All Tutorials
| Tutorial | Instructor | Date Updated | Runtime | Views | Type |
|---|---|---|---|---|---|
|
Xpresso_101_13_Condition
XP_101_13_Condition If you have different information that you want to feed into your scene, then you can use the Condition node. This covers a little part of the Logic and a little detail. |
Dr. Sassi | Sep 01 2006 | 18:25 | 189 |
Premium
This tutorial is available to premium Cineversity members only |
|
Xpresso_101_11_Memory
XP_101_11_Memory Sometimes you have the need, to take information from some frames earlier, to utilize at another frame. This is the job of the Memory node. So you can create some very nice animations without a huge amount of Keyframes. This works not only for positions, but in many areas. |
Dr. Sassi | Sep 01 2006 | 07:36 | 232 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1807_0211, Shader Metal
Chapter 18, Shader Metal Metal, sounds so simple but my guess is that there is something more to it. It looks so simple in the settings, but it seemed to react with light. |
Dr. Sassi | Aug 21 2006 | 07:34 | 353 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1808_1100, Texture Layering
Chapter 18, Texture Layering You can put a lot of information into a layer shader, but sometimes it is easier to stack materials. That’s what this tutorial covers. There should be no question that these textures need an alfa channel. |
Dr. Sassi | Aug 11 2006 | 06:40 | 275 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1808_0704, Projection Cubic
Chapter 18, Projection Cubic Cubic Projection, is like flat projection but from six sides simultaneously. It is controlled by the direction of the normal, so it can flip in border areas. However, this little tutorial shows you how to take a texture and use it for a three-sided (front, top, side) package design. |
Dr. Sassi | Aug 10 2006 | 08:08 | 143 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1807_0228, Shader Cheen
Chapter 18, Shader Cheen With Cheen you enter the intensive world of the Smells like Almond shaders. Six of them are stand alone Shaders. That means, no channel-shader. With some little examples you will discover more and more of it. It’s a mixture of multi Specular, fresnel, noise and a little bit more… tunnel effect. |
Dr. Sassi | Aug 05 2006 | 18:03 | 235 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1807_0218, Shader Sunburst
Chapter 18, Shader Sunburst Another very special purpose shader for sun explosion and more. You normally need an alpha channel for this one too. So drag and drop to the alfa and done, but what can you do with the animated information? A nice simple right mouse click will help here. |
Dr. Sassi | Jul 30 2006 | 10:57 | 349 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1807_0100, Channel Shader
Chapter 18, Channel Shader Channel Shaders are Shaders that need a Material Editor and they can be used in every channel where you can use textures. You have the option to use a 2D or 3D shader. You will discover how to spot them quick and where the difference is. |
Dr. Sassi | Jul 25 2006 | 06:32 | 239 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1807_0000, Shader Intro
Chapter 18, Shader Intro The huge world of the shaders. Here is a start to a long journey through all Shaders. The difference between a texture and a shader? Easy: like illustrator and Photoshop (Vector vs Pixel) To see this explained in detail, take a look. |
Dr. Sassi | Jul 25 2006 | 06:21 | 327 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1806_1600, Material Editor Normal
Chapter 18, Material Editor Normal Bump Map and Normal Map. What is the difference? It is pretty easy, the bump works with grey values. The Normal with RGB for the same effect, but it can set the information much more precisely depending on much more information. When you have an object without a Normal Map, you can bake one very easily. |
Dr. Sassi | Jul 25 2006 | 08:30 | 260 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1806_1500, Material Editor Assignment
Chapter 18, Material Editor Assignment It’s the hidden Object Manager inside the Material. It helps to hold the overview of what object is using the Material. You can use it in an easy way to drag and drop many selected Object into that area. The tutorial includes a little excursion to Xpresso to connect materials in the way of master materials. |
Dr. Sassi | Jul 24 2006 | 07:32 | 187 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1806_1400, Material Editor Illumination
Chapter 18, Material Editor Illumination The Illumination channel provides you with the option to adjust Caustic, Global Illumination. You can also choose among Phong, Blinn, Oren-Nayar. The tutorial shows you the three different results of those different calculations. Illumination ... surprise: you also find the preview size for the texture. |
Dr. Sassi | Jul 24 2006 | 11:08 | 254 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1806_1300, Material Editor Displacement
Chapter 18, Material Editor Displacement Displacement means color- or shader-values move the vertex points, so you can actually “model” with those values alone. In this tutorial you will see the basic use and an explanation. |
Dr. Sassi | Jul 24 2006 | 08:44 | 328 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1806_1100, Material Editor
Chapter 18, Material Editor Specular Color, is something that can be explained in few seconds. It is possible to change the color with textures or shaders, and finally just with its color setting. So this little tutorial here describes also how to use this channel for the perfect result, as well as using it with multipass rendering. You get your own layer in PSD or AE for every light and can adjust it later. |
