CINEMA 4D R13 New Features

CINEMA 4D R13 New Features

with Rob Garrott

 


This course spotlights the R13 update for MAXON CINEMA 4D, which includes some key improvements in the rendering, shader, and character tools. Author Rob Garrott shows animators how to find their way around the interface, and demonstrates features such as the Physical Render engine, with its camera and depth of field and motion blur controls; the CMotion system for creating parametric movement; and the new and revised shaders. The course also covers the streamlined workflow for Adobe After Effects Exchange and the new file format options OpenEXR and Xref.
Topics include:
  • Comparing the menus, viewports, and other interface differences
  • Enabling progressive rendering with the Physical Render engine
  • Building and applying rigs with the character object
  • Working with the new Collision Deformer
  • Using the new shaders: Mograph Multi Shader, subsurface scattering, brick, and more
  • Embracing the new stereoscopic workflow

show more

author
Rob Garrott
subject
3D + Animation
software
CINEMA 4D R13
level
Intermediate
duration
2h 12m
released
Jan 26, 2012

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Introduction
Welcome
00:03Hi! I am Rob Garrott and I'd like to welcome you to CINEMA 4D R13 New Features.
00:08We're going to explore some key changes to my favorite 3D animation package CINEMA 4D.
00:13We'll start off by looking at the interface and how it's changed from version 12.
00:17Next, we will take a look at the render engine enhancements.
00:19The Physical Render Engine is a huge addition to R13 and it allows for very
00:23realistic camera effects like motion blur and depth of field.
00:28The character tools have been dramatically enhanced with a new Character and
00:31CMotion objects that help you create character rigs and get them moving in no time at all.
00:35We'll also explore cool new shaders like Subsurface Scattering and important
00:40workflow enhancements like stereoscopic rendering.
00:43There are a lot of exciting elements in this updated CINEMA 4D and I can't wait
00:47to show them to you.
00:48So let's get started with CINEMA 4D R13 New Features.
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Using the exercise files
00:00If you are a premium member of the lynda.com Online Training Library, then you
00:04have access to the exercise files included with this course.
00:07I have placed them on the desktop, but you can work with them from anywhere on your system.
00:11The files are organized by chapter into subfolders, in most cases there is a
00:15specific start file associated with each movie.
00:17However, Chapter 1 is empty because I didn't use any pre-created assets.
00:21If you don't have access to the assets, you can follow along from scratch or
00:24use your own assets.
00:25Now let's get started.
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1. Interface and Navigation Changes
Introducing the R13 interface
00:00The CINEMA 4D R13 interface has gone through what I would like to call a subtle
00:04redesign from version 12.
00:06But that subtle redesign really is very important, because it's given us some
00:11intuitive new groupings of icons and menus that make for a much more
00:15interesting workflow.
00:17So you'll notice that if you are familiar with CINEMA 4D already, you'll see
00:19that most of the stuff is in the same locations, but it looks subtly different.
00:23The Menu bar is still in the same location across the top, the Tools are right
00:27below it, we have got Modes on the left -hand side over here, we have got the
00:30Object Manager here.
00:31But you'll notice immediately that the Object Manager -- the tabs are gone,
00:35they've moved over here to the right-hand side, and I can switch between the Object
00:39Manager, the Content Browser and the Structure Manager by clicking on these tabs
00:42on the right-hand side.
00:43Same thing for the Attribute, as well as the Layers Manager.
00:47The Modes icons have gone through a redesign and you will notice that the Object
00:52mode is now gone from the interface, but it's still there, it's underneath the
00:55Model mode, which takes precedence.
00:58The Texture tool now has one icon only, and the Modes icons for modeling have
01:04gone through a redesign as well, that make them much more easy to understand I think.
01:07In addition, right below that we've got the Axis mode, as well as a Snapping
01:11Enable button that's defaulted into the interface now, which is really nice.
01:14There's also some changes to the Menu options here in the viewport.
01:18Most importantly is the Options menu, which allows you to change between
01:21different types of viewport options, and these redesigned menus make it much
01:26easier to find key tools in the viewport.
01:29Probably the most significant change in CINEMA 4D 13 is the navigation.
01:34I'm going to add a cube to the scene.
01:37First of all you will notice that the object handles look different, I will talk
01:40about those in just a second.
01:41But using the 1, 2 and 3 keys is now a very different experience than it was before.
01:46If I hold down the 3 key, which is the orbit, I can now click on a part of my
01:50object and orbit around that part of the object.
01:53And if I want to orbit over around that corner over there, if I want to
01:55orbit around that corner right there, as I hold down the 3 key click and
01:58drag, I am now orbiting around those specific points, this is called
02:02cursor-based navigation.
02:04If I use the 2 key and drag left and right, you see it drags in to wherever I
02:10happen to click the cursor, if I happen to click on the cube, it drags into that
02:13portion of the cube.
02:14If I happen to click away from the cube, it drags into that area as well.
02:19And that's very important, it's much more intuitive.
02:21The other thing you'll notice is that, that dragging is much, much faster
02:25than it was in R12.
02:27The axes for R13 are redesigned as well.
02:31You will notice that the axis bands are gone and that we've got these permanent
02:34axis handles here that provide the same function, when I highlight this band
02:38here, it will now allow me to move this cube on these two axes at the same time
02:44and those are always visible, which is really helpful.
02:46The other thing you will notice is that wherever I move the cube to, as it gets
02:52close to edge of the frame, instead of going off the edge of the frame, the
02:56handle for the object will squish down.
02:58And it will try to display them as long as it can before going off the screen
03:03and you will see them resized just like that, that's a really helpful feature.
03:07The other thing you will notice is that if I go off screen, as soon as that
03:11object goes off screen, I get this little blue arrow saying, the object that you
03:15have selected is off the screen in this direction, and if I click that blue
03:19arrow, it pops the object right back to the center of the display.
03:23Another really helpful feature is something called a Gimbal rotation, and if I
03:28select the Rotate tool under the Object Axis properties is a Gimballing
03:32rotation, if I turn that on, when I rotate the object I now get this gimbaled
03:36rotation option and you see that it rotates down toward the handle and shows me
03:41the point where those two axes crossed.
03:44In a character set up where you are working with the constraints, this is a
03:48very important feature.
03:49I am going to undo Command+Z, Command +Z to get back, and I will turn that
03:53Gimballing Rotation off for now.
03:55Another really helpful feature is something called sticky keys.
03:58Sticky keys allow you to quickly shift between tools.
04:03For example, if want to get to the Move tool, I'm currently in the Rotation tool,
04:06if I hit E on the keyboard and hold it down, it switches to the Move tool, when
04:10I let go of the E, it switches back to Rotation and that's a really great way
04:14to move quickly between your objects.
04:16If I switch to this Scale tool, T on the keyboard, it goes right back to the
04:22Rotation tool, when I let go off that.
04:23Another great keyboard shortcut for sticky keys is the L key, L key allows you
04:28to switch into Axis mode and then jump right back out again, very, very handy.
04:34Another really important change is to the Spline Graph interface.
04:38Now I am going to add a Collision deformer to the scene, and the Collision
04:42deformer under the Object properties has a graph for Falloff.
04:47Now when I switch that Falloff to something like Distance, I now get a Spline
04:53and I can move that Spline around, hold down the Ctrl key and add points to that
04:57spline to modify it.
04:59Now this interface is much more easy to navigate than it was before.
05:04The other beautiful thing about it is that I can right-click in this window and
05:08tell it to show in a separate window.
05:10So if I need to make very subtle changes to my curves, I can do those here in
05:15this much larger window, and I can even switch between interpolation methods, so
05:19I can switch to a Linear mode there, I can switch back to Cubic.
05:22This larger window makes it much easier to make Spline changes on-the-fly.
05:27So as you see the interface in CINEMA 4D R13 is subtly redesigned, but
05:32majorly improved.
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Comparing the main menu bar
00:00In this movie I want to compare the CINEMA 4D R13 interface to the R12 interface
00:05to give you a feel for what kinds of things have changed and how they've
00:08reorganized information.
00:10Now this will help with people that are transitioning from CINEMA 4D R12 to 13.
00:16In addition, it'll help with watching older tutorials.
00:19If you're watching an R12 tutorial, most of that will still apply in R13, it's
00:24just that things have subtly changed position, and so this will help get you
00:27oriented if you're watching an older course.
00:29I've got R13 and R12 open at the same time.
00:33So you can see I'm currently in 13.
00:36Now the menu bar is still in the exact same place as it was at 12, but it's been
00:41subtly redesigned and some things have been combined.
00:43So let's switch over to 12 so we can see what's happened.
00:46When I switch to 12, the icons look a little bit different, the menu bar is
00:50still there, but I've got a few less options, that's because they have combine
00:53some things and then moved some other things around.
00:56Most importantly, the Structure and Function menus, which are used for
01:00manipulating the components of objects, have now moved to something called the Mesh menu.
01:05If we switch over to R13, you can see now we have got a Mesh menu and things
01:09have been combined under this Mesh menu and then placed into submenus as well.
01:14So all the same options are there, it's just that they've now been
01:17combined into a single menu.
01:19Another important change is the Create menu.
01:21If we switch back over to CINEMA 4D R12, you notice that there was an Objects
01:27menu, and the Objects menu allowed you to create different types of objects.
01:31Well, what they've done is they've changed that idea now to the Create menu in 13.
01:36And let's switch over to 13 and take a look.
01:38In 13 now, we've got the Create menu.
01:42So all the same options are here in the Create menu, I can create Objects and
01:45Splines and NURBS, as well as other types of objects like XRefs.
01:50The Create menu allows you to create different types of objects.
01:55Next up for refinement was the Simulation menu, and if you look at the
01:59Simulation menu in 13, you can see that we can create different types of
02:03physical simulations, things like Cloth and Dynamics and Particle Simulations, as well as Hair.
02:09If we go back to 12 and look at what that looked like, I will switch to 12.
02:14The Simulation menu between R12 and R13 has not changed much at all.
02:18If we switch between the two, we can see that we can still create different
02:22types of simulations, things like Cloth, Dynamics, Particles, Thinking
02:25Particles, Hair Objects, all of the stuff is still the same in 12 and in 13.
02:31Another important change is the Script menu and here in 13 the things related to
02:36coding inside of CINEMA 4D have all been grouped under a single menu.
02:40So we can generate user scripts and we can load and run them, we can also
02:44activate the console for writing coffee code, we can also activate a Python
02:49generator and the plug-in manager as well.
02:51So all of these things have now been grouped under a single command.
02:54So as you can see, even though it might seem like things have changed
02:56dramatically between 12 and 13, really what's changed is how they've organized
03:00the information in the menu bar.
03:03All the same functions are still there, they are just in subtly
03:05different places.
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Comparing modes and tools icons
00:00The goal of this movie is to help you understand the differences between the
00:05Modes and Tools icons in CINEMA 4D R13 and R12.
00:09If you're watching an older course that uses R12, much of the information is
00:13still exactly the same, it's just that things look subtly different.
00:16So I want to help you understand the differences between those two, so you can
00:19navigate through and get some useful information out of those older courses.
00:23So I'm in 13 right now, and I've got 12 open in the background, we will switch
00:27over there in just a second.
00:28And on the left-hand side we still have got all of the same Modes icons,
00:32they have been subtly redesigned and shifted a little bit, but they are all still there.
00:36We've got the Model mode and in R12, the Model mode was still in the same
00:40location, but now in 13 they have moved the Object mode right below it.
00:45If I switch over to R12, and then Model mode was up here, Object mode was down
00:49here, and that's been combined into a single icon.
00:52You will also notice that the icons have been redesigned and they look a lot
00:56more sleek in 13, let's switch back to 13.
00:58So here we are in 13 and we've got the same mode icons for Point, Edge and
01:04Polygon modes, but they have been redesigned and are a lot easier to see and understand.
01:09They've also combined the Texture tools into a single object, and now call that
01:13the Use Texture Axis mode.
01:15Axis mode is still on the left-hand side as well, in addition, they've added a
01:19Snapping shortcut here.
01:21So you can see they've really done a good job of cleaning up the left-hand
01:24side of the interface.
01:25If I switch back to 12, you are going to see a lot more icons here.
01:28And you can see a lot more icons, but that doesn't necessarily mean more information.
01:32They have done a really great job of giving us the same amount of information
01:36with much fewer icons.
01:38The Toolbar across the top looks very, very similar, but there has been some
01:42subtle changes there too.
01:44The most obvious are the changes to the Render icons, and if I switch to 12,
01:49you will see that in 12, there were these clapboards here, and there's three
01:54clapboards, one for active view render, the render and picture viewer and the
01:58render settings, and if I switch back to 13, those are still in the same order
02:03and location, it's just that they have been redesigned and are easier to
02:06identify that clapboard, it's a much larger icon and a cleaner design to look at.
02:11All the same features are still there, it's just that they been subtly changed.
02:16The other important grouping has been in the scene objects;
02:19let's switch over 12 so we can see what I mean.
02:21In version 12, all of the scene objects were essentially under one icon, in
02:27this light, and we had all the different types of lights, the floors, the
02:30cameras, all under one location.
02:33In 13 what they've done, is they split those icons out and they've made it much
02:38easier to find stuff.
02:39So we've got things like the floor and sky and environment under one icon, we
02:43have got different cameras under their own icon, and we've got the different
02:47lights under their own icon, and the icons for the lights have been cleaned up.
02:52The other thing you will notice is that we are short a few icons here in the
02:55interface and they've moved those things, the Content Browser for example, which
02:59used to be in R12, right here, this globe shaped icon, that is now switched to a
03:06permanent tab over here on the right- hand side, so we can switch to the Content
03:09Browser at any time.
03:11So once again, all the same information is there in the interface, with the
03:14subtle changes in R13, I think it's a lot easier to navigate through and
03:18understand where things are.
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Comparing Object Manager tabs and layout buttons
00:00The Object Manager in CINEMA 4D R13 has really gone largely unchanged, but what
00:05has changed is how the Object Manager is arranged with the Content Browser and
00:10the Structure Manager.
00:12I am in 13 right now, and you'll notice on the right-hand side of the interface,
00:16I've got these tabs and the tabs have moved from 12, let's switch over to 12,
00:21and take a look at that.
00:22In 12, the tabs were here at the top, and the Content Browser had its own icon
00:26right here that when you clicked on it, it brought up the Content Browser.
00:30The Structure Manager was tabbed right behind Object Manager vertically.
00:34In 13, those tabs are now on the right-hand side.
00:38The Structure Manager is still there, the Content Browser now is permanently
00:42attached to the Object Manager, it could be detached any time and rearranged
00:46in the interface, but now it's here on the right- hand side, and the Object Manager is still there.
00:50All the same menu items are available in each of these managers;
00:53it's just that the tabs have been moved.
00:55The other thing that's notable in 13 is that they've moved the layouts.
01:00Over in CINEMA 4D R12, the layouts were over here the left-hand side and you can
01:05see that's the Layout button right there and these are all my layouts that I
01:07can switch between.
01:09In 13, the layouts are now over here on the upper right.
01:14So it's all the exact same types of layouts, it's just they've moved the icon
01:19and changed it to a pulldown.
01:21This makes the layouts much more discoverable.
01:23The icon was a little bit hard to understand.
01:25and so they feel that having just a pulldown marked layout was much easier to read.
01:29The differences between R13 and 12 are subtle, but important, and hopefully this
01:34movie will give you an idea of how to navigate through the different tabs for
01:38the managers on the right- hand side of the interface.
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Comparing contextual menus
00:00The contextual menus in CINEMA 4D, the menus that you see when you
00:05right-click on an object in the Object Manager for example, have gone through
00:08a subtle redesign as well.
00:10Certain things have been shifted in position and grouped together in order to
00:14make things a little bit cleaner.
00:15I've got a cube here in CINEMA 4D R13, and when I right-click on that cube, I see
00:21the contextual menu for the commands that I can run in the Object Manager.
00:25I can add tags and actually unfold objects or group them together, but the
00:31important change has been in the Simulation tags, and those Simulation tags have
00:35been all grouped together.
00:36Now before these were grouped out separately, the Cloth and Collider tags and
00:41the Soft Body and Rigid Body tags, were in different menus, and some of these
00:44commands were up in the Simulate menu in R13.
00:47And here in 13 they have grouped them all together and given you the ability
00:51to make a Rigid Body or Soft Body or Collider, just by adding a simple tag right here.
00:57Now in R12, let's switchback over to 12, and see what that looks like.
01:01In 12 when I right-click on this cube, you will notice that the Dynamics tags
01:05and Cloth tags are separated out.
01:07You can only add a Dynamics body here in 12;
01:10you can change that Dynamics body in any type of Dynamic body you would like, a
01:13Collider, or a Soft Body or Rigid Body.
01:16But you don't have separate tags, so that's really the big difference there.
01:20They've given you those additional tag options just as their own separate
01:24commands, so it makes it much easier to right-click on an object and get that
01:28dynamic tag right where you needed to, without a lot of extra clicking.
01:32Let's move back to 13 and re-look at that.
01:34That's really what this redesign between 12 and 13 was all about;
01:37making things easier to get at and giving you the ability to do things like
01:42create a Soft Body with much fewer clicks.
