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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.
HyperNURBS are a great way to smooth out your sharp edged models, and if you're coming to CINEMA 4D from Maya, you might know them as Subdivision Surfaces. Anyway, HyperNURBS are really powerful way to create organic shapes that could go from sharp edges right into smooth curves. We're going to use HyperNURBS to smooth out our jet engine housing. But first, let's get started just applying HyperNURBS to a generic primitive, just so you can see exactly what's going on. So let's select our Engine and hold down Alt and double-click on our Visibility button so we turn it off in both the Editor and the Renderer.
Now let's make a cube primitive. Now to create a HyperNURBS object, all you have to do is go to over from the cube and click on this icon right here. That will add a HyperNURBS object. Now to make this effect in another object, you need to make that other object the child. So, click-and-drag your cube up into the HyperNURBS and make sure the arrow is pointing down. Now that the Cube is the child of the HyperNURBS, you notice we've got smooth geometry. If you select your HyperNURBS object, now you can see the newly created geometry based on dropping your object into the HyperNURBS.
Now since HyperNURBS work with parametric objects, you can easily still drag on their handles and make their distortions, and you'll notice HyperNURBS will update along with your distortion. But I would say the most typical workflow is working with HyperNURBS on polygon objects. So let's select the Cube and click the Make Object Editable button. Now with the cube selected, let's make sure we're in any other mode than the model tool, and now we can go ahead and right-click and access any of our polygon modeling tools.
For now, let's just grab the Knife, and you notice I'm getting a band that's letting me know exactly where the knife is going to cut. So let's move it up towards the top here and just click to apply your cut. And now you notice we have drastically changed the shape of that object because we've added more geometry. If I add another cut further down, you guessed it. I'm changing the shape yet again. Now, if you want to see what your object looks like without HyperNURBS activated, go ahead and deselect the green check mark and that will turn off your HyperNURBS.
Now, I'm just going to grab my Selection tool so I don't continue cutting the polygon object. But as you can see, we added two new cuts here and that drastically changed how the object looked in our HyperNURBS. Now with HyperNURBS selected, there are some options you what to look at. The first option I want you to look at is Subdivision Editor, and then the next one is Subdivision Renderer. Now what this allows you to do, with Subdivision Editor, I can crank up how many subdivisions I would like this HyperNURBS object to create.
And what the Subdivision Render does is lets you determine exactly how many subdivisions you want to create when you go to render your object into the Picture Viewer. So, what this allows you to do is set your editor resolution relatively low, and you can set to render resolution significantly higher. This way as you work through adjusting your HyperNURBS object, you can continue to work at a high rate of speed. But then when you go to actually render your project, you'll have a nice smooth HyperNURBS object.
Now, the thing you need to keep in mind when you increase the subdivisions to a higher number that's going to exponentially increase your render time. So now that we've adjusted some of these settings, let's just go ahead and take the render back down and take the Editor back up, and let's see what our Engine would look like. Go ahead and drag the cube out of the HyperNURBS object, and we can turn off its Visibility, and just drag the engine in. Now, obviously we need to turn it on its Visibility to see exactly what happened. So, let me rotate around the scene here and hit Render.
It's really starting to look pretty smooth. Let's go ahead and deselect just so you can see what it looked like before, so, before and after. So, now that you've seen a little bit about how HyperNURBS can smooth things out, you really should check out the next video where we're using Weighting to take HyperNURBS to the next level.
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