Cinema 4D R20 Q&A Live with Noseman

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[Music] [Laughter] [Music] [Music] [Music] [Music] [Music] and there's a bit of delay about 15 to 20 seconds I would say and I look like a dancing head that's why I put on my black over 110 people watching no pressure no pressure whatsoever I can handle this okay I think the delay is maybe 40 seconds so yes let's see good so I'm gonna look over to my other computer it's a bit odd having such a bit of a lag between what I see on my feedback monitor and what I see on my laptop yes so yeah dancing head exactly so yes oh oh my god I hope burnt let's burnt yeah I can crash it if you want no good so welcome everyone 138 people that's great and yeah let's begin with some pleasantries if anything goes wrong with the stream please start shouting and Oh from Algeria hello that's and much closer to my original home okay so a couple of announcements so I think in a few days it's the 11th of September today on the fourteenth maximum has a great lineup of amazing artists again at IBC 2018 in Amsterdam and for anyone that's not going to be there mmm tune in to see 4d live.com and watch a large array of brilliant brilliant artists showing off their skills and the powers of cinema 4d you can go to see 4d live.com and check out their names and I think I have a screen for this so let's go IPC yes there you go with the links and the logos and everything I'm using a OBS software and yeah it's working so fine just to let you know if anything goes wrong it's not my fault it's probably your fault hello from Pakistan hello Hamza how are you doing so yeah remember it's never my fault it's someone else's fault youtubes or OBS azure apples or I don't know Intel's or something but it's never ever my fault okay so tomorrow is half res September the 12th so good luck to anyone that's there both the presenters or people are going to meet and because of the beer consumption yeah take it easy so how to build a smart volumes in for the year 2000 that's easy to settle you can't anyway so it's funny that I can make a few jokes and then I have to start my screen for a few seconds to see if people laughed yes so oh top the effects from Panama I'm missing a lot of your comments so I apologize beforehand and let's continue with a couple of things so welcome to this kind of experiment we're doing for University live and our attempt is to try and revive the actual series and do it in in a way that will be quite enticing to the users and useful at the same time and entertaining which I yeah that I can guarantee I can't guarantee insofar as the usefulness of it but the entertainment qualities will be there so this particular episode is basically you are my lab subjects and yeah I'm gonna test them we're gonna test the technology see how this goes and in return you're gonna see if you hopefully new things you will like but above all I want to start a kind of a conversation so I'd like your questions because we have a lot of new features in cinema 4d r20 I would like you to ask things but because it's in diversity we want to make a lot of new fascinating tutorials and the only way we can do this is if you provide us with the questions and the you know the the ideas to create these tutorials that currently so anyway you need to know that again the onus of the responsibility for the success of this endeavor relies on you 100% I'm I'm reading this actually and if you don't give us feedback if you don't interact then it won't be as good as it should Plymouth hey oh my god yeah and China Wow what are you doing up at this time yeah go to bed rest anyway so rule it's never my fault okay I'd have to repeat it a few times so few more things and then we'll get into the nitty-gritty of cinema 4d what I would like to introduce in this University Live series is read testimonials from users only the positive ones especially if they're for me I like patting myself in the back there's gonna be heavy censoring by the way so read user questions and ideas for tutorials and you will see today I have my little max on little thing here and I'm taking notes and this is good because that will allow me to avoid answering any questions that may or may not embarrass me we want to create 3d challenges with rewards all sorts of rewards from hanging out with me to having a discussion with me what else raffles yes we may get some sponsors and raffles and things out even some training from knows man knows we're gonna promote user work which is the the idea behind this is to create a community what else the voice concerns that will be censored heavily as well we may have guest appearances from people we mostly like or even sometimes people we dislike we're gonna talk about art and philosophy what else I'm checking out the notes Algeria what else and generally a feedback okay you can find me and anyone else we're kind of public figures so you can your information will reach us you can either email and/or find me on CG Society on Twitter I don't really frequency for the cafe for no particular reason it's just a habitual thing but I try to push myself to go there anyway above all I want to hear your voices because without your voices this is just the my excellent voice being heard and yeah good 193 people okay so let's begin a few weeks ago well last week actually Macs are announced the semaphore they are 20 and I'm gonna start showing a few things they're mystifying a few things this is complimentary okay so let's let me get them let me get your questions here I'm gonna stop and ask for questions I want to see how we're gonna make this work if there's an interesting something interesting hello from Chechnya hi from Toronto yeah all right let me see Venezuela oh my god so many people from so many places on the planet um I'm so happy yes Hamza I'm opening the software okay so let's switch to cinema 4d and show you a couple of things we're going to talk about so this is me alone good main screen but Papa so yeah this is one of the things we're gonna we're gonna see and what I'm going to do is a creating new scene and the number one thing I would like to talk about is the the new volume workflow and I'm gonna show you very quickly how fast it is and how easy it is to do some excellent modeling now again these are going to be things which we will analyze in detail but just to give you a heads up so let's just randomly start adding some object and see what we can do so I'm gonna add a let's take your cylinder here and just the manually open it up and then go to volumes and create a volume builder this is a generator that generates volumes make it a child and we already have a volume here and when I said this is something slightly lower and this volume is nothing but a collection of little squares called voxels what might snow innovated to told us to see more so then we're gonna add a measure and this becomes meshed I always turn these on now don't worry about the jaggies we're gonna take care of them in a bit now how can we enhance what we have seen here okay turn off the measure for now let's go and punch a hole in this thing so I'm gonna make a copy of this cylinder I'm gonna make it smaller I'm going to use my move tool to pull it down and in the volume builder I'm gonna set my new cylinder to subtract that's as simple as that so now we have a hole if I mesh this again you will see this is what we have now the good thing with the volume is that it pretty much understands any type of cinema 4d object so let's let's continue with cylinders make a cylinder copy and I'm gonna add one of these little old objects the array object and what I'm gonna do is just bring this in slightly like that let's make our cylinder and I'm freestyling now I don't even know what I'm trying to make which takes away the responsibility of doing something sensible and I'm gonna drag it in here go to my volume builder make sure it's on top and subtract this as well so there you go so we have this at a bottle cap or something like that let's continue let's create a dome on top of it so here's my original cylinder has a radius of this copy it let's create a a sphere let's paste the radius let's drag this German in here and let's pull it up and did I paste didn't I paste I don't know now you can see that it's overlapping here no problem just make sure that this is underneath the cut now we can increase the number of polygons all go and do some settings when we select the builder we can select any one of these objects and one of my upcoming tutorials is talking in detail about all the attributes you see under here so I'm not gonna spend too much time but you can see just by changing the position over here which doesn't match this position by the way okay make make no mistake the hierarchy here is independent of the hierarchy in here and this is actually a very beneficial thing but you can see when create all sorts of interesting things let's add a couple more things to give you a small idea of what's happening I like to work with most of my object outside if the volume builder just to begin with and then move on so I'm gonna make a copy of this and make it a bit smaller so we have these two I'm actually going to just drag them in or put them under and now let's see what happens what am i don't now go to the now and subtract it and it works good all I need to do is get just get these two little guys and make them a bit thinner I guess something like that now you can see we have all these little jaggies again and we just need to increase the resolution of our builder okay and sometimes you just need to increase the resolution of what you're doing here 36 and maybe a hundred and fifty and maybe make them a bit larger so that kind of outside there you go nice now if you wondering how we can kind of eliminate a lot of these things there are a few ways number one the facets you see here our result of the original geometry so if I go to my original cylinder which if you name things you won't have these problems so I think it's one called cylinder and you increase the number of segments it will work and earth the it won't really impact it over time it takes and you can see it's a quite a dense mesh now they're kind of a lot of people are using these filters so these filters down here our filters that actually smooth our volume so if I had this smooth layer here you can see the volume is smooth so everything else would be smooth but something else you can do I'm gonna turn it off temporarily is just put this under and now and add a smoothing de forma fantastic so this will take care of other parts of the jaggies so let's turn this on now I'm gonna be a bit fast because we're gonna show most of these things as we go ahead and there you go we have this nice little model here which depending on how far it's going to be rendered it may be good so now let's go back and read some of the questions the banging and all that is my microphone so okay oh we have Rick answering questions thank you very much so pop out chat no you didn't YouTube has a pop-out chat holy holy so let's see there so how do we let's see how we can do this if anyone has a question from now on can you please just capitalize questions just write a question so just write this question and then just write your question I've just posted so let's go have Bama and Pro render yeah that's not gonna happen today I have a Mac Pro 2010 and it's got an R X 480 it works with high sierra but it's something about the drivers it's okay for you know doing some tests but not to really show things hi from India and Plymouth and yeah and Virginia so let's go why am I not opening the software well it was open already okay let's go Brazil Germany Russia I'm trying to find questions let's go down what do I do yeah burnt wants to know what you can do to hang out with me yeah you only hang out with me when we're at shows okay what are you most excited about Oh vessel studios Thomas Brown or Calvin I don't know who that is but I think it's Thomas Brown he's asking what am i excited about our 20 fields volumes Alembic pretty much everything I think it's one of those releases which have so much you can do so many new things Alexander thank you very much for the compliment it will be recorded hopefully I think Rick pressed the button is it being recorded so SIGGRAPH in India yep so I'm trying to look for questions here if I miss something oh yeah can you mix the L system with the volumes yes you can mix the L system with the volumes and just as the questions come in I'm going to try and keep it as simple as possible so new scene and I was so if you go to the most line we have the turtle which is basically an l-system now if you search online for l systems you will find amazing stuff now it's not the most intuitive thing either this little thing is a sort of a programming language but once you get your head around this it's a very interesting and generally in the values I think the growth is what makes these things grow and yes this is fully supported in volumes so let's go volume let's go to the volume builder put this guy in here and in the volume builder you select the most line and it's put the density to one I need to make sure that there's enough thickness scale this when we use a mer spline again this is something that's gonna be in my videos when you put a most line in the volume builder this is the scale that defines the thickness of that so let's see what this does now and let's go to volume measure drag it in here and see what comes out let me turn off my view so line and let's go