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Comparing viewport menus
00:00The viewport options in CINEMA 4D R13 have gone through a bit of a change.
00:06What they've tried to do is to group things in a slightly different way and make
00:10them easier to discover.
00:12The most important change is this new Options menu.
00:15When I click on that, what these are, are ways of changing how you're seeing
00:19information in the viewport, things like Isoline Editing, which previously was
00:23under the Tools menu, is now here.
00:25This makes a lot more sense because Isoline Editing really changes how you view
00:30a hyper NURB object and having it under the Tools menu was always very strange.
00:34Stereoscopic workflow has also been added here as well.
00:37Activating this allows you to preview a stereoscopic effect right here in the Editor view.
00:42In CINEMA 4D R12, let's switchover to that, you see that there is one fewer
00:47option, we have the Filters which are the same in 13, but before the Display
00:52options, were all grouped together under one, and the Cameras were all grouped
00:57together under their own, and the Edit menu had some of the features that are in
01:01the Options menu as well.
01:02And if we go back to CINEMA 4D R13, you can see it's much easier to find things and
01:08it's just a lot cleaner look.
01:11A big change that they've also included in this Options menu is the
01:14Linear Workflow Shading.
01:15If we turn this off we now deactivate the Linear Workflow Shading on our objects.
01:20If I bring up the Documents settings, Command+D or Ctrl+D on the keyboard, I am
01:24going to raise this up, so we can see a little bit here.
01:26Linear Workflow is still turned on, but what's happened is we've turned off how
01:31the viewport is showing it, it doesn't actually turn off Linear Workflow, it
01:34just turns off how we're seeing the shading here in the viewport.
01:38For a lot of folks, this isn't a big deal, but these subtle shading cues tell us
01:43a lot about what's going on with lighting and texturing of our objects.
01:47As always though, you never want to rely on the shading in the viewport, you
01:51always want to do a render here in the Editor window, so that you can really
01:54see what's going on.
01:55The viewport option is really just for preview purposes, but that Linear
01:58Workflow Shading helps out a lot in understanding what's going on in the scene.
02:02The redesign of the viewport options in R13 really helps to clean things up and
02:08make things easier to discover for changing the settings in the viewport.
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2. Render Engine Enhancements
What is the Physical Render Engine?
00:00If you have the Broadcast or the Studio versions of CINEMA 4D R13, then you've
00:04got access to an entirely new render option, Physical Render.
00:07This new option is designed to make the 3D render engine behave much more like
00:11a real world camera that has controls for exposure that affect how your image looks.
00:15Now there has been a lot of hype surrounding the Physical Render Engine,
00:18but really what is it?
00:19Well, what it is is two things.
00:21It's a camera object with a new set of controls and it's a new render option.
00:26The camera object, which we'll go into more detail later has a new Physical tab
00:32and it's got some different object properties, and these object properties
00:35combined with the Physical tab allow it to behave in a much more realistic way.
00:39Now when you combine this realistic camera behavior with the new render
00:43options, if I hit Command+B or Ctrl+B on the keyboard, there's now a new
00:46pulldown here in the Render settings and I can select from different rendering options.
00:51Now there's Standard which is the default and then Physical.
00:54When I select Physical, nothing special happens except that I get a new option
00:58down here, and this new option now is the Physical Render, and the Physical
01:02Renderer combines with the camera settings to determine how your image looks and
01:06that's really what it's all about.
01:08The render engine combines with the camera object to determine how your image
01:12looks in a much more realistic way.
01:14Now that doesn't necessarily mean that you're using photorealism, it just means
01:17that the camera and the render engine behave in a more realistic way, using
01:21things like shutter speed and exposure to determine what your image looks like.
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Physical Render: Physical Camera
00:00At the heart of the new Physical Render Engine is the revamped camera object, it
00:04now has lots of options to make it work in a very realistic way.
00:08I have a simple scene here that is just a bunch of cubes tumbling down. I've
00:12frozen their motion so there's no animation in the scene at all, it's just the
00:15cubes themselves locked in time.
00:17And we're looking through the camera object right now.
00:20Let's back out, I'll uncheck the active camera icon and we can back out a little
00:23bit to see what the scene looks like as a whole.
00:26I've got a single light object in here in an Environment sphere that's
00:30surrounding my scene, and let's look back through the camera.
00:33And so I'm going to hit Command+R to render the scene, and you can see that
00:39the lighting in here is a little bit harsh, and that's one of the things I want to stress upfront.
00:43The Physical Render Engine is not necessarily Global Illumination;
00:47Global Illumination simulates the bouncing of light.
00:49And you can see that I haven't activated the Physical Render yet, but my
00:53Physical Camera is not showing me any kind of light bounce in the scene.
00:57So you don't get that light bounce unless you specifically ask for it.
01:00So let's talk about the Camera options themselves, and I'll select the Camera,
01:04under the Object properties, we've got some revamped items here.
01:09The Focal Length and Field of View options now behave in a more predictable
01:12way, and the Focal Length refers to the focal length of the lens that the camera is using.
01:18There're some presets here and we can switch to a wide-angle, we can switch to a
01:23super telephoto 300mm, we're zoomed in really close to one of those cubes now.
01:27I'll bring it back to the Classic 36.
01:29You'll notice that as I scrub that value the field of view changes, this
01:34field of wiew change is based on the aspect ratio that you've established in
01:38the Render settings.
01:39If I hit Command+B or Ctrl+B on the keyboard, I go to my Output.
01:42You can see that I'm set for an aspect ratio of 1280x720, which is 16x9.
01:47Let's close that window up, based on that aspect ratio, as I adjust these
01:52values, the focal length will change and maintain that same aspect ratio.
01:56It does effect how much information the camera is taking in though.
02:00Let's switch this back to the default Classic 36.
02:03The Sensor Size (Film Gate) refers to how large the sensor is in the camera that
02:08you're using, and the default 35mm photo approximates a 35mm camera, and I'm
02:14going to leave that alone.
02:15In practice, I don't normally touch that, but it does come into play when you
02:18start messing with exposure and depth of field later on.
02:22The Focus Distance is another important element I want to point out, it's going
02:25to affect the depth of field, but we haven't turned that on yet, but we'll cover
02:28that in more detail later in this chapter.
02:31White Balance as well is a new option that allows us to switch the color
02:35temperature of the rendered image.
02:36In practice I normally leave this alone, but there are times where this is important.
02:40For example, all of these tools: the Physical Render Engine, the Physical
02:44Camera, they're designed for us to be able to capture a 3D image that matches or
02:49approximates an actual shot image, and it's very useful in visual effects work.
02:54The Physical tab has a bunch of options that are all grayed out, and that's
02:57because I have not yet activated the Physical Render Engine.
02:59So let's do that, before we do though, let's bring up the interactive render
03:02region, Option+R or Alt+R on the keyboard.
03:05Let's make the image size much larger, here we go.
03:10And let's turn the quality up, and you see that once again we don't have any
03:14kind of light bounce over here so there is no global illumination going on.
03:17Let's bring up the render settings Command+B or Ctrl+B, and let's go to this new
03:21pulldown here that allows us to choose which renders we're working with.
03:24And if we go to Physical, we'll see our render change here.
03:29It actually got a little bit better, and that's one of the things
03:33that's a little bit confusing about the Physical Render Engine.
03:35In some situations it's better than the standard renderer, and in other
03:38situations it's worse, and it depends entirely on how your scene is made and experimentation.
03:42There isn't any kind of hard rule of thumb.
03:45But now that I've activated the Physical Render, I've got these Physical
03:49properties here that become activated.
03:51I've got Movie Camera, and this relates to how the shutter behaves and will
03:56affect the motion blur.
03:57F-Stop will affect the exposure, and in order for it to affect the exposure I
04:01have to activate the Exposure option.
04:03So if I turn on Exposure, it's going to redraw the screen, and that 200 ISO,
04:09doesn't affect anything.
04:10What ISO is, it relates to the sensitivity of the film and how much light it can capture.
04:15Higher ISOs capture more light, lower ISOs capture less light.
04:20Now if I take my F-Stop now that I've activated Exposure, now I would drop it
04:23down, a lower F-Stop lets in more light, so my image should get brighter.
04:28So let's bring this down to F-2.
04:29You'll see that our image becomes much more overexposed, let's bring that back to 8,
04:33which is the default value.
04:37You'll see that it gets much darker.
04:39The Shutter Speed is now expressed in terms of seconds.
04:41There are some presets here, you can also input a custom value, and these options
04:46will be much more apparent when we work with motion blur, but they also affect
04:50the exposure of the image.
04:51The longer the shutter is opened, the more light comes into the image.
04:55So if I bring my exposure to say, 1 second, I'm going to see my image get
04:59completely blown out, that's because too much light is coming into the scene,
05:03and it is overexposing the image.
05:05Let's bring that back down to the default which is 1/30th of a second, and that
05:09will get us back to our regular rendered image.
05:14So let's go to the Details tab, the near and far clipping are very useful for
05:18cutting off pieces of your rendered image, and they can be used to create a
05:21cut away effect, like the kind you'd see in a technical illustration.
05:24I'm going to leave them off for now.
05:26The other thing I want to talk about is that the depth of field,
05:28front and rear blurs.
05:30Those things are carryovers from the old standard render engine and they can
05:34be activated and used to fine tune your depth of field, and we'll cover those
05:38in more detail later.
05:39The last option is the Stereoscopic, and this isn't directly related to the
05:44Physical Render Engine, but it's a really exciting new feature that we'll cover
05:47in more detail later.
05:48The Physical Camera is key to helping your 3D renders look more like the real
05:52world, and it's the foundation of the new Physical Render Engine.
05:54So just to recap, all of these controls are really there to help you simulate
05:59the kinds of looks you would get with a real world camera, and that Physical
06:02Camera is key to helping your 3D renders look more like the real world, and it
06:06really is the foundation of the new Physical Render Engine.
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Physical Render: depth of field
00:00depth of field refers to what portions of an image are in focus relative to the camera.
00:05In a real camera, this selective focus is controlled by factors like the size of
00:09the sensor, the focal length of the lens, and the size of the aperture.
00:12Thanks to the new Physical Render Engine, you now have the same level of
00:15control in the 3D world.
00:18Before I start this I want to -- a word of disclaimer.
00:21Normally when I'm working with depth of field, I don't commit depth of field to
00:24the 3D rendered image.
00:26I would render my depth of field as a depth pass and actually add it in After
00:31Effects as part of the compositing process.
00:33The advantage to that is that you can change it, without having to come all the
00:36way back over to CINEMA 4D, but there are certain times when the rendered depth
00:39of field in CINEMA 4D is going to be far superior to what you'd get from a
00:43plug-in like ReelSmart Motion Blur, and so for that we've got this new
00:47physical depth of field, which really looks great.
00:50So I've a got a scene here, of a bunch of tumbling cubes, and I've got three
00:53cubes identified in color, stretching out from the camera, and they're a little
00:58hard to identify here in the Top view, so the first thing I want to do is to
01:02hide the background cubes, and I want them to show up in the render still, but I
01:05don't want them to be visible in the Editor window, so I'm going to make the top
01:09dot red on both of these cloner groups.
01:12Now I can see my three cubes and how they relate to the camera.
01:16Now what I'm going to do is to bring up the interactive render region, which
01:19is Option+R or Alt+R on the PC, and let's bring that up here and make it the
01:23same size as this perspective view, and I'm going to crank up the quality, so
01:29we get a much better looking image.
01:31We're still using the standard render engine, let's hit Command+B or Ctrl+B
01:35on the keyboard, and you can see the render is set to its default which is Standard.
01:40Let's move the Render Settings down here so we can see what happens when I change this.
01:43I am going to switch this from Standard to Physical, and you're going to see
01:46that rendering changed just slightly.
01:49Now we're using the Physical Render Engine and the Physical Render Engine
01:53has its own set of properties independent from the other Render Engine and
01:56now they're active.
01:58Depth Of Field is currently active, and if it's not on yours, just go ahead and
02:01activate it right now.
02:02And when I do that, it looks like nothing's happened, that's because we're now
02:06dependent on the Physical settings of our camera in order to see that depth of
02:10field, and so these Camera settings are now more important than ever.
02:13So let's close up the Render settings and go back to our camera object and take
02:17a look at the factors that are involved in determining the depth of field.
02:21Now under the Object properties, let's raise this window up so we can see
02:25things a little bit better.
02:27Under the Object properties, we've got the most important feature for our depth
02:31of field, which is the Focus Distance.
02:32This determines how far from the lens the in focus part of the image will occur.
02:39Right now, that is expressed by this area of the camera right here, and I can
02:44click on this middle dot and drag it left and right.
02:47You can see that value changing interactively.
02:49I'm going to leave it parked right on that middle cube, so that the middle cube
02:53will always be in focus.
02:55Now the next factor that relates to the depth of field is both the Focal Length
02:59and the F-Stops that you're using.
03:02This is where the Physical Render Engine is not quite realistic.
03:05If I go to my Physical tab, you can see that my F-Stops are 8, now let's bring
03:10the image to full screen, middle mouse click in the Perspective view.
03:15I've got a 50mm lens, and if I go to a Physical Render and I change the
03:21F-Stops, I know that normally in a real 35mm camera, if I change the F-Stops to
03:251 for example, let's wait for that to finish cooking here.
03:29Things did get a little bit softer, but they didn't get nearly as soft as they should have.
03:33In an actual 35mm camera, if you're using a 50mm lens combined with a 1 F-Stop,
03:40it's almost impossible to get anything in the image in focus.
03:43If you've ever tried taking images with a lens like that, you'll know what I mean.
03:46This should have incredible depth of field in there, but it doesn't.
03:50So what I have to do is I have to dial down the F-Stops even more.
03:53Let's bring it to .1, and then I start to see a lot of depth of field.
03:58Now it's very important that they separated out the Exposure option, because I
04:02don't want the F-Stops to affect the exposure, I only want them to affect the
04:05depth of field and that's one of the nice things about what's going on here.
04:09If I were to activate the exposure with a .1 F-Stop, you're going to see my
04:13image blow out completely white.
04:15So I'm going to turn that off again.
04:18The beautiful thing though that's going on now is that I'm getting very
04:22nice depth of field.
04:23If I go back to the Object properties for the camera, I can adjust the Focus
04:28Distance if want to have more or less of this green cube in focus.
04:33I could also adjust the Sensor Size or Film Gate, and if I bring the Sensor Size
04:37and make it larger, the larger your sensor size, the more shallow your depth
04:41of field will become.
04:42So if I take this and bring it up to say 70mm, the downside of that is it affects
04:48the field of view of the camera, and so I don't normally change that.
04:53So let's undo that, Command+Z, get that back to 35mm, so we still see our
04:58original rendered image.
05:01Under the Details for the camera, are the front and rear blur.
05:05If you're using the Physical Render Engine, you kind of don't normally want to
05:08use this, because you want it to behave in a more realistic way, but if you want
05:11to get a very precise adjustment of your depth of field, you can activate these and
05:15these will override these settings in the Physical Render Engine.
05:18So I'm going to leave them off for now, but I just wanted you to know that they
05:21were there, so that you can get a more precise adjustment.
05:24Let's go back to the Physical properties.
05:26We can take a look at Chromatic Aberration, Vignetting.
05:29We can also adjust something called the Diaphragm Shape.
05:32The Diaphragm Shape controls how the bouquet, or the Depth of Field effect is
05:37expressed in the back of the image.
05:38And the Diaphragm Shape by default looks pretty decent.
05:43The Diaphragm Shape option allows you to control how the Bouquet effect is
05:48expressed in the render engine.
05:49Now if I activate it here you won't really see any changes, that's because the
05:53values here that are expressed in there, are basically related to the defaults,
05:57and so nothing changes, but you can experiment with these to get just the right
06:01look for your Depth of Field effect.
06:03The Depth of Field effect goes a long ways towards making your images
06:06artistically interesting and physically real.
06:09Normally in motion graphics, you'd want to be able to control your depth of
06:12field in compositing, so you'd always want to render without this effect on,
06:15and generate a depth map for your scene.
06:17There are plug-ins in After Effects that can use this pass to generate depth of field.
06:21It doesn't look as good as the Physical Renderer, but you also have the ability to
06:25dial it up or down without having to wait for a long render.
06:29Keep in mind that the depth of field for the Physical Render is really useful
06:32for simulating real-world depth of field and matching footage in a visual
06:36effects scenario, or just creating beautiful stylistic renders.
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Physical Render: motion blur
00:00When the shutter opens on a real motion picture camera, or a video camera,
00:04objects that are moving to the frame during the time that the shutter is open become blurred.
00:08This artifact is called motion blur and it's huge it making your 3D images look
00:12less computer-generated.
00:13Now before I get started, I want to say that the effects that I'm talking about
00:17are part of the Physical Render Engine, which is built into the Broadcast and
00:21Studio versions of CINEMA 4D.
00:24If you only have the Prime, you can still get motion blur, but you can't get the
00:27physically correct motion blur.
00:29The scene I have here is just a bunch of blocks that are falling down and
00:33hitting the camera and bouncing off as they come through the frame.
