All Tutorials
| Tutorial | Instructor | Date Updated | Runtime | Views | Type |
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Chapter 17, Object-Manager, 1701-0104, Bake Texture Tag
Object-Manager, Bake Texture There are two options to bake textures or shaders. One type completely recreates the object and the other option is to bake the texture only. This little movie gives you a starting point to that big theme. Sometimes it can speed up the render time to use a baked texture and/or stabilize the final rendering. The key is to use 32 bits per channel for that work. |
Dr. Sassi | Sep 11 2006 | 13:07 | 850 |
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Chapter 17, Object-Manager, 1701-0103, Anchor
Object-Manager, Anchor The Anchor locks objects to a particular area. One of the most common uses for this tool is for Figures. |
Dr. Sassi | Sep 11 2006 | 05:39 | 184 |
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Chapter 17, Object-Manager, 1701-0102, Align to Spline
Object-Manager, Align to Spline This is the most intuitive way to move the objects around. Create a spline and use the Align to Spline Tag. The next step is only to set the position. There is more and to get more than only a position change you can use another spline. Both in conjunction give you many options to animate your objects. Take a look also to the target tag, maybe also in a Align to spline construction. |
Dr. Sassi | Sep 11 2006 | 09:49 | 282 |
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Chapter 17, Object-Manager, 1701-0101, Align to Path
Object-Manager, Align to Path This tutorial covers the Align to Path tool and the best ways to use it. |
Dr. Sassi | Sep 11 2006 | 08:49 | 247 |
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Chapter 17, Object-Manager, 1701-0000
Object-Manager Some basic information about the handling inside the object manager. It’s just a start and gives some little hints, finally the whole chapter will deliver the complete information. |
Dr. Sassi | Sep 11 2006 | 11:14 | 191 |
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Chapter 18, Material, 1808_1300, Texture adding (Mix2)
Chapter 18, Texture adding (Mix2) Mixing textures or just stacking them is not a problem, but to have a similar bump map underneath, is sometimes not that easy. However, when you use the Mix mode and layer the textures, it will work. |
Dr. Sassi | Sep 11 2006 | 12:51 | 201 |
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Chapter 18, Material, 1808_1000, Texture ERT
Chapter 18, Texture ERT and some more details The E-R-T short cuts, to move, rotate or scale the texture is very important for good workflow. And, of course, there are some additional suggestions in this movie. |
Dr. Sassi | Sep 11 2006 | 06:19 | 188 |
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Chapter 18, Material, 1808_0710, Texture Tag: Tiles
Chapter 18, Texture Tag: Tiles Tiles are sometimes very ugly, but the more you explore it—the better the result. As usual - like all dtts - this is just a starting point, so I hope you have fun with the final result. |
Dr. Sassi | Sep 11 2006 | 12:46 | 208 |
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Chapter 18, Material, 1808_0710, Projection Decal
Chapter 18, Projection Decal Decals, in short, takes the normals and is able to decide which side the decal is on. This movie goes into great detail. I hope the ‘label’ function inside the texture tag will help you. |
Dr. Sassi | Sep 11 2006 | 11:43 | 333 |
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Chapter 18, Material, 1808_0709, Projection Camera Map
Chapter 18, Projection Camera Mapping Camera Mapping is normally used to get real high detailed objects into the scene using only low resolution object geometry. The technique behind that is pretty simple and this movie shows the basics. |
Dr. Sassi | Sep 11 2006 | 10:38 | 460 |
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Chapter 18, Material, 1808_0708, Projection Shrink
Chapter 18, Projection Shrink Shrink makes it possible to wrap a texture on an orange or a table cloth, as shown in the movie. It can sometimes be a very good solution, sometimes a little funny. |
Dr. Sassi | Sep 11 2006 | 06:33 | 303 |
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Chapter 18, Material, 1808_0707, UVs
Chapter 18, UV Mesh The UV is the twin of the polygon mesh. Every polygon has a related UV polygon that determines what part of your 2D texture map appears on that polygon. |
Dr. Sassi | Sep 11 2006 | 08:44 | 241 |
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MoGraph, Shader: Beat
Mograph, Shader: Beat This shader combines the ability to move on beats per minute as also to change finally the grey scale values along a spline. The Spline produces the result of time and value in a very nice way, that normally is only doable with some Xpresso or many little keyframes. |
Dr. Sassi | Sep 10 2006 | 12:01 | 433 |
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Chapter 18, Material, 1808_0705, Projection Frontal
