Latest Tutorials
Tutorial | Instructor | Date Updated | Runtime | Views | Relevance |
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An Artist’s Guide to All Deformers: The Bend Deformer
Learn how to use the Bend deformer! This video shows how to apply the Bend deformer to an object or generator, and then set its Strength and Angle attributes, rotate the deformer, and change the Mode to limit the deformer’s effect. |
Edna Kruger | Dec 06 2017 | 04:20 | 11149 | |
An Artist’s Guide to All Deformers: The Bulge Deformer
Learn how to use the Bulge deformer! This video shows how to apply the Bulge deformer to an object or generator, and then set its Strength, Curvature, and Fillet attributes, rotate, resize, and move the deformer to alter its effect. |
Edna Kruger | Dec 06 2017 | 04:32 | 6269 | |
An Artist’s Guide to All Deformers: The Shear Deformer
Learn how to use the Shear deformer! This video shows how to apply the Shear deformer to an object or generator, and then set its Strength, Angle, Curvature, and Fillet attributes, and resize and move the deformer to alter its effect. |
Edna Kruger | Dec 06 2017 | 04:17 | 4437 | |
An Artist’s Guide to All Deformers: The Taper Deformer
Learn how to use the Taper deformer! This video shows how to apply the Taper deformer to an object or generator, and then set its Strength and Curvature attributes, and rotate and move the deformer to alter its effect. |
Edna Kruger | Dec 06 2017 | 03:07 | 4994 | |
An Artist’s Guide to All Deformers: The Twist Deformer
Learn how to use the Twist deformer! This video shows how to apply the Twist deformer to an object or generator, and then set its Angle attribute, and resize and move the deformer to alter its effect. |
Edna Kruger | Dec 06 2017 | 04:02 | 5275 | |
How to Easily Replace Large Number of Similar Objects with Instances
In this quicktip, I will show you how to replace many identical objects with instances of the same object. This will decrease your file size and increase speed, sometimes by a huge amount. In this particular scene, the file size has decreased from over 2.5GB to under 15MB. |
Athanasios Pozantzis | Dec 04 2017 | 07:53 | 7136 | |
Creating, Texturing and Rendering a Wine Bottle & Box: Series Introduction
In this tutorial series we’ll be learning how to model, texture and render a wine bottle box and the packaging insert that holds the wine bottle in place. In this tutorial series we’ll be learning how to model, texture and render a wine bottle box and the packaging insert that holds the wine bottle in place. We’ll begin with a look at the reference images that will be used as guides for creating the materials in this project. Then we’ll open up the final scene from the wine bottle project in installment 1, and duplicate it’s render settings to create a fresh set for installment 2. Next we’ll organize the wine bottle scene from installment 1 into layers. This will allow us to preserve the work from the wine bottle project, and use it to speed up the creation of the box and insert all from within a single Cinema 4D scene. After the settings and layers prep work is done, we’ll start modeling our wine box using a primitive cube as a starting point. We’ll create an instance of the wine bottle to place on it’s back and then adjust the cube’s proportions to the proper size around the instance. Then we’ll make the cube editable and customize the mesh to create a box top and bottom which we’ll texture with several materials using layered texture tags and alpha channels. Then we’ll model the cardboard insert that holds the wine bottle in place using a variety of tools including Edge to Spline and Extrude. After the modeling is done we’ll dive deeper into layered texture tags using the “Mix Textures” option to blend material channels and their different texture projections. We’ll also explore applying roughness, reflection and bump maps to materials, all of which add complexity and realism to your 3d renders. We’ll finish the series by jumping back into the render settings, activating our high quality preset and rendering a final image. |
Raymond Olsen | Nov 29 2017 | 01:29 | 6910 | |
Creating, Texturing and Rendering a Wine Bottle & Box: Gathering Reference Materials
Using reference images to speed up project creation and realism. We’ll take a look at the final render and then I’ll show you the reference images I used to aid in it’s creation. I’ll point out some specific areas that they helped with by giving me ideas that I would not have thought of on my own, resulting in a more realistic final created in less time. |
Raymond Olsen | Nov 29 2017 | 01:46 | 3702 | |
Creating, Texturing and Rendering a Wine Bottle & Box: Multiple Render Settings for the Same Scene
