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CINEMA 4D Essentials 4: Materials, Texturing, and Lights

CINEMA 4D Essentials 4: Materials, Texturing, and Lights

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 course shows how to lend 3D objects color, transparency, and life with materials, textures, and lights. Author Rob Garrott explains how to create a variety of surface textures, from smooth and reflective to bumpy and flat, and how to add dramatic depth and shadows to your scenes with the different light types in CINEMA 4D. The final chapter discusses texturing in 3D with the BodyPaint module, which can also help hide UV seams.
Topics include:
  • Understanding material channels
  • Applying materials via projection
  • Limiting materials with selection tags
  • Texturing type
  • Using Falloff to limit the effects of lights
  • Working with visible or volumetric light
  • Painting on objects and textures with brushes in BodyPaint
  • Hiding seams with projection painting

show more

author
Rob Garrott
subject
3D + Animation, Rendering, Textures, Materials, Visual Effects
software
CINEMA 4D R14
level
Beginner
duration
2h 24m
released
Sep 20, 2012

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Introduction
Welcome
00:04Hi I'm Rob Garrott.
00:05Welcome to CINEMA 4D Essentials: Materials, Textures, and Lights.
00:09Creating and animating 3D objects is really only part of the process. How you light and
00:13texture your objects has a huge impact on how your audience perceives the objects in
00:17your scene and how they feel when they look at your images.
00:20First, we'll create materials in the Material Editor, examine the components of materials,
00:25and look at how to apply them to the objects in your scene.
00:29Then we'll look at how light behaves in the 3D world and how different light types give
00:32you control over your scene.
00:34Lastly, we'll see how the C4D Module BodyPaint can be used to paint color directly on the
00:39surfaces of your objects.
00:41So let's get started with CINEMA 4D Essentials: Materials, Textures, and Lights.
Collapse this transcript
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 into subfolders that
00:08go with each chapter.
00:10Inside each subfolder will be the files used in that chapter.
00:12Note that the files in each chapters folder are different based on the needs of that particular chapter.
Collapse this transcript
1. Creating Color and Texture with Materials
Understanding material channels
00:00In the real world, every object has a surface, and we perceive that surface not by the surface
00:06itself, but by the light that bounces off of it.
00:08Different surfaces refract different wavelengths of light, and so that allows us to perceive
00:13the color based on the wavelength of light that it reflects.
00:17In the 3D world, you have the ability to create your surfaces independent of the light.
00:22That gives you tremendous control.
00:24You also have to understand a few things about the way materials work.
00:28I'm going to create a material by double- clicking here in the Material Manager down at the bottom
00:33left of the interface.
00:35You could also go to Create menu and select New Material.
00:38So I'll just double-click and now I've created a new material.
00:42The properties for this material show up here in the Attribute Manager.
00:47Now a material object is one of the few things that you can have in your scene and not have
00:51in the Object Manager.
00:53You notice that I have nothing in my Object Manager, my scene is empty, and yet I still have a material.
00:58In order to be able to see what material does, I need to have an object to apply it to,
01:02so let's click on the Primitive objects and add a sphere to the scene.
01:07So I'll take the material from the Material Editor and drag it on to the sphere in the Object Manager.
01:13When I let go, my sphere turns a different color.
01:16It turns to default color, which in this case is a white.
01:20In order to see the properties of the material again, I need to click on the material here.
01:25I could also double-click on this tag.
01:27You notice that I now have something called a Texture Tag applied to my sphere.
01:32This Texture Tag represents how the material is applied to the 3D object.
01:38In the material, there are some properties; the Basic properties, Color, Specular, Illumination,
01:43Editor, and Assign.
01:45We're going to start off with the Basic properties, because it's the Basic properties that tell
01:49us the most about how materials behave.
01:52Whenever you're creating materials in CINEMA 4D, or any other 3D program, you should first
01:56ask yourself some important questions about the object that you're going to apply it to.
02:00What is it that I want the viewer to know about this object? Is it bumpy?
02:04Is it smooth? Is it transparent? Is it opaque?
02:08What color is it? Is it shiny or reflective?
02:11Those answers will tell you which of these material channels you want to turn on.
02:17Each of these checkboxes represents a different material channel.
02:21The defaults are Color and Specular, but we've got others: Luminance, Reflection, Fog.
02:27As I click on these checkboxes, you'll see more properties will appear at the top here.
02:32I'm going to turn Luminance off now.
02:34Within each of the properties, there are some attributes that you can change.
02:37So, for example, in the Color, I have a Color section here and I have a Brightness and I have a Texture.
02:42The Color section allows me to change the color of the object, and I have several ways I can do that.
02:47I can change the sliders.
02:49I could also click on the swatch and bring up the color picker.
02:52If I wanted to get to the system color picker, I can click on this swatch right here and
02:56that will take up the Apple color picker and you would see the PC color picker if you were on a PC.
03:01I can cancel that out.
03:03I can also change the model that's being used.
03:05Right now I'm using the RGB model.
03:07I can click on this and I can use several other models.
03:10I can use HSV or Color Table.
03:12I'm going to use HSV for now.
03:14And within this, I can now slide the Hue to change the hue of the color.
03:19I can change the Saturation level of that hue.
03:21I could also change the Brightness value of that.
03:23When I do that, you'll see the material update here in the Material Preview, and you'll see
03:27it also update on the object.
03:30One thing about making materials is that you should never trust the Editor window when
03:34you're making materials.
03:36The view that you see here in the Editor window is an approximation based on the capabilities
03:40of your video card.
03:42In order to actually see what's going on, we need to render our scene.
03:45There is two ways we can do that.
03:47We could click on the Render in Active View button, but each time we make a change, if
03:52I change the color here and shift the hue, that redraws the frame and I have to click
03:56that button again.
03:57A better way to work is to use something called the Interactive Render Region.
04:02If I click and hold on this icon here in the middle, this has several different render
04:06options under it.
04:07At the very bottom is Interactive Render Region.
04:10When I let go, I get the Interactive Render Region on my document.
04:14The quality level for the Interactive Render Region is over here on the side.
04:18By moving this Quality slider up to the top, I can improve the quality of my rendering.
04:23Now, this is the situation where it looks like really nothing change; that's because I
04:26don't have much going on in this material.
04:28Now let's deselect the sphere and we can see what happens in the window.
04:32Every time I make a change here, the Interactive Render Region will automatically update.
04:37The Brightness slider controls the brightness of the material.
04:40I can darken it down.
04:42The Texture area allows me to add texture to a given channel.
04:46In this case, I'll add texture to the Color channel.
04:49I can click and hold on this button right here and I've got a bunch of different options
04:53for different shaders.
04:56The shader that I'll use is something called Noise, and Noise is a shader that's generated by the software.
05:02That is, it's a procedural shader.
05:04Anything that's generated by the software is considered to be procedural.
05:08The great thing about Noise is it has a ton of parameters that you can change.
05:12In order to see those parameters, I have to click on this swatch here.
05:15This represents the Noise Parameter.
05:18It's also represented by this bar here.
05:21If I click on the swatch, that takes me into the parameters for the Noise.
05:24If I change, for example, the type of noise I'm using by clicking on this pulldown, these
05:28are all the different types of Noise.
05:31I can change it to this Noise pattern.
05:33You see that it automatically updates.
05:35A lot of times within the Shaders themselves, there's a lot of hidden gems.
05:40One of the hidden gems about the Noise Shader is that if you click on this little button
05:44right here, it shows you a pictorial representation of all of the different Noise types, and this
05:48is a much better way to choose them.
05:50Each of these noise pattern represents a different sort of situation in nature, and you can create
05:55a lot of interesting effects by combining them together.
05:59So to get back to my Material properties, I could either click on the material here
06:02or I could use this up arrow.
06:04If I click the up arrow, I'm not out of the Noise parameters, back to the Color channel.
06:09The Mix mode becomes available when you add a texture to your channel.
06:13The default is Normal, but I can select, for example, Multiply, and that will multiply this
06:17texture into the color that you have here.
06:20The Mix Strength controls how much of that texture mixes back into the color.
06:24So if I adjust the Mix Strength down, then I get less of that multiplying in.
06:30So those are the basics of the material properties.
06:33In the next movies we'll take a look at how materials are applied, and then look at some
06:37specific examples of the material channels in action.
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Applying materials with projection methods
00:00In the 3D world, when you apply material to an object, you have to use something called
00:04a projection method.
00:06The material that you apply to an object is expressed in terms of a two-dimensional rectangle.
00:11That rectangle has to be wrapped around the three-dimensional object.
00:15In order for the software to understand that process, the programmers have come up with
00:19some things that's called projection methods.
00:22These projection methods tell the software how to wrap that two-dimensional rectangle
00:26around your three-dimensional object.
00:28And I've got a very simple scene here: a sphere and I've got a cube and I've a got a type object.
00:34With those objects I want to start a new material.
00:37Here in the Material Manager, I'm going to double-click to create a new material, and
00:41in that material, in the Color channel, I'm going to apply a texture.
00:45And the texture that I'm going to use is an image.
00:48Now, there are some very important rules to understand about applying images in CINEMA 4D.
00:53The most important rule is that CINEMA 4D only looks for your image in three locations.
01:00First, it looks for the image in a folder called tex, in the same location as your project file.
01:07And what I mean by that is I'm going to move out to the Finder here.
01:10And in the Finder, I've got my Exercise Files and I'm in the materials folder.
01:15And you can see I've got my Projection-START file highlighted.
01:18In that same location is a little folder called tex.
01:22Inside that tex folder is textureGrid.
01:25This is the image that I'm going to be using.
01:28CINEMA 4D will know where that image is because it's in this tex folder.
01:32If it doesn't find the tex folder, the next place it looks is loose here in the Project folder.
01:39If it doesn't find it in the Project folder, then it looks in the Application text folder,
01:42which is in Applications, in the Maxon subfolder, in your CINEMA 4D install, and there's a text folder in there.
01:49If it doesn't find it there, then it will throw up its hand and say, "Hey, I can't find
01:53the texture," and you'll get a render error.
01:56Render errors are bad and they can really disrupt your workflow,
01:59so it's very important to keep your textures in a predictable location.
02:02I always keep my textures in this tex folder.
02:06So let's go back to CINEMA 4D, and the way we load in that image is by clicking on this
02:11icon right here. This is the Load Image button.
02:14When I click on the Load Image icon, it takes me to a Finder window, and it's asking me, what
02:19image do you want to load in?
02:21Now I've navigated to the desktop to the Exercise Files folder, and I'm going to go to my material subfolder.
02:26This is for this particular chapter.
02:28And then in the tex folder, I'm going to grab that textureGrid_1k.jpg. Double-click on that
02:34and it loaded in.
02:35Now, this textureGrid_1k is simply a grid of numbers and letters that are eight across and eight down.
02:43The reason I created it is it allows me to visualize how my materials are being applied to my objects.
02:49Let's apply this material to the objects in our scene and see what kinds of results we get.
02:53So let's drag it onto the sphere, and let's drag it onto the cube.
02:59Drag it onto the Extrude NURBS.
03:03I'll twirl that closed.
03:04Now that I've got those dragged on, I can see that I've got very different projections.
03:11The material has been wrapped around the objects in very different ways.
03:14How did it know that?
03:15I didn't tell CINEMA 4D anything; all I did was drag and drop the material on the object.
03:20That's because the objects are programmed in a specific way, to behave in a specific
03:24way to materials.
03:26On a sphere, you get something called a spherical projection.
03:29On a cube, we get a cubic projection, and on a type, it doesn't know what to do and
03:33so it just lumps it on there.
03:35Now, all these projections, if you click on the tag in the Tag column of the Object Manager,
03:41you look at the Tag Properties, in the Projection field,
03:44you'll see a pulldown,
03:45and this pulldown shows you the projection methods that's being currently used.
03:50In each of these tags, it's exactly the same thing.
03:53You can see that on the Sphere tag, it's using UVW, the cube is using UVW, and the tag for
03:59the TAG NAMES is using UVW.
04:02Each of these objects has been programmed with a different UVW.
04:06That begs a question: What does UVW mean?
04:08UVW is the same as XYZ except that it relates to the texture space on the surface of an object.
04:15The programmers needed to have three letters.
04:17They couldn't use XYZ because they were already used for the workspace.
04:21So they said let's use UVW, and so that's the convention that's been adopted all over 3D software.
04:27The sphere has a UVW projection that's being calculated ahead of time--same with the cube.
04:32But the type does not.
04:34So we need to change the projection method.
04:37Before we change the projection method, let's see how it's being applied.
04:40We can do that by clicking on this icon right here.
04:43It happens to look like a grid, just like the grid that I used here.
04:47Let's click on that and then click on the TAG NAMES object in the Object Manager.
04:52We get this yellow grid across the window.
04:55This yellow grid represents the projection method and the projection method for UVW is
05:00taking all of the polygons of your object and smushing them out flat onto a rectangle,
05:07and so you're seeing this rectangle represented by the yellow grid.
05:12If we click on the cube and select that, you see the exact same thing.
05:16Same thing for the sphere.
05:17It doesn't look any different.
05:19So let's go back to the tag for the Extrude NURBS and click on the Extrude NURBS, and now
05:23we'll be changing that.
05:25In this tag, we're going to go to the projection method, and let's change it to Flat to start with.
05:31When I change it to Flat, we now see the projection has changed and we have this new rectangle
05:36that's being flatly projected onto the object, and let's zoom in on there.
05:40I'll use the 1 and 2 keys to dolly in. And you could see that that this rectangle now
05:46is showing up on the very front of my object.
05:49The other thing you'll notice is that it's projecting all the way through. If I look
05:53at the back side of the objects, the letters are backwards over there.
05:57You can see, it's smearing on the sides.
06:00A good rule of thumb is you should never trust the Editor window for your texture.
06:04You should always render.
06:04So I'll hit Command+R or Ctrl+R on the keyboard, and now I'm rendering that type.
06:08And you can see in fact, that it is smearing on the sides.
06:12And that's what the Flat projection does.
06:13It projects all the way through your object, unless you tell it otherwise.
06:17And one of the questions you might be asking is, how does a texture repeat itself across
06:22the surface of the type?
06:23You'll notice that I've got A1 through A8; that represents the entire grid, and then it
06:29starts A1 again right there.
06:31So there's an A1. There's an A1.
06:33There's another A1 somewhere over here.
06:35CINEMA 4D is repeating that texture across the surface of the type.
06:39The reason it's doing that is because of this checkbox here, the Tile.
06:42When I turn that off and then I redraw, Command+R or Ctrl+R, you'll see that it's only projecting
06:48the texture in this one area and it's not repeating across the surface.
06:51If I turn that tile back on, when I hit Command+R or Ctrl+R, it repeats it again.
06:58In order to fix the projection on this type, to get something that's a little bit more
07:01usable and predictable, we need to change it to a different projection method.
07:04Let's choose Cubic.
07:06Go to the Tag for the TAG NAMES object and click on Projection and select Cubic.
07:12And when we do that, the tag is now repeating the texture, but in a cubic fashion, around the object.
07:18You can see, now we have a cage that represents how the texture is being applied.
07:22The tag is being applied on the tops and the sides.
07:26If we go to the back side, we can see the texture is also being applied on the back side as well.
07:32When you're creating type with the Extrude NURBS object, a cubic projection is often
07:35times the best way to go.
07:37Let's hit Command+R or Ctrl+R on the keyboard to see what that looks like when it renders.
07:40You can see, that's a much more usable projection.
07:43Some of the other projections that you have are Cylindrical, and I'll redraw that.
07:49And you can see that's projecting it around in a cylindrical fashion. Not very usable
07:52for the type object.
07:54We can also do the Cubic we saw.
07:56The Frontal is based on the camera's point of view.
07:58You can see that as I rotate around, the texture looked like it's blocked in place.
08:02That's because it's being projected from the camera's point of view onto the object.
08:06And when I render that, you can see that the type shows up perfectly flat.
08:09It really changes the perception of the object shape.
08:12It can be very useful in design.
08:15Another method is Shrink Wrapping.
08:17Shrink Wrapping is much more easily seen on the sphere object,
08:21so let's undo that for a second, Command+R or Ctrl+R.
08:24Let's navigate over to the sphere and zoom in on that.
08:27And then I'll click on the sphere and grab its Texture Tag, and let's change that one
08:31to Shrink Wrapping.
08:33What you can see on the sphere is the way Shrink Wrapping works is it wraps it from
08:36the top, from the Y axis down and pinches it at the bottom, a lot like a balloon being stretched.
08:43Last up is Camera Mapping.
08:44Camera Mapping is a really cool technique that's used a lot in visual effects, and it
08:49relies on an actual camera projection.
08:51I don't have a camera in the scene right now, so it's not working correctly.
08:54I'll undo that to get back to the UVW Mapping for the sphere.
08:58So those are the different projection methods.
09:00The most important thing to remember is that you're not limited to the default projection
09:05that you get when you apply it to an object.
09:08By adjusting the settings in the Texture tag, you have a lot of control over how your object looks.
Collapse this transcript
Creating reflective or shiny surfaces
00:00Reflections can be a beautiful component of your renderings, but they can have a dramatic
00:03impact on your render times.
00:05I have got a very simple scene here, and I've got a ball and the word SHINY, all sitting on a floor.
00:12I've also got some environment objects here that I've put under a null.
00:15I've got a Sky object, which is causing this gray background back here.
00:19I've got a very simple light pointing at the light target that's at the center of the world.
00:23We're not going to focus on the light at all right now.
00:25I want to just concentrate on the materials themselves.
00:28We'll leave the light alone.
00:30The Reflection component of your materials can be activated in the material channels.
00:34So let's make a new material.
00:36I'm going to create a material by double- clicking here in the Material Manager, down in the bottom
00:41left of the interface. And let's apply it first to the sphere.
00:45I'm going to name this material Sphere.
00:49Let's take it across and add it to the sphere.
00:52Let's click on the material down here and then go to the Basic properties, and in the
00:55material channels I'm going to activate Reflection.
