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====================================================== shift + r render to picture viewer F8 play animation shift + f go to animation beginning 0 select tool 9 rectangle select tool shift+f6 picture viewer m s bevel u l loop selection u b ring selection u f fill selection crt + shift click beginning/end of line doubleclick on line for loop selection o frame scene h frame object q turn on/off hypernurbs m s bevel u L select loop u B select ring u menu shortcuts n b display gouraud shading lines n a default display cmd + b for render settings shift + f8 content browser shift + c enter command enter switch between point/edge/poly mode crtl + poly convert points/edges to poly selection crtl + tab full screen crtl + shift click to select from ... till (polys, edges) cmd + f1 open help for keyword (Parameters, works with ANYTHING!) shift + Q quantize, set increments q toggle hypernurbs on/off option + r interactiver render region (for testing materials) option + g move everything into NULL object full screen crtl + tab n g "lines" (very fast) n a rendered n b "Gouraud Shading" F1,F2,F3,F4,F5 Perspective, Top Right, Front, 4 Window Split 1 + right mouse PAN (Photoshop Hand Tool) 2 + right mouse ZOOM (or mousewheel) 3 + right mouse ROTATE 4 + right mouse MOVE OBJECT 5 + right mouse SCALE OBJECT 6 + right mouse ROTATE OBJECT Q - Disables NURBS object (i.e hypernurbs, sweepnurbs, etc.) X/Y/Z - Enables/Disables X/Y/Z axis C - Make Editable E - Move Tool R - Rotate Tool T - Scale Tool K - Knife D - Extrude M->W - Extrude Inner M->C - Brush M->A - Add Point M->E - Create Polygon M->D - Close Polygon Hole M->L - set point value Shift+V - Viewport Options S - Focus on Selection U->L - Loop Selection Alt + D = Hide axis F12 = select through axis (or as I have it the Q key) 4 = temp move while another tool selected 5 = temp scale etc 6 = temp rotate SPACEBAR to toggle between current tool and previous tool ENTER for switching between point, edge and polygon mode Press O to center active object Press H to center scene O or S to zoom in on selected stuff (try both) Undo = Y Redo = A ======================================================

condensation and water droplets

add cube, 2cm x 2cm x 2cm segments 2,2,2 make editable add squerify deformer and add under cube click Fit to parent strength 100% mesh -> commands -> subdivide wheel (check smooth) current state to object open brush palette: sculpt -> brushes -> drag palette preview mode: screen with Grap tool deform into a drolet then put droplet underneath a cloner (hold option add cloner) mode: object check Render Instances Object: Cylinder (or can) Distribution: Surface Count: 1500 add mograph -> push apart effector mode: scale apart radius: 1.5 Iterations: 50 add random effector parameter tab -> check rotation: r.b 30 scale: uniform: 0.3 add plain effector -> parameter tab -> check scale uniform scale: -1 falloff tab -> shape: cylinder then just make editable, and delete effectors :D

model potato chip

add plane width seg: 64 height seg: 20 add displacer deformer under plane shading tab -> shader: gradient double dublicate, lots of!! current state to object add boole, add cylinder and plane cut round shape add wrap deformer under chip tension: 50% extrude

strawberry

add sphere (ikosahendron) subd: 40 add bulge deformer under sphere, size: 200 350 300 mode: limited strength: -50% check Fillet click fit to parent then move deformer up/down rename sphere to strawb duplicate sphere and rename seeds make it more narrow with bulge deformer, reduce segments add random effector deformer tab -> point mode parameter tab: 30,30,30 effector tab -> random mode: noise strength: 15% animation speed: 0 scale: 30% current state to object select all points -> set selection put into hypernurbs -> subdiveditor: 3 current state to object add mograph -> cloner modus: object add subdiv to object field (strawb, not seeds) put seed object under cloner object tab -> up vector: Y+ check Render Instances select points -> scale tool -> soft selection radius: 7 and radius 6,5,4 make it smooth! to flatten top part a bit: select subdiv -> Select -> Set Vertex Weight doppelklick auf vertex icon to get paint tool (move tool, falloff: vertex map) select cloner, add random effector parameter: uniform scale: 0.1, rotation: 20

src

https://www.youtube.com/watch?v=w33UFIVz7BY

3d viewer, uploading 3d-models to p3d.in

exporting geo from c4d

max. 25'000 polygons (3mb obj)

creating a shadow plane

saving out transp PNG

add a plane with UVs and assign shadow catcher texture render the top view

saving out OBJ

copy the plane notes and merge it with geo (assign some tex) export geo with this plane

export reduced tex (from affinity designer)

uploading to p3d.in

drag obj and tex into upload field select a texture path from dropdown click on T to add a PNG/JPG select another texture path click T again for the next texture, if there is more than one object for plastic materials like transparent top just use alpha slider below color field (click Optimize Textures to reduce loading time)

embedding in website

open model page click on embed button (last icon) -> website -> iframe +nozoom disable zoom +nopan disable pan +spin enable pan

src

https://www.rendorama.com/en/houdini-tips/upload-3d-models-to-p3d-in/

voronoi fracture

add mograph -> voronoi fracture out object underneath (nurbs ok) separate all slightly with: object tab: offset 1

break only in one direction

sources -> distribution type: exponential deviation: 0.1 point amount: 50

break into (beveled) cubes

add matrix object and scale it same width voronoi sources tab: drag matrix object here add random effector in effector field (under sources field)

with object moving through

sources tab: point amount: 500 check high quality object tab: uncheck colorize detailing tab: check add mograph -> effector -> random Random -> Falloff tab shape: sphere then move it around to break stuff Voronoi Fract. -> Selections tab check Inside + Outside faces then add mat with based on selection

fly apart (for compositing)

sources tab: point generator, uncheck eye point amount: 200 check high quality check create points per object right click on voronoi -> simulation tags -> rigid body click on dynamics tag -> size increment: 0.05 edit -> project settings -> dynamics tab gravity: 0

optimizations for complex objects

use ref object, i.e. a sphere and apply settings then move sphere + effectors over original use poly reduction: 80% also make sure right materials are set (selection tags for inside usw) then convert to object when done!

forester

grass field

add plane add MultiCloner object add MultiFlora object (from library tab) make MultiFlora child of Multicloner add more grass objects underneath global tab, change random seed for each! multicloner, click update distri button drag plane into Distribution Field from Cloner multicloner -> transform -> verticalize: 1 (falls untergrund bergig und baeume schief) done

distribution

create 6 different bright colors, apply move all objects into multicloner Patter: Level of Detail add NULL object, display: sphere put NULL in LOD Field, now move NULL around animate it together with camara

omit certain areas with vertex map

character -> paint then paint on poly object (a vertex map tag is generated) multicloner -> filtering -> check vertex drag the vertex tag in here

lighting

add sun add sky with HDR in luminance channel rotate sky to fit position of sun (maybe adjust sun height too)

rendering

camera clipping

multicloner -> filtering -> check Clip to... interactive (ev. moving NULL doesn't work)

Render count multiplier

increase for final!

grass basics

add multiflora object then chance node count, grass patch radius for closeups -> grass: segments: 50 half sides: 4 Fold: -180 Fold End: 0.5

golfball

add sphere segments 50, Type: Icosahedron make editable point mode: select all points d (extrude) -> offset: 0 bevel: 5 subdiv: 0 check create n-gons v -> selection -> convert selection check points and polygons check Tolerant, click Convert d extrude -> offset: -0.8 put into hypernurbs normal scale -> scale: 90, apply

Animation stuff

compositing of animations with motion clips

create tracks and animate stuff then group objects animation -> add motion clip

timeline settings

press h to frame all view -> show -> show animated (only focus on animated objects) view -> link -> link view with preview range then use bar on top for easily selecing a range

bouncing cube

add cube, set keyframes and adjust height go to animation -> f-cruves/dopesheet select height property right click on curve -> break tangents (do for all bottom points, make them sharp)

remove all keyframes for property

cmd + shift click on dot of animated parameter

dept of field with motion camera

render settings -> physical -> check dept of field motion camera -> physical tab -> f-stop: 0.3 (control the focal point with targets and set object axis correctly!)

move between different targets

add motion camera add circle spline click on motion camera tag icon -> animation tab -> set cirle as path set cube as target1 set sphere as target2 then drag slider for Target pos to switch smoothly drag slider on Camera position for rotating around targets

circling stuff

add motion camera add circle spline click on motion camera tag icon -> animation tab -> set cirle as path set cube as target drag slider on Camera position for rotating around targets

looping animation

in timeline (dopesheet) click on object to loop to bring up track properties before: off after: repeat, set repetitions here

switching cameras

insert lots of cameras insert stage object set and switch camera here for animation

PLA (point level animation)

add cube, make editable then in timeline, uncheck position/scale/rotation/parameters icon check PLA icon move points around, press first red Record button open f-curves (or animation window layout) select keyframes -> check smooth

blur bitmap textures

for HDRs or image textures, go to color/luminance channel BASIC tab -> blue here!

scripts and record actions

script -> script log script -> script manager script -> console to check errors (use scripts window layout)

scale proportionally script

object mode -> click on object -> coord.tab cmd click on s.x, s.y, s.z (so they are all orange) then enter these values: s.x 1 * 0.8 s.y 1 * 0.8 s.z 1 * 0.8 (fuer 80% groesse) right click on orange s.x, s.y, s.z -> Xpressions -> create script (switch to python tab in script window) thens set a shortcut to run the script

bevel script

just execute commands and see the python code in Script log copy paste into Manager window and HIT execute beware of indentation!!

paste this at the beginning

#import plugins functionnality from c4d import plugins # from the main C4D module, also reference the Plugins module

paste this at the end

#apply button tool = plugins.FindPlugin(doc.GetAction(), c4d.PLUGINTYPE_TOOL) if tool is not None: doc.StartUndo() doc.AddUndo(c4d.UNDOTYPE_CHANGE, tool) c4d.CallButton(tool, c4d.MDATA_APPLY) c4d.EventAdd() doc.EndUndo() c4d.EventAdd()

sample bevel script (Achtung indentation sensitive!)

