Log In
Or create an account ->
Imperial Library
Home
About
News
Upload
Forum
Help
Login/SignUp
Index
Cinema 4D R14 Cookbook Second Edition
Table of Contents
Cinema 4D R14 Cookbook Second Edition
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the C4D Content Pack for this book
Downloading the color images of this book
Errata
Piracy
Questions
1. The Fundamentals
Introduction
Exploring the interface
Getting ready
How to do it...
How it works...
There's more...
Moving around in Cinema 4D
Getting ready
How to do it...
How it works...
There's more...
The View is your camera
Change how you rotate
Meeting the Managers
Getting ready
How to do it...
How it works...
There's more...
Setting keyframes
Getting ready
How to do it...
How it works...
There's more...
Delete the track
Interpolation is the word
Don't fear the reeper
Utilizing the Content Browser
Getting ready
How to do it...
How it works...
There's more...
Reverse engineering
Adjusting the scale of your objects
Getting ready
How to do it...
How it works...
There's more...
Use separate C4D files
2. Super Modeling
Introduction
Working with primitives
How to do it...
How it works...
There's more...
Working with the Viewer
Subdividing, selecting, and editing polygons
How to do it...
How it works...
Trying different tools
Making backups of your primitives
Entering the exact values
Weighting with HyperNURBS
What is a NURBS?
Creating from splines – extrude NURBS
Getting ready
How to do it...
How it works...
There's more...
Using MoText instead
Using Lathe NURBS
How to do it...
How it works...
There's more...
Adding points
See also
Using Sweep NURBS
Getting ready
How to do it...
How it works...
There's more...
Modeling with Loft NURBS
How to do it...
How it works...
There's more...
Punching holes with Boole
Getting ready
How to do it...
How it works...
There's more...
Similar to Spline Mask
Hide new edges
Increase subdivision if needed
Using the Atom Array tool
How to do it...
How it works...
Best modeling advice – just go for it
Getting ready
How to do it...
How it works...
There's more...
The other chapters will make it even better
Getting to grips with sculpting
Getting ready
How to do it...
How it works...
There's more...
Sculpting a head
Getting ready
How to do it...
Stage one – roughing out
Stage two
Stage three – baking
How it works...
There's more...
Hypernurbs and modelling
3. The Deformers
Introduction
Getting started with the Taper deformer
How to do it...
How it works...
There's more...
I'd group these deformers together
Animating with deformers: Bend
Getting ready
How to do it...
How it works...
There's more...
How did I make it bounce?
See also
Custom italics with Shear
How to do it...
How it works...
There's more...
See also
Over-animation with Squash and Stretch
Getting ready
How to do it...
How it works...
See also
Making an asteroid with FFD and Displacer
Getting ready
How to do it...
How it works...
There's more...
Trying a landscape object instead
Unconventional animations with deformers
Getting ready
How to do it...
How it works...
Breaking objects with deformers
Getting ready
How to do it...
How it works...
There's more...
Using Spline Wrap versus Sweep NURBS
Getting ready
How to do it...
How it works...
Applying the Collision deformer
Getting ready
How to do it...
How it works...
There's more…
4. Cameras are Rolling
Introduction
Keyframing cameras
Getting ready
How to do it…
How it works…
There's more…
Automatic keyframing…do it at your own risk
Moving a camera along a path
How to do it...
How it works...
There's more...
Not just for cameras
The Tangential checkbox
See also
Locking cameras down with the Protection tag
How to do it…
How it works…
There's more…
Protection for all
Undo view
You can always keyframe
Using target cameras
How to do it...
How it works...
There's more...
Pans and tilts
Adding the target manually
Linear keyframes for loops
Adjusting focal lengths
Getting ready
How to do it...
How it works...
There's more...
Matching your camera to footage
Getting ready
How to do it...
How it works...
There's more...
Don't render the background
See also
The Physical tab
Getting ready
How to do it...
How it works...
There's more...
More effects
Rack focus
Creating a handheld-style camera
Getting ready
How to do it...
How it works...
There's more...
Got some good vibrations
Keyframe your values so that they can change over time
Keyframes first
Random Seed equals infinite possibilities
Setting up stereoscopic cameras
Getting ready
How to do it...
How it works...
There's more...
Configuring the Viewer
Camera calibration
How to do it...
How it works...
There's more...
Limitations
Tips to help calibrate better
Using the Motion Camera tag
How to do it...
How it works...
Simulating a chase scene
How to do it...
There's more...
Getting to grips with the Camera Morph tag
Getting ready...
How to do it...
How it works...
There's more...
Complex camera moving with the Multi Morph tag
How to do it...
How it works...
There's more...
5. Let there be Lights
Introduction
Picking the right type of light
Getting ready
How to do it...
How it works...
There's more...
Turning off the default light
The Inverse-Square explained
I have seen the light
Exploring shadow types
Getting ready
How to do it...
How it works...
Applying volumetric lighting
Getting ready
How to do it...
How it works...
There's more...
Hot and cold – adjusting the temperature of the light
Getting ready
How to do it...
Adding gels
Coloring the light
Adjusting the Color Temperature
How it works...
There's more...
Fix it in post, always!
Gauge your temperatures
See also
Lighting specific objects
Getting ready
How to do it...
How it works...
There's more...
Turning a positive into a negative
See also
Applying Global Illumination
Getting ready
How to do it...
How it works...
There's more...
