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CINEMA 4D Essentials 5: Rendering and Compositing

CINEMA 4D Essentials 5: Rendering and Compositing

with Rob Garrott

 


CINEMA 4D Essentials with Rob Garrott is a graduated introduction to this complex 3D modeling, rendering, and animation program, which breaks down into installments that can be completed within 2 hours. This installment covers the basics of rendering images and animation and compositing those elements and effects together into a single movie. Rob shows how to optimize your render settings and configure batch rendering for maximum efficiency. On the compositing side, he shows how to use the compositing tag and object buffers to create a flawless composite, and how to round-trip assets between CINEMA 4D and After Effects.
Topics include:
  • How the CINEMA 4D render engine works
  • Adjusting the render settings
  • Rendering still images and animation
  • Setting up multipass rendering
  • Understanding the linear workflow
  • Rendering and importing elements from After Effects

show more

author
Rob Garrott
subject
3D + Animation, Rendering, Video, Compositing, Visual Effects
software
CINEMA 4D R14
level
Beginner
duration
1h 36m
released
Sep 20, 2012

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Introduction
Welcome
00:04Hi! I'm Rob Garrott.
00:05Welcome to Cinema 4D Essentials: Rendering and Compositing.
00:07Cinema 4D is a tool that's part of a much larger workflow for creating graphics and effects.
00:12Once you've made an image or animation in Cinema 4D, you always have to get it out of
00:16the viewport and into a compositing program like Photoshop or After Effects.
00:20We're going to start off by looking at how the 3D render engine and Render Settings turn
00:24your 3D scene into pixels and how you can get those pixels into After Effects.
00:28Next, we'll go into detail on the process of setting up a scene and rendering it out
00:32or multi-pass compositing in After Effects.
00:36Working with your images in compositing is where you add the finishing touches that will
00:39really set your work apart.
00:41So let's get started with Cinema 4D Essentials: Rendering and Compositing.
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Using the exercise files
00:00If you're a premium member of lynda.com, then you've got access to the exercise files for this course.
00:05I'm working with them on my desktop and the files are organized in the subfolders that
00:09go with each chapter.
00:10Inside each subfolder will be the files used in that chapter, and you can see that the files
00:14in each chapter's folder are organized based on the needs of that particular chapter.
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1. Rendering Images and Animation
How the CINEMA 4D render engine works
00:00A 3D render engine is a very complicated piece of software that's designed to simulate how
00:05light and how cameras and how other types of objects behave in the real world.
00:11Now when you hit the Render button in Cinema 4D, some very important things happen.
00:14Now I have a simple scene here of a green light shining down on the sphere and I've
00:18got a camera pointing at that, and I'm going to hit the Play button here in the interface.
00:23Now when you hit the Render button, a couple of things happen.
00:27The first thing that happens is, from the point of view of the camera and from the point of
00:30view of the light source,
00:31the render engine sends out these little mathematical probabilities called rays, and those rays
00:36are designed to figure out what types of pixels are going to be drawn in the frame.
00:42Let's look through the camera by pressing the active Camera icon and we'll get this
00:45cute little animation that pops us right into the point of view of the camera.
00:48And you can see that from the camera's point of view, these lines represent the rays.
00:53There's really a lot more rays in that that go out, but these are designed to simulate that.
00:58The white rays in the scene represent the rays from the camera's point of view.
01:02The green rays in the scene represent the light's point of view.
01:05The whole point of the rays is to report back to the render engine what they encounter in
01:09the scene, and to tell the render engine what type of pixel they're supposed to draw there.
01:13So if a ray goes out into the world and strikes a polygon then it reports back to the render
01:18engine hey! Render engine, I have found a polygon at this location.
01:21It has a material on it that looks like this.
01:23It had lights shining on it from this angle.
01:26Therefore, you should draw pixel at this location on the screen of this value.
01:30Now that happens over and over again for every pixel in the frame.
01:34Now some of the rays will travel off to infinity and not report back.
01:38For all of those rays, you get black on the screen and that determines what your background looks like.
01:42Some of the rays will strike the ball from the camera and some of the rays will strike
01:45the ball from the light.
01:47The combination of those two reports is what tells the render engine what type of sphere
01:51and what types of pixels to draw on frame.
01:54I'm going to click the Render and Active View button.
01:56When I click that, you can see that we have a perfectly drawn sphere with a green light shining on it.
02:02The sphere's material is actually gray.
02:04The render engine knows to draw it green because the gray material on the sphere combines with
02:08the green light from the light source to make for a green sphere.
02:13Once the render engine has drawn those pixels, then you have to get the pixels out of the
02:17application in order to do something with them in another compositing program like Photoshop
02:22or After Effects or Nuke.
02:24In order to do that, the render engine has to take those pixels and convert them into a file format.
02:28Cinema 4D can write down a lot of different file formats. The most popular ones are QuickTime and Photoshop.
02:34However, regardless to the file format, the render engine is still going to go through
02:37that same motion everytime you hit the button.
02:40Keep in mind that I'm tremendously over simplifying the actual process of rendering an image.
02:45I'm doing this to help you understand how it works.
02:49How the render engine works really helps you to understand how the lights behave and how
02:52the materials behave and how object should be shaped.
02:55All of these ideas combine together to help you produce your images.
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Working with render settings
00:00The render engine converts the objects and lights and textures that you have in your
00:04scene file into pixels, and those pixels have to be saved into a file format that can be
00:09used by another application.
00:10All of the documentation about what file format, how big the render is supposed to be, how
00:15many frames you're going to render, all of that information is stored in something called
00:19the render settings.
00:20Every scene file that you create, when you go to render it out, you have to be very precise
00:24about your render settings in order to control what it is you're going to be sending out.
00:28I've got a simple scene file of a fish swimming past this render settings type and you got
00:35a little bit of motion on the camera to give it sort of a floaty underwater feel.
00:38I'm going to click the Render in Active View button to render this scene.
00:43The button I just clicked, the Render in Active View button is there for testing purposes.
00:47It is not an actual render that you can save out of Cinema 4D.
00:52It's there so you can just get a preview of how things are going to look when you do actually render.
00:56The actual Render button is the one right next to it and that's the Render to Picture Viewer button.
01:02Before you click on this, you have to be very specific about your render settings so that
01:06you know what type of image you're going to be saving out.
01:09The Render Settings button is the one right next to that which is this icon right here.
01:13Let's go ahead and click that to bring up the Render Settings window.
01:17The Render Settings window is divided into two parts.
01:20On the left, we have the settings categories, and then on the right we have the actual
01:25categories themselves.
01:26So for example, as I click on each of these words on the left, Output, Save, Multi-Pass,
01:31you'll see the settings on the right-hand side change and it shows me the contents of
01:36each of these main categories.
01:38At the very top of the left-hand side is a Renderer pull-down.
01:41If I click on that, I've got some choices about what type of render engine I can use.
01:46Standard is the default and that's going to be working great for most of things that you do.
01:50There's a brand new render engine if you have the Broadcast or Studio versions of Cinema
01:544D, called the Physical render engine.
01:56The Physical render engine makes the Camera object and the render settings themselves
02:00behave in a slightly more physically correct way.
02:03The Software Renderer allows you to render exactly what you'd see inside the Editor window.
02:08For example, if I wanted to get a shaded view, I could render out a Software Render.
02:12A Hardware Render gives me the same view except with the little words Perspective and the
02:17directional indicator down here at the bottom-left.
02:20The CineMan render setting is an advanced setting that allows you to render to a third
02:24party render engine.
02:25For the purposes of this course, we're going to be staying primarily with the Standard
02:29and the Physical Renderer.
02:30So those are the two that you want to concentrate your efforts on understanding.
02:34I'm going to leave the Renderer set on Standard for now and talk about the Output settings.
02:39The output settings are where you control the size of your rendering and the aspect
02:44ratio of your rendering, and also how many frames you're going to be rendering.
02:48So you can see we've got three basic sections here.
02:51We've got the Width and Height section, we've got the Aspect Ratio section and we've got
02:55the Frame Range section.
02:57So Width and Height is how many pixels or centimeters or millimeters or inches.
03:02I always render to pixels though.
03:04This is how many pixels across and up and down you're going to be rendering.
03:09Cinema 4D, just like all other image-based programs, renders to a rectangular format.
03:13No matter what type of image you render to it, has to be some sort of rectangle.
03:18The Lock Ratio button allows you to lock that ratio.
03:20So for example, if I'm going to render to a 16x9 aspect ratio, I'm going to change my
03:24Width to 1280 and then I'll hit the Tab key over and I'll hit the Tab twice to get to
03:31the Height, and I'll type in 720 and when I do that, that changes the Film Aspect.
03:39The Film Aspect Ratio is determined by the ratio of the width to the height.
03:43In this case, our ratio is 16x9.
03:46When you're working with a camera in Cinema 4D, the very first thing you should do is
03:50come to the render settings and set your aspect ratio, and then lock the ratio off so that
03:55you can't accidentally change it.
03:57Now no matter what I change these values to, I'll always have the same aspect ratio, which
04:00is going to determine my field of view or what the camera sees when it renders.
04:05Now if I change my Width and Height, let's say I'd make it 640, I'm going to get 360
04:09as the Height, that's a great little button there and I always turn it on for my projects.
04:14The Film Aspect section shows you the ratio of the width to the height, and 1.778 is the
04:20numeric way of expressing 16x9 aspect ratio.
04:23There are some other pull-downs here.
04:25Generally speaking, I always render to 16x9, so I don't use any of these others.
04:29So I'm going to leave it alone at 16x9.
04:31The Pixel Aspect Ratio should always be one square.
04:36In the early days of television and 3D animation for that matter, there were a lot of times
04:40where people used to have to render something called D1 Aspect Ratio, and that was 0.9 aspect
04:46ratio, and this aspect ratio was implemented to compensate for how images were compressed
04:51onto a television screen.
04:53Thankfully, modern televisions that display HD signals, all display in a square aspect
04:59ratio, so most of the time you're not going to have to worry about that.
05:03So let's leave that alone at one.
05:04The Frame Rate is how many frames per second you're going to be rendering.
05:08For most of your purposes, you're going to render at 30.
05:10There are some times where you may want to render 24, but this will be specified for
05:14you ahead of time, depending on the type of project that you're working on.
05:17The Frame Range allows you to select how many frames of the image you're going to render.
05:21In this case, I'm going to render the current frame which is frame 50.
05:25As you can see when I move the Time slider, the numbers in the fields here will change
05:29to match the Time slider.
05:31I can also render a Frame Range by putting in a Manual Frame Range and I can tell it
05:37to render from zero to say 29. That'll give me 30 frames.
05:41You can see it calculates the number of frames for you down here.
05:45The Fields pull-down should almost always be left off.
05:48This is another hold out to the old days of television and thankfully, the whole idea
05:54of Fields is starting to go away.
05:56So for most of the things you will be working on, you'll leave the Fields pull-down alone.
06:00The Annotations window allows you to leave notes for people based on these render settings.
06:04The next most important window is the Save dialog.
06:07This is where you tell Cinema 4D what format and where to put it.
06:11These are all the different formats that Cinema 4D can write out.
06:13Normally though, I render to Photoshop sequences, or still frames, or I'll render to a QuickTime
06:20Movie, right down here.
06:23The Bit Depth, you can render all the way up to 32 bit.
06:27If you're doing an image that has a lot of gradients in it, you may want to render out
06:30to 16 bit. 8 bit will suffice for most of the things that you'll be doing though.
06:35The Name format, I generally leave this alone and I typically have the same sort of name.
06:41And then the Image Color Profile is something that's very important to the linear workflow.
06:45We're going to talk about that later on in this course.
06:49Alpha Channel is specified with this button in a Straight or a Separate Alpha.
06:52Generally speaking, you don't ever render Separate Alpha anymore, but there maybe a
06:56time you would want to do that.
