Latest Tutorials
Tutorial | Instructor | Date Updated | Runtime | Views | Relevance | ||||||||||
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Organic Transitions using Vertex Maps and Fields: Add a Background & Refine the Lighting & Textures
In this video we’ll add a gradient background and then finish up the lighting and texturing with a few small tweaks. We’ll be using a square plane vs a background object which will give us more control over the background texture and will allow the background be seen in our object’s reflections. |
Raymond Olsen | Feb 06 2019 | 08:32 | 1338 | |||||||||||
Organic Transitions using Vertex Maps and Fields: Configure Render Settings
In this video we’ll duplicate the hardware render settings and modify them for the final render. I’ll go ahead and render a sequence, revise and then render one more time so u can see how helpful the render tokens are. |
Raymond Olsen | Feb 06 2019 | 05:06 | 998 | |||||||||||
Organic Transitions using Vertex Maps and Fields: Create a Camera Morph and Animate the Sky
In this video we’ll add a simple camera push to our scene using a camera morph. A camera morph allows you to use two cameras with different properties to define the start and end of your camera move. The camera morph will then blend smoothly between all of the camera parameters using just two keyframes in it’s blend slider. After we set that up we’ll add some rotation keyframes to the sky resulting in moving reflections when the shiny logo is revealed. Then we’ll be ready for the final render. |
Raymond Olsen | Feb 06 2019 | 08:17 | 1064 | |||||||||||
Organic Transitions using Vertex Maps and Fields: Series Conclusion - Reusing the Rig
In this video we’ll finish up the series with a look at how to take our effect and apply it to a new object. We’ll take a look at the new object mesh to make sure it’s prepped for our effect, then pull it into our latest scene file. We’ll copy over the tags then adjust the spherical fields’ positions, the effect timing and the scene lighting and have a new scene ready to render in minutes. |
Raymond Olsen | Feb 06 2019 | 11:48 | 1194 | |||||||||||
How to Quickly Export Single Objects
A quick way to export single files from your scene. To export files you normally use the export function from the file menu, but in this quick tip Glenn Frey will show you how to do this directly with single files in your object manager. |
Glenn Frey | Jan 31 2019 | 00:35 | 3020 | |||||||||||
How to Blur a Vertex Map
Learn how to blur a vertex map. Sometimes you need multiple versions of a vertex map in order to create a specific effect. In this Cinema 4D Quick Tip, Jonas Pilz shows you how to blur a vertex map. You can also use this approach in order to invert vertex maps. |
Jonas Pilz | Jan 24 2019 | 02:22 | 3234 | |||||||||||
Walking Through Fields: Triggering Animation: Series Overview
In this project based series, you’ll learn about the powerful new Fields system in CINEMA 4D R20 and learn how to be able to trigger cloned object animation with ease. in this project based series, you will learn about the powerful new Fields system in CINEMA 4D R20 and how to utilize new Field layers to trigger cloned object animation and how to combine different types of Fields and modifier layers to create beautiful and complex animations with ease. |
EJ Hassenfratz | Jan 23 2019 | 01:51 | 7521 | |||||||||||
Walking Through Fields: Triggering Animation: Use Cloth Dynamics to Create Animated Cloth Simulation
In this video, we’ll begin by creating a piece of cloth inflating using Cloth dynamics. In this video, we’ll begin by building out our scene by utilizing Cloth Dynamics and a Cloner Object to create a complex looking grid of cloth elements. |
EJ Hassenfratz | Jan 23 2019 | 16:17 | 2992 | |||||||||||
Walking Through Fields: Triggering Animation: Bake Cloth Simulation Point Level Animation Keyframes
In this video, I’ll show you how you can easily bake the dynamic cloth simulation into point level animation keyframes. In this video, I’ll show you how you can easily bake the dynamic cloth simulation into point level animation keyframes so that you can control the time offsetted animation of each cloned object with Mograph Effectors. |
EJ Hassenfratz | Jan 23 2019 | 04:04 | 3175 | |||||||||||
Walking Through Fields: Triggering Animation: Use Mograph Fields to Time Offset Clone Animation
: In this video, I’ll show you how you how to offset cloner animation using a Plain Effector. In this video, I’ll show you how you how to offset cloner animation using a Plain Effector and demonstrate the limitations that existed in older versions of Cinema 4D in terms of trying to give the illusion of being able to use effectors to trigger a clones animation. |
EJ Hassenfratz | Jan 23 2019 | 05:21 | 1776 | |||||||||||
Walking Through Fields: Triggering Animation: Trigger Clone Animation Using Fields & Modifier Layers
In this video, we’ll learn about some of the new features added to the Fields system and how they can allow us to trigger the animation of clones. In this video, we’ll learn about some of the new features added to the Fields system and how they can allow us to trigger the animation of clones to achieve complex looking animation very easily by simply animating field shapes. |
EJ Hassenfratz | Jan 23 2019 | 09:29 | 2088 | |||||||||||
Walking Through Fields: Triggering Animation: Trigger Clone Animation Using Fields & Freeze Layers
In this video, I’ll cover an alternative on how you can trigger the animation of clones by utilizing the powerful Freeze Modifier Layer. In this video, I’ll cover an alternative on how you can trigger the animation of clones by utilizing the powerful Freeze Modifier Layer and it’s options that allow you to grow on effector strength across clones. |
EJ Hassenfratz | Jan 23 2019 | 10:27 | 1763 | |||||||||||
Walking Through Fields: Triggering Animation: Trigger Clone Animation Procedurally by Freeze Layers
In this video, I’ll cover the Freeze Layer and it’s options to allow you to grow on effector effects across clones. In this video, I’ll cover the extremely powerful and versatile Freeze Layer and it’s options to allow you to grow on effector effects across clones and how you can combine it with other Modifier Layers for very interesting animations. |
EJ Hassenfratz | Jan 23 2019 | 11:24 | 1397 | |||||||||||
Walking Through Fields: Triggering Animation: Add Random Time Offset to Clones with Random Sub-Field
In this video, I’ll show you can utilize Sub Fields to randomize the influence of Field Layers and create more organic looking animation. In this video, I’ll show you can utilize Sub Fields to randomize the influence of Field Layers to allow you to organically grow on effector effects across clones to create very interesting and complex looking animations without keyframes. |
EJ Hassenfratz | Jan 23 2019 | 08:08 | 1714 | |||||||||||
Demystifying Cinema 4D Fields: Introduction
In this series, we will take a deep dive into this exciting new technology, and Demystify everything related to the new Fields system. In Cinema 4D Release 20, Maxon introduced “Fields”, a new system for controlling the way effectors influence MoGraph cloners, and took it a step further by allowing a host of other applications outside of MoGraph. |
Athanasios Pozantzis | Jan 09 2019 | 01:11 | 9417 | |||||||||||
Demystifying Cinema 4D Fields: What are Fields?
