Latest Tutorials
Tutorial | Instructor | Date Updated | Runtime | Views | Relevance | ||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
R19 Voronoi Fracture Reference: Fracturing Enhancements - Detailing
A Major enhancement to the Voronoi Fracture Generator in Cinema 4D Release 19, is the addition of “Detailing”. |
Athanasios Pozantzis | Aug 30 2017 | 10:13 | 3067 | |||||||||||||||||||||||||||||||||
R19 Voronoi Fracture Reference: Fracturing Enhancements - Connectors
The new Voronoi Fracture Generator in Cinema 4D Release 19, uses the Dynamics Connectors to add cohesion between fragments, resulting in very realistic Fracturing Dynamic Simulations. Learn, not only how to set them up and control them, but also why you need to use them. |
Athanasios Pozantzis | Aug 30 2017 | 05:04 | 2890 | |||||||||||||||||||||||||||||||||
R19 Voronoi Fracture Reference: Geometry Glue
The Voronoi Fracture Generator in Cinema 4D Release 19, has been enhanced with the addition of Geometry Glue. Learn how to combine fragments into clusters, using simple rules, that allow you to create very complex fragment shapes. |
Athanasios Pozantzis | Aug 30 2017 | 07:15 | 4330 | |||||||||||||||||||||||||||||||||
R19 Voronoi Fracture Reference: Fracturing Enhancements - Invert & Thickness
Amongst the other, larger Enhancements, the Voronoi Fracture Generator in Cinema 4D R19, has received 2 more settings, that although seemingly small, actually offer great new creative opportunities for procedural setups. |
Athanasios Pozantzis | Aug 30 2017 | 05:10 | 3475 | |||||||||||||||||||||||||||||||||
Custom Folders for Presets, Plugins and Scripts via Environment Variables
Use Environment Variables in Windows or Mac to set up a custom location for Cinema 4D Resources. Cinema 4D resources including presets, plugins and scripts are usually installed in the application directory or the user’s preferences folder. Using environment variables, you can define a custom path for these resources. In this C4D Quicktip, you’ll learn how to define environment variables on both Windows and Macintosh so you can share plugins, scripts and presets between C4D installations and put them in a location that’s more accessible or which has more storage space. Environment Variables include: On Mac, you’ll need the EnvPane utility, available from GitHub. |
Rick Barrett | Aug 28 2017 | 05:12 | 15434 | |||||||||||||||||||||||||||||||||
Siggraph 2017 Rewind - Jeremy Cox: Improvisational C4D in Production: Euro Cup coverage on ESPN
Jeremy illustrates the improvisational creative process he and his team at Imaginary Forces went through to create the ESPN UEFA Euro 2016 package. In the first section, he walks you through creating a European map with animated border lines using displacement, shaders, noise, reflectance and bump. Jeremy then walks through the process of creating the animated paint strokes that define each of the countries. Using real, physically painted textures as a starting point and manipulating them with the Free Form Defomer (FFD), Smooth Deformer, Bend Deformer, Buldge Deformer, Displacers, and a Spline Wrap to define the actions of the paint strokes. Lastly, he shows how the pencil-sketched team crests were executed using layered Sketch and Toon materials with animation. Includes a brief overview of how using the Take System saved tons of time in production.
|
Cineversity | Aug 24 2017 | 49:13 | 13285 | |||||||||||||||||||||||||||||||||
Siggraph 2017 Rewind - Mike Winkelmann: Building a Stylized City in Cinema 4D
Mike Winkleman, aka Beeple from www.Beeple-Crap.com, gives us a presentation on how to create a stylized city in Cinema 4D using common modeling tools. Modelling the city buildings, Mike focuses on “hard modeling” and “box modeling” techniques to achieve it’s geometric look. Mike then uses some basic MoGraph techniques to turn his collection of buildings into an entire city. Mike then finishes the projecting by showing how to texture the building structures using various gradients, renders a separate pass with Cel Renderer, and then compositing the two render passes together in Photoshop to create a surreal look as seen in some of his dailies.