00:58Now when I do that, I get a perfectly mirrored ball.
01:02Let's see what that looks like here in CINEMA 4D.
01:04Let's go Command+R or Ctrl+R on the keyboard.
01:07That renders the scene.
01:07Now you can see I've got a mirror ball that is reflecting the horizon, the sky above it,
01:13even the shiny type right behind it.
01:15It's a perfect mirror.
01:16I've also got the specular highlight, which is something you wouldn't normally see on a mirror.
01:21What you'd see instead is the reflection of the light source in the scene,
01:26and that's an interesting thing about CINEMA 4D renderings is that the lights don't normally
01:30by default show up in the renderings, which is unlike the real world.
01:34In the real world, lights always show up in everything.
01:38Let's talk a little bit more about the reflections themselves.
01:40Let's add a reflection to the floor, and let's double-click in here to make a new material.
01:44Let's call it Floor. And then in the Basic properties, we're going to activate Reflection,
01:51and then we're going to drag the floor onto the Floor object.
01:55Now let's do a Command+R or Ctrl+R, and you could see that the floor is now reflecting
02:01the entire environment.
02:01In fact, it's reflecting the word SHINY.
02:04One important thing to notice is that the word SHINY in the reflection is brighter than
02:09it is outside the reflection, the actual word.
02:12The reason for that is that the reflections are additive.
02:16They add into whatever material they're applied to.
02:20So this reflection of the word SHINY is being compounded by the gray of the sky.
02:26So the light gray of the sky is influencing the color of the reflection down here.
02:32So let's take a look at the Reflection properties.
02:34Let's click on the floor itself and go to the Reflection settings.
02:39When you first add a reflection that reflection shows up at 100% brightness.
02:44So if we raise this window up here a bit we can see what's going on,
02:47the brightness with reflection is controlled by the Brightness setting and if I dial that
02:51down to, say, 18% or so--and let's do another rendering.
02:56But rather than hitting Command+R or Ctrl+R on the keyboard, it would be great if I could
02:59just have a window that automatically updated. Well, you do.
03:02It's called the Interactive Renderer.
03:04So if we click-and-hold on that and go to the Interactive Render Region, down at the
03:08very bottom, when we let go, we're going to get a new Interactive Render Region. And we
03:12can take that slider and slide it all the way up.
03:15Now that we've got the quality all the way up, I can see what's going on here.
03:19The reflections are dialed down so much I can no longer see them in here,
03:22so let's crank them up a bit.
03:23Let's make them about 30% or so.
03:25We should be able to start to see the reflection.
03:27Let's crank it up just a little bit more, maybe 48%. There we go.
03:32Another component of the real world is that all surfaces have some sort of texture associated with them.
03:38Even the finest mirror, at a certain level, has a roughness to its surface.
03:43That roughness affects how reflections show up on the surface of your object.
03:47To simulate that look, there's a great setting called Blurriness.
03:51Now, this is where the deadly part of reflections come in.
03:54This Blurriness setting is a huge render hit.
03:57We don't have a lot going on the scene, so it's not going to seem like a big render hit,
04:01but it can dramatically affect your render time.
04:04Notice that the last time it rendered, it took less than a second.
04:07Let's change the Blurriness up to something like 10%, and you can see that it still took
04:12only less than a second.
04:14Let's go ahead and raise that up and make it kind of big. There we go.
04:19And let's take the Blurriness up to, say, 25%. There you go.
04:23It took quite a bit longer.
04:25So as you increase that Blurriness amount, the scene becomes more and more blurry, the
04:29reflections become more and more blurry, but the scene takes a lot longer to render.
04:33So let's bring that blurriness down to say, 5%.
04:35You can see a little bit of blur in there.
04:38You can see it's very tight reflection here, and as it fades off, it gets blurry.
04:42That's just what we want to happen.
04:44Let's take a look at the sphere now, and on the sphere let's go to the Reflection property
04:49and let's change the Blurriness to 10% there as well.
04:53We'll see something quite a bit different.
04:55You see that now the ball appears to get a little bit smoother. A lot of times when I
05:00see artists adding reflections to their objects, they will leave the color on the default white.
05:05What that does is it tends to wash out the color of your object.
05:08So let's go to the color channel of the material on the sphere.
05:11So we select sphere in the Material Manager and then go to the Color option, and in the
05:15Color option, let's change it to green. That sounds good.
05:19So I'll put the Hue right there, crank up the Saturation, and it looks like nothing has happened.
05:24That's because the reflection is overpowering our color underneath.
05:27So let's go to Reflection property and dial down the Brightness.
05:30As we dial down the Brightness, more of that green shows through.
05:33The reflections themselves are affecting the hue of the ball, the feel of the ball.
05:37It feels a little bit washed out.
05:39Let's go to the Reflection property and make it the same color as the color channel.
05:44So a really easy way to do that is to hold down the Shift key and click on the word Color
05:48up here, and now we can see both swatches at once.
05:50Now I can take this green and just simply drag it down onto Reflection.
05:55The little highlight that was here on this outside of the ball, that's the highlight
05:59based on Specular Highlight, the bright point source that is showing up on the surface of
06:04the ball because of the relative angle to the camera.
06:07So now that we've added that color in, you can see that the ball got richer in color.
06:11Let's dolly in on this ball here and take a look at that.
06:14The next thing that we want to do is adjust something called the specular highlight.
06:17The specular highlight is this bright point source that shows up on all objects that are
06:22opposite a light source.
06:24So let's go to the Specular channel.
06:27The Specular channel allows you to control the color, shape, and intensity of your specular highlight.
06:32So let's start off with the color.
06:34I want it to be not the same color green, but someplace in that range.
06:38So let's drag it over about here and then a nice brighter green version of it.
06:45Then you can see that it doesn't look like much has changed.
06:47Well, let's go and crank up that specular highlight and then change the Width from Height
06:5351, roughly, all the way to 100.
06:57Now, you can see that it's gotten much, much brighter.
07:00The shape of that can be controlled with the Width.
07:02A super-wide will spread out farther across the object; a super-tight one gives the object
07:09a more metallic feel to it; and the Falloff allows you to adjust the transition from the
07:14very peak to the sides.
07:17That shape made the object appear to have sort of an 8-ball spot on the side of it.
07:23Let's dial that Falloff back down to 0, and that's going to give us a nice tight spot.
07:28I can adjust the Width down a little bit more.
07:31That's going to give us an even tighter spot.
07:34Let's go to the floor material and take a look at the Reflection property and see that
07:38I've got my Brightness down around to 48 range.
07:40Let's crank that up a bit so we can see a bit more of that.
07:45You'll see that, based on the color of the sphere, my reflection is being colored, and
07:51you can see that not only is my reflection being colored, but it's being blurred out as well.
07:55Here, near the base of the ball where it touches the floor, it's nice and crisp, and it fades
07:59out the farther the object gets away from that plane that it's hitting.
08:05Reflections always do that.
08:06They start out very sharp and they kind of fade out, depending on the surface of the material
08:09that they are applied to.
08:11The render settings can give you something great results, and with the right control they
08:15won't affect your render times too much.
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Creating rough or bumpy surfaces
00:00Nearly everything that you probably can see right now has some sort of texture on it.
00:05Even something as simple as a mirror, at the finest level, it has bumps.
00:10In CINEMA 4D, the programmers have given us the ability to make rough surfaces.
00:14In fact, they've divided that into two different techniques.
00:18One is called the Bump channel and the other is called displacement.
00:21The Bump channel simulates indentations on the surface of an object, and the Displacement
00:26channel actually creates indentations on the surface of an object.
00:30Let's see what that means.
00:31I've got a very simple scene that I'm starting with here.
00:33I'm going to make a new material by double-clicking in the Material Manager.
00:38In this material I'm going to go to the Basic properties and I'm going to activate Bump.
00:43Nothing happened.
00:44The reason that nothing happened is that the Bump channel needs information in order to
00:48generate bumps, and what it needs is a grayscale map.
00:53You can put a color image in there, but it's only ever going to need to look at the light and dark values.
00:57Now I've created a special texture that's got a good illustration of how this property works.
01:01So I'm going to go to the Bump channel and click on that load image button, and in my
01:06texture folder I'm going to navigate to the Bump-Displacement.psd.
01:10This is a simple Photoshop file.
01:13It's got 50% gray, with a white type and a black type.
01:17The reason I've done that is because of the way that the Bump channel works, and the same
01:22is true for the Displacement channel.
01:2450% gray does not move.
01:26White goes up and black goes down.
01:29So this image gives us the perfect illustration of those three states.
01:33So I'm going to hit Open.
01:35It looks like nothing's happened here on our projection sphere, but I don't want to start
01:39off by applying it to this plane.
01:41So when I take the material and drag it onto the plane object, I can now see an indentation there.
01:48You can see a preview of that here in the Editor window, but if I hit Command+R or Ctrl+R
01:52on the keyboard, I can now see a better representation.
01:55It's a little bit hard to see at the angle that we have,
01:58so let's go back to the material and crank up strength of the bump. And I'll really crank
02:03that up, and let's zoom in on this and then hit Command+R or Ctrl+R on that keyboard.
02:10Now you can see that we've got that.
02:12The white is going up, the black is going down, and the 50% gray hasn't moved.
02:17You'll notice that's a little bit chunky on the edges of this, and that's because of the anti-aliasing,
02:22but it's also because the Bump channel is just simulating those indentations.
02:28The best example of that simulation I can show you is on the cube that we have here in the scene.
02:33Let's go over here to the cube and take a look at that.
02:37I'm going to make a new material.
02:39Let's call it cube.
02:41In that cube material, I'll go to the Basic properties and activate Bump again,
02:45but this time instead of the image, let's load in Noise.
02:48So I'll add noise to the scene, and you can see that I've now got this wrinkly kind of sphere here.
02:53Let's apply this material to the cube and then let's do a rendering. Command+R or Ctrl+R.
03:00It looks like my cube is a little bit bumpy, until you see the edges.
03:04If you look at the edge here, the edge is completely straight, and that's where the simulation breaks down.
03:10Let's apply that same material to the sphere.
03:13I'll make a copy of the cube material by holding down the Ctrl key and dragging to the right.
03:18Let's rename this sphere.
03:21Let's take that material and apply it to the sphere and let's render. Command+R or Ctrl+R.
03:26And you'll see that we have the same issue on the sphere.
03:29At the outer edges that sphere is completely smooth.
03:33Bump simulates surface indentations.
03:36Now let's take a look at displacement, which is the counterpart to bump.
03:39Displacement actually creates surface indentations.
03:42So let's go back to our plane object.
03:44Let's navigate over so we can see that, and I'll dolly out a bit. And now on the original
03:50material that we have applied to our plane, which is this one in the middle here--
03:52in fact, let's name it and call it plane.
03:56In that one, let's disable the Bump channel and activate the Displacement channel.
04:00So we'll go to the Basic properties and disable the Bump and then we'll turn on Displacement,
04:05which is right here.
04:07Now in the Displacement channel we need the same sort of information.
04:10There's quite a few more options here for the displacement, but we still need to load in an image.
04:15Now we could use the noise pattern before, but let's load in that Photoshop file.
04:18So let's navigate out to the Finder and go Bump and Displacement and hit Open.
04:24You can see that our previous sphere looks quite a bit different, but it doesn't really
04:26look like anything's changed on our plane.
04:29Let's render that. Command+R or Ctrl+R.
04:32You can see that we've got some bumps showing up on this surface.
04:34One of the things to remember about displacement is that it's resolution-dependent.
04:39It's dependent on two resolutions: the resolution of the object--how many polygons it's made
04:44up of--and the resolution of the material--how many pixels it's made of.
04:48When you're using a procedural shader like Noise, it is mathematically generated, so it
04:52has no pixel values, and so you can zoom in on it or blow it up to any size and it's always
04:57going to render great.
04:58Photoshop files, on the other hand, are resolution-dependent.
05:01They're pixel-based, so you have to be very careful.
05:03There's only so far that you can push those.
05:06In order for me to get this displacement map to show up so I can read the white
05:10up here and the black down here,
05:11I have to increase the resolution of the plane.
05:14Let's go to the plane object and on its Object Properties, let's change the Width and Height segments.
05:21Let's start of by making them 100 x 100, and let's hit Command+R or Ctrl+R in the keyboard.
05:28Now you can see it starts to give us enough resolution.
05:30It's a little bit chunky in areas, but it's actually indenting and extruding that type.
05:37Let's actually look at it from the side as well.
05:39I'll look at it from this angle.
05:40Let's kind of go to edge on and hit Command+R or Ctrl+R.
05:43You can see there it is going down; there it is going up.
05:47Let's orbit back around over here, and let's crank up the Width and Height segments to,
05:52say, 300 x 300, and now let's hit Command+R or Ctrl+R.
05:57You can see I have a much better representation.
06:00Now we're getting into the range where we're seeing the limitations of the Photoshop document
06:03that we're using as this material.
06:05We can actually see the pixels that make up that in the object.
06:10It can be very problematic when you add additional polygons to your models.
06:16Polygons are very heavy to drag around in the Editor view.
06:18Because of that, the programmers have given us an additional tool for displacement called
06:22Sub-Polygon Displacement.
06:25Sub-Polygon Displacement allows you to have a really clean displacement on your object
06:28without having to add so many polygons to the surface.
06:31So let's take our plane and make the width segments back down to 20 x 20, which was the
06:36default, and hit Command+R or Ctrl+R.
06:39You can see we're back to vague lumpiness.
06:42Now we can go back to our plane material and in the Displacement channel, we can activate
06:47Sub-Polygon Displacement.
06:49Now what we're getting is a subdivision level of 4.
06:52That's the default.
06:53When we render--Command+R or Ctrl+R--you could see that we're back to where we were when
06:57we had cranked up the resolution on the plane itself.
07:01Round geometry can be very useful when you're working on certain types of organic shapes.
07:05In the case of this plane, it's not going to do very much, so I'll just turn it off again.
07:11Something to keep in mind when working with Sub-Polygon Displacement is that the subdivision
07:14level does affect your render time,
07:16so you have to be very careful with cranking that up.
07:19The more dense your object is to start with, the fewer subdivision levels you should need
07:23in order to get a good clean displacement.
07:26One last thing to talk about with displacement in general is on spheres.
07:30Let's move over to the sphere object and take a look at the material that we have applied to the sphere.
07:36I'll leave the Bump channel turned on and then go to the Basic properties and activate Displacement.
07:41Let's go into the Displacement channel and then let's load in the Noise.
07:47We've got the exact same Noise values in the Bump and the Displacement.
07:51Let's render it and see what happens, Command+R.
07:53It looks like nothing.
07:55The reason that nothing happened is because of a very important property of the sphere
07:59object that's different than all the other parametric objects.
08:03If I select the sphere, the sphere has something called Render Perfect under its Object properties.
08:09That forces the sphere to render the same way no matter what the segments are.
08:13If I change these segments down to 3, here in the Editor window it looks like a diamond
08:17or something like that, but when I render-- Command+R or Ctrl+R--it still renders as a sphere.
08:24Let's undo that and get back to the default 24 segments.
08:27When we uncheck Render Perfect, now the sphere can be affected by the displacement map.
08:32Let's hit that Command+R or Ctrl+R.
08:33You can see that it's starting to lump out those guys.
08:38Let's go to the sphere and turn on the Sub-Polygon Displacement now and then hit Command+R or Ctrl+R.
08:44Now we start to see a truly lumpy sphere.
08:47Now that you understand the components of rough or bumpy surfaces, there's probably
08:50some great examples around your office.
08:52A good way to practice is to pick something and try to recreate it right there in the software.
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Creating transparent surfaces
00:00Transparent objects are really about three things: what you can see through the glass,
00:05how you can see through the glass, and then what you see reflected in the glass.
00:10When you answer those three questions, you'll end up with a really decent-looking glass material.
00:15I've got a very simple scene here.
00:16I've got a Sky object that surrounds it, and the sky has this gradient material on it.
00:21It's just a series of bands.
00:23That's going to give us a nice reflective pattern on our objects.
00:26I've got these different spheres.
00:28Now, the ones that have stripes on them, we're going to leave them alone,
00:30we're not going to touch.
00:31We're going to focus on the gray ones.
00:32The reason I have the striped ones in there is to give our objects something to see through,
00:37because remember, glass is about what you can see through it.
00:41Let's create a new material by double-clicking in the Material Manager, and let's call this material Glass.
00:49Let's take that Glass material and apply it to the empty cube and then apply it to the empty sphere.
00:56The reason I have both a sphere and a cube is that glass looks very different based on
01:01the shape of the object that it's being applied to.
01:04Let's take a look at our Glass properties, and I'll select the Glass in the Material Manager
01:07and take a look at its attributes.
01:09If we look at the Basic properties here, we've got Color already on.
01:13We know we're going to need that.
01:15We're going to turn on Transparency, and let's focus on just the transparency for a moment
01:19to take a look at the properties.
01:20Then we'll come back to the Reflective and the Shiny bits.
01:23So let's start off by making it transparent.
01:26Here in the Editor window, let's hit Command+R or Ctrl+R and render our scene.
01:29You can see that both our sphere and our cube are gone.
01:34So we don't have to keep hitting Command+R or Ctrl+R.
01:36Let's bring up the Interactive Render Region.
01:38The keyboard shortcut is Option+R. And let's take the Quality level up to 100%.
01:45Let's also enlarge the Interactive Render Region.
01:47It's a little bit hard to see the corner of the Interactive Render Region.
01:51In order to do that, let's turn off the Sky object.
01:54I'll double-click on the top gray dot.
01:57Now I could see my Interactive Render Region, and let's drag that down just a bit.
02:01It makes it much easier.
02:03The top gray dot refers to whether or not the object is visible in the Editor window.
02:08The bottom gray dot is whether or not the object is visible in the render engine.
02:11So, by leaving the bottom gray dot on, we now see our object in the render, but we don't
02:17see it out here in the Editor window.
02:19Now that we've got our Interactive Render Region set,
02:22we can focus on the materials again.