00:38I'm going to park the rendering right about here and let's make this
00:42perspective view full screen.
00:44Before I get started, I want to talk about the camera, and if I go to the
00:50Physical settings on that, the only thing that we're going to be concerned with
00:52right now is the shutter speed, and it's at the default of 1/30th of a second.
00:57Let's bring up the render settings, Command+B or Ctrl+B, we're going to go to the
01:03Render pulldown and activate the Physical Render Engine, and when we do that
01:07let's make the Render window quite a bit smaller.
01:10We're going to click on the Physical option.
01:12The only thing we're going to be concerned with for this movie is the Motion
01:15Blur setting and these Motion Subdivisions down here.
01:19So before I activate motion blur, I'm going to hit Command+R in the keyboard or
01:23Ctrl+R on the PC to render the active view, and then I'm going to turn on Motion
01:28Blur, and when I do that, I'll hit Command +R or Ctrl+R again, and you'll see that
01:32nothing really happen, that's because the motion blur effect is not previewing
01:36in the editor window.
01:37I have to do a render to the picture viewer to actually see that effect, so I'm
01:42going to go Shift+R on the Mac or Shift +R on the PC, and that's going to bring
01:47up the Picture Viewer.
01:48Now I have some stuff preloaded in here on the Picture Viewer, and we'll talk
01:53about those in a minute, but this is the current render that we're looking at
01:55right now, and you can see that we already have a pretty nice-looking motion blur effect.
02:00So this is the default value for the motion blur, we have the default value for
02:04shutter speed at 1/30th and we've got the default number of subdivisions for the
02:08motion blur in the Render Settings, so this is the default.
02:12Let's make this window a little bit smaller, and we're going to go back to the
02:17Motion Subdivisions, and we're going to change the Motion Subdivisions from 4 to
02:22say 6, and then we'll go Shift+R once again, and you're going to see that it's
02:27preparing the motion, and it's going to take a moment to think about that motion
02:32and it's going to render the frame.
02:34And now we can compare these two images.
02:35Let's bring that a little bit larger and go right back and forth between
02:40the two, and you can see that there is almost no difference between those two renders.
02:44What this Motion Subdivision is doing is, it's helping CINEMA 4D calculate how
02:49objects are moving through the frame.
02:51The time where you'd want to turn this up is when you're using objects that are
02:55moving in a curved fashion through the frame, like, say for example, a propeller
03:00or if I'm waving my hand through the air, my hand is moving in an arc, anything
03:04that's moving in an arc is going to need more motion subdivisions than things
03:07that are moving in a straight line.
03:09These cubes are moving mostly in a straight line, so we're not seeing the
03:12effects of the motion subdivisions, so we're going to leave this back to 4.
03:16So now with that set to 4, the only things we're going to be concerned about with
03:20are going to be the Sample Quality, and then the Shutter Speed, so let's take a
03:25look at the shutter speed.
03:26The shutter speed right now is a 30th of a second.
03:28The longer the shutter is open, the more motion blur I'm going to get, so let's
03:32take this and change it to say 1/8th of a second.
03:35Now we're going to hit Shift+R on the keyboard again, and you can see now we have a
03:40much more pronounced motion blur effect.
03:42So if I compare that with this first render, this is the first render at four
03:46subdivisions, and a 30th of second, and this render is 1/8th of a second with
03:51four subdivisions, you can see the motion blur effect is much more pronounced.
03:56You see that there is quite a bit of grain going on in the motion blur and
03:58that's because of the sampler.
04:01Right now, in the Render settings we're using the Adaptive Sampler, which is
04:05fine, but you can see that we have it set for low quality, so that we can get
04:08a really fast render.
04:09If I turn this up from low to high, and then hit Shift+R on the keyboard,
04:16I'm going to speed this render up in post, so that we don't have to wait so long for it.
04:19So you can see that rendering took almost a minute for a single frame.
04:26If you compare that with the previous render where it was only 8 seconds, you
04:28can see that that sampling quality has a huge impact on the render time, but it
04:35also has a huge impact on the quality of the render.
04:38If we look at the grain, especially in this area here, you see that it's much,
04:42much smoother, and this is a very good result.
04:46It's the unfortunate fact, the higher the quality render, the longer the rendering is going to take.
04:50I've pre-rendered some different motion blur tests here for us, so that we can
04:54see these previews in the Picture Viewer and I've got them already loaded in
04:58here and these are QuickTime movies that I have loaded in, let's take a look at
05:02these and play them back.
05:04So I've got number one here, and I'm going to hit play, when I hit play we're
05:08going to see a green bar start to form, I need to let it play through all the
05:11way through one time and it's going to cache the green bar.
05:15Once it gets done playing, then it'll playback in real time speed, so let's hit
05:19play here, and you see it's chunking along there, and those gaps are frames that have
05:24not been cached, and so this is the default settings for the motion blur.
05:30Looks pretty good, it's not a bad looking motion blur effect, but it could be better.
05:34So the next thing I did was to up the shutter time, so that now the shutter
05:38is open longer, still the same number of samples, and I'll hit play and let it cache through.
05:51So now you can see we have a much more pronounced motion blur effect, but
05:55it's very grainy.
05:56So now let's take a look at the additional motion subs, and you'll see that they
06:00have almost no impact on the rendering.
06:05Once again, I'll let it cache all the frames, there we go.
06:12And lastly is the high sample rendering, this is 1/8th shutter, 4 motion
06:17subdivisions, but on high sample quality, and I'll hit play there and while
06:22that's caching I'll just take a moment to talk about the render times for these movies.
06:25The default movie took about 12 minutes to render, the 1/8th shutter speed took
06:30about 14 minutes to render, the 6 subdivisions took 29 minutes to render, but
06:34didn't look any different than the 1/8th shutter before it.
06:37The high-quality rendering with 4 subdivisions took 2 hours and 10 minutes, it
06:42was a hugely different render time, but it's a much better looking render.
06:46So you can see the biggest factor in the render times for the physically
06:50rendered motion blur is the quality setting, keep it low for test, and then turn
06:54it to high for your final render.
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Physical Render: progressive rendering
00:00The progressive render option in R13 provides a very interesting option
00:04for artists working on still images and artists working on animations with some settings.
00:10It starts with the very low-quality image and than it allows you to let your
00:13render cook and improve quality for as long as you'd like to wait.
00:17So I've a scene here, and it's got a bunch of blocks that are tumbling down and I
00:21have frozen them in time, and they're sitting on a white plane and let's hit
00:24Command+R or Ctrl+R on the keyboard to see what the clean render looks like.
00:27It looks all right.
00:29Now the place where the progressive render shines is with things like blurry
00:32reflections that require a lot of intense calculations in order to get right.
00:37The problem with blurry effects is that they really dramatically hurt your
00:41render time, so I'm going to do something in the scene that I don't normally
00:43ever do, and that's turn on blurry reflection.
00:45So before I do that let's make all the cubes reflective.
00:48So I'm going to go down here to the picture viewer and select all the cubes at
00:51the same time, and then in the Basic properties I'm going to activate Reflection.
00:57Now that's going to make all of our cubes reflective, and if I look at the
01:00Reflection property, I've it set to a brightness of 50%, and let's hit here and
01:05go Command+R or Ctrl+R, and take a look at that, you can we've got decent
01:09looking reflections, but one of the hallmarks of reflective objects, especially
01:14rough objects like these cubes, is that the reflections get blurred out based on
01:18the roughness of the surface, and so what I want to do is turn on blurry
01:21reflections, let's do this.
01:23We're still in the standard render engine right now, let turn on the blurriness,
01:27change that from 0% to say 10%, and I'll hit Command+R, and you're going to see that this
01:33rendering is going to take quite a bit longer to render, and the reflections look pretty good.
01:39Let's take a look at the Physical Render Engine and see how much better we can get
01:42these blurry reflections, and also how much faster they can render.
01:44So I'm going to hit Command+B or Ctrl+B on the keyboard to bring up the Render
01:48Settings, and let's change the renderer from Standard to Physical, and we'll leave
01:54the Sampler on default right now, and then hit Command+R or Ctrl+R one more time.
02:00You can see we haven't turned on the progressive render yet, but look how much
02:03faster these blurry reflections go and that's the difference between the
02:07physical renderer and the default renderer, is that the physical renderer does a much
02:11better job of calculating those blurry reflections, but you'll notice that they
02:14don't look quite as smooth.
02:16So let's go to the Render settings now and change the sampling method from
02:21Adaptive to Progressive.
02:23In order to see this work, we're going to have to hit Command+R again, and when
02:27we do, we're going to see a very fast draw of a very bad image, and then the
02:33progressive renderer will continue refining the image and you're going to see this
02:37image get better and better and better.
02:39Now I'm going to step back and let it run for about a minute;
02:41we're going to speed up that minute in post, so we don't have to wait so long.
02:45So now I'll hit the Escape key to stop the rendering, and you can see that compared
02:51to what it first started and compared where it's looks now, it looks fantastic
02:55and so that's really one of the big benefits is you can really let the
02:58Progressive Render Engine crank on very complex scenes.
03:01There's one other thing I want to talk about with the physical renderer, and
03:05that's the Indirect Illumination.
03:08Indirect Illumination is a type of global illumination, but the beauty of the
03:13indirect illumination in the physical renderer is that it's very stable for
03:17animation and for net render purposes, which the regular global illumination is not.
03:22The downside to it is that it does take much longer to render, so let's turn on
03:27Indirect Illumination, and hit Command+ R or Ctrl+R on the keyboard and you're
03:32going to see our scene change dramatically.
03:34Now what's happening is, we're using the illumination from that sphere that's
03:39surrounding a scene, it has a beautiful sunny day on it, it's changing the color
03:43and we're simulating the light bounce, so the scene is being illuminated by the
03:47colors in that image and the light is now bouncing off of the other objects, but
03:52you can see from the Diffuse Depth down here, it's only bouncing one time.
03:55Let's change the Diffuse Depth up, that's the number of bounces that we'll
03:59get, and I'm going to change that from 1 to say 3, and then I'll hit Command+R or Ctrl+R again.
04:04And this time we're going to let the Progressive Render Engine cook on it, so
04:08we're going to hit Command+R or Ctrl+R, and then we're going to see it draw a
04:12very bad image relatively fast, and then we're going to let it cook for about a
04:15minute, I'm going to hit Escape here now to stop that rendering.
04:19The beauty of the Indirect Illumination is that it does a very good job of
04:23simulating that light bounce.
04:25As I increase the diffuse depth, it got quite a bit brighter.
04:28The downside of that of course is that it took quite a bit longer to render, so
04:32there is a trade-off there.
04:33If you're going to be rendering an animation and you want to have a global
04:36illuminated look, a very much more realistic look that looks like simulated
04:40light bounce, then the Indirect Illumination is the way to go, you don't have to
04:44use it with the progressive renderer, you can simply use it with the standard
04:48sampling method in the Physical Render settings, and then you can just run it
04:52through net render, and you get a great looking result that won't flicker.
04:56So just to recap, the progressive renderer is an option that allows you to
05:00start with a very low-quality image and let the render engine run for as
05:04long as you'll let it.
05:04Of course there is a point of diminishing returns, but that will vary from scene
05:08to scene, you can experiment and have a lot of fun.
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3. New Character Tools and Improvements
Using the Character object for building and applying rigs
00:01Creating the controls to make a character move is known as rigging, and it used
00:05to be one of the most laborious and intense processes in all 3D animation.
00:09The new Character object in R13 makes this process almost too easy.
00:13This is a very simple character;
00:14it's just a single mesh inside of a hyper NURB, creating the smoothing for the geometry.
00:20Let's zoom in on him real quick here.
00:21And you can see that he's got a head that is separated from his shoulders and
00:26body, and that's not necessary for the rig, that's just simply a style choice that
00:29I made for this character.
00:31Now I want to make a note about the size of the character, that's very important here.
00:34The Character object produces rigs that are based on an approximately 6
00:38foot high character.
00:39Now they can be scaled and resized to any shape at all, but I've sized my
00:44character to about 6 feet in order to make this process much easier.
00:48Now what I want to do is to create a set of controls that will allow this
00:51character to move, it's not flexible at all right now, it's simply a piece of
00:54geometry, and the character controls are going to allow this character to bend
00:57and move just like a real person.
00:59So the first step in that process is to add something to the scene called
01:02a Character object, so I will go to the Character menu, and add in the Character object.
01:07And the Character object is the heart of the new character rigging system and
01:11it's got an Object Property that has the modes across here, and these modes
01:15correspond to the process that you will go through when building a rig and
01:19binding it to a character and then animating that rig.
01:21So you can see you have got a Build, Adjust, Binding and Animate, and those are
01:24the steps in the process.
01:26So the first thing I want to do is select a template and there's a bunch of
01:30different templates here that ship with CINEMA 4D, also I wouldn't be at all
01:33surprised if at some point very soon you'll see templates springing up for
01:36download and purchase all across the Internet.
01:39The Character object is really a set of tools for building these kinds of templates.
01:43And those templates are what make it easy for regular people to use.
01:47So I am going to select the Advanced Biped rig.
01:50Now I could choose any of these guys for my character, but you want to choose
01:53one that corresponds to the structure of your character, and this is the bipedal
01:56character, he has got two arms and two legs.
01:58So I wouldn't really want to choose the Fish or the Insect.
02:00Now the regular Biped rig is a little bit half-baked and some of these guys are
02:04not quite finished or have different issues with them.
02:07So I am going to choose the Advanced Biped rig because I know that this one works great.
02:11Select that, and the first step in the process is to add something called a Root,
02:15and that's the base of your characters.
02:16When I click this, you are going to see -- let's back out just a little bit
02:19here so we can see what's going to happen here in the window.
02:22When I click this, I am going to get a set of controls at the very bottom of
02:25the character, and these are the root controls that allow me to move the
02:28entire character around.
02:29Now they're not bound to the character yet, that's going to happen later on in the process.
02:32The next step in the process is that I want to add a Spine, and the Spine, when
02:37I click that, adds all the controls for the spinal column of the character.
02:41Now they are not lined up of the character yet, I am going to do that next as well.
02:44Now the legs I am going to add by clicking on this, and I have two different
02:48choices, and you'll see there is a pulldown for the arms and legs, and I can
02:51choose either a Bendy arm, which allows the arm to bend and flex like it's made
02:55out of rubber, or I can choose an IK/FK Only arm.
02:58Now I am going to keep it simple this time and choose IK/FK Only for the arm,
03:01and when I do that, it adds in the arm, now you notice that the arm doesn't line up
03:05with the character either, and once again, we are going to adjust that in just a moment.
03:08Now I am not going to worry about hands for the simple examples, we will skip that step.
03:12Now to get the next arm, I want to go back to the spine and then select
03:16arm IK/FK Only again.
03:17I can just click on it this time, and it knows automatically to add the right arm.
03:22Now if I go back to the Spine object, I want to add the legs.
03:24Now if I add the legs one at a time like I did the arms, that's cool, but there
03:28is a really great shortcut, I am going to select an IK/FK Only leg, when I hold
03:32down the Ctrl key and I release on that, it's going to add both legs at the same
03:36time, and that's really a much better way to do it, rather than clicking back
03:40and forth between these objects.
03:42So that's pretty much all the components that I am going to need for this
03:44character rig, I have got two arms, two legs and a spine, and some head joints as well.
03:49Now what I need to do is to adjust it, so I am going to click on the Adjust
03:52button and watch all of this stuff change.
03:55Now I'm seeing a simplified version of the rig with all of these control points,
03:59and these control points can be moved around and there is a very important
04:02button here, Symmetry.
04:03You want to make sure this is on, especially when you're moving the arms and legs.
04:07What that's going to do is move the objects on either side of the axis, and you
04:11can see when I highlight one, it highlights the other on the other side of the axis.
04:14So let's start off by moving the legs into position.
04:17And I'm going to middle mouse click to get to a four-way view, and middle mouse
04:21click in the right-hand view to get to the right-hand view.
04:23I am going to select the legs and move those guys up into position, put it right
04:29about where his hip should be, right about there.
04:31Then I can grab a knee joint and use the axis band, and put it right there about
04:35where his knee is going to go.
04:36Now I can grab the foot and put it right down into position, I will put
04:40it right about there.
04:41Now I can also take this left leg and move it, I am going to tuck it right down
04:45here at the back of his foot where it needs to go.
04:47And now what I want to do is switch to four-way and show you that it has in
04:51fact adjusted all of those points.
04:54Now in the Perspective view, you'll see that the knees don't line up with the
04:57knees of the characters.
04:58So what I am going to do is select the knee joint, and then use the X handle and
05:02slide it over into position in front of the knee, and you see that it takes the
05:06feet right along with it.
05:07I can't tell you how hard this process used to be before this tool was created,
05:10it is amazingly easy to adjust these rigs now.
05:13So now what we want to do is to work on the spine, and we are going to work our
05:17way up from the base.
05:18So I will grab the Spine object right here, and I'm going to grab the Axis band
05:22for that, and move it up into position right about there.
05:25Then I'll grab this guy right here, which is labeled as the hips, and the hips
05:29are going to take part of the spine with it.
05:31And I am going to put those right up into position, right about there.
