Create a Mograph Ripple Loop with C4D Fields (Free Project)

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hey it's derek from cg shortcuts and today we're going to do this a mograph ripple loop where the materials are affected by the fields [Music] this video was brought to you by cg shortcuts courses our online training platform where you can take your motion graphic skills to the next level we've got an ever growing range of courses in the same straight to the point easy to follow format of our youtube videos each course also comes with loads of project files and downloadable assets as well as support directly from the course instructor our youtube subscribers get five percent off all courses with the code youtube5 so check it out today now let's get back to the tutorial okay so let's get started the first thing we're going to do is change our project length to 400 frames go ahead and drag this over fill that in click and hold here and add a plane and we're going to change that to 700 700 700 easy peasy next we're going to create a spline rectangle so we're going to hold this pin click and hold and we're going to choose rectangle change the width and height to 4.5 we're going to enable rounding and we're going to change the rounding to 0.5 now we need to hold shift and rotate this negative 90 degrees by grabbing the x-axis here we're going to add a modifier to this and we're going to create an extrude so we're going to click and hold right here and go over to extrude if we hold alt while we let go of this it will automatically apply it to our selected spline there its default is 20 centimeters we're going to go ahead and change that to 25 and we're gonna hit c to make that editable next we're going to add a mograph cloner so with this selected we're going to go over here go to mograph and while we have the cloner selected here we're going to hold alt again it's going to automatically put that inside the cloner for us we're going to switch this to a grid array and we're going to change the count of this we're going to change it to 50 1 and 50. let's turn on our display shading with the lines here and b is the shortcut for that just so we can see our objects a little cleaner now we're going to go ahead and go to the size here we're going to change this to 600 and 600 in the z as well so now with our cloner selected we're going to go to mograph effector add a plane effector inside of our plane effector underneath the parameter tab we're going to go ahead and set our y value of the position to zero and change the z value to 20. we're also going to go underneath the scale check box that under the x we're going to say 1.25 and under the y we're going to say 1.4 then we're going to scroll down here underneath the color tab here we're going to make sure that fields color is selected then we go under falloff and we're going to add a tourist field we can click and hold here and add a tourist field and here you can see already that this is going to affect our values so the way this works is everything in the dark purple alliance here inside the taurus is going to be affected 100 of the parameters of the plane effector and then everything as it falls off to outside of this light pink line is not affected at all so everything between the light pink line and the dark pink line is affected gradually by our plane effector so for our thickness we're going to change this to 25 make sure you're on frame 0 and for our radius we're gonna go set this to zero and we're gonna keyframe that there we're gonna go to frame 200 and we're gonna set this to 442 and we're gonna keyframe that there so next we're gonna modify our taurus and add some things on top of it we're gonna go ahead and click and hold this clamp tool and we're going to add delay and it's kind of like an ease and ease out and then we're going to also add a decay so click and drag and choose decay now decay is going to just make things linger so as this grows and then it the falloff passes is just going to have this nice kind of subtle delay where things are just kind of fading a little slower okay so it's very important that your decay is on the top of your list here if it is in the middle it will appear that it will work right in your viewport but when you go to render it it will actually not but if you put your decay back at the very top it will render correctly this end match your viewport very important next thing we're going to want to do is with our cloner selected again we're going to go ahead and mograph and add an effector and we're going to add a random effector this time oh and it was crazy we're going to need to change the parameters for this random effector and we're going to change this to 0 x 0 y 0 and the z we're set to five and then we're going to click the scale and we're going to click uniform scale and we're just going to choose 0.13 just a very slight bit of variation there and then what we're going to do is go ahead and go to falloff go ahead and create another torus field and do the exact same thing frame 0 we're going to say zero click thickness 25 we're going to go to frame 200 and we're going to set this to 442 click so that way we have this nice kind of random growth and random decay so it's not just perfectly uniform it's going to have this nice kind of fall off and more organic feel to it set we're going to go ahead and add a decay to this as well but this decay we're going to set to 84 for the strength and that's just going to allow that decay to just take a little bit longer before it falls back into its default position now we need to make this loopable we're going to click our random object and select all the way down to our plane taurus field we're going to hit ctrl c or command c if you're on our mac and we're going to copy and then control v to paste paste paste paste so first thing we do need to do is we need to offset each of these by 50 frames so we're going to grab random one and plain one click and drag and select in your timeline and move it up to frame 50. go to the same thing with two three and four and we're just going to keep