In this Video, we will talk about what fields are and what they do. Fields are data manipulation objects that can be stacked, mixed, masked, remapped, modified, grouped, reused and more. For the MoGraph Aficionados: Fields are nothing more than objects which provide similar functionality to Effector Falloffs. |
Athanasios Pozantzis | Jan 09 2019 | 03:39 | 4248 | |||||||||||
Demystifying Cinema 4D Fields: Getting to Know the Field Object and Field List
In this video, we will create the simplest possible MoGraph setup, that will allow us to probe a single field object, and the List that holds it, and see an overview of how they work. Adding a Field Object in a Cinema 4D scene without the proper context, is like compositing with your composition view off. You can do anything you want, but you can’t see the outcome of what you’re doing. |
Athanasios Pozantzis | Jan 09 2019 | 11:11 | 2223 | |||||||||||
Demystifying Cinema 4D Fields: How Fields Create Shape Based Data
In this Video, we will show you how Field’s create shape based data. A Field is a relatively simple object. Its basic function, is to generate Values from 0 to 1, based on some sort of shape. |
Athanasios Pozantzis | Jan 09 2019 | 11:19 | 1895 | |||||||||||
Demystifying Cinema 4D Fields: Color Remap & Remapping
In this Video, we will talk about color remap and remapping. At this point, we know that Field Objects work similarly to Blurry Shape masks in After Effects, and provide a “Strength” value gradient, that controls how much of a specific effect is applied by an Effector. |
Athanasios Pozantzis | Jan 09 2019 | 12:31 | 3793 | |||||||||||
Demystifying Cinema 4D Fields: Value Clamps & Field List Clamp
In this Video, we will talk about the Remapping Clamps, and the Field List Clamp. The story so far is that Fields produce values from 0 to 1, these values are distributed based on a shape of some kind, they can be used as a mask to control where a specific effect is applied, and can have their values and colour output, controlled via remapping.
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Athanasios Pozantzis | Jan 09 2019 | 08:53 | 2040 | |||||||||||
Demystifying Cinema 4D Fields: Where can we use Fields?
In this video, we will outline all the areas where you can use Fields inside Cinema 4D. Fields are a natural evolution of Falloffs. The concept was simple. Detach the Falloff component from effectors and deformers, and make it into a separate - Stackable system, with independent objects, to allow much greater power and flexibility than before.
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Athanasios Pozantzis | Jan 09 2019 | 10:10 | 2446 | |||||||||||
Demystifying Cinema 4D Fields: Geometric Shape Field Objects
In this Video, we will take a closer look at the: Box, Capsule, Cone, Cylinder, Linear, Spherical and Torus Fields. We will also explain what “Clip to Shape” does. Fields come in all shapes and forms, and depending on their shape or functionality, can be divided into specific groups. |
Athanasios Pozantzis | Jan 09 2019 | 08:47 | 2995 | |||||||||||
Demystifying Cinema 4D Fields: Radial, Random, & Shader Fields
In this Video, we will take a closer look at the Radial Field, the Random Field and the Shader Field. The Field Objects come in more than Closed Geometric Shapes, as we saw in the Previous Video with the Linear Field.
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Athanasios Pozantzis | Jan 09 2019 | 13:01 | 4451 | |||||||||||
Demystifying Cinema 4D Fields: Formula, Python, Group, & Sound Fields
In this Video, we will take a closer look at the Formula Field, the Python Field, the Group Field and the Sound Field. The last four Field Objects, offer slightly different functionality, although they still just generate values from 0 to 1. Two are programmable, one is for Grouping and the last uses Sound to drive the values.
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Athanasios Pozantzis | Jan 09 2019 | 16:27 | 1952 | |||||||||||
Demystifying Cinema 4D Fields: Solid, Step & Time Fields
In this Video, we will see the Solid Field, the Step Field, and the Time Field. Moving on from the Field Objects, the second Group of Fields are the “Filters and Special Field Layers”.
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Athanasios Pozantzis | Jan 09 2019 | 10:28 | 2260 |