import c4d from c4d import gui from c4d import plugins # from the main C4D module, also reference the Plugins module def main(): def tool(): return plugins.FindPlugin(doc.GetAction(), c4d.PLUGINTYPE_TOOL) def object(): return doc.GetActiveObject() def tag(): return doc.GetActiveTag() def renderdata(): return doc.GetActiveRenderData() def prefs(id): return plugins.FindPlugin(id, c4d.PLUGINTYPE_PREFS) c4d.CallCommand(16351) # Edges c4d.CallCommand(12112) # Select All c4d.CallCommand(431000015) # Bevel #apply button tool = plugins.FindPlugin(doc.GetAction(), c4d.PLUGINTYPE_TOOL) if tool is not None: doc.StartUndo() doc.AddUndo(c4d.UNDOTYPE_CHANGE, tool) c4d.CallButton(tool, c4d.MDATA_APPLY) c4d.EventAdd() doc.EndUndo() c4d.EventAdd() if ..... main()

src

https://vimeo.com/171694875

Animated WEBP from 3d sequence

setup project

- 20fps/100 frames ( 50ms webp ) - counter clockwise - no shadow ( kontrastreiche verlaeufe in webp flickern ) - compositing out + nice bg mkdir frames img2webp -o out.webp -q 85 -mixed -d 50 folder/*.png (adjust quality/filesize with -q) then delete last frame so there is no weird transition delay

parameters -q: quality vs filesize

q 20 sucks q 50 bad q 70 ok q 90 pretty good

parameters -d: duration in milliseconds

15 fps -> 66.66 ms 20 fps -> 50 ms 25 fps -> 40 ms 30 fps -> 33.33 ms 60 fps -> 16.66 ms ( calculation: 1000/60)

src

https://www.rendorama.com/en/houdini-tips/animated-webp-from-3d-sequence/

fast AO render for shadow

(delete existing lights,sky) add light general tab -> check ambient illumination add plane (not FLOOR object!!) and apply AO_white (create AO mat -> color: white diffusion -> texture -> effects -> Ambient Occlusion apply AO mat to plane ) (create white OVERRIDE material) render settings: override: set AOwhiteoverride here exclude AO_floor AmbientO: uncheck!!!!!! in photoshop layer mask to get transp shadow layer

change color with distance to camera

add material -> luminance channel -> tex. gradient type: 3d-linear set colors play with start/end values to get the right distance space: object or camera...

clouds

add physical sky basic: check volumetric cloud button create -> physical sky -> cloud drag cloud object underneath sky object add cube and drop underneath cloud object zero p.y coords out

nachteil

cloud kann nicht nachts angeleutet werden!!!!!!! sehr limitiert!!!! better use volumetric light with gradient

src

https://vimeo.com/85616469

fog

v2

add floor add cubes, as city towers add physical sky -> basic tab -> enable fog time and location tab: set morning then rotate sky, so sun is behind the buildings fog tab: start height: -333 end height: 500 density distribution: drag it over full lenght density: 100% noise: wavy turbulence strength: 200% scaling: 900 300 900 shadow intensity: 100 illumination intensity: 20

src

https://www.youtube.com/watch?v=kLo9Mjbtb_s

v1

create light -> square parallel spot visible light: volumetric rotate upwards, so light is pointing up! increase size light -> noise -> visubility brightness: 130 contrast: -100 noise tab -> wind: 0.01 0.02 0 velocity: 1

src

https://www.youtube.com/watch?v=TKLTFZBUPgM

product GI global illumination settings

save -> check alpha channel (uncheck straight alpha, check 8bit dithering) physical: medium/high enable AO enable GI -> preset Object visualization High primary method: Irradience Cache second. method: QMC samples: high

ring

create circle spline, make editable move top point around top point -> hard interpolation change curve to cubic put into loft, no caps put into hypernurbs, deform temporarely with bevel deformer then currrent state to object to merge bevel then texurize

animate boxes and packaging PSR

group objects (correct axis for rotation and positions before pose tag!) cinema 4d tags -> character tags -> pose morph basic tab: check hierachy, parameters position, rotation then just move/rotate/bend stuff around and add pose

fast materials from photo

download photo/tex convert to seamless texture in photoshop filter -> offset -> img width / 2 stamp the seams... then open in bitmap2material set bitmap2material output channels and export base color normal ambient occlusion create c4d texture base color -> color channel ambient occlusion -> diffuse channel normal -> normals channel

spline wrap

add object to scene -> add to NULL: snake object add into another NULL: wrap add spline add spline wrap deformer move the spline wrap deformer under wrap spline wrap -> drag spline here axis: +Z use TO and FROM to squiche it and adjust kerning OFFSET to move it along spline size to set size based on position on spline

align object on spline

add object put object into NULL add helix spline right click on null -> cinema4d tags -> align to spline

displacement deformer

(not possible with texture mapping) so just use it for uniform patterns over the whole object! add material, check displacer type: intensity (to only apply it outside) intensity center (to deform inner + outer) put mesh (to be displaced) into sub div, add to null sub div editor: 4! add displacer deformer to null noise FBM and use clipping and layers use fusion shader to mask several layer shaders

displacer settings for glass

slightly blur the image, so there is bevel! strength: 2% height: 200cm (depend on scene...) type: intensity check sub poly displ subdiv level: 4 check round geom check round contour check map rounded geom check keep original edges

displacer settings for metal

strength: 50% height: 10cm (depends on scene) type: intensity check sub poly displ subdiv level: 3 check round geom check round contour check map rounded geom check keep original edges

paintings displacer

add sphere -> uncheck render perfect segments: 74 add material -> check displacement in displacement add texture -> painting subdiv level 5 add same painting to color channel material -> texture tag -> change mapping to spherical check seamless

nebula image with displacer

add a plane add camera looking down on plane (-90) add new tex check luminance channel -> add the start img check displacement -> add img here too height: 50 check sub poly displacement subdivision level: 5 apply tex to plane then adjust camera focal length to 10mm (maybe) render settings -> add ambient occlusion multipass -> AO Material luminance

fast 3d type

mograph -> write some text, change font

object tab

dept: 50 subdivision: 10 align: middle intermediate points: subdivided

cap tab

start: fillet cap step: 5 radius: 2 end: fillet cap fillet type: convex hull inwards: checked type: quadrangeles regular grid: checked width: 4cm make editable connect and delete

soft polygon selection

loop selec polys -> press e soft selection tab -> enable right click into curves field: cubic then mirror/flip until it fits then just rotate the polys

create twister

create spline of base shape in illustrator ( pathfinder tool to cut out stuff) export as ai version 8 and import into c4d click on spline -> mesh -> axis center axis center to then zero out position coordinates to bevel sharp edges, add cuts to spline then chamfer when done, connect the closest camfer points with optimize command duplicate spline and put into loft object caps tab -> type: quadrangles add more height by moving them

for twist

use soft selection and rubber settings, there is no easy falloff for twist deformer!

add deformer with falloff

duplicate object make both editable (!) add wind deformer to top object rotate 90 deg amp: 3cm size: 30 freq: 10 tur: 0 select bottom object character tags -> pose morph priority: animation check Points (tag tab -> edit) edit tab -> advanced -> target drag here first object (with deformer) then play animation click pose morph tag animate tab -> so animation stops basic tab -> set here ... priority: initial then priority: expression deselect bottom object add morph deformer under bottom object object tab -> drag here the pose morph tag falloff tab -> shape: sphere increase size falloff function: spline right click into spline field -> spline preset: square then move fallout up and down hide top object

merge down deformer

add previous object to null object then select all three -> connect objects

airplane physics

create floor -> simulation tags -> collider add plane -> simulation tags -> soft body force tab -> check two-sided add sphere -> simulation tags -> rigid body press play

deformer falloff with wind

add plane add wind deformer underneath rotate 90 deg amp: 3cm size: 30 freq: 10 tur: 0 duplicate plane make both editable (!) select bottom plane -> delete deformer character tags -> pose morph priority: animation check Points edit tab -> advanced -> target drag first plane (with deformer) in here play animation click pose morph tag animate tab -> so animation stops basic tab -> set here ... priority: initial then priority: expression deselect bottom plane add morph deformer under bottom plane object tab -> drag here the pose morph tag falloff tab -> shape: sphere increase size play here with different shapes! hide top plane

mesh deformer

add high res (motext) object draw create another cubic object around it under the high res object, add mesh deformer external: surface drag cubig object into cage field press Initialize

add chairs to floor with cloner

add plane, make editable then select rows with loop selction set selection add cloner, put chair underneath mode: object object: add plane distibution: polygon center selection: add selection tag here check render instances

draw shape/spline really fast

add plane, make editable edge mode u + m (path selection tool) then draw quickly the shape shift + c -> edge to spline

realflow, stairs collider and fast liquid

model a collider, shape of stairs also model a floor realflow -> circle width: 20x20 right click on floor -> realflow tags -> collider click on tag -> display tab check show collision geometry rewind timeline and press play, if it doesn't show up right click on stairs -> realflow tags -> collider right click on stairs -> realflow tags -> volume cell size: 1 (to get more exact shape) volume mode: solid inside (or change to shell, if bowl!) realflow -> deamons -> gravity scene -> solver tab -> check use GPU -> radeon fluid -> display tab -> size: 3 fluid tab -> resolution: 400 type: liquid - SPH (more slow but accurate) realflow -> deamons -> k Volume (limit scene, cut off outer) collider -> tag -> properties tab -> friction: 0.008 scene -> cache -> cache simulation cache mesh (maybe remove cache to continue) realflow -> mesher mesher -> mesh tab resolution: low-medium radius: 2 smooth: 8 thinning: 0.5 relax: 0.75 relax iteration: 1 motion blue: 100% click build mesh to check then scene -> cache -> build them!

rendering

speed things up by disabling the mesher at the end set fluid resolution to 1000 to get fine details then cache again

realflow demons

attractor demon

move water a certain way attractor tab: links -> fluid (also add scene) affect: force internal force: 300 (to attract) -90 (to repell) add then move the attractor object around

dspline

moves water along a spline path! add helix spline add spline object add emitter and place on bottom add dspline demon emitter needs to emit through the first ring! affect: force vortex strength: 0 axial strength: 0 radial strength: 900 dspline -> spline tab -> control adjust radius here for every circle! click next/previous

noise field

disupt flow, create splashes use it to make less straight

viscous

to make really thick fluids, like honey, oil

realflow fluid through text

add plane add motext use thick font align: middle depth: 50cm realflow -> scene realflow -> emitters -> square place square above/behinde the type increase size realflow -> deamons -> gravity realflow -> deamons -> noise field realflow -> mesher select type -> right click -> realflow tags -> collider select mesher resolution: medium smooth: 1 thinning: 0.5 then apply materials plane -> right click -> realflow tags -> collider select tag -> display tab -> check show collision geometry go to front/side view and move down (doesn't show up in preview render) piture viewer is fine!

