Cinema 4D Tutorial - Alternative Random Effector Trick

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hey guys Estonia COP oh and it's been a while since I recorded a tutorial since I've been really busy so I'm sorry about that but I've got time for a quick easy tip for you and hopefully soon I could post another in-depth advanced tutorial but for now I just want to share this great little trick I stumbled on and I never really knew I could do this until now so I wanted to share it with you guys in case you don't know about it but before I get started I just want to address one thing there's this an amazing community on Vimeo and YouTube with tons of videos and tutorials teaching us all great tricks and they're all totally free and a lot of us on here doing these in our spare time because we're genuinely excited to learn something and teach it with others who might not know about it however I'm having an issue with a few people on YouTube have been stealing other people's videos and posting them on their own monetized channels that means they're making money off of our hard work that we put a lot of time and effort into planning solving and recording these projects for free for the community so what I'm asking you guys is if you searching for a tutorial and you notice from the logo or the watermark or the website Twitter or even if the person in the tutorial identifies themselves by name if you notice you're not watching that video on the original authors channel do me a favor and just stop watching and seek out the original source it's the least you can do for a free lesson that's all I'm asking okay but for the rest of you guys I can't thank you enough for the amazing support and the awesome feedback from everyone it's so cool to come on to these channels and read all the comments and then get on the soapbox and and moan and whine about everything so let's stop with the yappin and let's get into the tutorial so let's switch over to our editor and I'm gonna create a sphere and I'm gonna look at my lines here now this is something that we've all done a million times and I'm just gonna show you real quick if you go to the mograph cloner and you drop the sphere into the cloner and then you change the cloner to a grid and you spread the grid apart like this you can with the cloner selected go under mograph effector and apply a random effector now you can go to the parameters of that random effector and then you can random say wherever each one of those clones were generated randomly put them in a different dimension from the original zero zero position that you were born in randomly up to this limit of this number that I'm giving you and the same goes with rotation for every every instance that is cloned if I put in a value of 360 degrees that means each that random effector is going to take each clone and it's going to create it in in a in a random direction what happens I want to hit play on the playhead is this all just stands still and nothing happens at all so if you go under the effector and you change it from random to noise now that is random parameters are being animated so each one of these cloned spheres in this grid are being spun around and displaced by these parameters in this nice animated fashion so if I turn off rotation then you can see that none of them are being rotated okay so here's this is this is how we all know and use these effectors because we have these mograph objects cloners matrix fractures moat X all of these things that have these effectors if I tear this off here each one of these each one of these mograph objects can be influenced by one of these mograph effectors and that's what we're all typically used to to doing but check this freaking stuff out this is what I just found out so if I take the sphere out of the cloner I get rid of the mograph object altogether all I have in my scene now is a sphere I want to take this random effector and I want to drop it as a child of the sphere if I hit play though nothing happens at all and that's because if you go under the deformer tab and you change it the deformation by default that's off you set it to point now it's going to deform randomly deform every point on that sphere and now if I hit play look what's happening that's pretty cool so now what we want to do though because I was messing with the parameters in here I want to set these to zero in the X and 0 and the Y and I only wanted to move in the z axis so if I hit play now you see I'm getting this really cool like liquid bubbly thing going on here other things you can do under the effector tab is you can actually change the animation speed we can slow this down to like this really viscous blobby shape happening here I can even change the scale of this down from 100 to 50 I can get real harsh movement happening here now what I can do now is smooth this out I could take my sphere and put it in a hypernurb and now that smooths it out and I could turn off my lines here and you can see if I take the hypernurb and I match the editor to the renderer so will subdivide three times I'm getting this weird shape up here and I always had this problem I did this in the balloon tutorial if you remember I'm gonna turn off the random effector for a second and the hypernurb go back to our lines turn off the hypernurb here in our line mode we've got this polar coordinate system with latitude and longitude lines on the on the sphere I'm just gonna override that by changing the object from standard to icosahedron and that's gonna give us this triangular shape all the way around with no polar points on there so now when I create the random effector and turn on the hypernurb turn off my lines now you can see that weird shape is gone and if I hit play we get this really cool great shape thing going on here so there you go you can use the random effector on objects as a child of an object instead of an effector on a mo graph object I thought that was really cool that's it for the tutorial but you know what let's spice this up a little bit let's make this kind of fun and cool I'm gonna hit stop for now and I want to create a material to put on the glob so I'm gonna double click my material let's turn on our interactive render region because I like to show you guys what I'm doing while I build my materials first thing I want to do is I want to add reflection to this and oh you know what we have to put the material on to the hypernurb here and now what's happening is 100 percent reflective so it's reflecting all the blackness around because there's no lights and there's no objects in the scene to reflect off of it so what we want to do is put a an object to reflect off there so the best way to do that is just create a sky dome over the entire scene let's go to our content browser and in our HDR's I'm just gonna grab this one it could be any HDR image it doesn't even have to be the one I'm using in this tutorial because this is