Latest Tutorials
Tutorial | Instructor | Date Updated | Runtime | Views | Relevance |
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Adobe Road Show, Part 04: HDR Setup
Setting up our HDR In this part of the Adobe Road Show series, you will set up the HDR that was shot on location. This will be the basis for creating the lighting and reflections within the scene. |
Josh Johnson | Jul 04 2012 | 10:09 | 2543 | |
Adobe Road Show, Part 03: Importing our AE Scene into C4D
Importing our AE scene into C4D In this part of the Adobe Road Show series, you will import your AE scene into C4D and set up our proxy geometry that will be used as shadow catchers. |
Josh Johnson | Jul 04 2012 | 09:38 | 2717 | |
Adobe Road Show, Part 02: Tracking in AE & Exporting
Tracking in After Effects and Exporting to Cinema 4D In this part of the Adobe Road Show series, you will learn how to track a shot with the new 3D tracker in AE CS6 and then export the results to C4D.
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Josh Johnson | Jul 04 2012 | 16:23 | 3379 | |
Adobe Road Show, Part 01: Intro to the Project
Intro to the Project In this video Josh Johnson introduces his new series demonstrating the intergration and power of CINEMA 4D and After Effects CS6 |
Josh Johnson | Jul 04 2012 | 01:03 | 4805 | |
Adobe Road Show, Part 14: Faking DOF & Changing Colors
Faking DOF and Changing Colors In this final part of the Adobe Road Show series you will utilize object buffers and tracked shapes to clean up some of the unwanted elements in the shot. The same object buffers will be used to generate a fake DOF effect and change the eye color of one of the robots. Finally grain is added to the shot to help tie everything together into a completed piece. |
Josh Johnson | Jul 04 2012 | 09:53 | 2169 | |
Adobe Road Show, Part 13: Adding Hologram Projections
Setting up the Holographic Projections In this part of the Adobe Road Show series you will use the animation data from the animated screen object in C4D to setup theHolographic projections that you will create in AE. |
Josh Johnson | Jul 04 2012 | 00:00 | 2499 | |
Adobe Road Show, Part 12: Roto Cleanup
Roto Cleanup In this part of the Adobe Road Show series you will use the tracking data from the beginning of the series to help with the rotoscoping process. Rather than creating a lot of extra geometry from C4D and extra object buffers you can use mask attached to track points to help get rid of some of that stuff you don’t want to see. |
Josh Johnson | Jul 04 2012 | 11:13 | 2522 | |
Adobe Road Show, Part 11: Importing into AE
Importing our C4D render and Begin Compositing In this part of the Adobe Road Show series, you will import the multi-pass render into After Effects and begin compositing the out put from C4D onto the original footage. Follow along to see how to effectively use the matte passes and multi-pass layers to gain maximum control over your final project. |
Josh Johnson | Jul 04 2012 | 16:10 | 2293 | |
Adobe Road Show, Part 10: Setting up our C4D Render
Setting up our C4D Render In this part of the Adobe Road Show series you will fine tune your project by adjusting the shadows cast by the lights in your scene, adding a few more lights to add more brightness , creating the necessary compositing tags to set your object buffers, and set up a Multi-Pass Render to After Effects. |
Josh Johnson | Jul 04 2012 | 07:52 | 2407 | |
Adobe Road Show, Part 08: Setting up the Dynamics
Setting up the Dynamics In this part of the Adobe Road Show series, you will use a basic particle generator to emit particles from the second robot. |
Josh Johnson | Jul 04 2012 | 13:38 | 2845 | |
Adobe Road Show, Part 09: Setting up a Shadow Matte Material
Setting up our Shadow Matte Material In this part of the Adobe Road Show series, you are going to use a preset material created by Josh called “Shadow Matte”. It will help with catching the shadows cast by the robots for later use in the compositing process. A link to the Shadow Matte preset and a additional tutorial on how to use can be found at: http://www.vfxdaily.com/tutorial-05-c4d-multi-pass-renderingcompositing-and-shadow-catching/ |
Josh Johnson | Jul 03 2012 | 05:26 | 2145 | |
Render Settings: Anti-aliasing
Learn about what Anti-aliasing does for you. In this video you will learn about the Anti-aliasing settings. If you have issues with boiling textures, jagged lines, lots of noise, then you are having issues with aliasing. Anti-aliasing increases the sampling of a pixel to help find the most appropriate value to display, providing you with a more accurate representation of your 3D scene. |
Patrick Goski | Jun 20 2012 | 05:28 | 7310 | |
A Short Discussion About Light, Part 32
Dr. Sassi covers the different pipelines you might choose based on the type of work you are producing. In this video Dr. Sassi covers the different pipelines you might choose based on the type of work you are producing (All CG or integration with practical footage). This should help you to identify whether your techniques need to involve the strict rules of realism or if you can work stylistically, bending the rules as needed. |
Dr. Sassi | Jun 18 2012 | 04:22 | 1045 | |
A Short Discussion About Light, Part 30
Dr. Sassi explains a tip for reducing render times in Cinema 4D by avoiding using the Omni Light in places where it isn’t needed. In this video Dr. Sassi explains a tip for reducing render times in Cinema 4D by avoiding using the Omni Light in places where it isn’t needed. Dr. Sassi illustrates this by using spot lights in the place of omni lights when possible. |