02:24Let's deselect the Sky object by clicking over here.
02:27Let's go back to our Glass material.
02:28The only type of glass that really is completely transparent is window glass, and most other
02:35types of glass have a shape to it, and that shape creates something called an index of refraction.
02:41The index of refraction is how much an object bends light as it passes through.
02:46Window glass has a very low index of refraction, plus it's perfectly flat so that it does not bend light.
02:53The lenses on your eyeglass bend light in a very specific way, because of the shape of the lens.
03:00In order to create that index of refraction, we have to turn on the Refraction Index in
03:05the Transparency option.
03:07So in the Transparency settings, the Brightness option controls whether or not the object is transparent.
03:13If we dial this back a little bit, you'll see that our objects become more opaque.
03:170 is fully opaque and 100% is completely transparent.
03:23Right below that is the Refraction Index.
03:251 completely passes light without bending it at all.
03:301.2 is standard glass.
03:32Let's go 1.2. And watch what happens when I do that.
03:35You'll see that now we have a very different reaction from our glass shapes out here.
03:41The sphere is bending light all the way through it.
03:44The cube is bending so much light we can't even see the sphere behind it anymore.
03:49I'll take the Refraction Index from 1.2 down to 1.01.
03:55That index of refraction is bending it every so slightly.
03:59Let's crank it up just a little bit more, to like 1.04.
04:04Now we've got a nice refraction on the cube and on the spheres.
04:08It's a nice balance between those two shapes.
04:11The next component of transparency is what you can see on the surface of the glass.
04:16So, glass is reflective. Unless you were to hit it with the bead blast or something like
04:21that to change to surface property, it's always going to be reflective.
04:24So let's go to the Basic properties and turn on Reflection.
04:28When we do that we're going to get a perfectly reflective surface.
04:34Because our object is 100% transparent, we can't see any of those reflections.
04:38So in order to get the reflections to show up, we have to start to dial back the transparency a bit.
04:44So in the Transparency option, let's bring it from 100% brightness on the transparency, let's try 95%.
04:50As soon as we do that, we start to see the reflection.
04:53You can see them here in the preview.
04:54We can also see them here in the surface of our objects.
04:59They got a little bit frosty-looking because of the gray environment that they're sitting in.
05:03They reflect that gray environment.
05:06If I were to change the environment to something a little more obvious--let's go to the Sky
05:11material and instead of this gradient that we have in the Luminance channel,
05:15let's add something that's a little more obnoxious.
05:17I'm going to go to the pulldown and in the Surfaces option, I'll add in Earth.
05:23Earth is just a model blue and green texture.
05:26When I add that in there, you'll see that we've got now this blue and green going all through
05:31our object in the background, and it creates a very different impression on the surface.
05:36I am going to undo that--Command+Z or Ctrl+Z--to get back to our nice gradient.
05:42Glass is a really subtle effect in 3D.
05:44Take a look in your cupboard and look at some of the glasses that you see there
05:47and try re-creating some of them for practice.
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Applying decals with alpha channels
00:00An important component in the transparency toolbox is the idea of the alpha channel.
00:06Transparency allows you to see all the way through an object.
00:08The alpha channel allows you to cut through an object through another material:
00:13for example, if you wanted to put a label on a bottle, for example, or in this case,
00:17we're going to put a little star on the wing of the plane.
00:20Let's start off by creating material that's going to contain the star element, and I'm
00:24going to go to the Material Manager and go to Create > New Material.
00:27I could also double-click down here.
00:29Let's rename this material and call it Star.
00:32So let's make a red star on here.
00:34So let's go to the color property and change it.
00:36I've got my values here set to HSV.
00:39If yours is set to RGB, you can do that as well, or you can change yours to HSV by clicking
00:44on this pulldown and selecting HSV.
00:48If I go to the Hue, it's already set on red,
00:50so let's bring that up into the red. And I want it to be not quite so bright.
00:53I'm going to have it be a little more deep, and let's add a little bit of blue.
00:58We'll go down to this range, so we can add some blue into it, so it's a little bit, maybe
01:02not quite so purple. There we go. It's feeling better.
01:06Now that we've got our red, we're ready to add the alpha channel,
01:08so go to the Basic properties and turn on Alpha.
01:11Now nothing happens.
01:12That's because the Alpha property needs some alpha information.
01:16Just like in Photoshop, it uses the grayscale values of an image to cut holes in an image.
01:22We go to the Alpha channel and we can load in.
01:24Now, I have a prepared Alpha that's a star shape, and I've got that star shape already
01:29in the texture folders.
01:30So let's click the load image button, and out here in the tex folder for the materials I've
01:35got the Star.psd, and that's just a simple star shape.
01:38I started off in the Illustrator and made a start shape and converted it into Photoshop.
01:42When I hit Open, we now get a star shape cut out of our sphere.
01:48Now I'm ready to apply that star to the plane.
01:50Let's go to the star material and drag it across and apply it to the body of the plane,
01:55which is this cube object here.
01:58Now, when I do that, I get a very strange projection.
02:00It actually looks kind of cool.
02:02If we render--Command+R or Ctrl+R in the keyboard--
02:04you can see that the star is being applied all over the plane.
02:08The default projection method in this case, under the Tag properties of the Texture tag,
02:13is set to UVW Mapping.
02:15Now, I started with a cube when I made this plane, but by slicing and dicing on it to
02:19get the shape of the plane built out, I completely messed up the UV map.
02:23Now, we don't need UVW mapping to get our star to look right on the plane.
02:26What we need is flat mapping.
02:28So let's go to the Projection Method and select Flat.
02:31When we do that, we now get flat mapping.
02:34To see how that's being projected, let's click on the Texture mode icon right here, and let's
02:39click on that and then click on the cube.
02:42Now we can see that projection of that flat texture.
02:44It's being projected right through the nose and out the tail.
02:47It's also being repeated everywhere on the plane.
02:50That also looks pretty cool.
02:51Let's render that. Command+R or Ctrl+R.
02:54Not exactly what we want though.
02:55So let's hit the letter A on the keyboard to redraw the screen.
02:59Now what we want to do is to start to move this texture around on the object.
03:03In order to do that, we're going to hit the letter E on the keyboard and get us the Move tool.
03:09Now I can move that texture over.
03:11So I'm going to drag it on its X axis and as I move it, you'll see that it moves across
03:16the surface of the plane.
03:17That's a pretty cool effect, and you can animate that, by the way.
03:20The way you would animate it is by clicking on the Texture tag and under the Coordinate
03:24Properties, you could scrub these values or you can animate the Offset U or V.
03:30I want to get it out here at the tip of the wing, and now I want to rotate it.
03:34So I'll hit R on the keyboard to get the Rotate tool up, and I'm going to hold down the Shift
03:38key so that it goes to even increments, and then I'm going to go to 90 degrees.
03:43Now I've got this star being projected all over the plane.
03:46It's still a little too big, and it's in the wrong place.
03:48The other thing that's happening is it's repeating everywhere.
03:51So the way I fix that is by clicking on the Texture tag and unchecking the Tile option.
03:56Now it's only going to show up right there in that area.
04:00Now I can switch back to the Move tool and reposition it.
04:03So I hit the letter E on the keyboard, and now I can drag that up on its local Y axis
04:09to get it into the wing where I want it.
04:11Now I want to change the size.
04:14If I go to the Texture tag, the way I change the size is by updating the Length U and V.
04:20If I go to the Length U-- and let's just make it about 75% of its current size, 75, and
04:26I'll tab over and hit 75 there.
04:29And now I've got a decent-sized star.
04:31I can now move it with the Texture tool and put it right in the wing where I need it to. There we go.
04:37When we render this--Command+R or Ctrl+R-- you'll see that every place where the texture
04:43is not repeating I get the default gray material, but right around that texture I have this cutout.
04:49That's because what an alpha channel does is if it does not detect the material underneath
04:53it, it cuts all the way through the object.
04:55If it detects the material, it cuts through to that material and stops.
04:59So what we need is a base material on our plane to stop that from cutting all the way through.
05:04So let's make a new material. Double-click in the Material Editor, boom, boom, and call
05:08that material Plane Base.
05:12Let's take that Plane Base and drag it onto the cube object.
05:16CINEMA 4D evaluates the material tags from the right to the left,
05:21so what's happening is our Plane Base is overriding the star material, so we need to reverse these tags.
05:27If we take this tag and drag it to the left,
05:30now we've got our star showing up on top of the Plane Base.
05:33When we render--Command+R or Ctrl+R--you can see that now it's just cutting through to
05:38that material below and stopping.
05:40It's not quite in the right place again,
05:42so let's switch back to the Move tool on the star.
05:45So select the Star material, hit the letter E on the keyboard to get the Move tool going,
05:48and let's move that back on the local Y axis just a little bit to get it more centered on the wing.
05:54There we go.
05:56Now what I can do to flap that over is I can duplicate this tag and then move it on its local X axis.
06:03Let's orbit around here a bit and then drag that all the way across.
06:07Now let's look at it in the top view.
06:09If I switch to the top view, I want to change my display from Lines to Gouraud Shading.
06:16Now I can see that material applied on the top view, and I think I've actually got it
06:20lined up pretty well.
06:22Drag that across. Yes, it's not bad, right about there.
06:27Switch back to the Perspective view.
06:28When we render, we've got a great little plane with some nice red stars on it.
06:34One of the things you'll notice about it, if you orbit around, is that the stars are
06:37projecting all the way through.
06:40Now, what would happen if I didn't want the stars to show up on there?
06:43There's an important technique for doing that and we're going to talk about that in the next movie.
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Limiting materials with selection tags
00:00In the previous movie we applied this star to the wing of our MiG fighter here, but I
00:06only want the star to show up on top of the wing.
00:08I'd like to have a different material on the underside.
00:10So, in order to limit that material to just showing up on the top of the wing, I have
00:14to use a technique called a Selection tag.
00:17The way the selection tag works is that you first need to select some polygons.
00:22Then, once you've selected those polygons, you can identify them using a special tag
00:26that then gets used in the material tag to limit where the selection shows up.
00:30To begin our selection process, we have to go into Polygon mode,
00:33so I'm going to select Polygon mode here over in the left and then click on my cube.
00:39We're looking at the underside of the plane right now, and this is where we don't want it to show up,
00:42so we're going to select the polygons that are associated with the top side of the wings.
00:46Let's go over to the top of the wing.
00:50Now I've got a feature turned on called Isoline Editing, and Isoline Editing is causing the
00:54polygons to be deformed in the shape of the HyperNURB object.
00:57That makes it very confusing to see where the polygons actually are,
01:00so I'm going to go to the Options menu and uncheck Isoline Editing right here.
01:05Now I can see just my plane shape, and this is the low-poly plane that's underneath the
01:09HyperNURB that's getting smoothed.
01:11I can also turn off my HyperNURB so I can just see the polygons that make up the wing.
01:16So what I'm going to do is use the Selection tool and grab just these polygons for the
01:21wing and I'm going to name them.
01:24Actually, I'll grab all these polygons that make up the top of the wing, and I'm going
01:28to call those polygons Top left wing.
01:30Anytime you name something right or left, it should always be from the object's point of view.
01:33When you're sitting in the plane as a pilot, this would be the left wing.
01:38To get the Selection tag, now that I've got the polygons selected, I go to the Select
01:41menu, and right near the bottom is Set Selection.
01:44When I let go of that, I get this red triangle on the cube object, and this is the Selection tag.
01:51This stores that information right there.
01:53I can deselect those polygons.
01:55I'll click anyplace and deselect them.
01:56I can always restore the selection by clicking on it right there.
02:01I can name that selection.
02:02We'll call it Left wing top.
02:07Now I want to do the same thing for the right wing.
02:09But before I do that, I have to be very careful.
02:11If do another Set Selection while I have that tag selected right there, it will overwrite
02:16the contents of that tag.
02:17I don't want to do that.
02:18So let's deselect that tag, click on the cube again, and then select the polygons that are
02:23on the right-hand side of the plane.
02:26So let's go to those polygons right there, and we've just got those polygons selected
02:29on the top of the wing on the right-hand side.
02:33Now I'll go back to the Selection menu and do a Set Selection, and then I can call that
02:38selection Right wing top.
02:42Now, the way we use these is we have to identify which tag is which for the textures.
02:47Which one of these star textures is the one that's on the left and which is the one that's on the right?
02:51To do that, I can switch to the Texture tool and then click on a tag.
02:55So this is the one that's on the left-hand side, so it's going to get the left selection tag.
03:00So I go to my tags and this is the left selection.
03:04That's my left star.
03:05Sometimes people will take these and order them so they're right next to it.
03:09So there is my left tag for the texture. There is my left selection right next to it.
03:13Now I can take this texture and in the Selection field that's on the Tag properties, I can
03:17drag that triangle right down, and there it is.
03:20When I let go of that and orbit around, you can see that the star is gone from the underside.
03:25Let's watch this as we do the same thing on the other texture.
03:28Click on that Star texture there, drag the triangle in, and there it goes.
03:33The star is now limited to just the top of the wing.
03:36When we orbit around, we could see that our stars still show up in the top, but they don't
03:40show up underneath.
03:42This technique is incredibly valuable and it can be used in all kinds of situations:
03:46putting labels on bottles or cans,
03:48in this case putting decals on models of objects, but it's a really valuable technique
03:52and one that you've got to keep in your toolbox.
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Texturing type with multiple materials
00:00Texturing type is something that every MoGraph artist has to do, and there are some very special
00:06techniques that allow you to create some great legibility on the surface of your type;
00:10but there is some invisible codes built into the Extrude NURB object that make this possible
00:15and it's crucial that you, memorize them and then use them.
00:19What I've got here is a simple Text object underneath an Extrude NURB, and the text object
00:23just has the C1, R1, C2, R2.
00:26Now, these numbers and letters are very important.
00:29They are those invisible codes that you need to memorize.
00:34These codes are built-in Selection tags.
00:36In the previous movie, I showed you how to make a Selection tag manually.
00:39The Extrude NURB object has Selection tags built into it, and you can use these letters
00:45and numbers in combination to limit where materials show up on that Extrude NURB.
00:50So let's make a base material for our type.
00:52I'm going to double-click in the Material Manager, and let's call this material Base.
00:58And I'm going to make it a nice dark-bluish color.
01:03That's good. Crank the value down somewhere in there.
01:07Let's drag that onto the Extrude NURB.
01:10So that we can see what's going on, let's bring up the Interactive Render Region and
01:13let's zoom in our type a little bit.
01:15We don't need to see those letters and numbers right now.
01:18And I'll bring up the Interactive Render Region, Option+R on the keyboard. And let's bring the
01:22Quality slider up and then enlarge the Interactive Render Region so we're seeing more of our
01:27scene being rendered.
01:29This type looks okay, but it would be much better, from a legibility standpoint, if I could
01:33isolate the face of the type and the edges from the sides.
01:37That way I can have a nice dark side and nice light edge and face so that my type will really
01:43pop off the screen.
01:45I want to create a new material that's just going to show up on the face of the type.
01:50Let's do it based on the base material.
01:52So, I'll hold down the Ctrl key and drag the base material to the right.
01:55Let's call this one face.
01:58Now, the face material I want to be lighter than the base material,
02:02so let's take the value and move it up.
02:05Now, I'm working in HSV.
02:07If you're working on RGB and you want to see the same thing that I have here, you can click
02:10and hold on this pulldown and change that from RGB to HSV.
02:14I'm going to leave mine on HSV.
02:16So let's take that value and bring it up nice and bright. And now we could take this and
02:20apply it to the Extrude NURB.
02:23When we do that, our type gets brighter. All of it gets brighter.
02:27The reason for that is that CINEMA 4D evaluates these tags from right to left.
02:31This new tag is overriding the base material.
02:34We only want this material to show up on the faces, and that's where these numbers and letters come in.
02:39C1 refers to the face of the Extrude NURB object.
02:43That's the face that we're seeing.
02:44R1 refers to beveled edge of the Extrude NURB on this side.
02:48C2 is the face that's on the back side of the object.
02:51And R2 is the edge that's on the back side of the object.
02:56So if we go to this Texture tag that we want to have show up on the front face and in the
03:00Selection field we type in C1--
03:05it is case sensitive; it has to be a capital C and the number 1--
03:08when I hit Return, watch what happens to my type.
03:11I've got a dark side and a light face, and that really makes the type pop off more, and
03:17it makes it much more interesting.
03:18Let's do the same thing for the edges.
03:21Let's select the Face material,
03:22hold down the Ctrl key, and drag a copy to the right.
03:24Let's name it Edges.
03:26And in that edge material, let's go to the Basic properties.
03:30We want to make the edge material much brighter than the face.
03:32Now, I could go to the Color property and crank up the value,
03:35but that's really not that much brighter.
03:38If I go to the Basic property and turn on the Luminance, that's going to make it incredibly bright.
03:42Now, it's too bright.
03:43Now it's gone full white, but if I select the Color channel, hold down the Shift key
03:47and click on the Luminance channel, I can now see both of those properties at the same time.
03:52I can take this swatch right here, drag it down onto this swatch, and then the Luminance
03:57channel will become the same color as the Color channel.
04:01That gives me a much brighter version of the same material that now won't be affected by light.
04:07It's going to really pop off those edges.
04:09So let's take the edge material now and apply it to the Extrude NURB.
04:13Now, when I apply that material to the object, it's overriding the other materials.
04:18You can see now the type feels like it's glowing.
04:20That's the Luminance channel.
04:22We want to have that glowing sort of feel only in the edges.
04:26And so now we need to use the same Selection tag, so I'm in the Tag properties for the tag that's
04:31going to be on the edges.
04:33And I go into the Selection field and I type in capital R and the number 1.
04:37And when I do that, I now have that material only on the edges.
04:40And you could see that when I orbit around-- let's look at the type from the back side--
04:44my type on the back is still dark all the way around.
04:47And when we orbit around to the front, we have a nice pop on the face and a strong edge.