|
Cineversity | Aug 24 2017 | 41:51 | 10056 | |||||||||||||||||||||||||||||||||
Siggraph 2017 Rewind - Aude Guivarc’h: Hand Animation with Mocap in C4D
|
Cineversity | Aug 24 2017 | 36:49 | 4427 | |||||||||||||||||||||||||||||||||
Siggraph 2017 Rewind - Jan Sladecko: Creating a 3D Motion Design Commercial with C4D
See multiple techniques for creating and animating threads in C4D. Jan Sladecko explains the process and technique behind several projects created in Cinema 4D. First you’ll see how simple PSR keyframes and kitbashing combine for dramatic effect in a promo created by The Mill for IMAX Transformers: The Last Knight. Next Jan offers a shot-by-shot breakdown of a promo The Mill created for the FX Networks show The Americans. The promo emphasizes the tangled web of deception in the show via interwoven threads, and Jan shows several techniques for creating and animating the threads. Finally, Jan shows how he added dynamics into motion sculptures in a project created with AixSponza for Nike Tech Fleece.
|
Cineversity | Aug 24 2017 | 53:01 | 12579 | |||||||||||||||||||||||||||||||||
Siggraph 2017 Rewind - Rick Barrett: A Preview of Cinema 4D R19 Features
Rick Barrett from Maxon The Americas presents some of the top features coming in Cinema 4D Release 19. Rick Barrett from Maxon The Americas presents some of the top features coming in Cinema 4D Release 19 as well as a sneak peek at an upcoming Cineversity plugin which will add value to the new release. Using good use case project files, Rick shows off the new Viewport, PBR workflow including PBR lights and materials, ProRender integration, Scene Reconstruction, the new Sound Effecotr, enhancements to Voronoi Fracture, OpenGL painting in BodyPaint 3D and the benefits of new Media Core. He also gives a sneak peek at a plugin coming soon to Cineversity that uses the new Media Core to quickly search, import and integrate into a multi-shader animated GIFs from Giphy.
|
Cineversity | Aug 24 2017 | 30:38 | 5805 | |||||||||||||||||||||||||||||||||
Siggraph 2017 Rewind - Casey Hupke: Advanced Fracturing in Cinema 4D
Casey discusses and illustrates the enhancements of Voronoi Fracture added in Release 19. First he uses Voronoi Fracture to create a simple city topo map with objects to define the fracture profile, then Connect and MoExtrude with a Shader Effector to grow the buildings. He then uses the same concept to create a Greebled surface. Casey then shows how to turn your Text into quads using Voronoi Fracture and then use PolyFX to create a confetti effect on the text. Next he uses Voronoi Fracture, inverts the selection to gaps, adds thickness and adds an animated shader as a source to create a cellular FUI effect. Casey then illustrates the capabilities of and uses for Connectors in Voronoi Fracture. Using it in conjunction with Rigid Body Dynamics, Casey shows variations of the tools on a demolishing a building scene. He also briefly covers the new detail feature. In another example, Casey uses Voronoi Facture with selections and connectors, and Rigid Body Dynamocs to create a splintering fence. Lastly, Casey shows a brief example of using multiple Voronoi Fractures, MoGraph selections, and connectors with torque and force to create recursive fractures.
|
Cineversity | Aug 22 2017 | 45:16 | 9478 | |||||||||||||||||||||||||||||||||
Siggraph 2017 Rewind - Eric Nicolas Smit: Fracturing in Cinema 4D
Break a marble sculpture with Voronoi Fracture and Dynamics. In this presentation from SIGGRAPH 2017, artist Eric Smit shows off the new features added to the Voronoi Fracture object in Cinema 4D R19. He walks through all of the major steps involved in creating an effects-quality shot of a marble bust breaking apart as it hits the ground.
|
Cineversity | Aug 22 2017 | 35:44 | 5150 | |||||||||||||||||||||||||||||||||
Siggraph 2017 Rewind - David Ariew: Digital Cinematography in C4D
Principles of Cinematography used in live-action shoots are just as useful in Cinema 4D. Visual Effects artist David Ariew shows that a little bit of filmmaking knowledge can go a long way for 3D artists. In this live presentation from SIGGRAPH 2017 he shares a number of tips for how to set up your shots for seamless edits clearer storytelling. He begins by showing his reel and a 4-minute CG music video for “Walk Away” by Michael Marquart. He then goes into an exploration of different lighting techniques. He follows this up with his thoughts on composition and camera movement. Ariew closes out with a discussion of how Depth of Field and Motion Blur can be used to improve your shots.