and add some thickness over here there we go there we go poor scale let's go and select this we have enough density the scale maybe I need to grow this a bit more I'm clicking randomly here because I'm trying to focus so it's growing yes but there we go and let me go and know the Trop ISM where's my scale value in the object I'm just gonna scale this up and see what happens there we go oh yes yeah I apologize it's just that this whole thing I didn't make this resolution good enough so alright let's let's begin because this is a mistake that many people are going to do I totally totally forgot that this scale here so the spline here is nine point six centimeters thick and for some reason it's not creating a volume and the reason is that my volume resolution is too high so the the voxel value that equivalent of the pixel is too high if I make this smaller now you will see that it's going to work so I apologize for that but it's a good opportunity for you to see what you need to take care of so this value needs to be higher than this value otherwise then there's not enough density with the voxels to actually create a volume there we go so I can mesh this and over here I can control the the thickness and if I select the growth you will see that it works with the volumes now the good thing is that because this is a mograph object I can go and attach objects to the ends or to the basis of each and every one of them branches according to the turtle rules if you go to the help and some of weather you'll see all those rules and yeah pretty much this is the answer it does work with the l-systems I was doing some research because I'm not very good at the l-systems to see because there's some great scientific papers that use l-systems to create all sorts of anatomical that these are like veins like I don't know vessels and all that and yes we may have something sooner rather than later thanks for the question ok let's go the only way you can't unwrap no you can't unwrap models there is one billet build it to UV no ok most line with volumes yes we just showed that so talking about volumes and let me just go quickly through the questions why did you put these your and the kind of channel oh yeah that's a question for an old tutorial I I need to answer this very quickly why do I put in my high dynamic range image are used as a environment when I use the sky object moving around a bit but these are interesting questions so I have my cube and I'm going to load some sort of object some sort of image here so a high dynamic range image and I'm going to use the kitchen probe and you know there you go so people ask me why when I'm going to use it in a sky object I put it in the color Channel well the reason is very simple it's one of the reasons basically if you put it in the luminance channel if I'm going to use for example the plane or something to catch some shadows if this is my plane I want to catch some shadows and I wouldn't use the same image I'm using elsewhere if I put in the luminous channel there will be no shadows because the luminance overrides it's a additive effect so if you put it in the color channel and by using a compositing tag on the floor compositing tag you add compositing background the compositing background is going to give you the full luminance of whatever image you are putting there it doesn't react to additive effects like light but it reacts darkening effects like ambient occlusion and in shadows so yes I may make it so if if needed it's a very quick quick - a small quick tip I can do about this but that's the reason there could be other reasons but that's what I consider the correct way to use it put your HDR's in a color channel not the luminance channel and that's settled so let's go down it should record automatically yes okay let's see is there a way to create a custom but menu with a like the V hotkey I would not know that at this moment question can you take sure differently like enables another color okay so this is an interesting question currently there is no automatic way to colorize parts of your what we are creating in a volume builder so for example the model I was making over here and this comes up relatively often now you can't do it directly you can do it indirectly in certain ways and I am developing a Python tag that actually can do certain things on the measure itself we just need to tweak it a bit because it will just want to make sure we won't create any problems and that will allow you to do this otherwise it's just manual ways of writing it or making it editable and then going into the traditional ways but I'm pretty sure solutions are being worked on for all these things for the future so let's go enables blah blah blah can I lower the poly count with polygon reduction Oh first of all so this is a very interesting question and thanks for asking so by default the masher creates a it's based on one I think it's marching cubes algorithm in my case it will be walking slowly algorithm anyway in the volume measure you can actually use the adaptive mode and this will add as much detail as needed where it's needed and if you find you can find a nice little sweet spot just by picking off a couple of percentages here and it will save quite a bit on the other hand I mean the poly reduction is a generator I don't even know I haven't even try this part let's go and see what's gonna happen what's going to happen so it does there you go it's post-processing by the way I'm using and oh then it works if it crashes it's it's probably your fault but soon or funny doesn't crash so yeah so it works that's settled that was an easy one so can you animate the objects under the volume oh yeah of course but that's one of the beauties of this because it's purely procedural you can do whatever you want so let's go here and let's rotate this or move it up and down so let's add a keyframe here and add a keyframe here there you go now it takes its time to do its calculation but it can you can animate it properly which means that you can bake this as Alembic so this is one of the new goodies about this you can right-click and say Baker's Olympic or Baker's Olympic and delete and it will actually export the the hierarchy as one Olympic object and either replace it or just make a copy in the scene and that's fantastic for for baking it allows for an extension of our so to speak baking tools okay so vessel studios again these people just always ask questions okay did I miss one up there yeah but what many good okay carry something like use trails with the particles hahaha how can you use trails with the particles pearlies so let's go and do something like that that's an interesting one so we'll create an emitter we will there you go late on the why so so these go upwards lovely and let's add a few frames here 200 frames and what I'm going to do is add a tracer object so mograph and let's go and add a tracer object so now we have all Hinds and yeah I'm just gonna add just for the fun of it some turbulence and let's add some scale here let's play this and we there you go fantastic and these are splines and because they are splines and let's make these I'll make these time sooner so stop permission I'm gonna do it at 50 frames and lifetime I don't know 100 frames so the lines should at some point stop let's see so it can go up and punk there you go so the lines are still here no problem and what I'm going to do is add this under a volume builder so let's drag this down put my trace onto the volume builder press play there you go and let's make sure everything here is nice dandy oops make sure this is smaller than that and let's put one for the density and there you go so volume measure and there they are whine whine whine yeah fantastic not only that if you combine this with the most blind we can actually change the thickness of these little buggers let's try this I mean what's the worst that can happen and you have famous last words okay spline let's drop it in in here and yes I just want the the forces to exclude everything I just want the raw spline and what do I want to do yes because the most mine is the most buying object we can control its a thickness okay so I'm not going to put that there I'm gonna put this one there because I want to control the thickness now the thickness is controlled as I said by the width there you go but at the same time I can use effectors to change so I'm gonna use a step effector just to make it simple and there you go I think I showed something like this in the graph but anyhow you can use it in any context I hope that wowed you and it's gonna further down so can you animate here we saw that do you get better boolean by placing a boolean inside the volume Billa instead of doing a boolean operation within the volume builder no no no don't you can use anything under volume builder you can put particles splines mograph objects matrices anything you want even fields and you can put boolean objects under but why you know it's just doesn't really make sense but yes you can create a boolean subtraction or something like that and use that as an input to volume builder but I would say that that's kind of impractical since you can do everything in the Builder so but you can do it yes how far can you go with multi instances count team model visible not with boxes oh no a cigarette was like you eighty billion I don't even remember I got one of the trees from the content browser I can do this it's just gonna take three or four minutes to calculate just download the demo and try it now the way you're gonna use it though I'm gonna show you the way I'm not going to do it because we have other things pressing so content browser let's go presets and let's find a tree and press enter if you want to see the trees and it's double click and bring this little guy here don't even know how much this guy has so just pick the trunk just gonna make this as simple as possible so there are a couple of ways you can do it let's go and try one of the easiest create a cloner create a grid array and let's make 50 and 50 set this to multi into the instances and chair change this so your viewport is fast 2 points and this will allow you to to have points and then just drop the tree in here now you can see each one of these points is a tree so it's actually already started it has started my friend so copy paste paste oh whatever I'm rendering so there you go we have 50 times 50 trees that's how you do it so how many polygons is this thing I have no idea so that's two hundred thousand but you know I'm trying to read that this so it says whatever fifty one thousand polygons yep and times two and a half thousand I think that's the number anyway so we push this to see graph on a small PC and yeah it took a few minutes to calculate but we had billions of polygons so and this is a way to don't forget to switch this to viewpoint points otherwise it will have to calculate whatever it has to calculate to show it in the viewport and in the case of my graphics card it's gonna be terrible so let's go further down tree model visible and so forth yes and I challenge you to try that how to make subsurface scattering with the new nodes subsurface scattering is not supporting you nodes and that was an NC one come on was it popping that way did it it's popping downwards sorry for that let's go west media from Greece hello oh my god yeah the actual questions the the chat flipped downwards okay right I'm here okay okay next question volume technique is good to make fast objects and so forth but not easy form a high pollen production in the future well it depends you can use it in many different things for organic objects it's perfectly but even so I have a rule about them the new VD b modelling it's for doing anything you will make as a cast object so I think that's the best one so if you're making things which are cast like for example a lighter which is plastic they these are perfect to do or a stopwatch okay a stopwatch this would be perfect to do with video modeling and yep but there's a few great examples especially ones from Glenn Johnson carburetor and all that which are actually ideal for these kind of things so and where's that there you go see you can still see me on the screen and let's continue downwards let's go sorry for the delays maybe this is one of the things I need to change the setup so volume seemed like dynamesh and ZBrush yes it is like the animation I think that dynamesh gives us a cleaner kind of quad topology this is a a March in cubes it's part of the open VDP library thing and it's very particular and it is useful you can use it with sculpting and all that and there's even a little thing that little here volume mesh wherein you just select your mesh and it volumizes it and then you can use it in the sculpting context okay I'd like to tackle some of these once oh that was University sorry let's go further down and make up Alexander yep that's it big answer but a measure has an adapted oven yep yep Big O of topics inverse stop motion that's not for me can you show about the node materials and program to please Pro render does not work with the node materials I apologize no actually burnt should apologize for that okay so not me but yes Pro render does not work with the nodes the nodes have not been made to have compatibility with the pro render it's only for standard and physical renderer okay so is their ability to account state object and then use the poly pen to read top of the mesh well you can always you can use any mesh to retopo the mesh any mesh there there's no limit to that and