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Batch rendering

Batch rendering provides you with in-depth training on 3D + Animation. Taught by Rob Garrott as part… Show More

CINEMA 4D: Rendering Motion Graphics for After Effects

with Rob Garrott

Video: Batch rendering

Batch rendering provides you with in-depth training on 3D + Animation. Taught by Rob Garrott as part of the CINEMA 4D: Rendering Motion Graphics for After Effects
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  1. 5m 47s
    1. Welcome
    2. Using the exercise files
    3. Essential plug-ins
      4m 1s
  2. 51m 44s
    1. Essential render settings
      6m 24s
    2. Setting up an object buffer list
      6m 17s
    3. Creating object buffer tags
      10m 48s
    4. Setting up multi-pass image layers
      5m 37s
    5. Creating an external compositing tag
      1m 47s
    6. Creating render passes using the Render Elements plug-in
      9m 39s
    7. Using Render Elements to optimize render passes
      5m 12s
    8. Batch rendering
      6m 0s
  3. 31m 33s
    1. Importing files and organizing an After Effects project
      6m 58s
    2. Creating a 3D object precomp
      3m 15s
    3. Attaching a video layer to a 3D object
      8m 17s
    4. Compositing 3D text
      2m 47s
    5. Compositing a dynamic 3D background
      4m 23s
    6. Setting markers for major events
      5m 53s
  4. 39m 46s
    1. Adding the Star Glow effect to a layer
      4m 32s
    2. Creating a glow on the stadium background
      5m 56s
    3. Revealing the background glow using a 3D layer mask
      7m 19s
    4. Creating a glow using the Ambient Occlusion pass
      6m 9s
    5. Using the Ambient Occlusion glow to create an energy animation
      4m 25s
    6. Creating a stadium light effect using object buffers
      4m 38s
    7. Adding flash bulbs with the CC Light Rays effect
      6m 47s
  5. 53m 16s
    1. Creating the phone reveal
      5m 10s
    2. Creating the phone reveal glow
      7m 49s
    3. Creating the phone reveal beams
      7m 17s
    4. Colorizing the energy beams
      6m 21s
    5. Creating the energy burst
      10m 19s
    6. Using Trapcode Particular to add sparks to the phone reveal
      10m 53s
    7. Creating the phone screen video
      5m 27s
  6. 15m 37s
    1. Creating the type glows
      9m 36s
    2. Adding the type glint
      6m 1s
  7. 34m 33s
    1. Creating a camera shake effect using precomps
      8m 12s
    2. Adding depth of field with the Lens Blur effect
      8m 14s
    3. Transitioning to full-screen video
      8m 17s
    4. Using the ReelSmart Motion Blur effect
      4m 17s
    5. Putting together the final comp
      5m 33s
  8. 1m 25s
    1. Next Steps
      1m 25s

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Batch rendering
Video Duration: 6m 0s 3h 53m Intermediate


Batch rendering provides you with in-depth training on 3D + Animation. Taught by Rob Garrott as part of the CINEMA 4D: Rendering Motion Graphics for After Effects

View Course Description

CINEMA 4D: Rendering Motion Graphics for After Effects demonstrates how to take a simple logo animation in CINEMA 4D and transform it into a compelling motion graphic with After Effects, incorporating two distinct visual styles. Starting with a prebuilt animation rendered from CINEMA 4D, author Rob Garrott employs industry-standard techniques, utilizing materials, lights, and the library of effects in After Effects, to enhance the project's look and feel. Exercise files accompany the course.

Topics include:
  • Setting up a multi-pass render
  • Batch rendering in CINEMA 4D
  • Importing 3D elements into After Effects
  • Creating and using precomps for compositing control
  • Compositing 3D text in a dynamic 3D environment
  • Creating a glow effect using Trapcode Starglow
  • Using 3D layers to create masking effects
  • Adding a flash bulb effect with CC Light Rays
  • Adding glows and glints to type
  • Creating a 2D camera shake effect using pre-comps
  • Adding depth of field with the Lens Blur effect
3D + Animation Video
After Effects CINEMA 4D

Batch rendering

Now that we have all of our render elements set up and ready to go, we can finally render. We're going to be doing four separate renders from four different project files that Render Elements will create for us. Fortunately, CINEMA 4D R12 has a completely revamped batch render engine that will automate the process so that we can set it up and walk away. So here in the Chapter1-08-Start file, and I'm going to go to the plug-ins menu and call up Render Elements. And in the Render Elements window, we have got a listing of all the elements that we had created in the previous movie. I need to tell Render Elements which versions of the file I need to save out, so I want to save out the Beams Pass and the Phone Pass and the Stadium Pass and the Type pass.

