Latest Tutorials
Tutorial | Instructor | Date Updated | Runtime | Views | Relevance |
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Door and Window, Part 10: Xpresso for changing the width of the window
In this tutorial you will make the width of the window adjustable and set up controls for the arch. In this tutorial you will learn to control all the objects needed to adjust the width of the window. You will also add controls for the Arch. |
Rod Ross | Jun 04 2014 | 11:18 | 905 | |
Door and Window, Part 11: Xpresso for changing the width of the door
In this tutorial you will learn how to change the width of the doors and make a set up where the doors will automatically change to double doors. Controls will also be set to open and close the doors individually. In this tutorial you will learn how to change the width of the doors and use a Condition Node to make a set up where the doors will automatically change to double doors when the slider reaches 30 percent or more. Controls will also be set to open and close the doors individually. |
Rod Ross | Jun 04 2014 | 12:45 | 968 | |
Door and Window, Part 12: Completion
In this tutorial you will add the final touches to the Door and Window tool. In this tutorial you will add the final touches to the Door and Window tool and how to customize the tool and add it into a project. You now have have an adjustable tool to quickly add doors and windows of different styles to any of your projects. |
Rod Ross | Jun 04 2014 | 19:42 | 1058 | |
Camera Crane, Part 01: Series Introduction
In this series you will learn about the various attributes of the Camera Crane inside CINEMA 4D. In this series you will learn about the various attributes of the Camera Crane inside CINEMA 4D. |
Patrick Goski | May 28 2014 | 00:30 | 4047 | |
Camera Crane, Part 02: Adding the Camera Crane
This video shows you how to add the Camera Crane to your scene and the various circumstances that can affect how that happens. This video shows you how to add the Camera Crane to your scene and the various circumstances that can affect how that happens. You will then learn about various methods to place and move the camera crane within the scene. |
Patrick Goski | May 28 2014 | 02:46 | 1972 | |
Camera Crane, Part 03: Attribute Reference
Camera Crane Attributes In this video, you will then learn about the various attributes of the Camera Crane, including the base (link, heading, height), arm (length, pitch, target), head (height, Heading, Width, Target), and camera (Pitch, Banking, Offset) attributes. Finally the video wraps with an explanation of the Compensate Pitch and Compensate Heading checkboxes. |
Patrick Goski | May 28 2014 | 09:19 | 1354 | |
Camera Crane, Part 04: Practical Examples
Camera Crane Examples - crane, dolly, orbit In this video you will be shown 3 quick examples of how to work with the camera crane. |
Patrick Goski | May 28 2014 | 05:18 | 1494 | |
VFX with C4D: Tank Crash, Part 01: Introduction
A look at the final, completed Tank Crash scene and an introduction to the series. In this introductory video, you will take a look at the final, composited scene of the tank crashing through the wall and introduce the series. |
Joseph Herman | May 13 2014 | 00:52 | 17659 | |
VFX with C4D: Tank Crash, Part 02: Camera Tracking
3D Tracking the backplate with After Effects In this video, you will 3D track the live action backplate and solve for the camera by using After Effects’ built in 3D camera tracker. you will then export the camera from After Effects to C4D where you’ll use it as the main camera in the final shot. You can download the tank for free here: Tank Model |
Joseph Herman | May 13 2014 | 04:48 | 4022 | |
VFX with C4D: Tank Crash, Part 03: Setting up the Scene in 3D
Opening the 3D Camera and building up the scene in C4D Switching to CINEMA 4D, you will open the C4D project that contains the tracked camera that was created in After Effects. Next, you’ll apply the backplate to a Background object, create the wall, scale the project and import the tank. You will also create a lighting setup that employs the principles of Image Based Lighting and Global Illumination. |
Joseph Herman | May 13 2014 | 12:04 | 2715 | |
VFX with C4D: Tank Crash, Part 04: Texturing the Wall
Using BodyPaint to texture the wall and tweaking Global Illumination settings In this video, you’ll use BodyPaint, CINEMA 4D’s robust built-in 3D painting and texturing solution to properly lay out the UVs of the wall and apply a rough, weathered texture that we originally created in Photoshop (while demonstrating the ability to copy and paste between the two applications). You will also tweak the settings for Global Illumination. |
Joseph Herman | May 13 2014 | 07:42 | 3144 | |
VFX with C4D: Tank Crash, Part 05: Creating the Collision
Using NitroBlast to fracture the wall, finessing the dynamics, animating the tank and creating a rough texture for the wall’s interior texture In this video you will use NitroBlast, an inexpensive but very useful plugin, to fracture the wall into many pieces. You’ll then finesse the dynamics simulation in order to ensure that the collision behaves correctly when the tank collides with the wall. Finally, you’ll use noise-driven Sub-Polygon Displacement to create a rough and bumpy texture for the interior of the wall. You can buy your own copy of Nitroblast here: Nitroblast |
Joseph Herman | May 13 2014 | 12:01 | 2361 | |
VFX with C4D: Tank Crash, Part 06: Caching and Rendering
Caching the dynamics simulation and rendering 3D elements You begin by doing a low resolution test render to check the timing of the collision. Then you will bake the simulation by caching the dynamics. Finally you’ll set our render settings as well as create Object Buffers and Multi-Passes which will be useful when compositing the scene. |
Joseph Herman | May 13 2014 | 07:16 | 1864 | |
VFX with C4D: Tank Crash, Part 07: Making the Dust