04:51When we back out from the type nice and far-- bring that all the way back here and make it small--
04:56you see you have a great legibility, even at a small size.
04:59This is a really important technique for texturing type, and I recommend that everybody commit
05:03these codes to memory.
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2. Lighting Objects and Scenes
Working with lights in the 3D world
00:00When the first computer programmers were developing 3D software they quickly realize that they
00:04did not have the computing resources to accurately describe how light behaves in the real world.
00:10Because of that, they subdivided how lights behave and gave us a variety of tools to simulate
00:15how light behaves in the real world.
00:17What light does in the real world is that it bounces, and in 3D software, by default,
00:21lights do not bounce.
00:23And that's true for just about every piece of software.
00:25There's only a very few special instances where light does bounce, and even that bounce is a simulation.
00:30What I have here is a very simple scene that we're going to use to illustrate two important
00:34concepts with lights in CINEMA 4D.
00:37First is the idea that lights don't bounce.
00:39Second is the idea that lights pass through your objects.
00:42So let me show you something.
00:43I'm going to add a new light to the scene, and the light type that I'm going to add is
00:46something called a spot light.
00:48A spot light is a directional light source that's contained within a cone.
00:52Anything that falls outside that cone won't be illuminated.
00:54So let's add a spot light to the scene.
00:56By default, the spot light shines along the Z axis, and you can see that if I hit Command+R
01:01or Ctrl+R on the keyboard that my light source is there, embedded in the ground.
01:05It's not really illuminating anything.
01:07So let's take the light source and move it.
01:09I'm going to hit A on the keyboard to redraw the frame, and then I'm going to raise the
01:13light up and point it at this white card that I have in the scene.
01:16And let's bring the light source up.
01:18I'm going to hit E to get the Move tool, and let's move the light up.
01:21I'm going to drag it up on its Y axis, and then I'm going to orbit it around.
01:26So let's take the light and hit R on the keyboard and grab the Y handle and point it right at that card.
01:32You can see as I orbit it around this way, it hits the card.
01:35Now using a white card like this is a common technique in photography, and photographers
01:40will shine a light onto a white card to give a much softer effect on their subject.
01:46Now, if I hit Command+R or Ctrl+R, when I render my scene, you can see that the light is not bouncing.
01:50The light is not coming off that card and hitting my word.
01:54The other thing you'll notice is that the light is coming out the backside of the card.
01:57It's passing through the card on the way.
01:59Let's move over a little bit so you can see that more clearly.
02:02I'm going to orbit up like this and hit Command+R or Ctrl+R.
02:05You can see, there is my light source passing out of the backside of the card and continuing on to infinity.
02:10Now let's get back to our scene.
02:12I'm going to orbit around and drag with the 1 and 3 keys to get back to our scene.
02:17And that gives you a really good illustration of those first two concepts.
02:21Light passes through your objects and light does not bounce.
02:24So that begs a question: How do you simulate those effects?
02:26Well, to simulate those effects, you need to use multiple light sources, and you also
02:30need to adjust some settings on the lights.
02:32So let's deal with the light bounce first.
02:35Now, normally, if I were to shine a spotlight onto a white card like this, you would expect
02:38it to bounce off that card and illuminate the other objects in the scene.
02:42So, in order to simulate that light bounce, we need to have a light source that's right
02:45here in the same location as the card, pointing the same direction as the card.
02:49So let's add a new light to the scene, and this time I'm going to add an area light.
02:52An area light is essentially a rectangle of light.
02:54Now you can make an area light any shape you want, but it defaults to be a rectangle.
02:58So let's add that area light to the scene.
03:00So when I added the area light to the scene, it's in the center of the world, and you can
03:04see the white rectangle that represents the area light.
03:06Now, I want to get this area light in the same location as my card,
03:09so in order to do that, I'm going to take the area light and parent it to the plane.
03:14Then I'm going to go to the Coordinate properties and zero them out.
03:17So I'll select that and go 0, 0, 0 and then tab all the way through and then 0 out the
03:23rotation for the light.
03:26You can see that it goes to the same location as the card.
03:29And the other thing is that it's about the same size as the light circle that's hitting
03:33the card, so that's pretty good as well.
03:35Let's render our scene and see what that looks like. Command+R or Ctrl+R.
03:38So now you can see that we've simulated light bouncing off that card.
03:43It's spread out a little bit too far.
03:44You can see that it's got a spread on it that sends it off in too far on the left and right of the card.
03:51The other thing you'll notice though, is that that light is shining all the way through
03:53the card and passing out the other side, and that's what's causing this black line here.
03:58The way the area light works is that it's a light that shines in both directions along
04:02its Z axis, and right underneath the light you always get this dark line.
04:06Well there's a really cool button on the area light that we can adjust to correct that behavior.
04:11So let's go to the area light, and then underneath the Details tab, at the very bottom, is this
04:17little button right here, Z Direction Only.
04:19And that's going to have it shoot in the positive Z direction, right along this axis.
04:23Let's turn that on and hit Command+R or Ctrl+R.
04:26And now you can see that we're getting a much better behavior.
04:29We still have our light from the spot light passing out the backside, but the light coming
04:33off the card is being bounced in a much more predictable way.
04:36So, how do we correct this light coming out the backside of the card?
04:39Well, the way we do that is by going to the spot light and turning on shadows.
04:43In CINEMA 4D, light passes through objects until you turn on shadows.
04:47So, let's go to the General properties of the light and I'm going to go to the Shadow pull-
04:51down and activate Area Shadows.
04:55When I do that--let's render again, Command+R or Ctrl+R--and now you'll see that the light
04:59no longer passes out the back side.
05:02Now our light is still bouncing off the card at too wide an angle, so we can go back to
05:06the area light and adjust the barn doors on the area light.
05:10So if I click on the Light and go to the Details tab, there is something called a Falloff Angle.
05:16The Falloff Angle is like a virtual set of barn doors.
05:18If you've ever seen lighting from a studio, you'll know that they have these things called
05:22barn doors, and barn doors sit on a spotlight and they control how the light falls off.
05:27So this falloff angle is what's causing the light to spread out so much.
05:30By adjusting the falloff angle, we can tighten up the direction of the light.
05:34So I'm going to take the falloff angle from 180 degrees and let's bring it down, and let's
05:38bring it down, probably we'll start off with about 90 degrees, and then we'll render again,
05:42Command+R or Ctrl+R.
05:43And you can see, now it's behaving in a much more predictable way.
05:47We've got our light bouncing off the card, hitting the ground, and illuminating other subjects.
05:51And you can see, it's a little bit probably too strong, so I can just go back through
05:55and adjust that light.
05:56If I go to the area light and then I'll go to the General properties and adjust the Intensity,
06:01the Intensity controls how bright the light is getting.
06:04Now, a very important rule is that you should never trust what you see here in the Editor
06:08window until you render.
06:10You notice that when I bring this down, you can see that the light is simulating,
06:13that it's going up and down here, but I really shouldn't trust that Intensity level.
06:17I'm going to go up to the Render icon, and at the very bottom is the Interactive Render Region.
06:21When I activate that, you can see I now get this rectangle around my objects, and this
06:25rectangle will update every time I make a change.
06:27Let's enlarge it just a bit, so it's covering our whole scene.
06:31And I'm going to raise the quality level up to 100%, so I get a better representation of the scene.
06:35And you can see that it looks very different inside this window than it does outside the window,
06:39so let's take the intensity and dial it down a bit.
06:42You can see that now we have a better representation.
06:44The light would normally, in the real world, lose quite a bit of intensity as it bounces
06:48off of this card and spreads out.
06:50We can also go to the light source and open it up a bit.
06:52Let's go to the Details and adjust the Falloff Angle, and we're going to adjust the falloff
06:57by upwards, to let's call it 120. There we go.
07:01And that gives us a little bit better spread.
07:03So now we've got our light kind of simulating that bounce, and that's really what this is all about
07:08is simulating that bounce.
07:09The last component of this simulation is shadows.
07:12You notice that we don't have any shadows down here in this area.
07:16You'd expect this light bouncing off the card to cast a shadow off the ball and off the type itself.
07:22So the way we do that is by activating shadows.
07:24The programmers gave us that ability because a lot of times you only want your shadow to
07:28come from a single source, and so you can turn the shadows off and on.
07:31So let's go to our Plane Light, the light that's bouncing off of our plane, and then
07:35underneath the General properties, we're going to activate the shadow type to be Area.
07:40Area is the most accurate type of shadow you can draw, and so we'll turn that on right now.
07:45When we do that, you'll see that now our light starts to behave more correctly.
07:48And you can see we've got some issues with our shadow.
07:51First and foremost, we've got this kind of line passing here.
07:53Now, a very important thing: because we've got our light in exactly the same position
07:57as the plane, it is intersecting with the plane and CINEMA 4D does not like intersections.
08:02Most 3D softwares don't.
08:04When some two things are in exactly the same location, the software doesn't know how to resolve it,
08:08so what we need to do is to move this light out of the plane.
08:12It's in exactly the same location,
08:13so let's hit E on the keyboard to get the Move tool and let's grab that light.
08:17So we'll take it and drag it out just a hair, outside the light source.
08:20And you can see, that fixed those horizontal lines that we were seeing down here, and now
08:25our light is casting those shadows.
08:27Now, normally light bouncing off a card wouldn't cast quite such strong shadows, so now we
08:31can dial the shadow intensity down.
08:32The way we do that is by going back to the light source and going under the Shadow properties
08:37and adjusting the Density of the shadow down.
08:39So let's take the density down from 100 to, say, about 50%. There we go.
08:43And that's starting to feel a little bit better.
08:45So you can see, this process that we went through will give you an idea of the kind
08:48of process that you'll have to go through when creating lights in your scene.
08:52The idea is to keep in mind those two important factors:
08:56number one, light does not bounce, and number two, light passes through your objects until
09:00you turn on shadows.
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Understanding light types
00:00In CINEMA 4D, there are several different types of lights, and they're all designed to
00:03be used in different situations to help you get just the lighting look that you need.
00:08I've got a very simple scene here with a sphere and a floor, and let's add a light to the scene.
00:13So underneath the light icon here are the different types of light that you can add,
00:16and so let's tear this off.
00:18I'm going to highlight this little double line and tear off this menu and have it float as a palette,
00:23and that's going to allow me to add the different lights without having to go back to this.
00:26I could always close this up and then tear it off again by doing that.
00:30So let's bring that over here to the left-hand side of the window.
00:33So the very first type of light we want to add is something called a basic light and
00:37it's an omni light.
00:39And so if I click that, I get a dark scene. Now, why is that?
00:42The reason I get a dark scene is because when CINEMA 4D adds objects, it adds them to the
00:46center of the world.
00:48The center of the world in this case is in the floor and below the sphere, and so it's
00:52not illuminating anything.
00:53So let's hit Command+R or Ctrl+R on the keyboard and you'll see that in fact our scene is dark.
00:58So I'll hit A on the keyboard to redraw the frame.
01:01So let's hit E on the keyboard to get the Move tool and then drag it up on the Y axis,
01:06up above the sphere.
01:07Now, when we drag it up, let's use the 1 key and pan down a little bit.
01:11You could see that the icon for this light is a little star that has little lines pointing
01:15in all directions. That's because the Omni light shines equally in all directions.
01:19When I hit Command+R or Ctrl+R to render, you could see that my light is shining in
01:23a spherical area, all around my sphere, just above it.
01:27And you could see that I've got this falloff region of light where it transitions from
01:31bright to dark, down below.
01:33I don't have shadows; that's because shadows are off by default.
01:36The other thing you'll notice is that the light is passing through the sphere and illuminating
01:40the floor, and that is one of the most important characteristics: light passes through objects
01:44and it does not bounce.
01:46To illustrate how the omni light is shining in all directions, I'm going to hold down
01:49the Control key and drag a copy of the sphere up.
01:52So let's first select the sphere.
01:53I'll click on it in the Object Manager.
01:55And then I'm going to hold down the Control key and drag up on the Y axis handle.
02:00When I do that, I'm making a copy of the sphere, and I'm going to drag it up above.
02:03And let's bring it down just a bit, so we can see both of these, and you'll see that when
02:08we render--Command+R or Ctrl+R--you can see that the light is exactly the same above the
02:12sphere as it is below the sphere.
02:14That is an omni light, and an omni light shines equally in all directions.
02:17I don't normally use it.
02:18There are a few very special instances where I do, but most of the time I prefer to use
02:22the area lights or spot lights.
02:24So let's take a look at those next.
02:25I'm going to delete both the upper sphere and the light source,
02:28so I'll hold down the Shift key to grab both of those and hit Delete.
02:31And now we're back to our original scene.
02:33And if I add a spot Light to the scene, you can see that a spot light is this cone, and
02:40when I hit Command+R or Ctrl+R, I get nothing.
02:42And that's because our light is at the center of the world and there is nothing inside the cone right now.
02:46So let's hit A on the keyboard to redraw it,
02:48and let's drag up on the Y axis, and then on the Z axis we'll drag until our light is hitting the sphere.
02:54Then let's also rotate it down just a bit.
02:57Hit R on the keyboard and grab the red axis band and point it down until it's hitting your sphere.
03:03Now, don't worry about matching my angle exactly.
03:05That's not really important. Let's hit Command+R or Ctrl+R to render the scene.
03:08And you can see that our spot light is indeed a cone of light that's hitting the sphere,
03:12and nothing outside the cone of light is being illuminated.
03:16So this is a directional light source contained within a cone.
03:18One of the cool things about that light is that if you click on the light and look at
03:22its attributes, under the Details property, there is an Inner and Outer Angle, and the
03:27Inner and Outer Angle, along with the Aspect Ratio, allow you to control the shape of that cone.
03:32So I can take the outer angle--
03:34the outer angle is this white line here and the inner angle is going to be an inner zone
03:39that's based on this light gray line.
03:40So, right now the inner angle is 0.
03:42If I take the inner angle from 0 and drag it outward, you could see I get a second cone on the inside.
03:48And look what happens to my shape.
03:49Let's hit Command+R or Ctrl+R on the keyboard.
03:51You will see the region of falloff, the transition from the dark area to the light area, has gotten a lot sharper.
03:57Let's take the inner angle and bring it all the way up to the outer angle, and you can
04:00see, I've got a very hard falloff region now.
04:02In fact, it's given me a choppiness here. And that's not really good, so I'm going to
04:06bring that back down, but that gives you an illustration of what that inner angle does.
04:09Let's bring that back down to 0.
04:11The next thing is the Aspect Ratio.
04:12The aspect ratio controls the relationship of this circle.
04:16How high is it related to how wide it is?
04:18And so we can adjust the aspect ratio and make it an oval this way, or we can flatten
04:22it out and make it an oval that way.
04:25And if we make it too small this way, we can always adjust the outer angle to make that
04:28cone of light spread out.
04:31I'm going to delete this light source again to get back to our basic scene.
04:34The next thing we're going to add is an area light.
04:36Now, I don't need to click and hold on this light button over here, because I've got the
04:39light tab pulled off over here and floating,
04:41so I'll add an area light to the scene.
04:43And you can see, an area light comes in to the center of the world.
04:45Let's move it on its Z axis and see. It's a rectangle.
04:49And this rectangle of light is used to simulate things like windows and doorways and that sort of thing.
04:55It's also used like a soft light in photography.
04:57It becomes a big rectangle of light that really softens out the way that light hits your objects.
05:03When I hit Command+R or Ctrl+R on the keyboard, you can see that that rectangle of light shines
05:07in two directions along its Z axis,
05:09and that's what's giving me this dark line.
05:11Because it's a plane that's infinitely thin, you get no light emitting from the edges of that plane.
05:17And so if I go to the Light and look at the Details tab, at the very bottom is a Z Direction Only.
05:21And I click on that and now my light is only going to shine along the +Z axis.
05:26And I'll hit Command+R or Ctrl+R, and again render that frame.
05:29You can see that there is our light shine only on the Z axis.
05:32So the area light can be used to great effect.
05:34I really use the area light most often.
05:37Let's delete our area and then add a target light.
05:39The Target Light is one of the few objects that doesn't come into the center of the world.
05:42When I click it, I'm going to get a spot light that is automatically shining down at the
05:46center of the world.
05:47Let's back up a little bit so we can see what's going on here.
05:49On our light source, we have this little target tag, and the tag is telling the light to always
05:54point at this light target null object.
05:57If I move that that light target null, you could see that the light always follows it.
06:02And if I grab the light and move it around, the light always tries to point at that light target.
06:07No matter where I drag it around, it will always orient towards that light.
06:11Now the target light comes in as a spot light, and I don't use spot lights very often.
06:15I prefer to use area lights.
06:16And so, one of the great things about lights in C4D is that you can change them from one
06:19light type to another.
06:21Let's go to the light object and then under the General properties, I can change the Type
06:26from Spot and change it to Area light, and so now I've got a target area.
06:31And if I want to make this area bigger, I can drag on these handles and make it larger,
06:35and that works for all the light types except for the Omni.
06:37I can make that light much larger and now when I render, you can see I've got a much
06:41better illumination.
06:42Of course, there's that problem.
06:43I can always go back to the Details tab and turn off that Z Direction.
06:48So now it's only going to shine along the +Z. Command+R or Ctrl+R, and there's a much
06:52better illumination of my scene.
06:54The last light type that I want to talk about in detail is the Infinite Light.
06:57These other two light sources I don't really use very often.
07:00I'll explain what they do.
07:02The infinite light, when you add it to the scene, is a directional light source that is
07:07an infinite wall of lights.
07:08Let's delete our main light, which is this Light here and the Light Target.
07:13I'll delete those out of the scene.
07:14And the way the infinite light works is that it's an infinite wall of light that shines
07:19in all directions.
07:19Now, this is really intended to simulate how we perceive the sun.
07:24The sun is millions of millions of miles away, but the light coming off the sun is effectively
07:28parallel to us, because we're so small compared to that light source.
07:32And we perceive that parallel light as an infinite wall of light shining down on us.
