3D (978 Tutorials)
![Allegorithmic Substance Painter 2.2 : Dynamic Material Layering Workflow](/images/uploads/blog/xallegor_substance_matlayer_tut.jpg.pagespeed.ic.kMpKpQ7LZw.jpg)
Allegorithmic Substance Painter 2.2 : Dynamic Material Layering Workflow
July 26, 2016
Substance Painter 2.2 just came out last week and with it comes this walkthrough of the new Dynamic Material Layering shader.
![Free Whitepaper on Smoothed Aggregation Multigrid for Cloth Simulation](/images/uploads/blog/xSmoothed-Aggregation-Multigrid-for-Cloth-Simulation-Image-1024x576.png.pagespeed.ic.08tI8B70wP.png)
Free Whitepaper on Smoothed Aggregation Multigrid for Cloth Simulation
July 22, 2016
The Disney Research Hub has a video and paper on cloth simulations based on “geometric multigrids” that you can download for free.
![Model a Glass Pitcher in Cinema 4D](https://www.toolfarm.com/images/uploads/blog/xc4d-glass-refraction.jpg.pagespeed.ic.zTEkGNeVid.jpg)
Model a Glass Pitcher in Cinema 4D
July 20, 2016
Pete Maric, triplet3d.com shows how to model a pitcher with spline and lathe NURBS, editing the points to create the top lip. He uses the Explosion FX deformer to add thickness to the walls of the pitcher then explains how to model the handle of the pitcher using sweep NURBS and scale curves. This is tutorial #3 on the page, so scroll down to watch.
![Using Transparency and Refraction Channels to Create Glass](https://www.toolfarm.com/images/uploads/blog/xc4d-glass-refraction.jpg.pagespeed.ic.zTEkGNeVid.jpg)
Using Transparency and Refraction Channels to Create Glass
July 20, 2016
Lynda.com has a free episode of their Creating Materials in CINEMA 4D course. This is tutorial #2 on the page, so scroll down!
![Creating a Thin Glass Material with Proper Refraction in CINEMA 4D](https://www.toolfarm.com/images/uploads/blog/xc4d-glass-refraction.jpg.pagespeed.ic.zTEkGNeVid.jpg)
Creating a Thin Glass Material with Proper Refraction in CINEMA 4D
July 20, 2016
If you apply a glass material to an enclosed object, you will see a lot of refraction, making the object look like it’s a solid mass of glass, like a bowling ball or paper weight. Noah Witchell shows you how to create the look of thin, delicate glass, the type you might see on a light bulb or nice wine glass.
![Getting Started with Realflow | Cinema 4D Part 1](/images/uploads/blog/xnextlimit_realflowc4d_feat.jpg.pagespeed.ic.ivQ4B1XeUp.jpg)
Getting Started with Realflow | Cinema 4D Part 1
July 12, 2016
Next Limit has posted these helpful tutorials for users new to RealFlow working in CINEMA 4D. Setting up the Scene Tree and Your First Simulation – How RF | C4D works.
![Bodypaint](https://uploads.toolfarm.com/app/uploads/2016/06/29080928/bodypaint-r17.jpg)
BodyPaint: UV Mapping and Unwrap for Maxon Cinema 4D
June 28, 2016
Maxon’s BodyPaint is a tool that allows users to create beautiful sculptures for 3D work. It contains several UV Tools that are made for lining up your models and your materials. There are brushes, selection tools, filters, erasers, and projection painting, which allows for perfect fit of UVs.
![Forest Pack for 3ds Max: Randomizing Procedural Objects](https://www.toolfarm.com/images/uploads/blog/xitoo_forestpack_randomize_tut.jpg.pagespeed.ic.kayXw02efA.jpg)
Forest Pack for 3ds Max: Randomizing Procedural Objects
June 21, 2016
In this Tips and Tricks episode we’ll look at how to use Forest Pack’s animation tools to re-seed other parametric modelling plugins, like GrowFX, to create tree and plant variations without having to store and maintain many source objects in your scene.
![hair module](https://uploads.toolfarm.com/app/uploads/2016/06/29082934/burning-question-hair-module.jpg)
Burning Question: What can I do with the Hair Renderer in Cinema 4D?
June 14, 2016
The Hair Module…. can it do more than just make hair? Oh, there are lots of things! Make a tree, grass, and much more! Lots of fun stuff!
![Getting Started with e-on Vue – Create a 3D Environment](https://www.toolfarm.com/images/uploads/blog/xvue_gettingstarted_tutorial.jpg.pagespeed.ic.ARYYMHsQdU.jpg)
Getting Started with e-on Vue – Create a 3D Environment
June 7, 2016
Aya from e-on Software walks you through how to setup a quick scene with terrain, trees, atmosphere, and ocean.
![C4D: Depth Pass Tips](https://www.toolfarm.com/images/uploads/blog/xc4d_AE_dof_tut.jpg.pagespeed.ic.y1nj9TrfDF.jpg)
C4D: Depth Pass Tips
June 7, 2016
Chad Ashley from Greyscalegorilla explains “the correct workflow for doing Depth of Field and Motion Blur in After Effects…(that doesn’t) result in artifacts or other anomalies.”
![Create a Fireball with AE Native Tools](https://www.toolfarm.com/images/uploads/blog/xfireball_AE_tut.jpg.pagespeed.ic.EuozoAEmsq.jpg)
Create a Fireball with AE Native Tools
May 24, 2016
Caleb Ward shows us how to make a blazing hot ball of fire in Adobe After Effects.
![Creating an Abstract Tentacle Creature with X-Particles and Octane](https://www.toolfarm.com/images/uploads/blog/xabstractobjectfeatured.jpg.pagespeed.ic.Ysgi7Vu1vE.jpg)
Creating an Abstract Tentacle Creature with X-Particles and Octane
May 10, 2016
“As I was creating one of my daily renders I came up with a technique to create an abstract tentacle sea creature using X-Particles in Cinema 4D.” – LockedAndLoading
![Exporting and Rendering! Tips and Settings for Adobe Media Encoder, ProRes, H265, YouTube](https://www.toolfarm.com/images/uploads/blog/xRenderingExportingTutorial.jpg.pagespeed.ic.QuvkOuUjmF.jpg)
Exporting and Rendering! Tips and Settings for Adobe Media Encoder, ProRes, H265, YouTube
May 3, 2016
Rendering and exporting can cause quite the kerfuffle if you aren’t entirely sure how to go about it. Let this post lend you a helping hand.
![C4D: From Images to Splines to Geometry – Bridges, Cracked Ice, and Stone Work](https://www.toolfarm.com/images/uploads/blog/xc4d_image_spline_geo_tut.jpg.pagespeed.ic.EIA-iHhia_.jpg)
C4D: From Images to Splines to Geometry – Bridges, Cracked Ice, and Stone Work
May 3, 2016
Using a fairly procedural technique you can create bridges, cracked ice, and stonework in C4D. How you ask? Chris from Greyscalegorilla explains it all.