15 Essential Cinema 4D Plugins
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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 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 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.
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.
This is a simple "repeat" generator. It moves cloned objects in a fixed direction and can also rotate them around their own y-axis.
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.
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.
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.
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 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.
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.
Using this plugin, it is easy to generate various hollow or solid pipes.
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 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 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 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.
Quick Tips For Cinema 4D
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Fox Renderfarm, a powerful but affordable Cinema 4D render farm, bring you some quick tips for Cinema 4D this time, we hope that helps you. Cinema 4D was developed by the German company Maxon. It has functions such as modeling, materials, lighting, rigging, animation, rendering, and so on. The production interface module is more user-friendly and the graphics are easier to produce. Cinema 4D provides a large number of pre-built Set material lights and models, suitable for advertising video, video packaging, industrial video and others.
Works in Cinema 4D
Here list three methods for making Cinema 4D simple. These techniques do not use complicated operations so that it’s easy to learn for beginners.
Table of Contents
- Atom Array
- Matrix Extrude
Atom Array is a simple parameter array modifier, which works similar to the function of the array. It can obtain some unique effects on parameter adjustment and can be applied to any grid and line.
Firstly import an arbitrary model, then adjust it to a suitable size.
Add a reduced surface layer， then place it in the project sublayer.
Add Atom Array to put the project layer into the sublayer.
Now the line’s effects emerge, but the edges look too sharp. It’s better to add a Subdivision Surface to make the model look smooth.
Make a red heart in the same way, and finish it in the grid of the dinosaur model.
Create a studio and make some simple lighting and rendering settings. And the rest is simply toning and adding some elements.
PS: There is another way to do it. X-Particles is used to complete this process. Please refer to https://vimeo.com/172986776. And this method is also very simple. XPresso finishes storage that can be directly read next time.
Create a new sphere and adjust the size and cell. And it is vital to reduce the number of cell faces.
Select the sphere, press the wheel on the sphere or select Select Children from the right-click menu; then right-click and select Connect Objects + Delete; press Ctrl + a to select all or select the cell face you want to change; press Ctrl + a to select all or select the cell face you want to change.
Right-click and select Extrude Inner, uncheck Preserve Groups in the parameters. Then drag the mouse to the left.
Press M + X or right-click to select Matrix Extrude.
Drag the surface to pull out those tentacles. Then adjust the parameters to a satisfactory angle at will.
Add a Subdivision Surface to make the tentacles smooth.
Add materials to the model, then add lights and adjust rendering settings, finally render output.
Take the sphere as an example, create a new sphere to adjust the size, and add new material to the sphere.
Make material settings, check Displacement, and then add effects to Texture, taking noise as an example. Check Sub Polygon Displacement and round geometry to adjust the subdivision level.
Test rendering to see the effect, the reason why BG is colored is that there are several lights of different colors placed next to it.
Now it’s time to adjust the displacement parameter to control the height of the protrusion.
After briefly introducing the basic usage of displacement, let's look at other different effects. For example, check Alpha in the material settings, add materials, and adjust various values.
Add a new material, add it to the sphere, and adjust the order of the materials to put the alpha material behind. Two materials will appear on the sphere.
Let’s have a look at another effect. It's the same sphere material. Check Color and Displacement, and delete the Noise that was added before. Loading an image material, a starry sky image is added this time, into the Color material, we can get the following image effect.
In this process, we can also try different values, adjust various parameters, and change the material picture, the result would be different.
Finally, knead the three effects mentioned earlier to see what effect will be combined.
Each tool has its own functions. But the combination of tools will show various effects, which are full of possibilities.
Poster Analysis And Production in Cinema 4D Colors
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.
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.
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.
Blender vs Maya vs Cinema 4D, Which One Is The Best 3D Software？
Blender vs Maya vs Cinema 4D, which one is the best 3D software for animation? As the leading render farm in the CG industry, Fox Renderfarm will answer this question in a personal opinions. As we know, Blender, Maya and Cinema 4D, all are 3D production software, and they can all make 3D animation. The concept of 3D animation is actually very wide, and the movement of 3D objects can be called 3D animation. Therefore, this software should be distinguished according to their areas of expertise, and cannot be generalized.