Now the Render Elements plug-in has an amazing feature that allows us to generate C4D files based on each of these passes, and what I have to do is tell it where and how to put those files. I click on this pull down here, and I've some options here. I'm going to choose Save Project (One Tex Folder). Now if you're saving to net render, you would want to do a Save Project. And you could also do Save Files in the separate folders by themselves, but we want to do for our batch render process, Save Project into one text folder. And so I will let go off that, and now I've to tell it to generate the C4D files.

And when click Generate C4D files, it's going to give me this warning, and this warning is perfectly normal. What it says is Render Elements will, each time you generate files, will overwrite the old files that were there before. So we are just letting you know that that's what it is going to do. And so I know that, so I'm going to hit OK, and it's going to ask me where I want to save those files. Now I'm going to go on my exercise files and in the Exercise Files folder, I'm going to create a new subfolder, call it batch renders. And now in the Batch Renders folder, I'm going to tell Render Elements where I want to put that file. So hit Open.

And when I do that, render elements will generate a separate C4D file for each one of those files. Now, it's already done. How long it takes depends on the type of file you're working on and how big it is, but in this case Render Elements has already done the process for us, and it's finished. So I'm going to navigate out to the Finder, and in the Finder, I'm going to go to the Batch Renders folder and open that up. And you can see that I now have a separate CINEMA 4D file for each one of the render elements, including a text folder that has the texture that's used in it. And there is just one JPEG that's being used, the Crowd 2.

So now what I can do is go back to CINEMA 4D and load these into the batch render engine. So I'm going to go back to CINEMA 4D and close Render Elements up, and I can actually close this project file up as well. I don't need that open anymore, so I'll close that up. And I'm going to go to the Render menu and go to Render Queue, and in the Render Queue, this is the newly revamped interface for the Render Queue in CINEMA 4D R12, and it is fantastic. What it allows us to do is to load in project files, and we'll see a listing of those project files here in the Render Queue. And then we can start those renders and monitor their progress right from this window.

So I'm going to go to the File menu, open up a job, and so I'll go to my Batch Renders folder, and I'll Start off by loading in the Beams Pass. So I'll select that and hit Open, and then I'll repeat that process for each of my other jobs. So I'll grab the Phone Pass, and then I'll grab this Stadium Pass, and then I'll grab the Type Pass last. So now I've got all four of my render elements loaded in. Now you'll notice that there is an error message here, and there is an error notification for us telling us what the problem is.

And in this case, the problem is that it's got an invalid output multipass path. In a previous movie, when I set up our render elements for each one of our versions of the file, we set the Render folder based on a directory structure on the machine that I was currently recording on. Now I've changed things in order to show you this error message on purpose. If you're working on the project files at home, your directory structure is not the same as what I used when I recorded the movies. Now, you need to change the directory structure, and the cool thing about the Render Queue is that you can change the directory structure right here inside the Render window without having to go back to the original files.

So the way that we do that is I'm going to click on the Beams Pass, and down here in the Multi-Pass Image field, it shows us where the file was going before. You can see that it's going to a user folder that I don't currently have on this machine. Now all I need to do is to to change that location, and I can do that right here by clicking on the Save Image button. So when I click on that, it's going to ask me, where do I want to send those files? And so I'm going to navigate to the Exercise Files and go to C4D renders, and I'm going to put the beams in the Beams folder.

And so you can see now the error message is gone, and it's queued up and ready to go. So I'm going to repeat that process for each of the passes. So for the Phone Pass, I'll select it, click on the Save Image button, and put that into the Phone folder; and for the Stadium Pass, put that into the Stadium folder; and the Type pass, I'll put that into the Type folder. You can see now I've changed all those file locations, and now the queue is ready to go. I've got all my items queued up. They're all checked off, and so I'm ready to start my render.

So I'm going to go to the Jobs menu and tell it to start rendering, and when do that, I'm now going to get a progress bar. So you can see I've currently got item number four selected, but that's not the one it's working on. This yellow dot indicates the job is working on. So if I click that, I'll now see a progress bar for that actual item. And that's the fantastic thing about the Render Queue is that it's going to work through each of these items one at a time. When the Beams Pass done, it's going to automatically start on the Phone Pass. And then when the Phone Pass is done, it will automatically start on the Stadium Pass, and so on, until it runs out of things to render.

Now when the rendering process is complete, we're going to end up with a folder full of images and the AEC files that we can import into After Effects, and that's just what we'll do in the next chapter. So as you can see, the Render Queue in CINEMA 4D R12 is a really amazing addition. It allows us to make excellent use of our time. Instead of having to babysit each render, we're free to set up a batch and walk away to work on other stuff, or maybe even just relax.

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