15 Essential Cinema 4D Plugins

2020-05-11

c4d render farm

Cinema 4D is a 3D drawing software developed by the German company Maxon, which is widely used in movie visual effects and industrial design. And the operation interface is simple, it is to get started quickly for novice users. Fox Renderfarm, a powerful but affordable Cinema 4D render farm, introduces several useful plugins to you.

Signal

Signal is a programmatic animation plug-in for Cinema 4D produced by GSG. It can easily control the parameters of materials, deformers, motion graphics, dynamics, PSR and other parameters using a label, eliminating the need to manually set the Key and the work of XP expression binding to quickly achieve great animations for objects!

CineCAT 1.1

CineCAT provides a fully automatic camera tracking and powerful solution for MAXON Cinema 4D. CineCAT estimates the camera parameters and reconstructed 3D points of the live image sequence. The estimated parameters can be directly integrated into the Cinema 4D scene.

Droplt Python

it can align to the ground and target object. Also, it supports work plane offset and subdivision. The checkbox indicator can mark the DROP and target objects for the process.

Duplicate Object

This is a simple "repeat" generator. It moves cloned objects in a fixed direction and can also rotate them around their own y-axis.

IvyGrower

Ivy Grower plugin allows you to create ivy plant growth effects in C4D. we can set the plant leaf style and growth direction, and also create animation effects of vine blossoms. It is recommended to download and use.

MagicCenter

This is a must-have tool for using Cinema 4d. It can not only quickly put the center of an object or multiple objects, but also be used to select vertices, edges or faces of components. This plugin is very helpful for project production.

Magic Preview

Magicpreview allows artists to preview the content of their work in real-time and is suitable for testing the sawtooth of lighting materials and others. Meanwhile, it fully supports GI and can adjust the display quality.

MagicSolo

Many objects will appear in more complicated scenes. At this time, when editing an object alone, the surrounding objects will not only block the line of sight but also slow down the view rotation; although there is a way to make them not displayed, you still want to do it with one click.

MeshBoolean

MeshBoolean plugin is a model Boolean plugin that supports C4D. This plugin changes the way Boolean objects work in Cinema 4D, making it easier and faster to do Boolean operations between models in C4D.

NextLimit RealFlow

RealFlow is a fluid dynamics simulation plugin for C4D developed by NextLimit. RealFlow provides smooth simulation effects directly in Cinema 4D. High-end simulation can be achieved with a simpler workflow.

PipeObject

Using this plugin, it is easy to generate various hollow or solid pipes.

PointCollapse

PointCollapse is very useful in terms of bonding points, as long as selecting the points we want to weld, it is simple to combine them.

Redshift

Redshift is a biased renderer. With a smaller number of samples, it uses approximation and interpolation techniques to achieve noise-free rendering results, making it much faster than the unbiased renderer. It seamlessly transforms geometry, cameras, lights, materials and other related attributes of the main program to minimize the learning curve. A flexible node-based rendering system is also used to support complex shader networks. With the support of surfaces, photons, environments, lights and lens shaders, and various BRDF lighting models, it provides you with powerful, flexible, realistic effects and stylized rendering effects.

Vonc Perceuse

Vonc Perceuse is a practical plugin for C4D, which allows you to quickly cut circles and form holes on the surface of the geometry, without the use of more complicated tools such as Boolean.

X-Particles

X-Particles is an incredibly powerful particle system that allows users to create fluids, particle paint and others. X-Particles supports precise control of particle usage issues and actions for almost all parameters.


Poster Analysis And Production in Cinema 4D Colors

2020-05-07

C4D

This article is organized by Fox Renderfarm, the TPN-Accredited cloud render farm. And the content is about a poster analysis and production in C4D colors shared by Han Yilang.

Introduction

Han Yilang is a UI artist, who likes poster design a lot. Recently he saw some amazing works while browsing the website, Behance. He really liked these dense little grids and began to think about how to make them.

Before start, he thought that these small grids were randomly placed by countless clones, but this process had very high requirements on the hardware of the computer. Finally, it was found to be hair, and then he created the effect in the above picture in his own way.

This production method makes full use of a free plug-in Magic Solo, which can be downloaded at https://nitro4d.com/product/magic-solo/.

The production steps are as follows. Wish it could help.