Chapter 18, Projection Frontal Frontal Projection, is like flat projection, but always from the camera view and parallel. That enables you to move the objects and the texture/shader looks like it is stuck to the camera. Nice transitions are possible when the textures inverse in the alfa channel. |
Dr. Sassi | Sep 10 2006 | 10:15 | 204 |
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Chapter 18, Material, 1808_0703, Projection Flat
Chapter 18, Projection Flat Flat Projection is like all projections, but in z-depth and parallel. This projection mode works theoretically endlessly in the z direction. |
Dr. Sassi | Sep 10 2006 | 08:03 | 166 |
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Chapter 18, Material, 1808_0701, Projection Sphere
Chapter 18, Projection Sphere Spherical projection is an old technique to get clear images on the poles (was covered already in many tutorials). Finally a little stick model will show how the rays are running in spherical projection. |
Dr. Sassi | Sep 10 2006 | 10:51 | 194 |
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Chapter 18, Material, 1808_0106, Texture Tag
Chapter 18, Texture Tag Another introduction. It is essential to get the difference between the Texture Tag and the Material Tag. It’s pretty easy: the material contains the settings of the surface quality and the texture tag contains the material and the projection method in it. It’s only a rough start into the little sub-series about projection. |
Dr. Sassi | Sep 10 2006 | 09:17 | 254 |
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Chapter 18, Material, 1807_0251, Shader ChanLum
Chapter 18, Shader ChanLum The Series of dtt was prepared to give people a day by day (step by step) start in C4D. In the same way I will go more and more into this very advanced shader. It has a lot of power and can produce great quality, but is not a one-button only tool. So I try to go into detail. As usual, the breath-taking effects are up to you. When this one is in your ‘veins’ it will produce wonderful results. As mentioned on the end: play with this one: it’s worth every minute. |
Dr. Sassi | Sep 10 2006 | 13:35 | 201 |
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Chapter 18, Material, 1807_0250, Shader Noise Loop
Chapter 18, Shader Noise Loop If you need to loop a sequence, the Noise is a big helper. You will find in this helpful to start your own exploration of this wonderful feature. |
Dr. Sassi | Sep 10 2006 | 08:26 | 186 |
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Chapter 18, Material, 1807_0250, Shader Noise 3d
Chapter 18, Shader Noise 3D This is a long intro to the Queen of the procedural Shaders. Without this one no package would be complete. I spend a lot of time with this one here, I hope it will make much sense in your production. Finally, the tutorial will include a little bit about 3D noise. This is not just for surfaces alone. It can affecct every little spot of the surface in calculation with the specific position of the object and texture. |
Dr. Sassi | Sep 10 2006 | 17:40 | 179 |
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Chapter 18, Material, 1808_0702, Projection Cylindrical
Chapter 18, Projection Cylindrical Cylindrical projection, could be called the label projection. Stack materials are needed for it. This Projection method will be explained with a little stick model, to show how the rays are running in cylindrical projection. |
Dr. Sassi | Sep 10 2006 | 08:22 | 165 |
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Mograph, Step: Crowd Scenes
Mograph, Step-Growd When you want to create scenes like in a football stadium, with many people and need only minor movement. What you do is prepare some key-positions and operate only with the falloff. That this technique isn’t limited to figures is not a secret. |
Dr. Sassi | Sep 08 2006 | 11:42 | 546 |
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Chapter 18, Material, 1807_0243, Shader Normal-Buffy
Chapter 18, Shader Normal-Buffy This shader queiries the normal direction and gives one or the other color that you have set for each direction. This shader is perfect when you need to make something invisible on the backside or vice versa. If you use it and turn the camera partly to both normals, you will end up with a little trouble. So I cover an alternative for that. |
Dr. Sassi | Sep 06 2006 | 05:40 | 159 |
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Chapter 18, Material, 1807_0239, Shader Dirt
Chapter 18, Shader Dirt Since version 9 this has been replaces with Ambient Occlusion. Actually, it’s more than a replacement. |
Dr. Sassi | Sep 06 2006 | 07:17 | 269 |
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Chapter 18, Material, 1807_0249, Shader Vertex
Chapter 18, Shader Vertex With this shader you can use a vertex map/tag that is applied to an object. It will create a black to white value proportional to the weight values in the tag. So you can paint on the objects and put, for example, a mask channel (Fusion/Layer). Finally, the movie leads you through the process of creating an Xpresso tag to mix two vertex maps into a third one with a soft animated transition. |
Dr. Sassi | Sep 06 2006 | 13:08 | 238 |
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