yeah but what the workflow is up to you to choose there's no limitation in that respect we do need better read apologizing to us by the way did I just say that yes I did I thought I was thinking out loud so when objects without another object to create a knitting effect well hitting effect that's a complex one there there are a few tutorials about knitting effects I haven't dealt with any yet but I don't know maybe okay let's go further down and do an accidental camera move oh but and use the one ctrl shift Z or go here and undo view and it undoes any camera views a command shift Z or ctrl shift shift Z I don't know I thought everyone knew that yeah there's a different undo stack form four moves okay can you do volume placing he said why are these things popping out again the objects cloned on the same slide animate the scale of the objects while this mine grow so can you do a volume of a spline together with objects cloned on the same spline and animate the scale of the objects while the spline grows not exactly sure what you mean but given given the fact that for example you can use hair to clone objects or anything like that you can do all sorts of things one thing I was showing the other day was that we can use hair so if you add hair here and make sure that you generate splines spline hair just make sure we don't have too many in it's over 150 when I say too many just because they'll just blend on each other and all you have to do just drop these under volume builder and you're good to go so volume builder go here let's make this five let's make this six one and there you go and you can always go and clone things at the ends of these if you wish to do so to create kind of the blobs and so forth so I guess the answer is yes let's go did you do and of course you can get the hair to grow as well so I forget if I forget about that so length turn these off and you can it's there you go and you can animate how this grows and it will grow the hair ooby dooby there you go so this should work and it works oh and gravity works as well and I mean if you can do this with three objects and two keyframes I mean really let's go and just measure you will see quite a few pieces well that now the caution the the sure just checks the volume it can't check and see what object is separate from each other okay and it's one of the advantages that makes it extremely fast what I would say just go play with your hair dynamix somewhere here and make sure that you have hair on hair collision and her hair you have a radius which is bigger than the distance from the hair so it you know the bigger than actually the radius you're using and in that situation you'll get much less overlapping okay let's move down I use layers to create the illusion of change materials and volumes okay can you use nodes to form polygons none of the the noble system is only for materials currently and only for the standard and the physical renderer so what's the between PBR node and uber material so a question about the uber material and everything over here so in the create we have all these node materials these are nothing but presets made with the nodal system and they're nicely packaged together now I am not the best person to talk about these things but in in any case if you go to the car pane and double click here and go to node editor you will see precisely how the the person that made it the creator so you'll see this node and I guess you have to ungroup this right click and edit asset there you go and in here you just click and you go inside and yeah you just navigate and these are the nodes that we use what you see here is just a creation of the interface you can just go to any one of these values and right click and say propagate port and it will add it here and it will become the interface you will find over here ok so base flakes gloss editor illuminator basically base what else do we have here the flakes and so forth all these are parameters and some of these have been set in the interface but the idea is that you can just share your own assets if you are a TD and you create your own nodal materials you can just then package them as an asset and add them to the the menus over here okay so or just save them with the scene or save in the library and yeah those are little details I'm not very familiar with but these are nothing more than actual presets made with a nodal editor by beta testers and some nice folks at maximum okay so if materials okay what else I think I read the sweet spot about an abduction over five I had a reaction diffusion and with fields well I'm not going to spend time to reaction diffusion because I think it's been done on the sea graph presentation Who am I kidding I was dying for someone to ask to ask this ok so we have a plane it's editable and I'm gonna add a vertex map and we just go to character and we say paint tool yes burnt I heard you're working on a much more elegant solution so go here turn on fields and just go here and clear this and let's see if this is gonna work so we need some sort of seed okay I'm just gonna see this I'll seed it with a spherical field so whatever the spherical field is now we're getting a value of 1 how this exactly works we will see in tutorials that are coming up so I'm just gonna put this little guy here and I'm gonna set this to normal and set this to max I guess now this is kind of a layer that saves there the values and if it doesn't work just go and watch Tim Clapton's presentation I'm gonna grow this which is basically sort of a blurring of what's happening here can I add this let's go and see what's going on here so it will grow if I can see there you go now this is a growing effect but if I put it in average this is a blurring effect so this is kind of blurring the values underneath an auto update not update let me change this value and I think I've got too many polygons here and yeah you can see it's growing it's growing its growing okay I may have too many polygons and I'm recording this at the same time and basically I take this freeze I think I put it on max and then I make a copy of this take the top one out of the top of my head I'm gonna make this slightly less I'm gonna make this 20 and I'm gonna make this 30 the bigger the number or 40 and I'm gonna subtract this if I'm not mistaken that should be the way to do this there you go and all multiply something like that and then I'm gonna add a I think arrest us now is losing his mind like no this is not the way to do it and I think somewhere here I have a V range map I'm just gonna contrast it by making this a much higher value and yeah there you go I mean I have a bit of a mistake but what you see here is reaction diffusion so I did it okay and this is basically it if you go to the an tag my site you will see a fantastic explanation by moritz on how to do reaction diffusion and here is just replicating this wow this doesn't look that shabby I'm just proud of myself now yeah I actually expected it to fail exactly how to do it you know at the end of the day we may do I'd love to do a very small quick tip on how to do reaction diffusion so now everyone is going to do reaction diffusions everywhere and yes oh I have this sorry about that where is my main screen there you go sorry about that I had you watching my face all the time actually fusion reactor has a UV threat to the volume measure I'll let Germany reply to that so let's go is their ability to take the volume builder mesh and then hit current state object and then use oh yeah yeah we we yes you can can our 20 replace X particles no X particles is a fully-featured particle system and then some I can apply texture layer volume like boolean object I think I answered that earlier you can do that manually one emotion doesn't really create useful UVC up that's University yeah oh the screen switched again stop okay fusion resources please go to an tagged man okay so I may have missed a few can you use fields with transform tools like move rotate and scale I don't know exactly what that is but you can move them around if that's the the question so let's let's go and check some things off my list because I want to show you how to do something like this for example so this is totally inspired plagiarized or stolen by an tagging just go and tag ma ent GM a calm and tagged Macomb as Manuel and Moritz are doing fantastic tutorials and are very inspiring because just most of the tutorials are for a different platform but their ideas are fantastic and it's good that we can actually transfer some of these things and what the idea is here and let me just delete my animation over here is that we have this kind of wavy situation going on which is reacting there are no keyframes what you see here has no keyframes and basically wherever I rotate this and I'm going to turn this off for a second so you can see exactly what's happening wherever I put the text the wave goes with it they can have a wake at the end I can rotate it here and and so forth and can apply this effect on anything like a plane and so forth so I just grab my text I'm going to a new scene and there's a bit of a rule of thumb if you want to prototype your your field work there are couple of ways to do it you either create a plane a high density plane and you work with a vertex map like I did with the reaction diffusion and just check the colors to see what the values are or as something to do in this case you go to my graph you create a matrix object which is a relatively fast way of doing things and just to expand this I don't know maybe 6565 to create a square now don't forget to turn this down because I hate that dark that white color it just yeah makes my eyes hurt and maybe turn on as I say yeah there you go so this is a platform if I render this you don't see anything because I'm just using the matrix object so let me show you a few things about how fields work so although I'd be about half of the effectors still have their own unique abilities for most of the stuff are you going to use and to begin just put a plain old effector in here and the plane effector is just gonna push things up and let's say I'm gonna push them up by 50 and I'm gonna get rid of the color for now because it's annoying me and you can see that everything moves up so now here's where the magic begins I'm just gonna put it here so we can have a visual so I'm going to name this text in the plane effector in the fall of now not only we can add any of these lists of objects but we can actually drag and drop pretty much anything we want if I drag the text in here immediately you'll see that we have this point object if I select it underneath here in the layer tab you will see that we have all sorts of modes points surface volume and so forth and this means that this becomes a fall-off object and if you have it in points mode it's particularly fast and you can see I'm expanding the reach so what it does it takes the points of this object and it expands it by 100 even more and it applies a V effect of the plane effector over this distance here if I go to the side view you will see this oh yeah so we have this kind of fall off now now here a few tips and tricks if you go to the fall-off when you select this in the remapping tab you would actually see this shape this shape represents the transition of values from the closest point on the object which is over here you can just seed peeking out from the bottom all the way to the end of this distance here 171 if I put a cube here and measure it that's going to be from here to here 171 okay so that's step number one that's okay but this is not a wave okay if you see a wave then I think you need to go to sleep so how do we make this into a wave well it's fantastic that the developers have included the ability to change this type of line and this is down here where it says contour if it's close to you open it up and you go and you say contour mode curve and this are typically used spline GUI let me do that and let's go down spangly and of course I can right click here and say presets sine they go got one wave but not only that we actually have the ability to increase the range so I'm gonna make this 400% and I'm gonna get four waves for each one we had before a yeah now the resolution is not that good at this point I'm going to make it 200% so we get two waves and we have this kind of undulation maybe I should have used a polygon object now watch this this is why this new system is fantastic because I make a plane I make it 200 by 200 I don't make it editable I just drag my plane underneath here set it to point turn off my matrix and now my plane and of course remember that the point core it's in the normal direction of the Z and now this is what I have so I just moved my effector from one context not even to the other because it's still applied here I just turned this little bugger off so I can have them both working in a similar way now mind you that in this case because the parameters are different I have to do it in a sort of a different way but the good thing in these situations I have you know something that's I don't know I may become a bit more adventurous over here you can actually use things like a a group field which allows you to use the same fields in many contexts and so forth anyway let me turn off the matrix and let me just make this let's make it 600 by 600 fantastic and you can see we have our little wave now you can see these little blobbies here this is because we've got the point mode in here go to layer point mode now if I put it on surface it will be more accurate but