Preparation

Prepare a material picture before making, and the final effect will generate content based on the material picture.

Create a new Plane layer setting data, then split the plane into independent small individuals.

Implement the simulate-hair objects-add hair command and set it.

After adding hair, the computer may crash at any time so that it’s vital to adjust those values carefully. We use magic solo to separate the hair layer.

It’s necessary to set various values of hair; count should be set according to the size of the plane and the individual size of the segment; The segments are set to 1, and the root mode is the polygon center.

The root mode chooses the as guides to make all hair grow in the grid.

Type chooses square or other shapes such as circle and triangle. But other shapes could make the computer crash at any time. selecting the angle limit in the Phong tag settings, it will change the shape of the hair into BOX.

Setting hair material root

The value should also be set according to the size of the individual. It can be set to the setting of the individual size so that each hair is completely fit.

Check the Length to add texture.

After unchecking the hair, the picture below comes out.

Creating a new material and adding a material image

Only check Color and make a link on texture to the previously selected material image; click the arrow next to texture, and add a pixel effect to the texture; click the image to set the pixel parameters.

Before applying the new material to the hair, it’s essential to adjust the size first. The texture tag sets the Projection mode to flat.

Firstly, apply the material to the plane, and select the plane and texture tag, then select the texture mode to modify the texture size and position.

After adjusting the values, applying the material to the plane and hair, and the initial effect is almost presented.

Adding lights or loading presets to add various lights As we can see from the picture, the final result is not good. It should be the problem of the material picture. The material image is replaced with a more unreal cosmic image, and the material images in both materials should be replaced.

Add a cube as a plane and add a material to the cube.

Adjust the position of the picture to render again. Before rendering, it’s better to select the preset Physical and add the depth of field to the camera.


Cinema 4D Tutorial: Three Ways to Create Pixel Art

2020-04-03

Cinema 4D

When it comes to pixel art, what can you think of? Minecraft? The pixel art can be said to be enduring and is loved by many people. So how do you convert a 3D model into a pixel art? Today's Cinema 4D tutorial introduces three methods for creating pixel art.

The first method: The production of pixel art is actually very simple. You can directly use the clone function of Cinema 4D to make them. As shown, a built-in model is used.

Create a new cube and reduce its size. Of course, this cube can also be a ball or other shape (depending on the shape you want):

Set the new clone object as a clone cube, clone mode as the object, and then clone the model as the object:

Rearrange the clones, change the distribution to surface or volume, and then you can control the number of cubes by changing the number.

However, this method is not very convenient, for example, too many clones will cause software to freeze, and the cubes may also be interspersed.

If you want to avoid interspersion, you can add a push effect, but the effect is limited.

So you can use another method, first use the clone object to clone the cube, the clone mode is mesh clone, adjust the size and number, so that the cube just wraps the model:

Then add a volume effect to the clone object and let the model be the volume object of the volume effect:

Select visible in the parameter panel:

This method is obviously better than making clones directly, but it is still not very convenient, and it will still be stuck if the number is large:

The second method: use the Scatter function of the Octane for Cinema 4D. This function is very similar to the built-in clone effect, but it will be much faster.

As shown, open Octane renderer, create a new Scatter, make the cube a subset of Scatter, and drag the model below Surface:

Scatter is very simple to use, but when the model is pixelated, its final effect is not as good as the previous method.

But Scatter also has unique features. First, it is faster than the previous method. Second, you can also use vertex maps or use a post map for pixelated production:

For example, make a cube a subset of Scatter, and drag a plane to the surface field of Scatter:

Then put a texture on the shading to control the display range of the cube. Of course, the position, scaling, and rotation can also be controlled by the texture:

You can also create a new shader and also paste the texture. Cancel the Alpha intensity, position, scale, and rotation:

Place the shader in the Effectors field of Scatter, you will find that the color in the window has changed, but there is still no response in the Octane preview box:

Then create a new Octane shader to Scatter, then in the shader's node editor, create a new Instance Color node, link to the diffuse channel, change the source to particles, and drag Scatter to the source panel so that the color is displayed Out:

In general, Octane's Scatter function is used to make pixel effects, with high controllability and fast, and smooth playback. The disadvantage is that the effect of converting the model to pixels is not very good.

