Cinema 4D & Octane Tutorial - Adding a Background Image (3 Ways)

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hi I'm Rhett currently experimenting with my facial hair but I'm back to show you a few different ways that you can simply get background images happening in cinema 4d with octane render and make something kind of like this image here here we go okay let's get into this just opened up a new cinema 4d window what I'm going to do immediately is open up a person going to this rust 3d guy it's an FBX I'm going to open him up and there is where I found him is I just googled 3d scans of people went through some search results found this guy he's apparently free on Gumroad just put in what you want to pay for him or a zero in the field and download him and I put him into my 3d assets folder so I've got him now so that's I'll put the links in the description but that's where I got him I'm not even going to put the textures on him pretty nice scan what I'm going to do is just select the material press delete I see the question mark up here on the object because it can't find a material I'm gonna delete that as well I'm now going to set some set some project settings so Anna disables save check button and have changed this to 1920 by 1080 default high-definition dimensions change its renderer to octane renderer and then I'll go save it for safekeeping say there's shoot I just created a c4d folder and I'll call this BG tutorial okay so let's put in a camera to begin with turn on my octane viewer see there's no lights nothing just him setup so let me go to objects octane camera turn on that check button so it's selected now I'm gonna get to the coordinates and a trick to zero out these coordinates you can either just press the zero bit and then return but you can also right-click on the little arrows and it will zero out but I want the Z to zero out let's call this minus 600 in the Z depth and drop him down a bit I also want him standing on something so let's put in a cube the top right hand button here shows my different view windows I'm gonna drag out select my cube drag in the y-axis about there looks like it's close to minus 100 so let's just go minus 100 drag out my view window here another trick is you select the object press s it will snap to the full object view and let's just say I want the size and is a to be 600 and then I'm gonna drag the Z position down to about there and then I want my guy a bit smaller too whoops no press T for scale I'm scaling down to something like let's say like that around about 18 centimeters in the Y height I'm also going to turn him around and I press R for rotate I'm gonna grab this one and I rotate it hold down shift till it gets to 180 degrees snapping and now he's turned the other way I'm pretty happy with that can I come back to going to come back to my cube I'm going to landed let me redo edit I've lost my redo accidentally pressed undo and undid the rotation so let me redo that again there let me press save on that okay so we have a cube I own to feel it that surface fill it radius about ten let's say just so it gives a little bit of an edge let me zoom in on this one so you can see give it a little bit of a fileted edge to the cube I just want a really basic set up because this is actually about creating the background not the objects so first method this method is probably one you'll get in the octane manual if you are reading through that it is to get a click up here go to background double click down here to create a material drag that onto the background I'm not sure what happened but once again my guy has snapped back I say he's an FBX so okay I've got some animation on this I'm gonna go I'm gonna select have all those with the red button selected select animation delete track so what it was doing was trying to flip back to the FBX animation so I'm just getting rid of all that I'm gonna put him 180 so then he's flipped around so I didn't realize he had animation on him it yeah why not so double click my material and just in here in color in texture select this button and grab an image you can see it's dropped that image into my my perspective view here but in octane it has not so let me just show you so let me close down that image now I'll show you where I found that I just did a Google search for Earth atmosphere and I found a nice NASA one here it is here I'll put the link in the description most NASA images are public domain some some you know require attribution the rights are here but they're free to use mostly and they're pretty pretty easy to find so I just drag that image in created a texture folder and I'll just drag that image into there and then I went and found that so click on the settings in octane I know I usually render in path tracing so I'm going to select that I'm gonna drop the samples right down to 512 and geo clamped down to let me just make it 8 so if I want to see this background I just have to click alpha channel and there it is I have got no lighting in my scene at the moment as you can see so what I might want to do is come to objects texture environment for the texture I can just come and grab that same image and now you can see some lighting has been applied to that so if I come back into the render settings and turn off Alpha Channel you can see it's dropped like a spherical Sky Dome over the entire area and you can see that it's not exactly the same as our background and this method gives a general realistic lighting to our area let me also just so I can show you this effect let me create an a material for the floor I mean drop that on the cube already you can see the the glossiness reflecting the SkyDome double-click on that material i'll come into the node editor i'm just going to create a simple floor for our l cube so the index I'm gonna bump that right up to be like a mirror image I am going to turn off the diffuse and I'm going to put a little bit of a like a map displacement map on this I'm gonna drag image texture a drag displacement I'm gonna plug that into the displacement grab this plug that image text you into the displacement there go and grab the scratch texture that I found I think you see it's applied it there where I found this scratch texture before I forget to tell you is I just did a Google search for scratched texture I found this one here and clicked on the link it took me here and I had a whole bunch I found this one I thought would be nice and then I dropped that into my texture folder once again select displacement I'm gonna up the samples to a thousand good level of detail sorry and I'm gonna change this here to follow geometric normals I'm going to drop the detail the height right down to 0.2 because I just want it to give a bit of a difference to the to the the top of the surface so it's not perfectly mirror there we go I'm happy with that and so to show you what this dome is doing and so yeah to show you what this dome is doing what I might do is I'll put this texture as a image texture go into the image texture then grab the image again but now I can do UV transform and with the lock aspect ratio ratio selected I can scale down the image so you can see it's now scaled down you can see the tiles that it's creating over this whole sort of dome texture giving light to the image so if I scale that up to let's say what I think is more realistic that is giving a sort of nicely lit background nicely lit surface to our floor and if I once again and we've made it similar to our background so if I go once again into the settings turn on Alpha Channel we have exactly the background and similar lighting around and so it's not exactly it's this floor isn't reflecting exactly this background of what we're getting something similar and so you can adjust this this this sky however you see fit you know if you want the you know the floor to reflect something