it's much slower because it has a sample more points one thing I like to do not because I found out myself but someone told me thank you Orestes anyhow what you can do is just increase the number of points on the object itself so let's go and do that little trick thing I do always you go to the spline and you set your points instead of adaptive to subdivided so you get more subdivisions across the lines and I think that will do in this case there you go much smoother and you can increase the points even more if you wish to do so I think I need to turn it off and on or something like that no it's fine I can go and make these two and two and more points and whatnot hmm yes try this again there you go so it needs some sort of refresh hope someone's listening excellent so we caught this little wave going on okay and it's pretty fast here you can see in the timeline it's pretty fast so let's make it move how do we make it move well again if you go to the remapping tab let's see what's going on over here do-do-do-do-do okay anyway so we'll see in a second so if you go down here to where we changed this spline we have an animation speed fantastic let's make it 30 and this will I think cycle this over 30 frames or something like that and there you go we have a nice little wave now with a couple of things to match the fantastic tutorial by an tag ma we need to get this to taper off at the end so how do we do that very simply I will say so what we will do is let's call this text let me just stop this for a second text wave we drag the same thing in again and this time we're going to expand it a bit more and what I'm going to do here is let's get the maximum value at about actually no I'm actually going to subtract this on what's right there you get a subtract and let's see what happens here and you can see we have the opposite effect it's subtracting the values and I'm going to tell you what kind of values it's subtracting and I think that if I go to the remapping and I invert it we get the tapering okay or maybe multiply let's see if multiply there you go maybe I don't need it invert I just need multiply there you go that's it and I think on the intact met tutorial they talked about multiplying a certain value there you go so let me do this one more time good you can see it's tapering off not only that we can control how much of the tapering is going to happen by changing the the curve just like before so I can make it taper like this or like that just by changing the contour mode in anything I want I can even quantize it yeah it doesn't look good now because I need to add more quantize steps there you go so I can do all sorts of weird things like this fantastic so I'm not going to put in quantize when I undo a couple of times and this is the effect I want and don't forget at any given moment you can go here and you can change the the height or even the number of waves so let's just do that for a second let's go here I need a few more waves I'm going to make this 300 so now we have three times as much waves there you go and you can see it sir the speed is not bad as it goes good so the final thing I want to do is I want to make sure that the text does not get covered what do I do well you guess that I don't know if you guess that I'm just saying you just put one more on top and let's multiply this and let's see what we're going to do here now I convert this good and let's rewind and you can see now that the middle doesn't really get affected and I think I can change the inner offset or something like that and kind of spread it out a bit more there you go so now the text is pretty much oh there's something going on there but anyway I'm not gonna bother about this too much just go and play around you can change the values here from points to whatever you want surface volume and so forth and here's the great thing about this you can actually go and change it and everything will follow now there's something I tried before and I want to make sure that it's gonna work again if you want this to have a kind of a wake when this is moving around and I'm gonna make my points fewer so we have a better and this is the good thing about procedural workflows so we have better interactivity so what I want to do is get this little bugger on let's add some sort of vibrate tag a rotation and yeah okay that's good I want to have a kind of a secondary motion to that and I think that if I go to the plane and add a delay effector there you go so now it's kind of keeping this it's smoothing between the values or I can go to spring and we have this kind of interesting effect going on so we get wave interference and so forth how's that for five four four objects and a few fields and all that okay and yes this is kind of the equivalent of we did earlier so let's see where are we let's go I don't want to miss a question which basically will make me miss a question anyway so diffusion we saw that are attaching follow student so what I mean is attaching pluggable fall-off to transform tools like move its Kara similar to how murder does it murder you need to see this modo okay so let's go further down I'm planning to move to GPU renderer and wonder if nerd material is a step forward towards that or are they something unrelated the the the whole knodel system is based on new architecture introduced in cinema 4d are twenty and although in its current form it's used for standardin physical renderer the the actual technology behind it will be available to third-party renders very soon as far as I know and then it's up to them to use that technology to build their their own material systems and it'll be nice if there's a similarity between and they use the same technology but the power is there and a lot of the stuff they had to actually create by themselves will be handled by cinema 4d in that case yeah I hope max on sample maximum has a better reply about but it will help in terms of having a more consistent interface for most renderers but each render uses the data in a totally different way so don't expect materials to be usable in more than one renders at a time I don't even know maybe there's a way to create a an asset that can do that I do not know so dead links hi so materials are supported that was I need to avoid reading this University replies wow that's cool it's not working in faster than sorry sorry sorry listening brief demo scene updated for maximum labs well there's a funny thing about the the scene up data it will open up you can yep I was one of the people testing this so I went through all my hard disks and it scanned thousands of files and it it actually went through them without a problem and saved copies of them and and so forth but it will reveal many things about previous projects I don't want to do it right now but yeah you just open it through nineteen it selects it tells you which files they are you can batch save as versions which are compatible tar 20 and that's just about it so glad cinemas over I don't know what that means is the feels does can you use the now you can use the volume builder I believe but oh I'm just knowing the ones that say questions which a right question Voronoi plus volumes one way plus volumes interesting I haven't tried that let's start shall we start easy alright let's see what I can do here I'm gonna I'm gonna just try and mess things up so I'm gonna get this little guy builder measure let's go and put some I guess so we have one object and I don't even know if this is gonna work maybe someone at maximum is screaming don't do that and let's go and get a magrav only fraction right in here oh I guess it works okay oh that was uneventful can you ask more complex questions please so all the easy questions so by redshift vano volumes can help me r19 and pro render I can't so awesome can make you can make awesome things from a cube honestly can this be used with 4 cloth 4 cloth I guess so what else ok let me check my list so question I get funky effects if I use position values in the effector when clones are deformed with the spline the former but it works with scale and rotation now I don't know exactly don't I'm not as I am smart but I'm smart in a different way ok so sometimes when we are come out so these are kind of new technologies which are combined in a very powerful way but the execution the priorities between different types of objects and the way they're are handled in the object manager sometimes may create odd effects so for example if you're using dynamics with volumes it's good to bake more not good it's mandated that you bake your dynamics imagine if you're using dynamic let me did you do so for example this is a thing I've been doing and it just goes a bit slow because it has to calculate a ton of things and maybe I do it online so it's like it's not melting really it's just them a pseudo effect of you know dripping underneath so there you go so we get this kind of dripping and this is a combination of particles and tracers and a basic object and yeah I guess let me let me give you an idea because this combines quite a quite a few things I'm just gonna grab my text now there are some things which are easier done on polygon objects so what I do is I will I will have my object I don't have it here through the way I will have my object procedural and I'll just the you know current state to object to make it make a copy and use it now a lot of things we can do procedurally but in this case not this one so it's going to see a few a few things let's get rid of that grid so annoying and what I have here is a polygon selection now for some of you that may not know polygon selections are long with vertex maps and point selections now have a use fields okay so this is the the default state if you use fields we go to the fields and we can actually create selections based on the field so let me create a box and you can see now what I've done here I've got a red material and it's just got this applied to it so whatever I move my box now I get that red material because I've confined it to the selection so what I'm going to do in this case is make it a bit shorter thin it out and move it backwards just moving the the actual box and the reason is I want to create a selection underneath there so let me just make this even thinner there you go so I want to select these polygons underneath here and I'm gonna use this box field to do so there you go so this is what's happening now as this is moving this way it creates it adds polygons to the selection so what are we going to do with this selection and that's a very good question so let me turn myself off what we are going to do is actually create a mograph cloner with a cube or any object for that matter scale it down and tell this guy to be in object mode and I'm gonna drag this selection in here let's add 200 so that what this is gonna do essentially is that as the field progresses it adds these clowns over here so let's add some animation I always drag the bottom part I hey that so let's just go to the box field and add a keyframe here go back to frames 0 and pull it out of here there you go so now this is coming in these guys are generated so what am I gonna do with these guys yeah let me tell you I'm gonna make them for so cloner simulate rigidbody individual elements in the collision all and now they can form boink so I mean we can end on this effect which is reading I so using fields to to to control where these are being generated from but it's not gonna be as easy as this I'm gonna press command-d to get my project settings and I'm gonna go to my dynamics and set my gravity to zero okay so I don't want any gravity here fantastic and the next thing I want to do I want to add some localized gravity so I don't know how many of you know this but we can use any of these I'm gonna go to gravity here and the gravity I'm gonna add a linear field because the gravity and all the particle effects they actually work with fields and if you didn't know I'm glad I told you you can see now no gravity here 100% gravity here and you can see that so another way you can control your standard particles and modern art so I'm gonna do is go to this field and set it to be upwards either this way or the other way must be some other way I guess and do this if you just make it smaller let's see maybe I need to reverse this or something anyway I'm gonna add some I'm gonna add some friction as well so let's add some friction because I want these two sort of there you go look at that I like that and let me explain what's going on it's make this 20 I need to stop this stop it just stop it so they go so gravity because we've applied the gravity using a linear field we have more gravity up here and less down here outside the limits of our linear field there's no gravity they're just they're just moving because of their initial so yeah we let's assume that I like the cubes as they are and what they're doing and I'm happy with that this is a good time to cache this little bugger so I'm gonna right click and go mograph tags and cache this and let's bake it down good so now we can scrub through this and everything is nice and dandy so what can I do with this well what I can do is go and add a tracer object and now I should get splines as this is going down there you go I'm getting splines so what do we have here we have cubes clones we have splines and we have this object well let me save this now I'm not gonna save it and brave volume builder dragging everything down drag everything down put the splines in here but cubes in here do I need the cubes I'm not gonna