working faster

saved screenlayout

prefs -> template.l4d template.prf

save and install own materials

create some mats.... content browser -> file -> create new preset library then drag materials in here rightclick -> show in finder

install here

user/Library/Preferences/MAXON/Cinema 4D RXXX/library/browser/mats.lib4d

use content browser in own tabs

content browser -> file -> new then browse to location and uncheck tree view... enable tab and dock it somewhere, rename it too

use screen layouts

window -> customization -> save layout as ... it will be here: (finder -> go, hold alt to see Library folder) user/Library/Preferences/MAXON/Cinema 4D RXXX/library/layout/ drag Cinema to finder bar, so make it easier

default .c4d file

save here startup file

create default file: save as new.c4d in user/Library/Preferences/MAXON/Cinema 4D RXXX/new.c4d

project settings

clipping: small

render settings

progressive

sampler: progressive subdiv: 0 rest all: 0

then step up

usw

interactive render layout

create a camera, click the hide dots window -> new view panel cameras -> then choose camera view -> use as render view then add interactive render region (it will choose this part!) set render settings physical render sampler: progressive

xref to reference external c4d objects

easier to update complex scenes!

use tokens for file names (wildcards/placeholder)

watermarks

enable watermarks to hand off work to client with own logo and project settings in there

wire, robe

create wire

add cylinder radius: 12 height: 1500 height segments: 500 rotation seg: 50 orientation -X right view copy and past 2 times, offset slightly, so 3 strings! create material color: brightgreen reflect: 30% beckman copy this mat 2 times and change colors, apply to strings add to null add twist deformer scale down, rotation B: 90 drag the twist deformer into null mode: unlimited angle: 100 press fit to parent

create tape around wire

add another cylinder radius: 40 height: 80 height seg: 50 rot seg: 50 orientation: -X caps: uncheck add cylinder to null -> name it tape add collision deformer drop collision def into tape null collision def colliders tab: drag wire null into objects field then scale down cylinder to adjust it to surface create mat -> color -> black to create more patches of tape just copy cylinder and drag (doesn't render now.. needs current state to object!)

merge the two and bend around sphere

select wire and tape null objects -> current state to object then press delete add tape+wire objects to null: name it kabel add sphere top view -> draw spline -> side view -> draw more points over sphere add spline wrap deformer -> drop spline wrap into kabel drop the spline into spline field adjust spline and deformed object from front view

src

youtube create wire

add logos on materials fast

create tex with color and alpha channel apply texture click on tag -> projection: flat texture tool, enable axis mode then scale and position it on surface of object then apply -> click on tag projection: flat side: front uncheck tile tiles U, tiles V: 1

pancakes

add cube, 3 witdh segments, 1 height put into subd add new tex color -> noise -> naki global scale: 400 space: world (so they look all unique!) set 2 beige colors make editable

bend the pancake

go to front view draw curvy spline above the object (perspective view) add spline wrap -> drop it under the object drop spline into field rotate spline wrap 90deg (until it looks good)

src

youtube create wire

metal spiral

add null mograph -> matrix object put it into null select matrix object -> mograph -> tracer (now hit play and rotate matrix object to create lines!) select matrix object -> mograph -> effector -> random random mode: noise check: indexed (so they move individually) space: UV animation speed: 10 transform p.Z: 200 add circle spline add sweep nurbs -> put circle spline and tracer into add studio env, floor, 2 softboxes add color to lights add torus -> put underneath a cloner, add random effector clones: iterate

setup type on wall

add cube, delete top poly add motext add materials add softboxes (2) for shadows render settings: GI, AO

realign objects to axis center

go to different 2d viewports and rotate axis mode -> just zero coordinates in rotation out! or front view -> select poly axis center tool -> unchck all on right side check center Action: Axis to center: all points X: 0 Y: 0 Z: 0 check alignment axis: All Alignment: world

fluid and tee

refraction preset: water base color very light orange absorption color very light yellow distance 1.5cm (test with it until there is gradient from absorption color to base color!)

better lighting

seamless backdrop

create cube 3x2x2 subdiv 3,2,2 make editable delete side planes and front inverse polys put into hypernurbs renderer subd: 5 create mat: matte white uncheck specular color channel: oren-nayer 95% white create mat: matte black uncheck specular color channel: oren-nayer 10% black create mat: matte grey uncheck specular color channel: oren-nayer 50% black

create point light

add light set Y to 100 (so its on top) general tab: shadow area details tab -> area shape: disc falloff: inverse square decay: 50cm cinema4d tags -> target (for future use)

create softbox

add area light general tab: shadow -> area details tab check show in render, reflection visible multiplier: 400% falloff: inverse square decay: 100cm

vignette backdrop

add large backplane add large circle (where the model stands) new mat (backdrop) -> uncheck color, refl check luminance texture -> gradient 2d-circular invert knots apply to backplane new mat (floor) -> uncheck color, remove specular check reflectance add ggx -> leave defaults (will be like mirror) roughness: 10% check alpha -> gradient 2d-circular invert knots apply to floor new mat (aluminium) -> uncheck color, remove specular check reflectance add ggx roughnes: 25% layer fresnel conductor aluminum add another ggx opacity: 20% roughnes: 15% layer fresnel conductor aluminum add sky and add HDR to sky

plastic water bottle render

ref image

create folder for ref images create new material: add front.png -> uncheck reflection then add plane, change orientation, drag front tex onto it resize plane to have exactly the same dimensions as the img do same for top and bottom with planes then group them into null change to gouraud shading on all views move ref object to bottom of red X axis select ref null -> object mode set position Z: 1 so its not +hiding behind the spline!

bottle shape

go to front view then trace the side profil with spline trace it fast with corners, no curves then set bottom 2 points Y to 0 make sure outer side points have same X also top 2 points need to be on same height select a point -> chamfer tool and round manually, do for all points put spline into lathe (option click on nurbs) click on spline -> Angle: 45deg click on lathe -> subdivision: 12 (multiple of 6) put lathe object into connect object (to make single object fast) make editable put into subdivision surface polymode -> select bottom polys -> select hide unselected cinema 4d tags -> Display (so the ref image stays visible) check: use shading mode: lines

create curvy bottom

bottom view -> select polys -> extrude inner (to define rand) draw geometry with extrude several extrude inner select every 2nd line in one ring and bevel (fuer vertiefungen) then select all points -> right click -> optimize -> click on wheel tolerance: 10 to merge the closest points!! click on inner points -> right click -> melt to delete them do more inner extrusion for details to add a dome/circle on the bottom: add a circle with as many segments as surrounding points disc segments: 1 rotation segments: adjust to surrounding! connect and delete then select all polys in the center -> right click -> bridge (or loop selection of edge and shift + stich tool) right click -> close polygon hole then extrude inner almost to the center to avoid ngons to weight smooth edges, ring selection on higher parts in poly mode then hold crtl and click on line mode (to convert them to line selection) toggle on nurbs with q then hold . and drag to weight nurbs

add thickness and fluid

simulate -> cloth -> cloth surface put object in here, hypbernurbs on the outside object tab -> thickness: -10 (maybe subdivisions: 0 on cloth when hypernurbs looks weird) then use knife tool to define edges on top make editable (without nurbs) interior is blue so -> select all polys -> align+reverse normals to create fluid -> loop selection -> select ring just below the top inside select -> fill selection (inside) right click -> split -> rename it to liquid close polygon hole (close top) reverse normals display -> lines mode right click -> normal move -> make a bit larger (so fluid intersect slightly with outer) make fluid a child of outer mesh (for nurbs to render correctly) turn nurbs back on -> bevel top of fluid a little bit

create top cap

side view -> gouraud shading for ring, add rectangle spine, move it outside of ring, add rounding put into lathe for top cap, draw spline on profil of top cap -> chamfer put into lathe

create label

add cylinder, turn of caps, adjust size to fit middle add some height and rotation segments (until square)

resize project

delete ref objects and textures group all objects -> put into null scale to correct size view current size: select Size+ on bottom coord copy the Y value get correct dimensions of the object (online) edit -> scale project -> enter current Y value + correct value press H key to frame object in window

bottle materials

plastic (bottle

add material uncheck reflec -> specular uncheck color check transparency refraction: 1.575 (right click on Refraction -> Help to get tips Refractions)

white plastic (top cap)

add mat color: white reflection: uncheck specular ggx -> fresnel -> ggx -> dialectic preset: plexiglass create bump channel (first in color channel for preview) in color channel -> texture -> gradient change preview (of material) to plane gradient: 2d-box right click -> invert knots bring slider close to middle (so outer black frame, inside white) then apply to cap select texture mode (left menu) and enable axis mode then select cap object, then click on texture tag (so yellow grid appeared) projection: cylindrical tags -> fit to Object (now the yellow grid is wrapped around the object) tiles U: 80 repetitions V: 1 (adjust the height, so click on texture tag -> scale tool) copy texture from color channel and paste into bump strength: 200% then clear color channel

label paper

new mat right click on ball -> open window right click on big ball -> cylinder color channel load PNG texture reflection channel uncheck default specular add beckmann global refl. brightness: 50% layer fresnel -> ggx -> dialectic plexiglass mix mode: multiply bump channel -> noise space: UV (2D) relative scale: 50% 1000% 100% strength: 5% side: front then apply it, adjust Offset U until it fits

liquid

new mat uncheck color uncheck reflec channel check transparency Refraction: 1.33 color: use color picker to pick red then adjust color: RGB (255, 168, 175) Absorbtion Color: use same as above Absorption Distance: 7 apply to fluid object

create studio and lights

floor

add floor plane: width: 40 height: 40 width segments: 5 height segments: 5 add backdrop plane: duplicate floor plane and rotate it vertically, so it creates angle with other plane later: add compositing tag: uncheck seen by camera uncheck seen by reflection

materials

floor texture

uncheck specular, color reflection -> ggx -> layerfresnel -> dialect preset: plexiglass apply to bottom plane later: reflection -> blurriness: 5%

backdrop texture

check color -> white uncheck refl

water setup

white plexiglass mat on backdrop and floor both compositing tags: uncheck seen by cam seen by reflection then add background -> mat default grey

camera

select view -> add camera -> focal length: 50mm press o to frame

lights

key light

add area light details tab: show in reflection visibility multiplier: 500% enter lighting mode -> shift+c: lighting tool mode: specular placement click and hold option to change angle light -> details tab change size: 15 falloff: inverse square top view -> adjust falloff size handles (so it intersecting with cap and label) make sure it's not too close, so there are no weird shadows on the wall rename to: key light

fill light

duplicate key light place it on other side visibility multiplier: 200%

depth of field

turn on depth of field in renderer camera settings object tab -> focus distance click on circle arrow and then on something in the scene physical tab -> f-stop: f/4.0

multipass rendering

check multipass save tab format: tiff depth: 16bit check alpha channel (uncheck straight alpha!, sonst edges!) check 8bit dithering click on multipass button add image layers

src

udmy

morph between 2 objects with Pose Morph Tag

create initial geometry

(create 2 objects with same point count:) add cube, segments 4,4,4 duplicate cube, and put 'spherify' deformer in it right click -> current state to object on both select first object -> character tags -> pose morph pose morph tag -> basic tab -> check 'points' tag tab -> drag sphere in here... YES to add target to animate -> pose morph tag -> Mode: Animate -> drag sphere slider to morph then just create new copys of the original cube and distort and drag into the pose morph field

stick object onto surface

add another object -> character tags -> constraint -> check 'clamp' drag the main object into 'target' field 'to': surface 'as': phong normal adjust 'distance' check 'lock' position for another one, duplicate it then unlock the position in constraint tag then in position -> 'invert' axis: -123 to flip it!

