Cinema 4D Tutorial: Making a Ring Full of Small Balls
C4D is a 3D software developed by MAXON in Germany. Its interface is simple in 3D production software, which is easier to learn and use for Maya and 3ds Max. It can model material, light and bind animation rendering and other functions, and it has powerful built-in film and television VFX, animation design, industrial medicine, physics, etc. C4D can be used in many industries. It belongs to the same kind of software as Maya and 3ds Max, but it has been on Apple computers in the early days. In recent years, it has been widely used in WINDOWS.
Fox Renderfarm, the best cloud rendering service, will introduce how to use C4D to make some shapes full of rings in this tutorial. The reference work was originally made by a 3d artist from Behance.
In the ring above, you can see that it is mainly composed of three parts, a small ball filled with the ring, a layer of spiral shape outside the ring, and scattered small balls. The outside will make these things step by step. First of all, I will make a small ball full of rings. This requires first making a ring for the shape.
- First make a Circle, click the C button to convert it into an editable object, and compress the Circle into an ellipse.
- Add a second Circle and use the Loft modifier to make the two circles into a circle.
First add three spheres of different sizes, which can be arbitrary. Then add Cloner, then place the three spheres under Cloner, change the Mode under Cloner to Object, drag and drop Sweep under Object, and change the Mode of Distribution to Volume.
The three small balls have generated a ring full of small balls based on the ring, and my Count value is 1000.
Now you can add dynamics. Right-click under Cloner and select Simulation tags to add Rigid Body. Note that in the Collision property of Rigid Body, Inherit Tag selects Apply Tag to Children, and Individual Elements selects ALL.
Right-click on Sweep and select Simulation tags, and add Collider Body. Select Static Mesh in Collision's Shape under Collider Body.
Now play the animation, and you can see that the ball will fall down due to dynamics. I constantly test the drop of the balls and change the number of balls in the Count in Cloner until the balls fill up the ring.
Now you can see that the ball is basically filled, and then start to make a layer of the spiral shape of the outer ring. I hide the ball first and add a spiral shape. Add a Spline Wrap to the spiral shape, then add the line to the Spline of the Spline Wrap, select Y for Axis.
Select the spiral shape to convert it into Current State To Object, and get a new editable spline. Hide the most recent backup, close the new spiral, and adjust the smoothness.
Re-create the two rings and adjust them to a larger one and a smaller one, then select the two circles and right-click-Connet Objects+Delete, and then move the axis to the middle of the two rings.
Add a Sweep, and then put the previous ring and spiral under the Sweep. If the staked object is thick, you can change the thickness of the object by directly changing the size of the ring.
Display the previous balls to see if they match, if they don’t match, just adjust them again.
I made a simple scene for rendering. The light used a simple three-point light source: left and right cold and warm light plus the main light source at the top, and found a suitable position in the scene. The main light source brightness is 100.
I added a light again, placed it behind the model, and lowered the intensity of the light. I copied a clone again, changed the mode to grid arrangement, and copied the collision body label of the shell to a backplane, and played the animation to get the scattered spheres on the ground.
Now set the shader for the ball. I used a simple shader, added a Diamind effect to it, and reduced the width of the highlights.
Now set the shader for the ball. I used a simple shader, added a Diamond effect to it, and reduced the width of the highlights.
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