C4D Live SIGGRAPH 2018 Rewind – Round 4
This is the fourth round of videos from SIGGRAPH 2018, held in August in Vancouver, Canada. Watch the fantastic presentations from Marti Romances, Russ Gautier, and Robyn Haddow, all presenting with Cinema 4D Release 20. All of the videos are also hosted at Cineversity.com.
Marti Romances: Simple MoGraph Techniques for FUI Design
Marti Romances, Creative Director and Co-Founder of Territory Studio, shows how you can use Cinema 4D to create the FUI elements from your favorite films. Marti shows simple MoGraph setups that Territory has used to create Fictional User Interfaces seen in Avengers Infinity War, The Martian, Guardians of Galaxy and other films. He shows how Territory prepares various render passes for flexible compositing in After Effects and Nuke. Finally, he shows how Cinema 4D was used design and develop the opening sequence from Ready Player One.
06:40 Tracing Orbs (from Avengers Infinity War)
09:32 Falloff Graphs (from the Martian)
17:06 Step Effector and Time Offset (from Guardians of the Galaxy)
21:49 Combining Techniques / Data Core Widget
28:51 Creating a Vortex (from Avengers Infinity War)
31:00 Preparing Render Passes
36:52 Ready Player One
Russ Gautier: Cinematic Techniques in Cinema 4D
Russ Gautier demonstrates several Cinema 4D techniques employed by Perception in the concept and main-on-end titles for Marvel’s Black Panther. Sand played a crucial role in the visual development of the movie, and Perception developed techniques using Cinema 4D’s procedural noises to create realistic, sparkling sand. A key aspect of the technique is layering multiple renders from Cinema 4D in After Effects, and Russ also shows how Cineware for After Effects can facilitate the look development. Another key visual element in the main-on-end titles was cymatic patterns, and Russ shows how Perception animated and transitioned between cymatic patterns using a custom Python script. Finally, Russ demonstrates how R20 makes it possible to create the same effect much more easily using Fields and the Target Effector.
Find out more about Perception’s work on Black Panther in their online case study: http://experienceperception.com/black-panther-fui.html
05:10 Sand in Marvel's Black Panther
12:13 Look Dev in Cineware for After Effects
16:12 Adding Bump and Displacement
19:11 Adding Glints to make the Sand Sparkle
41:15 Morph Deformer
43:48 Cymatics with R20 Fields
Robyn Haddow: Building Assets for Production: Using MoGraph to Create Ant Man’s Tech
Learn techniques Robyn Haddow used in the creation of Fantasy User Interfaces (FUI) for Marvel’s Ant-Man and the Wasp. You’ll see how Robyn created loopable playback elements from an X-Particles Network, a MoGraph Cloner and PolyFX. You’ll also see how she generates various spline, point, wireframe and fresnel passes using C4D’s Hair Renderer, Cel Renderer, and Object Buffers. Then you’ll see how these passes combine with 3D data in After Effects to create the Fantasy User Interfaces of your favorite films.
03:09 Spatial Anomaly Matrix Visualization
04:41 X-Particles Network Modifier
12:24 Cloning Nulls on Splines
14:57 Exporting Null Positions for After Effects Compositing
15:49 Hair Rendering Splines
27:17 Quantum Vehicle Chip Analysis / Using Hair to Render a Point Pass
31:21 Creating a Wireframe Pass with C4D's Cel Renderer
33:21 Fill Pass using Fresnel Shader
34:19 Adding Nulls For AE Labels
37:12 Compositing multiple passes in After Effects
49:37 Other Examples
You heard right! Purchase Cinema 4D R20 is Now Available!
Some new features in R20:
- MoGraph Fields – Offer unprecedented content creation possibilities to the procedural animation toolset in MoGraph. The Fields feature in Cinema 4D R20 makes it possible to efficiently control the strength of the effect using any combination of falloffs – from simple geometric shapes to shaders and sounds to objects and mathematical formulas. Fields can be mixed and combined with one another in a layer list. Effects can be re-mapped and grouped in multiple Fields to control Effectors, Deformers, weights and more.
- Volume-based modeling – The OpenVDB-based Volume Builder and Mesher in Cinema 4D R20 offer an entirely new procedural modeling workflow. Any primitive or polygon object (including the new Fields objects) can be combined to create complex objects using Boolean operations. Volumes created in R20 can be exported sequentially in OpenVDB format and can be used in any application or render engine that supports OpenVDB.
- Node-based material system – More than 150 different node-based shaders offer customers a new and streamlined workflow to quickly and conveniently create shading effects from simple reference materials to highly complex shaders. The existing standard material system’s interface can be used to get started with the new node-based workflow. Node-based materials can be made available as parametric assets with a reduced interface.
- CAD Import – Cinema 4D R20 offers seamless drag and drop import for common CAD file formats such as Solidworks, STEP, Catia, JT, and IGES. The scale-based tessellation feature of the import function offers individual control of the level of detail for impressive visualizations.
- ProRender improvements – The GPU-based ProRender in Cinema 4D lets customers utilize the power of the GPU to create physically accurate renders. In R20, key features such as Subsurface Scattering, motion blur, and multi-passes are now available. Other enhancements in ProRender include updated code, support for Apple’s Metal2 graphics technology and the use of out-of-core textures.
- Core Modernization – The modernization efforts of the Cinema 4D core architecture and foundational technologies MAXON announced in 2017 are now more tangible and mature in Release 20. This is marked by a series of significant API adaptations, the new node system, and the modeling and UI framework.
Posted by Michele Yamazaki