06:57And then the Compositing Project File fields are very, very important.
07:01These are where you determine your interaction with the compositing program that you're working with.
07:04Now I work with After Effects and so I'm going to leave my pull-down set for After Effects,
07:08but you can also write out Nuke or Final Cut or Motion or Shake files as well.
07:13Later on in this course we'll talk more specifically about these buttons.
07:16The Multi-Pass render settings are going to come into play later on in this course.
07:20So I'll skip over them for now and talk about the Anti-Aliasing.
07:24Anti-Aliasing is a concept that allows software to smooth out the transitions between blocks
07:30of color on your monitor, and it's a very important render setting. It determines how smooth your images look.
07:37Typically speaking, for a lot of things you'll do, the geometry and Cubic (Still Image) settings
07:42will be okay, but if you start to notice blocky behavior, you're going to want to come to
07:46your Anti-Aliasing and change it from Geometry to Best.
07:50The Stereoscopic option allows you to create true 3D stereoscopic images right here in Cinema 4D.
07:57It's definitely a more advanced feature and we're going to skip over it for now.
08:00Down at the very bottom here we have a render setting, it's called My Render Setting.
08:04You can actually have multiple render settings and just like on the Camera object, this little
08:08white icon indicates what it is that you'll be rendering out.
08:13Now I could add a new render setting by clicking here and going New and I can name that render
08:17setting and calling it New Render Setting.
08:19And this new Render Setting is now active, you can see that it's active because of that white box.
08:23If I want to switch back to the old render setting, I can click on that and you'll see it'll change.
08:30And in this new render setting, the default Output is set to 800x600, so you can see that
08:34my field of view is going to change when I click on it.
08:37So if I make the new render setting active, you'll see that the field of view will change for the image.
08:42When I make it the My Render Setting active, it goes back to the 16x9 aspect ratio that
08:47it was set there.
08:49Now that you have a basic understanding for the Render Settings window, let's put them
08:52to use in some concrete examples.
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Rendering still images and animation
00:00There are going to be many times in your design process where you're going to want to render
00:04both still images and animation out of your project.
00:08For example, you might be working on storyboards and you need a still image for Photoshop to
00:13create a version of the logo and still form that the client can approve.
00:17Then once the project is approved, you may need to go and animate that and then render
00:21out that animation for After Effects.
00:24One of the great things about C4D's render settings is that you can have multiple render
00:27settings inside of a single project.
00:29What we're going to do is start off by setting up our still image rendering and then come
00:33back and create an animation in the same project.
00:37What I've got is a simple file here that is just a logo flying over the camera and settling
00:43into position and then rotating gently.
00:46What I want to do is to create a still image of the logo for the client to approve.
00:51And the frame that I want to render is somewhere is around here right around 39 or so.
00:55The logo is nice to straight on, easy for them to see.
00:57Let's hit Command+R or Ctrl+R so we can see what we're going to actually be rendering.
01:02So we've got a very simple logo and it's got a nice gradient on there, and some reflections,
01:06and it looks pretty nice.
01:08Now I need to render that still for Photoshop so I can get that into a format that the client can approve.
01:13So let's go to the render settings. You click on this last icon right here, that's the Edit
01:17Render Settings button, you can also hit Command+B or Ctrl+B on the keyboard.
01:20When we do that the Render Settings pop up here.
01:24Now over here on the left-hand side, we've got a Render Settings categories.
01:27On the right-hand side, we see the contents of those categories.
01:31I've got my output already to set to 640x360.
01:34I did that when I started working with the Actual Camera Object.
01:38The very first thing I do in any project when I add a camera is to set the aspect ratio
01:42so that I know what it is I'm going to be looking through.
01:46So I've got that already set but I know for my still image I need a little bit more resolution,
01:50so what I'm going to do is disregard the aspect ratio for the still and render out a much larger image.
01:55So I'm going to go to the Width and change that to be, let's call it 1,000.
02:01So I'm going to change the Width to 1,000 and I'm going to leave the Height alone.
02:05That gives me a very interesting aspect ratio but you can see that my logo fits nicely inside
02:10this rectangle and it should give me enough resolution to work with inside of Photoshop.
02:15Now that I've got my render settings set correctly, I want to make sure that I'm always going
02:19to be rendering out the correct frame.
02:21Right now, the Frame Range is defaulted to current frame but I know that I want to probably render frame 39.
02:27Its one frame earlier and I know that the logo is just a little bit more straight on to the camera.
02:33So rather than leave it to chance that I might accidentally move that slider, I'm going to
02:37change the Frame Range to Manual and change it to be 39 by 39.
02:42I'll leave the Fields alone and now I need to tell it what file format I want to save out.
02:48So let's go to the Save dialog and then in the Save we're going to tell it first where
02:53to go and in order to do that we'll Click the Save Image button down here.
02:58When we click that and we're going to navigate to our Desktop > Exercise Files >
03:04rendering folder, and in the C4D-Renders folder, we're going to leave it loose here.
03:09I'm going to call that file Logo-STILL, now hit Save, and you can see that Cinema 4D now
03:17has the actual file path already highlighted here, and that file path shows us where the file is going.
03:26Now to change the format, we're going to go to the Format pulldown and we will select Photoshop (PSD).
03:32So we've told it where to go. We told it what file format to save.
03:35We know that our logo right now, if I hit Command+R or Ctrl+R, it's rendering over black. I want
03:41to be able to lift it off of this black so I can put it in a new environment.
03:45So I need to add an Alpha Channel and I need to turn on Straight Alpha.
03:49The Straight Alpha option will give me a slight bleed around the edges of my logo and that's
03:53going to give me a much cleaner composite inside of Photoshop.
03:56I've covered all of the big important options.
03:58I've told it how big our frame to render, I've told it which frame to render, I've told
04:02it where to put that frame and what format to put it in, and I've told it to have an Alpha Channel.
04:06I think we're good to go there with the render settings.
04:09Let's Save this file before we go any further, I'm going to go to the File menu and do a
04:14Save As and on the rendering folder, on the Desktop, in the exercise files, let's call
04:21this one Still-image- animation and then WORKING.
04:26Now that we've saved we can go ahead and render.
04:27It's always a good idea to save before you render.
04:30Cinema 4D is a very stable program but accidents happen.
04:33So you'll always want to save before you do something important like rendering.
04:36To render for real we need to do something called a Render to Picture Viewer.
04:40The icon for that is right next to the Render and Active View button, so this is Render and
04:44Active View and this is the Render to Picture Viewer, and you can see the shortcut is Shift+R.
04:49Now when I click and hold on that button you see that we have a bunch of options there
04:52but it's really the Render to Picture Viewer that we want to do.
04:55So when we click that Icon, the Picture Viewer pops up in our image renders.
04:59It renders pretty quick because it's a simple scene and you can see that my logo looks like
05:03it's getting chopped off a bit, but if I just click and drag left to right I can slide my image over.
05:09We're actually looking at it at 100% so it's not quite fitting in the open frame that we have.
05:14If we navigate out to the Finder and we go to the C4D-Renders folder in the rendering
05:19subfolder, you can see there's our still image, PSD.
05:22If we open that in Photoshop, you can see that we'd have a logo with an alpha channel
05:27burned in and we'd be in great shape.
05:29Let's go back to Cinema 4D.
05:31Here in the Picture Viewer inside of Cinema 4D, one of the things you may have notice
05:34is that we have a very crunchy edge around the logo that we rendered, and that's the Straight Alpha.
05:40The Straight Alpha bleeds it around and it doesn't need to worry about actually making
05:43that bleed pretty.
05:45It just needs to make sure that it's bled.
05:47I can check my alpha channel by going to the Layer options and then clicking on the Single-Pass button.
05:54If I click on Alpha after that you can see that my Alpha is nice and clean.
05:57If I go back to the background, you can see that it's just a little bit larger than the
06:01alpha and it's got this crunchy bleed all the way around, and that's the Straight Alpha Channel.
06:06Let's go ahead and Save, Command+S or Ctrl+S, and now that we've got our still image
06:10rendered, let's render an animation.
06:12The process for rendering animation is really pretty straight forward. Just like the still
06:15image we want to make sure that we tell it how big, where to put it, what format, plus
06:20one additional setting which is the Frame Range.
06:22So let's go ahead and close up to Picture Viewer and let's go back to Render Settings.
06:26If yours aren't already open hit Command+B or Ctrl+B.
06:29I'm going to use these render settings as a starting point for my next render settings.
06:33So what I can do is hold down the Ctrl key and Ctrl+Drag a copy of the render settings down,
06:38and I'm going to make the one I just copied Still Image, and then I'll make the one that
06:46is remaining, we'll call this one, Animation.
06:49Now I can tell the Animation render setting is active by looking at which icon is white
06:55and you can see the icon is white next to the word Animation.
06:58So I know that this is the render setting that will get used when it comes time to render.
07:01Now in this render setting, the first thing we want to change is under the Output and the Width.
07:07So let's go back to our size of 640, so 640, that's going to give us our 16 by 9 aspect
07:12ratio and then we're going to change the Frame Range.
07:17And I'm going to render all the frames in the animation.
07:19You can see that animation goes up to frame 89 basically and so we're going to go render from 0 to 89.
07:28We'll leave the Frame Step at 1. We'll leave the Fields alone.
07:33Now we can go back and tell it to put it in a new place.
07:36Let's go back to the Save Image dialog and let's put it in the C4D-Renders folder but
07:41let's put it in its own subfolder.
07:43We don't want to put it loose in here because we'd end up with the whole bunch of individual
07:47PSD files. One for each frame of our rendering.
07:51So let's change this from Logo- STILL to Logo-ANIM, A-N-I-M.
07:56So I made a little mistake here after telling you how important it was to have the stuff
08:00in its subfolder, I forgot to make that subfolder.
08:03You can see that it's going to go right loose in the C4D-Renders folder, so let's go back
08:06to this dialog, and in the C4D-Renders let's make a new folder and call that one Animation
08:13and let's hit Save.
08:15Now it's going to go to the right location.
08:17We still want our Alpha; we still want our Straight Alpha.
08:19One thing I want to verify before I render an animation is the Anti-Aliasing settings.
08:23Let's click on Anti-Aliasing.
08:24You can see that I've already set them for Best and then the filter is set for Gauss or Animation.
08:30That's going to give me much cleaner lines and the Animation Filter is going to just
08:34soften the image just a little bit, and that's going to help smooth out so they don't get
08:38any kind of buzzing on the lines that become too small.
08:41Let's go back to the Save Dialog and we've told it where to put it, we've told it what
08:46format which is a PSD sequence.
08:48And then we're going to tell it also to save out the After Effects project file and we're
08:54going to turn all four these buttons On and that's going to give us an After Effects composition
08:58that we can import into After Effects.
09:00And that camera that we import in will match our C4D camera exactly and that's really valuable
09:05technique for motion graphics, being able to take 2D elements from After Effects and
09:10have them match your 3D camera moves and Cinema 4D is a really powerful way to work.
09:14So let's just review, we've told it what size to render the image. We told it how many frames
09:18to render. We've told it where to put those frames now I think we're just about ready to render.
09:22Let's go ahead and Save.
09:23Command+S or Ctrl+S on the PC and let's hit Shift+R on the keyboard.
09:28We can click on the Render and Active View button, we'll use the keyboard shortcut this
09:31time, Shift+R and that brings up the Picture Viewer, and you'll see the Picture Viewer will
09:35start to crunch through those frames.
09:37This is going to take a little bit of time so we'll speed up this animation and go right to the end.
09:41The rendering is done and so now we can scrub through the rendering here. We can actually
09:46see our animation. We can hit Play and preview it here in the Picture Viewer.
09:52Let's navigate to the Finder and see what actually rendered out.
09:56So here in the C4D-Renders folder, in the Animation subfolder is our animation sequence.