animate

animate positions with keyframes then put main object into 'null'

add material

for the eyes -> color channel -> gradient -> 2D-V texture tag -> projection: flat for the body -> color channel: bright orange reflect. channel: add ggx add fresnel, dialectic add lights setup from content manager

src

https://www.youtube.com/watch?v=20vxg6yTUmU

colorful twist

add 2 circle spline put into 'sweep' nurbs add 'displacer' under the first circle height: 30 add 'bend' deformer under second circle click Fit to parent add 'twist' deformer under second circle click Fit to parent create material -> uncheck reflection color -> gradient Gradient aufklappen -> load preset colorizer add on top of gradient -> also gradient aufklappen same texture

src

https://www.youtube.com/watch?v=hJLaeCZbRPA

tantacles

add cone add platonic object (keep selected) simulate -> hair objects -> add hair guides tab -> root: polygon center count: 20 segments: 15 length: 300 hairs -> roots -> root: as guides generate tab -> uncheck render hairs type: instance Instance -> drop cone into object field forces tab -> check hair to hair check surface to hair hair material -> thickness -> root: 20

create displacement material

add sphere, segments: 300 put sphere into subdivision surface subdivision editor: 3 (!) create displacer create material and apply to displacer put displacer und subdivsurface into null object create displacer (deformer) in null shading tab -> Channel: Displacement Texture tag: drag tex tag here from sphere material -> check displacement -> add noise

apply only half side

shading -> change to box and move square

src

https://www.youtube.com/watch?v=qo22eGIQ28E

create earth texture with light

download project files with textures here http://www.vdodna.com/tutorials/12-photorealistic-earth-in-10-min/ add sphere create new material and apply color channel -> load earth texure (to make only the sea reflect and not the land:) reflectance channel -> default specular -> layer color -> texture -> select water alpha tex bump channel -> texture -> add bump tex luminance channel -> texture -> add night texture -> texture -> add layer add new shader: shader -> effects -> 'backlight' (click into white square) settings: illumination: 200% shadow intensity: 0% then set blending mode to multiply duplicate sphere, name it clouds increase radius a bit create clouds material alpha channel -> add clouds tex bump channel -> add clouds tex color channel -> add white color luminance channel -> add 'backlight' shader with blueish color uncheck reflectance channel duplicate sphere, name it atmosphere increase radius a bit create atmos material uncheck color channel uncheck reflectance channel luminance channel -> create blueish color alpha channel -> texture -> 'colorizer' -> texture -> effects -> subsurface scattering uncheck image alpha add another layer -> fresnel shader add infinite light, rotate it a bit shadow: raytraced, 70%

src

http://www.vdodna.com/tutorials/12-photorealistic-earth-in-10-min/

create asteroid (material)

add sphere (type: icosahedron) gouround shading lines create new material color channel: texture -> 'noise' noise type: blistered turbulance change the white to grey/beige uncheck reflection bump channel: texture -> 'noise' noise type: blistered turbulance change global scale to 50% displacement channel: texture -> 'noise' noise type: voronoi 1 global scale: 1000 add layer shader duplicate noise shader layer change global scale to 300, opacity of layer 20% height: 50cm check sub polygon displacement click on sphere: uncheck render perfect add infinite light and change direction add another infinite light and give it blueish color increase intensity add shadows to both lights add another normal light, check ambient illumination reduce intensity to 10% add displace deformer -> copy texture channel from material shading tab -> paste texture channel here! height: 50cm check sub polygon displacement also change texture, add color shader: grey on last level put it into enough subdivision otherwise no detail!

src

https://www.youtube.com/watch?v=S-KHaeWfbwc

align/fix object axis for symmetry

poly mode -> select all polys -> move tool -> modeling axis -> set here Z 100% position: set Z to 0 select outer edge -> set point value: Z:0 then enable symmetry

set point value error

if it doesn't work, make sure OPTION und TOOL tab is enabled! then apply here!!

add external libraries to content browser

browser to libraries, open by doubleclicking then right click -> set favourite to use HDR in projects, doppelklick it to open in picture viewer do this for all, so they are all loaded in picture viewer then right click -> show in finder

rendering packaging and packshots

find packaging vectors

http://templatemaker.nl/index.php?template=matchbox&lang=de http://www.thedieline.com/blog/2014/11/10/packaging-dielines-a-free-resource http://www.thedieline.com/blog/2015/10/27/packaging-dielines-2-a-free-resource then redraw shape in illustrator, for each facett one shape! (no flaps/laschen, so model gets easier)

importing vector

exporting from illustator

export ai version 8 (last postscript version, later it became pdf) Import diaplog: scale: 1/72*2.54 attribute manager -> click path -> object tab -> check Close spline then rotate the whole composition so it's flat (select axis, remove rotation) put splines into extrude (delete paths) -> check Hierarchical then press C, and C again if there are nurbs underneath generated! then connect them: select all faces of one object -> connect and delete (rotate axis back 90 deg from import)

rotating the sides

Display: gouround shading (lines), so segments are visible select one poly press "r" for rotate -> modeling axis tab -> move sliders so than center is on the edge when all are folded -> select all -> right click -> reverse normals check all objects, orange must be outside! right click: optimise (then change viewport to see small edges edit -> project settings -> view clipping -> small)

add thickness

select all polys -> press D for extrude angle:91 offset: -0.1cm (so it goes inwards) check create caps select all polys -> reverse normals then put objects together for every object -> mesh -> axis center -> axis center to (in object mode, not in poly mode...) then zero out position coordinates, so objects overlapp

add roundness

select object solo mode (left bar menu) -> viewport single solo edge mode - select all (deselect the ones not visible incl querlinien from extrude) right click -> bevel offset: 0.025 subdivision: 3

UV unwrapping

cut corners with knife to get a straight line select inner parts, which don't need graphics and texture -> set selection line mode -> define cuts for the unwrapping (whole object!) if no UV tag, then create new tex, apply -> convert to UVs select all UVs (UVs icon then CMD+A) UV mapping tabs: projection tab: frontal (never hit BOX or other modes! sonst nochmal frontal waehlen) relax tab: check Cut selected edges, hit Apply, then rotate and adjust uncheck: PIN check auto realign (play with them until it fits) get inner selection of polys, move to the side (because not needed) create new texture, outlines polys and save tex then create new material and apply tex, same for inner, use selection INNER for apply

layered material with varnish + gold

(image based lighting!) get HDR from somewhere add sky object create new material -> drag HDR into color channel, apply to sky sky object -> add compositing tag -> uncheck seen by camera render settings: physical options: uncheck Default light create new material -> uncheck color channel, check reflection remove default specular add Lumbertian (Diffuse), name it BG change color to dark, add some blue add GGX, name it GOLD layer fesnel -> Fresnel: Conductor Preset: Gold layer mask -> texture -> load image -> select PSD select gold layer, check Layer Alpha roughness: 5 add Beckman, name it Varnish opacity: 5% roughness: 5% layer mask -> texture -> load image -> select PSD select varnish layer, check Layer Alpha (layer color -> color -> fresnel) add Beckmann, name it shine opacity:5% roughness: 30% add noise/bump in reflectance layers reflectance -> Bump Strength mode: custom bump map custom texture: noise noise settings space: UV (2D) global scale: 5% noise: luka add embossing in PS copy gold layer, blur it 3.5% change to black, add white bg and merge then add bump channel -> strength: 20% and select bump layer

glas material

create mat -> uncheck all, check reflection remove default specular, add beckmann layer fresnel -> fesnel: dielectric preset: glass

lighting the scene

add disk create material -> uncheck color Reflectance reflectance channel -> remove default add Lambertian (diffuse) layer, set dark color add beckmann, opacity: 10% then exclude the sky object from disc also exclude the box from disk add plane, resize it cinema 4d tags -> target -> drag the box in here change orientation to +Z create new material: lightplane uncheck everything, check luminance check alpha -> gradient -> 2d-circular drag sliders close (white middle spot) apply it to plane change render settings: sampler progressive (so faster) add AO

src

cineversity

magnet tool for landscape

add plane m - i (for magnet tool) then on top bar uncheck X und Z polygon mode -> select all polys press d for extrude offset: 0 check create caps apply then grab arrow and drag down hit cmd + a for select all polys (notice they are all blue, or inverted) right click -> reverse normals

bevel technique instead of hypernurbs weight

add cube object (or bevelled plane) to hypernurbs, uncheck edge mode -> select edges with loop mode select -> set selection add bevel deformer -> drag below the plane Bevel mode: solid

add hole into object

create arch select polys on each side m-i for bridge tool, then connect the 2 selections! if polys are intersecting, jsut drag them somewhere else select the new lines of the tunnel -> m-f for edge cut (uncheck n-gons) maybe 3 cuts then make loop selection for outer edge of tunnel m-g for iron