|
Cineversity | Aug 22 2017 | 50:01 | 9156 | |||||||||||||||||||||||||||||||||
Siggraph 2017 Rewind - Christian Whiticar: Projection Mapping Paintings with Cinema 4D
Learn how Projection Man transforms simple geometry into dramatic 3D artwork. In this Siggraph 2017 presentation, Christian Whiticar of Sequence Group shows several examples of how simple C4D projection techniques combine for dramatic results. First Christian shows how he created a stop-motion camera animation and procedural mold for the title sequence of ABC’s The Toy Box. When creating the trailer for the game What Remains of Edith Finch, Sequence Group needed to replicate the look of the game, so they projected actual game footage onto geometry within Cinema 4D. Christian shows the basics of camera mapping with ProjectionMan.
|
Cineversity | Aug 22 2017 | 45:53 | 5332 | |||||||||||||||||||||||||||||||||
Add Randomness and Chaos to Effectors and Deformers with Noise Falloff
New in Release 19 - with Noise Falloff you can affect the strength of Effectors and Deformers with C4D’s built-in Noises. With the new Noise Falloff shape in Cinema 4D Release 19, you can use Cinema 4D’s built-in Noise types to affect the strength of Deformers and MoGraph Effectors. In this quicktip, you’ll learn how to visualize the scale, seed and clip options with the Display Box. You’ll also see how different noise types can achieve various effects on a clone setup as well as a Collision deformation. |
Rick Barrett | Aug 21 2017 | 02:51 | 4176 | |||||||||||||||||||||||||||||||||
Siggraph 2017 Rewind - Nick Lyons: Futuristic Technology in Ghost in the Shell: Brief to Deliverable
Nick Lyons from Territory Studios gives an overview of the work Territory did for the film, Ghost in the Shell. Nick provides an overview of the concepts as well as how Territory executed some of the final VFX. Nick breaks down the creation of the “Equalizer” (using MoGraph Cloner, Random Effector, Turbulence and X-Particles), human holograms (using Photogrammetry, Polygon Reduction and X-Partcles), Solograms (solid holograms) to create the futuristic looking cityscape and describes how Territory used Cinema 4D and Shotgun to create and manage hundreds of assets including the use of a custom platemaker built with Xpresso.
|
Cineversity | Aug 17 2017 | 46:37 | 11802 | |||||||||||||||||||||||||||||||||
Siggraph 2017 Rewind - Brian Behm: C4D in Quick Turnaround Post Production Environments
Brian Behm, motion designer at media empire, Rooster Teeth Productions, discusses some ways he’s found for effective design with quick turn-arounds utilizing Cinema 4D. Brian’s presentation highlights a few professional projects he’s worked on, showcasing ways to use Cinema 4D, and then through the compositing process in After Effects, make great final results. Brian starts with creating and animating a couple different stylized Op Art (optical illusion) designs using basic geometry, deformers and shaders. He then finishes with a motion graphics project for a show segment, which has animated doors closing for a logo reveal.Brian breaks down the texturing and animation process which allowed for a gritty industrial look within a tight deadline.
|
Cineversity | Aug 17 2017 | 48:22 | 4142 | |||||||||||||||||||||||||||||||||
Siggraph 2017 Rewind - Nick Campbell: Getting Creative with C4D’s Fast, Easy Intuitive Workflow
Nick Campbell shows some of the possibilities of the improved voronoi fracture object. In this presentation, Greyscalegorilla founder Nick Campbell shows how he is exploring the new features of the Voronoi Fracture Object in Cinema 4D R19. He begins by talking a bit about his history with Cinema 4D and how he uses it to quickly explore different design ideas while being responsive to client feedback. His presentation walks through detailing voronoi fragments, fusing pieces with geometry glue, scaling fragments, and offsetting pieces. He gives a full breakdowns of how he would destroy a sculpture, break a brick wall, and smash two helmets together.
|
Cineversity | Aug 17 2017 | 44:37 | 4382 | |||||||||||||||||||||||||||||||||
Siggraph 2017 Rewind - Jeremy Cox: Improvisational C4D in Production
See how displacement, sculpting and animations from Mixamo combine in Imaginary Forces’ title sequence for SXSW Gaming Awards. In this live presentation from Siggraph 2017, Jeremy Cox demonstrates how Imaginary Forces used Cinema 4D to create the opening title sequence for the SXSW Gaming Awards. You’ll see how displacement and sculpting can be used to generate unique and art-directable landscapes, and how the Polygon Pen can be used to place clones onto specific areas of an object. You’ll also see how Mixamo data can be utilized within Cinema 4D to easily add animated characters to a project.