The third method-using the plugin Tools4D Voxgen. This plug-in makes it easy to pixelate the model, while supporting effects, and it is more streamlined than the first way.

First, draw a shape with AI and save it as AI8. After importing, it is like this spline: add extrusion, extrude thickness.

Add a pixel plug-in to the model and change the display mode to light and shaded lines. You can see that the model has become pixelated. You can modify the size of the blocks below. The default is good so that there is an offset space between the blocks:

Create a new pipe and plane add plugin to offset the small squares. The next step is to add an effect to the plugin to make the blocks more random:

What we need is that some small squares have an effect, and some small squares do not have an effect. You can cancel the scaling, and then increase the value of the weight transformation, and then add a random effect to the plane that affects vertical scaling. Modify the maximum of the random effect. Value and minimum, all models perform the same operation.

You can also create a new random effect again to further control the local changes of the object, as well as the pipeline. The flat parts are made using facets that can be made one by one.

The material is very simple. It is two reflective materials, and then adds a bit of roughness. Create a new HDR ambient light for lighting, adjust the other lights to yellow, and then use the camera to fix the angle of view.

The new clone object is used to clone the light. The middle coin is used as the object for cloning. The clone is not arranged. The light is placed above the object by changing the position, and then the ambient light is turned off. Then adjust the size, shape, and number of lights,

You can add two more lights to avoid black parts in the scene.


A Doraemon Modeling And Rendering Tutorial In C4D

A Doraemon Modeling And Rendering Tutorial In C4D

2019-06-27

c4d render farm

This is a cartoon model of Doraemon production process, the main software used is Cinema 4D, the specific production steps are as follows,

First, head production

  1. In the front view mode, press the shift+V key to select the background and place the material "Doraemon" into the front view. Set the horizontal offset to "-10" to align it with the reference line for easy operation.

  2. Create a new "sphere", press the E key to adjust the position, press the T key to resize it to match the position of the head in the reference image, and then convert the "Sphere" into an editable object. In online mode, use the box tool to select the bottom edge and press the Delete key to delete it. Then adjust the size of the sphere so that it is the same size as the head in the reference image. Create a new "HyperNURBS" and make "Sphere" a subset of "HyperNURBS", making its edges more rounded and natural.

  1. In the front view mode, create a new "sphere". Use the same method to adjust the position of the line segment layer by layer to make it exactly coincide with the position of the face in the reference picture. Create a new "HyperNURBS" for the sphere to make its edges more rounded and natural. Rename the two "HyperNURBS" to "Face" and "Head" respectively.

  1. Create two new shaders to adjust the color to blue and white, giving the "head" and "face" respectively for easy viewing. Use "Booleans" to cut the appropriate size in the "head". Results as shown below.
  1. Add a "FFD" to the face model to adjust the position of the point.

    Second, production of body

  2. Create a new "sphere", resize it so that it matches the position of the body in the reference image, and rename the "sphere" to "body". Then use the method of making the head to create a "belly", remember to add HyperNURBS. Then adjust the size of your body and stomach.

  1. Create a new "Tube" to make the collar, resize and position and assign a red shader. Then use 2 cylinders to make your feet. Remember to change the names of all parts.

  2. Now make the bell and add HyperNURBS to it. Then resize and position.

  1. Use the sphere to make the exit pocket using Booleans to resize and position. The arms and hands are also made using a sphere.

Third, the production of eyes, mouth, noise

  1. Create a new "Disc" and adjust the position and size to match the position of the eye in the reference image. Then adjust the position of the point in point mode and pull out a little thickness, then use Close Polygon Hole. Make a copy and make your eyes. Remember to change the naming. Create a new eye shader.

  2. Use the "brush" tool to draw the mouth of Doraemon, the effect is shown below.

  1. Use the ring to create your mouth and nose. Use the sphere to create the tail, remember to modify all layer names.
  1. Adjust the position of all parts.

Fourth, rendering

  1. Blue shader

Create a new shader and set the texture to "gradient" in the color channel. Modify the color parameters to set the gradient to dark blue and light blue. In the bump channel, set the texture to "Simple Noise" to give the head and body a blue material. Copy a blue shader, set the color to white, leave the other parameters unchanged, and then give the face and body and hands. Also need to create a new gold shader, modify the color parameters, set H to "35.866%", set S to "100%", and set V to "70.196%". Add a "GGX" to the reflection channel and set the roughness to "15%". In the layer Fresnel, set Fresnel to "conductor", preset to "gold", and assign it to the bell.

