Latest Tutorials
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Voronoi Fracture Reference: Exposing Component Selections
In the process of Fracturing our geometry, the Voronoi Fracture Object, creates some new polygons, edges and points. In the process of Fracturing our geometry, the Voronoi Fracture Object, creates some new polygons, edges and points. Although this is a procedural operation, we have the ability to expose these selections and use them as we wish, without making our fractures editable. |
Athanasios Pozantzis | Aug 31 2016 | 05:02 | 4537 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Voronoi Fracture Reference: Fracturing the Fractures with MoGraph Selections
The Voronoi Fracture Object can break pretty much anything that has geometry, including MoGraph clones and Fracture Objects. The Voronoi Fracture Object can break pretty much anything that has geometry, including MoGraph clones and Fracture Objects. So, you can fracture a fracture… Let’s see how this is done. |
Athanasios Pozantzis | Aug 31 2016 | 04:31 | 5180 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Voronoi Fracture Reference: Parametric Shell Fracturing
How to create shells for fractured objects. How do we create shells for fractured objects? Eggs and garden gnomes, are not solid objects, but have a thin shell. In this video, I’ll show you a technique to achieve this in a non-destructive way. |
Athanasios Pozantzis | Aug 31 2016 | 05:00 | 3193 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Voronoi Fracture Reference: Pre-Fracture Transformation - How to Create Interesting Fracture Shape
Shows a technique called “Pre Fracture Transformation”, to allow the fragmentation of “wood” and “granite”. Voronoi fragments have a very particular look. If you want to create objects that break slightly differently, this video is ideal. I will show a technique called “Pre Fracture Transformation”, to allow the fragmentation of “wood” and “granite”. |
Athanasios Pozantzis | Aug 31 2016 | 07:54 | 3672 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Voronoi Fracture Reference: Voronoi Fracture Epilogue
The new Voronoi Fracture Object is one of the most powerful and entertaining features of Cinema 4D Release 18. The new Voronoi Fracture Object is one of the most powerful and entertaining features of Cinema 4D Release 18. |
Athanasios Pozantzis | Aug 31 2016 | 00:38 | 2563 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Create Initial UVW Coordinates Quickly with Set From Projection
Generate UV tags based on Box, Cubic2 and standard projection types. In Cinema 4D Release 18 and greater, you can quickly generate or modify UV coordinates for selected objects and hierarchies using the Set From Projection command. Select from standard projection types, plus Box and Cubic2, and define UVs based on each object, each hierarchy or all objects. In this QuickTip, you’ll see how to use Set From Projection to quickly unwrap a car in order to add a custom decal wrap. Premium members should check out our bonus QuickTip showing how to export a UV layer to Photoshop and apply a specific decal layer as a C4D material. |
Rick Barrett | Aug 31 2016 | 06:32 | 14026 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Export a UV Layer to use as a Guide for Photoshop Texturing
Paint decal maps in Photoshop based on UVs and apply specific PSD layers in a material. Learn how to export a UV guide layer that can be used to design a car’s custom decal wrap in Photoshop. You’ll also see how to apply a PSD file in Cinema 4D and use specific layers to create a decal map. |
Rick Barrett | Aug 31 2016 | 03:31 | 4118 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Paint Vertex Color in C4D R18 for Game Development and UV-Free Workflows
Paint, Apply and Convert Vertex Color for Cinema 4D Models. Cinema 4D Release 18 includes full support for Vertex Color. In this Quicktip, you’ll learn how to apply vertex color using the Paint Tool and convert between greyscale and RGB vertex color using the Convert Vertex Map command. You’ll see how to export Vertex Color via FBX and apply Vertex Color as a texture using the Vertex Color shader. You’ll also see how the Vertex Color shader can be used to define the colors for Hair. |
Rick Barrett | Aug 30 2016 | 06:55 | 10143 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Highlight Keyframes with the Breakdown Color Checkbox
Highlight key poses with the Breakdown Color Command. Highlight key points in your animation with a darker blue color using the “Breakdown Color” option and Command, new in Release 18. |
Donovan Keith | Aug 29 2016 | 01:04 | 2960 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Use New R18 Raycast Algorithms to Bake Sculpt Displacement
Bake Displacement Maps from Scupt meshes in Cinema 4D R18. Cinema 4D R18 features a new algorithm to bake displacements maps from sculpted objects. When outputting an intensity or red/green displacement map, Cinema 4D now uses raycast to generate a clean and accurate displacement map. See how it works in this C4DR18 Quicktip! |
Rick Barrett | Aug 26 2016 | 04:04 | 5807 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Pick Up and Set Down Objects with the Parent Constraint
Animate two robot arms picking up and handing off a bowling ball. R18 introduces several key improvements that make it much quicker and easier to get predictable results. The new set parent pulldown and record optimized button make it a cinch to seamlessly hand off items between parents. |
Donovan Keith | Aug 25 2016 | 03:13 | 6221 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Siggraph 2016 Rewind - Nik Hill: MoGraph Tricks and Tips to Supplement Your Workflow
Territory Studio’s Nik Hill shows how simple MoGraph techniques combine for dramatic results. Territory Studio’s Nik Hill shows how simple MoGraph techniques combine for dramatic results. Nik shows how to achieve a glitchy type animation using PolyFX and a Shader Effector. Learn how to use a MoGraph Tracer as a falloff source, and how to fake a cloth simulation by combining multiple deformers.
