Using redshift to render a work Zen Bamboo

Zen Bamboo

This time, the cheapest cloud render farm for VFX, animation, CGI projects in the world, Fox Renderfarm wants to use a case to show the powerful rendering features of Redshift.

In this case, C4D and Redshift are used to render a photo-level picture of fresh bamboo. The main elements in this picture are composed of several parts, bamboo and glass bottles, which are the most prominent places in the picture. The difficulty lies in the part of the bamboo, especially the part of the bamboo texture.

Scene construction

The elements of the scene are simple, including tables, books, clocks, bottles and plants in the foreground. It is also possible to use some existing models directly, and choose an angle that shows the bamboo. It is still very simple to see the entire project now.

The bottle uses an existing model and there is a layer of water inside the model.

There is still a problem. The bottle is empty and needs to add some stones and bamboo. So, to make a stone first, you can add a launcher under Simulate / Particles / Emitter to make a stone.

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Transmitter settings,

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Create a sphere to make a stone, then make a different shape, drag all the stones under the emitter, then play to a suitable height and convert the stone into an object. The floating stones can be hidden.

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Create a bamboo using a Tube.

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Create other items for the scene, the wall and the wooden table.

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Place the camera:

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Material

The material starts from the simplest. All the props do not use the Redshift material, but use the Cinema 4D's own shader.

The background wall adds a default material to place the lights.

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Add wood grain to the board.

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Next, the bottle material uses the default Glass. After adjusting the value, copy a layer of glass material to the water level, modify the preset Water, and continue to adjust the value.

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The stone material uses a random color that makes the stone look more versatile.

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The bamboo material uses a gradual overshoot to increase exposure.

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Make a bamboo node using Vertex Attribute and Ramp.

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Lighting and adding other items

In addition to Dome Light, you need to add an Infinite Light to change the brightness and keep the scene from being too bright. Adding a plant from the own plant library to the foreground of the lens, you can see that the effect of the lens is already very good. But trying to achieve the best results requires constant experimentation.

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Add other items, clocks, books, milk cartons, and photo frames to the scene, all using existing models and materials. Then output the test results.

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Post-production adjustment

Adjust brightness, contrast, exposure, and change colors.