use the cubes yet put that in here let's go here and make this to like good go here select your tracer because we want this to be thinner even thinner to make this I'm gonna make it three actually and always change the density so we close these gaps or make this one and now because this is a volume if I put this under a measure I'm gonna create a mesh and if I put this under and now and add something like a smooth the format I'm actually gonna make it nice and gooey so let me turn this off for now and now what we have here is a bunch of little green lines but are growing based on where that original little square is and it's a the mesh is actually continuous and we can do all sorts of things for example we can take the result of the tracer and put it under a Amer spline object and make it thicker on the top and thinner at the bottom we can use these cubes to add them at the ends and instead of cubes use spheres to make them round or smooth them out I mean why don't we do that I mean let's put this underneath here and it's not a smooth layer only to that there you go so now we have little gooey things and because the the animation is pretty much cached we're not gonna we won't have so many problems this is because there was initial contact on the dynamics kind of flew away but anyway I mean you can see that just cut by combining techniques which are pretty much known they're well known you you just put everything hunter and builder animation that's it's just it's just funny that every single one of you have have had the ability to do all sorts of things like these but you never knew what you could do with it and now there's this new technology with with the volumes and the fields and you just put them together and everything that kind of looked okay previously now looks super cool and gooey and all that and yeah I mean if this takes this will take you about five minutes to know and as I've said if you want to charge your clients good money try and spend more than five minutes at a time okay maybe six but that's not a story okay and we're gonna see more things as we go I mean you know we we've been here for over an hour but just I'll just keep going and until if suddenly I'm quiet I'm not saying anything yet my people that know where I live please come and find me okay so let's go further down I need to make sure so let me show you something if you're gonna do your own if you go like this to read you know the microphone is not here yeah that's probably so I'm gonna take it with me I hope I don't rip it out I already buy very cheap stuff so you know if I move things a bit probably they will break so super geek question why is field called fields well this is an interesting one because basically it is a field it's a it's space filled with values we is that that's what I'm a field basically is so in the GU scene could you randomize the weight of the boxes to have different values with the gravity effect okay so that's an interesting one so basically in terms of deformers and all that all right the lip I need to go back to the original thing I wanted to to show you so whoops that was wrong but was it so okay I need to show you a couple of things about what a field does and I need to put an emphasis on what's called clamping because it may confuse some people so here's a matrix object the best way to see how fields work is just by using a major subject but just don't make it white so matrix I'm gonna add that go to effectors and it's add a plain old effector it's the simplest thing of all so I'm going to turn off the colors for now I'm gonna go to my side view okay and what I'm going to do is since the the distance these are moved is a hundred I'm just gonna make a cube which is a hundred by a hundred five hundred so we have a sort of a measure of what's going on so this is our hundred right okay now I think that what I'm going to show you now is going to demystify certain things hopefully and I'm gonna take a linear field all right so what this linear field does is the following over a length of a hundred centimeters from here to here okay and this opens up in both directions so if I take this and put it here which is a hundred five hundred we have a hundred here and one hundred here so imagine it as sort of a radius okay so in the X Direction X plus this way okay so this is the linear field and if we go to the remapping what you will see is that at the left side is what the value is going to be at the left side of it so where this purple line is and at the right is gonna be what the value is gonna be over here okay this is the the very simple thing that a field does it has a value from 0 to 1 and here are the values you see okay minimum is 0 minimums over here maximum is a hundred and maximum is over here and these values from 0 to 100 sorry from 0 to 100% which is from 0 to 1 so 10% is 0.1 as a an actual real number it multiplies at that position the value of this so at point 0 we have 0 times 100 is 0 at the half point mark we have 0.5 times 100 which is 50 and there is in the middle and at the right side which we have the full value it's 1 so that's the easy thing and everyone should actually know that now let's take a look at this little bugger over here but this is called the list clamp and what you can see here is that the actual field begins here and ends here and the values don't go under zero this is zero and don't go above a hundred and this is a hundred that's because our list is clamped if I click on this little bugger you will say ok nothing really happened and there's a reason for that without touching anything else I'm gonna do the following thing I'm gonna make a copy of this and call it top because I'm going to put it on top go to the plane and drag it on top and what I'm going to do this is exactly the same as a previous one I'm going to add it just like we're adding arithmetic so this Plus this equals that so this should be a 200 height now well that's going measure it and it is precisely 200 so what you can see here is this added to this means that the value of a hundred is actually multiplied by two and why is that because at this point the value of the field is one for this one and we add another one so two times a hundred equals 200 which is this if I clamp it then what we will see is that the calculation takes place as it did before but any value above one or and hello-hello is is this working there was a interruption but that's interesting sorry the I lost my sound and I do not know what that was okay can someone one second let me make sure I'm just the sorry for the for the interruption but I thought that my my feedback went down and I want to make sure the stream seems to be working okay it's working hello good okay cool yeah that's my feedback and I get really stressed when I can't hear my voice yeah and it has nothing to do with technology I'm just extremely vain so this list field only allows after the calculation has taken place because you can see that this calculation still exists because point five plus 0.5 equals 1 1 times 100 this is the 100 point they go that's our cube 100 so this just clamps the outcome of the list after everything has been calculated it just chops everything above one and chops everything underneath zero and that's simply what it does now here's the other clamping so we because we have more clamping here Oh so I think it's my I think it's my earphones I think they're going dead so here is what happens in the other clamping and we'll find this in the remapping tab and you can see them down here clamp min and clamp max I'm doing it on purpose so what this means is that whatever value I have here is going to be the minimum value and what I have here is the maximum value and of course this doesn't make sense so let's turn off the top go to the bottom one and see what's going on here so my list is going to be unclamped okay so it says here enable/disable value clamping so some would say why doesn't this go further up if it's unclamped and the reason is that this particular field now will only give us values up to 100% so if i unclamp this there you go so now to infinity and beyond I don't know if I'm allowed to say that it's a registered trademark anyway I meant it literally not as a figure of speech to infinity and beyond the valley is going to continue growing and the same thing with clamp min so with clamp min off although our field from this point to this point is giving us values from zero to a hundred percent if I unclamp these values then it will give us values under the minimum and over the maximum if I turn this on again then the list is going to clamp both if I do this that's fine if I do this now this is what we get because this is clamped so this goes from zero to 100 and then stops producing higher values and lower values this one here is unclamped so the addition happens from here to here and the rest is just from the bottom one if I confused you just wait and see until I do this so now the addition is happening to infinity and beyond okay we're in for a lawsuit now so this is what happens with the clamps and once you understand how these things work it's amazing how much more you can do with this because by default we are used to working with fourloves or even not but it's simple to work with values from 0 to 1 because it's either nothing or a hundred percent the value and then you just multiply it by this or by color but now there's extreme power because you can make things more than one so let's take this linear field for example oh by the way I forgot to tell you you already knew this but you didn't even know let me just show you how you knew this if I take a cube and put it here and go to I don't know I'm gonna to the x position and then I'm gonna go here and move it over here and add a keyframe if I right click and go to show F curve if you don't know this then you should watch more tutorials what you should pay attention to is this little line here look at this little line here that is the continuation of the tangency of the spline and let's go and see this little line here now if I select these and make it linear the lines are still at the same positions and the reason is if you select this in the attributes you see before and after is constant this is sort of the clamped version of what we had but for a totally different thing if I put this on continue and this on continue then with just two keyframes we can create a continuous motion if you look at the cube now it won't stop when it passes frame 42 42 I don't believe this I did it by mistake 42 is Maxwell's favorite number there you go I can actually hear myself that means I need to turn down the volume from my laptop so this is exactly what's going on with the fields when we are clamping we're actually telling it to continue the values forever wears constant before and after would be the clamped version if I didn't manage to convince you now I apologize okay so this is the weather one of the things you you would understand about you should understand about clamps and fields and so forth okay so I was actually applying to something wasn't I what was re applying to yeah it's a very easy to make me lose my my concentration I nearly forgot about what I was trying to say okay let's see did you did you did you did you where are we so no one's posting the word question no questions here they should do a layer that long did it it it it yeah I've kind of lost what's going on if anyone has one supposed to question please preface it with capital question we can hear you says the risk of suddenly this I realized that that would have felt extremely foolish if I've been speaking the last 20 minutes without being heard mmm do okay 40 publish a hikers guide yeah yeah good hitchhikers we knew that okay do you know how to export Olympic that net color animation created by field max on reply to that do you know how to it's trance up how to get make that country I don't think Olympic supports by definition color yeah in the scene is it possible to change the cubes weights in order to be affected by oh yeah gravity randomly thank you very much that's why I was trying so now imagine a totally different situation where instead of that this thing we don't have a linear field anymore so forget about linear fields let's go and add a random field so what this is doing it's producing random values but again in in kind of the same the same context so I don't want to lose the idea of the questions I did it in like cubes I'm good on that when we say by gravity randomly in random directions hmm I don't think so but random strengths indeed yes so what I'm going to do let's let's create a nice little noise so the random field is beautiful because we can actually go in the field and select noises and all the noises we know and we get this nice preview which can be a bit annoying so you just turn it off but for now well let's keep it here so in terms of brightness and contrast and all that I think the inner strength will allow us to do something like that good and I'm gonna change the noise type to something like a Voronoi grow there's a bed grow grow grow you there you go so now we have the noise affecting the position of these I can turn off the view and let's use this random field in a gravity situation okay so select the matrix and for ease of use just what what color matrix we got a cube here already let's just make the cube smaller oh I have too many cubes let's go and set this to render instances now we have a healthy number of cubes change the matrix color if I'm going too fast well too bad and turn