05:34Then I can grab the middle of the Spine object, which is the chest, and move that
05:38in the position, that's going to take the arms and legs with it.
05:41This guy right here is the controller for that, and I moved that a little bit out
05:45of position, that's one of the dangers of working in the Perspective view, and I
05:48accidentally moved that too far, so I am going to put that right back down
05:50there into his torso.
05:52Now I am ready to move these arm parts up, and before I do that I am going to
05:56grab the base of the spine and neck and use the -- once again the Axis band to
06:00move it right up into position.
06:02Now I can grab the collars and use this Axis band and move them up in the
06:06position, put them right at the base, and then I'll grab the shoulder and move
06:12that up and that takes the entire hand with it.
06:15Now what I want to do is move it so that it's closer in to where the actual
06:19shoulder on the character will be.
06:20And you know there is no right or wrong answer for this, it really depends
06:23entirely on how your character is built and shaped.
06:27Now what I want to do is grab the elbow, and let's use this Axis band right here,
06:31and I'm going to drag that in position.
06:33Now it might be a good idea to look at this from the top view, and as you can
06:36see, I don't have things quite lined up, and so I am going to switchback to a
06:40four-way view, and I'm going to grab them one at a time, and then move them in the top view.
06:45So I will start off with the collar here, and I'm going to grab that collar and
06:49in the top view, I will switch to the Move tool and I will move it right into
06:52position with the shoulder.
06:54Let's move it over toward the center just a bit.
06:56Now what I'm going to do is grab the Shoulder object, and move that one into
07:01position as well and that one I am going to move forward just a bit, there we
07:04go, so now I can see that in the top view, it lines up nicely, that arrow is
07:08going right down the arm.
07:09Now I can go back and deselect that and grab just the arm.
07:12Now you notice, I'm accidentally selecting the character, so let's go back in
07:15the Perspective view and grab it here, and I can move that back into position
07:19for the elbow, now that's too far, and that's why you want to do it in the top view, there we go.
07:24Now I can grab the hand, and put that right at the base of the hand where the
07:30wrist would go, grab this last controller and put it in, and that's the beauty of
07:33the Symmetry selection that we had turned on, is that now all of that work is
07:38done for us on both sides the object.
07:40Now, I have do to little bit of height adjustment here, so let's switch to the
07:42front view, zoom in here and I can take this and just raise the whole thing up,
07:48you can see that takes the entire rig along with it, take this one and move it
07:52up into position and take this one and move it down into position, there we go.
07:56And that's pretty much it, I want to double-check my head, and so let's go into
08:02the side view, and you can see that that's not too bad actually, I will grab
08:05that one and I'm going to move it right to the base where the neck would connect
08:08with the head, and that one is good to go there, the jaw I'm going to move right
08:12down about here, right where the jaw would go for the actual character.
08:16And that's pretty much it for the adjustments.
08:18Now what I want to do is move to the next step which is binding, and so if I
08:22click on Binding, there is an Objects field here, and the Objects field is asking
08:26for what mesh should I bind this character object to, and when I drag the
08:31SPACEDUDE mesh into the binding field, it automatically creates a skin object.
08:36The other thing that it does is it adds a skin weight tag, and the weight tag and
08:41the Skin object are what bind the skeleton to the character.
08:45Now I can switch to the Animate mode and double-check my work, and this is where
08:49the magic starts to happen.
08:51I can now switch into Animate mode and I can move these rig pieces around.
08:55Now there's a really handy display function here, I don't need to be able to see
08:58the joints, all I really want to see are the Control objects, so I go to the
09:02Display option and I can go in the viewport, only show me the Controllers, and
09:08that hides all of the components, the joints and things like that, only shows
09:12you the Controllers, that makes it a much more simplified view, because I don't
09:15want to ever accidentally select a joint.
09:18So now I can click on this hand and move it around, and I can see that I've
09:22great rig here, and my arm moves around just fine, I'll undo that, Command+Z
09:27or Ctrl+Z. Now I can grab the foot and double-check that, I accidentally
09:32grabbed the mesh there, I want to grab the foot controller, and I can grab that
09:35guy and move it around, you can see that we've got some great action there on
09:39his butt and his feet.
09:40And so that's working just fine.
09:42And there may be times, depending on your character mesh, that you'll need to
09:45modify the weighting for that, and you can do that using the Skin Weight tag,
09:49double-clicking in that takes you right into the Weight tool and allows you to
09:52start painting on the weights, the weights are what control how the joints are
09:56bound to the mesh, and what joints influence what parts of the mesh.
10:00I have got a pretty good weight here, so I am going to believe leave
10:02these weights alone.
10:03To get out of the Joint tool, I can simply switchback to the move, hit E on the
10:06keyboard, and I can grab my Character object again, and I'm good to go.
10:10So that's really how simple it is to use the Character object, but there are limitations.
10:15For example, it doesn't do facial rigs, in that situation there really is no
10:18substitute for true character rigging specialist, but this exciting new feature
10:22will get your creations moving in no time at all.
Collapse this transcript
Using the CMotion system for creating parametric movement
00:00Once your character is rigged using the Character object, creating walk cycles
00:04is easy using this CMotion object.
00:06CMotion is a system of actions or animators that can be applied objects through
00:10the interface in the CMotion object.
00:12What I have here is a simple character that was rigged using the Character
00:16object, and the controls are all in position and he's all bound up and ready to roll.
00:20If I select the Character object and go to the Object properties, there is a very
00:25tantalizing button here called Add Walk, let's click it right now.
00:28When I do that, you see that the arms and legs of my character have shifted, and
00:32if I hit play, my character is walking, it's awesome, it's literally that easy
00:37to get your character walking.
00:38Now there are some issues, the issue that we have to deal with is that a little
00:43bit of a bug here in the positioning of these arm controllers.
00:47Now you'll notice that they are down below the ground plane and I need them to
00:50be up here, you can see my arm is trying to reach down towards there, that's the
00:53IK taking over and pulling my arms down, and what I want to do is raise these guys up.
00:58Now unfortunately, if I grab them and simply try to move them, I can't move them
01:01at all because the CMotion object is controlling their positions.
01:03So what I have to do is make a tweak to that in the CMotion object, so let's
01:07select CMotion, and in the Object properties let's raise this up, there is an
01:12Object field, I need to scroll down until I find the actual controller for that
01:17object, and that is R_IK_Arm_nb, and there's also an L_IK_Arm_nb and the
01:23nb stands for non bendy.
01:25When I select a controller here in the Object window, I can now go to Vert
01:29property and adjust the Vert property and raise that up, and you can see as I
01:33raise it up, there's a point where it catches up with the arm, and it gives a
01:36little bend in the elbow, and that looks a lot nicer.
01:38Let's find the L_IK_Arm_nb, and there it is right there, and I'll do the same
01:43thing, I'll adjust the Vert controller up, and I'll just eyeball their
01:46position, I don't want it to be exactly the same, because I want it to be a
01:49little bit more organic.
01:50And now when I scrub through the animation you see that the arms are behaving
01:54correctly and it's really nice.
01:55I could also adjust a little horizontal movement left and right if I needed to,
01:59undo Command+Z or Ctrl+Z. So the interface here, there is an action pulldown
02:05here, and these actions are all of the different types of properties I can apply
02:08to each of the objects in the Object field here.
02:10Now one of the things I want to do is I want to tweak this Walk Cycle and give
02:13him a little bit more hip motion, and so what I need to do is add something
02:17to the torso, this Torso object here, and I am going to add little bit of twist
02:20to it, so his hips rotate back and forth.
02:22And the way I am going to do that is by scrolling up and finding the Torso
02:26object, and there it is, Torso controller.
02:28And then I'm going to go to my Action pulldown, and I am going to find the Twist
02:31(R, Y), and it's going to rotate it around its Y axis.
02:35And if I select that, nothing happens, that's because I need to apply it.
02:38So I am going to click the Add button, and make sure you have this selected
02:41before you click Add.
02:42So I click Add right here, and you notice that there is a slight shift over here,
02:46but I don't see the action added, that's because it added it all the way down
02:49here at the bottom, and that's just one of the characteristics of that torso.
02:52So let's select the Twist, and move it up through the hierarchy, all the way up
02:57to the torso and drop it right below the lift, and that yellow line indicates
03:01where it was going to go.
03:02And now what I can do is hit play here, you can see I have got a little bit of
03:06rotation on that, and as I adjust the twist, I can crank that value up and give
03:10him a lot more rotation in there.
03:12And just to show you what the interface for the twist looks like, let's scroll
03:15that down and let's stop playback.
03:17We have got an incoming, and then the trough of the motion, and an outgoing and
03:21these two points need to loop, otherwise we will get a hitch in our motion, and
03:25this is the maximum value and that's the minimum value, and it's based on this
03:29rotation value here.
03:30And I can also introduce little bit variation, but that would break the loop,
03:32and so I will leave it alone.
03:34Now what I want to do is to get my character really moving.
03:36I have got a nice little twist in his walk, and his steps are looking pretty
03:40cool, but now I want to get him walking off of his mark, he is stuck at ground
03:43zero right now, and I want to have him walk out into the scene.
03:46If I go back into CMotion object and go to the Object properties, there's a
03:50Walk pulldown here, and you can see it defaults to Static, that means the
03:53character will stay in position.
03:55I could change it to Line, and he'll walk off his mark, and let's rewind back to 0 and hit play.
03:59You can see he walks right off his mark and that's pretty cool.
04:02But there's a really even better option, and that's the Path option, and path
04:06allows me to generate a spline and place it in this field and have my character
04:10walk along that spline.
04:12So let's do that, I am going to go to the top view, and in the top field let's
04:15back out just a bit.
04:16I'm going to draw a B-Spline, and I like to use B-Splines when I am making
04:19motion paths, because it's very hard to put a kink in a B-Spline, I want a very smooth path.
04:24Let's draw out a path here, just clicking with that, and it doesn't really
04:27matter how long it is, and let's switchback to the Perspective view here, and
04:30let's get out of Point mode, we are done with the points on that spline now.
04:34Now if I go back to the CMotion object, and in this path field if I drag the
04:37spline, watch what happens to my character;
04:40it jumps to the start of this spline and when I hit play,
04:44nice, my character is walking along that spline. And I can have him walk all
04:47the way to the end, it's just based on the timeframe of my loop here, and I am
04:51only looping 90 frames, so he stops at 90 frames and jumps back to the beginning again.
04:55And one thing you will notice about it, is that his feet are actually through the
04:58floor and that's based on the relative position of the control points in the
05:01rig, and so in order to fix that I'm going to go in to the spline, back to Point
05:05mode, select a single point and hit Command+A or Ctrl+A to grab all the points,
05:09and then raise them up and I'll do that in the side view.
05:12What I want to do is to back out a little bit, so I can see the handles, and I
05:17am going to raise that up until his feet are in the ground plane.
05:20This blue line represents the ground plane.
05:21And now when I scrub through you can see that his feet will line up nicely
05:24with the ground plane.
05:26And then, I am going to orbit around a little bit, and see his whole walk cycle,
05:30and now his feet are touching the ground plane and not going through.
05:32There's one additional feature I want to show you, let's select the CMotion and
05:36go to the Steps option, and the steps allow me to control exactly where the
05:41character puts his feet on each of the steps he makes along this path.
05:44So what I want to do is, I am going to expand the range of time that I've got
05:47going on here, it's 90 frames right now.
05:49Let's make this out to 600 frames, and then expand the preview range.
05:53Now you can see that I've got a character, he walks all the way, he hits the
05:56end of the spline probably around frame 250 or so, it's right about there.
06:01And so let's bring this down to a 245 for the preview range.
06:05And then that gives me enough time to get to the end of the spline before it loops back again.
06:08So now what I want to do is I want to generate steps, now there are two options
06:11here, generate Steps, Hubs, or Steps and Hubs, and I want to generate Steps, and
06:16I am going to generate all the steps for his motion.
06:20Now there's a slight bug, you are going to notice, when I click the Generate
06:22Steps option, it's going to create the steps but I'm going to have a whole
06:26bunch extra ones, and I am going to show you how to fix that.
06:28Now how many steps it makes, and how long it takes, depends on how long your
06:32spline is and how long your animation is, but you could see that I have got a
06:35bunch of extra steps out here.
06:36Now, this may or may not do this on your machine.
06:39When I was working and preparing these files on my laptop, it didn't do it. When
06:41I got here on the recording station, it did do it.
06:43And so what I want to do is show you, how to get rid of those steps, because
06:46they're unnecessary.
06:47So if you twirl open the CMotion steps group here that was added when we clicked
06:51the Generate Steps, there is this Torso controller here and then these little
06:54foot icon objects, and you can see there's some for right and left.
06:58And if I go through these groups, if I get out of Point mode, let's click that,
07:01if I get out of Point mode and select these objects, and I am going to hold down
07:04the Option key and turn both dots red at once, and I'll turn this group red, and
07:09you'll see that a part of the red steps on that side disappeared, and I will make
07:13this group red, I will make this group red, and I'll make this group red.
07:16You can see that cleans up and gets rid of all the extra steps, and when I select these
07:20guys, I will hold down the Shift key, and grab them and then hit Delete, I don't
07:23need those steps, they are just extras.
07:25And now I have just a clean group of steps for the right leg and the left leg.
07:29Now the beauty of these steps is I can move them around, and if I scrub
07:32through my animation, you can see the character is placing his foot where
07:35those steps are in space.
07:36What I can do now is I can come into the window here, in the Editor view, and
07:40I can grab one of the steps and I can move it around.
07:42I am going to raise it up as if my character is going to step on an object or
07:46step over an object, take this one and raise it up a bit as well and have it be
07:50just a little bit down, so he is going to step up and then down, and then back
07:53down to the ground again.
07:54You can see as I scrub through the animation now, when he hits this point, he is
07:58going to raise up, down, and back down again.
08:01Now you notice that his torso didn't move, I'd want to go back and generate
08:04hubs for this as well, in order to get his torso to move correctly.
08:08And I am not going to worry about that right now, but just know that when it
08:10comes time to make his torso move based on steps;
08:13you want to generate steps and hubs for the character.
08:15The CMotion object is not just for characters;
08:18think of it much like the text animators in After Effects, with the amazing
08:20fact that they can be combined with other object types to easily create cyclic
08:25motion.
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The newly designed Muscle system
00:01In animals and humans too, our skin is stretched over muscles that give our body shape.
00:06In R13, the new muscle system can give your characters any kind of shape you can imagine.
00:10What I have here is a very simple arm setup. I've got some joints and an arm
00:14mesh, so you can see that I have animated it, so that at frame 30 the arm
00:17curls up, and then it goes back down again by frame 60, so let's rewind it back to time 0.
00:21What I want to do is, I want to have this bicep deform as the arm curls up and
00:26that will be a much more natural state than just simply the rigid movement
00:30that it has right now.
00:31So I need to use a muscle to do that, let's go to the Character menu and add
00:34in a Muscle object, and the Muscle object, when I first add it, is going to be
00:38huge, so what I want to do is I'm going to need to model this muscle into
00:42position on the arm.
00:44Before I can do that, I need to move these yellow balls called anchors, and
00:47these anchors need to be in position on the character where the muscle needs to start and stop.
00:53So let's switch to the Move tool, and I'm going to go to the side view, I'm
00:57going to grab each anchor and move them into position.
01:00I want the muscle to start about there and to stop about right there.
01:04If I zoom in on that area, you can see it's a good position for the bicep.
01:08Now let's do that in a front view as well, and the bicep should actually start
01:13probably right about over there, and they're about right there as well, there we go.
01:17Now you can see our muscle is still way too big and we need to tweak it now.
01:21So I'm going to go into Point mode, and I'm going to scale the points of this object.
01:25Now adding muscles is a lot like modeling, you need to manipulate points and the
01:29Muscle objects have points.
01:31You can actually add more segments as well, we've got three rows of points and I
01:34think that's plenty for this type of shape, so we're going to start off by going
01:37into my Selection tool, making sure that Only Select Visible Elements is turned
01:42off, and I'll grab the top row of points, hit T on the keyboard, and I'm going to
01:47scale them way down, almost to a complete dot of points.
01:51Now I'm going to do the same thing for the base, grab just those points and hit
01:54T on the keyboard and scale them way down into position.
01:57Then I'll grab the middle row points.
02:01Make sure that I don't have any additional point selected. Ooh!
02:04I can see I made a mistake, and that's why it's very important to orbit around
02:07your objects, so I'm going to undo until I find where I made my mistake.
02:10You can see there is where I made my mistake, when I was scaling those points
02:14down, I accidentally selected some points from the back side of my muscle.
02:17So let's hold on the Ctrl key, deselect those, and then now I know that I've only
02:21got that top ring of points, so I can hit T and scale them down, I can orbit
02:25around just to make sure that haven't messed up at all, and there we go.
02:28Now I can grab those points, and I'm using the spacebar by the way to get back
02:33and forth between the Scale tool and the Selection tool.
02:35Now I can hit T again to get the Scale tool back up, and scale those guys down,
02:40and now I can grab just that middle row of points, there we ago, and hit T and
02:45scale those guys down into position.