just a tip so let's just go back to our viewport now what you can see let's hide this is this shape has a 100 percent reflective material on it and it's reflecting the sky dome so if I move this back into the center and if I rotate the scene around there's a an HDR map applied to the sphere so I can spin around the scene and it looks like the world is around us so if I settle on a point here kind of level off my horizon you can see that this shape is reflecting the scene around us right so what I want to do is let's put this back off to the side again I don't want to see this background I just want to see the reflection in here so with the sky selected I can just add a cinema 4d tag of compositing and I can tell that tag I can turn off scene by camera so when it renders we it's still affecting the reflections because everything else is still selected here but it's not being rendered so that gives us this reflection so now let's go back to our material and from all the other tutorials you've watched you know that you should put a fernell mask on to your reflection so there are hundreds of tutorials out there that explain what fernell does basically it just means that when the photons are facing straight at the camera be affected by one color and when they're 90 degrees away from the camera be affected by the other in this instance we use it as a mask that says black will mask out what's facing directly at the camera and white will reveal what's facing away from the camera this is a hundred percent influence right now so we can slide this down to zero to turn it off and basically you're seeing it's allowing this value the brightness of a hundred percent of the reflection to show on the object so we could bring that to about eighty or so now that's 80% full reflection so as I slowly introduce the Fornell back in to like 50 percent it's basically saying take this 100% invisible one hundred-percent visible bring it down to 50% but let 80% of this brightness show through bla bla bla bla okay there are millions of other explanations of for now but that's what we're doing here the next thing I want to do I want to set up a little background in my in my scene here but I'm just going to do quick and easy I'm going to set up a background a background environment here and what that allows me to do is create a new texture and I can apply this texture onto that background and in the luminous I'm going to turn off all the settings I'm only gonna turn on luminance and I'm going to create a gradient and that means regardless of how the camera moves that gradient is always going to be pinned to the frame of my camera no matter how I changed the angle of the camera so what that does is it allows you to cheat these really cool backgrounds I can do a 2d circular pattern I'm gonna invert the knots so we kind of get a nice vignette happening around the edge here so I can see I can spin the camera any way I want and I still have this vignette happening around here so what we want to do is go into that gradient I'm gonna set the white part the middle to kind of a blue kind of a muted blue color something like that and then I want the the edge to be a darker blue something like that so now what we can do is go back to our reflective material that's on the sphere in the color channel I'm just gonna kind of colorize that if it looks somewhat similar to that background pretty cool and we can hit render real quick and you can see what's happening is the anti-aliasing is only affecting the outer edge of the object and not the reflections and the textures inside so you go to your render settings and you go to anti-alias and you change it from geometry to best now I think this gets overridden when you go into the physical renderer that doesn't even matter but in the standard renderer you go from from geometry to best and then you can knock that level from 4x4 down to 2x2 for a quicker render and we're gonna animate this so we're gonna set it from still image to gauzy animation now if I hit render you can see it's a little bit softer in here and that just keeps it from flickering when you're animating it now this is also helpful because the next thing I want to do there's a cool shader in here if we go to the bump channel and I go down to surfaces and add water water is cool because if you right-click and animate you can see that bump map is actually animated like water so you click in here and you can change the wind from like one to something like I don't know 3 it'll go really turbulent and really fast and violent I don't know if that's gonna be too much but who cares and now you can see we got this really cool bumpy mess going on here and if I want I could even maybe crank up the bump that might be too extreme keep it 2025 ish and then I could even come into the texture tag here and I can change the scale of the bump if I want larger just go 250 by 250 that'll give me a larger scale on here and that's all there is to it so let's do a quick little render while I'm talking this tutorial out and see what we come up with we go to our render settings go to output and we want to change this to all frames I'm keeping it small for the screencast here and we hit render and if you hit control tab you get full screen so we can sit here and watch this and you can see the water bump map is actually animating on top of this liquid shape so we're getting like a fake motion inside of our real motion in here and it gives it just a really cool fun quick effect come down here and we can hit the play while it's rendering still and we can let this finish out well while I talk about the rest of tutorial so just a nice quick tip here that you can use the random effector not only on mograph objects like we all know and use daily but you can also apply it directly to a primitive shape and notice I didn't even convert the sphere to a polygon it's still a primitive editable mesh so this is a really really super handy quick tip and again thank you for listening to the preaching soapbox on the beginning of the tutorial I really appreciate everybody who comes by and shares comments and tips and tricks and just all-around positive feedback so I want to continue doing these in and I think it's important to encourage everybody to support the original authors of all of the videos to make us want to continue to create content for you guys for free so thanks again and next time I'll will try to have a more in-depth tutorial for everybody until then we'll see you guys soon bye
Info
Channel: SioPio
Views: 193,423
Rating: undefined out of 5
Keywords: C4D, Cinema 4D, random effector, water shader, fresnel, medical animation, science animation, animation, siopio, 3D, tutorial, background environment, reflection, mograph cloner, soapbox, rant, organic, viscous
Id: amwRjrje1tE
Channel Id: undefined
Length: 15min 18sec (918 seconds)
Published: Wed Dec 11 2013
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