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CINEMA 4D R11.5 Essential Training covers all the important steps to get up and running with this easy-to-use 3D application. Designer and author Ian Robinson covers the essentials of 3D design, including modeling, animation, and integration with other design tools. Ian explores how to build objects with CINEMA 4D's basic primitives, and how to use light, shadow, and texture to give depth to a scene. He shows the proper use of the powerful animation tools, including MoGraph, to push 3D designs to the limit. Finally, Ian covers how to combine CINEMA 4D with other applications like After Effects and Motion. Exercise files accompany this course.
Now the default material we've been using up to this point in the course is pretty powerful for creating different textures in Cinema 4D. But wait, you've guessed it, there is more. Yeah, shaders. And actually shaders are just like materials. They just have different channel options optimized for specific uses. So as you can see here there is a shader for wood. There is one for kind of tarnished metals where you can mix two different channels together. We have one that's great for shading biology type animations, marble shader and glass.
And I made the effort of actually making sure to leave the names of the different shaders down here, so you can see them. But just so you know, as I am clicking through the different shaders, when you have one selected, for example the Floor here, it's just says Material because that's the default material. If I click on Banzi here, we can see it's the Banzi shader. So your shaders always listed in the upper-left corner of your Attribute window. Now just so you know where all these shaders came from, go to your Window and open the Content Browser. As you can see I've been kind of snooping around already, but just so you know where we are, in Presets under CINEMA 4D, in your Materials, you notice they'll actually have folders named after each one of these different shaders.
So if I open the Danel folder, you can tell that it's actually great at creating different metallic-like textures. Feel free to browse through the different folders and see all the different pre-built shaders that already are in your Content Browser. If you want to use any of them, all you have to do is just drag them down into your Layer Manager or you can drag them right onto your object or just simply double-click. So let's close the Content Browser for right now, and let's select the Banzi shader.
Notice we have an option for Wood. If we go to the Wood channel, there are specific settings like Ring Intensity and Core Variance and Variance Scale. You get the general idea. You can go in here and tweak things, and with the shader, you can make some pretty realistic looking wood. Now in order to make these changes and see them update in the scene, you can always go up under your Display Settings and open Enhanced OpenGL and go through the different settings. But since that's different for everybody's computer, what I'm going to do is click and hold on the Render and Picture Viewer option and choose Interactive Render Region.
Notice it creates a box in the center of your scene. You can grab any of the corners here to focus on a specific area, and if you grab an edge, it will allow you to reposition the window. This little right arrow here will allow you to increase the level of detail as you make your changes. So let's go ahead and change some of the settings in the wood. The first thing I'm going to do is double-click on this color chip here and change the color of the wood, so it looks a little more green. And we can go ahead and change the brown by double-clicking it and let's go ahead and make that sort of a white and click OK.
Now we have a very green and it almost looks like an apple core, but you get the general idea. I can see this update with the Interactive Render Region. Let's go ahead and move our window over to our second sphere over from the right. This one is the Mabel shader and as you can tell, it has a lot of different channels that you can tweak. This is great for creating surfaces that have a lot of veins, like marble. So let's go ahead and change the Veining Turbulence by clicking on this button here. Feel free to choose any of the different options and you'll notice now it's updated back to our shader.
So I encourage you to go through each one of the different shaders yourself and adjust some of the options to see what kind of new materials you can create.
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