src

https://player.vimeo.com/video/147864543 http://brokenliquid.com/

displacer to deform zigzag surfaces

displacer options

object tab

direction: planar orientarion: +Y

shading tab

add noise add texture projection: flat switch to texture mode (next to point mode) enable exis tool (in the same palette) rotate 90 deg down luminance channel -> noise texture -> effects -> pixel tiles U: 20 tiles V: 320 click noise -> space: UV(2d) change displacer -> shading: luminance -> select texture texture mode -> drag left/right click on displacer icon -> cinema 4d tags -> restriction tag drag poly selection into name field

src

https://player.vimeo.com/video/147864541

set multiple selections

first click another tag, then Selection -> Set (so old one doesnt get overwritten)

substract poly selection

select tag -> doubleclick to select polys select another tag -> deselect polys

random effector

mograph -> effector -> random parameter tab -> adjust transform X,Y,Z with unchecking change min/max effector tab -> animation speed: 0

spirale

spline -> formula: X(t) 100*Sin(t*pi) Y(t) 100*Cos(t*pi) Z(t) 100*t

set up team render

install clients with cinema4d ISO, leave serial number so only TEAM CLIENT shows up install plugins too (shadowcatcher, restart afterwards!) on mac, set open at login! preferences -> renderer -> team render check Enable Team Render render -> team render machines view available machines doppelclick -> verify -> enter security token here 12345 render queue -> make sure "Team" is checked

display 3d models online with sketchfab

plugins -> Sketchfab exporter

prepare stuff for exporting

right click on object -> cinema 4d tags -> bake texture bake tag -> options tab -> check same properties as in material bake tag -> tag tab -> format: jpg width: 2048 x 2048 bake tag -> options -> click bake save jpg in same folder as c4d delete bake tags and create new materials, select the jpg (which was created by baking) delete the material, material tag, bake tag create new mat and apply jpg file -> export -> collada 1.4 (*.dae) leave defaults (uncheck animation) goto folder and create zip with mat and dae file (no sub folders) then upload or use uploader plugin (but it may break some c4d hotkeys...) https://sketchfab.com/exporters/cinema4d

src

https://vimeo.com/66952998

rotate camera around object

add circle spline, change the radius to something large add camera right click on camera -> cinema 4d tags -> align to spline click on the icon -> drag spline into Spline Path field then add object in middle right click on camera -> cinema 4d tags -> target in camera Tag tab, drag some object into the Target Object field click on the Align to Spline icon and animate the field Position

add custom slider with steps

(i.e. easily render all 20°) click on Align to Spline Tag right click Position -> User Interface -> copy User data interface click User Data Tab (below Object manager) -> Paste User data ... Interface: Float Slider, Step 5% right click on Camera -> Cinema 4d tags -> xpresso drag the Align to Spline icon into the xpresso view drag the camera there too click blue align to SPline corner -> tag properties -> position then click red corner of camera -> userdata -> position

create gold or metal material

add sky create new texture for sky luminance -> texture -> load yourHRD.hdr create new gold material disable color channel

reflectance channel

layers tab -> change layer style to normal default specular tab -> type: GGX atttenuation: Average roughness: 0% refl. strength: 100% spec. Strength: 20% bump strength: 100% fresnel: conductor preset: gold

bump

texture -> layer strength: 0.5% click layer (use top ARROWS to navigate inside layers) add noise shaders

organic sculpting

create a cube, with segments press C to make it editable layout -> sculpting select object click Subdivide wheel icon -> set 0 to keep sharp edges uncheck Phong (right window, next to Include Top Levels...) increase subdivision level to 6 Display -> Quick shading

general shortcuts

hold crtl to invert hold shift to smooth

deform polys

disable any boole nurbs before starting to sculpt select Pull -> set Pressure to 100% click to pull click Steady Stroke (to get perfect curves/lines)

stamp

download alphas here: http://pixologic.com/zbrush/downloadcenter/alpha/ click stamp tab -> load image settings -> check spacing: 50% increase subdivision level to 8 for fine details to drag rect with texture: settings -> draw mode -> Drag Rect

add mass and patches

select Wax tool

exaggerate features

use pinch and smooth tools switch to standard layout click on Sculpture Tag -> Freeze just leave the sculture tag on the mesh... instead of: (create mesh: "Create Polygon Copy" command)

(baking the texture)

baking tab

click Bake Sculpt Objects custom width/height, same as main tex check single file

options tab

check displacement check normal optimal mapping check levels highest + 2nd lowest

src

https://www.youtube.com/watch?v=gaiCuZWq5b4

render transparent PNG with shadows

download shadow catcher plugin http://www.grafxflow.co.uk/tutorials-and-tips/cinema-4d/shadow-catcher-plugin-in-cinema-4d/ place plugin into plugin folder create sample scene to test add a new material to the floor (which receives the shadow) uncheck all, except alpha alpha -> check Invert texture -> shadow catcher render settings antialiasing -> Anti-aliasing: best Min Level: 4x4 (wichtig!! sonst jagged edges!!) Max Level: 8x8 Save -> format: png check alpha check straight alpha (sonst gibts rand...)

src

http://www.grafxflow.co.uk/tutorials-and-tips/cinema-4d/shadow-catcher-plugin-in-cinema-4d/

creating a pillow with cloth

create a cube -> 400 x 160 x 600 add Segments X 20, Z 30 add a sphere -> fit into cube make both edible (C) right click on Cube -> simulation tags -> cloth right click on Sphere -> simulation tags -> cloth collider select all side polygons of the cube click coth tag on cube -> dresser tab -> seem Polys -> Set then click Dress-O-matic then delete the sphere and cloth tag of the cube put the cube into a subdivision surface

multipass compositing

render settings -> check multipass click "multi-pass" button next to effect... then add some channels: multipass, reflection, diffuse

droste effect, camera shader

(the camera shader can project the view of a camera onto a texture) add some objects, like 2 cubes, add black and white materials create new material for the cubes and apply them add a camera create new material and name it camera shader color -> texture -> mograph -> camera shader turn off reflectance from material drag the camera into the camera field then apply this texture the cube options -> post effects (top of perspective window) create an angle with the camera then exit the camera (the camera is just to create the texture, render from another position) go to camera shader and adjust horizontal/scale to create more effects

src

https://vimeo.com/24561734

create light with gradient

create spot light create texture Transparency channel -> Texture -> create gradient (2D-V, sharp in middle, white is left) apply tex to light outer and inner angle controls the sharp border of the shape thin gradient in the tex controls the large gradient of the shape

texture only on one side

click on texture tag icon (which is applied to material) side: back attention: if using Extrude, maybe there are some Normals that must be flipped! select Poly in Polymode -> Reverse Normals

softbox light setup with expresso

setup direct light

add area light shadow tab: shadow -> area color -> select dark grey tone (RGB: 18,18,18) max samples: 300 details tab: check Z Direction Only visibility tab: Inner Distance -> 4cm Outer Distance -> 4cm name it "direct light" add floor add sphere

set up indirect light

add plane -> resize to fit the size of the area light position it directly behind the area light rename it "indirect light" click on plane -> object tab -> orientation -Z render settings -> Effect... -> Global Illumination

GI settings

set "Renderer" (on top) auf Physical Physical -> Sampler: Progressive rest defaults Global illumination ->

general tab

1st: irradiance cache 2nd: light mapping depth: 16 gamma: 1

irradiance cache tab

dens: medium smoo: 50%

light mapping tab

leave defaults

cache files tab

uncheck all

options tab

leave defaults Anti-Aliasing -> Filter: Mitchell Custom Size: 1.2 Filter Height: 1.2 add new material -> uncheck color, Reflectance check Luminance Luminance: Texture -> Gradient Brightness: 200% Mix mode: multiply click Gradient Gradient: switch black with white drag middle point to 75% of bar change black color to grey Type: 2D Circular add the material to plane click on the material tag -> Side -> Front (the light is only on 1 side of the plane!)

set up user settings

group plane and area light with null object (alt + g): "softbox" group again and name it "settings"

create intensity slider

select direct light -> general tab -> right click on intensity User Interface -> Copy User Data Interface select Settings Null Object User Data (right bottom window) -> Paste User Data Interface... click on Intensity Min: 0% Max: 400% Max: 200% Default Value: 100%

create color slider

Direct light -> General Tab -> right click on color User Interface -> Copy User Data Interface select Settings Null Object User Data (right bottom window) -> Paste User Data Interface... set default color to white

create on/off slider

Direct light -> Basic Tab -> right click on Visible in Renderer User Interface -> Copy User Data Interface select Settings Null Object User Data (right bottom window) -> Paste User Data Interface...

create position slider

Settings Null Obj -> Coord. Tab -> right click on "R" -> User Interface -> Copy User Data Interface select Settings Null Object User Data (right bottom window) -> Paste User Data Interface... Interface: 2D Vector Field Min: -180 Max: 180

create distance slider

select both lights (direct+indirect) -> Coord. Tab -> right click on P.Z User Interface -> Copy User Data Interface select Settings Null Object User Data (right bottom window) -> Paste User Data Interface... Interface: Float Slider Min: 0 Max: 900 Min: 0 Max: 900

create seen by camera slider

add compositing tag to softbox right click on Seen by Camera -> User Data (right bottom window) -> Copy User Data Interface... click on settings Null obj -> User Data -> Paste...