10:01You can see there's all the individual frames in the animation plus this little file called
10:07Logo-ANIM-aec, and this is the After Effects composition file that was saved out by Cinema 4D.
10:12This is the file that we'd import in the After Effects to work with.
10:15We're going to talk about that in more detail in the chapter on Workflow.
10:19The important thing to remember about this process is that you can have multiple render
10:22settings in Cinema 4D.
10:23A big gotcha is to make sure and check which render setting is active by looking at the
10:28active Render Setting icon.
10:30Let's go back to Cinema 4D and I'll show you that.
10:32I'm going to close up the Picture Viewer and here in the Render Settings window we've got
10:38Animation and Still Image.
10:39Right now, the Animation render setting is active, and I want to activate the Still Image
10:43render setting, and you can see that I can go back and forth between those two.
10:46It's very important for you to look at the active Render Setting icon. That will determine
10:50which render setting you're actually using.
10:52The highlighted render setting is the one that you're currently looking at or working in.
10:56So be very careful about those two different settings.
10:59In the next movie, we'll talk a little bit more about a more advanced technique called
11:02multi-pass rendering.
11:04
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Setting up multipass rendering for still images
00:00The concept of multipass rendering involves the idea that the images that CINEMA 4D produces
00:06can be broken down into layers and those layers can be recombined in a compositing program
00:10to produce the same image that you saw in CINEMA 4D.
00:14The advantage is that you can adjust those layers to control how the rendering looks
00:18without having to comeback to CINEMA 4D to re-render everything.
00:21I'm going to be rendering a very simple still image into Photoshop to introduce you to the
00:25concept of multipass rendering.
00:27And then in the next chapter we're going to talk about multipass rendering for motion
00:30graphics working with After Effects.
00:32So in the scene I've got this fish that swim pass the Multipass Workflow type.
00:36We're going to be rendering out frame 50.
00:38There's a little bit of movement on the camera but we're going to render frame 50 for this purpose.
00:42And so the multipass rendering workflow starts in the render settings.
00:46So let's go to the render settings, Command+B or Ctrl+B on the keyboard, and here in
00:51the Render Settings we're going to start of by telling it how big and what frame.
00:56Now I'm going to leave it on 800x600 because this is going to be a still image and that's
00:59going to be fine for these purposes.
01:01I want to make sure that I always render frame 50, so I change it to Manual and change the
01:06From and To to 50, and I'll hit Enter.
01:10So I've told it how big and what frame to render.
01:13Now I can go to the Save dialog.
01:15The interesting thing about multipass rendering is that for the saving you do not have to
01:19worry about this Save image.
01:20When I activate the Multi-Pass option over here on the left-hand side, I'm going to get
01:25a new Save window, so let's activate that, and look at that, I now have a new Save section here.
01:30If I turn Multi-Pass off it goes away, turn it back on again and there it is.
01:34This is the Save area that we're going to worry about for a multipass rendering.
01:38If we did have an Alpha Channel in our image we'd want to make sure that this was turned
01:41on but we're going to be saving the file from down here.
01:44So let's click on the Save Image button and we're going to navigate to our Desktop to
01:50the exercise files, so Desktop > Exercise Files > rendering, and then in the C4D-Renders
01:55folder we're going to save it loose here and let's call it Multipass-still.
02:02We've told it where to save.
02:04Now for the Format we're going to render to Photoshop, so PSD is good.
02:07For the Bit Depth, because I don't have a lot of really strong gradients, I'm going to leave
02:11it at 8. That's going to give me a slightly better file size to work with.
02:16When you're rendering your still images for Photoshop, Multi-Layer File is the preferred way to go.
02:20However, if you're going to be rendering After Effects you want to make sure that Multi-Layer
02:23File is always off. After Effects will not be able to read a sequence of Multi-Layer Files.
02:28And also because of rendering a still image to Photoshop, we don't have to worry about
02:31the Compositing Project File information down here.
02:33We can leave that twirled closed.
02:35So we told it how big and what frame, and we've told it where to put the file and what format to put it in.
02:40We've left off the most important step and that's the Multi-Pass settings.
02:45Turning on Multi-Pass is not enough. We have to tell it what Multi-Pass layers we want to render.
02:49So let's go ahead and click on the word Multi- Pass and we're going to Add all Image Layers.
02:55Don't be scared by this super long list.
02:56I'm going to break it down for you just a second.
02:58When we add all image layers, we get another long list of stuff underneath Multi-Pass.
03:03Now some of these we're not going to need and the way we're going to tell that is by
03:06doing a test rendering and looking to see which rendered layers are blank.
03:11The better way to know is by doing an analysis of the textures that you have on your scene,
03:16and based on the textures and lights that you have in your scene, that will tell you
03:19what renders passes you'll need.
03:20But we're going to do a test render now so you can see just what those settings do.
03:24So we've got the Render Settings set.
03:26Let's do a Save As before we move on any further.
03:28Let's go to the File menu and do a Save As, and let's navigate to our rendering folder.
03:33We will call this Multipass-still-image-WORKING.
03:37Now we're ready to render.
03:39So let's do a Shift+R on the keyboard.
03:41We could also click on the Render to Picture Viewer button here but let's do Shift+R, it's
03:46the same for Mac or PC.
03:48So now that we've rendered this, the file has been saved to the hard drive.
03:53How do we know that we've done a Multi-Pass render? Well, the easiest way to do is to
03:56check your layers.
03:58Right over here on the right-hand side of the Picture Viewer is this panel, and the panel
04:02can display different types of information.
04:03Now if your panel isn't visible for some reason, you can click on this icon up here at the
04:07top to make it active.
04:09We're going to click on the Layer option and the Layer option shows us all of the layers
04:14that we have with our image.
04:15Let's raise this up a little bit so we can see what's going on here.
04:19If I click on each of these I can't actually see them until I turn on Single-Pass.
04:24Right now it's showing us the result of all of these layers.
04:28If I turn on Single-Pass then it shows me the layer that I click on.
04:32The thing you'll notice as I click through each of these layers, they represent a different
04:35component of the final image.
04:38So Atmosphere is all of the undersea murkiness that we see and that's based on the environment object.
04:43Atmosphere (Multiply) is what this atmosphere object multiplies into to give it the color
04:48that you see in the final image.
04:50The Refraction is blank.
04:52We don't need the Refraction layer.
04:54The reason we don't need it and the reason it's blank is because I don't have any transparent
04:57objects in the scene.
04:58The Refraction layer relates to transparency.
05:01There's no transparency so I don't need refractions.
05:03I know that I can turn that off in the render settings.
05:06As I click through each of these you'll notice that there's a blending mode here and these
05:09blending modes are very important.
05:11They determine how the image will finally behave when you go into Photoshop, and they're
05:16already set for us. You don't need to change them here.
05:19If you change them it's going to change the way your image behaves and you want to do
05:22that in Photoshop not here in the Picture Viewer.
05:24So these are really just to let you know how it's going to get saved out.
05:28Reflection relates to the reflective surfaces in the object and the type is the only thing
05:32that has reflection on it, so that's the only thing you see here.
05:35Ambient Occlusion is a pass that I haven't turned on yet for this image but it would be sort here.
05:41So we can turn off this pass or activate Ambient Occlusion for the final rendered image but
05:45I think we'll just turn it off for now.
05:47We're also not losing Global Illumination or Caustics.
05:50Ambient relates to the illuminates channel of your materials.
05:53I have illuminate channel in one of the materials on my type and that's what you're seeing there.
05:58The Shadow pass relates to the shadows that are being cast for the lights in your scene.
06:02The Specular Highlight is all of the specular highlights that are on your object, and then
06:07the Diffuse is the base level of color.
06:10So if I go and turn all of these off, and then go to Multi-Pass, I can now build up my image
06:17and you see that I have Diffuse, if I turn on Specular, and now suddenly I've got some
06:21Specular highlight.
06:22I can turn on my Shadows, I can turn on my Ambient, I can turn on my Caustics--that's
06:28blank so that does nothing.
06:29Same thing for Global Illumination and Ambient Occlusion. I can turn on my Reflections, I
06:33can turn on my Refraction--that does nothing so I'll leave it off.
06:37I can turn on Atmosphere Multiply and then Atmosphere, and you can see there is my full image.
06:41It is the result of all of those layers.
06:44The beautiful thing is that I can take these layers into Photoshop and manipulate them.
06:48Let's go into Photoshop and see how this image stacks up.
06:51So here we are in Photoshop.
06:52Let's go to the File menu and go to Open, and I'll navigate to my rendering folder out here
06:58and let's go to the C4D-Renders, and there is our Multipass-still.
07:02Let's open that up and here's our rendered layers.
07:05The rendered layers are all here just like they were in the Picture Viewer.
07:09Let's say I don't like how reflective the type is.
07:11I can go to the Reflection channel and then either turn it off or even easier I can just
07:18dial it down in Opacity.
07:19If I take the Opacity slider and bring it down by say 50% I'm cutting the amount of
07:24reflection on the type.
07:26Then normally if I wasn't using multipass rendering I'd have to go back to CINEMA 4D,
07:30go into each of the materials, dial down the Reflection value, and then re-render everything.
07:35That's the beauty of multipass rendering. It allows you to make changes to the image
07:39right here in the Compositing application without having to go back and re-render.
07:44One more example, let's say I wanted to have a slightly stronger shadow.
07:47I can go to the Shadow options and right now my shadow is at 100%, you can see that the
07:51blending mode is set to Multiply.
07:53I can just duplicate this layer by hitting Command +J or Ctrl+J on the PC and you can
07:59see that my shadows got darker.
08:01Each time I do Command+J or Ctrl+J my shadows will get darker still.
08:05So I can easily darken up those shadows without having to go back to CINEMA 4D and changing
08:10the light intensity.
08:11So as you can see Multi-Pass workflow is really a strong way to work.
08:15It gives you tons of flexibility.
08:17There's a little bit more to set up on the front end but it makes the backend in the
08:21compositing application much, much easier.
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Using the Render Queue to batch render multiple files
00:00When you're working as a motion graphics artist or even a visual effects artist, working efficiently
00:05is really important.
00:06There'll be many times in your projects where you'll have to render out multiple files or
00:10even multiple versions of the same file.
00:12That's where CINEMA 4D's Render Queue comes in.
00:15I've got four files open here and they're just simple animations.
00:18I've got a one and then if I go to the Window menu and switch to--here's a two, and I've
00:24got a three, and a four, and this is very typical of the kinds of things that you'll
00:30have to do in motion graphics.
00:32A lot of times, for example, if you're working for a television station you'll have to do
00:35multiple versions, you know, Saturday Night, Coming Up Next, those kinds of versions really add up.
00:41If you can do an efficient rendering process you'll save yourself a lot of time.
00:45Let's go to the Render Queue and the way you get there is by going to the Render menu and
00:50then going to the Render Queue sub-menu.
00:52When I do that I get this Render Queue window.
00:55The Render Queue is an interface for managing your renders.
00:59It acts independently of the scenes that you have opened and it's really almost like a
01:03little mini program.
01:04What I want to do is to load in the jobs that I want to render into this window and then
01:09I'll be able to manage both the render paths and the render process itself from this window.
01:14And before we start our Render Queue process I want to take a look at the render settings in these files.
01:18Let's close up the Render window and in Q4 here, let's go to the render settings, hit
01:23Command+B or Ctrl+B on the keyboard to bring up that window.
01:27I have two render settings in number four.
01:30I have a Still Image render setting and an Animation render setting and that's very important.
01:34We're going to use both of these in the Render Queue.
01:36The Still Image is going to give you a 2000x1125 rendering of frame 20 of this animation.
01:42So if I go to 20 you see it's going to render this frame.
01:46The Animation render setting is going to render the entire animation 0 to 89 and it's going
01:51to do a 640x360 rendering.
01:53And it's going to save it out as a QuickTime movie.
01:56The file path that I have set here is different than what I'm going to be using for my final
02:02file path and that's on purpose.