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Cineversity | Aug 24 2016 | 44:22 | 12639 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Siggraph 2016 Rewind - Sam Balcomb: Metroid: Motion Capture, and Sci-Fi Environments
Sam Balcom of Rainfall Films shows how Cinema 4D was used in the creation of Metroid: The Sky Falls. Sam Balcom of Rainfall Films shows how Cinema 4D was used in the creation of Metroid: The Sky Falls. In creating this fan film, Rainfall relied heavily on motion capture, which was processed in MotionBuilder and imported as FBX into Cinema 4D. Sam shows how the motion capture was imported and adapted for individual shots. The project was rendered with C4D’s Standard and Physical Render engines, and Sam shows how C4D’s multi-pass render output was combined in After Effects to create the final look. Sam also shows how Sub-polygon Displacement and the NitroBlast plugin were used to generate sci-fi environments, and how the mocap process allowed him to direct shots.
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Cineversity | Aug 24 2016 | 35:12 | 5659 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Siggraph 2016 Rewind - Derya Öztürk: New MoGraph Effectors in R18
Derya Öztürk (aka Yader) demonstrates two powerful new MoGraph effectors in Cinema 4D Release 18. Derya Öztürk (aka Yader) demonstrates two powerful new MoGraph effectors in Cinema 4D Release 18. Yader first shows the basic concept and modes of the Push Apart Effector, and then shows how he utilized it in several projects. Next he demostrates the basics of the ReEffector, and shows how it can be used to erase clones, share a single falloff, blend between multiple effector sets, version effector options, instance effector-based deformation and create multi-shape falloffs. Yader also shows the new Honeycomb Array and Form options in the Cloner object.
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Cineversity | Aug 24 2016 | 41:41 | 6262 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Siggraph 2016 Rewind - Chad Ashley: Color Grading for the 3D Artist
Chad Ashley of GreyscaleGorilla.com explains the importance of Color Grading and compositing to finish your renders. Chad Ashley of GreyscaleGorilla.com explains the importance of Color Grading and compositing to finish your renders. Chad transforms a single beer can into a finished render by adding image-based lighting via GSG’s HDRI Link and dialing in the shot using Arnold for Cinema 4D. You’ll learn how to set up Arnold AOV passes to create mattes for certain scene objects, and how to extract those mattes from a multilayer EXR for color correction in After Effects. Chad creates a filmic look by adding Depth-of-Field via Frischluft LensCare, a vignette, film grain and sharpening, then uses GSG’s LUTs to create a custom color grade.
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Cineversity | Aug 24 2016 | 36:25 | 6178 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Siggraph 2016 Rewind - Athanasios Pozantzis: Tips, Tricks and Techniques for Medical Animation
Athanassios Pozantsis (aka Noseman) explains three key techniques for medical illustration. Athanassios Pozantsis (aka Noseman) explains three key techniques for medical illustration. First you’ll learn a technique for creating an X-ray effect using Absorption or Sketch & Toon’s Cel Shader. Next, Thanassis demonstrates how to animate a walking (or slithering) cell using X-Particles Attractors, Trails and Skinners. Finally, you’ll see the typical method for representing translucency via SSS as well as a faster, more art-directable alternative method which uses the Fresnel shader.
