C4D Live SIGGRAPH 2018 Rewind – Round 5
Bhakti Patel: A Three Year Journey in C4D
Bhakti Patel is a 3D Animator and Motion Designer. Her work includes the Emmy-nominated main titles for Vinyl, UI design, and animation for Black Panther, the main-on-end titles for Thor Ragnarok, the Opening Ceremony for the UEFA Champions League Finals and over a dozen commercials and titles. She also happens to be addicted to Netflix, bookstores, and nachos.
During her presentation, Bhakti breaks down a teaser she created for American Horror Story, an ad for El Silencio Mezcal and one of her “every day” projects. Bhakti quickly and easily animates a snake using SplineWrap and Displacement and uses Depth of Field to add a bit of drama. For one of her “everyday” pieces, she goes step-by-step through the creation of using primitives, deformations, MoGraph Cloner, GI, Booleans and more.
01:27 Demo Reel
02:24 Creating an American Horror Story Teaser
04:29 Animating a Snake
08:45 Creating the Texture for the Snake
17:15 Creating Drama with Depth of Field
22:37 El Silencio Mezcal Commercial
24:19 Modeling the Mezcal Bottle
29:37 Overview of Bhakti’s “Everydays” Work
30:57 Step by Step Creative Process of a Bhakti “Everyday”
Brett Morris: Managing the Carnage of Carmageddon
Brett is Creative Director and founding partner of the motion design studio – Ranger & Fox based in Los Angeles. In this presentation, Brett takes a technical director approach to the creation of “Carmageddon” – a motion graphics project created by and for the studio. His approach to the project illustrates how you can create a project file that provides a lot of parametric control for creative freedom and workflow efficiency.
Brett assembles a freeway rig with simple splines, CV-Chamfer and Xpresso to create a complex freeway rig which can be controlled by a few simple sliders. He adds low-poly elements as a basis for the freeway structure. He then shows how to replace these proxy elements at render time with high density, detailed models using instances.
The end of the Carmageddon short features a tangled web of a freeway, undulating upon itself. Brett walks you through his process of creating this cluster of turbulent splines which were generated in Houdini and exported as an Alembic model. He then uses MoSpline to simplify this source spline, while maintaining the point level animation of the Alembic file. Lastly, Brett uses Redshift Proxies to create a variety of colors on cloned cars.
00:49 Demo Reel
03:51 Carmageddon – Studio Project
04:25 The Creative Process Behind Carmageddon
05:59 Creating the Freeway Rig
19:15 Using Instances for the High-Density Elements
21:02 Variations on the Instances
27:34 Cluster Spline
37:01 Creating Redshift Proxies to Render Cars of Varying Colors
Dean Giffin: Tactile Design with C4D
Dean Giffin explores visual communication through a hybrid of mediums. His unique sense of style and experience attempts to unify the design, technology, and tangible experience. He is both the Director at Swivet Studio while also freelancing to various design and motion studios around the world.
Dean’s presentation covers tactile design and simulating fabric in a promo he created for the Nike Zoom Airbag. Dean models the plastic shell of the heel and sole of Nike shoes with splines and the Loft generator. He then uses splines, spline dynamics, and constraints in conjunction with the hair system to create a springy fabric effect. The effect is incredibly real and flexible. He finishes the presentation with an overview of the materials and lighting, done with Illustrator, CV-ArtSmart, and Octane.
00:42 Demo Reel
03:02 Nike Zoom Airbag Promo
03:28 Creating the Nike Plastic Shell Sole Element
21:04 Creating the Springy Fabric Effect
34:14 Adding the Springy Fabric Elements to the Plastic Framework
40:18 Setting up Materials using Illustrator, CV-ArtSmart and Octane
Check out C4D Live SIGGRAPH 2018 Rewind :
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