02:03I want to show you how you can change that file path in the Render Queue.
02:06So basically I have similar render settings in the other projects with the exception of
02:10the Still settings.
02:11Let's go to the Window menu and just check number two for example.
02:13Hit Command+B or Ctrl+B on the keyboard and you can see that they just have one render
02:17settings, so the only one that I have two render settings for is number four.
02:21So let's bring up the Render Queue again and go to the Render menu and go to Render Queue.
02:26And here in the Render Queue I'm going to go to File > Open, and I can navigate to my
02:32Exercise Files folder to the rendering, and there is my Queue 1, 2, 3, and 4.
02:36So let's grab Queue-1 and then let's add Open > Queue-2, let's go to File > Open > Queue-3
02:45and the File > Open > Queue-4.
02:51Now that I've got all four of these files open you can see that their status is red
02:55and it's got an error message.
02:57Now even if you're not seeing an error message on your side the most important thing to do
03:01before you start to render is to verify where the files are going.
03:06So we're going to go through each one of these files and tell it where to put the renders.
03:11And the error in most instances is that the files are going to overwrite something.
03:16Most likely it can't find the correct file path because this file path is from a different
03:19project entirely. So what I want to do for each of these is
03:23start off and change the file path.
03:25So let's click on number one and I want to go to the Save Image dialog, and you notice
03:30I can also choose which camera I want to render from.
03:33I can also choose which render setting.
03:34Well this file only has one render setting so I'm going to go to the dialog here and
03:39change where I want it to save.
03:41So let's go to rendering, to C4D-Renders, and then I'm going to Save it, here loose in the folder.
03:47It's going to render a QuickTime movie so I'll just get one movie here in the folder. Let's hit Save,
03:51and so you can see now it's going to render that movie into that location.
03:55And you notice that the status has changed. It no longer shows an error and it's gray.
03:59The gray means ready to go.
04:01Let's click on number two and do the same thing.
04:04Navigate the C4D-Renders and we'll do it loose in there, Save, and let's do the same thing on number three.
04:13Now for number four, number four has multiple render settings and so what I want to do is
04:19I want to set up a rendering for both the still image and the animation.
04:22So let's go to the still image and select that, and then tell it where to put it, and
04:27we'll put it loose in the folder, you can see its named 10-03-still.
04:30Let's change that name from 10-03 and call it Four-still.
04:35And then we want to duplicate this.
04:38So if we duplicate this job we can simply hold down the Control key and drag a copy down.
04:42And this is the exact same project but now it's just copy.
04:45And so we can select that and change the render setting to Animation.
04:49And now, let's tell it where to put that animation.
04:52Let's call that, instead of 10-03-animation, let's call it Four-animation or anim for short.
05:00So now that I've set up all four of those renderings I'm ready to tell it to go ahead and render.
05:05Now these projects don't need to be open in the background.
05:07I can actually close them all up.
05:09I'll go to the File menu and do Close All and now they're all closed up.
05:14I could even continue working during this process if I wanted to.
05:17But now I can go to the Job menu and tell it to Start Rendering.
05:21So what's going to happen is that CINEMA 4D is going to render these projects in the background,
05:26and in order to see the status of that project I have to click on it up here.
05:30Now you can see that there's the progress.
05:31I've got a progress bar and I can see which frame it's working on by looking in this little preview window.
05:37So what the Render Queue is going to do is it's going to go through each of these one at a time.
05:42So when it finishes it's going to mark it green then uncheck it from the status column on the left.
05:48So when it hits Render Queue item number four that's just the still image, it's going to
05:51go by really quick.
05:55Now that the renderings are done, you can see that they've all been marked green and finished.
05:58If we've had any error messages at all we'd see that here.
06:01So the real purpose of the Render Queue is to allow you to be efficient.
06:06When you've got a whole bunch of renderings that you have to do being able to stack them
06:09up like this and start on rendering, and then walk away from your computer for a long time,
06:14it allows you to go do something else, or work in another application entirely, or even work
06:18in another C4D project,
06:19all while these renderings are going off in the background.
06:21So let's go up to the Finder and see what happened.
06:24If we navigate out, let's check our C4D Renders folder and here in the rendering folder is
06:30each of the renderings that we set off.
06:32So there's One, and there's Two, and the Three, and there are each QuickTime movies and there's
06:36our Four-anime and then the Four-still frame 20.
06:40So you can see that our frame one went off without a hitch and each of them looks great.
06:45So just a recap, the whole purpose of the Render Queue is to allow you to be efficient.
06:50You can stack up a whole bunch of renders and then walk away from your computer knowing
06:54that they're going to go off without a hitch.
06:57
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Understanding the linear workflow
00:00As things go in the 3D world, linear workflow is a fairly controversial subject.
00:06It was introduced in CINEMA 4D two versions ago, and it dramatically changed how 3D images
00:11are rendered in the render engine.
00:13Rather than go through a lengthy discussion about the technical aspects of linear workflow,
00:18I want to focus on it from an artist perspective.
00:21Linear workflow relates to the way that images are displayed on a computer screen and that
00:25method involves something called a Color Profile.
00:28It can be really daunting for an artist who's not technically-minded to even deal with the
00:33idea of linear workflow.
00:35But the most important thing to remember about it is that it changes how the lights and materials
00:40behave and it also changes how the blending modes behave when you get into After Effects.
00:45So I've got a scene here and linear workflow is on, and linear workflow has been on for
00:50all the renderings that I've been showing you so far in this course.
00:53And where you adjust the linear workflow is in the project settings.
00:56Now if your project settings aren't visible, you hit Command+D or Ctrl+D on the keyboard
01:01to bring up the Project settings.
01:02And let's raise this window up just a bit.
01:05Right here at the very bottom is this little unassuming button, Linear Workflow.
01:09Unfortunately, that button defaults to on.
01:12That is not a big deal for a lot of situations.
01:15If you're going to be rendering just a still image with no multipasses, then linear workflow
01:19is not a big deal, because what you see is what you will get when you go in After Effects.
01:23However, when you start to get into multipass rendering, linear workflow becomes crucial,
01:28and that button will have a dramatic impact on how the images behave when you get into After Effects.
01:33So before we get in to After Effects, let's take a look at linear workflow, both off and on.
01:38So I've got linear workflow on for this rendering and I'll hit Command+R or Ctrl+R on the keyboard.
01:42You can see my rendering looks pretty good. There is a nice murky sort of overtone to
01:49the image. It's under water, and we've got our fish swimming past the linear workflow type.
01:54Now let's turn it off and you can see a very different image.
01:57First thing you'll notice is that the work space changed here.
02:01The materials changed on the material manager and when I render, it's going to look very
02:05different as well, Command+R or Ctrl+R again.
02:08You should notice that the image is darker.
02:12The number one thing that linear workflow does is it changes how the lights and materials add together.
02:17It's going to be easier to see this with the side-by-side comparison.
02:20So I've got two different renderings, one with and one without linear workflow that
02:23we're going to open in the Picture Viewer.
02:25So let's go to the Window menu and you can then go to the Picture Viewer.
02:28And let's go to the File > Open, and let's navigate to our rendering folder in the exercise files.
02:34And let's grab linear-workflow- OFF and then Open that one.
02:38And let's do that File > Open again, and then grab linear-workflow-ON, and then Open that one.
02:44Now over here in the history, we can see we've got linear workflow off and on, and we can
02:47click back and forth between these two, and you can see the dramatic difference between the renderings.
02:53Now there is technically no right or wrong answer here.
02:56To me, personally, the wrong answer is that linear workflow is on by default.
03:02What happened when it was introduced a couple of versions back is that it changed how the
03:05renderings behaved by default.
03:07If you opened up old projects that had linear workflow off then they would come in with
03:12linear workflow off.
03:12But anytime you created a new project, linear workflow would defaults to on, and so, when
03:17you got into After Effects with a multipass render, your renderings will behave differently.
03:21And a lot of folks didn't understand how to deal with that, so that's what I want to focus
03:24on today, is how to deal with that linear workflow.
03:27Let's close up the Picture Viewer.
03:29Now I've got the render settings all set for linear workflow.
03:33Let's bring up the Render Settings here by hitting Command+B or Ctrl+B on the keyboard.
03:35And before I go any further, I want to turn Linear Workflow back on, so that I leave
03:40it on for this demonstration.
03:43I've got my Render Settings set, I've got Object Buffer set, I've got my RGB image.
03:47I've got all my elements rendered here correctly.
03:50Rather than render this image out and go through the time-consuming process, I've pre-rendered it already.
03:54And you can see under the Output dialog that I've rendered frames 45 to 89.
03:58I wanted to minimize the file size for download of the project assets.
04:02When it comes down to working with linear workflow, there's two very important options
04:05under the Save options of the Render Settings.
04:08Let's click on the Save option and the first one is the Bit Depth.
04:12Now the Bit Depth should always be 16 bit.
04:15And because it has to be 16 bit, it limits the options for your format.
04:19You have to use a format that supports 16 bit depth.
04:23QuickTime does not support 16 bit depths so you have to render to an image sequence.
04:28The preferred image sequence for me is a Photoshop.
04:30The next most important setting is the Image Color Profile.
04:34It defaults to sRGB.
04:35And to be honest, I normally just leave it on that.
04:39For other color profiles, you can load one in, if you've been sending a specific color
04:42profile for a project.
04:43You can also low run from your monitor that you're currently working with.
04:47The problem with that though is that most folks don't have their monitor set correctly,
04:50so you want to be really careful.
04:51I generally leave mine on sRGB, because it's a good generic starting point and it creates
04:56an even base for my work.
04:58So those are the two most important settings when you're working with linear workflow.
05:01Linear Workflow should be on.
05:02You just need to render to 16 bit and you leave this image color profile set the way it is.
05:08So with these render settings, I rendered the image out.
05:11Let's move over to After Effects now and import that rendering in.
05:14So here we are in After Effects and I'm going to go to File menu and do an Import > File.
05:18So I'm going to navigate to the exercise files, to the rendering, to the C4D Rendering, to
05:23the linear workflow, and let's scroll all the way down and grab the linear-workflow.aec.
05:29Now if this aec file is grayed out for you, that means you do not have the correct After
05:33Effects import plug-in installed in After Effects.
05:36I'm going to cover this in much more detail in the next chapter.
05:40So for now, if your aec file is grayed out, then just follow along. Let's hit Open.
05:45It's going to think about it for just a moment.
05:47And now I get two folders in the project window, Linear Workflow and Special Passes; it's called
05:52linear workflow, because that's what I named my rendering inside of CINEMA 4D.
05:56I'm going to take the Special Passes folder and drag it into the Linear Workflow folder.
06:00That's the first step I always do when I import.
06:02And I will twirl that open. You could see I have a linear-workflow comp here.
06:06Let's double-click on that and I'm seeing black here at the top, because of the render
06:11settings that I had in CINEMA 4D.
06:13In CINEMA 4D, I had adjusted my render settings in the Render Settings window to render just
06:18frame 45 on, and I did not adjust my preview range, so it gives me this gap here.
06:23I'm going to scrub through this gap to the very first frame, which is at frame 45 or
06:28115 on the timeline, and you can see that I've got a very dark image.
06:33This is what you'll see if your linear workflow is not set correctly in After Effects.
06:37In order to see what it's supposed to look like, let's import the linear workflow on
06:41JPEG from our Project Files folder.
06:44Hit Command+I or Ctrl+I on the keyboard and then in the Project Files folder is the linear-workflow-ON.
06:51So once again, this is inside the exercise files and rendering, and then loose in there
06:56is linear-workflow-ON.
06:57Do not accidentally import linear-workflow-OFF.
07:00We want that on one.
07:01So let's hit Open.
07:04And if I double-click on that, I'm going to see what my rendering is supposed to look like.
07:08When you're not dealing with multipasses, linear workflow does not matter.