Duplicating render settings for multiple output options in the same scene. We’ll start by renaming the render settings from the first installment of this series and then duplicating them. Next we’ll rename the copy, configure it’s settings and then make an additional “work in progress” copy of the new settings. We’ll change a few settings in the WIP settings so our images render faster and don’t save. |
Raymond Olsen | Nov 29 2017 | 02:56 | 3379 | |
Creating, Texturing and Rendering a Wine Bottle & Box: Using Layers for Organization
Creating layers and assigning objects to them for scene organization. We’ll be creating a layer for the 1 page magazine layout setup, renaming our render camera and assigning all of our scene’s objects to this layer. Then we’ll create another layer for the 2 page magazine spread setup to prepare for the work we are going to do in this installment. |
Raymond Olsen | Nov 29 2017 | 04:11 | 2847 | |
Creating, Texturing and Rendering a Wine Bottle & Box: Mocking Up a Box with Primitives & Instances
Using primitives to block out the foundation for a model. To begin, we’ll reorganize the wine bottle geometry hierarchy, then create an instance of the group and move it to the 2 page layer we created in the last video. Then we’ll hide the 1 page layer and build the bottom of the wine box using a primitive cube as a starting point, adding a bevel deformer to round off the sharp corners. Next we’ll make a copy for the top of the box, flip it over and adjust its vertices with the move tool to make it fit nicely over the box bottom. We’ll finish by grouping the top and bottom together and assigning the group and it’s children to the 2 page layer. |
Raymond Olsen | Nov 29 2017 | 13:25 | 3369 | |
Creating, Texturing and Rendering a Wine Bottle & Box: Layering Texture Tags
Using more than one material and texture projection on a single object using layered texture tags and alpha channels. We’ll begin by creating two PBR materials to use for the wine box. Next we’ll layer the texture tags on the box top and use a flat projection to place the logo wordmark material. Then we’ll use an alpha channel gradient in the logo material to reveal the cardboard material under it. After that we’ll reveal the 1 page layer in the object manager and duplicate the floor and light planes. We’ll rename the duplicates and assign them to the two page layer for use in this installment. We’ll hide the 1 page layer once again and quickly set up our 2 page composition by tweaking the floor and light planes. We’ll finish the video with the creation of the 2 page camera. |
Raymond Olsen | Nov 29 2017 | 11:32 | 3596 | |
Creating, Texturing and Rendering a Wine Bottle & Box: Use Edge to Spline to Create a Package
Using edge to spline and extrude to model an object that surrounds another object. To create the wine package’s cardboard insert we’ll start with the current state to object command giving us an editable copy of the wine bottle instance. Then we activate viewport solo on the new copy to isolate it in the viewport, and use a loop selection in edge mode to select the wine bottle profile. Next the edge to spline tool is used to create a copy of the profile. The editable wine bottle copy is no longer needed after that so it’s deleted. After that the create outline tool is used on the spline to introduce a gap between the wine bottle and the spline. A rectangle spline primitive is then made to define the outside edge of the insert. After lining these two splines up on the same world Y coordinates, the connect and delete tool is used to merge them into one spline which will then be extruded to make our insert. |
Raymond Olsen | Nov 29 2017 | 10:35 | 2992 | |
Creating, Texturing and Rendering a Wine Bottle & Box: Adding Ribbing to the Box with a Gradient
Using the “Mix Textures” option in the texture tag to combine material channels and texture projections. We’ll begin by making a close up camera to view the cardboard texture in detail. We’ll then create a new “ribbing” material and use a tiled gradient in it’s color channel to line up a rib pattern on the box. Next we’ll cut and paste that gradient into the bump channel and then deactivate the color channel leaving only the bump channel active. Then we’ll fine tune the original cardboard material and add a roughness map to it’s reflection layer. We’ll finish up by placing the ribbing texture tag above the cardboard texture tag and below the box stripe texture tag. The we’ll enable the ribbing texture tag’s “mix textures” option to allow the ribbing material’s bump channel to be mixed with the cardboard material’s bump channel. |
Raymond Olsen | Nov 29 2017 | 16:16 | 3507 | |
Creating, Texturing and Rendering a Wine Bottle & Box: Using a Logo for a Roughness Map