07:36Now, if I render the scene--Command+R or Ctrl+R--what you'll notice is that it's not illuminating the floor.
07:41That's because the light is moving parallel to the Z axis of this light source.
07:45And because the plane is parallel to that Z axis, it's not being illuminated,
07:49so I need to rotate this light.
07:50I'll hit R on the keyboard and select the light source and then I'll rotate it around.
07:56And as I rotate, you'll see that the floor becomes illuminated.
07:59And now let's hit Command+R or Ctrl+R again.
08:02When I do that, you could see that my plane, the floor object, goes off to infinity, to the
08:06horizon, but so does the light; it travels off to infinity in all directions.
08:11And so this is a really great light to use when you're illuminating outdoor scenes.
08:14If you're building a model of a city or if you're doing an architectural rending where
08:18you're putting a house on a work site, then the infinite light is a great way to start
08:22the lightning in your scene, because it behaves a lot like the sun does.
08:26And of course that begs a questions: What is this Sun Light here?
08:28The Sun Light is something I don't normally ever use.
08:30If I click and hold on it and add it to the scene, the sun light has this special tag
08:35on it that allows you to simulate different locations on the Earth at times of the year.
08:40So it's got a Calendar function and a Time function and a Longitude and Latitude function.
08:45This light was added for architects who have to be a very specific about the location and
08:49time of day that they're trying to simulate.
08:52So they've given us this tag that allows you to correct how that light looks at that location
08:57in space and time.
08:59Now I don't normally use it because I try to stylize my light more, but it's there if you need it.
09:03The last type of light is this IES light.
09:05And I'll delete the sun light from the scene and delete the other light source, the infinite
09:09light, and let's add an IES light.
09:11Now, when I add an IES light, what it's asking for is an IES file, and I don't have any IES
09:17files on my machine, so I'll just cancel this out.
09:20What that relates to is a special codebook for lights that all lightning designers refer to.
09:26And so if you're working on a set, you're building a set for a reference, or if you're
09:30doing an architectural rendering where your client specified very specific types of lights,
09:34these lights can be looked up in the IES table and the properties of those lights can be
09:38simulated here in C4D.
09:40So that's--once again that's something I normally do, because I'm a motion graphics
09:43artist, but if you're doing architectural renderings, it's a really valuable technique.
09:47That's a quick summary of the different types of lights that you have in C4D.
09:50The most important thing to remember about them is that you're not limited to having
09:53just one type of light in the scene.
09:55You can have any number of lights in the scene, and you can use those light types to simulate
09:58all kinds of different light behavior.
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Using Falloff to limit the effects of light
00:00So far in this chapter we've been talking about the idea that the lights in CINEMA 4D
00:05don't behave quite like they do in the real world.
00:07And right now we're going to talk about another aspect of light that is not like the real
00:11world, but that you can make a little bit more like the real world, and that's something called falloff.
00:17In a real light source, light diminishes in intensity as it travels away from that light
00:22source, and that effect is called falloff.
00:25And you'll hear the word falloff a lot used in 3D applications.
00:28Really what it means is a transition, and in this case it's a transition from 100% intensity
00:33down to 0% intensity, or from whatever intensity you have set.
00:37The key is that it's always a transition from one state to another.
00:41Now when I add a light in C4D--I'm going to add an omni light and I'll click once on the light source.
00:46And let's render that. Command+R or Ctrl+R.
00:48You can see that our light is doing what lights do, which is pass through objects, and it's
00:53illuminating the objects.
00:54The reason we're not seeing these objects behind us is because those polygons are facing
00:58the other directions.
00:59So you can see all these other cubes around us in this grid, but you'll notice that the
01:03light is the same intensity.
01:04It appears to be diminishing in intensity here, but that's because of the angle of these
01:09planes to the light source.
01:11Let's do something different here. Let's raise the light up on its Y axis.
01:15I'll hit the E on the keyboard and then drag up. And exact height doesn't matter, but let's
01:20hit Command+R or Ctrl+R on the keyboard.
01:22Now, you can see that now the light is illuminating all the objects in the scene equally from
01:27that point of origin.
01:28Now the light appears to be diminishing in intensity in the distance.
01:31You can see that we have this sort of dark region out here.
01:33But really, what's happening is the angle of light is changing.
01:36The omni light radiates light outward from a point source, and as the light becomes
01:40more parallel to the surface of the plane--that is the infinite floor--
01:45it no longer strikes the floor, and that gives us the illusion that the light is falling
01:49off with intensity.
01:50But these cubes tell us otherwise.
01:52You can see that they're the same illumination.
01:54The angle is changing and creating different levels of intensity, but the illumination
01:58level really is the same.
01:59So that begs a question: How do we change it? By adjusting the falloff.
02:03Now on your Light source, when you select it, under the Details property is the Falloff
02:08option, and the Falloff option is defaulted to None.
02:11And so when I click on that, I get some really sort of confusing technical options here.
02:16Rather than trying to explain these, because I'm not a light scientist, I'm going to show
02:19you a very important thing in CINEMA 4D, which is the Help system.
02:23If I right-click on the word Falloff and go to Show Help, I get an example in the interface.
02:29And this is the Help menu inside of C4D.
02:32It's an HTML-based system that you can right- click on just about anything in the interface and
02:37get a reference for.
02:38And for the reference for Falloff, it has a great explanation of Falloff. It also has a visual
02:42explanation of the different types.
02:44And if I click on this it makes it larger.
02:47Let's expand this window out a bit so we can see those light types.
02:50Let's bring that over here and scroll down a bit, and let's make the window larger too. There we go.
02:57And we'll scroll to see them.
02:58So you can see, these are the different light Falloff types.
03:01The default is None. Linear, Inverse Square, Step, and then down here is Inverse Square Limited.
03:07Now I prefer to use Linear.
03:10It feels the most realistic to me, but there may be times where you need to change these
03:14to suit your taste.
03:15So let's close up the Help window and turn our Falloff from None to Linear.
03:21Now, as soon as we turn it to Linear, you'll notice that we now have this set of rings
03:25around our light, and let's hit Command+R or Ctrl+R on the keyboard. And now you can see
03:30that our light actually looks a little bit like a spot light.
03:33That's because the light is now being limited.
03:36It's diminishing in intensity in a spherical radius around our omni light.
03:39Remember, the omni light radiates outward in all directions, which is basically a sphere,
03:44and because it's being limited, we see only the places where our objects intersect with
03:48that sphere of influence.
03:50Now if I hit A on the keyboard, these white rings represent that sphere of influence.
03:54So there is a zone from the center of the light out to the outer edge, and this is the
03:59falloff region for the light.
04:00So it's 100% intensity here, and then it's 0% intensity here.
04:04So if I want to include more of these cubes, I have to take this little orange dot and
04:10drag outward until more of my cubes are illuminated.
04:13And now if we hit Command+R or Ctrl+R on the keyboard, you could see that our light looks
04:17a lot more interesting.
04:18It behaves in a much more accurate way.
04:21Falloff is probably the most important tool you can use in getting realism in your scene.
04:26Turning on Falloff for your light will up the production value every single time.
04:30It does require you though, to start thinking about light much more like a lighting designer,
04:34and that's always a good thing.
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Creating and adjusting shadows
00:00By default, lights in CINEMA 4D don't cast shadows, but real lights always do.
00:05There are a lot of times where you want to have shadows off, but when you're working
00:08with objects that are going to be in close proximity to one another, then you usually
00:11want to have some sort of shadow being cast.
00:14CINEMA 4D has different types of shadows, and they all come with different pluses or minuses.
00:19So, let's take a look at them.
00:20I have a very simple scene here.
00:22Let's back out just a bit, so you can see what's going on.
00:24I've got a spot light and that spot light is shining down on this word SHADOW.
00:28So let's zoom back in so we can see.
00:30We don't need to see the light right now.
00:31We just need to see the effect that the light is going to generate.
00:35So let's look at the word and how it's going to cast a shadow on the ground.
00:39Before I do anything else, I'm going to turn on Interactive Render Region.
00:42The Interactive Render Region is accessed by one of two ways:
00:45I can hit Option+R or Alt+R on the keyboard or I can click and hold on this middle Render
00:51icon and grab Interactive Render Region.
00:54And when it shows up, it's got a Quality slider here in the middle.
00:57I'm going to turn that Quality slider all the way up and then enlarge the Interactive
01:01Render Region so we're seeing more of our scene being rendered.
01:04I don't really care about this area of the window.
01:06I'm going to just bring it over here where the shadows are going to be cast.
01:11Now I can select my Light source and under the General properties, I can activate Shadow.
01:16I could also go to the Shadow parameter and then turn on shadows here.
01:19It's the same difference.
01:21So I'll stay here in the Shadows and click and hold on that so you can see the different types.
01:26There are three types of shadows that lights cast.
01:29They have the None option, which is no shadow, and then they have Shadow Maps (Soft), Raytraced (Hard), and Area.
01:35Let's start off with Raytraced (Hard).
01:37Raytraced (Hard) are the most simple type of shadow that you can cast, and I'll activate that now.
01:42When you hit the Render button, CINEMA 4D sends out these little mathematical statements
01:46called rays from the point of view of the light, as well as the point of view of the camera.
01:51Those rays travel out and they strike your objects, and those rays are looking at the
01:55shapes of the objects. And in the case of shadows, basically everywhere where a ray does
02:00not strike through, another object behind it gets a shadow.
02:05The accuracy of those rays determines the accuracy of the shadow.
02:08Now this is a huge oversimplification, but it's a good way to understand what's happening.
02:13With the Raytraced (Hard) Shadows, you really have no control over the accuracy of the shadow.
02:17It's just going to create an occlusion of your object.
02:21This edging here that you see, the chunkiness of those edges, that's being caused by something
02:25called anti-aliasing, and I can change the anti- aliasing settings in the Render settings of my scene.
02:31If I click on the Render Settings button here, under the Anti-Aliasing option, I can change that.
02:37So let's move over here so we can see our scene file.
02:41So there's our shadow right here.
02:42I'm going to change the Anti- Aliasing from Geometry to Best,
02:45and when I do that, you'll see that those lines smooth up.
02:49So I'll leave the Anti-Aliasing on Best for now, so we can get a better look at our scene.
02:53Let's close up the Render Settings.
02:56And that's pretty much all there is to Raytraced (Hard) Shadows.
02:58You can control the color.
02:59I can click on that, and let's make the shadows red.
03:03Now that is not a natural behavior, but there may be a valid design reason why you'd want
03:06to do that, and so they give you the ability to change color there.
03:10I can also change the density.
03:12I can bring the density down from 100 to, say, 50, so the shadow is not quite as strong.
03:17That is pretty much all there is to the Raytraced (Hard) Shadows.
03:20So let's take a look at the next type, which is Shadow Maps (Soft).
03:24Now, this is the next level of intensity in shadows, and when I add Shadow Maps (Soft),
03:28you can see the Color is still set to red.
03:30It picked that up from the last Shadow type.
03:32So let's change it back to black, so let's click on this swatch and drag down and hit OK.
03:37Let's also bring the Intensity up to 100%.
03:41Now, our shadows look a little bit more realistic, and I say a little bit more realistic because
03:45there are some faults with these shadows.
03:48The first thing you should notice about them is that the shadows bleed.
03:50You can see that the shadow is bleeding underneath the word SHADOW, in the front, and that's not
03:55a natural behavior at all.
03:57The other thing you'll notice about the shadows is that they don't quite join up with the
04:00object, and that's a natural characteristic of Shadow Maps (Soft).
04:05Shadow Maps (Soft) takes a rectangle from the point of view of the light source and
04:09projects it through your scene.
04:11Every place where that rectangle strikes an object it casts a shadow.
04:15The resolution of that rectangle determines the accuracy of the shadow.
04:20The Shadow Map pulldown here controls the resolution of that shadow map.
04:24If I up this Shadow Map resolution--let's go all the way up to 1000 to start with--
04:28you're going to see that our shadows become much more realistic.
04:31There is a lot less bleeding here on the front of it, and you could see that the shadow joins
04:36up with our word in a much better way.
04:40Now, one thing you should notice about the shadow is that it also got more crisp, and
04:44that's because of something called the Sample Radius.
04:46The Sample Radius controls the transition from the darkest part of the shadow to where
04:50the shadow doesn't exist, and by increasing the Sample Radius now, we can soften that shadow back up.
04:55So let's take that up to 10.
04:58You can see that now we get that bleeding back on the front, but our shadow is much
05:02softer out at the outer edges.
05:05As a general rule, I don't use Shadow Maps (Soft) when I have an object that needs to
05:08sit on a ground plane like this,
05:10for just this reason; you can see it doesn't look that good.
05:13I'll use Shadow Maps (Soft) when I have a logo that's floating in a design space, because
05:17objects that don't touch look really pretty good with Shadow Maps (Soft) and they save
05:21you a lot of render time.
05:23The last type of shadow I want to talk about is an Area shadow.
05:25So let's go back to the Shadow pulldown and go from Shadow Maps (Soft) to Area.
05:31Area is the most accurate type of shadow.
05:34It's also the most difficult for the computer to render.
05:37So you should be careful how you use Area shadows.
05:39If I have an object that I know is going to be touching on the floor then I will always
05:44use Area shadows. Area shadows come with some downsides.
05:48First and foremost is that they take longer to render.
05:51The second downside is that they have a lot of noise in them, and that noise is designed
05:55to help the shadow render more quickly.
05:57In order to get rid of that noise, we have to turn up some sample settings that are going
06:01to make this scene render even longer.
06:04Most of the time it's worth it, because the quality that you get from the shadows is really very good.
06:10We've got three settings here for the Shadow.
06:12We've got Accuracy, Minimum Samples, and Maximum Samples.
06:16The Accuracy controls how accurately the shadow is drawn.
06:19Let's bring it down to zero.
06:20You can see that the shadow got a lot more grainy.
06:24If we bring the Accuracy up to 100%, you can see that the shadow didn't get nearly as un-grainy
06:30as we thought it would.
06:32The accuracy level is something I usually always leave at the default value of 75%.
06:38In order to get rid of this noise, we have to increase something called the Maximum Samples.
06:43Minimum Samples affect areas where objects come in close proximity with one another.
06:48The Maximum Samples control the graininess of the shadow in big flat areas.
06:54So if we go to the Maximum Samples and change it from 100--let's go up to 500.
06:58Now it's going to take quite a bit longer for the shadow to render, but look how much
07:02less noise we have.
07:05You can see that the shadow took almost two seconds, compared to almost no seconds before.
07:10We've gotten rid of nearly all of the noise, but let's crank the Shadow Samples up just
07:14a little bit more, so you can see how it affects the render time.
07:17Let's go up to 800.
07:21So that took a little bit longer than two seconds, but it's rounding down for us.
07:25But you can see that the shadows really don't look any different than they did before.
07:28So the point I'm trying to make is that you want to be careful with your Maximum Samples.
07:33There is a point of diminishing returns on them, and it's going to be different for each scene.
07:37I can probably get away with the scene, of going down all the way to 300.
07:41I'd say that looks pretty good.
07:44I've got a little bit of noise in the shadow, some in those areas there, but let's say I
07:48was going to be looking at my type from this angle here.
07:50When I let it render, you'll see that my shadow looks really good from this angle, it renders
07:55fast, and I've got just a few samples going here.
08:00That's a quick summary of the different types of shadows in CINEMA 4D.
08:03The most important rule of thumb is that you don't normally want to have all your lights casting shadows.
08:09When you're lightning and working with shadows in CINEMA 4D the goal is to simulate what
08:13happens in the real world.
08:14This is going to save you on render time and allow you to stylize your image in a really creative way.
08:18
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Working with visible or volumetric light
00:00Have you ever been to a theater and looked up at a spotlight that was shining down on
00:04an actor on the stage and been able to see that cone of light coming out of the light source?
00:11Normally, you are not able to see light photons, but in a spotlight like that, you're actually
00:16not seeing the light itself, but you're seeing the light bouncing off of little dust particles
00:20and moisture and smoke and things like that that are in the air.
00:23That visible light is another component that the programmers have given us to work with.
00:28I've got a very simple scene opened here.
00:30Before we look at this specific example though, let's take a look at some of the settings.
00:33I'm going to make a new document by hitting Command+N or Ctrl+N, and let's add a spot light to the scene.
00:39I'll click on the Light object and go to Spot Light.
00:43Now on the Light, under the General properties, I'm going to click and hold on Visible Light.
00:47There are four options here: None, which is the default and then Visible; Volumetric;
00:52and Inverse Volumetric.
00:53Visible Light is the least intensive of the three options, and if I add that, you can
00:58see that my cone has changed.
01:00Let's render. Command+R or Ctrl+R.
01:02I can now see that cone of light.
01:04Let's undo for a second and render again. Command+R or Ctrl+R.
01:07You can see that I don't see anything.
01:09Now to keep myself from having to hit Command+R or Ctrl+R again, let's bring up the Interactive
01:13Render Region, which is Option+R or Alt+R.
01:17There's a Quality slider on the right-hand side here, so let's drag that all the way up
01:20to the top so we have full quality on this preview render.
01:24Now let's go back to the Light source and change the Visible Light back to Visible from None.
01:28Now we can see our light source, and every time we make a change it will get updated automatically here.
01:33Now that we have the visible light active, let's go to the Visible Light options.
01:37Under the Visibility options, we've got Falloff, and Falloff affects the shape of the cone
01:42of visible light.
01:44If I uncheck Use Edge Falloff, for example, you can see that now the cone of light no
01:48longer diminishes with intensity towards the edges of the cone, and it's very much more
01:53conically shaped, and you can see that it's much more defined.
01:57And if we turn off that Falloff, you can see that the cone of light is really specifically defined.
02:03Now, what's causing the end of this cone?
02:06The end of the cone is being caused by the Outer Distance, and the Outer Distance is this
02:11little guy right here.
02:12And as we move that Outer Distance out, you can see that our cone extends outward.
02:17Let's turn the Falloff back on for both of those guys, and now we can see that we have a softer cone.