07:12You will see the correct image from CINEMA 4D and this is a great example of that.
07:16This JPEG comes in just how it's supposed to look in CINEMA 4D.
07:20So that begs the question, how do we get it to look right in After Effects?
07:24The way we do that is a multistep process.
07:27So here's our composition.
07:28We have to go to the File and go to Project Settings at the very bottom.
07:34And in the Project Settings, let's raise that up, the very bottom of the Project Settings window
07:39is getting cutoff because of the resolution of the screen record that we're doing.
07:43But you can see I've got OK down there at the bottom.
07:46So the linear workflow starts by changing the bit depth.
07:50The linear workflow cannot work in anything less than 16 bit, so we're going to go to 16
07:55bit and that matches our rendering from CINEMA 4D.
07:57So we turn on 16 bit.
08:00Now we can change the working space to match the render setting that we had in CINEMA 4D.
08:04If you remember, I pointed out two very important settings in CINEMA 4D render settings for
08:09linear workflow, and that involved the color profile, and this is the color profile that
08:14matches the one we used in CINEMA 4D.
08:16So when we select that, now we get this button active that says Linearize Working Space.
08:22We're going to turn that on and then when we hit OK, now we see the image that looks
08:27the same as it did from CINEMA 4D.
08:29And you see if I click through, this is a different frame of the animation, but if I
08:34go back here, you can see that my rendering now looks the way it's supposed to in After Effects.
08:39Whether you like it or not, linear workflow is here to stay, and if you're going to be
08:42working in CINEMA 4D and After Effects, you need to get used to either turning it off
08:46or dealing with it.
08:47For some projects I'd like to have it off.
08:49For some projects that I know are going to have a lot of gradients, or if I'm going to
08:52have to have a do lot of manipulation of the multipasses, I will leave Linear Workflow on.
08:58I'll let the client know ahead of time though that I'm dealing with linear workflow, so
09:02that they know ahead of time, if I have to deliver the project files to them, they need
09:05to adjust their workflow internally as well.
09:08So regardless of what you decide to do, the important thing is to be specific and be proactive
09:13about it, and deal with those settings upfront.
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2. The 3D Animation and Compositing Workflow
Understanding the 3D animation workflow
00:00CINEMA 4D is an amazing application for generating images, but is not made for manipulating them.
00:07When it comes time to manipulate your images, you need to move to a compositing program
00:10like Photoshop or After Effects, or even Nuke.
00:13CINEMA 4D's rendering and compositing controls allow for tight integration with compositing applications.
00:19This means that you can change your images dramatically inside the compositing program
00:23without having to go back to CINEMA 4D to re-render.
00:25So this is a rendering I created in CINEMA 4D.
00:28I'll hit 0 on the numeric keypad.
00:33This will generate a RAM preview.
00:38That's not a bad looking rendering, but I want it to have a little bit more of a dramatic feel to it.
00:43And so what I created here inside of CINEMA 4D was this, I darkened it down a little bit,
00:48I adjusted the colors a little bit better, to be a little more monochromatic and less saturated.
00:54This is a RAM preview for that.
00:56The other thing you'll notice is that I added some type, and that type is a 2D element here
01:02in After Effects.
01:03I want to be able to change out this type on a regular basis.
01:06Right now it says external compositing tag, but what if I wanted it to say coming up
01:10next or Saturday? Well, I can do that because that type was generated in After Effects.
01:14I don't have to go back to CINEMA 4D to re-render that type.
01:18And that is the power of using After Effects to manipulate your images.
01:22You have total control over what you can change by using the compositing tools inside of CINEMA
01:274D; things like object buffers, external compositing tags.
01:31They allow you to manipulate in post without having to go through the hassle of re-rendering.
01:36This entire chapter is dedicated to the process of working with the compositing program.
01:40Now I work with After Effects, but a lot of the principles I'm going to use here will
01:43work with both Photoshop, or any other compositing program; Nuke or Smoke or Flame.
01:49The ideas are the same.
01:50The main idea is that you're not stuck with the image that you get out of the 3D program.
01:56
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Using the Compositing tag and creating object buffers
00:00This is the image that we're going to be creating based on our original CINEMA 4D render.
00:06And this is the original rendering, and this is the revised rendering.
00:11What allowed me to change the color of the type without affecting the cubes is something
00:15called an object buffer.
00:16An object buffer is simply an alpha channel for an object within your CINEMA 4D scene.
00:22It's different than an alpha channel for the entire scene, it's an alpha channel just for a single object.
00:27Here in the project window, we've got a Special Passes folder.
00:31This was generated when we imported our CINEMA 4D file from our Renders folder.
00:36I'm going to double-click on workflow_object_3, and this is the object buffer for the type.
00:42You could see that it's just a black and white matte that only highlights the type, and this
00:47allows me to control the color of the type.
00:51The process for making this matte is pretty straightforward.
00:53It involves something called the Compositing tag.
00:56The Compositing tag is the most powerful tag in all of CINEMA 4D; it's the most important in my opinion.
01:01It allows you to do dramatic things with your rendering process.
01:06Let's move over to CINEMA 4D.
01:08So this is our scene file in CINEMA 4D, Compositing-Tag-START.
01:13Here's my type element.
01:14What I want to be able to do is to have an object buffer for that type element.
01:19So what I'm going to do is right-click on the Extrude NURBS that represents the word
01:22Compositing and go to CINEMA 4D Tags, and then Composting tag.
01:28Now this gives me this little tag that looks like a clapboard. On that tag is a property
01:32called object buffer.
01:34I'm going to activate object buffer number 3.
01:37Now I could put any number that I wanted in here.
01:39I can make this 3,000 or 27; it doesn't matter.
01:43The important thing is that the object buffer is a two-stage process.
01:46We have to have a number here that matches a number in our render settings.
01:50We're going to make that number in the render settings in just a moment.
01:52First, we're going to set our numbers here, and then once we've got them all set, we'll
01:56confirm those numbers in the render settings.
01:58So now, I want to have workflow in the exact same object buffer.
02:03So rather than go through the whole process of right-clicking again, I can just hold down
02:06the Ctrl key and drag a copy of the Compositing tag down onto the word Workflow.
02:11So now I have the exact same Object Buffer settings for these two words, just what I want.
02:18Now let's do an Option+R or Alt+R on the PC, and bring up our interactive render region,
02:24and let's enlarge it just a bit.
02:27Now if your Quality setting is set to halfway, go ahead and raise that up to full quality there.
02:32That's that little triangle there.
02:34I'm going to bring that down so I can see the entire frame.
02:39You'll notice that when I render, I can't actually see my type, that's because of this disc.
02:45There's a disc in the scene, and I'll uncheck the Visible in Editor dot in order to see the whole thing.
02:51This disc is causing a highlight on the surface of my type.
02:55You can actually see that right here in the reflection on the type.
02:58I call this a highlight disc.
03:00It's a common technique in motion graphics.
03:02These discs are used all over the place to generate little highlights on the surfaces of your type.
03:06I don't want this highlight disc to be visible on the rendering.
03:10The Visible in Editor and Visible in Render buttons only go so far.
03:14I can hide this disc here in the Editor window by making this top dot red.
03:18I'll click twice on that.
03:19This bottom button though, if I were to double- click on that, that would make my disc not visible
03:25in the rendering either.
03:26Watch, I'll double-click, and make it red and you can see that my disc goes away.
03:30That defeats the purpose of having the disc there.
03:33So what I want to do is to create a situation where the disc shows up in the surface of
03:38the compositing workflow but does not show up in the type itself. It also shouldn't show up in the floor.
03:45So I need a Compositing tag for that.
03:46So let's first off make the bottom dot gray again, so that the disc shows up.
03:51Then we'll right-click on the disc, and go to CINEMA 4D tags > Compositing.
03:56The Compositing tag is incredibly versatile.
03:57There are a lot of settings in it.
03:59Underneath the tag properties for that, we're going to turn off Cast and Receive Shadows,
04:04we're going to turn off Seen by AO, that's Ambient Occlusion, and then we're going to
04:09uncheck Seen by Camera.
04:11When we do that, watch what happens.
04:15Now you can see that the disc shows up in the surface of my type, but it's not visible
04:19in the rendering.
04:20That's really important.
04:22I'm going to uncheck the Active Camera icon, and let's take a look at the scene from a different angle.
04:26One of the things that happens as we move through, let's go right here.
04:30You'll see that the disc is also visible in the floor; when this gets done redrawing,
04:35you'll see that I can see my disc in the floor, and I don't want that, that's this blue gradient right here.
04:42The Compositing tag has another very important option called Exclusion.
04:45If I go to the Exclusion option, there is an Exclude pulldown here; it says Include or Exclude.
04:51I want to leave it on Exclude.
04:53What I want to do is tell this disc to not affect the reflections of the floor.
04:58So if I take the floor object and drag it in here, watch what happens to this area of
05:02the rendering as it finishes.
05:05You can see that the disc no longer shows up in the floor.
05:10That's a really important option.
05:12Let's go back, and look through the camera.
05:14Click on the Active Camera icon.
05:16Now you notice that right here at the bottom of the type, that little dark spot right there
05:22is a reflection from the cubes showing up in the surface of the type.
05:26So I don't want the cubes to show up on the surface of the type either.
05:29So what we need to do is to add a Compositing tag on the Hero Cube to have it not show up
05:34in the main type.
05:36So let's right-click on the Hero Cube and go to CINEMA 4D tags, add a Compositing tag.
05:41And in the Compositing tag, under the Exclusion option, I'm going to say don't affect Compositing,
05:48and don't affect Workflow.
05:51And you notice that got rid of a little bit of it, but it looks like I've also got these
05:57main cubes as well to deal with.
05:59So what I'm going to do is right-click on this null here.
06:03This null is the null that holds all the other cubes in the scene.
06:06Let's right-click on that and go to CINEMA 4D tags and then do another Compositing tag.
06:11So let's add a Compositing tag.
06:12Now in the Exclude options, let's drag in Workflow and drag in Compositing again.
06:17And watch what happens, that's going to clean up the face of our type.
06:23There we go! You see we no longer have that black splotch down there.
06:26That was based on the reflection probably from this cube right here.
06:30Next step, we want to make sure and set object buffers for the other important elements in the scene.
06:34Now I know that I may at some point I want to add a glow to this cube or just do something
06:39to it, change the color, who knows.
06:42So I'm going to add an object buffer to this.
06:43A lot of times when I add object buffers, I may not end up using them, they're just
06:47preventive measures.
06:48It's much better to have an object buffer and not use it than need an object buffer, and not have it.
06:53So I'll often times set an object buffer even if I am not sure if I'm going to need it or not.
06:58So on this Hero Cube, let's make that object buffer number 1.
07:04And then I'm going to go to the main cubes, and set that object buffer to be number 2.
07:12So object buffer 1 is the Hero Cube, Object Buffer number 2 is the rest of the cubes,
07:17object buffer number 3 is the type.
07:19So we've got our object buffers and we've got our Compositing tags all set up.
07:23Now what we need to do is to make sure that we have those object buffers covered in the Render Settings.
07:27Let's hit Command+B or Ctrl+B on the keyboard to bring up the Render Settings.
07:32And my Render Settings are pretty basic right now.
07:34All I have done is set the Aspect Ratio of the scene, so I know that I'm going to need
07:38to render from 0 to 89.
07:40So let's go and render from 0 to 89 for my Frame Range.
07:45Now what we need to do is to activate Multi-Pass.
07:48So let's activate Multi-Pass and then in the Multi-Pass options, let's click on that, and
07:53go to Object Buffer, and we'll add that three times.
07:56There is number 2 and there is number 3.
08:01Unfortunately, the object buffers will always be numbered. Uou cannot name your object buffers,
08:05but what you can do is name them here in the render settings so that you at least have
08:09a reference for what they are.
08:11So let's first start off by highlighting each of these.
08:14I'll click on the first object buffer, hold down the Shift key, and click on the last object buffer.