02:47So what I'm looking for is the relaxed state of the muscle. What is the muscle
02:51shaped like when the arm is at its fully extended or fully open position?
02:55And I'm going to move these points over just a bit and back into position there,
02:59and just scale them down just a bit, and that's not too bad.
03:02I'm going to grab the bottom row of points also and just scale them down a little tighter.
03:06Let's hide the arm skin a little bit, so we can see our muscle better.
03:09I'm going to hold down the Option key or Alt on the PC, and click twice on these
03:12dots to turn them both red.
03:14Now we can grab just those points at the top and scale them down, and now I can
03:19grab just these points, I think those are actually pretty good.
03:22Now this next step is very important.
03:24In the Muscle object, I'm going to go into the Object properties, and this Length
03:29field tells you what the relaxed state of the muscle is going to be.
03:32Let's hit Set, and you'll see that it shifted dramatically down to 20 units from
03:35200, that now reflects the existing length of our Muscle object, and that's very important.
03:42Now what we need to do is to link the muscle up to the joints that are going to
03:46help it deform, and so in order to do that we're going to take the joints from
03:49the Object Manager and bring them into these fields down here.
03:52So I'm going to start with the forearm and drag it down into this field, and when I
03:56do that, I now have my forearm there, let's get out of Point mode and back to Model
04:00mode, so we can see our anchor points a little bit better.
04:03And now I can take the shoulder and drag it into this field, and you'll see that the
04:06axis shifted for that, now I've got a linkage here.
04:10Now this button right here is very important, Auto Align, I'm going to uncheck
04:13that button, and when I do that, now my muscle is not twisting at all, doing weird
04:19things, and if I leave Auto Align turned on, you'll see that as the joint moves,
04:24the muscle twists and does this weird thing, and I don't want it to do that.
04:27So I'm going to turn off Auto Align, and now what we need to do is find
04:31the compressed state.
04:32If I go to Compressed and inactivate that, I'm going to uncheck Auto Volume.
04:36Auto Volume tries to automatically figure out what the muscle looks like when
04:39it changes shape, and we're going to uncheck that, because we want to define that manually.
04:43So when I do that, I now get this set field here, I'm going to scrub forward to
04:47the peak of the motion, and we're going to model this muscle into shape.
04:52So let's start off by going to Point mode, and then we're going to grab just the
04:55points in the middle of the muscle, and we're going to rotate them down in the
04:58position, they are a little bit twisted right now, and then we're going to grab
05:01the points that are at the base, you can see that ring there, that shouldn't be
05:04shaped like that either, that's because those things move as the joint moves.
05:07So now I've rotated those points down.
05:09Now I can hit T on the keyboard and scale them down into position.
05:12Now I can grab the points in the middle of the muscle, and we're going to scale
05:15those up just a bit and then move them, we want that muscle to shift position
05:20and bulge outward like that, let's rotate it up just a bit, there we go,
05:24grab just the red handle and rotate those guys up just a bit, that's pretty good.
05:28Now we go back to the Muscle object, and we're going to set that Compressed length.
05:32Now when we switch over to Animate mode, you can see that as we move the muscle,
05:37it changes shape over the rotation of the joint, and that's the behavior that we want.
05:42Let's turn on our mesh for the arm again, make it visible, hold down the Option
05:46key to do them both at the same time, let's scrub through the animation, you can
05:49see that the muscle pokes up out of the skin and that's very painful, we're
05:53going to fix that in a minute.
05:54More importantly though is that the muscle isn't yet deforming the skin, and so
05:57we need to fix that as well.
05:58So let's rewind back to 0, and I'm going to add into the scene something called
06:03an MSkin object, so I go to the Character menu and go to MSkin, and the MSkin
06:09tells the muscle what mesh to affect, and so we're going to take the MSkin and
06:13add it into the hierarchy here, and this is very important, you want to put it
06:16right below the Skin object, and it should go below the skin, so the skin gets
06:21deformed first, and then the MSkin moves the deformed skin, and because I had my
06:26muscle selected already, the MSkin in the muscle field already auto-populated
06:30this field here, but if I hadn't had my muscle selected, I would have to drag
06:33that Muscle object in.
06:35Now, when I move my arm, I get a bulge in the bicep, and it pokes through
06:40and that looks extremely painful, so to fix that we're going to hide our Muscle object.
06:45They don't need to be visible, so I'm going to hold down the Option key and make
06:47both dots red, so that my muscle disappears, and now I can scrub that animation,
06:53that's really all there is to it.
06:54Placing the muscles is a lot like modeling, and you really have to study your
06:57anatomy well and then approximate those muscle positions to get the
07:00deformation you want.
07:02Notice I've got a weird looking bulge here, I can go back in and tweak those
07:05settings easily and that's really the beauty of the muscle process is that
07:08it's nondestructive.
07:09The Muscle object is not just for characters, it can be used to deform lots of
07:13different objects, and it can be rendered with textures too.
07:15Experiment and have fun!
Collapse this transcript
The new Collision deformer
00:00Have you ever wanted to create a trampoline-like effect where a ball or a
00:04character causes a surface to cave inward and then spring back again? Or how
00:07about footprints in the snow?
00:09Well, that's exactly what the Collision deformer is for.
00:12So I am going to create a very simple scene here, I am going to add a Sphere,
00:15and then I'll hold down the Ctrl key and duplicate that sphere, and let's call
00:18these Collider, and let's arrow down and call this one Deformer.
00:24Now the Collider sphere we're going to move out off to the right, and what I
00:28want to do is have this Collider sphere collide with this Deformer object and
00:31create an indentation in it.
00:34Before I do that though, let's make the Collider sphere just a little bit smaller
00:38and let's bring it down in radius, that's pretty good.
00:42I want to be able to see the deformation when it happens.
00:45Now what I want to do is go to the Deformer objects and add in a Collision object.
00:50And the Collision object, it's a Deformer.
00:52It has a purple icon that means it wants to modify its parent or its peers, so
00:57let's take the Collision and make it a child of the Deformer sphere.
01:01Now nothing really happened, that's because we have to tell the
01:03Collision deformer what object is going to collide with this object to
01:08create the deformation.
01:09So in the Collider field of the Collision deformer, I am going to drag my
01:12Collider sphere into that field.
01:15Once again, it looks like nothing has happened, that's because the objects
01:18aren't touching, so let's take the Collider object and move it towards the
01:21Deformer sphere, and you'll see as I do that it moves the surface of the Deformer
01:27sphere, and that's the effect we are looking for.
01:29You can see as I move it in there, it creates an indentation.
01:32Eventually as it passes through, it passes a threshold, then it pops on and
01:37grabs that, and that's actually really cool animation.
01:39It looks just like a cell grabbing onto a bacteria or a virus or something like that.
01:44Now, I've got another simple scene set up here, and this is a ball
01:48bouncing across a plane.
01:50And this ball bouncing across a plane, I want to have it as it passes through the scene;
01:56I want to have it leave indentations in the plane as it passes through.
02:01In order to be able to see the plane a little bit better, let's hide the grid.
02:04I'll go to the Filter menu and turn off the Grid.
02:07That way we are just seeing the plane object.
02:10Go to the Deformers and add in a Collision deformer, and remember the Collision
02:14deformer wants to modify its parent or its peer.
02:17So I select it and make it a child of the plane, because I want the plane to be
02:21deformed by the sphere.
02:22Then I'm going to go to the Collider field of the Collision deformer and add in this sphere.
02:28Now when I animate it, you can see that the ball creates an indentation, it
02:33does some weird stuff as it moves through the scene, but that's just about what we want.
02:38We need to make a couple of tweaks to the values in the field, so that the ball
02:42doesn't get swallowed up.
02:44We want it to leave the marks in the plane as it goes through.
02:48Let's go to the Advanced tab of the Collision deformer, now first thing we want
02:52to do is turn up the Steps.
02:53The Steps control is really how accurately the deformation happens, and the more
02:58accurate the deformation, the harder it is for the computer to draw it, so you
03:01want to be really careful with that.
03:02So let's scrub through to the first indentation, there we go, and it's going to
03:07pass through, so if we click right here and let's crank the steps upward.
03:11And I think 2, let's go 3, 4, 5, there we go, that's pretty good right there.
03:16And you can see now when the ball hits;
03:18it doesn't pass through until it gets further into the cycle.
03:22Let's go farther through and adjust that upward.
03:24We are also going to adjust the Relax a little bit.
03:29Bring that up to about 20 I think, and let's grab the Stretch, and then adjust
03:35that up just a bit, and now we want to increase the size of the ball, and this is
03:39the size of the Collider object, and this creates a sort of invisible cage around
03:44the Collider object, and you can see my computer having a hard time doing that,
03:48and you can see that's because of the amount of steps that I have.
03:52Let's bring everything back to the default.
03:53So I am going to right-click on the Stretch and go Reset to Default, and then I
03:57am going to right-click on the Relax and reset that to default, because I'm
04:00having a little bit of a hard time getting it to playback correctly, there we go.
04:04Now what I want to do is I want to have it leave these marks in the plane as
04:08it bounces through.
04:09So in order to do that if I go to the Object field, let's bring this over here a
04:13bit, I want to take the Restore Shape down to 0.
04:16Restore Shape tries to get the object a snap back to its original value.
04:20And if I bring this down to 0, now when the sphere comes through again, it's
04:26going to hit its mark and leave indentations in the plane, as it passes through,
04:31and that is really an amazing thing.
04:34So this is something I've always wanted to be able to do, and it's one of my
04:36favorite new features in R13.
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4. New and Revised Shaders
Mograph Multi Shader
00:00The Multi Shader is part of the Mograph component, so it's available if you have
00:04the Broadcast or Studio versions of CINEMA 4D.
00:07What it does is allow you to take a series of images in a folder or
00:10layers in a Photoshop file, or frames from a QuickTime movie, and assign them
00:13to individual Clones.
00:15This gives you the ability to create amazing mosaics in 3D space.
00:18So what I have here is a very simple scene, I've got an image here from the
00:21beach on a recent vacation, and I've got a grid of clones, I am going to zoom in on the clones.
00:26You can see that's a very small plane that's repeated over and over again and I
00:30am going to use this Cloner group to create my image mosaic, and if I select the
00:34Cloner, you can go to Object properties, and you can see that it's set to Grid
00:37Array, a count of 36x36x1, so it's no depth on the Z axis.
00:41Now an Image Mosaic uses a bunch of seemingly random images and crates another
00:46larger image by averaging the colors of the source images and mapping them to
00:49their corresponding colors, and that is a lot of math!
00:52But luckily the Multi Shader does all the heavy lifting for us, but first we
00:56need a folder full of images.
00:57So I am going to navigate out to the Finder here, and show you my folder full of images.
01:01Now I am in the assets for this chapter, in the tex folder, and there is a
01:04multishader folder here, and this is just a bunch of random images that I've
01:07taken over the years and just pulled out of iPhoto.
01:10And the type of images is not important, what is important is the number of images.
01:15The more images you have, the more interesting your mosaic will be.
01:17Now I've only got 103 images in here, and I've done that just for size
01:22purposes for the downloadable files for the members, but the more images you have, the better.
01:27If I had a thousand pictures, the image mosaic would come out much more interesting.
01:30So let's go back to CINEMA 4D, and now that I'm here in CINEMA 4D, I am going to
01:34go and do the first step of the process.
01:36I need to create a material that has the Multi Shader in it.
01:39So let's go to the Material Manager, I'll double-click in here, and I'm going to
01:44name this material and call it Multi.
01:47Now in the Color channel of the Multi material, I'm going to load in the Multi Shader.
01:51So I go to the Texture pulldown, and go to Mograph, and then Multi Shader, and now
01:56the material gets brighter but nothing really has happened.
01:58That's because the Multi Shader doesn't know what images to use.
02:01So let's click on this swatch here to get into the Multi Shader properties and
02:04there's some very important controls here.
02:06So the Add from Folder is a really great new feature.
02:08It allows me to load in a whole folder full of images all at once, without
02:12having to do them one at a time, that's really a timesaver.
02:16The Add and Clear buttons allow you to add or remove images from the stack here.
02:20Now right now we've just got two, we could also click in here and add a
02:23separate image, but we are going to use the Add from Folder to load in all the
02:26images automatically.
02:27So let's click on that, I'm inside of the tex folder, in the asset files, and so
02:32I go to the multishader and hit Open.
02:35And how long it takes to do this process depends on how large your images are
02:38and how many images you have.
02:40But mine loaded up really quick, because I sized them down to about 306x512 and
02:44each one is maintaining the aspect ratio.
02:47So I automatically sized all these images to be about 512 pixels large.
02:51So they're all about the same size, so they load in very quickly.
02:55Now you can see that I've got all of those images loaded in, I can scroll all
02:58the way through those images.
03:00Now if I find one that I don't want to use, let's say this one for example, I
03:03can make it Active, or I could click the Remove button.
03:06Also, if I want it to show up in a particular place on the mosaic, or on a
03:09particular clone, I can move it up or down in the hierarchy, and that's a
03:12very useful feature.
03:13I'm going to leave this active for now and go back up to the top and
03:16there's one last thing I want to talk about here and that's the Mode.
03:19The Mode is how the Shader is going to be using these images, and we want to
03:24use the images to create an Average Color (Euclidean Color Distance) and this is very important.
03:29If you don't turn this on, the mosaic feature will not work.
03:32So we want to use Average Color (Euclidean Color Distance) and that's what's
03:35going to give us our average of all of these images to create that mosaic.
03:39Now what we need to do is to take this Multi material and apply it to the clone,
03:43not to the Cloner object, but to the individual clone itself, and that's a very
03:46important distinction.
03:47We're going to take this, and drag it right onto the plane that's underneath the Cloner object.
03:52And when I do that, it shows up on all of the individual clones.
03:55Let's bring up the Interactive Render Region, Option+R or Alt+R on the PC, and
03:59let's size it up, so it's covering the entire screen.
04:03I am going to also raise the Quality level up here as well, there we go.
04:06So now you can see that one material is showing up on all of the clones, but
04:10it's not quite doing what we want.
04:12The next step in the process is to add in something called a Shader effector.
04:15The Shader effector is a Mograph component that allows you to modify clones
04:18based on an image or color.
04:20And so I go to the Mograph menu, and I go to the Effector submenu and grab in
04:25the Shader effector.
04:26Because I have my Cloner selected already, the effector went right into this
04:30effector field on the Cloner object.
04:32You can see that it has already started to modify my clones, and that's because
04:35the Shader effector, by default, modifies the scale.
04:38Now, we don't need to modify the scale in this place, so we are going to turn
04:41that off, and you can see my clones go back to their original option.
04:44Now the next thing I want to do is also I want to turn off the Alpha/Strength,
04:47that's going to cause the images to appear a little bit faded, so I'll turn
04:50that off for a second.
04:51And you are not going to notice an effect from turning off the Use
04:54Alpha/Strength yet, but that's going to be very important down the road, so we
04:56want to disable that right now.
04:58Next, we need to have the image that we are going to be using as the basis for
05:02the mosaic, which is this beach scene here.
05:04We need to get that onto these clones.
05:07And we need it to be the exact same size as the entire Cloner.
05:10So what I am going to do is take this Base Image material, and I am going to drag
05:13it across to the Cloner object.
05:14Now when I do that, nothing happens, and that's because I need to first resize
05:19this image and then tell the Shader effector to use it.
05:21So what I want to do is go to the Texture Tag that's on the Cloner, and go to the
05:24Projection method where it says UVW Mapping, and change that to be Flat.
05:29Now before I do anything else, I want to go to Texture mode here, and this
05:34yellow grid that you're seeing here represents how the texture is being
05:37applied to the object.
05:38I want this Texture grid to be the exact same size as the entire range of clones.
05:43So if I go to the Tag menu in the Object Manager, and I go to Fit to Object, it's
05:48going to ask me, Do you want sub- objects to be included? Yes I do.
05:51So now, this texture is now the exact same size as the entire Clone Array.
05:56Now what I need to do is to tell the Shader effector to use this image to modify the clones.
06:01So I'll go to the Shader effector, and under the Shading option I am going to go
06:05to the Custom Shader and tell it to use the Color channel.
06:08When I do that it's asking me which Texture Tag do you want to use?
06:11I want to use the one that's applied to the Cloner object.
06:14So I take this Texture Tag and drag it right down in here, and as soon as I do
06:18that we now get our image mosaic.
06:20And you could see that there is an average color happening here based on the
06:24images in that folder, and the source image.
06:27And it's really cool, if we zoom in on this, you can see that all of the images
06:31are showing up, and they are being used based on their average color.
06:35So wherever the Multi Shader thinks that an image represents a color in a given
06:40part of the source image, it tries to find something in that folder that matches
06:43that color and use it there, and this is where that number of images comes in.
06:46The more images you have, the more interesting that Multi Shader will become,
06:50and the more closely it will resemble the source image that you're using as the
06:53basis for the mosaic.
06:55Another great use for the Shader will be creating the pages of the book.
06:58The Multi Shader can control exactly which clones get assigned to which texture,
07:01making it an incredibly useful tool.
Collapse this transcript
Subsurface Scattering shader
00:00Subsurface scattering refers to the simulation of the transmission of
00:03light through an object.