Creating dust from the collision with NitroBlast, Thinking Particles and PyroCluster, as well as a layer of floor dust with Photoshop NitroBlast has a handy preset which you’ll use to automatically generate the dust for the collision using CINEMA 4D’s built-in Thinking Particles system and its powerful PyroCluster features. You will tweak the settings of the dust and render it out on a separate Atmosphere Mutiply Multi-Pass. Then you’ll create a layer of floor dust in Photoshop and render it in C4D using the tracker camera. You’ll fade up this floor dust layer later, during compositing, to give the appearance of settling ground dust. You can buy your own copy of Nitroblast here: Nitroblast |
Joseph Herman | May 13 2014 | 13:16 | 2450 | |
VFX with C4D: Tank Crash, Part 08: Compositing the Scene
A look at the techniques that were used to composite the Tank Crash scene in After Effects. After rendering out all the different elements, such as the tank, wall, object buffers and multi-passes, it’s time to composite all of them together with the live action backplate in After Effects. In this video, you will take a look at the various comps and precomps in and see how the layers were composited. You’ll examine how to create motion blur, how to add the shading back onto the floor, track matting, setting transfer modes and rotoscoping the foreground elements. Then you will kick off the final render. |
Joseph Herman | May 13 2014 | 10:14 | 2098 | |
Global Illumination, Part 01: Series Overview
In this video you will be given a brief overview of the entire series. In this video you will be given a brief overview of Global Illuminations in R15. |
Patrick Goski | May 06 2014 | 01:19 | 14321 | |
Global Illumination, Part 02: Overview of How Direct and Indirect Light are Calculated
In this video you will learn about how CINEMA 4D calculates Direct light and Indirect light In this video you will learn about how CINEMA 4D (and similar renderers) calculates Direct light (Light from Light Objects) and Indirect light (Bounced light, or light calculated from materials) |
Patrick Goski | May 06 2014 | 11:22 | 3943 | |
Global Illumination, Part 03: Various Ways of Lighting with Indirect Illumination
Demonstrate various ways to introduce indirect light into a scene In this video you will be introduced to the various ways to introduce indirect light into a scene. This includes bounced light from a direct light source, using the luminance channel in a material, using the Sky object with a material of HDRI, and finally using the Physical Sky. |
Patrick Goski | May 06 2014 | 13:44 | 2799 | |
Global Illumination, Part 04: Working With the Material Illumination Tab
Learn various attributes found in the Illumination tab of a material In this video you will learn about the various attributes found in the Illumination tab of a material. This includes controlling the brightness of the illumination using the Luminance channel and Generate GI (Strength and Saturation) attributes in the Illumination tab. You will also learn about using the GI Area Light and GI portal attributes to help direct indirect rays towards a source of illumination. |
Patrick Goski | May 06 2014 | 14:33 | 2159 | |
Global Illumination, Part 05: Limitations of Lighting with Material’s Only
Learn some of the limitations that you may run into trying to light a scene with material based lighting alone, as well as some possible solutions In this video you will learn about some of the limitations that you may run into when trying to light a scene with material based lighting alone, as well as some possible solutions. This includes issues with specular highlights, Illumination models, compositing tags, and finally the size of the illumination source. |
Patrick Goski | May 06 2014 | 13:59 | 2012 | |
Global Illumination, Part 06: The General Tab of the Global Illumination Effect
Learn the first set of attributes on the General tab of the Global Illumination effect In this video you will learn about the first set of attributes on the General tab of the Global Illumination effect. This includes information about the Presets dropdown, the Primary and Secondary Method dropdowns and the associated Intensity and Saturation attributes, and finally the Diffuse Depth, and Gamma attributes. |
Patrick Goski | May 06 2014 | 11:35 | 1794 | |
Global Illumination, Part 07: The General Tab of the Global Illumination Effect Continued
Learn about the second section of the General tab for the Global Illumination effect In this video you will learn about the second section of the General tab for the Global Illumination effect. This section deals with the samples used for the GI solution. This includes information about the preset settings, exploring the number of samples used when working with Accuracy based sampling, and finally manually setting a sample count. |
Patrick Goski | May 06 2014 | 13:27 | 1775 | |
Global Illumination, Part 08: The Irradiance Cache and Record Settings
Learn about the Irradiance Cache In this video you will learn about the Irradiance Cache. This includes information about setting up the scene to preview the record density before rendering, the Min and Max rates, Density, Minimum and Maximum Spacing, Smoothing, Color Refinement and Screen Scale Attributes. |
Patrick Goski | May 06 2014 | 23:00 | 1916 | |
Global Illumination, Part 09: The QMC (Quasi-Monte Carlo) Method
Learn about the Quasi-Monte Carlo method In this video you will learn about the Quasi-Monte Carlo method and how the sample settings affect the results. |
Patrick Goski | May 06 2014 | 04:05 | 2277 | |
Global Illumination, Part 10: An Overview of the Secondary Method
Learn the basics of using the secondary methods in the Global Illumination effect In this video you learn about the basics of using Irradiance Cache and QMC as secondary methods in the Global Illumination effect. Light Mapping and Radiosity Maps will be handled in the 2 following videos |
Patrick Goski | May 06 2014 | 06:19 | 1723 |