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CINEMA 4D: Designing a Promo

Setting up shot 4 to render in two passes


From:

CINEMA 4D: Designing a Promo

with Rob Garrott

Video: Setting up shot 4 to render in two passes

Shot004 we divided into two separate project files. So in this movie I am going to start off with a shark, because that gets the exact same render setting except for the frame range and file save information as the previous shots with sharks in them. So let's open up our starting point which is under the File menu > Open and navigate to the shot-004- shark-lighting_END file. I'm going to first add an Object Buffer to the Shark parent. So I right-click on that and go to CINEMA 4D Tags and then Compositing and make sure and activate Object Buffer 1 under the Compositing tag Object Buffer property.
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  1. 5m 8s
    1. Welcome
      1m 7s
    2. Using the exercise files
      1m 24s
    3. Overview of the project template
      2m 37s
  2. 11m 12s
    1. Creative brief
      1m 57s
    2. Sketches and script
      3m 8s
    3. Understanding the graphic animation process
      6m 7s
  3. 25m 5s
    1. Understanding the animatic process
      2m 15s
    2. Importing sketches into After Effects
      6m 20s
    3. Timing out the animation
      10m 4s
    4. Adding onscreen timecode for reference
      6m 26s
  4. 40m 2s
    1. Creating text and logo elements in Adobe Illustrator
      6m 44s
    2. Importing Illustrator elements into Cinema 4D
      8m 24s
    3. Creating guide planes for modeling a rough shark
      6m 13s
    4. Creating a rough shark model
      12m 14s
    5. Preparing a dummy rig using a Spline Wrap object
      6m 27s
  5. 53m 17s
    1. Setting up a project file for the cameramatic
      6m 15s
    2. Animating the rough shark using the Spline Wrap object
      5m 14s
    3. Animating the camera
      6m 8s
    4. Duplicating an animated rough model to create a school of sharks
      11m 4s
    5. Creating a preview movie and importing it into After Effects
      5m 45s
    6. Assembling the cameramatic
      8m 34s
    7. Fine-tuning the cameramatic timing
      10m 17s
  6. 1h 9m
    1. Preparing for the modeling process
      6m 7s
    2. Outlining the shapes using the Knife tool
      9m 50s
    3. Creating the mouth using the Extrude tool
      10m 40s
    4. Adding eyes using the Symmetry object
      9m 57s
    5. Creating fins using the Extrude tool
      7m 11s
    6. Creating the tail and dorsal fins using the Extrude tool
      10m 38s
    7. Creating gums using the Symmetry object
      6m 45s
    8. Creating teeth and finalizing the model
      8m 6s
  7. 15m 5s
    1. Understanding the rigging process
      2m 0s
    2. Opening the shark mouth using the Morph tag
      5m 9s
    3. Using XPresso to link the jaw to the Morph animation
      7m 56s
  8. 33m 25s
    1. Using BodyPaint to prepare the model for texturing
      8m 22s
    2. Applying color to the shark using BodyPaint
      6m 45s
    3. Giving the shark character by painting in the diffusion channel
      5m 29s
    4. Roughing the surface using the bump channel
      4m 34s
    5. Texturing the eyes
      3m 51s
    6. Texturing the teeth and gums
      4m 24s
  9. 21m 24s
    1. Replacing the rough shark model in the intro shot with the finished model
      6m 47s
    2. Replacing the rough shark model in the transition shot
      3m 43s
    3. Replacing the rough shark model in the hero shot
      4m 28s
    4. Replacing the rough shark model in the end page shot
      3m 42s
    5. Updating the cameramatic with the final animation
      2m 44s
  10. 50m 27s
    1. Creating an underwater look using Global Illumination and atmosphere
      9m 47s
    2. Lighting the objects and creating shadows
      6m 54s
    3. Shading the text using materials
      6m 28s
    4. Creating a reflective floor for the underwater scene
      3m 58s
    5. Lighting shot 1: Copying and pasting a lighting setup from another project
      5m 49s
    6. Lighting shot 2: Pasting a lighting setup and making adjustments
      3m 57s
    7. Lighting shot 4: Separate elements in a shot (the shark)
      3m 13s
    8. Lighting shot 4: Separate elements in a shot (the text)
      10m 21s
  11. 22m 7s
    1. Preparing shot 1 for rendering to After Effects
      6m 20s
    2. Preparing shot 2 for rendering by saving and using render presets
      4m 45s
    3. Preparing shot 3 for rendering
      2m 37s
    4. Setting up shot 4 to render in two passes
      4m 4s
    5. Performing a preflight check to ensure clips are ready to render
      2m 9s
    6. Batch-rendering
      2m 12s
  12. 1h 13m
    1. Importing assets and setting up the After Effects project for final compositing
      6m 5s
    2. The intro shot: Using Photoshop elements and noise effects to add atmosphere
      8m 38s
    3. The intro shot: Compositing in stock video footage to add character
      4m 51s
    4. The intro shot: Adding text elements to the composite
      8m 32s
    5. The hero shot: Controlling the look using precomps
      7m 59s
    6. The hero shot: Using stock video footage to add character
      7m 19s
    7. The end page shot: Combining multiple passes to form a final composite shot
      2m 41s
    8. The end page shot: Adding text elements to the composite
      7m 44s
    9. Compositing the transition shots
      3m 47s
    10. Assembling the final composition
      9m 2s
    11. Adding the final audio to the composition and rendering
      7m 10s
  13. 21s
    1. Goodbye
      21s