00:05The classic example is a small jade statue.
00:08When you shine light on it, the figure seems to glow from the inside, that's
00:11because the light is penetrating into the stone and bending and bleeding to the outer edges.
00:15C4Ds newly redesigned Subsurface Scattering shader makes this effect much more intuitive.
00:20So what I have here is a very simple scene, there is a 3D character that I
00:24created for this movie, and it's just a simple low poly mesh underneath a hyper
00:27NURB object, and let's close that up and I'll deselect it.
00:30Then I've also got some lights in the scene, so let's back out so we can
00:33see what's going on.
00:35My character is sitting on a sort of a coved backdrop that I created using
00:38this extrude NURB here, and the lights -- I've got a key light coming in from the
00:42object's left-hand side and a fill light coming in from the object's right-hand side.
00:46And Subsurface Scattering works best on objects that are being illuminated
00:49either from the side or from the rear.
00:51And so that's why I've got the lights in this arrangement.
00:53Let's zoom back in on our little guy here, and I am going to deselect that light.
00:57Now what we need to do is to apply a material to this object, and so let's
01:01create a new material down here, and go in the Material Manager, I'll
01:03double-click, and let's call this material SSS, for Subsurface Scattering.
01:08Now what I want to do is apply this material directly to the hyper NURB object,
01:12there we go, and our character turns white.
01:14Now let's bring up the Interactive Render Region, so we don't have to keep
01:17rendering this scene over and over again.
01:19So I'll go Option+R or Alt+R on the PC, and you can see that I've got the shadows
01:24turned on the lights and that's casting an area-shadow here on the right-hand
01:27side, let's turn the Quality up on Interactive Render Region so we get a little
01:30bit better representation of the scene.
01:32And now I can deselect that object in the background.
01:35Now, the way Subsurface Scattering works is, it's best on small objects.
01:40You wouldn't want to put Subsurface Scattering on a building say.
01:43Objects that are small in size and partially translucent allow the light to pass through.
01:47That's the kind of object you want to do.
01:48So we always want to use it on very small objects like little statues or things like that.
01:52The angle that you photograph it from, the light that you put on it, all
01:55contribute to communicating a very small size.
01:57The next thing I want to talk about is the Render Engine.
02:00Right now, I am using the Standard renderer.
02:02We are going to switch this over to the Physical renderer, because that gives us a
02:04better result for Subsurface Scattering.
02:06Let's go Command+B or Ctrl+B on the keyboard to bring up the Render Settings and
02:10the Render Settings, by default, are set to Standard, and we're going to switch
02:13this over to the Physical renderer.
02:15And when I do that you're going to see the rendering update here, and it gets
02:18a little more chunkier, that's because of the Sampling Quality and the
02:21Sampling Method here.
02:22And the next thing I want to do is we're going to turn this from Adaptive to Progressive.
02:27And what Progressive does is, Progressive starts off by giving you a very bad
02:31initial image, and then it continuously refines the image as long as you
02:34don't change anything.
02:35And so you start off with a very bad image that gets much better before your eyes.
02:39So let's switch this to Progressive here, and you are going to see that the
02:42image will get very, very grainy and chunky, and then as I go, you can see that
02:45the rendering progress down here is continuing to run.
02:48And you can see that the longer I let this go, the more refined my image becomes.
02:52And so we are just going to leave that.
02:53Every time we make a change it will go back to chunky and then refine itself.
02:57So let's close up the Render Settings now.
02:58Now we need to add the Subsurface Scattering effect.
03:01So let's go to the SSS material, and we're going to go to the Basic properties
03:06and the Subsurface Scattering effect works best in the Luminance channel.
03:10So let's turn on Luminance, and I see our object is going to go completely
03:13white, and the Luminance channel normally kills shading until you add the
03:16Subsurface Scattering into it.
03:18So let's go to the Luminance channel, and in the Texture pulldown here we are
03:21going to go to Effects and then Subsurface Scattering.
03:24And as soon as we do that, we are going to start to see our object come back in shading.
03:28So what's happening is the Subsurface Scattering filter controls what happens in
03:32the Falloff areas of the Luminance channel.
03:34So you can see now our object appears to glow a little bit from the inside.
03:38Now let's talk a little bit about the color and the properties of the Subsurface
03:40Scattering shader itself.
03:42Now I want to make a jade statue out of this guy.
03:44So let's go to the Color channel and start off by making our object green.
03:48Now I want to change these values, I am going to do this about 45 on Red, I'll
03:52tab twice to get over to the Green channel and hit 81 or so, let's do 80 there
03:56just to round it off, and I'll hit tab twice again to do another 45 and that's
04:00going to get me a nice rich green color.
04:02Now what's happening right now is it doesn't look very green yet, that's because
04:06the Subsurface Scattering is set to be white by default.
04:09And so we need to change that color next as well.
04:11So let's go to the Luminance channel here, and in the Luminance channel
04:14let's raise that up.
04:15I'm going to click on the Subsurface Scattering swatch, and that takes me into
04:19the Properties for the Subsurface Scattering.
04:21So what I want to do is to change the color of the Shader first and foremost.
04:25Let's take this and bring it down to 0 on blue, and 0 on red, that's going to
04:29give us a nice rich green color for our jade statue.
04:32And you can adjust this to taste if you want.
04:35We can bring this down if we don't want quite as much saturation in it, you can
04:37see it gets a little bit darker.
04:38So I'll leave it about there, 0, 149, 0.
04:41Now, the next thing we want to talk about is the Path Length.
04:44The Path Length controls how far into the object the rays will go.
04:49The shorter the Path Length, the darker the object becomes, the longer the Path
04:52Length the brighter the object becomes.
04:54So I want this to be a little bit darker here.
04:56So I am going to take this Path Length and adjust it to about 5 cm, that's
05:00going to darken my object up just in the areas on the other side of the object
05:03from the key light.
05:05The next thing I want to do is boost up the Strength Value;
05:07how intense is the Subsurface Scattering effect, and that strength is
05:11expressed in percentages, and like a lot of percentage values in CINEMA 4D, it
05:14can go beyond 100%.
05:16The slider peaks out right there, but you can input a value here manually, and so
05:19I'll go to 200, and that's going to boost up that effect and that's going to give
05:24me a much more intense Subsurface Scattering effect.
05:27There are some advanced effects here that allow you to tweak the values of the
05:29Subsurface Scattering effect, but in practice, I don't mess with them.
05:32There is some great presets here.
05:34I've started off with a custom one and input my values manually, but you can
05:37switch to any of these guys and they make great starting points.
05:40I am going to leave mine set to Custom, and leave the Advanced shaders alone, and
05:44now want I want to do is refine the material a little bit.
05:46This object is going to look a lot better with a little bit of reflection on it.
05:49So let's go back up one level, I'll click on this up arrow here.
05:52This takes us up to the main level of the material, and in the Basic properties
05:56on going to activate Reflection.
05:58And when I do that, I get a 100% reflective object, and my little guy turns into a chrome guy.
06:03Now that's not what I want, although it does look kind of cool.
06:06I want to dial down the reflection a bit.
06:08So let's go to the Reflection property, and take the Reflection Brightness from
06:11100% down to about maybe 20% or so.
06:14You can experiment with this value.
06:16What that's going to give us is a nice little highlight on there.
06:19The reason I can see this highlight is because I've turned on a property in the
06:22lights, and I want to explain that real quick.
06:24In the Key Light there is under the Details property, a very important button, and
06:29that's this Show in Reflection button.
06:31Because I have this light set to be an area light, I can tell it to show up in
06:34the reflection, and that's why you're seeing this white rectangle here, show up
06:37on the surface of my object and it's very useful for creating these types of
06:40reflections on objects.
06:42I have the same property turned on on the Fill Light.
06:44So you can see the Subsurface Scattering effect gives us a very unique look and
06:49makes the object feel incredibly small.
06:51Now what I am going to do is let the Progressive Render engine run and refine this image.
06:54So you can see there is a point of diminishing returns with Progressive Render engine.
06:58We've hit it in this particular scene at about the minute and a half mark, we
07:01can let this run all day and it would literally run all day if we let it, but
07:04the image won't get much better.
07:06But the advantage to using the Progressive Render engine is that it gives you a
07:09very poor result that continuously refines over time, making it very easy to see
07:13changes in a complicated scene.
07:15To get back to the Subsurface Scattering, if you're creating any kind of object
07:18that is translucent or allows light to pass through from the surface to the
07:21inside, then the newly redesigned Subsurface Scattering shader is the way to go.
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Brick shader
00:00The Brick shader is one of those features that really doesn't seem all that
00:02interesting, until of course you actually need to make a brick wall.
00:05The redesigned Brick shader in R13 makes this repeating pattern super easy.
00:09So I have here a very basic scene, it's just a Cube object, and it's sitting on a
00:13plane that has a stone material applied to it, and what I want to do is to
00:17create a new material for the brick pattern to reside in.
00:21So let's go down here to the Material Manager, and double-click to create a new
00:24material, and I'm going to name this material Brick, and let's apply this brick
00:30material directly to the Cube object.
00:33Let's bring up the Interactive Render Region, Option+R or Alt+R on the PC, and
00:37the Interactive Render Region, I've got the Quality slider turned all the way up
00:40here, and I've sized it, so that I can see my entire brick wall.
00:44Let's deselect the cube, so we don't see these arrows and handles, and then
00:47let's select the actual material.
00:49I'm going to start off from the Color channel with the brick material.
00:52So let's go into the Color channel, and in the Texture pulldown go to Surfaces
00:56and then Brick at the very top.
00:58You can see a pattern of bricks immediately show up on our object.
01:02Let's zoom in just a bit here, just dial in so we fill the screen little bit more.
01:06You can see that the pattern is very regular and we've got an alternating row of
01:10darker bricks everywhere and that's due to the settings in the Brick shader.
01:13Let's go into the Brick shader by clicking on the swatch here.
01:16The Shader has four basic categories to it, the Shader properties which
01:19control the size and shape of the bricks, the Color properties which control
01:23the colors of the bricks, and then the Gaps which controls what happens in
01:27between the bricks, and then the Dirt property which allows you to make the
01:30bricks less pristine.
01:31Let's start off in the Shader property, and I'm happy with the size and scale,
01:35but I could also adjust if I wanted to make my bricks smaller, I could bring the
01:38Scale down to say about 15%.
01:40You can see that the brick pattern gets a lot smaller, let's bring it back up to
01:43about 20% so we have some nice large bricks there.
01:46You can also make the Height and Width a little more uneven.
01:49The part that I'm interested in though is the Shift and Reset, and the Shift and
01:54Reset allows me to randomize the pattern a little bit.
01:56I'm going to adjust the Shift to like 75% and you can see that's going to offset
02:01the pattern and then the Reset Every nth Row, if I turn that up about 3, you'll
02:07see that as I turn it up, the pattern offsets and starts to reset itself every
02:12six rows, and that gives me a much more randomized feel to it.
02:15So let's go down to the Color options, and in the Color options I don't like
02:19these dark rows that are showing up, and so what I want to do is change the Alt Brick Color.
02:23I can twirl open the properties for the Alt Brick Color, and select the gradient
02:27knot here, and I am going to take this gradient knot color and I want to make it
02:31the same as this gradient.
02:31So I can click on that, and in the Color Picker I can bring that up to about
02:36here or so, maybe get a little more red in there, and then close that up.
02:40You can see that blends those alternate colors in a little bit more.
02:44Let's twirl close the Gradient property here, and there is a Brick Noise
02:47scale, and let's zoom in on that.
02:49And the Brick Noise Scale controls how much noise you get in the actual bricks
02:53themselves, let's zoom in really close on that, that's one of the great things
02:56about this being a shader is that you can zoom in very close, and I can adjust
03:00the scale, let's bring it down to about 25%.
03:01You'll see the pattern of noise on the bricks get a little more dense.
03:06I can adjust the details, let's bring that up to say 15%, and you'll see that
03:10pattern get even more intense.
03:11That's a little too heavy so let's bring that back down to say 5%.
03:15Now let's move over to the Gaps.
03:17The Gaps control what happens in between the bricks, I can adjust the color
03:20using this gradient here, the one I'm really concerned about is the Noise Scale,
03:24I want to tighten that up.
03:25Let's bring the Noise Scale down to about .5;
03:28you're going to see the noise pattern in between the bricks really tighten up,
03:31and you can see it got a lot more dense there.
03:33You can also adjust the size and variation, but we're going to leave those alone right now.
03:37The Dirt option we're going to come back and adjust later.
03:40So that's it for the Color property for these bricks for now, and let's back out
03:43a bit, so we can see the whole wall.
03:45I'm going to go up one level in the Material, now what I need to do is these
03:49bricks look okay, but they don't feel very realistic yet, that's because we need
03:52to give the bricks some dimension, and we're going to do that using the
03:54Displacement channel.
03:55So let's go back to the Basic properties and let's add in displacement, and one
03:59of the cool things that we can do is we can use this exact same brick pattern to
04:03modify the displacement of this cube.
04:05So let's go to the Color property, and we're going to click on the Texture
04:08pulldown and go to Copy Channel, and the Copy Channel, when I select it, copies
04:12the properties that I have here in this Brick shader to the clipboard, and then
04:15when I go to the Displacement channel, I can click on this Texture pulldown and
04:18I can paste those very same properties back down again.
04:21When I do that, you're going to see my material modify dramatically here, but
04:25you don't see anything happening here, that's because the Displacement channel
04:29is resolution dependent.
04:30It's based on the resolution of the surface of your object and it's based on the
04:33resolution of the material.
04:34Right now, our Cube object is just one large rectangle, and one polygon can't be
04:39displaced, so we have to subdivide it.
04:41So I'm going to take the X and Y values and let's bring that up to about 20x20,
04:45and when I select the Cube, you're going to see -- let's turn off the
04:50Interactive Render Region for just a second.
04:52You can see that I now have more polygons on the surface of that cube, whereas
04:55before I had one polygon.
04:56Let's bring the Interactive Render Region back up, Option+R or Alt+R on the keyboard.
05:00Now if we zoom in, you're going to notice we still don't see very much
05:04displacement, that's because if we go to the Material, let's click back on
05:07Material and go into the Displacement property.
05:09The Height right now is set to only 5 units, so let's crank this up a bunch.
05:13Let's bring it to say 25.
05:15It's about 5 times larger, you see that the bricks got a little bit lumpy in
05:18spots, and that's because, once again, we still don't have quite enough
05:21polygons, but rather than keep cranking up the density of the polygons and the
05:25cube, I'm going to turn on something called Sub-Polygon Displacement, which
05:28will virtually subdivide the polygons at render time, and give me a much more
05:31interesting result.
05:32So let's turn on Sub-Poly Displacement and instantly you'll see the brick
05:36pattern reveal itself.
05:37Now what's happening now is that the mortar in between the bricks is protruding
05:41through, and we want to reverse that so that the mortar goes into the bricks,
05:44and so we take the Strength and we're going to reverse that to -100.
05:48And you see now we have the brick pattern coming in there.
05:50Let's bring the Subdivision Level up one more value, let's bring it up to 6,
05:55that's going to tighten that pattern up for us a lot more, there we go.
05:58Now you can see that we have very clearly defined bricks, and we have a very
06:01clearly defined gaps in the bricks.
06:03It's a little too thick right now, so let's take the Height down about 15, there we go.
06:08That makes the gaps a little less pronounced, and makes the brick pattern a
06:10little more subdued.
06:12So that's it for the displacement.
06:13The next thing we want to do in the Basic properties is to turn on the Bump,
06:16and the Bump map is going to allow us to give a little more personality to
06:20these bricks, and so I'll turn on Bump, nothing happens at first, that's
06:23because the Bump value needs to have a grayscale image in order to work and
06:28we're going to use Noise for that.
06:29So let's go to Noise, we'll click on that and add a noise filter.
06:32Now the default noise is not what we want, you can see it's added in this kind
06:36of wavy looking pattern.
06:37We're going to click on the Shader here, and there's a great little pulldown on
06:40here that allows you to see some interesting pictures, and those represent all
06:43the different Noise types.
06:44We're going to grab one called Poxo, and the Poxo one is this little guy right
06:48here, and it looks a lot like asphalt or brick, and when we add it in, you're
06:50going to see that Bump pattern changed dramatically.
06:53There we go, that starts to look a lot more brick like.
06:55It's a little too heavy now, let's go up to the main level of the material and
06:59bring the Strength down to about say 15%.
07:02Now the last piece of the puzzle, our bricks feel really shiny right now.
07:05We need to make them a lot less shiny, but we don't want to make them
07:09universally less shiny, we want to make them less shiny based on a random
07:12pattern, so they feel little bit more weathered.
07:14So on the Basic properties, I'm going to activate Specular Color, and the
07:17Specular Color channel controls where the specular highlight shows up, and what
07:20color it is when it does show up.
07:22In the Specular Color channel we're going to, go to the Texture pulldown and add
07:25in Noise again, and you're going to see our specular highlight change a little
07:28bit, and it's that same default pattern, that's not very interesting.