08:18That brings up all of their IDs at the same time.
08:21Now I can go through and name 1 number 2, name 1 number 3.
08:26The only thing that links them back to the object buffers is this number.
08:30This number links it to the Compositing tag that's over here.
08:33As long as the numbers over here, match some numbers over here, then you're going
08:36to get something in your object buffer.
08:37It's very important that these numbers match.
08:40Now what I'm going to do is to name my object buffers.
08:43So object buffer number 1 which is this guy, we're going to call it 1 and Hero Cube.
08:49I'll use the down arrow and call this next one 2 Other Cubes.
08:55Let's call this last one 3 Type.
09:03So that is the basic object buffer setup.
09:06So we first set object buffers to eliminate any sorts of odd reflections, then we set
09:12up our object buffers for the main elements in our scene.
09:16Sometimes you set up object buffers for things you know you're going to need, sometimes you
09:19set up object buffers for things you might need.
09:22Then once we had our object buffer Compositing tag set up, we went to the render settings
09:26and made object buffer settings for each one of the numbers that we used in the Compositing tags.
09:32Those are the most important steps for setting up the Compositing tag.
09:35The next most important tag in CINEMA 4D for working with compositing programs is called
09:40the External Compositing tag.
09:41We'll take a look at that in the next movie.
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Using the External Compositing tag
00:00In our final image in After Effects, we want to have the ability to have 2.5D type from
00:05After Effects stuck onto the face of this cube.
00:10In order to do that, we need to know the exact position in 3D space of the face of this cube.
00:16Back in the old days before the tight integration with After Effects, you used to have to make
00:20notation of the location of the face of that cube and write it down, and then After Effects
00:25put down that number numerically on the null object, or thing that you wanted to stick
00:29to the face of that cube.
00:31As long as that object didn't move, then everything would work out great.
00:34But if the object moved at all, then everything broke down.
00:37Eventually though, we got something called the External Compositing tag.
00:40And the External Compositing tag allows you to send the position information of any object
00:46in CINEMA 4D out to After Effects.
00:49And this includes null objects, it includes clones from MoGraph, you name it.
00:54If it has position in CINEMA 4D, you can get that position into After Effects, and that's
00:59a really powerful thing.
01:01So it's a very simple thing to set up.
01:03Really, all you need to do is add the External Compositing tag to an object.
01:06But in the case of our cube, it's a little bit different.
01:10If I select the cube object, and let's uncheck the Active Camera icon.
01:17I'm going to get rid of the Interactive Render Region by hitting Option+R or Alt+R on the keyboard.
01:23You can see that our cube has its axis point right exactly in the center.
01:28The trick to External Compositing tag is that whatever you put that tag on, it will send
01:33the exact position of, wherever the axis point is in space, that's what you'll get.
01:38I want to have something stuck to the outside edge of this cube, this face right here.
01:44That's not where the axis is.
01:46If I put the Compositing tag on the cube, I'm going to get this location, not this location.
01:50So what I need to do is add a null object that's going to be in the right location and
01:55then put the External Compositing tag on that.
01:57So let's add a new null object to the scene and let's call this one Hero cube face.
02:04So let's make that null a child of the Hero Cube.
02:09Then what we do is right-click on the Hero Cube face, and go to CINEMA 4D tags, and then
02:14External Compositing.
02:17The External Compositing tag has a few settings under it.
02:19The Children setting will give you the position of all the children in the scene.
02:23So for example, if I put the External Compositing tag on this cube's null here, it would give
02:28me the position information for all of these children if I check that box.
02:34I don't need that right now, so I'll leave it unchecked.
02:37The Cache option, we'll leave on, the Anchor Point, we want to leave in the center.
02:41Now you can position it any one of these locations, we'll leave it in center.
02:45And then, you can generate either a solid or a null object.
02:48It generates a null object by default.
02:50You can have it generated solid if you want.
02:52Now I'm going to have it generate a solid just so we have that exact position, and it's easy to spot.
02:57I'm also going to make that solid square.
02:59So I'll make it 200x200.
03:02I'll leave the color red, so it's nice and easy to spot.
03:05So what I'll end up with After Effects is a red solid that's 200 pixels by 200 pixels
03:10with its anchor point in the exact center.
03:13It will also have the exact name of the Hero Cube Face.
03:17Now that we've got the External Compositing tag set on the null object correctly, we need
03:21to position the null object in the right location.
03:24In order to do that, I want to select the Hero cube face null and go to the Coordinate
03:29Properties in the Attribute Manager.
03:31And then what I'd like to do is zero out its position.
03:34That's going to bring the null object from way over here on the right-hand side of the screen.
03:38It's at 0, 0, 0, and you can tell that because that little blue arrow is pointing off camera at the object.
03:45We want to get that right to the center of this cube, and then we're going to position
03:48it on the outside.
03:49So if we go to the Coordinate Properties and Select that and hit 0, Tab, 0, Tab, 0, and
03:55you can see that the null object jumps right to the center of the cube.
03:59Then, if you go to the X property and type in -400, you're going to see that the null
04:06object jumps right to the outside edge of that cube.
04:08I knew that because the size of this cube is set to be 800 units across and so -400
04:14is going to put it right on the outside edge.
04:16And if I middle-mouse click, and go to the top view, and let's dolly in, I'll hold down
04:21the 2 key and drag to the right here, and then pan over with the 1 key.
04:26You can see that my null object is right on the outside edge.
04:29And so if we click back in the center here, now I know that, that null object is going
04:34to be exactly in the right place for us when we get to After Effects.
04:37Now rather than import that in After Effects right now, we're going to do that in a later movie.
04:42In this movie, I just wanted to focus on getting the tag applied.
04:46
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Setting up a multipass render
00:00Multipass rendering is the process of breaking your image from CINEMA 4D into specific layers
00:07that correspond to the image channels that make up your final image.
00:12What we're going to end up with is the ability to control virtually every aspect of our rendering
00:16inside of After Effects.
00:18It takes a little bit of set up in the render settings here in CINEMA 4D, but it's worth the time.
00:22This is our Multipass-render-START file.
00:24It's based on the previous movie.
00:26So we've got our External Compositing tag set, we've got our Compositing tag set with
00:29our object buffers.
00:30Everything is ready to go.
00:32So let's go into the Render Settings, Command+B or Ctrl+B.
00:35And first thing we want to double check is under the output options that we're going
00:38to be rendering, the correct size and the correct number of frames, and we are; 640x360, and 0 to 89.
00:45Now what we want to do is to go to the Multi-Pass settings.
00:49The Multipass is on and you can see that I've got my object buffers already set up.
00:53So 1 is the Hero Cube, 2, 2 is the other cubes, 3 and 3 are the type.
01:00Now if I go to the Save option, you can see that I've got a Multi-Pass Image Save dialog.
01:05Now this is going to default to having the Multi-Layer File check box active.
01:09We are not rendering a still image, so this has to be unchecked. After Effects will not
01:15work if this is turned on.
01:18Next thing, if I hit Command+D or Ctrl+D on the keyboard, and I'll scroll down in the
01:22Project settings, you can see that I have Linear Workflow turned off for this scene.
01:28That means I don't need to render 16-bit.
01:30So I'm going to turn the 16-bit render from 16-bit to 8-bit.
01:34I'm also going to change it to QuickTime Movie.
01:37Yes, I know, some of my students are probably thinking, Rob, you always say to render it
01:42to image sequences.
01:43Sometimes I don't.
01:44This is a very fast render relatively speaking.
01:46And it's much easier for members with access to the Project Files to manage a folder of
01:50QuickTime movies than a folder of thousands of image files.
01:54So I'm going to render to a QuickTime Movie sequence for this project.
01:58Now the next thing I need to turn my attention to are the multipass layers.
02:02So I'm going to go under the Multi-Pass option and click and hold on that.
02:06When I do that, I get all of these choices, and there are a lot of choices.
02:11At the very bottom is something called the Depth Map.
02:13So let's go down here to highlight the Depth Map.
02:16The Depth Pass gives us a grayscale image that corresponds to the Z-distance of all
02:20the objects in the scene from the camera.
02:22It can be used by a filter in After Effects called the Camera Blur filter to generate depth of field.
02:29It's very useful.
02:29I may or may not need it for this project but I always want to have it just in case.
02:33Let's add the depth.
02:34Then, we're going to go to the Multi-Pass options, and do Add Image Layers.
02:39The Add Image Layers is going to add in a whole list of things.
02:43Now we don't need all of these things.
02:45Basically, the way you know what you need and don't need is you ask yourself some questions
02:49about your scene.
02:51So the Ambient Pass relates to the Luminance Channel.
02:54If you have the Luminance channel in any of your materials, you need to have the Ambient Pass.
02:58So if I click on this material right here, you can see that it does use a Luminance Channel.
03:03So I know I'm going to need the Ambient Pass.
03:05The Diffuse Pass is the base level of color in your scene.
03:08All my materials have the Color channel turned on, so I know I need the Diffuse Pass.
03:13Same thing goes for Specular, all my materials have it. I need that on.
03:17I am casting shadows, I need that on.
03:19I do have reflections on my materials, got to have that.
03:23Refraction; I do not have any transparency in the scene, so I don't need Refraction.
03:27So I'll select the word Refraction, and delete.
03:30Let's scroll down just a bit.
03:32Ambient Occlusion, you notice I have not turned on.
03:36Let's add that effect because I know that I want that on for the scene.
03:40So let's click on that, and go to Ambient Occlusion.
03:44Now with the Ambient Occlusion turned on, I know I'm going to need that pass.
03:48Next step is Global Illumination.
03:50I'm not using Global Illumination as an option so I can delete that.
03:53Then I'm going to go to Caustics.
03:55I'm not using Caustics.
03:56Caustics is another property of transparency, and we're not using any of that, so I'll delete that.
04:02Atmosphere and Atmosphere (Multiply) relate to the environment object that I have in the scene.
04:07That's what's causing the fog that you see, that's kind of giving a hazy look to our render.
04:11So I need both of those.
04:13I don't have any post effects, things like Depth of Field or Motion Blur turned on, so
04:17I can delete that as well.
04:19And that's pretty much all the settings that I need.
04:22So I've got Depth, Ambient, Diffuse, Specular, Shadow, Reflection, Ambient Occlusion, Atmosphere,
04:26and Atmosphere (Multiply).
04:28Next thing I need to do is tell my render where to go.
04:32So I'm going to go to the Save option, and I'll click on the Save Image button.
04:37Let's navigate to the desktop, to the exercise files, to our Workflow, and then in the C4D-renders.
04:43I already have a workflow render here set up, so let's make a new subfolder and call
04:49this one Workflow-working, and hit Create.
04:54And in that Workflow-working folder, let's call the rendering Workflow, and hit Save.
05:01And that's pretty much all there is to setting up a multipass render.
05:04The most important thing to remember about this process is that you have to ask yourself
05:08questions about your scene file, and what it is you're going to need to have control
05:11of in After Effects.
05:13Once you've answered those questions, you should have all your settings complete.
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Rendering and importing elements into After Effects
00:00In the previous movies we've set up our scene file for rendering for After Effects and we're
00:05just about ready to actually render.
00:07Before we do anything else though, we have to do a very important thing and that's to
00:10look through the correct camera.
00:12Right now we've been looking through the editor camera in order to see some of the effects
00:16that our tags were having.
00:17So let's click on the Active Camera icon right here and look through our Rendering Camera.
00:23Now we're going to be rendering through the correct camera.
00:25The very last thing we need to do before we render is in the Render Settings Hit Command+B
00:29or Ctrl+B on the keyboard, is that we need to activate our compositing project file settings.
00:35Now I'm in the Save options for the render settings, at the very bottom is this little
00:40guy right here, Compositing Project File.
00:42I'm going to turn on all of these check boxes.
00:45And now that I've got those on, I'm ready to render.