Maya can also be said to be a resource integration platform, which is mainly used in the production of film and television animation and the integration of related resources. Maya's 3D animation, modeling, simulation, and rendering modules provide a powerful integrated toolset. Can be used for animation, environment, motion graphics, virtual reality, and character creation. We can see the figure of Maya in the major movie screens.
C4D, full name Cinema 4D. One of the major features of C4D is the integrated package. Using these packages can quickly produce good quality effects and animations. Relatively speaking, novices are relatively easy to get started with C4D. C4D can be seamlessly connected with AE(After Effects), and C4D scenes can be directly imported into AE, so C4D is still very popular in the production of short films and film packaging.
Blender is a free and open-source, cross-platform, all-round 3D animation production software, providing a series of animated short film production solutions from modeling, animation, materials, rendering, to audio processing, video editing and so on. Blender has a variety of user interfaces that are easy to use in different tasks, with built-in advanced video solutions such as green screen keying, camera backtracking, mask processing, and post node synthesis. There are also built-in cartoon strokes (FreeStyle) and GPU-based Cycles renderer. Python is a built-in script that supports multiple third-party renderers. It is favored by the majority of graphics enthusiasts in short videos and game production.
All in all, the three software cannot be compared without any restrictions. Each of them has its strengths. It depends on which area you want to develop and then choose the best software tool from them.
Using redshift to render a work 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.
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.
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.
Create a bamboo using a Tube.
Create other items for the scene, the wall and the wooden table.
Place the camera:
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.
Add wood grain to the board.
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.
The stone material uses a random color that makes the stone look more versatile.
The bamboo material uses a gradual overshoot to increase exposure.
Make a bamboo node using Vertex Attribute and Ramp.
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.
Add other items, clocks, books, milk cartons, and photo frames to the scene, all using existing models and materials. Then output the test results.
Adjust brightness, contrast, exposure, and change colors.
Interview with MAXON About the Cooperation with Fox Renderfarm
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.
C4d Tips - Set Your Own Custom Preset
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This article is organized from the leading cloud rendering services provider in the CG industry, Fox Renderfarm. This is a Cinema 4D tips, I hope it can help you. First of all, let's ask you the following questions first.
Have you ever tried to customize the UI layout in Cinema 4D and want to use the same layout on other machines?
Have you tried changing the settings of the shortcut keys in c4d and want this setting to follow you in the other machines?
Do you want Cinema 4D to have a special set of its own, and this setting can be used with which machine you go to? When you don't use this machine, there is no trace of the machine you used.
When someone uses your Cinema 4D software, it shows the default settings, and when you use it yourself, it shows your own unique settings.
One day, when you want to make major changes to the settings of the c4d software, but are afraid of problems after the changes, is there a good way to restore the settings back to the beginning?
Have you ever thought about the Cinema R19 on the same machine, can be installed several versions of Arnold?
Ok, the following little tips can help you to solve the above questions.
The tips are to change the preset position of c4d, pointing to a different location in different situations.
In the normal situation, we open Ctrl+e in c4d to open the preset window. In the bottom "open preference folder", the default preset path of c4d is opened.
In this directory, the plugin can be placed in the plugins directory, like some lighting presets or scene presets you can put in the library directory. Let's change the preset position to customize our own presets.
- Create a folder to place your preset. We tested it and put it in D:\Temp**C4d**_R20.
- Create a bat file, the name can be a word or use that makes sense to you. Our test is called C4d_test.bat.
Open the C4d_test.bat. Enter:"C:\Program Files\MAXON\CINEMA 4D R20\CINEMA 4D.exe" -g_prefspath="d:\temp**C4d**_R20".
Double-click it and run the C4d_test.bat.
Open the software, Cinema 4D R20, then use ‘Ctrl+e’, to open the preset window, you can see that the default folder path has been pointed to the d:\temp**C4d**_R20 directory, which we created.
Open the directory to see the same directory structure as the default directory.