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CINEMA 4D: Designing a Promo
7h 0m Intermediate Jun 30, 2010

Viewers: in countries Watching now:

Join Rob Garrott in CINEMA 4D: Designing a Promo as he demonstrates how to create a 15-second promotional video that looks and feels like a professional advertisement. Learn how to use a combination of CINEMA 4D, After Effects, Photoshop and Illustrator to go from concept to script to screen, creating sketches, adding animation, and rendering the final promo. This course focuses on real-world techniques, culminating in a finished, usable product. Exercise files accompany the course.

Topics include:
  • Project planning, covering the scripting and initial drawings
  • Using hand-drawn artwork in After Effects to time the animation
  • Creating text and logo elements
  • Animating the camera
  • Organic modeling techniques
  • Rigging models for animating
  • Fine-tuning animation timing
  • Adding realistic textures
  • Lighting and shading techniques
  • Rendering and compositing a finished animation
Subjects:
3D + Animation Video Compositing Projects Visual Effects
Software:
CINEMA 4D
Author:
Rob Garrott

Setting up shot 4 to render in two passes

Shot004 we divided into two separate project files. So in this movie I am going to start off with a shark, because that gets the exact same render setting except for the frame range and file save information as the previous shots with sharks in them. So let's open up our starting point which is under the File menu > Open and navigate to the shot-004- shark-lighting_END file. I'm going to first add an Object Buffer to the Shark parent. So I right-click on that and go to CINEMA 4D Tags and then Compositing and make sure and activate Object Buffer 1 under the Compositing tag Object Buffer property.

Now I can load in the render settings. So let's click on the Render Settings button and navigate to the Render Settings folder and Load the Preset. You see I've two render settings here sharkzone and the original Render Setting. If I click on the original Render Setting, you see it changes all the options. So I'm going to go to the Output option and double-check my Frame Range, which was 0 to 98. So I'll change that here in sharkzone and go 0 to 98 right here inside the sharkzone. Now, I can delete this old Render Setting and underneath the Output option I've got my range correct, now I can go to Save and change the file names.

I'll click on that and navigate to the Chapter 10 folder and within this folder I'm going to create a new subfolder. I will call it shot004-shark and then the file names here I'll call it shot004-shark as well. There we go! So now I've got my Output range set correctly, I've got my Save set correctly, and I've got an Object Buffer for my shark. This file is ready to rock and roll. So let's save it our as File > Save as, and in the Chapter 10 folder let's call it shot004-shark-render.

Now we can move on to the logo file for shot004. So let's go ahead and open that up. File > Open and then shot-004-logo-lighting_END. In this file we have our logo, and we don't have anything else in there. Now, the logo doesn't need to be rendered out with Global Illumination. We've got a really good lighting set up on it right now that makes the logo looks fantastic. So, all we really need to do is to set up a new render setting that does not use Global Illumination, and really don't even need Multi-Pass for this. All we need is just the logo with an Alpha Channel as an image sequence. So it's a really simple render setup.

Let's go to the Render Settings and under the Output, so you can see our Frame Range is 0 to 98. I'm going to click on the Save option. In this one we are going to be using an Alpha Channel. When I do render an Alpha Channel, I always render a Straight Alpha which gives me a little haloed edge around my object that gets clipped off very nicely in the compositing package without any kind of ghosting around the edges. Now, I'm going to go to the File Save button, click on that, and navigate to my Chapter 10 folder and go to New Folder and call this shot004-logo.

Then in the Save As box I call it shot004-logo. Now activate Compositing Project File. Make sure that's all on. So now we've got the Output option set correctly. We've got the Save option set correctly. Let's double-check the anti- aliasing settings on this logo. Because it has this anisotropic material on there, we want to be really careful about the anti-aliasing. Anti-aliasing creates a smoothing effect on the surfaces of your objects when it renders so that you'll don't get crunchy lines that make your animation look like there are ants crawling across the surface of it.

So anti-aliasing is very important. In our shark animation the default Anti-Aliasing setting should work just fine, because of all the environment that's in there and the smooth lines on this shark. Anti-aliasing isn't nearly as crucial as it is on a logo. So let's go to the Anti-Aliasing options and we are going to set this to be Best and Animation. Now I have it set here already. The normal option is Geometry and Still Image. And that will give you an edge on your objects that's a little too crisp and crunchy. So it really doesn't look good in animation. So we are going to set this to Best and then to Animation.

I will close up the Renders Settings now. And let's do a File > Save as in the Chapter 10 folder and call this one shot-004-logo-render and Save. I think that's it for all of our render setups. Now we can move onto batch rendering.

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