Ambient Occlusion
Lighting using the Luminance channel
Getting ready
How to do it...
How it works...
There's more...
More flicker to your flicker
Lighting with Sky objects
Getting ready
How to do it...
How it works...
There's more...
Creating your own HDR
See also
6. A Material World
Introduction
Using an Alpha channel to model
Getting ready
How to do it...
How it works...
Using video as materials
Getting ready
How to do it...
How it works...
There's more...
Calculator 4D
Available in more than just color
Using multiple materials on one object
Getting ready
How to do it...
How it works...
There's more...
Caps and Rounding come automatically
Using Shaders
Getting ready
How to do it...
How it works...
There's more...
Make adjustments with the Layers Shader
Getting ready
How to do it...
How it works...
There's more...
Using different Projection methods
Getting ready
How to do it...
How it works...
There's more...
Projections come with instructions
Reflective materials with the Fresnel Shader
Getting ready
How to do it...
How it works...
There's more...
Designers prefer objects with curves
Use real textures for real results
Reflections are a render hog
Creating a glass material
Getting ready
How to do it...
How it works...
There's more...
Adding relief – Bump and Displacement channels
Getting ready
How to do it...
How it works...
There's more...
Adding details adds to render time
Applying Subsurface Scattering
Getting ready
How to do it...
How it works...
There's more...
7. Rendering Strategy
Introduction
Render settings overview
Getting ready
How to do it...
How it works...
There's more...
Don't be tempted with effects
Creating a batch of renders
Getting ready
How to do it...
How it works...
There's more...
Give it some space
Previewing renders with Render Region
Getting ready
How to do it...
How it works...
Comparing different renders
Getting ready
How to do it...
How it works...
There's more...
Do you have the time?
Adjusting your image inside Cinema 4D
Using anti-aliasing effectively
Getting ready
How to do it...
How it works...
There's more...
1x1, 2x2, 4x4...
Using the Filter menu
Exploring the Physical Renderer engine
Getting ready
How to do it...
How it works...
There's more...
The Compositing tag
Getting ready
How to do it...
How it works...
There's more...
Setting up multi-pass renders
Getting ready
How to do it...
How it works...
There's more...
Saves time, not space
How did that force anti-aliasing work out?
The External Compositing tag and After Effects
Getting ready
How to do it...
How it works...
There's more...
Go from After Effects to Cinema 4D
Projecting shadows
Getting ready
How to do it...
How it works...
There's more...
8. The Awesome Power of MoGraph
Introduction
MoGraph basics – cloners and effectors
Getting ready
How to do it...
How it works...
There's more...
Making text with MoText
How to do it...
How it works...
There's more...
Using selections with cloners
Getting ready
How to do it...
How it works...
There's more...
Applying deformation with effectors
Getting ready
How to do it...
How it works...
There's more...
Creating abstract shapes
Getting ready
How to do it...
How it works...
There's more...
Abstract in motion
Applying random textures to clones
Getting ready
How to do it...
How it works...
There's more...
Creating a mosaic
How to do it...
How it works…
There's more...
Combo #1 – building a 3D logo
Getting ready...
How to do it...
How it works...
There's more...
Combo #2 – dynamic stage lighting
Getting ready
How to do it...
How it works...
Combo #3 – dancing music orb
Getting ready
How to do it...
How it works...
9. XPresso Shots
Introduction
Introduction to XPresso
Getting ready
How to do it...
How it works...
There's more...
Always optimize
Result node
Creating and controlling user data
How to do it...
How it works...
There's more...
Go with linear
Compatible data types
Driving animations
Getting ready
How to do it...
How it works...
There's more...
Loops should be linear
Keyframes control the length
Adjusting outputs with Range Mapper
Getting ready
How to do it...
How it works...
There's more...
Controlling lights with MoGraph and XPresso
Getting ready
How to do it...
How it works...
There's more...
Creating a project control panel
Getting ready
How to do it...
How it works...
There's more...
10. Configuring Dynamics
Introduction
Introduction to dynamics – bowling
Getting ready
How to do it...
How it works...
There's more...
Trial and error
Adjusting the Custom Initial Velocity field some more
Don't roll a gutter ball
Colliding clones – cereal bowl
Getting ready
How to do it...
How it works…
There's more…
Aerodynamics – making a helicopter
Getting ready
How to do it...
How it works...
There's more...
Dynamic trap #1 – trap door with connectors
Getting ready
How to do it...
How it works...
There's more...
Dynamics trap #2 – soft body net
Getting ready
How to do it...
How it works...
There's more...
Dynamics trap #3 – spring launcher and hair
Getting ready
How to do it...
How it works...
Cloth and Spline Dynamics – clothesline
Getting ready
How to do it...
How it works...
There's more...
Tying the knot
The final recipe – Rube Goldberg machine
Getting ready
How to do it...
How it works...
There's more...
11. Thinking about Particles
Introduction
Standard Particles
Getting ready
How to do it...
How it works...
There's more...
Let the water flow (a simple water simulation)
Getting ready
How to do it...
How it works...
There's more...
Thinking Particles
Using Thinking Particles to create complex behavior
How to do it...
How it works...
There's more...
Adding geometry to Thinking Particles
Getting ready
How to do it...
How it works...
There's more...
Making it Rain
Getting ready
How to do it...
How it works...
There's more...
Index
← Prev
Back
Next →
← Prev
Back
Next →