Cinema 4D Tutorial - Create A Wave Effect With Mograph And Collision Deformer

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in today's cinema4d tutorial we're going to combine mograph cloners and effectors to create a blast wave in cinema 4d I haven't done this one in a while hey it's Nick here again from grayscale guerrilla comm bringing you the tools training and tutorials to help make you a better motion designer now we have an incredible tutorial today but before we get there I wanted to remind you to subscribe to our YouTube channel where we have plenty more videos just like this including other interviews we have podcasts and of course other tutorials to help up your motion design game we also have a training page where we have hundreds of hours of cinema 4d and other motion design training waiting to help make you better so check those out I'm going to link it in the description as well as up on this video and with that let's head on right into the tutorial so today we're going to create this fun effect in cinema 4d we combine mograph cloners and effectors and textures and lighting to create this fun kind of blast wave animation now this was actually a question that we answered during an episode of ask GSG which is where you can bring your cinema 4d questions and ask us them directly live on our twitch channel so if you'd like to join us in our next episode of ask GSG and just generally learn more about it please click down below I'm going to also link that up in the description and on the video as well alright with that let's head right on in to cinema 4d and let's get animating this thing everybody and welcome to another SG SG in today I gotta see the chatroom here today I got a name I'm gonna try to say his name here jumping over um today here's what we're doing we're doing one by only go with Tony but maybe it's Tony Anahata nada or maybe it's Tony tone in hot Onita either way I screwed it up but he but he or she linked this video let's go check it out and it's got some really interesting effects that at first glance look like some mograph stuff but what's really neat about this piece is that there's like a little behind-the-scenes that shows more of a collision deformer effect and if you've played with the collision to former you might be able to look at this and kind of know what's up but if not let's go kind of make our quick version of something like that and see if we can pull it off what do you think sounds good now the question is how are we going to we already playing with it um I we're on the screen so how do we want to subdivide that like there's a couple little interesting parts about the way it was broken up like in the piece you see that these aren't just squares like they're out they're kind of angled a little bit and that could this this could be an arbitrary chopped up like it doesn't have to be clones like we did this with a fracture object though we could like to slice this up in a bunch of random pieces we could say Chris that that would be really interested in how you would approach something like that like how would if I wanted this to be puzzle pieces you know poopies well pop that that's that's crazier yeah but I'm saying like the arbitrary part of this is I think pretty cool pretty cool thing of this like we could do this with cubes but if you have an idea of how we can make it a little bit more random like this well I mean the point here is like it's different than a rectangle but it's not it's not random we're getting the same pattern over and over again it's the same singular piece so as far as adding additional randomness on there there's some no no excuse me but also every other one of these is um like offset yes so they're not even so yeah what do you think um there's a I don't know we could try we could do like a brick pattern um we could do like a rhombus C brick pattern which is kinda what he's got going uh who made this we got give them credit oh yeah Songdo some go really cool me laugh and um thanks a lot for adding the behind the scenes stuff as well I think that's really cool I had well not not only that I think he has a project link you probably downloaded this exact file if you go here we don't want to do that we don't want to take theirs but I mean jeez that's the way I learned everything if I can reverse engineer somebody's file now I know how to do it oh okay so let's give it a shot still don't know what we're making oh okay well back in cinema I got a plane and if we were to do well I mean the really straightforward one would be just doing like a little offset on this of the Theo's all scoot over but though they all the corners line up we're kind of looking at like a brick type offset um and the brick type offset is actually pretty straightforward to put together and why don't we just go ahead and do the cube to start out with and we can modify that shape a little later if we feel like it so I'm going to go ahead and just shrink that down something arbitrary we're going to go to a cloner of course throw it inside and I've talked about this technique before we're going to go to a grid array we're going to zero out the or go to one on the height we'll give ourselves a couple more segments just for testing purposes oh yeah it's the null trick oh yeah that's all you just take a null throw it in there now we're alternating between though and cube so now you know we'd have to figure out the correct ratios here facing now but I mean if we just scoot these in and then scoot this little apart now we get alternating pieces it says it's as straightforward as that as far as these are concerned that's cool now of course we need more pieces heading this way and I think we need an odd number if it's even it won't work before on an