|
Cineversity | Aug 17 2017 | 44:08 | 6010 | |||||||||||||||||||||||||||||||||
Siggraph 2017 Rewind - Chris Schmidt: Exploring Parts of Cinema 4D You’ve Been Avoiding
Chris is the Director of 3D Product Development at Greyscalegorilla. He basically makes cool tools and tutorials. This guy really knows Cinema 4D. In this presentation, Chris breaks down the process he went through to create some wickedly weird dancing trees for a music video - utilizing tools probably most of you have avoided because you thought they are too complicated. He makes tools like sculpting, UV editing, rigging, weighting and more, look fast and easy because frankly the way he explains and does ... it is easy. Have fun!
|
Cineversity | Aug 15 2017 | 53:13 | 8022 | |||||||||||||||||||||||||||||||||
Siggraph 2017 Rewind - Mike Winkelmann (Beeple): Building A Tunnel Loop in C4D
We proudly present to you Mike Winkleman, aka Beeple from www.Beeple-Crap.com, showing some of his practices on how he creates tunnel loops for Video DJ clips inside Cinema 4D. Mike starts with creating tunnel with a Sweep object and a spline path. He then attaches and animates a Camera to the spline path within the tunnel using an Align to Spline Tag, then shows us some different techniques for lighting and texturing the inside of the tunnel, as well as show us how to create some fly through elements using a MoGraph Cloner.
|
Cineversity | Aug 15 2017 | 26:44 | 10485 | |||||||||||||||||||||||||||||||||
Siggraph 2017 Rewind - Ethan Shaftel: VR in C4D - Making Extravaganza
Ethan Shaftel shares his process for making the VR Film “Extravaganza”. In this live presentation, Filmmaker Ethan Shaftel shares his process for making the VR Film “Extravaganza”. The film combines live action elements (starring Paul Sheer) with an all-virtual puppet show rendered in Cinema 4D using the CV-VRCam plugin. Shaftel begins with a discussion of VR Films and headsets. He moves onto sharing how you can render simple equirectangular images using the Bake Texture tag. After that he discusses the simpler CV-VR Cam workflow. He closes his presentation with some tips on how to save time on renders using a matte box.
|
Cineversity | Aug 15 2017 | 37:47 | 4680 | |||||||||||||||||||||||||||||||||
Siggraph 2017 Rewind - Winston Matthews: Creating VR Games with C4D
See Cinema 4D workflows for creating Virtual Reality game assets. Fourteen-year-old Winston Matthews has already created two Virtual Reality games with the help of Cinema 4D and Unity. In this live presentation from Siggraph 2017, Winston shows some of the Cinema 4D techniques he’s used to create assets for his games. You’ll see how Winston generates skyboxes using simple displacement, animates characters to create game actions and creates grass and water assets. Learn more about Winston and his games at winstonmatthews.com.
|
Cineversity | Aug 15 2017 | 45:31 | 3829 | |||||||||||||||||||||||||||||||||
New in Cinema 4D R19: Alembic Exchange Enhancements
The Alembic Exchange, in Cinema 4D Release 19, has enjoyed a few, but very powerful enhancements. Keyframe value interpolation, allows Cinema 4D R19, to interpolate between the values of each frame, so that we can render SubFrame Motion Blur, and also change the Animation Speed without stepping, on Alembic Meshes. Alembic now supports arbitrary point attributes. Also, a new Alembic Tag has been introduced. The Alembic Enhancements in Cinema 4D Release 19, position it firmly as an excellent pipeline tool for any Studio and makes 3D file interportability more powerful than ever. |
Athanasios Pozantzis | Aug 14 2017 | 01:57 | 5219 | |||||||||||||||||||||||||||||||||
Siggraph 2017 Rewind - EJ Hassenfratz: Essential Character Rigging and Animation Workflows in C4D
EJ Hassenfratz from EyeDesyn gives a presentation on how he created and animated octopus character used in a recent Cineversity.com advertisement. EJ begins by modeling the tentacles, then applies an IK joint chain to the tentacles, with IK dynamics to simulate an underwater feel. EJ then proceeds to show how to convert one of the tentacles to FK to make it wave to the camera. Moving onto the head, EJ shows how to create the mouth expressions using Posemorph and custom made user data. He finishes up by showing how he created animation controls for the octopus’s eyes. This presentation is a perfect intro for anyone looking to get into character rigging & animation inside Cinema 4D.
The full tutorial series on creating this Cineversity Cinematic coming soon! |
Cineversity | Aug 10 2017 | 50:27 | 16852 |