07:31Let's go to the Noise parameters again, and let's click on this little image and
07:36let's grab Stupl I think will look really nice, add in the Stupl effect and
07:41you see it breaks up that Noise pattern nicely.
07:43Let's make the Stupl much larger, Global Scale of say 1000, that's going to
07:47distribute that pattern a little more interestingly across the surface.
07:50There we go, let's back out so we can see our wall in all its glory.
07:54It starts to look much more interesting and much more realistic.
07:57The last piece in the puzzle is the Dirt parameter in the Brick shader.
08:00Let's go back to our Brick Material, and in the Color channel, click on the Brick
08:04Swatch, and let's activate the Dirt.
08:06We're going to enable that, and we can have all kinds of different dirt patterns here.
08:10What we want to do is we want to have it go darker, and the way we're going to
08:14do that is by adjusting the Brick Blending.
08:17We're going to bring this Brick Blending down to -100, and that's going to
08:21multiply that back into the brick pattern. There we go.
08:24Now our brick wall looks really, really nice.
08:27So as you can see, the Brick shader is a great resource, and the repeating
08:29patterns that it makes have a lot of really great graphic possibilities, not
08:33just brick walls, but all kinds of fun stuff.
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Terrain Mask shader
00:00Building realistic outdoor environments can be a time-consuming and computer
00:03consuming task, but the new Terrain shader gives you the ability to create
00:07snowcapped mountains in no time.
00:08So we've got a clean scene here.
00:09I'm going to start off by creating a mountain, and I'll go to the Primitive
00:13objects here and add in a Landscape object.
00:15In the Landscape object, I'm going to start off by making a little bit taller
00:18here by grabbing that orange button there above the Y-handle.
00:21Let's bring it up so it's above the ground plane, and I think that's pretty good right there.
00:25You can adjust the width segments and height segments to give it a little more
00:29detail or less detail.
00:30I'll crank that up a little bit on the width and height, and then adjust the
00:33rough and fine furrows to get a little more detail in my mountain, there we go. That's nice.
00:39Nice craggy peak.
00:40So now what I want to do is to apply material to this.
00:43Now, let's go in here and create a new material by double-clicking the Material
00:47Manager, let's call this one Terrain and let's apply it to the Landscape object.
00:52Now I want to turn on the Interactive Render Region, Option+R on the Mac or
00:57Alt+R on the PC, and let's bring that Interactive Render Region up larger and
01:01let's turn the quality up to full, there we go.
01:05In the Terrain Material, the Terrain Mask shader can be used in just about any
01:08channel, but it works best in the Color.
01:10So let's go to the Texture pulldown here, and go to Effects and then Terrain Mask.
01:15As soon as I do that, we're going to instantly see snow on the peaks of these mountains.
01:19Let's click into the Terrain Mask shader to just take a look at its options.
01:23So here in the Terrain Mask shader, we've got basically a Gradient property that
01:26controls what color we have on our snow that's showing up on the mountain.
01:30We're going to leave this at black and white, and we've got basically Altitude
01:34Masking and Slope Masking.
01:35Altitude Masking controls how high on the object the snow appears, the Slope
01:41Masking controls the angle at which the snow appears in the object, and you can
01:45adjust the minimum and maximum slope values, and then soften the minimum/maximum
01:49slope values as well.
01:51So if I turn this maximum slope up a bit, you'll see more snow show up on the
01:55sides of the mountain.
01:56Let's bring -- that's a little bit too much snow I think, let's bring that
01:58down to say 50, there we go, maybe 55. There we go.
02:03And now the softness, if we adjust minimum/max softness, you'll see that it
02:07creates a much softer transition for the snow, and I'd adjust that to about 55.
02:13This Use Bump feature is very important, we're going to leave this turned on,
02:16but it's not having an effect right now because we don't have a Bump channel in our terrain.
02:20In order to take advantage of this effect, we're going to add in a Bump channel
02:23to our terrain material.
02:24So let's go back up one level to the main Material properties, and go to the
02:28Basic and add in Bump.
02:30In the Bump channel, we're going to go to the Texture pulldown and add in Noise.
02:35Now as soon as we do that, it makes our mountain look a little bit strange.
02:38We're going to change that noise pattern, and the way we're going to do that is
02:41by clicking on the swatch here, and going into the Noise properties and click on
02:45this little guy right here.
02:46This is a pictorial representation of all the different noise patterns, and
02:49we're going to choose Poxo.
02:50Here we go, let's add that in, and you can see that now we get a very
02:54interesting distribution of noise.
02:55Now that's doesn't look very natural.
02:57So let's pick a different one.
02:58Let's go back in and grab Luka, yeah, that feels a lot more natural.
03:03And as we zoom in here on the mountain, you can see that this bump pattern is
03:08now being used to accentuate where the snow collects on the sides of the
03:12mountain, and that makes it much more realistic.
03:14We have great snow showing up on our mountain, but now we need to have some stuff
03:17underneath the snow and a little bit of a more of a granite texture.
03:20So let's go up one level back to the main properties, and in the Color
03:24channel, we're going to go to the Texture pulldown and we're going to add in a layered shader.
03:28Now the layered shader behaves a lot like Photoshop;
03:30it's going to take our existing Terrain Mask and stack it up inside of a Layer property.
03:35Now it looks like nothing has happened but in order to see the Layer shader, we
03:38have to click on the swatch here and that takes us into an interface.
03:41Now this interface behaves just like Photoshop.
03:43We've got blending modes, we've got eyeballs, and a transparency option the same
03:47way we would have in Photoshop.
03:49What I want to do is I want to add in a noise shader and have it be
03:52underneath this Terrain Mask.
03:53So if I go to the Shader properties and add in noise, that noise pattern is
03:57going to overwrite the Terrain Mask shader.
03:59So what I'm going to do is move that Noise pattern down by dragging it below
04:03the Terrain Mask, and then I'm going to change the blending mode on the Terrain Mask to Add.
04:08What that's going to do is that's going to make the terrain blend into the noise
04:13underneath it with an Add blending mode.
04:14Now this Noise pattern is not what I want;
04:17I'm going to go into the Noise properties here and I'm going to change this from
04:21the default noise pattern to let's try the Poxo again.
04:24I think it's going to give us an interesting look and kind of granite feel to it.
04:27I'm going to tighten that up by changing the Global Scale from 100 to about 50, there we go.
04:32And that starts to look a lot more like a granite snow-capped peak.
04:36Let's back out just a little bit so we can see our whole mountain, there we
04:39go, looking awesome.
04:40Now I use the shader on a Terrain object, but you're not limited to that at all.
04:44The Terrain Mask is a great way to control where objects appear on Mograph.
04:47When you combine it with the Shader effect, you can get some really
04:49amazing results.
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5. Workflow Additions
After Effects Exchange improvements
00:00One of the main reasons that CINEMA 4D has become the go-to application for motion
00:04graphics is that it works really well with After Effects.
00:08R13 makes this relationship even stronger with the new free export plug-in for
00:11After Effects that creates a project file that can be opened in CINEMA 4D.
00:15This is a big deal because it means you can start your project, your
00:18animation, your camera moves, in After Effects and then move that information into CINEMA 4D.
00:23Previously, you could only go the other direction from CINEMA 4D to After Effects.
00:28So here we are in After Effects and I've got a composition here.
00:30It's not pretty, but it's got some very specific examples of the kinds of things
00:34that will translate well from After Effects and the kinds of things that won't
00:37translate from After Effects.
00:38So let's do a RAM preview here.
00:46This is very simple camera move and there are some very specific layers that
00:49I've got going on here.
00:50I've got a 3D light casting a little bit of vignetting on the edge of that picture.
00:54You can see that light will go into CINEMA 4D.
00:57The Camera Parent and the Camera, that will translate in the CINEMA 4D, I've got
01:01a pre-comp here that's the type along with this fake reflection right below it.
01:06The composition will not translate in the CINEMA 4D.
01:10However, the representation of that comp will.
01:13So I'll end up with a solid layer inside of CINEMA 4D in the same location as
01:17that, and that can be very useful.
01:19The other thing I have going on is a very simple JPEG here of me at the beach
01:23and a fake reflection below it.
01:25The JPEG will come across as a texture applied to a plane.
01:29The reflection, which is just a copy of that JPEG, flipped over and inverted,
01:34that will come across but the gradient layer will not.
01:37Neither will these blue solid layers because they're not 3D;
01:39they're just 2D layers.
01:41Now it's very important to note the parenting relationship here because that
01:45will determine how the hierarchy is drawn inside of CINEMA 4D.
01:48You can see I have some layers parented up to each other here and the
01:52relationships that I have here parented will show up exactly inside of CINEMA 4D.
01:56So the way to get this information from After Effects to CINEMA 4D is to go to
02:00the File menu and then to Export, and I've got CINEMA 4D Exporter here.
02:06Now the reason I have that Export command there is because I've installed a very
02:09special plug-in for MAXON in my After Effects plug-ins folder.
02:13I'm going to show you where to download that from.
02:15So let's go over to Safari, and here in Safari I'm on the MAXON homepage.
02:19I'll go to Downloads and then Updates, and on the Updates page, I'll on click on plug-ins.
02:27And on the plug-ins page, this first item is what I want to download.
02:31Now there's a Windows and Mac version.
02:33Depending on which operating system you're on, you'll need to put the correct
02:36file into your After Effects Plug-ins folder.
02:39It's very important in your After Effects Plug-ins folder is where that goes.
02:42Once you have that, you'll need to re- launch After Effects, and then you'll
02:45have that command in the File > Export menu.
02:48Let's go back to After Effects now, and I'm going to go to File menu, and this is very important;
02:53you want to make sure that you're actually in the composition that you're
02:55going to be exporting.
02:56I'll go the File menu > Export, and then the CINEMA 4D Exporter.
03:01And I'm going to navigate --
03:04now where I am at is inside the Project Files for Chapter 5, and I've got a
03:09EXPORT folder here that I've made ahead of time, and I'm going to export this as 05-01-EXPORT.
03:18And when I hit save, it goes really quick.
03:20Now I can move back over to CINEMA 4D, and here in CINEMA 4D, we don't need to
03:24do anything special except for open.
03:27So I'm going to go to the File menu > Open, and I'll navigate to the Chapter 5
03:32files to the START EXPORT folder that I created earlier.
03:36And this is the file that I exported from After Effects.
03:38So I'll select that and hit Open, and now what I've got going on is a hierarchy
03:44here, and this is the hierarchy as it's been interpreted from After Effects.
03:48And if I scrub through the timeline, you can see that I've got some planes
03:53here, and when I let go,
03:54there it redraws the screen and I can see my picture there, and you can see there's
03:57that fake reflection that I talked about with no gradient on it.
04:01And also, you can see that I've got a light in there, and that light is in the
04:04exact same position.
04:05It's got a light target with the Target tag on it, and that's how it interprets
04:09the spotlight from After Effects.
04:11The other thing I want to point out is the REFLECTION PRE.
04:14This is a representation of that pre-comp.
04:16What I ended up with is a plane object that is the same size as the composition
04:21was from After Effects.
04:23Now that information can be useful but you can see that the contents of that
04:26composition doesn't come across, that was type and CINEMA 4D can't handle that information.
04:30So you can see this is a big deal.
04:32For anyone that has 3D tracking data in After Effects, or is simply more comfortable
04:36working with the camera in AE, this new workflow is a huge addition for artists
04:40that want or need to start their workflow in After Effects and then move their
04:44camera move into CINEMA 4D.
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Stereoscopic workflow
00:00Creating stereoscopic images is becoming more and more popular and CINEMA 4D R13
00:05has a new set of tools ready to meet that challenge.
00:08A new stereo camera, rendering options, and picture viewer make this process
00:12much less intimidating.
00:13So I have got a very simple scene file here to kind of illustrate the concepts
00:17that we are going to talk about and there are three components to stereo, there's
00:20the camera, the render settings, and the picture viewer.
00:23Let's start off with the camera.
00:25Now in order to understand what's going to happen in this 3D scene there's a
00:29couple of things I need to turn on first.
00:31The first thing I want to turn on is under the main Edit menu, Preferences.
00:35I want to select OpenGL and make sure that Use OpenGL is turned on.
00:40This isn't strictly necessary for rendering, but it is necessary to preview the
00:453D effect in the viewport.
00:47So you can have OpenGL off, but you won't be able to see the 3D effect in the viewport.
00:51So I've got mine on.
00:52So I will see a 3D effect in the viewport.
00:55So let's close that up.
00:56Now the next thing I want to turn on is on the Camera itself.
00:59It's under the Stereoscopic option.
01:02There is a Mode here, and the default is Mono, that means a single camera.
01:07I am going to set it to be Symmetrical and when I do that, it looks like nothing
01:11special happened except that the icon on my camera changed and I now see these
01:16options here for the Stereoscopic effects.
01:19Now in order to be able to preview these effects in the viewport, I have to go
01:23the Options menu and turn on Stereoscopic.
01:26Now that I do that, the color shifts and that's because I am now looking at an
01:29anaglyph or red and blue passes of the image in the viewport.
01:35Now in order to see this 3D effect I have to have those crazy glasses and I
01:39am actually wearing some right now, and I can tell you that the 3D effect looks awesome.
01:42It's not very pronounced yet.
01:43So I'm going to go to my Eye Separation, that's the distance between the cameras,
01:48and I'm going to adjust that to about 20 units.
01:51How far you adjust that depends entirely on your scene and experimentation.
01:55So there is no right or wrong answer here.
01:57You are going to have to do some tests with the glasses on in order to understand
02:01how pronounced the 3D effect is.
02:04Let's switch to the Top View here, and I've got a four-way split here.
02:08In the Top View I want to be able to see just my three cubes.
02:12So I'm going to go to the two Cloner objects here, and I am going to turn the top
02:17dot red for each of those Cloners.
02:19So now I can see just my three cubes here.
02:22Now let's zoom in on the Top View and take a look at our camera.
02:28Now the camera itself looks different.
02:29We have got some separate planes here that have appeared now, but you notice
02:33that it doesn't really look like a stereoscopic camera.
02:35I don't see two sides of it, a right or a left side.
02:38In order to see that I have to click on Show All Cameras.
02:41When I do that, I now see both cameras and if I zoom in, you'll see that I
02:45can see those cameras there, and the distance between these cameras is dictated
02:49by the Eye Separation, and I can split those cameras farther apart or bring
02:53them closer together.
02:54So I will leave them about 20 units like I said before, and the Placement I am
02:59looking at Parallel, Off Axis, On Axis, or Radial.
03:03This will be dependent on the type of 3D that you are creating, and then the next
03:07most important value is this Zero Parallax.
03:09The Zero Parallax is the plane of the screen that the projection will be shown on.
03:16Now anything in front of that Zero Parallax will appear to leap off the screen,
03:19anything behind that Zero Parallax recedes back into the scene.
03:24So in order to understand what's going to happen, I have to make some tweaks
03:27to these values here.
03:29So I want to have the plane of my screen be on this middle cube.
03:32So what I need to do is I need to move that Zero Parallax to this middle cube right here.
03:39So as I scrub this value up, you can see that it stops.
03:43It won't let me go past this far plane value.
03:46The Near Plane and the Far Plane allow you to preview where the forbidden zones
03:51of your 3D scene are.
03:53There is an effect that happens, the closer something is to the camera, the
03:56farther way it is from the camera, the less pronounced the 3D effect is.
04:00So through experimentation you can figure out where those zones are relative to
04:04your scene file, and you can use these Near and Far Planes to help you identify
04:08that forbidden region.
04:10But the problem with this setting right now is that it won't let me move
04:13beyond that 1200 values.
04:15So I am going to take this Far Plane and I am going to move it way back, I am
04:18going to scrub this value until it's well outside the scene, and you can see if I
04:24back out here, there is my Far Plane now.
04:27So that's the forbidden zone.
04:28Everything beyond that I want to make sure all the major components of my scene
04:32are ahead of this plane.
04:34Now I can take my Zero Parallax and move it forward and put it right on top of
04:40the cube, and then I could take my Near Plane and just adjust it so that it's
04:46just the other side of the cube.
04:48Now where those planes are has no affect on the rendering at all.
04:51It's simply a warning, a way for you to see where your objects are going to show
04:56up in the 3D effect.
04:58So that's it for the important camera settings.
05:00Now the next step in this stereoscopic process is the render setting.
05:05So I am going to go Command+B or Ctrl+B on the keyboard to bring up the Render
05:09settings, and I am going to activate Stereoscopic.
05:12I just selected it right now.
05:13You can see everything is grayed out.
05:14When I activate it, it looks like nothing special happened except now I have all
05:19these extra options.
05:20Now I have the ability to tell it how to calculate the stereoscopic images.
05:25I am going to select Individual Channels.
05:27This option is going to let me both preview the Stereoscopic effect in the
05:32Picture Viewer, and switch between the right and left eyes in the Picture Viewer.
05:36If you used a Merged option, then you will only be able to see the 3D effect
05:39in the Picture Viewer.
05:40You won't be able to switch between the right and left eyes.
05:43And sometimes it's very important to understand what's happening between the
05:45right and left eyes.
05:46So I want to leave it on Individual Channels.
05:49So now what I want to do is to go back to my Render settings here, I'm not
05:54going worry about saving this image, and I am going to render just from the
05:57Output option just a single frame.