scooting it up two would go to one hundred three would go to 150 for we'll go to 200. we made four copies of our plane effector and four copies of our random effector now what we need to do is instead of our cloner we need to make sure that all these effectors are added to this list so we can click this little icon here and just go ahead and add these to it so now that we have four copies of our effectors and they're all offset by 50 frames we should be able to take 50 frames from the middle of this and it will loop perfectly now let's make our materials we're going to go to create redshift material material double-click that to open it up and we're gonna make this our black material so we're gonna go ahead and choose a color we're gonna go with seven percent black and we're gonna go with a roughness value of 0.5 i'm just going to keep it real simple like that we're going to change the ior to 1.32 and that's going to give it this nice plastic look then we're gonna create another material registered material material open that up and we're gonna go with the gold preset but we're gonna change it because it doesn't really look like what we want so what we wanna do is change the roughness to 0.363 i'm going to change the reflective color to these values h28 saturation 74 and then 65 and then for the metal edge tint we're going to choose these values 36 74 and 100. okay so now we've got this nice kind of bronze material feel free to use whatever material or color palette you want so now what we need to do is create a material that we can put on this cloner which is made up of one object that acts that will react with the colors we have from our mograph effector here so we're going to do is go to create reshift material material i'm going to double click the name in here we're going to call this blend double click that to open it up we're going to go ahead and delete this redshift material what we're going to do is we're going to go underneath the materials tab here we're going to pull in a material blender and we're going to plug that into the surface then we're going to grab our black material just click and drag it up and it's going to create a reference material we'll see with that black material selected here i'm going to go ahead and do the same with our bronze material so what we want to do in order to use the field colors from our mograph effector is we need to go underneath the utilities go to user data and then color user data inside of that we have attribute name and we have this arrow twirl that down and go to mograph color and that's going to be driven by that let's go ahead and drag this onto our cloner and then plug our color user data straight into the output and we'll go ahead and hit render preview on this see these are the colors we're getting from our field colors now these aren't very good looking colors so here's what we're going to do we're going to go in here to textures and we're going to go grab a ramp plug that in go to our color user data plug it into the ramp and then that ramp into the output surface and now we see we have this nice gray scale so what we're going to do is we're going to pull this black up a little bit and pull this dot over towards the white a bit so we have kind of a nice black to white fall off what we're going to do is going to use these black and white values to blend this material so the way it works is the value of the material that's black is going to be one of these materials and the material that's white is going to the other so if you look at our scene here we see the black material is going to be our material that is being affected by the mograph force while the white material is the default material we want it to be plug the bronze material into the base color and then plug this ramp into the layer one blend color one and then the black material into the layer one color so the way that works is now it's going to use this data to blend that copper and black together so if we plug this into our scene there we go everything that was black is now copper and everything that is white is now black and this will look a lot better once we add some lights let's go ahead and grab that black material and throw it on our plane just for a nice background okay now that we have our animation and our materials let's go ahead and add lights so we're gonna go to red shift lights area light i'm gonna go ahead and turn the intensity down to 10 and we're going to set the size to 550 by 450 underneath the general tab here we're going to go to mograph cloner i'm going to drag our area light into that cloner change it to radial and the countdown to 3 and the radius up to 800. underneath the transform tab we're going to change this to negative 41 for the pitch underneath the coordinates tab we're going to rotate our entire cloner negative 90 degrees on the pitch as well we're going to bring it up 550 and the y-axis and that's going to go ahead and put these lights in just a nice array above our scene here now that we have our lighting set up we're going to go ahead and create our camera so for the redshift camera standard camera what we're going to want to do is just zoom in here a little bit and tilt down if we hold alt and middle mouse click you'll see it brings up the the pan view and we have the little plus sign there so really we want that plus sign to kind of be right below the middle of our animation here and we're gonna hold alt and left click as well and kind of drag that over so we kind of want this framed up so that stuff is kind of right right above the middle and we can see we don't have the edges of it shown or anything like that so if you want those exact coordinates you can pause the video and type those in right here they're located right down here okay so now next thing we want to do is create some cool depth of field effect so we're going to go to our redshift camera and then go to the object tab choose the focus distance and we're going to click this bottom piece here that's sticking up at frame 73 and then we're going to go to our redshift camera tag underneath the bokeh