Using a logo texture map to define a material’s reflection roughness. We’ll use the raccoon logo in the cardboard insert material’s reflection roughness texture slot to mix shiny reflections with dull reflections. This will reveal the brand using an interesting mix of reflections over the same orange color. Then we’ll add texture detail to the wood using a few grayscale variations of the wood texture in the reflection strength and bump slots. This installment of the series will then end in this video when we open the render settings and enable our high quality 2 page preset for the final render. |
Raymond Olsen | Nov 29 2017 | 15:03 | 2653 | |
Smoothly Deform Splines in Cinema 4D to Create Audio Waveform Visualizations
Apply deformation to splines using C4D’s MoSpline object. In this quicktip, you’ll learn how to add smooth deformations to a spline using the C4D MoSpline object. When you add deformation to a spline in Cinema 4D, the result is typically jagged because the deformation is applied to all of the spline’s intermediate points. Using a MoSpline object, you can deform the spline and then apply Cubic, Akima or B-Spline interpolation between the deformed points. You’ll see how this works both with a Displace Deformer and with the Cinema 4D R19 MoGraph Sound Effector. |
Rick Barrett | Nov 27 2017 | 03:55 | 8570 | |
Axis Center
learn how and why to use the “Axis Center” command. In this Cineversity 1-on-1 quicktip, we’ll show you how to use the Axis Center Command to help keep navigation predictable, animate more easily, and clone with more control. |
Darrin Frankovitz | Nov 20 2017 | 03:36 | 4830 | |
Logo Reveal - Character Animation Using MoGraph: Introduction
In this tutorial, I will show you how to create a Carrot Bouncing animation using a combination of MoGraph and a handful of Cinema 4D techniques, in order to achieve an organic, logo reveal. In case you’re not familiar with some of the techniques we will use, please watch the following Cineversity Videos. a. MoGraph Cloner Blending Mode, and How to Use Effectors to blend between Cloned Objects. b. Squash and Stretch Deformer c. Using Weight Transform to Randomize a MoGraph Animation |
Athanasios Pozantzis | Nov 15 2017 | 01:14 | 5645 | |
Logo Reveal - Character Animation Using MoGraph: Setting Up the Procedural Carrot Squash and Stretch
In this Video we will set up the Carrot Squash and stretch base animation using MoGraph and Clone Blending. The initial Squash and stretch will be generated by a Deformer, and the Blending with a Plain Effector, Using a Linear Falloff. You can find all tutorial project files attached to this tutorial. |
Athanasios Pozantzis | Nov 15 2017 | 05:46 | 2724 | |
Logo Reveal - Character Animation Using MoGraph: Using an Instance to Reference the 3D model
In this Video we will add an “instance” Object as the clone, so that we can easily change our main carrot model if we choose to do so. |
Athanasios Pozantzis | Nov 15 2017 | 04:58 | 1916 | |
Logo Reveal - Character Animation Using MoGraph: Adding Jumping and Randomness
In this Video we will tweak the Squash and Stretch animation, and add the Jumping alongside some randomness. The Animation Timing is going to be controlled by 2 keyframes and a Falloff Spline. |
Athanasios Pozantzis | Nov 15 2017 | 06:54 | 2504 | |
Logo Reveal - Character Animation Using MoGraph: Making the Carrots Disappear into the Ground
In this Video we will make the carrots disappear into the ground to reveal the Cineversity logo, using a Shader Effector with a bitmap logo. I will also explain the significance of the Cloner’s UV coordinate system and how it correlates to the Shader Effector. |
Athanasios Pozantzis | Nov 15 2017 | 07:31 | 2060 | |
Logo Reveal - Character Animation Using MoGraph: Adding Procedural Ground Indents
In this Video we will use a combination of XPRESSO and a Displace Deformer, alongside the Proximal Shader to create procedural indents in the ground, that align to our Carrot positions. To control the overall shape of the holes, we will use a filter shader to remap the Proximal’s output to the desired shape. |
Athanasios Pozantzis | Nov 15 2017 | 09:24 | 1940 | |
Logo Reveal - Character Animation Using MoGraph: Epilogue - Adding Details & Caching the Animation
In this Video we will add a bit more noise detail to the Ground and holes, and then Cache the Animation for slightly better performance. |
Athanasios Pozantzis | Nov 15 2017 | 02:56 | 1777 | |
Using Weight Transform to Randomize a MoGraph Animation
In this video, I will show you how to randomize any animation you have created inside MoGraph, by randomizing the weights of the clones. The technique is called "Weight Transform" and allows us to add randomness of any degree to a normal MoGraph animation, by changing the weight values of the clones using a Random effector. The four rules of Weight Transform are: |
Athanasios Pozantzis | Nov 13 2017 | 08:55 | 6949 |