- Let's understand the meaning of this sentence in bat:
"C:\Program Files\MAXON\CINEMA 4D R20\CINEMA 4D.exe" -g_prefspath="d:\temp**C4d**_R20"
Among them: "C:\Program Files\MAXON\CINEMA 4D R20\CINEMA 4D.exe". This is the installation directory of Cinema 4D, you can change to your own Cinema 4D version and installation directory.
This is a c4d command that specifies a default directory for R16, R17, R18, R19, and R20.
The specified default directory can be replaced with the location you want to set the preset. This directory must exist.
It should be noted that,
- All punctuation marks in the command line are English symbols.
The ‘=’ there must be no spaces on both sides of the equal sign.
- Versions prior to C4d R15 include R15, R14, and R13, the ‘-g_prefspath’ is replaced with ‘-homedir’ and there is no ‘=’, it should be as follow,
"C:\Program Files\MAXON\CINEMA 4D R15\CINEMA 4D.exe" -homedir "d:\temp**C4d**_R15"
The C4D R21 Version Was Officially Released On September 3
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As early as SIGGRAPH 2019, Maxon announced that it will launch a new generation of 3D animation software— Cinema 4D R21. On September 3, 2019, the C4D R21 version was officially released.
According to Maxon's demonstration on Siggraph 2019, the new C4D R21 adds new Caps and Bevels systems, a Field Forces object for motion graphics, and better support for Mixamo animations. It also announced the abandonment of the previous four low-end editions, unified product pricing, and a new subscription plan.
Modelling: New Caps and Bevels systems for modeling, more updates to core architecture and volume tools
New modeling features in Cinema 4D R21 include Caps and Bevels, a self-descriptive new system for adding user-customisable caps and bevels to spline objects.
The form of the Bevel can be selected from presets, controlled parametrically, or by editing a profile graph.
Caps and Bevels are created as a single object, with additional selections sets for the shells and edges; and there is the option to link the start and end Caps on the spline.
Maxon’s marketing material pitches it primarily as a toolset for 3D typography, but it can be used with a wide range of other models, as the video above demonstrates.
The ongoing work updating Cinema 4D’s core architecture continues, with a “dramatic” – if unquantified – speed boost for the latest commands to be ported to the new modelling core, including Extrude and Split.
There are also some nice small workflow improvements, such as the option to copy and paste components, including both points and polygons.
The volume modelling system introduced in Cinema 4D R20 also gets an update, including a new curve-based UI to define the thickness of a spline-based volume at every point along that spline.
When meshing a volume, it is also now possible to generate a curvature map from the resulting surface, which can be used to drive effects created with Cinema 4D’s MoGraph and Fields toolsets.
UVs: a new UV Transform tool and UV snapping, but no major changes
The update doesn’t bring major changes to Cinema 4D’s UV toolset – a cause of complaint in the previous release – although version 21 is described as “laying the groundwork for future UV enhancements”.
The texture view has been migrated to OpenGL, which should improve interactivity and anti-aliasing of UV lines; and snapping has been introduced for UV points and edges.
There is also a new UV Transform tool, for moving, rotating, scaling or distorting UV islands, shown in the video above; and a new UV ruler display.
Materials and Rendering: Updates to node material and ProRender, support for Open Image Denoise
The node-based material system introduced in Cinema 4D R20 gets a new drag-and-drop workflow for duplicating nodes, or rearranging the input and output ports within a node.
There are also a number of new node types.
Radeon ProRender, AMD's hardware-independent GPU rendering engine, added in Cinema 4D R19, has been further integrated to render node-based materials and volumes.
ProRender now supports interactive tone mapping and external HDRI sky, and it is possible to render with HDR images larger than the available GPU memory. The renderer can also generate a series of new multipliers, including AO, albedo, refraction and volume, as well as direct and indirect illumination and reflection.
In addition, Cinema 4D now integrates Open Image Denoise, Intel's open source CPU rendering noise reducer. It is currently only available for albedo delivery, but it can be used with native Physical Render and ProRender engines, or with third-party rendering, including Redshift, which Maxon acquired this year.
