Latest Tutorials
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Global Illumination, Part 11: Using Light Mapping for the Secondary Method
Learn about using Light Mapping to calculate the secondary bounces in a scene In this video you will learn about using Light Mapping to calculate the secondary bounces in a scene. This includes setting up the Light Mapping method so that you can preview the results of the Light Mapping pass, as well as descriptions for the Path Count, Sample Size, Scale, Radiosity Maps, Prefilter, Interpolation Method, Direct Lights, Use Camera Path and Show Preview Paths attributes. |
Patrick Goski | May 06 2014 | 24:27 | 2147 | |||||||||||||||||||||||||||||||||||||||||||||||||||
Global Illumination, Part 12: Using Radiosity Maps for The Secondary Method
Learn about using Radiosity Maps to calculate the secondary bounces in a scene In this video you will learn about using Radiosity Maps to calculate the secondary bounces in a scene. This includes a brief overview about some of the in’s and out’s of working with Radiosity Maps and how to preview the Radiosity Maps before rendering, as well as a breakdown of the Map Density, Sampling Subdivision, Area Sampling and Sky Sampling attributes. |
Patrick Goski | May 06 2014 | 17:00 | 1501 | |||||||||||||||||||||||||||||||||||||||||||||||||||
Global Illumination, Part 13: An Overview of Caching Indirect Illumination
Learn how to work with Caches for the various Global Illumination methods In this video you will learn about how to work with Caches for the various Global Illumination methods. This includes using Auto Load, Auto Save, Full Animation Mode, Setting a Custom Location for the caches. |
Patrick Goski | May 06 2014 | 14:12 | 1347 | |||||||||||||||||||||||||||||||||||||||||||||||||||
Global Illumination, Part 14: Setting Up Global Illuminations for Camera Animation
Learn about setting up Global Illumination for use with camera animation In this video you will learn about setting up Global Illumination for use with camera animation. This includes using QMC to set a baseline to check the illumination. Setting the Record settings and sample settings to produces clean results, using Light Mapping to calculate secondary bounces, and finally setting up the Cache to drastically speed up the Global Illumination calculations for the animation. |
Patrick Goski | May 06 2014 | 29:53 | 2893 | |||||||||||||||||||||||||||||||||||||||||||||||||||
Global Illumination, Part 15: Setting Up Global Illumination for Object Animation
Learn about setting up Global Illumination for use with object animation In this video you will learn about setting up Global Illumination for use with object animation. This includes using QMC to check the illumination, setting up the Irradiance Cache to be heavily optimized, working with reflective planes, and finally a brief overview of using QMC to calculate the illumination in the scene. |
Patrick Goski | May 06 2014 | 26:53 | 1924 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind - Nick Campbell: Learn to Animate The Easy Way
In this presentation, Nick Campbell of Greyscalegorilla.com demonstrates their upcoming Signal plugin that enables looping procedural animation of any parameter in Cinema 4D. In this presentation, Nick Campbell of Greyscalegorilla.com demonstrates their upcoming Signal plugin that enables looping procedural animation of any parameter in Cinema 4D. Nick also shows off techniques used to create 3D content to promote The Bigger Blacker Box by Cards Against Humanity.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
Cineversity | Apr 28 2014 | 60:03 | 8792 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind - Hazel Baird: Breakdown of Emmy-award winning World War 2 from Space
In this presentation, Hazel Baird explains how the team at Prime Focus developed the Emmy award-winning visuals for The History Channel’s World War II From Space. In this presentation, Hazel Baird explains how the team at Prime Focus developed the Emmy award-winning visuals for The History Channel’s World War II From Space. Hazel discusses the techniques behind 3 different looks as well as the title sequence, demonstrating how designers can easily create graphic elements in Cinema 4D and combine them within Adobe After Effects for dramatic results. Hazel also shows a title sequence she created for Nickelodeon’s House of Anubis.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
Cineversity | Apr 28 2014 | 42:09 | 19903 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind - Bobo Petrov, Day 01: Intro to Krakatoa for CINEMA 4D Part 01
In this presentation, Borislav “Bobo” Petrov of Thinkbox Software introduces Krakatoa for Cinema 4D. Introduction to Krakatoa for Cinema 4D In this presentation, Borislav “Bobo” Petrov of Thinkbox Software introduces Krakatoa for Cinema 4D. You’ll learn the basics of creating particle volumes and rendering particles via Krakatoa.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