02:21When we activated the Falloff again, we now have access to the Inner Distance,
02:26and the Inner Distance controls the density on the inside of the cone.
02:30If we make the Inner Distance closer in value to the Outer Distance, what's going to happen
02:35is that the Falloff region for our cone is going to get shorter and shorter.
02:40Another important option to look at is the Gradient.
02:42The Gradient object allows us to control the color of this cone of light over the length
02:47of the light source.
02:49So if we turn on the gradient, we now have access to the color.
02:53And it defaults to a single color, and we can change those.
02:56So let's click on one of these knots here, and when we double-click on that, it brings
03:00up the color picker.
03:01So I'll change it to red and hit OK.
03:03You can see that that changed the start of the light source.
03:07Now my Inner Distance is set really high, which is what's causing it to be red all the way
03:11up to this point.
03:12So let's bring that back down to zero.
03:14And now you can see that we have a much longer gradient.
03:18We can take that Midpoint slider and adjust it so that we have a little bit more pink
03:22light source, and then we can go back here.
03:25Now if we click on this last knot, we can adjust it, make it a little more pink, and
03:28you can see that we have a little bit more realistic representation of that red cone of light.
03:33I want to be very careful here.
03:35This Gradient color that I'm adjusting does not affect the color of the light;
03:39it only affects the color of the visible light.
03:42So to illustrate that, I'm going to add a sphere to the scene and then drag that sphere
03:46on the Z axis and so that it's shining.
03:49You can see that even though have a red cone of light, the light hitting our sphere is still white.
03:55If I go back to the Light properties and go to the General tab, if I change the color
03:59of the light source-- watch, I'll make it more of a fuchsia--
04:02you can see that we have a red cone and a fuchsia light source.
04:06Let's bring it to red as well, and now we can see we have got a red cone and red light.
04:11So those are pretty much the settings for the Visible Light.
04:13In order to see Volumetric, let's take a look at that scene we had opened earlier.
04:17So I'll go to the Window menu and go back to the Visible-Volumetric-START.
04:20And what I have here is a simple grid of cubes, and you can see that it's just a grid.
04:25At the very center of the grid, it's opened at the center of the world.
04:28I'm going to add an omni light to the scene.
04:30Before I do, let's navigate around so that we can see the cube from a distance.
04:35And let's add an omni light.
04:36I'll click once on the Light object and that comes in the scene.
04:39Let's bring up the Interactive Render Region, Option+R or Alt+R, and let's change the size
04:44of that so that it's encompassing our entire frame here.
04:48Let's bring it out on the sides as well. There we go.
04:51Now we'll crank the Quality slider up to the top.
04:54So, you can see that our cube is looking pretty interesting, but we want to activate Volumetric Light.
04:59You can see that's going to have a much more interesting effect.
05:01So, we go to the Visible Light pulldown under the General properties of the Light source,
05:05and we're going to add Volumetric.
05:07So when we add Volumetric it's going to redraw the scene.
05:09And you can see now we start to see these little edge rays out here.
05:13Now, these orange dots that you're seeing represent the outer region of the extent of that volumetric light.
05:20And if I hit Option+R or Alt+R on the keyboard to get rid of the Interactive Render Region,
05:24you'll see that we now can see the rings that are surrounding our light.
05:28Let's drag those outward to get a more strong effect.
05:31Remember, this represents a Falloff region, so it's 100% at the center and 0% out here,
05:37with a very strong falloff and intensity.
05:40Let's hit Option+R or Alt+R.
05:41That region is going to come back at the same size and fill our screen.
05:44And you can see now we have a much more strong effect on those edge rays.
05:49The difference between Volumetric and Visible is that Visible light does not interact with the objects.
05:54Volumetric light does interact with the objects, and what it does is it creates striations,
06:00or visible lines, in the visible light based on the edges of the objects that it's interacting with.
06:07Now, I don't normally use Visible or Volumetric light in my CINEMA 4D files.
06:11I wanted to show it to you here today because there may come a time where you'll need it.
06:14Let's take a look now at the Visibility option again, and you can see that we've got our same
06:19settings here as before, so nothing really changed between the Visible or Volumetric settings.
06:23Now let's take a look at Inverse Volumetric.
06:26So I'm going to go back to the General properties and go to the Volumetric pulldown and select
06:31Inverse Volumetric.
06:32And the thing I want you to pay attention to are the edge rays that are extending out from our cube.
06:37Now what's happening is we're getting the inverse of those edge rays.
06:42Before, the edge rays were being occluded by the cubes; now we're getting the opposite of that.
06:46The cubes are being occluded by the edge rays, and you can see that it's not nearly as distinct
06:50an effect, but it gives us this really interesting sort of interaction with the cubes
06:54that has a much more glowy feel to it.
06:57But there's a great plug-in called Shine for After Effects that creates a Volumetric light
07:02effect that you can use in your projects.
07:05It renders much faster than CINEMA 4D's Volumetric Light effect, and it has the added advantage
07:09of being able to customize it right in After Effects without having to come back and re-render
07:13your entire scene.
07:15There are some disadvantages to it, in that you don't have quite as much flexibility on
07:20interacting with the objects as you would within CINEMA 4D, but you don't have to re-render
07:24a scene each time you want to make a change.
07:26The Visible and Volumetric Light settings in CINEMA 4D can give you some really interesting
07:31effects, but remember, you're not limited to doing those right here in CINEMA 4D.
07:35You can choose to do them in post in other applications like After Effects or Photoshop.
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Creating a basic three-point light setup
00:00Illuminating objects in a convincing and stylized way involves working with multiple lights.
00:05In this example, we're going to create a basic three-point light setup for this number 3
00:08that's sitting on the floor.
00:09Let's hit Command+R or Ctrl+R on the keyboard to see what we've got here.
00:13We have a basic floor object that's travelling off to infinity, and it's number 3 that's
00:17touching the floor.
00:19And it looks okay, but it's kind of flat and drab.
00:21We're going to add some lights here to stylize this render just a little bit more.
00:25The first light we're going to work with is something called the key light.
00:28The key light provides the main source of illumination for your scene.
00:32The type of light I'm going to use for my key light is an area light,
00:36but I want to have an area light with a target on it.
00:39So, rather than add just a basic area light in the scene, I'm going to start with the target light.
00:43The target light comes in as a spotlight.
00:46Let's back out in our scene.
00:47Before we back out in our scene, we have to uncheck something on the camera.
00:51Now, I'm looking through the camera right now, but I have this special tag on it.
00:55This tag is called a Protection tag.
00:58It keeps me from moving the camera.
00:59If I try navigating the scene by holding down the 1, 2, and 3 keys, you see that I can't do it.
01:04When I try to move something, nothing happens.
01:07So let's first uncheck the Look Through Camera option and then back out from our scene a
01:11little bit so we can see what's going on.
01:13So, there's our target light.
01:14It comes in as a spot.
01:15So, if I select the light and go to the General Properties, I can change the light type from Spot to Area.
01:22Now, I've got a rectangular source for my light.
01:25Let's go back to our camera and take a look at that. Command+R or Ctrl+R.
01:29You can see that this area light gives us a much softer light source, and that's going
01:33to be really nice in this situation.
01:36Let's hit A on the keyboard to redraw the frame and uncheck the Active Camera icon.
01:39I want to make this light source much larger relative to my subject.
01:43The larger the light source is relative to your subject, the softer the light will be.
01:47So let's take this and drag it out.
01:49By making this light source larger, we're changing its size relative to the object, and
01:54we're going to get a much softer effect, and there we go!
01:57I think that's a pretty good size.
01:59Now, the cool thing about working with a target light like this and having it be an area is
02:03that no matter where I move it, it always points back at the center of our scene.
02:08So I'll leave it right about there. I think that's a good location.
02:12The key light, as a general rule, should be at a roughly 45-degree angle to your main light source.
02:17Now, of course there's no hard-and-fast rule for this.
02:20You can put it wherever you want based on the stylizing that you're trying to get in your render.
02:24In this case, for a basic setup, this is a good angle.
02:27Now that I've got my key light set, I want to add a new light to the scene,
02:31and the light that we're going to add is going to be called a fill light.
02:35Rather than add another light by hand, I'm going to make a copy of our main light source.
02:39And before I do that, let's rename this and call it Key light.
02:45Let's look through the camera and see what's happening here.
02:48I'm going to bring up the Interactive Render Region--Option or Alt+R on the keyboard--and
02:52let's take the Quality slider and move it all the way up and then we can increase the
02:56size of this region, so we're seeing our scene a little bit better.
02:59You can see I have a really great soft light on our subject.
03:03Now, we can take the key light and hold down the Ctrl key and drag a copy of it.
03:07Now, our scene is going to get brighter.
03:09That's because we've duplicated the light.
03:11Let's go and change this new light and change the name to Fill Light. There we go!
03:18Now, let's switch to the four-way view so that we can see our light sources.
03:23I'm going to take the fill light, and move it to the opposite side from the key light,
03:27and I'll do that by switching to the Move tool, hit E on the keyboard, and then drag over.
03:32You notice I didn't click on the handles.
03:34I'm just clicking anyplace in the gray area and moving that light source around.
03:38I'll repeat that process in the front.
03:40I want to bring this down a bit relative to the key light.
03:43And you see that that light source flattens out our object.
03:47Let's switch to the perspective view full screen, and I'm going to turn the fill light
03:51off for a second so you can see how that flattens the object out.
03:55Notice how we have a nice little falloff between the face and the sides.
03:58When I add the fill light at 100%, it tends to flatten the object out.
04:03What we want to do is adjust the brightness intensity on the fill light compared to the key light.
04:07A really good photographer friend of mine once told me that a good ratio is about 0.25:1.
04:12So, if we go to our Fill Light and go to the General Properties and bring the Intensity
04:18down to 25%, that's going to give us a pretty good starting point for our fill.
04:21Now, of course, once again, there is no hard or fast rule for that.
04:25That's just a good starting point.
04:27Next we want to add something called a back light.
04:31This is also called rim light or hair light in photography.
04:34And what we want to create is a little bit more lighting on the back side of the object.
04:38In this case, the back side of the object is going to be this area right in here and here.
04:43Where you put that back light is going to be entirely dependent on the camera angle
04:46that you're looking at your objects from.
04:49The back light position in one image may not be the same as a back light position in another image.
04:54In this case, because I want to hit these portions of the object, the place I'm going
04:57to put the backlight is over in this area shining back at my object this way.
05:02So, let's switch to the four-way view and then I'm going to switch my Move tool, and
05:07I've got my fill light selected.
05:08So, I switch to the Move tool, and if I hold down the Ctrl key and drag, I'm making a copy
05:12of that light without making a copy here in the Object Manager. That's another great tip:
05:16you can hold down the Ctrl key and drag in the Editor window to make copies of your objects.
05:21Let's change the name of this new light, and call it Back light. There we go!
05:25Now, the back light, I want to make sure that it's hitting the back of my object,
05:30so let's zoom in here a bit, and I'm going to use the Move tool and bring it in a little
05:36bit closer and adjust the angle. There we go!
05:38I think it's pretty good right about in there.
05:40I want to make sure that that is going to hit the back side of those edges, and I think
05:44it's going to do that.
05:45If we zoom in, you can see that it's pointed right at that back.
05:49So, let's go to the full screen now and then turn this back light off and on and see what it's doing.
05:54You can see that when I turn the back light off, the back edge of the object gets a little bit darker.
05:59And when we turn it on, it gets a little bit lighter, and that provides a little bit more
06:03information for us, from a shape standpoint.
06:05The next thing we want to do is adjust the falloff.
06:08By adjusting the falloff of the light, we'll create a much more realistic behavior in the
06:11light sources and give our scene a much more stylized look.
06:15So, let's go to each of the lights, and I'm going to select all three of them at once.
06:19And under the Details property, I'm going to go to the Falloff option and change them
06:24from None to Linear.
06:26When I do that, you can see, my scene changed dramatically.
06:31That's because my falloff regions are not intense enough.
06:35Let's back out to the four-way view and back out a little bit more in the top view.
06:39You can see that when we added the falloff we got these big circular areas surrounding
06:43our scene, and they're just barely touching our subject here in the center.
06:47That's why our scene got much darker.
06:49So, what we need to do is adjust the radius of this falloff region.
06:53So, we can go here to the Radius, and by scrubbing it outward--I'm doing this for all three lights
06:58at the same time.
06:59I'm going to bring that out to about maybe the 1,500 range.
07:04I don't want to have them out too far.
07:06You can see that now our scene starts to raise in the level of intensity that it is.
07:11Let's actually bring that up a bit more.
07:13Let's go up to about 1,800.
07:14I think that's going to give us a better illumination. Yeah, nice!
07:18Let's switch to the full screen here and you can see that our scene feels a lot more interesting
07:22than it did before.
07:23I'll turn the Linear off for a second.
07:25Let's go to None here and go back to our scene before it was lit.
07:29By bringing that down to Linear, we get a much better representation of the light sources.
07:34One additional component I want to change is the shadows.
07:37Now, I don't want to have all three of these lights casting shadows at the same time. I could.
07:41That would be much more realistic if I did it that way.
07:44But I want to stylize this render,
07:45so I want to have just one shadow source.
07:47So, let's go to the Key light and go to the Shadow option and change the shadows from None to Area.
07:55When we do that, you'll see we get a nice area shadow.
07:57I'm going to up the samples in the maximum sample area.
08:02That's going to give us much less noise out in this zone here.
08:04So let's bring the samples from 100 to, say, 300.
08:07That's going to make the render time a little bit longer, but I think it's worth it, to clean
08:11up that sample area.
08:13The last thing I want to do this render is have these lights visible in the surface of my object.
08:18One of the things about photographing objects in the real world is that the light sources
08:22that you use in your scene are visible in the surfaces of those objects, and that's
08:26what creates those interesting specular highlights and shapes on the surface.
08:30When you do car photography, for example, they position the lights specifically to define
08:35the shapes of the car.
08:36In the case of this 3, I'm going to go to each of the lights, and I'll select all three
08:40of them again at the same time.
08:42And under the Details tab, there is a really great button here that's called Show in Reflection.
08:48I don't want to turn on Show in Render.
08:49If I turn on Show in Render, I'd actually be able to see the lights in the rendering
08:53when my camera could see the light source itself.
08:55I don't care about that right now, so I'm going to go to Show in Reflection.
08:58When I turn that on, you notice how I now have a little bit more pop.
09:03See how I've got these nice highlight edges on my subject?
09:05Let's turn that off for a second so you can see it.
09:08Here it comes off, and when I turn it off, watch these edges right here.
09:13See how those got just a little bit dimmer?
09:15What you're seeing there is not a specular highlight, but a reflection of the light source in the subject.
09:20So, let's turn that on, and it really makes the 3 pop out for us.
09:25So those are the basics of a three-point light setup.
09:27One of the great things is, once you've built one of these setups, you don't have to keep
09:30building it over and over again;
09:31you can save that file as a starting point and use it in a lot of your other projects.
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3. Texturing with BodyPaint
What is BodyPaint?
00:00BodyPaint is a 3D painting application that's actually built right into CINEMA 4D.
00:06It can also be purchased as a standalone application, but you get it for free when you purchase
00:10CINEMA 4D, and every version of the application has it.
00:14I've got this character model here, and there's a texture applied to it, and the texture is
00:18called Spacedude.
00:19And the Spacedude material, if you look at the Basic Properties, has the Color and Specular.
00:24If I go to the Color property, there is a TIF file here, and this TIF file was created using BodyPaint.
00:30When you're texturing objects and you apply textures to the object, CINEMA 4D needs to
00:34look at something called a UVW map in order to determine where the textures show up.
00:39Now, UVW Map is simply a way of describing the texture space on the surface of your model.
00:44When the programmers were making the application, they needed another way to describe the texture space.
00:49X, Y, Z was already taken, because they were using that for the world space, and so they
00:53decided to use the letters U, V, W.
00:55Anytime you hear UVW it's relating to the texture space on the surface of the object.
01:01So, what BodyPaint gives you the ability to do is to arrange the polygons on the surface
01:05of an object in a way that's very favorable to painting.
01:08Now, you can do this manually or you can use a Paint Setup wizard.
01:12I'm currently in the startup layout, which is the normal layout you see when you're working with CINEMA 4D.
01:16I'm going to go to my Layout menu and select BodyPaint 3D Paint.
01:20Now, the layout interface refreshes itself, and now I'm inside of BodyPaint.
01:25If you're opening this file for the first time, you may see different colors on
01:29the Colors tab, and the texture may have an X through it.
01:32That's because I was painting on a file earlier with BodyPaint before I started doing the recording.
01:37So, don't worry about those slight differences in the interface; the file will behave exactly the same.
01:42Unlike the other layouts, the BodyPaint 3D Paint layout and the BodyPaint UV Edit layout
01:48change not only the arrangement of the windows, but they also change the menu structure as well.
01:52You can see that we have a very different arrangement of menus across the top here.
01:56All of these menus are oriented around painting and manipulating the UVs of your model.
02:01Now, what exactly are UVs? Let's take a look at those.
02:04On the Texture palette here, I've got this large gray area.
02:08What I need to do is go to the Material Manager, and you can see the Material Manager has changed dramatically.
02:13It now shows me a list of my materials.
02:15I've only got one in the scene, but then it also shows the channels listed out here horizontally.
02:20I've only got one channel as well.
02:22When I click on that channel, I now see the material displayed in the Texture window.
02:26Now, I'm seeing these lines here, and these are the UVs.
02:30If you cannot see them, go to the UV Mesh menu and tell it to Show UV Mesh.
02:33When you do that, now you can see the UVs, and that's what the UVs are.
02:39As you can see, I've done quite a bit of painting on this model, big blocks of color, and those
02:44blocks of color are associated with different parts of my model.
02:48If I go and look at the Layers palette, you can see that I've broken my texture up into layers.
02:53And these layers I can turn off and on, just like I would inside of Photoshop.
02:57I also have blending modes for the layers.
02:58I can adjust the opacity just like I would in Photoshop.