odd number it does and then we can spread those out like this and what's cool about this is even though these are this works really well with a rectangle I'm pretty sure if we were to make this editable any change that we make to these points like I'm going to go to the top view and you can see it's right here in the center you barely see it but if I grab both of these points if I were to scoot this like I guess I mean it doesn't work as straightforward as I thought it would um Oh Mayo if I move out now hmm how would you play this that happen like oh I guess I just grabbed the top ones there you go there we go yeah so if he doesn't like this now we can get some now this is how you would maybe get the shape he had in his just offsetting them a little bit like that um that's cool yeah that makes sense I don't know I thought the kiddy corner points would work um so that but that's how we'd get this bit but is that the way we want approach it I think I mean yeah I think it's go back to a square there so it's a little not the same yeah I think that's great okay we'll make a slightly bigger field of them yeah let's make more but also the big thing to me is how this is mapped properly so everything's stuck to it I think that yes be straightforward but I also remember sometimes trying to stick things in all sudden you're oh I try to move them and things are moving around you know I agree and I think that is totally the interesting part and I also know that there's a good chance not going to remember exactly how to do that let's see if we could do it quite channel err okay cool it's a set pretty square alright so the sticking part I guess we'll make a new material and in that new material we will track down some sort of way in case we get to a straight texture kit why not any any image or texture you guys want to track down we'll use texture kit Mme cardboard maybe nice cardboard maybe some cement what are you feeling oh that cardboard might look cool I mean it might look yeah I mean that has shapes on it so that what that'll really Singlish yeah now if we just throw it on the corner that's not gonna work right um but I here's where I'm going to be totally just making this up as I go there's a way to do this and I can never remember because I do it so infrequently but we take this projection and we flatten it is going to look correct but they're not actually stuck to it right so I'm gonna scale this up a bunch there we've got our cardboard box it's actually upside down so we can probably fix that by sleeping so if we were to I'm just going to arbitrarily throw a random effector on here so you'll see as this explodes outward that our textures aren't sticking to our individual cubes and that is that is the tough part but that might be I can never specifically remember is it is as simple as fixed texture take it might if it if it is then wow that was it that was it that was all you had to do turn in the cloner you turn on fixed texture it's so simple that I always forget it's like popping the wrong light switch right like I never do the right one I think okay you're thinking about Chris is the dynamic one where we needed the dynamics to fall and then when the dynamics finally settled that that texture was stuck to it and that that required quite a few other little tricks oh cool um it's also a tutorial if you haven't seen that one but this is a little bit more straight fired but no one intended well this one's more straightforward so let's get a little fancier first of all these are intersecting a little bit so I want to I don't have to get exact I wanna get these pretty dang close to just two just perfect barely touching we need a little less space here let's see if we have any gaps in there there's a tiny little bit of a gap there but I think we'll resume that that won't matter we could just let me intersect as well but I think that's fine let's go um now let's make this a little more interesting because and actually you'll notice in the video it's a it's a subtle thing but it's important you get this really nice texture on the top but when it turns you see ie I guess I could be the flat projection the stretch of the flat projection well let's let's make it more complicated intentionally because that's too simple for us the way we're going to go about doing that is we're going to set a selection on just this original top polygon so I've got that top one I'm going to go to select and make a set selection tag because we're only using one I'll just I won't even change the name and now what we can do is tell our material to only apply to that polygon selection to the top so if we were to use our random factor and increase this you'll see that the materials only apply to the top so that now what that means is that leaves us open to apply whatever material we want on the edge here which I don't have a good side of the cardboard material which we could totally try and make no things like a corrugated one might work okay all right well it won't be exactly accurate but it gets the point across actually what should be kind of interesting if we just apply this to the cloner it is yeah this should this should actually work it is being mapped on the UVW and it's just applied to the entire thing so as long as we get the scale correct if I hit render all I care right now but about is the side yeah oh this one's procedural isn't it mm-hmm those take a little on and render usually and they'll never loop but then we might pass through material I'm a little worried about using that one actually so for what we're doing um let's use that one that's that's photo yeah ooh I'm looking for photo oh that's not cardboard is it yeah it's like the corrugated like like packing material stuff okay well that there