link light sliders with lights

settings -> cinema4d Tags -> Xpresso drag Settings Null Object into Xpresso window also drag direct light, and Material into window click red corner from settings -> user data -> intensity click blue corner of direct light -> General -> Intensity System Operators -> Xpresso -> Calculate -> Range Mapper (drag it between Settings and Direct Light) -> connect them! O-o-O Range Mapper -> Parameter Tab Input Upper: 400 Output Upper: 400 Connect Settings Null Obj Intensity with Material (Luminance Brightness) Add another Range Mapper Input Lower: 0 Input Upper: 100 Output Lower: 0 Output Upper: 200

link color slider with light color

click red corner from settings -> user data -> color -> color click blue corner of Mat -> Luminance -> Luminance Color connect with direct light: general -> color -> color connect with luminance of mat

link visible slider with visibility

(if the settings object itself is set to invisible, all childs are rendered invisible too!) drag settings Null obj into xpresso then click blue corner -> visible in editor, visible in renderer click red corner from settings -> user data -> visible in renderer connect with other settings box: visible in Renderer

link Rotatation slider with light position

settings null obj red corner -> User Data -> Rotation -> Rotation H Rotation P drag softbox null obj into xpresso click blue corner -> Coordinates -> Rotation -> Rotation H Rotation P connect them select settings null obj -> coord -> set all P and R to 0 select both lights -> coord -> set all P 0 P . Z set to 600 add range mapper between Rotation P (settings) und Rotation P (softbox) Range Mapper -> Node tab -> check clamp lower check clamp upper Parameter Tab -> Input Lower: -180 Input Upper: 180 Output Lower: -90 Output Upper: 90

link P.Z of both lights with distance slider

click red corner of settings null obj -> user data -> distance drag indirect light into xpresso -> blue corner Coordinates -> Position -> Position . Z blue corner direct light box -> Coordinates -> Position -> Position . Z connect Settings Null Obj "Distance" with both direct lights Position . Z

link Seen by Camera

src

https://www.youtube.com/watch?v=xjXsOTmvpA8

sharp borders with hypernurbs

select edge mode -> click on edge hold . + shift to adjust weighting inside hypernurbs

or

rightclick on object -> sub division surface weight then goto lines mode, select all (or the particular line), click select tool there is a tab now subdivision surface, change strength to 100

segment destruction with PolyFX

add sphere display -> hidden line mode click on sphere -> object -> type: hexahedron increase segments to 80 press C to make it editable mograph -> polyFX (drag underneath sphere) (select polyFX) mograph -> effector -> random random -> falloff -> spherical then animate position of Random click first keyframe select Random -> Coord. -> click dot next to X pos goto last keyframe -> move Random through object -> click dot again right click on P.X -> Animation -> show F-Curve select Position.X -> click the Linear Icon add cloth object: Simulate -> Cloth -> CLoth Surface drop the sphere underneath cloth surface -> object -> thickness: 1cm (select polyFX) mograph -> effects -> delay delay -> mode -> spring increase strength

Character modelling

background image

front view, side view, perspective view, inside grid on eye/hip/lep heights

set up the image source

press f4 (front) options -> configure (menu on top of editor) click BACK tab -> select image (ev set transparency to 90%, to see model better) create a box with the right height press back arrow to get back to previous menu use the offset fields to scale the image filter -> grid (menu on top of editor) to remove the background grid delete the cube again press f3 (right) and select background image use same Size X und Offset Y as in other image

box modelling

layout (top right) -> modeling f5, create box, and place it in middle of belly Segments X: 2 Segments Y: 3 Segments Z: 2 press c, select edge mode and draw edges to form the belly press f4, then delete all points from one half! select the polys where the legs should grow

extrude parts

press "d" for extrude, set Offset: 0 maybe enter "0" for size Y (to flatten it depends on angle though) press "k" select Mode "Loop" and uncheck "Restrict to selection" press "i" to extrude inner for claws point mode then use Mesh -> Transform tools -> slide to adjust points

create symmetry object and hypernurbs

-> Subdivision Surface -> Symmetry -> Cube

to close middle perfectly for symmetry

select all middle points then: shortcut M L -> set point value, X 0 mesh -> transform tools -> brush drag and adjust the points in the nurbs to fit form

hide parts of mesh

when object gets more complex, use selections to hide polys select polys -> select -> set selection then click Hide Polygons (basic properties)

flip normals

mesh -> normals -> reverse normals

Character painting

delete old UV tag! create new material and apply it to mesh

delete unused points

mesh -> commands -> optimize rightclick on material -> generate UVW Coordinates layout: BP UV Edit click UV tag icon right window -> UV Mesh -> show UV Mesh select "Materials" tab (bottom window), click red cross select Polygons icon (top bar) select the polygons to unwrap use loop selection, then "select geometry" -> fill selection (hold shift) select "Edges" icon (top bar) draw the lines where the unwrapping should be select UV polygons icon (top bar) UV mapping -> Relax UV tab (bottom window) check "Cut Selected Edges" uncheck "Pin Border Points" then click Apply then draw the UVs somewhere to make room select UV Points icon (from top bar) drag the points so no polys overlap

snap points together in UV map

click on Move tool -> Snapping tab -> check points if objects are mirrored, distorted use: UV Mapping -> Transform: x 1 => x -1 select all polys, then Relax UV -> uncheck Cut selected Edges -> Apply

finish UV mapping

after all parts are unwrapped, resolve symmetry to adjust polys of the other half: selct symmetry object and press C select each selection of body parts and unselect the other half, then drag the UVs (so they don't overlap anymore)

preparations for painting

add bg image as reference

create -> environment -> background create new texture (for bg) -> apply to bg object go to render settings -> set same size for output as the bg image create new texture (for model), colour channel -> texture -> create new texture width: 4096 height: 4096 select bg color material -> basic tab -> uncheck reflectance apply it to object (just on object, not on eyes/hypernurbs) layout -> BP 3D Paint materials tab (right bottom window) -> maybe uncheck the red X on current mat (so texture is ready to be painted on) switch to startup layout -> doubleclick on texture -> color -> click Color swatches icon create new group select pipette (Select color from screen icon) and click on bg color of model then drag the color into the swatches folder

start painting

switch to BP 3D Paint Layout -> colors tab (bottom right) -> Color Swatches Icon select a color with doubleclick, then a brush -> then paint!

painting on UV map for major corrections

click texture tab (top) (make sure the texture is applied on right object, i.e. no nurbs)

paint in projection mode to fine tune edges

click on projection icon (football) paint then clicking on the checkmark projection icon to paint nails: create polygon selection and apply different material

nail/horn material

reflectance -> delete standart layer add -> beckmann layer fresnel -> fresnel: dialectric preset: glass roughness: 20%

adding hair

adding short hair

create polygon selection for hairless parts to select several already saved selections, just click on triangle -> then Select Polygons Button (bottom right) Select -> Invert Select -> Set selection, save as hair simulate -> hair objects -> add hair (the short hair, covering whole body, except ears, eyes, toes) guides -> roots -> length: 2cm segments: 2 right click on object (hypernurbs) -> hair tags -> hair collider if hair doesn't sit on hypernurbs mesh then change subdivision surface click on subdivision surface -> type -> catmull-clark (not N-gons)

adjust short hair

editor -> display: hair lines detail: 100% Hairs tab -> Count: 40'000 Segments: 4 simulate -> hair tools -> brush options tab: check collisions hair mat -> color -> surface -> check surface thickness -> root: 0.1 tip: 0.01

adding long hair

create polygon selection of the body parts with longer hair simulate -> hair objects -> add hair guides -> roots -> length: 8cm simulate -> hair tools -> cut then just shorten guides at beginning of hairline (disable short hair dynamics: select short hair -> dynamics -> uncheck Enable) (long hair object ) hair -> editor -> hair lines guides -> segments: 6 press play on timeline, so hairs fall down simulate -> hair edit -> set as dynamics simulate -> hair tools -> brush hair mat -> color -> surface -> check surface thickness -> root: 0.1 tip: 0.06 check frizz, amount 50% check length check clumb radius: 4cm simulate -> hair mode -> point then brush again!!

Character scene lighting

add disc underneath the object render settings -> output -> A4 landscape adjust viewport -> set camera add area light, (name: main light) viewport -> Cameras -> Set active object as camera then zoom and position view to top/right of object viewport -> Cameras -> use camera -> default camera click on light -> details -> outer radius: 50cm falloff: inverse square (physically accurate) outer radius: 300cm (or where the light touches the object with outer line... show in specular: uncheck general -> color: set 5% warm color tone shadow -> area duplicate the light (name: fill light) click on fill light -> general -> color: set 5% cool color tone viewport -> Cameras -> Set active object as camera zoom and position view to middle/left viewport -> Cameras -> use camera -> default camera click on fill light -> general -> intensity: 70% details -> outer radius 100cm (so it gets more diffuse) right click on disk -> cinema4d tags -> composition uncheck "cast shadows" add another light (name: highlights) -> place it middle/behind/left of the object material -> reflectance: remove standard layer add beckmann layer layer fresnel -> dielectric preset: water roughness: 40% click on light (highlights) -> project tab -> drag disc object in here to exclude it adjust hair: specular -> primary -> strenght: 20% sharpness: 20 secondary -> strenght: 20% sharpness: 10 color -> saturation S: 30% add sky object -> assign grey mat rightclick on sky -> cinema4d tags -> compositing uncheck seen by camera render settings -> effects -> global illumination GI settings: cache tab -> uncheck Auto Save irridiance cache tab -> record density: preview genetal tab -> samples: low Anti-Aliasing -> anti-aliasing:best min level: 2x2 max level: 4x4 Renderer: physical Sampling Subdivisions: 3 Shading Subdivisions Min: 1 Shading Subdivisions Max: 4 Blurriness Subdivision: 4 Shadow Subdivision: 3 Ambient Occlusion Subdivision: 2 Subdurface Scattering Subdivision: 4 add another light (for the highlight in the eyes) general tab -> uncheck Diffuse tools -> lightning tool -> mode: specular placement move the highlight over the eyes

take system

create takes

takes tab (rechts aussen) -> new take click auto take button, so all settings become available then just change properties or right on property -> click override

shadow pass, object and alpha

create new take -> right click -> add override group unfold Objects -> rename New Group to "shadows" group tag -> click PLUS sign -> compositing click ICON top right (same row as file, view, override, render..) then click on compositing tag -> uncheck "seen by camera"

rendering settings

bottom left -> render settings new child ..

single out object

select object click links SOLO button (hold it down, Viewport solo single)

relink missing textures using TEXTURE MANAGER

window -> texture manager

or

attribute manager (right down) Mode -> Project Info -> Textures tab to get relative path for all, just delete rest of path and only write down the jpg

dept of field

render settings -> turn on dept of field blur strenght: 50% use distance blur: 100% use background blur: 50% insert camera camera properties -> turn on front blur and rear blur go to top view, find dots showing front/rear!

rapidform workflow

Preparing models

v1

go to zbrush -> geometry -> close holes, fix

v2

when creating boole in cinema, delete phong tags before!! und bei boole options: check solid

v3

leave out bottom in cinema und fill hole in rapidform

Mesh Editing

Insert -> Import select Mesh, dann click on MESH oben Tools -> Mesh Tools -> Healing Wizard Tool Tools -> Mesh Tools -> Fill Holes Tools -> Mesh Tools -> Enhance shape Tool Tools -> Mesh Tools -> Decimate Tool (Tools -> Mesh Tools -> Edit Poly Edge) (Tools -> Mesh Tools -> Optimize Mesh) then click blue Checkmark (bottom right corner)

Surface creation

select mesh auto surfacing icon feature following network fitting options -> second last other:

Surface Trimming and Filleting

Accuracy Analysis

Region Segmentation and Editing

click on Region Group icon run Autosegment tool with default setting Tools -> Region Tools -> Split, click checkmark select paint brush, and draw new group (lower left corner, change size: hold alt) then click Insert then click blue Checkmark when done (bottom right corner) merge regions mit Merge then click blue Checkmark (bottom right corner)

Polyhedral Mesh to Solid (plugins)

download Autocad Plugin (trial): Polyhedral Mesh to Solid download Autocad Plugin (trial): Obj File Importer install into existing autocad (trial)! (ev use new harddrive for trial version of autocad) import obj using obj importer plugin press CONVERT mesh to 3D solid select all (links oben nach rechts unten), ENTER save as autocad dwg in inventor -> create new file, defaults manage tab -> inserte tab -> import dann bei import options: check 3D solid file -> export -> CAD Format (step, iges)

anderes zeugs for conversion

fill holes with meshlab

v1

open obj in meshlab filter -> remeshing reconstruction ... -> quadric edge collapse decimation enter percentage 0.5 now click close holes

v2

in mesh lab close holes" function, and a "delete un manifild vertices"

v3

in cinema: Render -> Cineman -> Select Non-Manifold Edges delete -> fill holes

v4

download netfab open obj extras -> new analysis -> standard analysis extracs repair parts -> automatic repair (rechts unten) -> select default then APPLY -> parts -> export dann check in zbrush (paint and smooth to check for holes)

3d model from photograph

http://apps.123dapp.com/catch/

converting zbrush objects into solids (inventor nurbs)

RapidForm Geomagic FormZ with Re-Engineering plugin general translators: Deep Exploration and Meshlab and Polytrans http://my3dscanner.com/

zbrush to fixed mesh STL

decimation master (ca. 20%) oder 16'000 polys export obj from zbrush repair in netfabb export as stl import into polytrans -> export iges (with trimmed nurbs checked) import into inventor 9 und save as ipt distribute the ipt

Opening in autocad

create iges from obj in polytrans insert in autocad (put in home folder) then wait until notice pops up, ready for import fix: Enter file name import, popup _FILEDIA = 1

workflow zbrush to inventor

export OBJ from zbrush in meshlab convert to 3DS open AutoCAD and set environment to 3D Modeling (unten das rad) go to the INSERT tab -> import 3DS MESH tab -> smooth object (or type in CONVTOMESH) then Convert to Surface (or type in CONVTOSURFACE) save as DWG (2010) import DWG into inventor use stich tool to stich surfaces into a solid

workflow from inventor to zbrush

inventor -> STL -> meshlab -> OBJ

matchmoving and tracking

boujou syntheyes 3d equalizer pftrack voodoo camera tracker imagineer mocha photomatch plugin (insert 3d object into real photograph)

dept of field

render settings -> turn on dept of field blur strenght: 50% use distance blur: 100% use background blur: 50% insert camera camera properties -> turn on front blur and rear blur go to top view, find dots showing front/rear!

reduce poly count

Object -> Deformation -> Polygon Reduction put deformer as child from object reduce to 70%

create cross section, querschnitt

create a big cube (covering object) cut object in half with cube boole -> unten cube, oben object A without B each object gets boole + hypernurbs remove texture and phong tags!!!!!! dann smooth

create materials

verschieden farbige materials for objects und sketch material uncheck all (outlines, folds usw) rendersettings -> sketch and toon -> shading tab background off alternative: camera with near clipping

picture viewer to create movie from tiff sequence

picture viewer: shift + f6 open first pic of the sequence in dialog: animation animation choose d1/dv pal (768x576) 1,067 fps: 30 file -> save as type: animation format: quicktime movie (options: animation)

realflow

morph into cube

add emitter add cube add morph plugin settings: target object cube emitter settings: max partikel runterstellen auf emitter, rechts auf partikels -> max partikels: 5000 bei global links den cube entfernen bei exclusive links: cube und morph reinziehen dann morph auf den cube ziehen, so dass cube parent wird add partikel mesh standard

partikels on a circle/spline

add emitter (kreis) add null object in position data, rightclick on position -> open curves for X: 2*cos(t) for Z: 2*sin(t) add crowdflow plugin (bei roten deamons icon unten!) settings: use object path: yes get path from object (null object) path from object: 500 path follower: 10

basic scene setup

add a domain add circle (blaue 2 kreise icon) add gravity emitter settings: change resolution for more detail /slower

erste scene, raum geflutet:

box modellieren hindernis in der box modellieren (kammern) zu polygonen umwandeln beide markieren -> connect + delete SPEICHERN (ev crash!) plugin -> realflow SD exporter select object, add realflow -> new project, import object add cube for spawning water (show object menu) -> cube groesse des cubes der kammer anpassen (r: size, w: move) add emitter (show grid flow menu) click auf emitter -> dann rechts in PARAMS -> object: choose spawning cube add domain (limits simulation!), resize to outer box (slighly larger) add gravity (show deamon menu) (click simulate) add gridmesh (show mesh menu) simulate again (with mesh) -> click simulate to stop export -> export all find project folder -> meshes in c4d -> plugins -> realflow -> mesh importer erste mesh auswaehlen, ev frames anpassen

keyborad shortcuts

1 2 3 4 front side perspective view alt rotate alt + mousewheel pan r scale w move 0 shading 8 wireframe a similate crtl + a reset

installieren

plugin installieren in c4d plugin folder

partikel particles emitter

simulation -> particle

emitter

birthrate (editor,render) 200 stop emission: 5000 speed 250

ADD OBJECTS

einfach object unter den emitter ziehn

find missing textures

rechts in attributes manager mode -> info manager -> tab textures click unten missing textures dann copy and paste name click browse use FIND in finder to find textures fast! replace or just delete the material in the material manager (wenn das ned funktionniert, dann wurde ev. tex im finder umbenannt)

export render as AI

in materials -> file -> sketch material dann oben FILE -> export -> illustrator AI dann in settings:

lines

export thickness

surface

export backface cull

straight alpha

render settings: check alpha, straight alpha (transp edge), dithering if straight alpha is checked, then also add a compositing tag to the background with uncheck seen by camera, transparency

export hdr images from C4d

create scene with light setup place a sphere in the middle right click on sphere -> cinema4d tags -> Bake Texture make new material -> Check only reflections channel (100%) -> assign to sphere select bake texture icon -> click select É -> save as Radiance (HDR) (1000x500) go to options tab -> check reflection then below press BAKE create new scene, create sky (bei lights icon) assign baked file to sky colour channel screate sphere (or another object), check reflection channel -> choose fresnel

multipass rendering

check multipass in den rendering settings then add STUFF by clicking on the MULTI-PASS BUTTON (next to Effect): shadow reflection global illumination

uv editing

=> convert object to polygons (hit c)!!!!!!!!!!!!!!!!!!!!!!! mode: BP UV EDIT select object click Paint Setup Wizard (oben) texture size: 5120 x 5120 UV MESH > SHOW UV MESH (from the right uv window) unter rechts: UV mapping -> projection -> choose good one! (cylinder) unten rechts, rechtsclick on layer, add layer click on Polygon Edit tool (oben) cmd + a to select all select white colour (swatches window (unten) top menu: LAYER > fill polygons FILE > SAVE TEXTURE AS edit in photoshop ... edit -> layer manager (in material manager)

texture alpha channel weisser rand

in colour channel back point: 0.2 wenn rand!

save with photoshop alpha channel

weisser bg wird ins alpha uebernommen! deshalb: add composing tags -> uncheck seen by camera rendering settings: check only first alpha and 24bit dithering

reflectionen auch im artwork

copy reflections channel from ALU material paste it in ARTWORK material additive raus! (wird sonst zu farbig)

import/export polytrans settings

import

in inventor/autocad convert to igs in polytrans import, autodetect files in dialog select beginner datacompleteness: most, surface: fine additional scaling to apply: 1000 times larger

export

wavefront obj http://meshlab.sourceforge.net/ okino polytrans (convert igs zu obj) convert inventor/CAD files to igs und dann per polytrans to wavefront obj

add shader

eggtion shader pack vol.01.lib4d in C4D Programmordner unter "library/browser" platzieren

abstract renders

exploding letters with fracture deformer http://library.creativecow.net/articles/brownjason/fractured_text_breaking_newsopen/video-tutorial.php \\ - mograph -> text object - caps -> fillet cap, steps 5, radius 1.5 - change depth to 250 - select text object, make editable - unfold, select all, make editable again! - select all - go into point mode - select all - functions -> explode segments - functions -> disconnect - mograph -> add fracture object - drag letters into fracture object - fracture object: mode -> explode segments - mograph -> add random effector - random effector: parameter -> zero xyz out! - for animation use 8000m for z - add materials: red, chrome, white - first add red - add chrome, selection: R1 (front cap) - add chrome again, selection: R2 (back cap) - add white, selection: C1 (front face) - add white again, selection: C2 (back face) - add big sphere to surround whole scene, add white material to it! shapes - add circle, arc - put into cloner object (lineal) - put into loft nurbs - put into cloner object (radial) - put into hyper nurbs materials - color: add fresnel (top dark blue, bottom bright blue) - luminance: copy color channel, reduce brightness - transparancy: add fresnel: bright blue, pink, darker blue displacement maps - http://www.pixologic.com/docs/index.php/ZBrush_to_Cinema4D save with alpha channel - save as psd, and check only "alpha channel" modelling a tree branch - draw 3 splines, connect them - add loft nurbs, drop circle and then splines into sweep nurbs - add new material, disable specular, brown in color channel, add bump -> noise (scale it down) - add fur object, drag sweep nurbs into designated field in the fur tab - change colors, change count modelling an ipod mini - 360 x 200 x 50 - convert to polygon object - edge tool: select the four long edges - structure -> bevel, type: convex, subdivisions: 5, and drag - polygon tool: select big front, click bevel and reset values, extrude: 0, and drag

center object axis to parent

structure -> axis center "axis to" "selected polygons" check: "point center", "include children" 'xpresso'

rotation

add new nullobject (object -> null) click on null object and in attributes manager -> user data dann rechtclick on nullobject -> cinema4d tags -> xpresso -> doppelklick auf xpresso tag nulll objet reinziehen in xpresso und auch die zu rotierende mesh dann auf rote ecke von nullpbject fenster klicken -> user data dann auf blaue ecke von dem anderen fenster -> coordinates -> rotation

applying a alpha in texture

- change settings in colour channel back point: 0.2 wenn rand!