Animation: new Field Force object, udpates for auto-weighting, and support for Mixamo console rig.
Animators and animators have acquired a new Field Force object that can be used to control the forces in the scene using the Fields system added in the R20.
These can then be used to drive the motion of a particle or rigid body dynamics object.
The field itself gets some updates, including the option to use one field to mask another field; the data is converted between values, colors, and directions so that the effect can be modulated by color or direction.
Fields can now also be used to modify normal labels; or as normal labels for fields.
For role binding, the automatic skin weighting algorithm used by the software has been improved to support Bone Glow; and there are new volume and heat map modes.
Cinema 4D now also integrates the Mixamo control to edit ready-to-play character animations generated using Adobe's Mixamo platform directly in the software.
Other changes: the new Asset Inspector, and a series of UI and UX updates
Other changes include support for HiDPI display, as well as some UI changes, especially on macOS and improved interface performance, especially when using the timeline.
There is also a new asset inspector designed to make it easier to manage the external assets used in the Cinema 4D project, including the option to identify lost assets and automatically collect assets.
Unified version, pricing changes
In fact, the biggest difference between C4D R21 and the previous version is not a change in the function of the software itself, but a change in its pricing and licensing model.
The update canceled the previous four low-priced versions, the $995 Prime and BodyPaint 3D versions, the $1,695 broadcast version, and the $2,295 Visualize version.
The remaining version of Cinema 4D Studio's perpetual license, now referred to as "Cinema 4D", is priced at $200 and is priced at $3,495. Maxon also eliminates the often cumbersome upgrades, side-level and short-term rental options that come with each version, which is good for new subscription prices.
Subscription fees for C4D alone are $94.99 or $719.88 per year; Cinema 4D plus Redshift is $116.99 per month or $983.88 per year.
Compared to Autodesk's two software, Autodesk's new 3ds Max and Maya Indie deals are about twice as expensive as C4D. However, it is slightly higher than the maintenance subscription price of the old MSA Maxon. Obviously, there are far more than other versions.
Users with current MSA will receive a permanent license for Cinema 4D R21 upon shipment. The MSA with the low-end version gets a "permanent authorization" or can switch to the subscription before then.
With the demise of MSA, users of perpetual licenses are no longer able to automatically access Cineversity, Maxon's video training portal or upgrade. According to Maxon's FAQ: "Some future Cinema 4D upgrades may only be available to subscribers, while others may be offered to permanent license users at an upgrade price."
Differences between Cinema 4D users
Unsurprisingly, changes in licensing have led to heated debate among community forum users. The main points of disagreement are between those who oppose the subscription-only license. And those who see new subscriptions as an affordable way to access people who previously used only the old Cinema 4D Studio users.
C4D Tutorial: To Create A Fat Rat Hero
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This work is a tribute to Stan Lee and Overwatch, especially for Stan Lee. I had this idea after watching Avengers: Endgame. I wanted to make a hero about mice, a fat rat hero. The human being constantly expanding the city, making it harder and harder for animals to get food, this superhero might can not fight against the Thanos, but in the eyes of all the animals who are wandering in the streets and sewers, the fat rat who sent food to them every day is the greatest hero.
This work is using Cinema 4D R20, rendering in its built-in ProRender renderer, synthesize in Photoshop (barrel distortion, color correction, halo and flare). I hope everyone likes this C4D tutorial.
The following is the entire breakdown of the production process. I hope it can help everyone's creation. 1. Reference materials: Before I made it, I looked for references in Google Picture. I used the mouse Jerry and The Flash as a reference.
I first built up the general feeling with geometry, and adjusted the composition to determine the ratio between the character and the scene. At this time I have already met my final picture.
I connected the characters of the cube and the ball into a whole, and then converted them into geometry. But I think there is still something missing, this role is not enough cute. So, I used my waist and stomach as reference to adjust the model.
In order to see the structure of the character and the refined model, I first removed the VDB Mesher, and used the color blocks to distinguish the approximate color blocks directly on the model, and then carved the details on this basis. Especially the part of the expression, the depiction here is very important.