on my colors good and instead of actually moving it I'm going to go and add a simulation tag good set individual elements to all fantastic turn this off and go to come on D turn off gravity and go to simulate particles gravity in here let's drag the random field and let's press play and yes gravity it does work but I knew that I just wanted to show you good so Xavier I think it worked how you use extra textures in this procedural use sections procedural workflow well the good old way where you go and do your projections of one by one or something like that there are ways again I'm working for anyone that wasn't here in the beginning I'm sort of working on a on a semi solution to allow people to make polygon selections or vertex maps on the measure itself it's going to be a Python tag it's ready just finalizing a few details here and there I did not write it I just get people to do the hard work for me I just sit back and ponder and you know say long words Greek ones but only and yeah people are convinced to do stuff for me it's not that easy but anyway can you model a car solely with VDB I right can i model the car solely with DB it is that an actual question really there you go this is how you start and the answer is yes you didn't say what Carla so kind of got you here but yeah sorry I just had to say this well it depends I mean it's up to you what the detail was going to be in so forth and how patient you are but Glen Johnson the Glen ster on Twitter he's he has created amazing stuff using vdps including a lot of car parts anyway sorry for this joke but yeah you know this is a car okay and I don't mind what you say but it is a car and I can spend a bit more time and make it nice so let's go have you tried the Python fuel generator you have any ideas I don't know Python I pretend I do I can talk about it but I can't I can copy/paste I'm and what's called a spaghetti coder I read code I've been I've known how to code since well most of you were not born since 1982 and but I never actually knew how to do that like properly not because I'm lazy but I had better things to do anyway I can I'm a spaghetti coder I can copy/paste the things and put them together and sometimes they work yeah sometimes that's a very loose definition so let's go read is it possible to use fields in a cloner to react with let's say a vertex map yeah yeah so this is an interesting an interesting thing we can use mograph objects and vertex maps as inputs for these kind of things so I'm gonna show you that the easiest example for this so a hundred and a hundred make it editable and what I'm gonna do is paint tool and just paint this so this is some data right this is 1 and this is 0 so the next thing I'm just sort of turn it off we know it's there okay you anyway you don't trust me so get um a matrix object and I'm gonna put a plane on the matrix and drag this in here there you go so what we're doing we're using the data from the vertex map to drive whatever we want and this is I don't know it's called a variable type field now at the same time we can use mograph objects in this context and let's so let's call this matrix 1 and I'm gonna turn it off for now and in here I'm going to create another matrix so I'm gonna call their some matrix 2 and I'm gonna drag I'm gonna go here use fields get rid of this so that little thought I did and drag the matrix 2 in here okay not as a point object the point object will just read that the the actual just makes this better there's a mograph object which we can calculate it actually reads the weight of this and lots of other things so we have this matrix now and currently you see it's not really doing anything because there's nothing really to do let me turn this off so let me make this let's make it endpoint and 10 and 10 okay so let's go here and let's go it says nearest and what am i doing I'm always doing something wrong or Restless again I was freaking out with what I'm doing here oh yeah go to the matrix sorry and get the weight map up okay look at that weight map so if you drop a mograph object in here one of the parameters is going to read is the weight and that's how we transfer weights between mograph objects so let's go here and set the weighting to 100% over here I think I've got too much this number is too high nearest proximity max there you go and proximity min so what we're doing here we're getting each and every one of these cubes now to transfer its weight by the way okay make sure you know you know what I'm talking about the weight and let me show you exactly how we can see this even better if I take this so there's no effector here okay the effector well actually we don't we're not using any of these effectors so I'm using the matrix weight for each and every one of these matrices each cube represents a matrix to become a vertex map selection so if I go to this guy here and add a plane effector without any value but with a weight transform and go here and and let's say a linear field in theory we should see there you go the values are gradually going in and because this is a vertex map on a plane we can use it in any context we choose to so let's go quickly and let me show you what we could do we can use a displacer or even even a plane effect but anyway just for the sake of it we get a displacer we add a color shader and we go to the fall-off and we drag this little bugger here that's one way to do it now again there are easier ways to do this but I'm just showing you how the data is being kind of transformed here and yeah basically it's I think there's a little refresh thing going on here maybe I need to change the the where they are anyway I'm not gonna bother with this but you understand that that what we're doing now is the following we're taking a matrix that has 100% weight we're transferring that matrix to a vertex map using a mograph object and a certain proximity to each and every one of the points that have those weights then I have a displacer the takes these values to push these up and at the same time I'm using the plane effector to wipe off these these values so that's basically what's going on good so let me see for any more questions but this is just scratching the surface of what is you know possible like modeling cars sorry about that let's see what else we have here in terms of questions will they be a new particle system in the future I need I really hope so so that's that what should we expect in our 21 well are 20 or hoody 17 well if you have a life or you want a life it's a cinema 4d if your life is you know doing really complex stuff then no question about it so volume builder smoke no we don't support smoke and stuff like that mind you third-party renderers can use RVD B's to create smoke so I think redshift already works for that so it can render our own VDB volumes so no rendering of volumes Houdini and times different beasts mark is generated by 5 dynamics my question for that let's go actual to be simulations for free we can open V DB files from anywhere we want I think let me just come see if I can find a fireball one second there we go so there's a fireball I exported from Houdini here it is all right this is just a volume loader and it has three grids it's a fog a density heat and temperature and I can take any one of these and I can use it for whatever I want so let me let me just get a plane let me put it on the plus whatever oh that's a bit small let me make it ten times bigger I think that's better good and let's just go to the plane make it 200 by 200 make it editable and let's add something I'm gonna add a vertex map just for the fun of it so paint tool go here use fields delete this grab this guy put them in here turn off this guy and there you go so we're basically mapping the values of this particular volume that was created in Houdini initially the density grid on to a vertex map and we can used in mograph we can use it in visibility with an effector and stuff like that did you do to do so where where were you no problems ok reference some exports me-tv zeros for free what about texture mapping in volumes yeah that was asked above and there's a reply not straightforward who was referenced as someone making car parts we do we Glen Johnson the Glen stir yeah he is one of the most incredible designers I've ever met and he does a lot of a lot of things like cars and industrial parts and all that which are sometimes really hard to distinguish from the real stuff and yeah he's one of those people that have gone totally bananas with volumes so just follow him on Twitter the Glen stir or Glen Johnson and you're gonna find a lot of stuff he's done sorry so karma mapping Oni in the plane effect oh no no no no no no color is one of the parameters that fields propagate so just get a matrix and add any let's go an adder I don't rat them affect on here and add a field you will see oh yes what did I just say a feels color so you can see this now if I turn if I go to my parameters and this off off no parameters fields color this little squiggly thing here means that this field is affecting a parameter which is this so you can see now we have randomization in the position now we only have color now we have both now we only have position so and there are some of our fields which support direction as well I'm not going to deal with that I still need to figure out a few things and there are I think you can watch some of the SIGGRAPH presentations that have a better analysis oh yeah my photo was in them in the way sorry about that my vanity got ahead so again let's do this squiggly thing is value which values are these this is color so this the color if I turn this off I only get values without color if I turn this off I and get color without values if they're both on then we get colors and values and yeah the color mode feels and so forth all this will be quite detailed on its niversity sorry about that will you save the whole recording later yeah I got a message on skype that my face occludes what's wrong with my face what's wrong with my face now my face includes the whole thing alright this is how we're gonna continue now I'm gonna describe the menus so up on top there's a menu if you click on it it comes down and it should just joking so let's continue did it I did it redshift what yeah redshift I think it it can render proper smoke from our VDP volume so you can create VDB volumes using our own volume builder and using fields and all that and then you can just tell redshift to render it so now you can see the cinema 4d screen anyway it's a question the vertex map feels but what does it have to be editable to use a vertex map or you can use the Kreg you can so the hole correction to form a thing it works nicely but you know sometimes it gets in the way of things but having said that because fields now work on deform fourloves as well sometime for many effects you actually don't have to do pretty much anything so let me give you an example here I've got my GU thing going on let me just so even if when this was editable okay when it was a procedural okay imagine this procedure I'm not gonna do anything that has to do with an editable thing so you can get a plane effector and you can go to the fall-off you can make this a child of this and make it a deform and point mode okay and I can go and put my linear field here at minus y and make it smaller and I can go and effect plus a model then I'm going to go and multiply some sort of random over that so multiply to make it smaller sorry field to go to the randomness get a noise make it larger there you go turn it off that's when it becomes annoying and there you go so it doesn't need to be a an editable object there's so much stuff you can do to an object while it's still a procedural object and you know because I will try and deceive you so it's very it's very logical that you don't trust me I understand I fully understand so I'm gonna make this fully procedural so go here ad and now drag the whole thing under here get rid of this so there we go so here's our procedural thing and it works exactly the same let me just gonna add a few things about the caps make this a single object change that quadrangles do that do that you should know what I'm talking about if you've seen my tutorials if not shame on you good and then just to make it look a bit better we can just drop it under a and opes the splines always subdivided to get subdivisions everywhere angle 15 oh yes there you go then put the whole thing under a volume builder and then put the whole thing under a volume measure and tell the volume builder to be like - and some sort of smoothing on top make it one and let's just go here and change the value of this and make it go further down so this is nothing more than applying well maybe if we put it on top we've made some sort of snow thing anyway but you get the idea what you see here is a purely procedural thing you can write something magnificent like nose man for example and it'll just propagate there you go good I hope that answered your question so texture mapping volumes a bit tricky yep it's a if 50 isn't an option it's nice how does proximal shader work with this new system well you don't need the proximal shader because a lot of the stuff you can do you can actually do it now I think this was shown somewhere from someone I think grayscale gorilla and there's a graph presentation it was very interesting you you get a limiter rotate the emitter you put it here after you do it - 90 sorry I just have to make my numbers round and basically just go here add a plane effector set it to point