00:49So in order to render our scene, I'm going to do a File > Save As, and then save this and
00:56call it AE-import-WORKING.
00:58It's always a good idea to actually save your file before you start rendering.
01:03So I'm going to save it out.
01:05And now in case anything bad happens, I can always get back to where I was.
01:09So now we're ready to actually render.
01:10So I'm going to hit the Render to Picture Viewer button, which is right here.
01:13I could also hit Shift+R on the keyboard.
01:14I'm just going to click that button right now.
01:17When we do that the Picture Viewer comes up and it starts rendering our scene.
01:21Now we can actually see the frames as they're being rendered.
01:23You can see those little squares are called Render Buckets and it's moving through the
01:27scene pretty quickly.
01:29You can actually check your multipass rendering by clicking on the Layer option on the side panel.
01:35If your side panel is not visible, then you can click this button right here to make it visible.
01:40Now within that Layer option is the Single Pass.
01:42If you click in Single Pass, you can now look at the individual passes.
01:46Mine is looking at the Depth Pass right now and you can see the Depth Pass is a pretty cool render.
01:51This allows us to use Depth of Field filters inside of After Effects, but you can also
01:58click on any of the other passes to check to see if they're rendering correctly.
02:04I'm going to click on Object Buffer 1.
02:06You can see that that's the Hero Cube.
02:08Object Buffer 2 is all the other cubes and Object Buffer 3 is the type itself.
02:13So you can see I've got all my object buffers set and my image is rendered correctly.
02:17I already have this rendering set inside of After Effects.
02:21I don't need to render it here, so if you're following along at home, let this render finish
02:26and then continue with the next movie.
02:28But I'm going to stop this render, because I have it already pre-prepared, kind of cooking
02:32show style, so that we can actually move on to the After Effects import.
02:37So I'll go to the File menu and select Stop Rendering and tell it Yes.
02:42So once your rendering is done, you can confirm the files that were rendered.
02:45Let's go to the exercise files and go to the workflow folder and in the C4-render subfolder.
02:51The Workflow working folder is the folder I created, while I was showing you how to
02:55set up the render settings.
02:57I'm going to go to the workflow folder.
02:59This has a completed render pass.
03:01Now when CINEMA 4D finishes rendering, and you've checked all of the compositing project
03:05file options, the last thing CINEMA 4D writes is this workflow-aec.
03:11This file is what we're going to be importing in to After Effects.
03:15After Effects needs a special plug-in in order to be able to correctly import this file.
03:20There are two places you can get that file.
03:23Place number one is in the applications folder, where your CINEMA 4D is installed.
03:28Now I'm going to go to Applications and then type in MAX to bring up the MAXON Folder.
03:34Now I have a bunch of older versions of CINEMA 4D installed here.
03:37I'm going to go to my 14 folder, and then in the Exchange Plugins, under After Effects,
03:43I've got both an importer for OSX and Windows and a C4Dformat.
03:49I'm going to take the contents of each of these folders, the CS5, CS6 zip file and then
03:55the importer folder for OSX, CS5 and CS6, and I'm going to put the contents of that
04:03zip file into my After Effects Plugins folder.
04:05So I'll unzip that file.
04:07In the Mac, I can double-click.
04:09It's going to do the same thing on most versions of PC, and I'll take this file along with
04:14the file from the other folder and put them into my After Effects Plugins folder, then
04:18I'll re-launch After Effects.
04:20Once I've re-launched After Effects I'll be able to correctly import that file.
04:24So now let's move over to After Effects and import the file that CINEMA 4D rendered out.
04:29So I'll go to File > Import File, and you can see I'm already in the exercise
04:34file in the workflow folder.
04:36So let's go to C4D-renders and then go to workflow and then scroll down at the very
04:40bottom and there's that AEC file.
04:43Now if your AEC file is grayed out, you need to install that plugin and then restart After
04:48Effects in order to be able to import it.
04:51Let's import that AEC file.
04:52I'll hit Open, and when I do that I get some folders, and the folders that I get correspond
04:58to the settings that had in the renders.
05:01The Solids folder contains any type of Null Object References or Solid References that
05:06I had in my External Compositing tag.
05:09The Special Passes folder contains the Depth Pass and the Object Buffers.
05:13I'm going to take that Special Passes and move it over to the workflow folder.
05:17Then, the workflow folder itself now contains the Special Passes folder, plus a composition
05:23called workflow, that has the same name as the render.
05:25It also has all of the different multipasses that were setup in the render setting.
05:29If I open the workflow composition, this workflow composition now contains the full rendered
05:37image, and you can see that I've got my rendering set up.
05:39And because I was rendering without Linear Workflow turned on, this rendering looks like
05:45it did in CINEMA 4D.
05:46Each of these layers adds up, and if I toggle my switches and modes you can see that there
05:51are different blending modes here.
05:53For example, I can look at the reflection passes using the Add Lighting mode.
05:57If I decide I want fewer reflections, I can hit T on the keyboard and just dial down the
06:02reflections here.
06:03You can see that my reflections get dimmer.
06:05Now I'm going to leave those at 100% for now.
06:08The next thing I want to do is I want to duplicate this workflow comp.
06:12There may be a time when I want to get back to the original layout, and so I want to always
06:17have a copy of the original workflow comp.
06:19So let's hit Command+D or Ctrl+D on the keyboard and call this composition workflow-orig, as in original.
06:26Then I'll take this main workflow comp and drag it out of the scene.
06:31And it's a little bit tricky to do, I need to make my Window a little bit bigger here,
06:35and I can drag this workflow out here.
06:37And then I can twirl these other guys closed.
06:40That's it for the basic import of the scene file.
06:42The most important thing to remember is that you have to click the Compositing Project
06:45File options in the C4D-renderer, and you have to have the correct version of the C4D
06:51importer installed in your After Effects Plugin folder in order to make it all work.
06:55Once you got those settings, importing stuff from CINEMA 4D is a breeze.
Collapse this transcript
Compositing 3D renders in After Effects
00:00Now we get down to the nitty-gritty and that's manipulating or compositing our images inside
00:05of After Effects.
00:06We've got our files imported.
00:08Now what do we do with them? We want to be able to have total control of our image.
00:12Well, our goal is to make this scene a little bit more dramatic and we want to be able to
00:18change the color of the type and also give a little bit of darkening around the edges of the scene.
00:23So the first step in that process is to do something called pre-composing.
00:27I'm going to grab all of the layers here.
00:29I'll select the first one and hit the Shift key and click on the last one.
00:33And I'm going to hit Shift+Command+C or Shift+Ctrl+C on the PC, that's going to bring up the Pre-compose window.
00:40I want to call this Workflow and then PRE, let's hit OK.
00:45And you see we now have a composition, and this composition is the sum of all of those
00:50layers that we had from our multipass render and they're now composed in a single composition.
00:55It's going to treat them just like one layer, just like a single movie that has everything in it.
01:01In the project window I'm going to take this Workflow-PRE and drag it on the new folder
01:04button and call that folder Pre-Comps. Here we go.
01:10Now what I want to be able to do is to change the color of the type.
01:13Let's take things one at a time.
01:14Let's change the color of the type first.
01:16To do that, we need to be able to use an object buffer on this Type.
01:19So let's find our object buffer first.
01:22Let's go to the workflow folder and then the Special Passes folder is object buffer number
01:263 and that's the object buffer for our type.
01:28So let's drag that into the composition down below the Hero Cube Face, you can see there it is our type.
01:36If we turn that off you can see it lines up perfectly with our type.
01:39So next thing we want to do is to duplicate this layer, Command+D or Ctrl+D on the keyboard, we'll do that.
01:45We're going to use the Track Matte settings to use object buffer number 3 as a Track Matte
01:49for this Workflow-Pre layer.
01:50So if your Track Matte options aren't visible, you can click on the Switches Modes button
01:54to make them visible.
01:56Then I'm going to click on the Track Matte pulldown for the Workflow-Pre layer and tell
02:00it to use a Luma Matte for workflow_object buffer 3 three.
02:04It looks like nothing has happened.
02:06If I click on the Solo button right here you can see that I've soloed out compositing workflow
02:11all by itself, and that's because it's using that Track Matte as an alpha channel.
02:15Let's uncheck the Solo button to get back.
02:18Now we can change the color of the type.
02:20If we select Workflow-Pre, let's go to the Effects menu and then go to the Color Correction and do CC Toner.
02:29CC Toner is a TriTone plugin and for some bizarre reason, it defaults to this yucky brown color.
02:36Now I am going to change that, I want to have something that's a little bit closer to the original scene.
02:39I don't want to shift it dramatically.
02:40I just want to shift it a little bit.
02:42So let's make a nice sort of desaturated kind of purple.
02:46So I'll go into this range here and then get a little more blue and then pull out some of the color.
02:52And there's no real wrong answer here, you can pretty much do whatever you feel like here.
02:57If you wanted to make it green, you can go right ahead and make it green. I'll hit OK.
03:01So I've made my type purple.
03:03The thing you can see now is that my reflection no longer matches my type, so I need to go
03:08into the original reflection layer and change that color to match my type here.
03:13To do that I need to go into the Workflow-Pre comp, let's double-click here and go in to
03:17Workflow-Pre comp and select the reflection layer.
03:20I'm going to go to the Effect menu and go to Color Correction and I'm going to go to Change Color.
03:27In the Change Color filter, first we have to do is tell it what color we'd like to change.
03:31The color we'd like to change is this reflection down here.
03:35So let's solo out the reflection pass and then click on the eyedropper and then navigate
03:40to one of those colors down there.
03:42Let's pick that one, something that's in the middle range.
03:45And now we can start to shift those colors around.
03:47We want to make them the same as that original purple.
03:51So let's shift the Hue, and you can see that we're going to go quickly through the color wheel to purple.
03:57That looks pretty good.
03:58We're going to come back towards blue just a little bit and then we'll desaturate. Not bad.
04:07And then we can adjust the softness, the matching softness controls, how much of it is actually changing.
04:12You can see we're getting a little bit of crunchiness up here and so let's pull that softness way up.
04:20In fact, we can probably pull up all the way up, because it's not going to really matter.
04:23We're changing the color on the type here using the TriTone CC Toner filter.
04:29So I think it will be okay just by cranking that up all the way.
04:32Now we can go back to our main workflow composition and you'll see that not only have we changed
04:39that color of the reflection, we've changed that as well, but we've forgotten to un-solo those layers.
04:44So let's go back to the Workflow-Pre comp, uncheck the Solo button, and then go back
04:49to the main composition.
04:50You can see that we've changed our Compositing Workflow type and we've changed the reflections as well.
04:55And don't worry that the reflection is a little bit bright, that's okay.
04:58Now what we want to do is add our 2.5D type to the front of the cube.
05:02So let's go Command+T or Ctrl+T on the keyboard to bring up the Text tool and I'm going to
05:07click any place in the Window and type out the word external compositing tag, and I'll
05:12do it all lower case.
05:14And I'll do the word compositing.
05:16It's a little bit small.
05:18Let's go and select All, Command+A or Ctrl+A and let's change the size of that type.
05:23Let's bring our type window and make it a little bit more visible, and take the size
05:27and crank it way up.
05:30Let's get that and delete that space, select all and then right to justify.
05:35Now if I hit Enter on the keyboard I can finish that type off.
05:38If you have the Caps Lock checked, go and undo that.
05:41Let's get rid of that space there, so everything lines up nicely.
05:44Hit Return on the keyboard to finish that of.
05:46Now I need to make that type a 3D layer, so let's toggle our switches and then activate
05:51the Types 3D check box, and when I do that my type disappears.
05:55What I need to do is to take that type and put it in the same location as this Hero Cube Face.
06:00This Hero Cube Face is in the exact same position as the Null Object that we set inside of CINEMA 4D.
06:06Now we want to go to the parenting pick whip and take the parenting pick whip for our external
06:10compositing tag type and drag it on to Hero Cube Face.