tab enable override and enable change the coc radius to 2 and the power to 50. now it's really high for the power but we're kind of creating a macro lens effect there's not a lot of depth here this is like a few centimeters difference so really we're not really creating a super shallow depth of field so what we can do now is go to redshift renderview so you can see our depth of field is very blurry up here very blurry down here but in the middle it's nice and clean so now we need to do is go into our redshift post effects by choosing this little gear if you can't see this you just need to you can find it by twirling down that arrow and we're going to go in here we're going to enable color controls we're going to change the contrast to 0.01 which just is a very tiny little adjustment change the photographic exposure we're going to enable that i'm going to change this f-stop down to 6. we're going to increase the vignetting so we have this nice kind of vignette look to 12. then we're going to turn on bloom and we're going to lower our bloom threshold just a bit so we have that nice shine so we're going to do 12.6 for that and we're going to pull the softness down to that 0.125 probably be a nice balance there for render settings we are going to make sure we have redshift selected as our renderer underneath the gi we're going to change this to brute force brute force set the number of bounces to six and the gi number raised to 256. then under the basics tab we're going to go down to our sample overrides make sure we have reflection checked and do 256 and light check 256 and then under our unified sampling because we're using depth of field the only thing that that affects depth of field is the unified sampling there's no override for it underneath the unified sampling we're going to set this to 128 for the minimum and 256 for the maximum and change the adaptive threshold to 0.003 then underneath the output make sure you're set to hdtv 1920x1080 the last thing we're going to do is we're going to set our frame range from 100 to 174 and the reason we're going to do that is because the way the decay works it doesn't work right off the bat and it takes it a few frames to kick in even though your animation will play right in the viewport when you go to render it if you start at frame 100 that frame 100 is not going to have decay so we're going to have to render out a few extra frames at the beginning until the decay kicks in then we can get our 50 frame loop really important also for the decay to work properly you need to make sure that your viewport is set to frame 0 at the very start because if it's not it will kind of mess it up as well so back to frame 0 frame 100 to frame 174. so if you go in here and see who that looks like you can see on frame 100 there's no decay it doesn't look right you see how here there's decay but back here there's no decay but if we slide this up to frame one to 25 now we go from frame 125 to 174 which is 50 frames long and we've made it loop every 50 frames the decay will actually work and we'll have a perfect loop so in order to save that we're just going to go up here to this little floppy disk change it to animation change it to mp4 and then we're going to choose 125 to frame 174 and then you can hit ok lastly i want to show you why the material blender is a really cool choice for this project we can bring in more materials so let's say we had more materials available in our scene we can double click our blend material we'll go ahead and open up our register for interview so we can look at this so we have our blend material open unless we have other materials in our scene and we don't really like the combination that we have here or we want to change it something else or even wanted to keyframe it to change at a certain point you totally could because all you have to do is click this little arrow for the reference and then choose a different material so i can choose this blue and then for the other material i could choose this pink and it's going to update automatically and create you automatically have this cool thing where the materials are alternating separately so if you want to add this pink to the plane you can have this really nice cool of color palette here and you can do it with any material you have you can change whatever you want gold it's just picking and clicking very easy man that is just oddly satisfying as usual you can download the project files below to save a bit of time or head over to our website where you can download every project file from every tutorial we've ever made if you're interested in learning more about redshift you can check out my introduction to redshift course on cgshortcuts.com there's a link below in the description big thanks to this month's patrons you guys are the best and there's no way we can make all these tutorials without your support thank you so much that's it for now we'll catch you next time thanks for watching let me know what you want to see in the comment section down below or you can leave a like or dislike and don't forget to subscribe and click on that little bell icon for more videos and free stuff there's loads of extra resources on our website and you can win epic cg prizes in our monthly challenges check out cgshortcuts.com for more details catch you next time
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Channel: CG Shortcuts
Views: 76,129
Rating: undefined out of 5
Keywords: c4d, cinema 4d, tutorial, mograph, mograph fields, redshift tutorial, c4d ripple loop, c4d fields, Redshift, Mograph Ripple, mograpgh ripples, tutorial animation, c4d redshift, motion graphics, octane, cg shortcuts, cg, free project, template, cinema4d, animation, 3d, motiongraphics, motiondesign, 3d animation, rendering, design, graphics, dave bergin, c4d tut, cinema 4d tutorial, c4d tutorial, maxon, cgshortcuts, animated, render, intros, cinema, blender, effects, 3dsmax, 3dmax, model, models, Animate
Id: mlVunj3VSCo
Channel Id: undefined
Length: 16min 37sec (997 seconds)
Published: Fri Mar 12 2021
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