C4D Scene Nodes / Particles Distribution effect

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
greetings everyone it's Mikhail and today we dive into scene notes to create kind of organic particle structure effect so uh it's not so complicated I think for you but there are a lot of possibilities especially if you're talking about performance it's a cinema for review part so uh let's dive to cinema for him okay first thing first let's create a object group called its cutter double click to open Dot editor okay let's type Taurus for instance turns okay Raptors okay and let's time distribution because we need to distribution Operator by default it's use linear mode okay let's connect operator to the operator output okay actually let me create kind of this layout in order to see our viewport now so let's create a sphere as a instance okay and let's use our sphere right click toggle switch okay as operator okay by default we got this one just a linear distribution but we need to distribute over the surface especially I want to use surface scaled blue noise okay let's open this small Arrow parameters and we need to connect our geometry Turtles as a geometry okay by default sphere sequence 50 50 centimeters let's switch by two okay let's select total switch by Z plus I would say increase ring radius by 300 pipe radius by 60 Maybe start click that okay uh we got this uh simple distribution let's press command B switch to red shift okay go to the output and change with by 1000 by 1000 I will say okay let me select my Surface scale blue noise and minimum size by first thing 0.6 okay the maximum size by four but default looks like that but before we continue let's select our scatter you know our Auto groups and switch uh from instance to multi instance to operate uh this geometry very fast because multi instance it's pretty fast and sensitivity so let's select this surface scale blue noise and increase count of samples I think 100 000 okay yeah take a look we got pretty dense mesh really nice yeah maybe to adjust our Toros let me try to actually let's switch here by 10 000 okay let me play around with turtles like that again let's increase pipe cement by 32 and drink segment by 64. okay it is what it is uh let's move forward maybe I'll increase Again by 100 000 okay and one more thing let's use this size bios now to pack it more interesting interesting way I like that so if we readjust our camera we got this one here pretty nice dense mess we can increase by 300 000 to know that's a lot let me try to pack it a bit take a look we got a lot of clones a lot of particles but it looks so simple no I think we can use some additional geometry operation side now so I need to continue first of all let's actually let's switch by 100 000 bits okay I think let's change bias like that just uh see more of particles more for clones you know as you see it's pretty fast you know I can rotate camera you know and uh move it uh easily in viewport so uh what next I want to a bit readjust my original Source mesh Taurus and all for that let's type Noise Okay grab noise selection place in between Taurus and distribution operator let's create a delete node okay place it here so I immediately delete some of the polygons let's play around with noise especially I think we scale let's make it 300 for instance yep let's move forward grab it and create I think subdivision not subdivide okay let me subdivide it by Cardinal glove mode with smooth okay and let me add one more note called Smooth okay just to smooth my points that Smooths my geometry we need to use smooth geometry here okay so as you see we got this pretty nice mesh there uh in order to organize our scene I highly recommend select all these nodes and press IG to group it so immediately get visual let's call that noise selection okay double click to dive in okay and let's propagate some parts you know here so we need let's select the noise we need I think threshold just press command and control on Windows and click on this uh small circle noise type uh scale of course time and Seed Let's uh select result add new input noise style pipe me input and all these parameters we need to propagate in order to use it in other level here sorry so we have this group you know and we can easily control our geometry Injustice to each other one yeah let's select this noise selection and a bit readjust it maybe like that I don't know play around with seed just to find interesting uh looking shape okay let's select surface blue Noise Okay and maybe increase counts or to actually we can use one million you know because it's pretty pretty fast I think we should use kind of maybe maybe free 100 000 that's okay yeah let's change size files like lead okay let me improve my game like that maybe 100 okay let me check it yeah as you see we got pretty interesting looking organic mesh you know so so far so good let's add some colors I'm gonna press shift L to organize our scene you know let's grab one more note called Noise Okay we need to just a simple noise it's called sample noise okay so and let's open this little arrow and an input our noise I want to uh uh connect from Radio in order to get kind of index for each clone you know so I wanted to see some uh color orderly on these clones you know we need to create a color operator let me find it here press place it here and actually by default it's just a black color but we we want to colorize by noise that's why I connected my radio and connect directly to the car okay so as you see we got some noise variations here it's pretty dense interesting like a mesh take a look how many particles we uh calculate here so uh so far so good I want a bit rare just looking of these uh noise for that I want to grab ramp or just a base ingredient between uh noise and color operator let's connect to the position and result to the color okay metaphor looks the same but we can readjust it a bit just to clamp it okay and got this uh color distribution means our clones so I think let's okay maybe a bit