that looks good on the side anyway this is mapped on the side it's gonna be identical in all of them but the point being when we put this one on the top now they all have the same side but the side is different from the top and the top should be sticking properly excellent so did we stick and turn it off we're going to make sure that fixed texture is set to straight it is locked we now have no random effector and cool now we've got our texture all set up and ready for animation so now it turns into how we're approaching this of course here's maybe the trick here he was using a deform er he was using like if you watch in his reference video you can see here that he is using the collision deformer it could also technically be cloth but I think we're pretty sure he's using the collision the former to do the manipulation here so he's actually cloning out to these surfaces um which is it I guess a completely different cloners setup than what we did yeah but it should still work with your null trick yes but that's going to change all this to being a big old plane and now we're going to clone onto that book let's see it's going to alternate and we need the texture to alternate which is the fascinating part here oh there's a lot of different but just set it up but you know it's not gonna be same as this though because these are offset every other one and that's okay nothing it will let's go to objects for the plane you're going to texture the the clones on top of the plane all you're doing is set an object in your cloner as the plane right right inside the grid I don't know I'm skeptical let's see if it works Nick might be right though all right these are cloning the vertex let's try and copy the polygons Center the textures are throwing me off so I'm going to just put them on the null for a second and then to make sure uh good idea good idea and our orientation is incorrect so we're just going to fix that by doing it on the the transform tab hopefully that's up I'm not hundred percent sure now this should well if it is going to work it's going to work we put down an odd number I guess that that will work so what was our cloner I guess we'll just increase here actually this makes it a little easier odd number yep and change our display mode so we'd see and then I guess we want to make it less dense I don't know do we want a big old field of these they're running pretty quick I would say more about where we were was was better this should be about where we were there we go okay so now we do have a plane to be cloning onto all right I didn't think they'd work Nick was right I'm never right oh man I'm feeling good today all right cool so that's working now let's make sure that the texture stuff continues to work so we've got that projection um cloners say off goes back to that straight turn it on was a little it was a little weird pilot if I render it's it's um going to the side because you rotated that cube to the around it's actually projecting your your projection is moved on you're cute on flat the flat is correct on the cloner but your your selection is moved you're saying this is like upside down or something yeah check your selection on your oh it's just hoppy let's just kill off the selection so now selection is not a factor okay and lock it gets old pixel cool that's a new thing but see how although they're not quite there hmm do cloner on top fix checks you're straight flat booth yeah I'm not I'm not entirely sure fix clone rendering somebody says object plane align clone he interesting that's fun I mean it does make me wonder if it does have something to do with the like 0 stations and could it be Prideaux oh I know what's happening I know exactly what happening we're projecting like this and then is rotating and that's why it's all weird-looking because this is actually correct so let's just fix our cube to be the correct orientation we should be able fix that just by rotating its main axis fix clone is on on your clone er no I should be able to rotate this axis like this so all I did is rotate the axis ID to make sure I was on model mode and now that's rotated now it's projected correctly we don't do the rotation internally because then that's after the straight material has been applied to it there we go awesome sweet alright cool now that we've done that now what we can do is to form our plane in different ways so for instance if we put a bend deformer on our plane I'm going to rotate it 90 degrees and I'm going to fit the parent now I should be able to stretch and Bend this and all of our clones are going to remain attached to it so now we can do whatever kind of deformation we want so the cool ones he was using was collision to former based ones so I don't forget this one look all sexy and pretty as lighting why so if you want to take over and do some confirmation I'm just gonna kind of replicate that that circle deformation he had because I thought that was kind of fun looking in the way that that looked like it was setup was by adding a Christmas save this always a good idea and this is going to be called what clone cardboard 21 save okay so the way it looks like on his video is he has the sphere deforming the plane and that's by using um the always forget the name of it collision deformer so you gotta add the collision to former you have to go in your colliders and say I want it to collide with the sphere and now already check it out this over your adjectives or giuse is like pushing into our clones and if you get halfway through it's actually going to push the other way now we can also hide our planes so it's not being shown so now it's actually going to kind of break and let us see this we get this really cool like like jumping on the bed effect which is cool so now