Cineversity | Apr 28 2014 | 31:40 | 3947 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind - Bobo Petrov, Day 02: Intro to Krakatoa for CINEMA 4D Part 02
In this presentation, Borislav “Bobo” Petrov of Thinkbox Software demonstrates the basics of using Krakatoa for Cinema 4D with X-Particles. Day 2: Krakatoa for Cinema 4D with X-Particles In this presentation, Borislav “Bobo” Petrov of Thinkbox Software demonstrates the basics of using Krakatoa for Cinema 4D with X-Particles. You’ll learn how to cache particles and add motion blur. You’ll also learn how to use partitioning and repopulation to render more particles than generated, and how to render every nth particle using the display and render settings. Finally, Bobo explains various shading types and how to set up custom shading channels.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
Cineversity | Apr 28 2014 | 30:27 | 3243 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind - Bobo Petrov, Day 03: Intro to Krakatoa for CINEMA 4D Part 03
In this presentation, Borislav “Bobo” Petrov of Thinkbox Software demostrates a technique in Krakatoa for Cinema 4D that allows you to shade particles based on camera projection. Day 3: Camera Projection in Krakatoa for Cinema 4D In this presentation, Borislav “Bobo” Petrov of Thinkbox Software demostrates a technique in Krakatoa for Cinema 4D that allows you to shade particles based on camera projection. You’ll also learn about the Krakatoa Fractal object as well as the Shell options within the Volume object.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
Cineversity | Apr 28 2014 | 28:01 | 2513 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind - SCAD: How SCAD Students Assisted FOX to Tackle the Super Bowl
In this presentation, Jason Diaz and Sekani Solomon discuss how students at Savannah College of Art and Design helped FOX Sports develop concepts for the opening title sequence In this presentation, Jason Diaz and Sekani Solomon discuss how students at Savannah College of Art and Design helped FOX Sports develop concepts for the opening title sequence of Super Bowl XLVIII. The students developed several pitches, involving style frames and motion tests created in Cinema 4D. Sekani explains aspects of the preproduction process, while Jason demonstrates how motion capture was applied to Cletus using the Retarget Tag and Motion Clips. Sekani also demonstrates several powerful aspects of the Cinema 4D workflow in other projects completed at SCAD. In Seasons, Sekani developed a flexible rig to animate leaves using deformers, User Data and Xpresso. In a Coca-Cola spec commercial, Sekani used the Inheritance Effector to easily copy animation to multiple clones.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
Cineversity | Apr 28 2014 | 51:56 | 5951 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind - Brock Boyts: Creating Award-winning Motion Graphics with CINEMA 4D
In this presentation, Brock Boyts shows techniques from two projects - a trailer for the game Gravi and a commercial for Union Pacific. In this presentation, Brock Boyts shows techniques from two projects - a trailer for the game Gravi and a commercial for Union Pacific. In the Gravi breakdown, Brock shows how he creates simple characters, animates a circular cutout, and simulates a glass cylinder breaking. In the Union Pacific commercial, Brock used simple parametric models and deformers to create a scene reminiscent of wooden blocks and trains.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
Cineversity | Apr 28 2014 | 52:58 | 7412 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind - Athanasios Pozantzis, Day 03: Dynamics with MoGraph
In this presentation, Athanasios Pozantzis (aka noseman) demonstrates the power of Cinema 4D’s Rigid-Body Dynamics in conjunction with the MoGraph Cloner and Effectors. In this presentation, Athanasios Pozantzis (aka noseman) demonstrates the power of Cinema 4D’s Rigid-Body Dynamics in conjunction with the MoGraph Cloner and Effectors. You’ll learn how to set up basic dynamics, specify different collision types, trigger dynamics based on velocity or collision and affect dynamic objects based on existing animation or particle forces. You’ll also learn a quick technique for placing clones without intersection. Finally Athanasios demonstrates how to animate through a seemingly random array of cards to a logo reveal.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
Cineversity | Apr 28 2014 | 40:38 | 6020 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind - Michael Delaney: Motion Graphics Solutions: NCAA to Von Maur
In this presentation, Michael Delaney illustrates how he streamlines workflows and solves complex technical problems on motion graphics projects for Coca Cola/NCAA and Von Mar Clothing Michael Delaney, a technology-obsessed freelancer who specializes in 2D/3D animation and writes plug-ins for After Effects and CINEMA 4D, illustrates how he streamlines workflows and solves complex technical problems on motion graphics projects for Coca Cola/NCAA and Von Mar Clothing. He also gives a preview of two new plugins he’s created for Cinema 4D - Clone Attach and Modulus.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