readjuster noise just change threshold like that yeah I really like it take a look so of course we can change color here for instance I don't know just maybe yellow color like that let me take it okay maybe we should as we use the blending space [Music] linear press Ctrl D go to the project go to the color management switch to open color IO and convert to Oso okay we got this one I think it's more proper right now no yep so as you see it's pretty straightforward you know let me a bit maybe readjust my color maybe like that okay actually like that maybe okay so so far so good we generated really nice uh looking shape so what next what if I want to animate it here so actually it's not it's not a big deal we just need to create Matrix iterator now let's press and place it between color and operator output okay maybe for now let's decrease count of clones costs 300 000 limits a lot just like that you know so we got this one yeah actually let me check if everything is okay yeah so uh in order to uh create kind of simple animation we use a metric separator let's open Matrix there are a bunch of parameters translated like position scale rotation let's remove like a position sorry rotation scale and Shear so we need to focus on I think for now in translation for that let's uh drag and drop this noise okay connect to radio again okay and let's connect directly to the translation by default it looks like that I think you didn't see anything here you don't see anything then because our noise is static let's select this Burning noise go to the time you know and hold on control command on the Mac create a time okay and let's find time node okay grab it and connect I think scene time to time would be enough let me check it yeah but just small you know animation here in order to emphasize this animation I think we need to kind of create kind of speed multiplier so that we need to use uh so matte node like uh arithmetic multiply okay placed it here okay and as we operate with Vector scores all these purple color is vectors you know we by default we got these uh multiplier uh matte node data type equals Vector so if right now I increase because we connect input one you know our purlin noise you know and we need to increase kind of for instance this one and we got something interesting let me press play again and we got these interesting animation so we also can improve our noise scale let me switch it by two for instance and we got kind of of this you know moving shape also we can play around with it here you know as you see it looks pretty nice you know so uh this is a general idea how to create ethic like this maybe we can clamp it a bit you know but uh I think this is a general idea so let's go to there surface skin blue noise increase count by Maybe by 300 waiting a bit take a look it's still moving you know there are a lot of Clans you know so uh maybe not this uh Stupid color maybe something more beautiful I don't know yellow yeah so uh as you see we got some kind of uh steps you know between our particles especially here and here you can recognize it so that because we need to subdivide our original mesh one more time we can go to the subdivision actually we can grab some parameters from this node and propagate it for instance we need to grab uh these iterations you know and maybe maybe maybe maybe that's enough let me propagate a sport as well go to the top level okay and let me increase iterations by two okay let me get this one yeah take a look and that's pretty interesting looking mesh maybe for now because we create a tutorial just go to the basic gradient and switch to black and white color yeah maybe [Music] change scale by 22 okay switch to fbm I don't know maybe by five just to find interesting looking uh shape okay and a bit we adjust our gradient here like that or maybe like that okay so as you see it's pretty pretty nice so if you want to create kind of I don't know DNA effect maybe you can go to the noise you know and beatria just count of noises okay actually we also need to hmm I forgot I forgot about smooth geometry we also need to propagate I think iterations and strength okay let's create one more iterations rename it smooth it okay and strength as well go to the top level okay select this nice selection group actually increase Smooth by 44 okay let's wait in a bit maybe decrease iterations for subdivisions here okay and we got kind of resetting take a look pretty nice here we can find uh something between Maybe like that okay maybe a bit play around with seed like that for instance okay so we got kind of I don't know structures you know with animated spheres let's go to the scale no uh surface scale blue noise change a bit uh this parameter to get more than smashing out here and as you see we got pretty pretty nice looking shape Maybe just make sure about uh performance of viewport increase by 500 you know thousand just a half of million it's still uh still responsive no let me press play and as you see we got this one maybe we should editor adjust the noise scale by 22 and we got this result to increase we got to ease you know I think you got an idea how how to work uh with it okay so [Music] um if you want to operate this uh [Music] with other parameters like rotation scale for instance let's connect directly to the scale I think we got something weird yeah yeah but because we operate uh here by one vector if we connect directly from noise to the scale then get sum of scale here I think yeah take a look we can control scale parameter as well you know we can for instance create like a like a simple uh actually let me check it switch it by two like a simple shape like that take a look and now with some scale here you know scale over the uh this uh surface also we can clamp it a bit or let's call ramp or drag and drop here gradient again connect to the uh burning noise con sorry connect to the scale here yep okay and again a bit clamp our parameters to generate something like that you know just to create more interesting looking