Dr. Sassi | Jun 18 2012 | 02:57 | 805 | |
A Short Discussion About Light, Part 31
Dr. Sassi discusses lens flares. In this video Dr. Sassi covers the importance of keeping lens flare effects in front of objects in a render. |
Dr. Sassi | Jun 18 2012 | 01:54 | 938 | |
A Short Discussion About Light, Part 29
Dr. Sassi discusses that all light in reality has color and that it is important to think about this when lighting a scene in CINEMA 4D. In this video Dr. Sassi discusses that all light in reality has color and that it is important to think about this when lighting a scene in CINEMA 4D. As lights that do not cast color, do not exist in reality. He further explores how we interpret white objects in reality based on assumption of the objects color based on its surrounds. |
Dr. Sassi | Jun 18 2012 | 04:50 | 885 | |
A Short Discussion About Light, Part 27
Dr. Sassi discusses the differences between real light and RGB light. In this video Dr. Sassi discusses the differences between real light and RGB light. This includes a brief explanation of how real light is refracted based on it’s color and a method of simulating the effect in Cinema by animating the Refraction in the transparency channel. |
Dr. Sassi | Jun 18 2012 | 04:47 | 776 | |
A Short Discussion About Light, Part 28
Dr. Sassi recommends using the 32 bit OpenEXR format for it’s relatively small size and for the extensive amount of information it can hold. In this video Dr. Sassi recommends using the 32 bit OpenEXR format for it’s relatively small size and for the extensive amount of information it can hold. Using both CINEMA and Nuke to analyze images of various bit depths, he covers the many options you have to manipulate an image saved with 32 bits per channel over lower bit depth formats. |
Dr. Sassi | Jun 18 2012 | 09:07 | 957 | |
A Short Discussion About Light, Part 26
Dr. Sassi explains the importance of capturing a high dynamic range (32bit per channel) directly in CG. In this video Dr. Sassi explains the importance of capturing a high dynamic range (32bit per channel) directly in CG. Capturing the most information about the exposure in the image allows you to push it further in post production. This allows you to use bright hot spots in order to achieve interesting effects when combined with depth of field and or motion blur. |
Dr. Sassi | Jun 18 2012 | 04:47 | 862 | |
A Short Discussion About Light, Part 25
Dr. Sassi covers ‘tone mapping’ and explains how the process is similar to dodge and burn. In this video Dr. Sassi covers ‘tone mapping’ and explains how the process is similar to dodge and burn. In Photoshop, he shows how by using a layer mask with an exposure adjustment layer you can create a more flexible version of dodge and burn. |
Dr. Sassi | Jun 18 2012 | 12:57 | 824 | |
A Short Discussion About Light, Part 23
Dr. Sassi provides a discussion about file formats. In this video Dr. Sassi provides a discussion about file formats, specifically comparing and highlighting differences between the HDR (8bit per channel) with OpenEXR (32bit per channel.) This starts with an examination of how color is stored in an image and leads to further discussion about the possibility of capturing a larger dynamic range. |
Dr. Sassi | Jun 18 2012 | 09:07 | 955 | |
A Short Discussion About Light, Part 24
Dr. Sassi explores some of the issues that can arise when using a single HDRI for reflection and illumination. In this video Dr. Sassi explores some of the issues that can arise when using a single HDRI for reflection and illumination. He goes in-depth on how the illumination generated by an HDRI is only ever correct at one single point in space, this is demonstrated by showing how the position of a cg object would change the illumination it receives. |
Dr. Sassi | Jun 18 2012 | 08:30 | 888 | |
A Short Discussion About Light, Part 22
Dr. Sassi discusses some of the finer points about using a light dome to illuminate your scene. In this video Dr. Sassi discusses some of the finer points about using a light dome to illuminate your scene. This includes properly setting up a cloner for use with lights, controlling specular highlights, adjusting the light “Contrast” to control overall illumination, and finally using the “Diffuse Falloff” attribute in the material illumination tab. |
Dr. Sassi | Jun 18 2012 | 20:50 | 833 | |
A Short Discussion About Light, Part 20
Dr. Sassi discusses a few methods for optimizing renders that use Global Illumination. In this video Dr. Sassi discusses a few methods for optimizing renders that use Global Illumination. This includes baking the illumination to a texture, using a Compositing tag to exclude small objects, and finally, using proxy objects to help control the illumination. |
Dr. Sassi | Jun 18 2012 | 11:51 | 782 | |
A Short Discussion About Light, Part 21
Dr. Sassi discusses the use of Ambient Occlusion. In this video Dr. Sassi discusses the use of Ambient Occlusion. This focuses on AO’s inability to react to light, which results in ‘CG’ looking renders. To combat this limitation Dr. Sassi describes a process in which you can use a shadow pass to matte the AO pass, excluding it from areas in direct light. This helps to create a more believable effect. |
Dr. Sassi | Jun 18 2012 | 05:53 | 890 |