05:59So I've got it set from 0 to 0, so it's going to do the current frame.
06:02I am going to hit Shift+R on the keyboard, and that's going to render the Picture
06:09Viewer and the Picture Viewer is a little bit large now.
06:11Let's go here and I am going to tell this to Fit to Screen.
06:16Now this rendering is going to take twice as long as a normal rendering, because
06:19it does have to render both the left and right eyes.
06:22So now it's finished rendering the left and right eyes, but you'll notice that
06:26here in the viewport, if I go to Stereo option, right now it's showing me just a Single Channel.
06:32Now if I do an Interactive Merge, I now see a preview of what that 3D effect
06:37is going to look like.
06:39I can also control how it's done here, and if I go to the Additional Parallax, I
06:44can adjust and add a little bit more or less parallax into that image, and it's
06:49limited by the boundaries of the image so you'll see a chopping there.
06:52I will bring that back to 0.
06:53That's just so you can do some testing on your own.
06:56You would always want to go back to the Render settings and put that value
06:58in and re-render your image, but this is a great place you can do some testing with.
07:02You can also swap the left and right eyes here, and you can also determine what
07:07type of colors you are using to preview the anaglyph here.
07:10And I am going to leave it on red for now.
07:12The Picture Viewer allows you to preview your animation, or still image, with the
07:173D effect turned on.
07:18CINEMA 4D does have the ability to render a lot of different types of 3D images,
07:23and where you determine what type of 3D images in the render settings.
07:27And if I close that up, I can go back to my Render Settings to the Stereoscopic
07:30effect, and under the Mode, if I switch it from Individual Channels, I can do a
07:36Merge Stereoscopic Image, and I can set to Anaglyph, or Side-by-Side, or
07:40Interlaced, and I can do a Merged Stereoscopic Image which is what I am looking at right now.
07:46I can do Individual Channels, and I can render as many channels as I need to
07:50based on the type of 3D effect I've got going on.
07:53And it's very important to note,
07:55there are no optimized settings.
07:57Every 3D projection system is different and that's one of the troublesome things
08:01about working with 3D.
08:03But the great part is, CINEMA 4D has provided you with options that will allow
08:07you to work with just about any type of 3D projection you can come across.
Collapse this transcript
Multipass OpenEXR files
00:00OpenEXR is an image format developed by Industrial Light & Magic and released
00:04to the public in 2003.
00:06It offers a much higher degree of precision for high-end compositing as well as
00:09the ability to store multiple passes in a single file.
00:12The workflow can be a bit more challenging.
00:14So it's much more appropriate for experienced compositors.
00:17So what I have here is a very simple project file.
00:19It's just a bunch of blocks tumbling down out of the sky and hitting the camera.
00:24There's two groups of blocks here, and what I want to be able to do is to
00:27control each of these individual blocks with Object buffers in After Effects, as
00:31well as the reflective floor.
00:32And I will just show you what the scene file renders like.
00:34Command+R or Ctrl+R on the PC.
00:37You can see I've got my stone blocks here on a reflective floor.
00:41So the OpenEXR format, working with it in CINEMA 4D is pretty straight forward.
00:46There's just a couple of little tricks to remember.
00:48I am going to bring up the Render Settings, Command+B or Ctrl+B. You can see I
00:50have already got a Multi-Pass set up, and I will go to the Output mod,
00:55you can see I am running 120 frames.
00:56In order to save dialog is where I am going to focus on the OpenEXR.
01:01You can see that I have the regular Save disabled, and I'm not worrying about an
01:04Alpha Channel in this case.
01:05Under the Format, I have already selected OpenEXR.
01:08You can see that there is the file format right there.
01:10Under the Options for OpenEXR, I have selected Lossy 24-bit float.zip.
01:16This file format gives me a good combination of high precision and low file size,
01:21and so I have selected it.
01:22There's other file formats within this OpenEXR option that will give you a
01:27much higher degree of precision with 32- bit floating point, and also much larger
01:32file size, but that can be really cumbersome in a lot of workflows.
01:34So I have chosen the 24-bit Lossy float.
01:38So I'll hit OK there, and that's pretty much it for choosing the format.
01:43There's a very important button here, Multi-Layer File.
01:46We have to make sure this is turned on.
01:48If you render this out of CINEMA 4D and this is not turned on, what you are
01:52going to get is a separate EXR file for each of the multi-passes, and that won't
01:56do us any good at all.
01:57It defeats the purpose of having on EXR if they're all separated out like that.
02:01So we have to make sure this is on, but there's a problem.
02:05If I turn on the Save Compositing Project File here, which I normally would when
02:09I am rendering a regular PSD sequence for example.
02:11When I turn that on, watch what happens to the Multi-Layer file. It gets disabled.
02:16That's because After Effects cannot natively import an EXR format as a
02:23Compositing Project File.
02:24So what we have to do is, we are going to have to come back to CINEMA 4D and save
02:28the 3D camera data out manually after we render.
02:32So it can't be automated process.
02:34I have to uncheck this radio button here and check this radio button in order to
02:39make sure I get a correctly formatted EXR file with multiple layers in each
02:43frame of the rendered image.
02:46Other than that, it's pretty much a standard render process.
02:49I've already got this scene rendered out.
02:51So what I am going to do is switch over to After Effects and show you how to
02:54work with that EXR file inside of After Effects.
02:57So let's go down here to the doc and move to After Effects.
02:59I have got an empty project file here.
03:01So I am going to go to File > Import > File, and I am going to navigate to my
03:0605-03-START folder, and there's my openEXR render.
03:10And I'm just going to grab any one of these guys and tell it to be an OpenEXR
03:14Sequence and hit Open.
03:16Now what we see from the OpenEXR is what's called the beauty pass, or in CINEMA
03:214D terms, it's the RGBA pass.
03:23So I'm going to take this and put it into a new composition based on itself.
03:29You can see I see the rendering there, and I can scrub through it and
03:33that's the RGBA pass that I am seeing there.
03:35But I've got all these other passes in here and you can actually see
03:39when you click on the file inside of the Project Window, it shows you all this
03:43other information that's leading out.
03:45It's trailing off to the side here.
03:46I can make it much larger and see that I have got this information here.
03:51So what I want to be able to do is to extract that information out of the EXR
03:54file, and there is a very special effect to do that.
03:57So I will select the EXR layer in this BlocksEXR image, and I will go to Effect >
04:023D Channel, and EXtractoR, and when I do that, I get the information on my image
04:08changes subtly, and now I have got this EXtractoR effect on here.
04:13I want to click any place in this area here, and I'm going to get a dialog box.
04:17And what this dialog box is asking me is what information do you want to
04:22pull out of this file, and when
04:23I click on each of these channels, I now see each of the rendered passes for the
04:28red, green, and blue channels.
04:29So let's start off by extracting out the reflection.
04:33So I want to grab the reflection and I want to grab the Reflection red,
04:37Reflection green, and Reflection blue.
04:40You noticed I am mapping the red, green, and blue channels to the red,
04:43green, and blue channels of the EXtractoR, and I will just leave the Alpha alone and hit OK.
04:48Now what I see is just the reflection.
04:52Now what I can do, is I could go back to the Project Window and I can rename this
04:59comp and call it Reflection.
05:03Now I can duplicate this by hitting Command+D or Ctrl+D, and I am going to rename
05:08this one and call it RGBA, and the RGBA pass, I will just select EXR layer here
05:18and I'll delete the effect off of it.
05:21And now I can see there's my rendered image RGBA.
05:24The next thing I want to do is go back to the Project Window and let's take the
05:28Reflection pass and duplicate it.
05:30We are going to pull out the Object buffer.
05:32So let's duplicate that, select this Obj Buff 1, and in this Obj Buff 1
05:40comp, I am going to select the EXR file, and go to the EXtractoR, and let's pull
05:45out Object Buffer 1.
05:46So I go to the Red channel, and I'm going to do Object Buffer 1, and I'll put
05:53that in each of these channels and then hit OK.
05:58You can see there is my Object Buffer all ready to rock.
06:01Now I will go back to the Project Window and I will repeat that process
06:04for Object Buffer 2.
06:05You can see it automatically named it for me.
06:07So I will go into this composition, select the EXR, go to Effects Palette, and
06:12then click on that again and this time I'll identify Object Buffer 2.
06:15Object Buffer 2, Object Buffer 2, hit OK.
06:19And you can see at this point the animation Object Buffer 2 is not visible.
06:23So I will scrub forward.
06:24You can see, there it is Object Buffer 2, for the second set of blocks.
06:28So now what I want to do is, back in to the Project Window here, I want to take all
06:32of these guys and use them in a pre-comp.
06:34So I'm going to treat them as if they were individual movies and just drag
06:37them onto the New Composition window, and then tell them all to exist in a
06:41single composition.
06:43So now I have got these layers here.
06:44I have got my RGBA pass on top, and my Reflection and my Object Buffers.
06:48So let's take this Object Buffer and move it up here, and this RGBA pass I am going
06:53to tell it to use this Object Buffer as a Luma Matte.
06:57And as I scrub through it, you will see there's my blocks, and if I solo that out,
07:03you can see it's just those block layers.
07:05Now what I will do is duplicate this layer, and I'll take this Object Buffer, move
07:09it up here, and it's automatically going to use it as Luma pass, because it's
07:12still has the command there.
07:14I could turn off this set of eyeballs and now I've got the Reflection pass and
07:18the RGBA pass separately.
07:20I can take the Reflection pass and dial it down, and now I have got total
07:24control over my image.
07:26To really take advantage of the OpenEXR format we need to change the bit depth
07:30of our project file.
07:31And I am going to go to the bit depth here and click on that, and I am going to
07:34change the bit depth from 8 bits to either 16 or 32 bits per channel.
07:40I am going to leave on 32 bits per channel so I get a lot of control and
07:44precision over my color correcting.
07:46And that will give us all of the information that's buried in that OpenEXR format.
07:51I know this seems like a very cumbersome way to work inside of After Effects,
07:54but this OpenEXR workflow is not for the faint of heart.
07:58There is some good news though.
08:00There's a really cool plug-in out there call ProEXR that simplifies
08:04process tremendously.
08:05And I am going to switch over to Safari here and show you what that page looks like.
08:10And this ProEXR plug-in, that you can get from this web site, will automate
08:16much of the process and there's a great After Effects script that will break
08:20your OpenEXR file apart for you automatically, and pre-compose all of the passes within it.
08:25And this is an excellent plug-in for everyone looking to work with OpenEXR as
08:29inside of After Effects and well worth the investment.
08:32So once you're use to the quarks of this high-end workflow, the OpenEXR format
08:36provides easier file management and lot of flexibility in compositing.
Collapse this transcript
Xrefs format rewrite
00:00Creating an efficient and flexible workflow is crucial for every project.
00:03The newly redesigned XRef object in R13 allows you to reference a C4D file as a
00:08single object, and manipulate it within an entirely different scene.
00:11This allows for distributed workflows where one person is modeling while
00:15another person animates.
00:16Changes made by the modeler will be automatically updated by everyone using that
00:20scene files in XRef.
00:21I've got this Character object here and this is just a little guy that I modeled
00:26and animated with the Character object and CMotion.
00:29And if I hit play here, you can see he's walking along this spline.
00:32Now what I want to be able to do is to use this character in another scene file.
00:36So if I go to the Window menu, I happen to have that file open, and this is just
00:40a really simple scene,
00:41it's just a bunch of blocks in the background and I'm zoomed in down here on the
00:46world center and I'm going to zoom in a little bit closer.
00:49I want to add that character as an XRef.
00:52So if I go to the Create menu and go to XRef, and then do Add XRef, it's going to
00:59ask me what file do I want to use as an XRef, and I'm going to navigate to my
01:03Chapter 5 assets folder and grab the 05-04-Xref object, and I'll hit Open.
01:09And what I now have is a hierarchy, and this hierarchy is the XRef object.
01:15If I twirl it closed, you can see that the file name is referencing the actual
01:17XRef file that it's being pointed to.
01:19If I select this XRef object, I can now orbit around it, and if I click on it and
01:26go the Object properties, I've got some options here;
01:29Show Objects, that will enable or disable the hierarchy here inside of the object
01:34manager, I'll turn that back on again so I can see the objects underneath it.
01:38And Loaded is a way of switching the XRef on or off, and then the reference tells me
01:43what file is the XRef pointing at.
01:46Now the Namespace is a way of naming the objects in the XRef, and you can
01:51have that as a default which is the project file, or you can change it to
01:55be anything you want.
01:56Typically though as a good convention, it's best to leave it as the name of the project file.
02:01There are some other options here that I want to talk about in just a second.
02:05Let's say, for example, I wanted to be able to manipulate this object and
02:10change the parameters.
02:11For example, if I click on the CMotion object, there's this little Lock icon
02:16and this Lock icon tells me that I can't manipulate any of the parameters of
02:19this CMotion object.
02:21But if I want to be able to do that, I have to go back to the XRef object
02:25and under the Options button, I want to go to the Modify property, and to
02:29activate Parameters.
02:31When I do that, that's going to give me the ability to go back and change this.
02:34Now, a word of caution;
02:36if you're working in a distributed environment where one person is doing
02:39animation and modeling and you're doing the final scene assembly, you want to be
02:44careful about changing these parameters.
02:47That sort of defeats the purpose of the distributed workflow.
02:49You want to rely on the person doing the distribution to make the changes.
02:53That way it propagates everywhere.
02:55If you make changes in this scene file, it may not propagate everywhere where
02:59the scene file is being used as an XRef.
03:01And so, you want to be really careful with that.
03:03I'm going to Cancel out of that right now.
03:05Now the other button that's really important is the Open for Edit, and what I
03:08want to do is I want to make this little guy purple.
03:11So let's twirl this closed here, and I'll deselect him so that we can see the
03:15actual geometry, and let's zoom in on it a bit.
03:17So if I go back to my XRef now, I'm going to click Open for Edit, and that pops
03:22me over to my scene file as it existed before.
03:25I'm going to select the material that's on the character and I'm going to change
03:30the color to purple.
03:31There we go, and then I'm going to save,
03:33Command+S or Ctrl+S. If I switch back to my START file, and if I go to the XRef
03:40object and I click the Reload button, that is going to reload the file and any
03:45changes that were made to it, and you can see my character has turned purple here,
03:49and that's really a great example of the power of the XRef object.
03:53The XRef object allows you to make changes in an existing scene file, and import
03:57them, and have them propagate everywhere that scene files is being used.
04:01The other great thing about the XRef is that you can manipulate it here as a single object.
04:06The way to CMotion object works, I don't want to just simply grab this XRef
04:10and move it around.
04:11If I do that, watch what happens to the character animation.
04:14I'm going to hit play here.
04:16As I move that around, you can see that it jumps off the spline, and he's no longer
04:21walking on the spline the way it should have, and I'll undo that for a second.
04:25The reason for that is the way the CMotion object behaves,
04:27and so, what I want to do instead of moving the whole XRef is I can click into the
04:30hierarchy here and I can grab just the spline.
04:33Now I'm on Point mode now, but I'm going to switch out to that to Model mode and
04:37I'm going to take this XRef spline and move it over, and you notice that the
04:42character sticks to the spline perfectly.
04:45The other awesome thing is I can duplicate this XRef.
04:47If I take this XRef and hold down the Ctrl key and duplicate it, I've now
04:51got two characters.
04:52You can see my scene is chunking just a little bit;
04:54get a little bit heavy for it to manipulate all these polygons, but I can take
04:58this spline now, and once again I can rotate it and I'm going to end up with
05:03two characters, and I can move it out of the way, so that they don't intersect each other.
05:09Now you can see that I've got two characters, both referencing the same scene
05:14file inside of one additional project file, and that's really a powerful way to
05:18work especially when you're working in a distributed workflow.
Collapse this transcript
Conclusion
Conclusion
00:00I hope CINEMA 4D R13 New Features has helped you understand the important new
00:04additions to what is my favorite 3D animation package.
00:07If you are starting out from scratch with CINEMA 4D, you can watch the
00:10Essential Training course for Version 12.
00:12Even though it's using an older version of the software, the fundamentals of how
00:15the application thinks and works haven't changed at all.
00:18The first chapter of this New Features course should help you understand the
00:21interface differences and allow you to watch the Essentials course for R12 and
00:25apply the lessons to the newer Version 13.
00:28If you're an experienced C4D user looking for a project to test your skills,
00:32you can check out two courses.
00:34CINEMA 4D: Rendering Motion Graphics for After Effect explores the deep
00:37relationship between the top two tools in the motion graphics industry.
00:41In addition, CINEMA 4D: Designing a Promo, walks you through the process of
00:45creating a complete television style promotion.
00:48Remember, even though the courses were done in earlier versions of CINEMA 4D, the
00:52project files and techniques will work just fine in R13.
00:55Thanks again for watching!
Collapse this transcript


Suggested courses to watch next:

CINEMA 4D R12 Essential Training (10h 1m)
Rob Garrott


CINEMA 4D: Designing a Promo (7h 0m)
Rob Garrott

Design in Motion (8h 15m)
Rob Garrott


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