ethics so I think you got the idea of the idea how to use scene nodes to create kind of particles effect you know if you want to create kind of I don't know uh particle birth static I don't know let's deactivate now let's deactivate the scale now here we go to this shape pretty nice maybe a bit change seat again to find something like that here I like the tourist shape because it's provide us really nice result you know uh it's still connected by translate but it's so small you know we can create like that for instance let me actually open this little arrow here and let's create actually not create let's grab with time knot and connect directly to the I think y let me check Something Happening Here maybe not seen time just a frame connect here yeah take a look we got something like particle movement you know let's increase our frames you know and we got something like that but it's still distributes and by noise and moving up and down because our noise has minimum and maximum parameters but it is what it is we can create interesting looking uh shape for instance like that so what about render if you want to render it actually you can create it without this note you can create a direct clean scene nodes you know but looks like Maxon updated it and right now in multi instance modded works pretty nice and pretty well so before we jump to redshift I want to create one or not I want to create material operator and placed it after the Matrix so material operator allow us apply materials which we created here so let's create a simple material actually let me organize my cine bead let me change icon size by small let's create a materials create just the standard material okay go to the materials okay and switch to the capsules we have free mode scene material and capsules seen it's a just scene Roots you can just copy and paste here this setup and use the same okay material something wrong sometimes it's not switch to capsules but okay so if you select machine operator you see you see here this empty space you can apply this material here you know and actually let me switch to my uh to let me save it save project save project let me call that free okay so let me switch to Startup layout okay I got this redshift I got this uh this setup inside my viewport okay and let's create just this simple camera okay and create a Dom light okay grab some I don't know uh hdri flow from asset browser like that I think you know deactivate background let me run my IPR okay by default it looks like that because we don't have any user data inside our materials but as we remember we created a black and white noise material here so we need to use user data actually especially calories a data connected directed as a color okay and in attribute name we should use object display color yeah as you see we got this black and white color here let me beat readjust my dome light like that you know let me create just a simple plane like this maybe rotate it a bit okay increase scale for my plane and placed it uh here just to create background for my scene you know and let me actually activate ambient exclusion let me take a game yep take a look as for me looks pretty nice yeah so uh we can change color here to create the ram between this uh between these two notes you know or we can switch to the capsules you know go to the let me actually check proper this gradient let me change color here just to go to recognize it you know and change here then inputs not black maybe yellow color like that okay yeah I'm easily got this result here in our viewport so let me video adjust my scene again placed background behind you know yeah so uh what next okay actually I think we need to create uh we need to create I think we need to a bit readjust our gradient let's delete this gradient you know let's go to the uh choose the this gradient okay maybe maybe the noise you know switch to 2D value you know on switch to again you can play around with it as well and maybe find more interesting noise like a turbulence I would say you know okay uh one more thing if you want to change any geometry just place here geometry or just try to find a new geometry here inside scene notes you know and readjust it uh before we finished tutorial uh I want to go to the this node okay actually let me let me check yeah because we're increase uh movement for our particles using for that time node you know actually let me deactivate time node here I think okay and just a bit readjust your setup okay okay let's run right here again change rotation let me check here for my dome light to find interesting uh White like that I think not bad yeah maybe let me open my Minecraft press it auto organize it okay go to the multiply and let me actually I better adjust it as well uh Maybe create color like that I don't know and go to the inputs increase input to get this one take a look pretty nice here as for me looks beautiful okay here and create one more light area light right click animation Tech Target to use scatter as a Target go to the light change intensity by 10 okay let me place it here maybe a bit increase size for this slide like that place it here and just do a more emphasize this side you know go to the light okay and in object tab decrease spread like that so I think you got the general idea how to create effects like this it is scene notes you know and you see how how fast it work you know I think it's not possible to create uh the same setup as with classical columnar you know uh project file will available on my gamma load page if you're interested in you can download it you know uh also uh follow me on my patreon page there are a lot of nice tutorials with particles with some Cinema 4D Dynamics as well so I think that's it for this time and see you very soon on next tutorial bye bye
Info
Channel: Mikhail Sedov
Views: 21,620
Rating: undefined out of 5
Keywords:
Id: NHHtWk5ynEw
Channel Id: undefined
Length: 30min 17sec (1817 seconds)
Published: Sun Jul 02 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.