06:14Nothing has happened.
06:15What we need to do is to select that type and hit the letter P on the keyboard to bring
06:19up the position options, and we're going to zero out the position.
06:22So we type in 0, tab 0, tab 0.
06:26And you can see that our type has now moved to that location.
06:30Now what we're going to do is to get the orientation correct, hit R on the keyboard to bring up
06:34the Orientation options.
06:35And if we type in 0 here, to 0 everything out, our type is going to be backwards.
06:40Let's hold down the Shift key and hit the letter S to bring up the Scale options as well.
06:46If we scale that type up, you'll see that it's in fact backwards.
06:50So what we need to do is change the Y orientation to 180, that's going to flip that type around.
06:57Now we can move the type and you can position it over here just a bit and then position it up.
07:03And we're going to adjust the scale down just a bit and scale it into position.
07:09My type is kind of gray and that's not what I want to have for the color of my type and
07:14the reason it's gray is because of the light here.
07:16This light was imported from CINEMA 4D, I don't need to have it on.
07:19I'll just turn it off like that.
07:21Now our type is stuck to the front of that cube and you see as we move through the scene,
07:26it is looking great. It is perfectly stuck.
07:30You'll notice though that it does not have a reflection down here.
07:33So let's go ahead and make that reflection by duplicating this text layer, Command+D
07:37or Ctrl+D on the keyboard.
07:39Hit the letter S to bring up the Scale option and we're going to unlink the scale.
07:44Then take the Y scale of that object and put a minus sign in front of whatever scale value is there.
07:50Now -343, yours maybe something different.
07:53Put a minus in front of it, that's going to invert it and flip that type over.
07:56When I hit Return, you can see that my type jumps upside down.
08:01Now we can take in on the Y axis and slide it straight down.
08:04If you hold the Shift key down your type moves in a much bigger increment and it should be
08:09much easier to set.
08:10So I'm going to put it right down there.
08:13And then what I'm going to do is to blur it out.
08:15So select that, go to Effects menu, go to Blur & Sharpen, and add a Gaussian Blur.
08:21Then you can crank the blur up to match the blur of the floor.
08:25That's pretty good, right about there. I want to try about 5 I think.
08:30And when I deselect that, you can see that it looks like the reflection now, it blurs in perfectly.
08:36The last thing we need to do to our type is you can see that it shows up on top of the cubes.
08:41We don't really need to have it show up in the scene until about here, we should call it frame 25.
08:46Actually, let's call it frame 1 second even.
08:50If we select both the type layers and hit T on the keyboard, let's set keyframes for
08:55the type at 1 second.
08:57So that's what we wanted, when we wanted to have it come on.
09:00Let's move those keyframes forward, about maybe 4 frames or so, 5 frames, and then 0
09:07out the opacity and that sets the keyframe there.
09:10You can see that when it hits it mark, it comes on.
09:13Now you can do a little flicker if you want by just adjusting the keyframes here.
09:18We can go up to 100 and then back down to 80.
09:24If we select both the type layers and then time back up to 90 and then back down to say,
09:3215 and then back up to 100, there we go.
09:39And you'll see that as we scroll through, it will flicker on and be done.
09:45Now we're ready for the final step and that is to give a little bit of a focus on our scene.
09:50We're going to make a new Solid layer, Command+Y or Ctrl+Y on the keyboard to make a new Solid,
09:55and we're going to select the Deep Blue Solid.
09:56If you don't already have a deep blue color picked, you can click on the swatch and then
10:00navigate into this range here. I think it's pretty good and maybe add a little bit more
10:06red into it, so it's not quite so blue, and hit OK.
10:10And then hit OK here.
10:12Now we've got this giant solid.
10:14I'm going to change the blending mode by toggling the Switches & Modes column, and change it from
10:19Normal to Overlay.
10:21When I do that, it's going to mix back in to all these other colors.
10:26That's a little too harsh.
10:27I don't want it to mix into everything, so let's make a matte for it.
10:30Let's click on our Matte options and go to the Ellipse tool and with this Solid layer
10:34selected, I'm going to draw out a mask for it.
10:37Then I want to invert that mask, and so I click the Inverted button, and if I twirl
10:41up in the Mask options, the Mask Feathering, I'm going to Feather out to about 150-ish.
10:46You can see now we have a really nice feather on our scene.
10:52So this changes the color of the scene file overall, but still leaves the center of the
10:55frame intact, as we can read that 2.5D type really nice. It pops off the scene and draws
11:01our eye towards it.
11:03So that is the basic process for compositing things inside of After Effects.
11:07Now your scenes maybe more or less complicated, but the basic process is the same.
11:12Once you've got your render settings done in After Effects, you've got your Multi-Pass
11:16options, you have your object buffers, any additional passes like Depth or Ambient Occlusion,
11:21you can keep all those things together in After Effects and you can really have total
11:24control over your final image.
Collapse this transcript
Importing camera data from After Effects
00:00CINEMA 4D has tremendous After Effects integration and that extends both from CINEMA 4D into
00:06After Affects, and now from After Effects into CINEMA 4D.
00:10I learned how to do 3D animation at the same time I was learning how to do After Effects,
00:14but there are lot of people out there that have been working in After Effects for years
00:17and are not necessarily comfortable with the camera options inside of CINEMA 4D. They'd
00:21much rather start their work in After Effects.
00:23Also, with the new tracking options in After Effects you may be generating camera information
00:28and then needing to get that camera information into CINEMA 4D.
00:31Well there's a fantastic export option that allows you to do just that.
00:35I've got a very simple camera move here in After Effects and it's just the word camera
00:40zooming back into position.
00:43And before we can this camera move into CINEMA 4D, we have to make sure that we have the
00:48export plugin installed correctly in the After Effects plugin folder.
00:53Where you get that plugin is from one of two places; you can either get it from the MAXON
00:56website from their downloads page, or you can get it from the Exchange Plugins folder where
01:02your CINEMA 4D is installed.
01:04What I mean by that is here on the Macintosh I'm going to go to the Applications folder
01:09and then type in M-A-X to bring up the MAXON folder.
01:13And in the 14th folder you can see I've got a lot of different versions of CINEMA 4D installed here.
01:17Now you may only have just one, but in each of those folders there's something called
01:21Exchange Plugins and in the Exchange Plugins folder is an After Effects subfolder and there
01:27is a C4Dformat folder.
01:29This is the one for After Effects to export CINEMA 4D formatted files.
01:34And so in that OSX folder, in the CS5- CS6 folder, is this guy right here.
01:40If I double-click that zip file I get the C4Dformat plugin.
01:43I want to put this plugin into the After Effects Plugins folder.
01:50If you're working on a PC, you're going to put it in the After Effects Plugins folder on your PC.
01:55Those are going to be in the program files folder in the same location where all your
01:58other After Effects plugins are installed.
02:00Once you've got that plug-in installed, you need to re-launch After Effects and then you'll
02:04be able to do this export correctly.
02:06So back in After Effects, I've got my plugin installed correctly.
02:10Now I can go to the File menu and do Export > C4D Exporter.
02:17If you don't see this list, that means you don't have the correct plugin installed, and
02:21you need to install the C4Dformat file into your After Effects plugins folder.
02:26I'm going to do that. There's no options that come up, it simply asks me where would I like
02:29to send that file.
02:31And I'm going to send that to my workflow folder in my Exercise Files folder, and we'll
02:36call this one EXPORT in all caps.
02:41And I'll hit Save and away it goes.
02:45So let's jump over to CINEMA 4D.
02:47Now we don't really need to do an import.
02:49It's actually saved out in actual CINEMA 4D files, so all we really need to do is to do
02:53a Command+O or Ctrl+O and open the files.
02:56We go to workflow and we navigate and find our Export file that we just exported, and
03:01hit Open, and now we get the scene file.
03:05If you twirl open this null object here, you see we've got a bunch of objects.
03:09There's our Cam Parent and our camera just as it was in After Effects.
03:13And if we back out in our animation, you can see that there's our animation.
03:18These planes that you see are placeholders for the existing compositions that we had.
03:24If I navigate back to After Effects, you'll see that I have these pre-comps here that
03:29are holding my type, so the Exporter interpreted those as just plain files and they are great placeholders.
03:36So now what we can do is we can use this camera information.
03:39Let's uncheck the Active Camera icon and see what the camera is actually doing.
03:42We back out a little bit here.
03:44You'll see that our camera is starting off zoomed in and it zooms out, orbits smoothly
03:49around on central axis and it comes to a halt at the very last frame.
03:54So what we want to do is to get a logo into this position.
03:57I happen to have a file already to go.
03:59Let's hit Command+O or Ctrl+O on the keyboard and in the Exercise Files folder is this file
04:06AE-cam-export-COPY-PASTE.
04:09And this is just a logo that's pre-lit.
04:11I've got the Environment object in there, that's got a Compositing tag on it, so it
04:15doesn't show up in the render.
04:16It's all set to go.
04:18It looks like this.
04:20There's a very important thing though.
04:21In this file I've got Linear Workflow turned off and so we need to make sure that's off
04:27in the other file, otherwise it won't look correct.
04:29So let's grab all the objects, copy them to the clipboard, Command+C or Ctrl+C, and then
04:34go to the Window menu and go back to our Export file and then paste them down, Command+V or Ctrl+V.
04:41Then let's go to the project settings, hit Command+D or Ctrl+D on the keyboard and make
04:46sure that Linear Workflow is turned off.
04:48So let's turn off Linear Workflow by clicking that check box.
04:51Now our logo will look the same.
04:53If we twirl open the Null, we want to kill those planes by deactivating their check marks
04:59and then we can look back through the camera and we can see that our scene now will render this logo file.
05:06So let's get the render settings set up, Command+B or Ctrl+B on the keyboard and you can see
05:11that it's got the exact same composition settings from the previous file, and we're going to
05:16go to the Save option and we're going to tell it to save.
05:21Let's navigate out to the exercise files in our C4D-renders folder.
05:26We're going to save it loose and just call this one logo, and then we're going to make
05:30sure and save it to a QuickTime Movie, and with an Alpha Channel and a Straight Alpha.
05:35That's going to give us a little bit of bleed, so that we can see our image on the background.
05:40Now we can go back to the Output options and verify that we are rendering frames 0 to 149.
05:46So we've told it how big, how many frames, we told it where to go and what format, now
05:52we can save this.
05:53And let's do a File > Save As and call this one EXPORT-working and now we can render.
06:01I'll hit Shift+R on the keyboard to render to the Picture Viewer.
06:05That rendering took a little bit of time, so we've cross dissolved to the end here,
06:09and we've got this logo.
06:11Let's go back into After Effects and import it, and match it up with our camera move.
06:15So here I am back in the Export file, let's go and double-click to Import in the Project
06:19window and let's navigate to our workflow to C4D -renders and there's our logo and hit Open.
06:25Let's tell it it's a Straight Alpha Channel, because we know that it is, we rendered it
06:29out with the Straight Alpha Channel and hit OK.
06:31And now we can take this and drag it right into the Composition and there it is, it lines
06:36up perfectly with that type that we had done already.
06:41You can see everything matches exactly.
06:43So this workflow going from After Effects into CINEMA 4D is fantastic for visual effects
06:50pipelines or when you need to track motion graphics into a live action scene.
06:54It is incredibly powerful, but the key is to have that correct export file installed
06:59in your After Effects Plugins folder.
07:00Once you've got that, everything else is a snap.
07:03
Collapse this transcript
Conclusion
Exploring what's coming next
00:00I hope you've enjoyed CINEMA 4D Essentials: Rendering and Compositing.
00:04In the next course, Cinema 4D Essentials: Hyper NURB, Modeling and Sculpting, we'll explore
00:08how the Hyper NURB object can be used to create organic shapes of just about any kind, and
00:13then how the sculpting engine can be used to manipulate objects in a very intuitive way.
00:18
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