03:02I've also got brushes like I have in Photoshop, and I can paint on this layer.
03:07If I grab something like, say, a chalk brush, I can come in to my window here and I can paint.
03:13Now, I'm painting with the red color now,
03:15so let's pick a color that's not the same as the color in the background.
03:18I'll go ahead and grab a nice white here.
03:20And now I can paint inside here.
03:23Because I painted outside the UVs, nothing on my model changed.
03:26You can see that it hasn't shown up here.
03:29If I go back to the window--and I'm going to paint something right on his leg. Let's
03:32paint right down his leg here and then go back to the model.
03:35You can see that on the side of his leg, I now have a paint mark.
03:38Let's hit Command+R or Ctrl+R.
03:40You can see that I painted a chalk mark right on his leg.
03:44I can also paint right here in the Editor view.
03:46Let's redraw the window by hitting A on the keyboard, and I can paint right on the surface of the model.
03:52If I orbit around--let's paint something right here on his waist.
03:57I need to put my window into 3D Painting mode, and I'll click on this button here.
04:01And when I put the window into 3D Painting mode, I can paint right on the surface.
04:05And you can see, I'm making this brushstroke, and I'm painting right on the surface of the model.
04:09One of the limitations of painting right on the surface is the way the UVs are laid out.
04:14There's a lot of seams in the UV layout on this model, and there's going to be places
04:17where those seams are problematic.
04:18One of the spots is on his hand.
04:20Let's orbit around here and take a look at that.
04:22When I orbit into his hand, as I paint through here, you're going to see the brush start
04:27to create a straight line there.
04:29Even though this is a chalk, you can see that it's making a straight line.
04:32That's because I'm trying to paint across a seam in the UV mesh.
04:36If we go back to the Texture window and look at the hand, you can see I was painting on
04:40his thumb, which is right there. There's a little bit of it there, and there's a little bit of it there.
04:45We can use something called Projection Painting to correct that.
04:48Now, all of the movies in this chapter are oriented around getting you up and running
04:52quickly, but keep in mind that BodyPaint is a complete application built into it.
04:57It has got a lot of the functionality of Photoshop, plus a lot of additional functionality for
05:01manipulating the UV mesh.
05:02It is incredibly deep and way beyond what we can cover in an Essential Training course.
05:07But don't get discouraged. Play around with it, and you're going to have a lot of fun,
05:10and you'll have total control over the textures that you create for your models.
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Starting with the Paint Setup Wizard
00:00The first step in the process of working with BodyPaint is to optimize the UV mesh of the
00:04object you want to paint on.
00:06This can be a very time-consuming process, but fortunately, BodyPaint has a great Paint
00:10Setup Wizard that will automate a lot of the process for you and give you pretty decent results.
00:15I've got the Spacedude character here and I want to optimize his mesh and create materials
00:20that I can paint on.
00:21Now, before I run the Paint Setup Wizard, the first thing I want to do is to create
00:25a new material that's going to hold the textures that are created when I actually execute the
00:29Paint Setup Wizard.
00:30So in the Material Manager, I'm going to double-click to make a new material, and let's call this
00:34material Spacedude.
00:38Let's apply the Spacedude material to the Spacedude mesh.
00:42Now that we have our material applied, let's switch our layout over to BodyPaint 3D Paint.
00:46Now, if you're already in the BodyPaint 3D Paint layout, then you don't need to do this
00:50step, but I'm going to switch over to that layout.
00:52Now that I'm in the BodyPaint layout, there is this great button right here, the Paint Setup Wizard.
00:56Let's go ahead and click that.
00:58We're presented with a dialog box, and it's asking us, what objects and materials would
01:02we like to work on?
01:03You can see it's listed out all of the objects.
01:05And if I uncheck one, then it unchecks all of them.
01:08So, I'll leave the Spacedude Mesh checked.
01:11And then in the Materials, you can see, there's my Spacedude material checked as well.
01:15If you have multiple object hierarchies in your scene, then you're going to want to turn
01:19off the ones you don't want to paint on and only create materials for the ones that you want to.
01:23Now, because I only have the Spacedude in here, I can leave everything checked.
01:28Now that I've got all my checkboxes taken care of, I'll hit the Next button, and this
01:32is going to ask me what type of UV Setup I'd like.
01:35For most of the things that I do, Optimal Cubic Mapping is just fine,
01:38so I'm going to leave those defaults alone. Let's hit Next.
01:41Now it's asking me, what material channels would I like to create, and how large would
01:45I like to create them?
01:46I'm going to leave it on Color for now, and I'll leave the color gray.
01:50If I click on this swatch, I can be presented with a base color to make everything, and I'll
01:53leave it on gray for now, and I'll hit OK.
01:55For now, I'm just going to create the color channel, but just know that I could come back
01:59and create more channels anytime I wanted.
02:02You're not limited to just working with color if all you created was color here.
02:06Over on the right-hand side of the window, it is asking me, how large would I like to make my texture?
02:10BodyPaint is a bitmap application, just like Photoshop.
02:13You're going to be creating a TIF file from the end of this process, and that TIF file
02:17is resolution-dependent.
02:19The best advice I can give you is to create the texture as large as you can stand, based
02:23on the resolution that your finished output is going to be.
02:26The last thing you want to do is to make your material too small.
02:30It's much better to have too much resolution than too little.
02:33For the purposes of today, I'm going to create a TIF that's going to be a maximum width or
02:37height of 3,000 pixels.
02:40Once I click Finish, the Paint Setup Wizard quickly runs through its process and presents
02:44me with this dialog box, giving me a summary of what it did.
02:46You can see it created a texture called Spacedude, Color, and it's 2741 x 3000.
02:53There's that maximum value.
02:54Now, I'll hit Close, and here I am, in my document.
02:57Now, what has actually happened here?
02:59What's actually happened is that in the materials--let's go to the Material Manager here, and
03:04click on the materials to look at the Material options.
03:07In the Color channel of this material, Spacedude, it's created the Spacedude_Color.tif.
03:12Now that I've run the wizard, this Spacedude_Color.tif file is being stored in memory.
03:17Before we do anything else, we need to save our document.
03:20I'm going to go to the File menu and do a Save As, and then I'll navigate to the Wizard
03:27subfolder in the exercise files, and I'm going to call this one wizard-WORKING and hit Save.
03:34And it's going to ask me, do you want to save the changes to the textures as well?
03:38And I say yes, I do.
03:40And now my images are saved.
03:42Now, let's hide CINEMA 4D and take a look at what happened out in the Finder.
03:47Now, here I am in the exercise files folder, and you can see I've got, in my Wizard subfolder,
03:52there is my Spacedude_Color.tif file that got saved out.
03:56That wasn't there until I just saved.
03:58So, let's move back to CINEMA 4D.
04:00Now, the next thing we want to do is take a look at the UV mesh.
04:04Up here in the interface is the Texture tab.
04:07Let's click on that. And we've got this large gray area here.
04:10What we want to do is first select the material in the Material Manager and then go to the
04:16UV Mesh menu and tell it to show UV mesh.
04:19When we do that, we see some lines that correspond to the polygons on the surface of our object.
04:24And you can see they've been arranged in a very specific way.
04:27And this enables us to paint on our model.
04:29Now, it's left me with the Brush tool active. I can actually click and paint anywhere in
04:35this layer, and I just drew a line across my object,
04:37and look what happened. In the Editor window,
04:40you can see that I actually drew a line across my object here too.
04:44Any painting that I make in this window here shows up on my model in the Texture window as well.
04:49You can see, there are those white lines that I painted.
04:52Now, in the Layers palette, I've been painting on the background.
04:54I'm going to undo those changes, Undo, and Command+Z or Ctrl+Z until we get rid of all that stuff.
05:00So you can see the Paint Setup Wizard has done a pretty decent job of arranging the UVs on our object.
05:05If I were doing a super-high resolution mesh that was going to be for film quality, I would
05:10normally want to do the layouts myself manually.
05:13But for most purposes, especially in motion graphics, the UV Paint Setup Wizard will give you a great result.
05:18
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Working with material layers
00:00BodyPaint is a full-fledged image editing application, and it works on a concept of layers
00:05just like Photoshop.
00:06In fact, you'll see a lot of the same types of commands in the menus that you would see
00:10in Photoshop, and it has full Photoshop integration.
00:13You can import your files from Photoshop right here in BodyPaint, and you can save your files
00:17out for Photoshop from inside the BodyPaint.
00:19Now, I'm in the BodyPaint 3D layout, so if you're not there, go ahead and get there already
00:23by going to the Layout menu and selecting BodyPaint 3D Layout.
00:27I've got my layer start file open.
00:30Let's take a look at the Layers palette.
00:33Right now, we don't have anything showing in there.
00:35That's because I need to select my material.
00:37So go to Material Manager and click on Spacedude, and this little icon right here shows us what
00:43channel we're going to be painting in.
00:44And in this case, it's the Color channel, and it's showing me the state of the Color channel,
00:48which right now is just gray.
00:49Now when we go back to the Layers menu, you can see that there's our background layer.
00:53If I click on the Texture window, I want to select my layer again.
00:58So I go back to Materials, click on that, and then it's going to show me my layer here in
01:03the Texture window.
01:04Then I also want to show the UV mesh.
01:06Let's click on that and go show UV Mesh.
01:08Now, the UV mesh is great to have because it shows you a reference of what it is that
01:13you're going to be painting on.
01:15All of these polygons correspond to polygons on the surface of our object.
01:19Before I do anything, I'm going to create a new layer to paint on.
01:22In Photoshop, I don't normally ever paint on the background; I like to paint on layers.
01:25That gives me a lot of flexibility if I want to go backwards and adjust things, and BodyPaint is no different.
01:31Let's go to Layers palette and in the Functions menu,
01:34let's go to New Layer.
01:36Once we've run that, you'll see we have a brand new layer.
01:39Let's call this layer Eye bar.
01:43This area of polygons right here corresponds to the face of our guy.
01:48Now, how can I tell that?
01:50If I go back to the perspective view, then I orbit around my object and select my Paintbrush
01:56tool, and I'd paint right here on his face--
01:59just do a little squiggle there.
02:01Let's go back to the Texture menu.
02:03You can see that that squiggle drew right there on those polygons.
02:06That's how I can tell that these polygons are associated with the face of my model.
02:09I'll undo that. Command+Z or Ctrl+Z.
02:12Now that I know where I'm going to put the pixels that I need to create, I'll zoom in on that area.
02:16I'm holding down the 2 key and dragging.
02:18And let's hold on the 1 key to pan over, and you can use the same controls that you'd use
02:23in the orthographic views.
02:25You can zoom in there.
02:27Now, I get my Rectangular Selection tool.
02:29And let's draw a rectangle, and you notice that we're in the Eye bar layer. And I'm going
02:33to draw a rectangle and rough it out.
02:37I want to try and get it pretty close to centered up on this middle line here, and drag that
02:42selection over just a bit.
02:44Now, if you click over to the perspective view, you can see that you have marching ants
02:48here, just like you have marching ants in the texture view.
02:51Let's go back to the Texture window, and I'm going to go to the Edit menu and set it to Fill Layer.
02:56And when it does, it's going to fill layer with whatever color is here in the foreground
03:01of the color chips.
03:02If I click on that it's going to bring up the Colors palette.
03:05It was selected with white right now, and I think that's going to be okay for now.
03:09I know I can always come back and change it, but I think let's change it to black.
03:16Our superhero is going to have a red base with yellow accents, and I think a black bar
03:20for his eyes will look pretty cool.
03:22So let's select black here and go back to Edit and then Fill Layer.
03:25And now we've got our layer filled with black, I can deselect that just by clicking anywhere.
03:30So we've got our Eye bar in place, and when we go back to the view menu, you can see there's
03:34our Eye bar in position here.
03:36Now, this is a pretty low-res preview based on the Editor window, and you should never
03:39really trust that.
03:40So I'm going to hit Command+R or Ctrl+R, and you can see that it renders out just nicely.
03:45Let's hit A on the keyboard and redraw the frame and orbit around just a bit.
03:50Now we can go back to the Layers palette.
03:51Let's create one more layer.
03:53And this layer is going to contain the color that's going to be the base for our superhero's costume.
03:58So I'll go into the Layers palette and go to the Function menu and do a new layer and
04:02I'll call this one layer Color base.
04:06Let's drag it down below the Eye bar. Oops, not to the right.
04:09It's made that a layer mask.
04:10I'll undo that--Command+Z or Ctrl+Z--and I want to drag it all the way down underneath.
04:16Let's make one more new layer here and call that layer Accents.
04:23And that's going to be for all the accent color, the color that's going to be on his
04:26gloves, in his boots, and his pants.
04:29Let's drag that accent color down above the color base.
04:33Oops, I put it accidentally below the color base.
04:35Let's move it up one layer.
04:37By dividing all the colors up into different layers, that gives us a lot of control when
04:41we want to go back and change those colors later on.
04:43So you can see, BodyPaint is a full-fledged imaging application, and it gives you tons
04:48of flexibility.
04:49Now that we've got our layer set up, we're ready to paint.
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Painting on objects and textures with brushes
00:00BodyPaint is a complete image painting program, and it's got a great set of brushes and controls
00:05for painting on the surface of your object, and that's just what we're going to do right now.
00:10I've got the Painting Start File open, and this is where we left off in the last movie.
00:14Let's take a look at the layers.
00:15If I go to Materials palette and select the material and go back to the layers, you can
00:20see that we've got several different layers here based on the elements that we're going
00:24to be painting in our scene.
00:27And right now these layers are all empty, but we're going to start filling them up with paint.
00:31Let's go to the Accents layer. Make sure you highlight that right now.
00:35And there's a couple different ways to paint in BodyPaint.
00:37I'm going to select the brush.
00:39And then I'm going to choose a brush.
00:42Under the Brushes palette, there are a bunch of presets.
00:45If I twirl open the BodyPaint 3D folder,
00:48there's a BodyPaint Presets folder and a Brushes folder and then a whole bunch of subfolders underneath.
00:54All these brushes are there for you to use. The hardest part is choosing which one.
00:58Our hero is going to have flat blocks of color on his arms and torso and legs that blend
01:03into his base color with a little bit of a chalk-brush pattern.
01:05So, to start off by painting, we're going to paint the accents in with a large block
01:09of color so, we just need a really basic brush.
01:12Underneath the standard tools, I can get just the regular Airbrush and I can go the Airbrush
01:16Properties and adjust them.
01:18Let's bring that window open here.
01:19I'm going to enlarge that up just a bit as well.
01:23I'm going to change the Hardness and bring that up, Intensity.
01:27I'm also going to adjust the Spacing.
01:28You may have noticed that these controls are very similar to what you'd see inside of Photoshop.
01:31I'm going to bring the Spacing down to 1 so that I have a nice smooth brush.
01:35Now, I can go in and start painting.
01:37Now, I could paint right on the surface of my object.
01:39You can see that my brush is a little bit small.
01:42There's a great keyboard shortcut for adjusting the size of your brush, and that's the middle mouse button.
01:46If you click and hold the middle mouse button and drag to the left or right, you'll be adjusting the size.
01:52Up and down adjusts the pressure.
01:55But for now, I'm going to drag to the right and enlarge my brush quite a bit.
01:59Next, I want to choose a color to paint with, and the accents on our hero are going to be
02:03yellow, so let's go to the Colors palette and just raise that up a bit.
02:07And let's choose a nice yellow that has a little bit of red in it.
02:11That's pretty good and a very fully saturated.
02:14Pull some of that red out there. There we go.
02:17And now I'm ready to start painting.
02:19If I paint on my object in this window, watch what happens.
02:22You notice that there's some lines happening, and it stopped right there in the thumb.
02:26You can see as I was painting across that I've got this hard edge right here.
02:31That hard edge is caused by the seams in the UV mesh.
02:34Let's click over to the Texture window and see what happened when we paint it.
02:37Now, you notice, even though I painted in one spot on my model, the paintbrush painted
02:42in three spots over here in the Texture window. That's because all of these polygons that
02:46I have represented here were in the view that I painted on,
02:49and so it re-created those brush strokes here.
02:52That hard edge that I spoke about is actually right here on my model.
02:56There's that spot on his hand that created that hard edge.
02:59You notice there are no adjoining polygons out here, and so it didn't know what to do,
03:03how to display them, so it doesn't display anything.
03:05One of the problems with using the UV Paint Wizard is that it doesn't always give you
03:09a super-clean mesh to work with when you're done with the UV Layout.
03:14You can do a lot of great things with this UV Layout, but it does create some problems
03:17when you're painting directly on the model.
03:19Now, you can solve a lot of that with something called Projection Painting, and we'll talk
03:22about that later. We'll use that to clean up our seams.
03:24But for now, instead of painting on the model, we're going to paint here inside the Texture
03:28window and then check our work on the model.
03:30So, I'm going to undo, Command+Z or Ctrl+Z to get rid of those brushstrokes.
03:35And then what I'm going to do is start to paint my blocks of color.
03:37I know that my hero is going to have some shorts on,
03:40so let's go in here and zoom in on the texture.
03:43I'm using the 1 and 2 keys to navigate in.
03:46And I'm going to paint something on his torso here.
03:48So, let's go ahead and paint right across here and then give him some shorts.
03:54Let's check our work in the texture view.
03:56You can see that I've got a good start on his short right there.
04:01Rather than having to click back and forth between the texture view and the View panel,
04:04what I can do is undock the View panel and dock it next to the texture view.
04:09The way I'm going to do that is by right- clicking on this little gray grid and going Undock.
04:14That undocks my view panel.
04:16And now I can take it and park it next to this window.
04:18I'll take the same little grid of dots and drag to the right of the texture view.
04:23When I let go, I now have both of these views side by side.
04:27Now, I can paint here and see the result here in the Editor window.
04:31So, now I can see that these polygons represent the side of my guy.
04:35And you notice that there's a series of lines here.
04:38Those lines correspond to the lines that wrap around my object, and I'm going to paint right about here.