Cineversity | Apr 28 2014 | 43:19 | 4741 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind - Chris Schmidt: Quick CINEMA 4D Tips and Tricks
In this presentation, Chris Schmidt of Greyscalegorilla.com offers a plethora of quick Cinema 4D tips In this presentation, Chris Schmidt of Greyscalegorilla.com offers a plethora of quick Cinema 4D tips, including a technique for creating gooey dynamics, using the Cloner Blend mode to create rows of chairs, getting a glow look from Sketch & Toon, and easily creating a brick wall.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
Cineversity | Apr 28 2014 | 48:01 | 9167 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind - Casey Hupke: Creating Complex Animations with X-particles
Creating Complex Animations with X-particles In this presentation, Casey Hupke explains how to create and render dramatic particle effects with Cinema 4D plugins X-Particles and Krakatoa. Casey demonstrates how to approach X-Particles from a MoGraph perspective. Casey demonstrates how to spawn particles based on a texture, moving them over a surface, and add flocking. Finally, Casey provides a basic overview of Krakatoa for CINEMA 4D.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
Cineversity | Apr 22 2014 | 40:15 | 18709 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind - Josiah Taylor: Camera Mapping for Game of Thrones
In this presentation, Josiah Taylor of Charlie Co. demonstrates how he utilized Cinema 4D’s camera mapping workflow to create a promo for HBO’s Game of Thrones In this presentation, Josiah Taylor of Charlie Co. demonstrates how he utilized Cinema 4D’s camera mapping workflow to create a promo for HBO’s Game of Thrones. Josiah demonstrates the entire workflow for a single projection, including modeling, camera animation, texturing, rendering and compositing. The Thrausi plugin for Cinema 4D is mentioned but not demonstrated.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
Cineversity | Apr 22 2014 | 43:46 | 35426 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind - Jeremy Cox: Breakdowns and Pipelines for South Park and God of War
In this presentation, Jeremy Cox from Imaginary Forces demonstrates how CINEMA 4D was utilized in the creation of a title sequence for South Park a trailers for the video games Splinter Cell Blacklist and God of War Ascension. In this presentation, Jeremy Cox from Imaginary Forces demonstrates how CINEMA 4D was utilized in the creation of a title sequence for South Park a trailers for the video games Splinter Cell Blacklist and God of War Ascension. In the South Park project, Jeremy demonstrates how geometry representing cardboard cutouts was created quickly using basic shapes and deformers, and how CINEMA 4D R15 provided dramatically faster render performance on the job. For Splinter Cell Blacklist, Jeremy used the Rigid Body Dynamics in Cinema 4D to simulate gravel moving in relation to a character’s feet. Alembic provides a robust means of transferring assets between Cinema 4D and other 3D applications. Finally, Jeremy demonstrates how the DEM Earth plugin from cinemaplugins.com can be used to virtually scout a location prior to shooting, as he did for the God of War Ascension trailer.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
Cineversity | Apr 22 2014 | 49:08 | 9025 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind - Rob Garrott: X-Particle Playground: Basics to Advanced Techniques
X-Particle Playground: Basics to Advanced Techniques In this presentation, Rob Garrott of Lynda.com demonstrates an X-Particles setup for visualizing air flow around cyclists in an explanation of drafting. The X-Particle setup includes spawning on collision, modifiers and trails. Rob also shows compositing for the project in After Effects using object buffers and other special passes from Cinema 4D.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
Cineversity | Apr 22 2014 | 35:54 | 7875 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind - Ghost Town Media: Nontraditional 3D Acquisitions and Workflow
In this presentation, Brandon Parvini and Gabriel Perez demonstrate how Ghost Town Media has integrated Cinema 4D and 3D scanning into their workflow. In this presentation, Brandon Parvini and Gabriel Perez demonstrate how Ghost Town Media has integrated Cinema 4D and 3D scanning into their workflow, featuring work done for Absolut Vodka and Linkin Park. They demonstrate the use of the Polygon Reduction deformer and discuss techniques for acquiring and managing 3D scan data. Brandon and Gabriel stress the importance of presets, and discuss the value of R15 Global Illumination enhancements and Team Render in completing the music video for A Light that Never Comes, Linkin Park’s collaboration with Steve Aoki.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
Cineversity | Apr 22 2014 | 53:53 | 8845 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind - Athanasios Pozantzis, Day 01: Particle Effects with MoGraph