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Now let's understand the topology, and then the retopology.•TopologyWe know that a model is represented in 3D software by a series of surfaces combined at different angles. In my opinion, the topology of 3D modeling is the structural distribution of the surfaces of a model, which is wiring. There are so many ways to combine surfaces when trying to represent and make a 3D model. For example, look at the cube below, although the distribution of surfaces is inconsistent, the appearance looks exactly the same.!What Are Topology And Retopology Of 3D Models-2Each model has its own topology. Some are industrial models exported by industrial design software, such as ProE and SolidWorks; some are made by scanning or other reverse engineering; some are the common model format, such as *.obj, *.fbx, etc. that are exported by different 3D software. Here comes a problem: even if it is the same model, the topology generated in different ways can sometimes give us troubles in the subsequent animation and reprocessing.•RetopologyOnce you understand topology, retopology is straightforward. It is about reconstructing and representing the same model, using a better topology-a more appropriate distribution of surfaces.!What Are Topology And Retopology Of 3D Models-3When retopologizing a model, it will pay more attention to using an appropriate number and size of surfaces to represent a model. 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C4D Tutorial: Using Field Forces to Create Diamond Dispersion Effect with Particle Motion on the Surface
C4D Tutorial: Using Field Forces to Create Diamond Dispersion Effect with Particle Motion on the Surface
So today we'll use C4DR21's Field Forces to create this diamond dispersion effect with particles moving on the surface! Let's Start MakingIn C4D, first create a new sphere, segmentation can be appropriate to increase a little, type selection for Lcsahedron, Radius value slightly changed a little smaller: !Field Forces to Create Diamond Dispersion Effect 2Add a Disolacer deformer to the sphere, add a noise wave to the shader, and the global scaling of the noise wave can be slightly larger to create this bumpy sphere effect:!Field Forces to Create Diamond Dispersion Effect 3Then add a Subdivision Surface, Subdivision Editor and Subdivision Renderer under Object are set to 1:!Field Forces to Create Diamond Dispersion Effect 4Next is a new feature of C4D R21, we add a Volume Builder to the object. C4D R21's volume generation has added a new mode of vector, it can convert the object directly into a vector, we increase the accuracy of Voxel Size a little bit:!Field Forces to Create Diamond Dispersion Effect 5Next, create a new Random Field and drag it into the volume generation. By default, random fields are created in a cubic space:!Field Forces to Create Diamond Dispersion Effect 6First we can change the creation space to below the object, representing the creation of vectors based on objects:!Field Forces to Create Diamond Dispersion Effect 7But now the direction of the vector is not what we want, because by default it is the direction of the object normal, and for the sake of observation I have slightly enlarged the scale of the random field here:!Field Forces to Create Diamond Dispersion Effect 8Back in Volume Builder, we change the blending mode of the Random Field to Cross, so that the direction of the vector is the direction of the surface to which the object is attached:!Field Forces to Create Diamond Dispersion Effect 9But now the vector is not used, we need to convert it to a field force, so create a new Field Force and drag the volume object into it, selecting the type as Volume Object:!Field Forces to Create Diamond Dispersion Effect 10Now you may not see any effect, you need to create a new Matrix, with Subdivision Surface as the object Object. Distribute it as a surface is fine, then let the matrix generate TP particles, the number can be slightly more:!Field Forces to Create Diamond Dispersion Effect 11By default, the field force does not affect the particles, so you need to do some simple settings. First of all, create a new xpresso tag, and create a new particle transfer in the TP particle creation body: then add a PForce object in the TP dynamic item, which is also a new feature of R21, and then drag the field force into the PForce object, so that the TP particles can be affected by the field force:!Field Forces to Create Diamond Dispersion Effect 12Clicking on play will reveal that the particles will fly out after a period of motion:!Field Forces to Create Diamond Dispersion Effect 13This is because the mode of the field force is not correct, so change the mode of the field force to set the absolute rate, and then increase the intensity a little, you can see the particles hovering along the surface of the object:!Field Forces to Create Diamond Dispersion Effect 14Next we add Thinking Particles to the matrix, change the Limit to From End, then set the Amount to 50, and then play to see the beautiful circling lines:!Field Forces to Create Diamond Dispersion Effect 15!Field Forces to Create Diamond Dispersion Effect 16!Field Forces to Create Diamond Dispersion Effect 17I think the number of particles seems to be a little bit more, so I changed the number of particles to a smaller one:!Field Forces to Create Diamond Dispersion Effect 18When we feel it is almost ready, we can first convert the trace object to an ABC file, make a copy of the subdivision object, and back up the rest and turn it off:!Field Forces to Create Diamond Dispersion Effect 19Now the lines are appearing from nothing, we want it to be the same as the reference case that is always there, so we can offset a little bit in the animation of the ABC file, and then change the frame duration to 180 frames: !Field Forces to Create Diamond Dispersion Effect 20The next step is simple: create a new gem, resize it appropriately, and add a chamfer deformer to it. Create another larger gem, then add a lattice to this gem, with smaller cylinders and spheres. Rotate the angle of the lattice and the sphere, and put them into a group:!Field Forces to Create Diamond Dispersion Effect 21Set the keyframe in the group's rotation , remember to change the curve to linear, and then you can move on to the rendering.Open Redshift, set the render size, first I still use the linear space, and then the scene does not need global lighting, so turn off the GI. Then I did not improve the number of reflections and refraction, because I compared and found that the default parameters seem to look better: create a new HDRI ambient light; you can try more mapping, preferably with the color of this dispersion so the effect will be better:!Field Forces to Create Diamond Dispersion Effect 22Add the RS object label to the sample bar, select the curve mode for the hair on it, and then properly adjust the curve to control the thickness of the beginning and end of the sample bar:!Field Forces to Create Diamond Dispersion Effect 23!Field Forces to Create Diamond Dispersion Effect 24Next is the material, first use a gradient node to connect the material of the sample bar to the color of the luminescence. Change the mode of the gradient node to Alt. I gave the intensity of the glow to 10. Because we are rendering hair, we can give a hair position node to connect to the gradient, so that the hair will have a little gradient according to the position color:!Field Forces to Create Diamond Dispersion Effect 25!Field Forces to Create Diamond Dispersion Effect 26The material of the sphere is nothing special, it is an ordinary dark green reflective material: the next is the material of the jewel body, in fact, is a glass material, I slightly gave it a little reflection of the rough, and then the dispersion I adjusted to 2:!Field Forces to Create Diamond Dispersion Effect 27In the optimization options deselect Weak internal reflections. Then in the lighting details, change whether to affect refraction to always:!Field Forces to Create Diamond Dispersion Effect 28The final lattice material is very simple, is a common luminous material, and then use a gradient color to control the color of the luminous and transparent channel. Sampling settings due to the glass and there is dispersion, my maximum and minimum uniform sampling 256/16, other local samples are 512:!Field Forces to Create Diamond Dispersion Effect 29 The Final ResultFinally, add some glow and see the effect:!Field Forces to Create Diamond Dispersion Effect 30Fox Renderfarm hopes it will be of some help to you. It is well known that Fox Renderfarm is an excellent cloud rendering services provider in the CG world, so if you need to find a render farm for C4D, why not try Fox Renderfarm, which is offering a free $25 trial for new users? Thanks for reading!BY:野鹿志
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2022-07-04
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