04:45That's going to line up with that guy.
04:47And I'm not going to worry about that I've got an offset here.
04:49You notice if I zoom in, you'll see I've got that little offset right there.
04:52That's because there's a difference in the height between the polygons here and over here.
04:56And that's okay.
04:57I'm going to go down and paint just a little bit on his leg too, and go down.
05:02That's pretty good.
05:03I'll do the same thing over here, and paint down about the same distance on this leg.
05:08And that's on the outside.
05:10Now, I can do the inside of the leg, which is this area here, and I'll paint down on the
05:14inside of his leg and paint there. Not bad!
05:18I'm not going to worry too much about whether or not to get the areas even or not.
05:21This is going to be a very organic sort of costume, and they don't have to be super precise.
05:26Then I'll paint on his leg this way.
05:29Here's another one right there.
05:32Let's get that one right there. That's on the backside of one of his legs.
05:36Be careful that you don't accidentally paint into an area right there.
05:39I'm going to undo that, Command+Z or Ctrl+Z, and paint just in that area right there.
05:45Let's back out a little bit and see if there are any other parts of his leg that we missed.
05:49And I think that I've got them all here, but now you can see that if I orbit around, underneath,
05:54in his crotch area, that I don't have anything painted there.
05:57So, what I'm going to do is paint right in this area.
05:59Let's zoom in and I'm going to use my middle mouse button to get a smaller brush.
06:05And now I can paint right here on his crotch.
06:09And let's go ahead and fill in all this detail. There we go.
06:16You can orbit around a bit.
06:20Yeah, that's pretty good right there.
06:21And we can paint these polygons here.
06:23I want to be careful about where I paint.
06:26Now when I paint something here, let's paint something right on his bottom, and see where
06:29it made that mark.
06:31And so you can see, there are the polygons that are associated with both the crotch and
06:34the butt area, and so let's zoom in on that.
06:38And now I can paint this block of color as well, and I'll be filling that in nicely. There we go.
06:43Let's see where this area is.
06:45I'm going to put a dot right there. Boom!
06:48Let's back out and see where that dot is.
06:51There it is, over there.
06:52So, you can see that this area here goes right up from his bottom all the way up his back.
06:58I want to be careful about where I paint, so let's paint right across his back right here.
07:02That's a little too high.
07:03Let's go down a level--there we go--
07:06and then fill in all that color right there. Nice!
07:09And you can see I am missing some polygons right there, so let's go in and paint right on that.
07:16There we go, nice!
07:20Let's back out a bit and see what's next.
07:23Next up is the legs, and before we go any further, let's do a quick Save As.
07:28I'm going to do a File > Save As, and we're going to call this one painting-working.
07:33Now, when we do this, it's going to overwrite the Spacedude_Color tiff file that's already in our folder.
07:41Don't forget that you can go back to the previous movie's exercise files to get the starting
07:44point for this file, in case you mess this up.
07:47So let's type in WORKING here.
07:51It's going to ask me, Do you want to save the changes to the textures? Yes, I do.
07:56Now, I can go in and start painting again.
07:58Let's figure out his legs next, and let's go in and grab the blocks of color on his leg.
08:04And I'm going to paint a little bit low.
08:05Let's go right here and see where that showed up at.
08:08That's probably on the inside of that leg, and that's pretty good.
08:11I'm going to paint across his leg that way.
08:14That's probably on the backside of that same leg.
08:17And now I can fill in those blocks of color right there.
08:20Let's just go in and paint and then get that going.
08:23I want to be very careful about accidentally painting on other areas.
08:27And let's do the same thing right here. Let's go there.
08:31I could use the Selection tool and do a rectangular selection around that area too, but painting works just fine.
08:37Now, I'm going to go on this leg and paint down up a little bit lower and fill in that block of color.
08:45Let's grab that.
08:47In fact, I think I will use my Selection tool.
08:49Let's go back to the Rectangular Selection tool and grab a rectangular selection there
08:53and then we'll do a fill layer.
08:55So, go to the Texture View Edit menu and do Fill Layer and that's going to fill it.
09:00And we will do the same thing over here.
09:02Let's draw a rectangular selection around that right there.
09:05And then let's move that down just a bit and over. There we go!
09:09And do Edit > Fill Layer again, and you can see that's working just fine.
09:13Don't worry that they're offset a little bit.
09:15I'm going to do the same thing over here and grab those polygons right there and do an
09:22Edit > Fill Layer. Nice!
09:24Let's see what that did.
09:26That should have done on the front, and it did.
09:28And now I can go over and find those polygons on his leg.
09:32There they are, over there. I'll draw a rectangle on that one.
09:35And then I'll hold down the Shift key and draw another rectangle
09:39that right about there, on that one.
09:41Let's grab it a little bit more, holding down the Shift key to add to the selection.
09:44Let's go to Edit > Fill Layer one more time.
09:47I got that going.
09:49Now, I need to figure out where these polygons are,
09:52so let's get the Brush tool again and put a dot right there.
09:55Now, when I painted, nothing happened, and that's because I still have my Selection going.
09:59I can't paint anyplace except inside the marching ants.
10:02Let's go to do the Select menu and Deselect All.
10:05And then let's paint a little dot there and see where that dot is, and you can see it showed
10:08up right there, so I can get my Selection tool again.
10:11And let's also paint a dot on this one right here, and then a dot right there, and then
10:17a dot right there.
10:19Okay, we're good to go with those.
10:22So let's make a selection.
10:24We'll fill all of that with color.
10:26And then go to the Edit > Fill Layer.
10:32I think that's pretty good.
10:36Last up are the hands.
10:38The hands are going to be a little bit tricky, because they're much more broken up than the
10:42rest of the object.
10:43So, what we'll do is start off by grabbing blocks of color for these parts of the hands.
10:48We know these are the hands here.
10:50So, let's grab those. Let's grab this one right here. And I'm going just with the second
10:57line, just about there.
10:59And let's do another one for that right there.
11:04Pretty good, and then let's do another one for that one right there.
11:08And notice as I make my selections here, I get selections on my object here in the Editor window as well.
11:15And I'm going to draw a selection around this part of his hand as well.
11:20That's going to be on his other hand, probably.
11:22Oh no, it is on that hand.
11:25And I can draw a rectangle around that area right there.
11:28I know that's part of it. And I'll do the same thing right here.
11:33And every place I draw, I can see that it's filling those in with marching ants as well.
11:40Now, I'm not sure where these other polygons are.
11:43Now, I'm going to accidentally screw this up on purpose.
11:46You want to be really careful.
11:47If I try and draw a rectangular selection here inside the viewport, you'll notice it's
11:51going to completely screw up my marching ants.
11:54And if I try and undo that selection, then it really doesn't redo the selection correctly,
11:59so be very careful.
12:00Now what I need to do is go back in and fill those marching ants in over here.
12:04And I know that these are all hands over here,
12:05so I can just hold down the Shift key and grab all those polygons.
12:09Let's undo that. Command+Z or Ctrl+Z.
12:11I want to grab just these guys.
12:13And so, I'm going to hold the Shift key down and grab those polygons right there. Very good!
12:21And then grab those polygons right there and then these polygons here.
12:26Let's arrow over, grab those guys, since they're missing.
12:31And then I think we're good.
12:35I think also I need to have those polygons right there.
12:39And before I go on any further, I think that's good.
12:41Let's go ahead and fill this section.
12:43So, I'll go Edit menu, Fill Layer, and now I've got that color blocked in.
12:47Now, I can figure out where these polygons are on his hand.
12:51And actually, the easier thing to do is just to go zoom in on this area and then grab the
12:57Brush tool and just start painting.
12:58Let's deselect, so go to the Select menu in the texture view and Deselect All
13:02and then just paint in that texture. There we go. Nice!
13:09That fills in nicely.
13:11You want to be very careful, when you're painting in a viewport like this.
13:16I don't want to accidentally paint on his head.
13:18So, I'll just go here and paint like that, and then let's orbit over to his other hand.
13:25Oh, it looks like I missed a spot right there.
13:30I can see that, most likely, these polygons are with his hand, and you can see, as I hover my
13:34brush over, I can see that they are in fact part of his hands, so I'll just go ahead and
13:37paint those guys right there.
13:39And I think those are his hand as well.
13:41Yup, they are, so I can paint right in there as well.
13:49And let's get the last little bit.
13:51It's probably that area right there.
13:57I think that last little bit is some other place on his body. In fact, let's fill
14:03that with yellow and see where that shows up at.
14:05You can see there, that's the tip of his shoulder right there, so let's Undo. Command+Z or Ctrl+Z on that one.
14:11Looks like also I accidentally bled over on his shoulder a little bit. Oh, no I didn't. I'm good to go.
14:18There we go!
14:19As you can see, this process is a lot like working in Photoshop, with the added benefit
14:23of being able to see a real-time representation of what's happening on your model.
14:28Now that we've got our blocks of color in place, we can go back and fine-tune with Projection Painting.
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Hiding seams with projection painting
00:00With the color accents on our superhero blocked in, you can see that we've got some uneven
00:04spots where the UV Map didn't quite line up with the selections that we made.
00:09We're going to fix that with something called Projection Painting.
00:11Normally, when you paint on the surface of a 3D object, BodyPaint is creating a one-
00:15to-one relationship between the brush and the texture view.
00:18Now, this works fine until you get to the point on the model where there's a seam in the UV mesh.
00:24What Projection Painting does is allow you to paint from a particular point of view onto
00:29your model, and CINEMA 4D automatically adjusts for the camera of angle in the UV mesh.
00:35Let's see an example of that. I'm going to switch to my Brush tool.
00:39Then I'm going to go to my Layers.
00:40I can't see any layers here.
00:43That means I don't have a material selected.
00:44So let's go to the Material Manager, click on our material, and then go back to the layers.
00:48And you can see that we're going to be painting in the Eye bar layer, and that's not where
00:51we want to paint. Let's click on the Accents layer and we're going to paint in the Accents layer.
00:56Now, we can go out into our viewport and do some painting.
01:00So, let's dolly in a particular area of our model.
01:03Let's go in on his left arm here and zoom in on that area.
01:06Now you can see that there is a gap in the brush as I arrow over. That's where a seam appears.
01:12You can see how the Brush gets cut off, and then it magically jumps to the other side.
01:17That's what the problem with painting directly on the model entails.
01:19Unless you get a truly good layout of your UVs, you're always going to get this problem
01:24where there's seams.
01:25And so Projection Painting corrects for those seams by allowing you to paint directly on
01:30the model from a particular angle, and then it automatically adjusts inside the texture.
01:35So, the way you activate Projection Painting is by clicking on this icon right here.
01:40Let's enable that.
01:41Now, when we did that, notice what happened to our layers.
01:43You see that it turned all of our layers into this one master layer called PP layer; that
01:48sounds for Projection Painting layer.
01:50When I uncheck Projection Painting, it goes back to our layers.
01:53Whatever Projection Painting that you've done will get mushed back onto the layer that
01:57you had selected before you started painting.
01:59So it's crucial that you select the correct layer before you start your Projection Painting.
02:04So, I'm in the Accents layer, so I'm good to go there.
02:07Let's switch over to Projection Painting and let's try a paintbrush.
02:10Notice how my paintbrush is no longer jumping across the scene.
02:13Now, when I click and drag across my object, you see it's going to make a brushstroke on there.
02:18And look what happened. It made a perfectly smooth brushstroke.
02:21Now, let's see what happened inside the texture.
02:23Let's go to the Texture window, and in your Materials, if you click on the material, it's
02:27going to bring that up here.
02:28Now, in case your UV mesh isn't showing, you can go to the Show UV Mesh command right there.
02:33And it painted on our object, and there's the mark that it made right down there.
02:37Let's go and take a look at that.
02:40And you can see, it actually made the mark here and it made the mark here.
02:44But notice on this one, it's not quite the same round brushstroke that it is down here.
02:49That's because the projection smeared it across this edge.
02:52Let's take a look at what that means in a more extreme example.
02:55I'm still in Projection Painting mode.
02:57I'm going to paint right across the top here.
02:59Now, watch what happens.
03:00When I paint a brushstroke across the top edge, everything looks fine until we orbit
03:05around to right here. Look what happened.
03:08It stopped that brushstroke on the top edge where the projection passed beyond the view of the viewport.
03:14Let's do it one more time. I'm going to projection-paint right here, and you're going to see a little bit of smearing as well.
03:21Let's orbit around here.
03:22You can see that as I orbit around, I've got a little bit of smearing on that edge too,
03:26and so that's another gotcha with projection painting.
03:29If you've got a really large brush and you're painting a rounded object, you're going to
03:32get smearing on the edges,
03:33so you want to be very careful about where you paint.
03:35Let's undo. Command or Ctrl+Z a few times.
03:39We get back to before we made any brushstrokes.
03:44So now we're ready to actually do our painting, and the brush that we're going to use is not
03:47this regular brush, we're going to use a nice chalk brush to kind of give a really cool
03:52gritted edge to these.
03:54So, let's go to the Brushes palette.
03:57And inside the Body Paint Presets folder, in the Brushes, under the Standard tools, is
04:02this Chalk Brush right here.
04:05We're going to grab that Chalk Brush, and when we go to the Brushes option, you can
04:11see, that's the image that we're going to be painting on our object, and it's going to
04:14give us a really nice gritty texture.
04:16You can see that Projection Painting has given me a really, not a bad brush size I think
04:21for that. If I wanted to, I could adjust the size a little bit, but I think that's going
04:24to work out nicely.
04:25So what I want to do now is work my way around this seam and just brush in a nice uneven
04:31chalk line to create a transition from the glove to the character's arm.
04:36Let's go back in and just start to paint a little bit on here.
04:39And it doesn't really matter. That's one of the nice things about here.
04:41The one thing I want to do is cover up that straight line, but keeping everything else
04:45in line really doesn't matter.
04:46And in fact, the less even it is, the more interesting it's going to look.
04:52I'm doing an orbit around.
04:59Now, if you want to check your work, a great thing to do is to do this button right here,
05:04which is the Raybrush Render View.
05:06When I click that, it's still in Projection Painting mode, but it's rendered the view
05:11so that I can paint on a rendered image, as opposed to the viewport.
05:14Now, watch how I actually get to see what I'm painting here. That's really great!
05:19One of the downsides of this is that when I get to a point where I need to turn, as
05:24I orbit around, it doesn't automatically Raybrush again, so I've got to click that button.
05:28And now, I'm painting in the Ray Render View.
05:34Let's orbit around again.
05:36Let's do a little click and then paint some more.
05:40I want to be careful about painting with too large a brush,
05:46so I think I'll stick to this brush size.
05:47I think I've done a good job on that arm.
05:49Let's back out a little bit.
05:51And now we can move over to the other side.
05:55Let's work on this arm here, and we'll go and do a Raybrush Render View.
06:00Let's do a little orbit around and then Ray Render.
06:06I think that looks pretty good on his arm.
06:09Now, we can transition down to his torso and start fixing that seam down there.
06:15Remember, there's no right or wrong answer here.
06:21The only thing you want to do is make sure that I cover up that hard edge.
06:27You notice that I'm clicking and dragging in one direction, as opposed to wiggling my paintbrush.
06:31That way, I end up with nice straight brushstrokes, as opposed to any curvature in them.
06:36That's going to give, I think, a better look.
06:40Let me undo those two last two brushstrokes for a second. Command+Z or Ctrl+Z on the keyboard.
06:48You can see, this is a great example of that smearing that I was talking about.
06:52One of the brushstrokes that I made on the other side was at a curvature point, and it
06:55smeared all the way across.
06:56So I've got to fix this for sure.
06:58I'll fix that by just painting in, and I'll create a nice little transition there.
07:03I can erase that, but I don't think it's necessary because once again, I'm not trying to create
07:08a nice even line. I'm trying to create some unevenness.
07:12I'm going to get rid of that line there and then do some straightness in there. There we go!
07:19I think that's pretty good.
07:21Let's back out a bit and take a look at our handy work. Not bad.
07:25Now, we can focus on his legs.
07:28We're going to do the same process down here.
07:33Let's just keep on projection painting.
07:36Let's move on to his other leg.
07:38Now, I think we're ready to move on to his feet.
07:42Let's start with his left foot.
07:45I think now we can move on to the last leg.
07:50Be very careful about smearing on these legs; they're very round objects, and this is a
07:55place where you can get a lot of smearing if you're not careful.
07:58I will paint right there.
08:00You can see I did get a bit of smearing on that spot, so I'll just cover that up.
08:03If you see any spots that you missed in the model, you can always touch those up at this point too.
08:08There we go! I think we've just about got all the seams covered up.
08:12And you can see, we've got some really nice uneven transitions from the yellow of the
08:16accent part of its costume into the rest of his body.
08:19Now, we can fill the layer that's going to be the rest of the base color for his costume.
08:22So, we go to the Layers menu, and you can see it's still in Projection Painting mode,
08:27so let's go ahead and commit the Projection Painting by unclicking this object right here. When we click that,
08:32now all of our Projection Painting got committed and burned into this Accents layer.
08:38Now we can go to the Color base layer and fill it with the red color that's going to
08:41be the underlying color of his costume.
08:44Let's go to the color palette, and let's pick a nice red color.
08:47I want a good deep red.
08:49Let's bring it down into more of the vermillion range.
08:54I think that's pretty good right there.
08:56Now, we can go back into the Texture view and go to the Edit menu and do a Fill Layer.
09:02That's going to fill our layer with that deep red color, and then when we go back, you can
09:05see there we've got those great yellow accents on top of that red texture.
09:09Body Paint is a complete application inside of CINEMA 4D, and it's really the best way
09:15to get total control over your textures.
Collapse this transcript
Conclusion
Exploring what comes next
00:00That's it for CINEMA 4D Essentials: Materials, Texturing, and Lights.
00:04In the next course, CINEMA 4D Essentials: Rendering and Compositing, we'll explore how
00:08to get your images out of CINEMA 4D and into a compositing program like Photoshop or After Effects.
Collapse this transcript


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