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Cineversity | Aug 24 2016 | 44:49 | 7804 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Fix Lagging Expressions with the Shift Priority Tag
Adjust Execution Order with the Shift Priority Tag With complex rigs it is common for expressions to be dependent on the results of other expressions. This paired with C4D’s hierarchies and deformers can often mean it’s difficult to get everything to execute in the correct order without introducing delays. The shift priority tag allows you to adjust the priority of all of the expressions in a given hierarchy, freeing you to place objects where they make the most sense in your scene instead of where they need to be to get the right execution order. |
Donovan Keith | Aug 24 2016 | 02:10 | 4735 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Eliminate Gimbal Lock with Quaternion Rotations
Use Quaternion Rotations for more predictable Rotation Animation. In this video we will animated a swinging golf club to look at some common issues with rotation animation and how to overcome them. The new Quaternion Rotation option in the coordinates tab of the Attributes Manager can overcome a lot of issues with a single button click, but there are some key limitations to keep in mind. |
Donovan Keith | Aug 23 2016 | 04:38 | 6046 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Updated Selection Tool Default
Make the best use of the new default Select Active Elements setting. Cinema 4D Release 18 introduces a small but important tweak to the default settings for the various selection tools. Use your Live Selection tool in perspective view to select visible elements, and your Rectangle/Polygon/Lasso tools in your orthographic views to select all the way through your model. |
Donovan Keith | Aug 22 2016 | 01:56 | 3395 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Top 10 Tweaks in C4D R18
New defaults make a big difference in your Cinema 4D workflow. In this QuickTip, we’ll take a look at the top 10 tweaks in Cinema 4D Release 18. Many of these adjustments to C4D’s defaults and behavior don’t even appear on the features list, but they’ll make a big difference in your daily workflow. |
Rick Barrett | Aug 19 2016 | 06:13 | 5841 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Siggraph 2016 Rewind - Trevor Kerr: Hollywood VFX on an Indie Budget
See how Trevor Kerr created his Star Wars fan film Call of the Empire with Cinema 4D and Arnold. See how Trevor Kerr created his Star Wars fan film Call of the Empire with Cinema 4D and Arnold. Trevor shows a technique he used to develop a procedural camera shake rig using Vibrate Tags and PSR constraints. Next, he shows how he populated an entire forest of polygonal trees by packaging trees as Arnold Scene Source assets and scattering the foliage using X-Particles.
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Cineversity | Aug 18 2016 | 40:38 | 6107 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Siggraph 2016 Rewind - Casey Hupke: MoGraph Improvements in R18
Casey Hupke highlights the new MoGraph enhancements in Cinema 4D Release 18. Casey Hupke highlights the new MoGraph enhancements in Cinema 4D Release 18. You’ll learn about great new Cloner modes and options, as well as the new Push Apart Effector and ReEffector. Along the way, Casey builds a data-visualization scene that combines many of the new options.
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Cineversity | Aug 18 2016 | 43:55 | 6081 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Siggraph 2016 Rewind - Ryan Summers: 50 Tips in 50 Minutes
Freelancer Ryan Summers shares production tips and hidden features in Cinema 4D. Freelancer Ryan Summers shares production tips and hidden features in Cinema 4D.
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Cineversity | Aug 18 2016 | 86:03 | 8229 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Multi-Edit Reflectance of Similar Layers in Cinema 4D Release 18
Learn how to edit multiple reflections and the Select Materials with Same Reflectance command. Cinema 4D Release 18 adds the ability to edit the Reflectance of multiple materials. Because C4D’s Reflectance interface allows unlimited combinations of reflectance layers and types, only materials that have the same number and type of layers can be multi-edited. A flag in the upper-right corner of the the material preview indicates similar materials, and they can be selected easily with the Select Materials with same Reflectance command. |
Rick Barrett | Aug 18 2016 | 03:37 | 2965 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
New CV-SwIm 3 Features Made Possible by the ColorSwatch API in C4D R18
Python and C++ ColorSwatch API offers plugin potential. Cinema 4D Release 18 introduces an API to manipulate the color swatches within the Color Chooser, and as a result developers are able to offer more options that relate to color. In this QuickTip, we’ll offer a sneak peek into the new functionality for SwIm 3.0 that’s made possible by the new Color Swatch API. You’ll learn how to export ASE files from your Adobe Creative Cloud library via Illustrator, and import those ASE files into Cinema 4D via SwIm. You’ll also see how to create materials, gradients and multishaders from selected swatches. SwIm 3.0 is not yet available, but you can download the most recent version here. |
Rick Barrett | Aug 17 2016 | 04:24 | 2635 |