transitions of textures

- stack textures on top of each other - use alpha channel to blend them in/out - use xpresso with userdata, add userdata note, add white image of alpha channel (brightness) 2 nodes, links user data, rechts texture node dann add transparence -> transparency brightness (anderer name fuer alpha!!)

applying a movie as texture

- add movie as texture to color channel - click on the name (in the attributes manager), go to the animation tab - set to exact frame, define beginning/end of movie: movie start frame: 60 (skips first 2 sec) - click calculate button - click on material in material manager, then in attributes manager chose EDITOR tab, check animated preview - click on texture tag behind oject to scale

render set up for TV

- go into render settings - output: preset: NTSC D1

switch between cameras

- add a stage object and drag cameras into it, keyframe it

Camera shake with vibrate tag

simple way

- apply to camera target! - cinema 4d tags -> vibrate - enable position, frequency: 0, keyframe it - freq:3 dann back to 0, add values for amplitude - ev render out with motion blur

xpresso way

- select the camera.target, add user data: interface:float, unit: real, max: 10 - open xpresso, drag in camera.target - add vibrate tag to the camera.target, enable position and amplitude, drag it into xpresso - out for camera.target: user data, in for vibrate tag: position frequency - ev render out with motion blur

XPRESSO switch textures fast

- add user data -> name it REPLACE, datatype: filename - open xpresso -> drag object with USER DATA into XPRESSO - click on material, then click on the pictures and drag it into XPRESSO - input BITMAP: shader properties -> file

XPRESSO hypernurbs ON/OFF SWITCH

- add user data -> name it NURBS on/off, interface type: boolean - objects -> null object, CINEMA 4D tags Xpresso - drag null object into xpresso, and hypernurbs objects as well - null object output: user data, hypernurbs objects input: basic properties -> enabled

XPRESSO CAMERA FIX SWITCH

- add camera, zero out position! - viewport -> camera -> link active object - add user data -> name it on/off, interface type: boolean - select camera, CINEMA 4D tags -> fix - to move camera now manually, click fix tag, uncheck enable - open xpresso: CINEMA 4D tags -> xpresso - bring in camera, and fix tag! - add 'user data' to camera out, add 'basic properties' -> 'enable' to FIX out - rightclick the checkbox -> select ADD TO HUD, move it in position - rightclick on the ON/OFF -> show always (if its orange than its active!)

rigging a character

- chose loop selection tool, go to edge mode, select loops near future joints - character -> conversion -> selection to joints (while pressing shift!!!) - toe is a child of ankle, ankle of knee, knee of tight - click on joints and then in the object tab, align (to adjust axes) - select top joint, rightclick CHARACTER tags -> IK - enter 2nd next joint for END, click add goal, click add pole - select foot tip, CHARACTER -> convert to null, rename to foot tip goal - select ankle, add constraint, aim: +Z and target: foot tip goal - select ankle, convert to null, delete constraint tag, place on top of hirachie - rename to heel solver, place behind foot, set Y to 0 (so its on the floor) - select constraint tag, check UP, click on up vector tab - up vector: -Y, axis: +Z, target heel solver - place goals as child of heel (but not the pole!) - draw spline around foot, basic -> use color, rename FOOT - make FOOT a child of heel to reset coordinates, then make heel a child of foot - select FOOT, in the attributes manager click on USER DATA - choose interface float slider, min -100, max 100 - ev. make knee child of tip goal - cinema4dtags -> expresso - drag foot into expresso - click rote ecke, userdate -> heel - drag heel into expresso - click heel, blaue ecke -> coordinates -> rotation -> rotation.P - drag tip goal into expresso, blaue ecke, rotation.P - rechtsklick in expresso -> new node -> expresso -> calculate -> range mapper - input range: percentage, output range: degree, output upper: 40, clamp lower and upper - select all joints -> bind

clothes as price tag

- create single plane - divide into enough segments! - select tip row points - add cloth tag: clothhilde -> cloth - in dresser tab, click set FIX POINTS - in forces tab activate wind: 0.3

creating clothes

- increase segments in plane! - convert everything (cloth AND colliders) to polygon object - clothilde tags -> collider anwenden auf alles was mit cloth in beruehrung kommt - clothilde tags -> cloth anwenden auf cloth

Putting 3D Model Into a Real Photo or Movie

- create new material, load photo into color channel (photosize as max render size) - add background, drop material onto background - create light, turn on shadow maps (ev create fill light, exclude "plane" in the scene tab) - create large plane for the shadows - crtl click + drag the bg material von background auf plane, ev change density of shadow - rechts click auf plane and add compositing tag, check compositing background - fuer weissen hintergrund samt shadow, just replace bg material with white one!

lightning

Global Illumination

general stuff

- improve shadows: click on white material in the material manager, go to illumination tab, qmc sampling - transparent windows (lights): check transparency channel, in illumination tab check GI-portal

sampling quality

- oversampling: all the lights with the same sampling quality - if over samling is selected in all the lights, quality can be changed in render -> GI -> irradiance cache - qmc sampling: different sample settings for each light possible!

fotostudio scene

- increase gamma to 3 - increase diffuse dept to 3 (strahlentiefe und anzahl reflektionen) - color mapping: exponentional, uncheck HSV dark multiplier (2.2) -> brightness \\ bright multiplier (1.1) -> contrast \\

aussen scene

- add sky and himmel (objects sky) - addd compositing tag to both

create light from a window

- use area, linear falloff, set radius/decay smaller than the room (or the opposite wall will be white), increase intensity - to get a white window, check "show in render" - to get shadows use second area light (copy), move it further apart, check shadow caster, linear falloff with high inner radius, higher radius/decay

create sunlight

- use infinite, hard shadow maps - to point the light in the right direction adjust R.H and R.P in the Coord. panel reduce the gap between shadow and object set bias to 0

strange light phenomenon

for example, light moving closer to the ceiling doesn't make ceiling brighter! \\ by default in C4D there is no no decrease in falloff of light, so we need to add falloff!

light types

omni: all directions, falloff infinite: like omni, but rays are parallel, like sunlight! only important thing is the angle! distance egal! spot: emits light from 1 spot, circular, use inner and outer angle to define edges of circle square-spot: like spot but viereckig parallel: like infinite, but blends out dark parts parallel-spot: it's like a combination of spot and infinite (parallel) area: can take on any shape!

create frontal lightsource right from camera

- add light - in attributres coord tab change: P.X, P.Z, P.Z to 0 - make light a child of camera, it will follow the camera in position!

simple setup for a room

- a big box, containing a table and a lamp hanging from the ceiling - give the lamp a material with only luminance set, so it will be rendered white - drag a new light source into the scene, make it a child of the lamp shere, set coordinates to 0,0,0 - go to attributes, scene, exclude the light emitting shere, create a copy of the sphere - area light (use sphere as emitter), area shadow - split ceiling, light ceiling with area light near ground (size of ground) - add area light, attributes scene: include ceiling polygon, no falloff, general tap intensity 20 - add omni where camera is, falloff 350, scene: include table, intensity: 40 - more detail in shadow tap: min samples 10, max 100

ambient occlusion and white screen

- material -> diffusion -> texture -> effects -> Amb O. - Amb. O settings: min samples and contrast = shadows - add floor, object, NO lights! - apply material to object and floor - falls floor zu dunkel, rechtsclick auf floor -> cinema4d tags -> compositing -> check compositing background - add background, white

dunkle flecken bei lights am floor/boden

beim composing tag, uncheck seen by AO -> ev. Texture vorher backen

modeling

create organic model - polygon object, select edge mode, selection -> path selection - select bevel tool and bevel - go to point mode, select the two point at the end in the middle - choose weld tool and weld - select edge mode and select the leftover line, functions -> melt - change display -> hidden line - select middle lines -> structure -> edge cut (uncheck create ngons)

object axis

- when in polygon/point/line mode and there is a selection, right click auf object axis, world

snap objects

- move tool -> attributes manager - enable: type: snap 3d, point - disable: grid and gridline or press P

separate single polygon

- v -> functions -> split - don't forget to delete original polygon!

camera settings

lock camera (position, zoom)

right-click, C4D tag -> protection remove distortion und perspektivische verzerrungen - add camera, chose camera in viewport - Set R.P and R.B angles to 0

render

best quality: - render in c4d without compression! (no codec) on external hard drive - then render again in vegas als avi (hd dv)

Viewport, Attributes, Objects manager settings window

remove camera proportions in pictures frame - in the viewport click EDIT, than configure, in VIEW tab uncheck RENDER SAFE

custom palettes

- window -> layout -> command manager - check EDIT PALETTES, click on NEW PALETTE - drag tools to the new palette (drag next to little square) - right click on the palette and save

custom menus

- window -> layout -> menu manager - "V" menu -> MGLOBALPOPUP - hit apply there are completely new menus possible, click on USER MENU 1 in the Layout Button (modelling, standard, animation) - in the menu manager: MEDITORUSER1

attributes manager: lock mode and lock element

- lock mode keeps attributes window of the same object, no matter what object is selected - lock element keeps attributes window no matter what tools are selected

change more than 1 parameter in the attributes managerat the same time!

- select (shift or command) multiple parameters - hold control than change parameters - or hold shift + control to keep proportions

make tabs

- click on little square field above the viewport -> make tab - go to window -> new view panel - drag little square of new viewport onto the viewport tab

Images as background

- change to top/front/right view - EDIT -> Configure (shift v) -> BACK (tab in attributes)

hide the big fat grid

- EDIT -> Configure (shift v) -> filter -> GRID

Import illustrator spline

prepare gfx in illustrator: - no overlapping shapes/paths! drag everything next to each other! - save as illustrator 8 ai file!

rauch und wolken

- in materials add pyrocluster and pyrocluster volume shader - add emitter and environment to the scene - drag pyrocluster on the emitter, drag pyrocluster volume shader on the environment

abstract render

1. spline tool -> draw in TOP and FRONT window 2. add LOFT NURB to "objects" and move splines into the LOFT NURB 3. apply bend, twist, copy, move to NULL OBJECT 4. move everything into HYPER NURB 5. add light (shadow maps: soft) 6. zoom in, RIGHTclick + drag on "zoom out" to get perspective! 7. new material color texture: gradient, 2d-V, adjust colors diffusion texture: fresnel back trans reflection brightness: 20 % 8. rendersettings: dpi, size, multipass