Set up a simple scene, the effect after rendering is shown below.

Design by An Qi.


Interview with MAXON About the Cooperation with Fox Renderfarm

Interview with MAXON About the Cooperation with Fox Renderfarm

2018-04-03

MAXON

Fox Renderfarm is so glad to have the precious opportunity to have an interview with Friederike Bruckert from MAXON about their product Cinema 4D and how the cooperation could benefit both MAXON and Fox Renderfarm, please check the detail interview as below.

Fox Renderfarm: Hi, would you please give a brief introduction about Maxon and your product C4D?

MAXON: MAXON is a company founded more than 3 decades ago - and its flagship product is Cinema 4D - the professional 3D package for many user's needs. It is the ideal tool to create advanced 3D graphics and helps to create jaw-dropping results quickly and easily. Beginners as well as seasoned professionals are able to work fast and hassle-free in a demanding, fast-paced 3D production environment.

Fox Renderfarm: Compared with Autodesk's 3ds Max and Maya, what are the C4D's standout features and selling points?

MAXON: Cinema 4D's key benefit is it's ease of use - compared with other software packages, it has a very intuitive interface and is quickly to learn. Our training platform www.cineversity.com helps users to get up to speed really fast, it is possible to complete smaller projects already after a short week of training and practice. Furthermore, its workflow is procedural, smooth and speedy - our customers work several times faster on the same job than with competitve software packages and they love its integration with other third party applications like different render engines, many plugins - and especially the Adobe Creative Cloud products. Integration into existing pipelines with, for example, Adobe AfterEffects or Illustrator are an important selling point.

Another very important benefit for our customers is Cinema 4D's legendary reliability and its extremely friendly and helpful user community. Imagine you want to start with a new software and you are not so sure about how to handle your workflow - the community will assist and do their best to respond.

Fox Renderfarm: That's awesome. In an increasingly cloud-based era, in what ways does Maxon/C4D remain relevant to the everyday user?

MAXON: Our customer base ranges from small to medium and larger businesses - the every day user's requirements vary depending on project size and rendering needs - to comply with peaks and to better manage projects is certainly an important factor for MAXON customers - no matter if they are using permanent or short-term licenses. Also, to be able to adapt to changing project sizes and to remain flexible, to be able to expand the business without investing in more hardware are important benefits for today's competitive enterprises.

Fox Renderfarm: Would you please advise which industries are C4D most used in?

MAXON: Mostly in the motion graphics and 3D design industry (product design, industrial design). Cinema 4D is a very versatile tool, though, which is also used in advertising, visualization and architecture, movies/VFX and games as well.

Fox Renderfarm: What's your idea about our cooperation and how it can benefit both Maxon and Fox Renderfarm?

MAXON: It's great that big render farms use Cinema 4D - we are convinced that this will open up the market to acquiring more customers and to offer more options to users. MAXON has always greatly supported the plugin community and we'll continue to make sure that we collaborate with our third party partners in order to make sure that our product is compatible - which will ensure that a renderfarm is able to offer all the product range.

Fox Renderfarm: How about your thoughts about Fox Renderfarm's cloud rendering service?

MAXON: With Cinema 4D's availability in the Fox Renderfarm, our end customers have a lot of flexibility and lead time to focus on art, not technology and maintenance. This way the users can outsource the time-consuming and resource-heavy rendering jobs to the render farm - scalable to their needs.

Fox Renderfarm: Share with us regarding the C4D's product development strategy and promotion in the near future?

MAXON: Of course I can't disclose details - our general strategy is to keep the development pace: Releasing a very strong version each year and adapting it to the latest technologies on the market while ensuring the quality level our customers rely on. Of course, we will move forward and offer more functionality and flexibility to our customers to evolve and produce better end results in a shorter time frame. Efficiency and user experience are key and this is what our product should reflect - even if we enhance features they should remain easy to work with and ensure a smooth workflow. When it comes to promotion of the product, we focus on case studies and customer testimonials as this clearly helps to identify and win over new customers from the 2D design world.


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