if you want this to be larger you can go to your object and go to fall off let's see distance and make that larger which should be bigger distance oh our curve has to be suggesting it's interesting so the strength and everything is decided by this curve which is right here so now we we actually are pushing down and up at the same time like so as we push down it's kind of pushing this other these other pieces up as well so we could really back out and make this a lot larger so let's scale this way up and now we can make like little um dude you can make a shock wave like shock wave but yeah like animate that like do that and now animate the distance up and we'll don't animate but just drag the slider up and down as far as distance is concerned that is cool that is cool so we can actually maybe this actually goes up um so we can scale so we can animate that going up I'm gonna set this up really quickly with our so I we have to have this in here which is our distance so that'll be one of the signals and the other one is our sphere this will just be a simple position signal FYI is one of the plugins we sell in case you weren't aware oh yeah um yeah so this signals are this is our most recent plugin right actually it's our awesome animation tool I use it too much alright so now I'm going to use it on the sphere just to you know I'm gonna leave it off for now just we could kind of see it in in animation but our collision we can actually say 0 to 500 at summer overtime and now maybe even just gab right but have that they really ramped up so now we have the shockwave that's going across and it's all driven by how far down this goes so what I really want to do is kind of this like yeah that's beautiful right so that's our animation so we want to start with this kind of out of the water if you if you think of it that way and if we kind of pull it out to where we want it to start add the signal and you could just drag your position you want or your any parameter you want to animate on to it we're also going to set this kind of the same so we're going to kind of hand animate it up like that we're going to go all the way to the end and we're going to say okay what's this fifty very good here so let's start there and let's go to kind of not totally the end I think I only want this to happen over like 40 frames so there we go there's our end time and now let's go negative until it's in as far as we want it to and back up and we should have both there we go play keep in mind there's also point back really slowly because trying to play every frame we got a lot clones in fact you might want turn off the cloner so we get better feedback because we'll still see the plane oh I see what you mean cloner and then and then turn on the plane just to make sure it timings okay now it should be real smooth so that we're getting more accurate feedback now that's pretty cool yeah looks awesome so we're getting like a little pop right here where's the oh just a geometry pop right there yeah unfortunately I've shown yeah we'll have to see where that sits but it could be a scale issue as well so I'm it might be that this um collision object goes like too low right there or too high like oh maybe maybe more subdivisions on the sphere so it has more accurate a collision well that could be too and then we don't maybe we can't really add more subdivisions it does have an effect not on that particular one and if we had more subdivisions on our plane which we can't do right without affecting all of our clones those are it clones well let's leave it here and let's just talk about the the clones themselves I'm going to turn off the sphere just visually because I don't think we need it to get that effect and what I really want to do is just make sure that our texture is all set our edges are all good and that our lighting is kind of simple but clean enough to be pretty cool so that I saw well I liked the looping stuff especially for gifts so we should also animate the collision strength down the zero by the end or the duct the strength so at the end will be flat again so then by the end of the wave it just kind of like goes out further but then like dissipates yeah okay so that is our strength right um maybe they'll maybe the global strength on the set collision oh right and that is uh is there one I don't think they're real because here's the strength but the cue or that it's very still in a restore shape alright we'll do that after the after the thing though I think that's a good idea to show like for a final but let's just try to frame this up here and get a nice kind of like widescreen feel to this I want this to feel more cinematic it's got that like ripple effect to it I'm going to lock this in I'm going to make this a little bit smaller and I think for this we just need a basic kind of daylight rig which actually actually recently we put out a SG SG just about this about this look so really quickly you can add an infinite light and just kind of aim this kind of almost from the top there and you want to make sure you have your shadows on here so we're going to turn some areas shadows on and this is our Sun so we're just going to make it a little bit red and then we can have a global light that is ah just for ambient illumination and that's going to be more blue just to fill in some of these gaps here and now we're going to get some nice Sun we will pull the bump back on this thumb of scale yeah the bumps a little rough but also the standard render by default doesn't really do nice anti-aliasing so just by to a non physical we're getting a lot cleaner that does look a lot cleaner uh bump that still might be a little bit high the other thing I want to do is really crank up our Sun just to give it a little bit more