In this presentation, Athanasios Pozantzis (aka noseman) demonstrates how to develop a particle-type effect using Cinema 4D’s MoGraph features. In this presentation, Athanasios Pozantzis (aka noseman) demonstrates how to develop a particle-type effect using Cinema 4D’s MoGraph features. You’ll see how to use a Boole to cut away an object, and control the cut with PSR Constraints. Athanasios shows how to populate clones over the surface of an object, and use effectors to control their visibility. You’ll learn about the Inheritance Effector and MoGraph falloff setup. Finally, Athanasios demonstrates subdivision techniques for properly deforming text, and the Chess easter egg within Cinema 4D.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
Cineversity | Apr 22 2014 | 42:36 | 7648 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind - Kevin Aguirre: Thinking Outside the Box with CINEMA 4D
In this presentation, Kevin Aguirre from Cake Studios demonstrates projects for the Denver Broncos and The Box Score In this presentation, Kevin Aguirre from Cake Studios demonstrates projects for the Denver Broncos and The Box Score. In stadium graphics for the Denver Broncos, Cake used unique multipass and compositing techniques to create a shockwave. Motion clips provide a smooth workflow to collapse and re-time animation sequences, while the ability to load a sound directly into Cinema 4D aids in syncing animation to a sound cue. For The Box Score, Cake creates an extensive motion graphics rig, utilizing the Randomize Tool, PoseMorph, Xpresso ObjectList node, UserData and Parent Constraints. Finally Kevin demonstrates how to align a texture using Camera Mapping and Generate UVW Coordinates to lock the texture in animation.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
Cineversity | Apr 22 2014 | 50:54 | 17796 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind - Thomas Brown: Medical MoGraph
Thomas Brown, Founder and Creative Director of the medical animation production company, Vessel Studios, shares some MoGraph techniques to create microscopic medical animations. Thomas Brown, Founder and Creative Director of the medical animation production company, Vessel Studios (www.vesselstudios.com), shares some MoGraph techniques to create microscopic medical animations.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
Cineversity | Apr 22 2014 | 47:44 | 17041 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind EJ Hassenfratz: Creative Uses for CINEMA 4D in 2D Workflows
In this presentation, EJ Hassenfratz demonstrates a variety of Cinema 4D techniques used to create projects for the LA Kings, Chick-fil-a and CSC In this presentation, EJ Hassenfratz demonstrates a variety of Cinema 4D techniques used to create projects for the LA Kings, Chick-fil-a and CSC. EJ shows how Rigid Body Dynamics, Xrefs and the MoGraph Time Effector are used in the creation of a countdown for the LA Kings. In a project for Chick-fil-a, EJ utilizes MoGraph to visualize the growth of grass, rendered via Cinema 4D’s Hair Shader. Within the same project, the Jiggle deformer is used in conjunction with vertex maps to achieve secondary animation, and Cinema 4D Cloth is used to simulate a flag. Rigid and Soft-body dynamics are used in conjunction with the Mesh Deformer and Cel Shader to create dynamic animations with a 2D look. EJ demonstrates a procedural texture workflow with the Cinema 4D Spline Shader. Finally, EJ pulls together the MoGraph Inheritance Effector, Camera Morph, and Volumetric Lights in a promo for CSC.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
EJ Hassenfratz | Apr 22 2014 | 53:06 | 34860 | |||||||||||||||||||||||||||||||||||||||||||||||||||
NAB 2014 Rewind - Andy Needham: CINEMA 4D from the Freelancers POV
In this presentation, Andy Needham demonstrates Cinema 4D techniques in projects for Lyroke, Six Nations Scrum Down, The Goalmouth, Muse, and Google #THISPLACE. In this presentation, Andy Needham demonstrates Cinema 4D techniques in projects for Lyroke, Six Nations Scrum Down, The Goalmouth, Muse, and Google #THISPLACE. In Lyroke, Andy utilizes MoGraph and Camera Morph to create a logo animation featuring a VU Meter wall. For Six Nations Scrum Down, Andy utilized a Cinema 4D Content Browser preset stadium and a Rigid Body Dynamics simulation of a rugby ball, and finished the logo animation using the Camera Morph. In The Goalmouth, Andy demonstrates the use of Cinema 4D Cloth and Atom Array to create a soccer (football) goal, as well as an emitter with Rigid Body Dynamics for confetti. For the Muse project, Andy copied Illustrator artwork and pasted directly into Cinema 4D using Cineversity’s ArtSmart plugin. Spline Mask and Camera Morph are used in the completion of the logo animation. Finally, Andy discusses his role in Google’s #THISPLACE promo. Cinema 4D was used to simulate paper cutouts to populate an urban and outdoor environment.
Recorded live at NAB 2014 in Las Vegas, Nevada. |
Cineversity | Apr 22 2014 | 50:46 | 7437 |