The next step is to deal with the chaotic VDB model in order to make other parts such as clothing accessories. Here I am not in a hurry to do a fine topology. I used Instant-meshes to do the automatic topology. The result is not very good, but the production speed is very fast. It is enough to use the split model. After re-topology, return the completed model back to C4D and continue.
I split the new model out of the part of the garment and the mask. The mask is relatively simple. I re-topped it and made the thickness with the fabric generator. Now we can see the expression of the character.
The re-topology of the clothes is more troublesome. I used the same method as the eye mask to make the jumpsuit. Gloves are made in the same way as the body. The geometry is then stitched together, then the VDB is meshed and finally engraved.
3.UV and texture The model has reached this precision, and I am slightly refining the texture of the body. And after the re-topology and finishing of the UV, I added some texture to it, and also used the Body Paint to make a fine drawing.
- Rendering test I added a mousetrap to the background and tested the rendering. I made the background of the pure green sky, took two photos of the outdoor and the indoors, put them on the PS and stacked them to see the general feeling. But I feel that I need to add an angry chef behind the scenes.
Ok, now re-create a chef model, I only made a big model structure and expression. Output the rendering of the chef, synthesizes it.
Next is the Logo of The Flash, "M" for maxon & Mouse, the same applies to the geometry to make a VDB grid and then a simple topology, split the UV, and then import BodyPaint to make metal. But when synthesizing, I felt it was a bit empty on the chest, so I added a spatio-temporal engine like the Overwatch, add some tentacles, lightning, broken pieces, and tested the rendering again.
- Hair After adding hair to the character, I turned the hair into a solid model, but the exposed part was not very large. Part of the costume adds some structure and outer protective gear, and refines the space-time engine on the chest.
- Final rendering After rendering, perform simple toning and glow in the PS, and then increase the radial blur.
By: Ge Yan
C4D Tutorial: To Making A Cool Service Robot
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I suddenly had an idea to make a robot with C4D. But this is just a rough idea, I need to find some reference pictures. But in the beginning, I don't have to worry about making it first. The idea is very important. I want to do what I want first, what does the robot look like? What is its purpose?
What I want to do is a service robot, which has a very cute shape. So I plan to use rounded corners to construct the overall shape. So I am looking for a reference picture on this basis.
After looking for a lot of reference pictures, I already have a rough sketch in my mind. I draw down the sketch, and this sketch is used in the process of making the model.
Probably, you can enrich the details on this basis.
You can import the sketch into C4D in JPG format and then create a robot model based on the sketch. I first created the body of the cylinder making a robot and then added some details to the body.
The production of the lamp in the middle of the body is relatively simple. I recreated a cylinder and turned it into a subdivision, adding details to make the body's lights. Then, according to the same production method, the place where the robot shoulders move and the body link are made with a sphere.
The shoulders are also made with new spheres, then add subdivisions and details, and the arm is made in the same way. The details that need to be paid attention to are made in particular, especially the spacing of the slits that must be squeezed in.
The part of the finger is very simple. I remove the faces on both sides of the cylinder, then squeeze all the faces out of thickness and then copy an adjustment direction and node. After the three knuckles are finished, a new sphere is added to the middle part to make the joint.
Next, make a device on the arm, you can create a new cube, drag the node to modify the overall shape. The two raised parts on the device are randomly added, which can be played at will. Copy one arm after one arm is done.
Now the part that makes the robot to connect the waist is made in a very simple way. However, there is a buffer bearing in the place where the wheel is linked. This size can be grasped by itself. The wheel is made using a disc and then made according to a realistic tire model.
Making a wheel cover is very simple.
The model of the robot head is very simple, that is, the semicircular sphere plus the C4D's own sphere is used as the eye, and then the tire and the previous part are spliced.
Now that the robot is missing something, I want it to be placed on the plate with one hand and a towel. And there is one less thing in the place where the hands and arms are connected. Just add it up now.
Be sure to adjust later in the rendering. The robot uses C4D's default renderer to make the final rendering results, and then adjusts the effects of light and shadow in a later way.
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