deformation put it under the plane make sure your parameters are the normal direction so minus 50 and go in the fall-off and drag this so now that's what happens and then you can do things like add some sort of delay to that and you know just as a springy motion maybe add something like a grow so add a freeze make it grow and something like that I don't know I mean you can work these things out something like that and then some decay or something but you can see that just the you know just like playing around with these things you can pretty much get it to work does redshift work with our 20 I don't know I think they've got a beta version the best people to ask is redshift yeah yeah question what can we use the V DB files for what transfer information from other software so you know but like what I showed you with with the smoke you bring in you can mesh it so fireball I want to do some sort of effect just drag this under and measure and there you go so now this is ideal if you want to make it like underwater bubbles so this is nothing more than you know smoke from an explosion but you can just put this under you know in inside some container or something and I guess if we make it out of glass and it's just double-click here let's make some glass transparency Dubey poopy and I'm gonna do we're gonna just think it at the back on both underneath and then we got well we need something there like did you do well there it is let's put an environment or something let's put our sky see what it's gonna do yeah so you can make bubbles and I can add alright I started I'm just gonna do it just adds some sort of your chin put it in the background render and you got bubbles so yeah of course it's useful you get some data any kind of [Music] interconnection any kind of credibility with other applications and it always helps you know we work in mixed studio environments now it's so proximal is our you are the best nose man thank you very much ignacio garcia' it's version I'm not sure but I think Peter introduced the a version of our 20 if you are I think that you get notice or contact yeah contact that company to tell you so universities university possible to color volumes of fields in order to create nope currently our volumes don't support color data they did it at a but the API allows it so you know people that do scripting and plugins and all that they can actually do a lot of things inside our volumes that we currently don't support so what else do we have here volumes blah blah blah tell projection do you know always but no it's too bad transceiver nightmare mentioned earlier working on a yeah pipe and solution just want to find it and put it out there octane ur have no idea a step input file is fine step export I don't think is integrated I don't think new CAD formats have anything to do with exporting just it can al Co you attracted the message were you too rude unlike those messages expressor plus fields haha expressive plus feels okay let me show you something some of you may want to create I think I showed this at SIGGRAPH anyway I'm going to show you very very quickly let's assume you want to measure your your volumes okay him so you have this volume here you want to see the values of it let's change it to fog so they can be 0 to 1 or something like that and select this to Maxim box will fall off so values are 0 here and 1 right there in the center of our cube and let's say I want to measure these dots and and see what the value is I'm going to make is very there you go so we have one slice of voxels okay zero to one whatever that is and let me show you how to do it using espresso just create an I'll add an expresso go here and type fall-off grab the fall-off now make sure in the fall of here we have a full list we're gonna sample a position so let's grab this now put it here and go and say global position so anything I want to get the values from anywhere this null is okay so let's make it a circle so we can see it better there you go and where to type it well let's create a text make it smaller put it here drag it in here go to the text object drag this here and output the value to the text object now one thing you need to remember is that you need to unclamp your your fall off because otherwise it's only going to produce values from 0 to 1 and drag your builder in here because that's where we sampling from if I take this now and move it you will see that seats totally outside maybe I need to make this they go there you go and now whatever I put my volume it will give me if sorry my little probe on this probe I actually get the the value of that voxel and with the SDF sits interesting because you can see how much different the the values are with the SDF so let me just go here and set the inner - let's make this - let's make this 10 and 10 so we can go in a in in and out we can need to go here and make sure in the fall-off that this is turn these off I think the remapping needs these unclamped there you go so again but you need to clamp these so that it can read all the values in here not only from 0 to 2 1 so that's one thing you need to do so now by moving the probe you can see the values that the SDF produces which are very much different than the zero is 2 1 so inside the volume it's - outside the volume it's + and so forth and it will change ya every 2 or something like that because I think my resolution is - yeah so yeah this is how to make a probe just add a fall-off turn off all the clamps click on bears dragged whatever your volume is and so it works with espresso so you add a polygon selection tag earlier to the object feel the on the Geo what else can be add can we add a texture material ok so let's go and do that again 200 200 and well let's make it editable so we can add a character paint tool just do that use fields get rid of this and you can add a shader field so the shaded field is just like any other of the shaded forms so forth you can either use from a material something so let's go here and find that's fine there we go it's fine beautiful someone's beautiful face whoo imagine that so I'm gonna put it under a filter and just turn the color down so I've only got a black and white image so we can see we have a material here and this is in the color Channel go to your shader field in the field say color channel of this tag let's drag it on the plane and put it here whoops there you go put it here now what you see here is not the image per se it's actually the values these are the values of my image okay simple as that you can see it's overriding and we creating vertex map from an image using a shader field and I think there are all sorts of effects you can use for there like fall offs and stuff like that volumes proves the earth is flat duh otherwise would just fall down I guess I'm just joking earth is shaped as a banana as far as I know question espresso yet Express certain fields yeah that's the one if you have more specific questions just fire one in on twitter twitter importantly right that's exactly thing is a pdb file only the vertical or a volume yeah no no no VDB file is actually a proprietary prior Terry format made by the people that made the VD b I think it's DreamWorks Animation and Sony and many other people that contribute to that and it's a very particular file type it it saves a voxel grid which is very similar to imagine the matrix not that matrix this matrix right imagine internally you know that if you select three values with control and press ctrl and drag one they all get smaller do you know that okay imagine internally that we have all these little little little positions here and for each and every one position we have stored values whatever these values are from zero to one if it's a volume Oh actually they can if that's a temperature value it can be from minus whatever to thousands of degrees so any value here and the file the the VDP file just saves all this data but it saves it in a very compact form and that's just about it I am the best Ignacio I are the best thank you very much so when we contain the value and color and say oh yeah that's er all right shader effector custom texture custom texture is that a question that's not a question I think it's an ounce the form of G okay you can use this effect similar ink inside water if you invert the gravitons so I mean it's not that difficult to create Oh ink inside water oh yeah yeah you can simulate that but in order to render it it's gonna be a bit tricky because the ink and the water is not like a bubble yeah and let's forget about those kind of effects for now I don't habla is a spine he'll I allow any guy which means I speak Greek hey the Greeks are really happy yeah by the way Greek is my first language again English is mostly my hobby oh holy I can't repeat that learning really be far with a volume load or what Matilda oh I need to use for rendering you cannot render nightwalk nighthawk pay attention right let me I need to show my angry face right hook you could not render volume unless you have redshift or another renderer that supports PDP's so all Arnold octane and redshift they support rendering VDB from the external file what has been introduced now that third-party developers are adding of the ability to render the the VDB that cinema4d creates or imports okay that's that's a difference you can load a video be from another program and you can do some changes to it inside cinema4d and then you can render that or just make you know any VDB model and render it out okay let's see I'm glad you learned a lot Anders I'm very glad did you did I ever have her ok ok ok I'm gonna do something now I'm gonna do something that has never been done before online okay but you need to give me like 20 seconds 211 people call call because I need to show you so thing okay I just need to just need to find it just need to find it just give me a second did I ever have here I just need to find something sorry sorry okay okay this is a first that is me in 1982 right and there is hair on the other side of my head but much less on this side of my head so that's it so let's go back to cinema 4d yep let's go here what else do we have both Herbet but the user count is growing psi as the oldest setup an uber node both no PBR no actually so here's an interesting question bye sorry I ignorant PBR is what the noddle system is based on so it's trying to be as faithful as possible to the standards of physical based rendering which by the way there there is no real standard it's just an interpretation of a generalized technique that allows materials to look physical because it does something called energy conservation and they can be described in a very simple manner so what you will see is that the result from using the node materials and the result from using our there's a physical and standard renderer when we use PBR materials like the reflect approach is pretty much identical so it's the knodel system currently feeds that technology the difference is that in the new knodel system we have some very powerful tools to be able to allow users to create stuff you need to be you you had to be a programmer to do up to this point and now you can actually do them just by using nodes and I you know lemme let me see what the replies are my hair first of all okay yeah okay cute that hair wasn't cute it was fantastic so did you still the same rhythm okay - Calgary okay let me show you so let me show you something so that you can start playing with nodes just for the fun of it okay because there is a lot of fun and I suggest that this is a good opportunity for you to start getting into the the idea of nodes with this because there is a kind of a learning curve to it but it's a interesting so let's go with the main screen here so let's begin very quickly I'm not going to show you anything spectacular but what you can do to play around and experiment so go to create and create new node sorry new node material there is double click and you get the nodal editor that's pretty much it and now the next thing you you could do to to get an idea what's going on just create your plane or your sphere or whatever you want apply the material here are you interactive render region and here's the simplest the simplest simplest thing you can do you can go and say okay let's open up these things colors bias Gaines blah blah blah context the generators right generators so basic noise put it up alright click on this little solar button and you will see it outputted on your object this is a simplest thing you can do even if you open up someone else's set up you can go and do this and you realize what this particular node does to your object in its particular position so the idea is that any value whether it's a number or something like that can be pretty much not a hundred percent but in many ways used in all sorts of different contexts is one thing that cinema4d users are not used to yet but it will become part of your workflow is two things which are which are tangible like noises and noises a noise we know it's a little a little thing that's going on we need to start understanding these as data so a noise is nothing more than a certain pattern of numbers between zero and one and everything in between that's what it is and that's the very small leap you need to do to understand why certain things work in certain ways but my let's go and see something like a from now so again you can go here and let's type for resume now so for now the electric hate you do they put this here and see what happens on that side and if you if you can't really see what's