kind of light bouncing around there and there you go so now we have um the shadow I'm actually going to tilt our our light even more on the edge we get more of a in defying the formula more yeah exactly we're going to get more inside and outside on this on this sunlight because the Sun is so bright I'm going to turn up our fill light a little bit it's like a little bit more during the day but then I'm going to use ambient occlusion to kind of affect the other side of that so let let's just see what this looks like clean okay good we got a little cardboard and look at our our spheres a little bit too low there but that's okay for now let's get our angle a little bit clean a little bit more set up here see what that looks like and we're also going to like we talked about use a different camera than default in this case I want to zoom in again as well mostly because it's like a cardboard kind of scene we're going to kind of zoom in that's going to give us a little bit more flat feel but I think this will look pretty cool camera wise so now we have a mean occlusion we have the Sun happening which I still think we can get away with a little bit hotter yeah I think so really really bling that Sun out I think the cardboards a dull material by default so yeah it's going to take a lot to really bling that out but now we're starting to see almost like specular effects here and get that little impression on the bump where the letters are like indented into it yeah exactly that's cool yeah because of his low angle so that's a cool cool little effect there that looks really nice I might still make writing everything up again I still might pull that bump down to like half it's currently one more level it might be just yet because this is a darker texture you get we're gonna have to crank this up Chris thinks of bumps a little strong I think I might agree with them but that way we'll get a little bit cleaner feel on that it might pull some of the cardboard feel away it may be it's too hot now but that looks pretty cool so uh let's not like that let's do a real quick render here I'm going to turn down the settings I want to make sure it's not too bright when it's out here I'm also going to move this sphere up so we're actually are deforming a little bit and this is nice because we could use signal just to pull so you can see the difference there we're just going to pull this up until there's no no touching no time changing so boom okay so I'm going to save this Chris case and we're just going to go in occlusion with good physical renderer let's keep everything low and we'll keep it on pretty small uh pretty small settings here to try to give every all the machines like some time to do this so this is still offering current frames so I'm going to go to all frames here and now we're going to have a nice little wave animation what did we call that so there you go it's clean that looks good let's wait for one more frame from maybe another machine this hour that is our team set up here my Mac Pro apparently is either not in the game or being a big jerk so I can go turn that on in a second so we're really only relying on this machine which is an iMac and our Mac Mini but we are getting some nice frames here there's there's one that looks pretty good that's cool and that's I think where I would leave it maybe a little camera animation and then basically just try out other forms of this collision deformer right maybe not a sphere but the cylinder like he had or bend at different ways and just try to get different looks that's a multiple multiple spheres hitting maybe what would happen if you copy that sphere and they second I had a multiple will just copy that copy that sphere yeah and that's only on why you anime so you can move it you can move it on like X and then add it to the collision the former so we're going to add sphere to here and we're going to move it over and do they like amplify the toy yeah look at that man so looks like this one I'm going to move up here and now we can have two waves and they I don't know if they are they additive because they're in the same Collider it looks like there it looks like they screen on top of each other and something like that of like stable on it so that's pretty cool you could offset these and have different if you made a copy of the collision deformer and the copy this fear they would be additive Oh gotcha well we could also just you know crank this up a little bit more we could have more more like explosion or push up but you know that's it's a pretty cool way to kind of take some geometry and get a different kind of I think this is a super simple lighting rig to a super simple hierarchy of objects and you get a lot of animation out of it yeah that's fun thanks again for watching this one everybody now don't forget if you want to learn how you can get past seasons of ask GSG don't forget to check the description down below for the link and I'll also link it up right here so you can go straight to it thanks again so much for watching and I hope to see you in another tutorial really soon bye everybody I can't talk today I can't talk today I can't talk it today maybe the lens cap can do this tutorial for me
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Channel: Greyscalegorilla
Views: 95,130
Rating: 4.9642258 out of 5
Keywords: cinema 4d, c4d, tuts, tutorials, motion graphics, greyscalegorilla, cinema 4D tutorials, Cinema 4D, Cinema 4D tutorial, wave effect, mograph cloner, collision deformer, mograph deformer, mograph effector, Cinema 4D Wave Effect, How to use the collison deformer in Cinema 4D
Id: iV4xPjrH3IE
Channel Id: undefined
Length: 29min 21sec (1761 seconds)
Published: Thu Oct 13 2016
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