more like that then you can do that and you can have control so that is what is good about this first technique I'm just going to change his I'm not going to put in his proper UV textured clothes I'm just going to put a glossy material on him that will double click that octane material I'm just going to make here it close to black and the roughness 0.5 okay so there you go that's a first method that um you know you might it's gonna make this a bit thinner maybe 160 in the X and I'm gonna make him a little bit smaller just finding the the frame that I'm happy with maybe 16 in the Y so yeah so the the background alpha is is set in stone I can't move that around in my viewfinder but I can change some of the settings to suit what I'm trying to achieve with the SkyDome so that's the first way you can get a background image into cinema 4d and octane render so let me just keep my objects and I'm going to select the sky and the background I'm gonna go option G to drop them into a group folder hold down option double click those traffic lights there to turn off everything inside so now you can see I've got no no lighting from the sky and if I come in turn off the Alpha Channel I'm back to my default scene okay so that was the first way I wanted to do that just so I could get back to a default scene the second way I wanted to show you is with a let's go a light obtained area light so it's just dropped it in here I want to press R and then grab this axis hold down shift and it's rotated 180 degrees and press E so I can drag it back into the distance a bit I'm gonna select the light again go to details I'm going to change the size to 1920 by 1080 so it's obviously huge drag that all the way back till we see it sort of we can see it framed framed there and what I'm going to do is select the light go to octane light tag in this texture field just go and grab that same image the power will be set way too high so let's go make it one so you can see the image there and then we have to rotate our image it's not the one yeah so let's rotate that to 180 there and then let's just position our image so we're going in these different viewport windows I'm just positioning positioning the light yep right there so we've literally got one light source what I also like to do is you can see the light background if I turn off that light our default background is just white what we can do is just grab a HDRI environment and then I'm going to drop the power to zero I'm going to turn that light back on so you can see now that the guy's not leaked by default lighting there's no sort of background to this light if I drag it down you know everything's black so that is a very simple way also to drop in a background you need to do it with a octane light and put a texture on it and if I just want him lit up a little bit what I can do is hold down control drag up another light press R and I rotate that like 90 and up in this window I'm gonna rotate this let's say 70 or 80 degrees press E I'm gonna drag it across you can see I've created just another light I'm gonna drag that so it's gonna hit him on the side because we got some lighting coming from the left hand side and then I'm gonna select the light I'm gonna bump that power right back up to 100 you can see now how that's affecting the side of his body my drag that a bit forward so it's not hitting him so much yeah there you go so the good points about this method is it's very quick and easy to set up and you get exact reflections from this background that are mirrored in here so they're not sort of kind of close like a sky dome it is exactly reflecting the what is in the background cool let me save that that is the second method and the third method is somewhat similar let me grab these guys I'll do the same thing action G double click those to hide them all I've still got my sky there though so what I'm gonna let me let me get rid of that sky just temporarily so I can show you what I'm going to do I'm going to come up here select plane orientation - Z so you can see the plane there let's change the width to 1920 height to 1080 so once again we've got a plane the size of our light before so what I am basically doing is I am recreating the light as a texture though this time so I've got my plane it's right there all good if I turn back on the sky you can see everything's dark there's no light at all so what I want to do is go to materials octane diffuse material and a double click on that and they come into the node editor I am going actually first before I do that I'm gonna come in deselect defuse because I don't want any diffuse diffusion on this image texture I'm gonna load up that image texture same background into there and they go blackbody emission and I plug that into the emissions there plug that into the texture and then drag that onto my plane and you can see it's shown up automatically once again I'm going to change this power that's because I can see it's blowing out there maybe half 50 if I turn on surface brightness and I change that to 1 it's pretty close to the settings of the light panel maybe 0.5 so I can do that you can have surface brightness on or off and just adjust the power to how you see fit point six and once again come to the plane and position that where you like it position this one up a little bit closer this time and there you have it once again it's picking up the exact reflections of the background all right so what if I turn back on that sky it's going to make everything black and no default lighting and I can do the same thing if I if I grab that plane I can also yeah let me just do it anyway if I grab that plane hold down control drag it up press R rotate it say 90 degrees press E drag it up you can see where it is there press R again rotate it maybe 60 degrees this time press E I'm gonna press this global positioning so then I drag across it stays in line right ah so if I do with this method and I want to change so it is lighting him up here but it's very weak because I put it on point five in the texture emission if I go back into my node editor I can show you yeah so is point six power surface brightness off let me change that back up to fifty much of a muchness pretty similar so the problem here is that this is not enough light to light him up I'd have to be very close to it to be able to see it so I'm not going to do that I'm just going to grab the other light way of doing it I could just put a default light in there as well color that light it doesn't have to be a light panel but that's the the third method of doing it and the benefit of doing it that way is now I have a material that's giving off light and I can go into the node editor sorry if I double click the material I can go into the node editor and I can change lots of values in here I can color correct or I can change position scale and at all types of effects to it and can have more control in the node editor but yeah can be a little bit more fiddly and if you don't need that then you don't have to do that method but there there you have it it's pretty basic and straightforward but it comes in handy knowing those three techniques for all different styles of images you might want to create so I hope that has helped you out and you know I look forward to seeing what you guys come up with with this technique thanks guys and see you next time [Music] [Applause] [Music]
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Channel: Rhett / Mankind
Views: 67,076
Rating: undefined out of 5
Keywords: art, design, film, tutorial, render, cinema4d, octane, otoy, cinema, 4d, creative, tutorials, learn, 3D, background, bg image, nasa, octane render, c4d, c4d tutorial, octane tutorial, space, maxon, r20
Id: FWiXP0mgN1g
Channel Id: undefined
Length: 28min 49sec (1729 seconds)
Published: Mon Apr 08 2019
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