Dr. Sassi | Jul 24 2006 | 07:55 | 284 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1806_1000, Material Editor Specular
Chapter 18, Material Editor Specular Specular gives you great influence on the quality of your surface. If you ignore this feature, you will miss a great amount of expression the rendering can give. In conjunction with the light source, you can create different effects, especially when you use it in the way the tutorial demonstrates. Please don’t miss the Specular Color tutorial(1806_1100). |
Dr. Sassi | Jul 24 2006 | 10:02 | 194 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1806_0900, Editor Alpha
Chapter 18, Material Editor Alpha Alpha is different from the transparency channel and is used for so many different things. This tutorial goes into all the situations you may run in to and compares most of them. For all former users of ElectricImage, you will find your ‘clip-map’ here. |
Dr. Sassi | Jul 24 2006 | 15:00 | 367 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1806_0700, Material Editor
Chapter 18, Material, 1806_0700, Material EditorChapter 18, Material Editor Fog The fog channel works with the distance inside of the Object. It is able work also with the background object. With some other objects, maybe in a boole object it gives a pretty nice effect. |
Dr. Sassi | Jul 24 2006 | 08:26 | 266 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1806_0600, Material Editor Environment
Chapter 18, Material Editor Environment Environment-reflection is a function that comes from a time when Raytracing was an option. It creates the illusion of a reflected environment. It is independent of other onjects in the scene and so you can have objects in reflections that are not actually in the scene. This tutorial shows how to to create an environment texture, or a panorama. (Finally you can also just bake the reflection—not included in the tutorial). All in all it is an ultra fast option in CINEMA 4D to simulate reflection. |
Dr. Sassi | Jul 24 2006 | 08:53 | 436 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1806_0500, Material Editor Reflection
Chapter 18, Material Editor Reflection You have two options to add reflections on our surfaces. There is this channel, the real-world, calculated version and there is the Environment channel which is the texture based way. So please compare both movies. Reflection can be rendered in several qualities. This one enables nearly endless re-reflections, for instance when two objects are ‘face 2 face’. Black areas are indicators when the settings are set too low (render settings). |
Dr. Sassi | Jul 24 2006 | 09:49 | 346 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1806_0300, Material Editor Luminance
Chapter 18, Material Editor Luminance Luminance turns your object into a simulated light source. This channel enables you to produce this effect without any light in the scene. It also works in conjunction with Radiosity/Global Illumination. This channel is great for creating light sources in office buildings (ceiling lights) or the glow from a television screen. For matte painters, this tutorial offers tips on how to make a night view of streets. |
Dr. Sassi | Jul 24 2006 | 11:33 | 470 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1806_0200, Material Editor Diffusion
Chapter 18, Material Editor Diffusion Diffusion is the most underestimated channel in the Material Editor. The information this channel provides is helpful for many other channels and is not replaceable just with a clever setting in the color channel. |
Dr. Sassi | Jul 24 2006 | 11:02 | 309 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1806_0100, Material Editor Color
Chapter 18, Material Editor Color The Color channel, it is in Cinema a real color one. Means we have the influence of the light more in the difuse channel (1806_0200) |
Dr. Sassi | Jul 24 2006 | 14:31 | 238 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1805_0300, Material Editor Texture
Chapter 18, Material Editor Texture How to make a color gradient checkerboard. Where to use textures in the Material Editor. Also covers the trouble with textures on the horizon and how to fix that using MIP mapping. Textures can also be animated materials (Quicktime) - a little explanation on this as well. P.S. if I sound tired, I was packing and storing 100 boxes today. |
Dr. Sassi | Jul 24 2006 | 13:53 | 429 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1805_0200, Material Editor Color Chooser
Chapter 18, Material Editor Color Chooser The Color Chooser is a central instrument in the Material Editor. You can choose by RGB HSV and others. You ca also adds presets. There is also a little explanation of color spaces and how to achieve different colors. It’s done with interactive models. |
Dr. Sassi | Jul 24 2006 | 11:27 | 214 |
Premium
This tutorial is available to premium Cineversity members only |
|
Chapter 18, Material, 1804_0000, Material Manager Function
Chapter 18, Material Manager Function Material Manager, Part 4: The Function menu provides all the tools for putting materials onto objects. There is a lots of flexibility, including when you have to change the material without changing the projection method. Finally, you can group materials here; especially useful in huge projects. |
Dr. Sassi | Jul 24 2006 | 09:16 | 278 |
Premium
This tutorial is available to premium Cineversity members only |
