really, really need to think about what’s about to happen to them if Mash is integrated and Maxon does not update their MoGraph offerings (or one of these other outdated systems) at all.

    They also have to be careful not to get into another Team Render debacle which is causing all kinds of problems to this day on the workflow and license end, they need to heavily consider returning to the old license, at least partially for small studios / operations (as a peace offering lol), otherwise they risk alienating more of the community they’re now finally trying to reach, not an easy situation, good luck to them.

    7:25 am on Wednesday, February 17, 2016

  2. talos72 said:

    I used to be a C4D user back in R10, until I realized how the company nickles and dimes customers (especially with upgrades), and how their products are actual highly over-priced when there is more competition out there.

    4:25 pm on Thursday, February 18, 2016

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