going on maybe you can just stick it into a and the emission of the object so just put this in the emission turn turn this off double-click turns off and turn off the solar so there you go this is what this looks like this is of the fron L of the conductor in the emission which is the equivalent of our luminance channel you can throw everything else away and just start playing with these things to understand what they do in their raw form so what's going on here so I mean and whatnot okay maybe it's not for now well I'm looking for maybe it's something else maybe it's the names are different that's what I need to to understand some certain times so normal map no I don't want an or map what else can we find here info info mograph there's a mograph object render objects scene object time ray these are the complex ones generators basically only black body checkerboard let's bring the checkerboard here so and let's put the checkerboard as an input for the IOR a year so something happens when you put this in here and it will change something so the only advice I can give you at this point without doing anything useful which is a common thing with me because I only want to confuse you is you just go you create a simple neural material just throwing start throwing nodes there if you get frustrated don't kick any animals or break your computers just you know slap yourselves okay with a little wool glove so you won't hurt yourselves but anyway I mean the frustration is part of the learning curve so just play around and tutorials are coming out or they're going to be there's going to be a lot of stuff out there that will show you exactly what you need to do so where were we here can you show how to make round edges through a node shader no we have here oh-ho-ho mr. Jo Jo McGee how are you my friend you just dropped in we've been out here for at least two hours having fun more interesting things like we can only do in Houdini before our 20 I could again I need to show my face I could but I won't because we're coming up to honor to the to our 15 minute thing gonna go through a few more questions no it's in years you should start working start with nodes it's a first of all it's a really well implemented system and yeah the Germans have outdone themselves and yeah it's a were you looking into the future did I know cinema 4d back then cinema 4d didn't exist back then yeah I found for the everything around well around 96 or something and soon well odor projects materials importers PBR by default so we we haven't erm removed there any of the other materials so there is no conversion thing or anything like that and currently there's no converter as far as I understand it so the the the PBR and the standard material and the physical and everything is fully compatible from the older version so there's no need to convert what's gonna happen in the future it's a different story I have no idea let's see what's the oldest setup you know the Antikythera mechanism you mean Antikythera mechanism board on left corner of checkerboard to the second check-in bonus so on perhaps so yeah that's an interesting one I think we can do this so I'm just putting a checkerboard in here there you go I'm gonna add this so we can see it and I think that if I copy paste this and put this into one it does the same I need to make it half what it was that that's what I don't know so I need to maybe okay no that's uh I don't know I don't know but you can actually do that it is possible to do that oh you can't you can see my my face sorry it doesn't matter I didn't actually show anything I just put a checkerboard in a checkerboard so again just take a checkerboard plug it into the emission copy and paste this checkerboard and get the color one and plug it into here I think the only way this could work would be if I change the size of this or something like that and I think propagate port no that was wrong anyway I'm local context I don't even know what to put here I think it transformed anyway let's see transform 2d sum on a maximum screen now it's a purple one it's a purple one it doesn't go in the blue one sorry so we can make fun of the Germans everyone makes fun of the Greeks and actually I'm not making fun of the Greeks this is my proper English accent when I speak to foreigners yes this one is a fake one so anyway there you go blue and blue found it and I think I can go here and see something's happening now there you go changing this whatever oh look at that something's happening here so yeah but this is pretty much what you need to do to learn how to use these things just stick things into other things and just do whatever you need to do yeah okay so let's forget about this I'm gonna edit this out let's go no I think Rick is the the ideal person to talk about nerds did I just get you in trouble Rick okay I saw that you can eliminate that annoying dialog to save an image the project folder so forth yeah it was mistakenly reported by a beta tester that it was yeah it's in the works damn beta testers vertex map in node editor I think there's a vertex no I'm not sure so I'm just I'm not gonna spend too much time on this now if you type vertex X map there you go that's it so you just go and you stick your vertex map in here and it the tag index so you can choose which one of the vertex maps is the same as the other one but you don't have to drag and drop it you can go by index mystery planner no but I think someone made a try planner because try planner is not such a difficult thing to do so it's not included but it can be done I came for the puns you always do Joshua okay no built-in okay did you do what else let's see Chaplin has better than volume joke laughing scripting to her show screen yes atomic trousers don't you like my face replace hairs with objects so you want me to put cubes under my chin okay so I think this is based on the previous question and I think that if you clone things on the hair it will alright let's let's try something here hair add hair I think you can clone things here so we know that generate instance and in the instance let's add a figure am i pushing it too much so if it doesn't crash it's gonna create figures figures instance render no what is it what is it I forget I forget spline flat sweep come on I'm gonna do I'm actually gonna create an instance about that anyway come on wake up I do not know what's going on here it should clone but it doesn't I'm doing some mistake any any geometry that is generating just to make it clear any kind of geometry you're generating should propagate properly so anyway I'm not even gonna bother with this for now did you do do do you know K left you know it's a context so this is a kind of an interesting one the context has to do with things like the the the UV and the projections and and all that so I guess there is going to be a very particular series of tutorials or to talk a couple of tutorials on this subject I'm not the perfect one to to be able to mystify that okay I'm able to love you to be far alone but how do I get a render okay yeah we we can't render BD B's right how do you have watched my tutorials you would have known so yeah we don't support rendering of volumes currently but we use them as a data generators to use mograph to immersion and so forth but 30-point third-party lenders can actually access them and render them okay we can I paint welding seams on an object with volumes well you can yeah if you can paint anything you can use you can paint hairs you can paint polygons so I think someone the other day was doing something like that so let's go to the let's try this polygon pen and quadrant mode and also well I think it's no no like that paint so polygons and there you go so I'm gonna paint let's go here polygon radius 20 and let's do that take the polygon put it it's a bit too big but I don't care I'm just gonna see how this works volume builder and make this five and volume measure so here see whoops oh I didn't put any projection on come on we project results sorry about that oh yeah we need a closed surface what am I doing here we need a closed surface so it won't work with this but it can work with splines I guess let's try this sketch and if I use the snipping enable snap so tennis on polygon snap let's go here let's drag this guy under here I don't even know what's gonna happen here there you go I'm building well there you go TIG MIG it's over two hours you know if I'm singing sorry I'm entertaining myself good okay happy oh man the screen rick send me a text ah sorry about that let me show you again oh you won't see the mistakes okay create new scene create a queue sorry about that right so go to slapping enable slapping and go to your sketch so just a spline probably gonna snap I need some sort of I need some sort of cube no sorry I'm I need some sort of audio cue there yeah okay so we're back here polygons snap make sure you and your sketch and I'm just gonna draw something out here because I need the the original spline drag it under a volume builder and then drag that under a volume measure let's fine-tune our resolution so something like 3 maybe I'm gonna make it 5 let's make sure that the spline has something like 10 and 0.5 there you go so now if I select my spline and go here and start welding I get welds and I can make the noise as well okay there you go welds done okay but our screen screen screen I've got everything off I'm not listening I can't where are we he's so focused ya gumbo I am yeah okay thank you okay how to change the topology of the geometry of the volume mesh generator how does a surface deform act on the surface the former act on the mesh volume surface the former if we want to place things on it or do you want to place this on something else we don't have well let's find out what the UVs look like so if you make this editable and double click here this is how it looks like it doesn't look pretty so yeah I'm pretty sure things are worked on okay so okay so I think we're kind of reaching that point where only 180 people are watching now and although I'm a screen grateful that's a hundred and I would say seventy-six more then should be mandatory if we count you know this University crew and a couple from good friends from Max from Germany I hope you enjoyed this so here is where my job ends and now I'll show my face there we go so this is where my job ends and your job begins we need to generate feedback this was more of the cuff all right I had about 30 minutes of material and you know hopefully your questions saved the day and hopefully I provided something interesting for you to look forward to what I'd like you to do is go on Twitter go on CGT talk cg society or email me and ask for specific things try and be very precise what you're doing if you have a scene file which contains a certain set up which you want to see if it works send it over simplified get rid of all those octane and redshift tags please and everything that's not needed leave anything that's there because I I would love this to to become a regular thing like twice a month or you know once every ten days or something like that it takes a lot of work and the biggest the most difficult part of it is actually planning what we're gonna show it can be you know we can we can arrange in a couple of weeks or something like that to do one more of these but the more I know what you may want to see the more I can prepare and show you more interesting stuff not good looking stuff but the more interesting stuff and there's a ton of things which I just can't come up with I'm not an artist you're the artists and you're the people are gonna kind of help out with this so yeah please feel free to reach out what I'm going to do is after I'm gonna stop my blabbing I'm gonna have the maximum show real playing for a bit about ten minutes if you want to add any closing comments so I'm gonna close this down in maybe a couple of minutes and then for the next I would say ten minutes up until yeah in next 10 minutes you can still post and then we're gonna totally stop at the stream so I want to thank Rick and the rest of the maximum us crew for helping me put this together but you know it's going through the university stream I really want the this whole thing you I want this thing to to start again and we can have guests we can have all sorts of things I talked about them in in the beginning and it's all up to you so yeah thanks for for being here thanks for keeping me company it was a very enjoyable two and a half hours and I hope to see you very soon again and again for the next 10 minutes poster anything you want and yeah as usual what do we say first anniversary life university life knows that's for knows man okay YouTube activates it automatic here okay so let me put the show real and yeah talk to you soon bye bye [Music] [Laughter] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Laughter] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music]
Info
Channel: Cineversity
Views: 12,802
Rating: undefined out of 5
Keywords: c4d, c4d new features, c4d r20, c4d r20 features, c4d r20 news, c4d updates, cinema 4d, cinema 4d new features, cinema 4d updates, cinema4d, cinema4d r20, new features, new in r20, release 20, release 2018, fields, volumes, c4d volumes, c4d openvdb, openvdb, c4d mograph, cinema 4d fields, cinema 4d volumes, cinema 4d r20, c4d nodes, c4d r20 volumes, c4d r20 fields, noseman, thanassis, cineversity
Id: Pr1hVkjuTJ0
Channel Id: undefined
Length: 157min 34sec (9454 seconds)
Published: Tue Sep 11 2018
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