Entagma Text Dissolving Style With Cinema 4D Mograph no Plugin/Xpresso

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hi guys welcome to pixel affair it's copy here so in today's video we are going to create our own version of this antagoma logo which is like being disintegrated using i think simulation particle simulation and all those pyro kind of effect and this was done using um houdini right but we are going to see how we do our invasion in cinema 4d with more graph and forces without any dynamic subject or particles if you really want to do something like this in sigma 4d like you typically would need something like s particles but we are going to avoid all plugins anything and see how we will do it with default sigma for the mograph stuff and the forces so let's get into sima4d and see how we would do our own version so i mean it's in my 4d and i'm using this in my 4d r26 but this i think should be able you should be able to do this in almost every small 4d version at least from i think arrow 20 upwards because we are not doing anything um new and if you've not watched my earlier video previous video on um using forces to affect your clones or particles and um or your objects i think you should watch that video as well because it's going to use the same similar principle we are going to use the um jiggle deformer and alongside the other um object to create this effect so let's create a new scene um and let's create a text so i'll come into my object and i'll create my text and you are going to you can use any text or it could be any object any object it could be any your logo or anything that you want to use but in this case you are using the end text all right at least to get the fair idea of um what they did so now i'll middle align the text and i'll probably make it a bit thicker so i'll change it to bold so this let's assume this is our logo and this is what you want to disintegrate right so what you're going to use is that like i've said i have a previous video talking about using forces to affect your object without dynamics so what you're going to use is that you're going to use the phones to affect the polygons of this particular um text so that it disintegrates right so let's add enough segments to this particular text so i'll come in today with the text selected attribute manager and come to the tag cap stack tab and in the caps type i'll change it to regular grid and now probably you let me for now let's leave it at 10 so that it will be quick in simulation and because it's totally i'm recording it sort of slows the machine down so let's leave it just like this probably let me make it like c7 right and i'll come back into the object tab i'll change the intermediate point to subdivision so that we have enough breakdown and in here to add a little bit of subdivision to the um so that's this is our text that you are going to disintegrate we can later go ahead and increase the subdivision because it's parametric we are not going to break it down right so this is the text that you want to use to simulate so now the first the next thing you are going to do is to create a poly effect so i come into my mograph polyfix and i'll make it a child ideally no i wouldn't make it a child so i'll create a connect objects right and i'll make the poly effects and the text object all the child of the connect object i've explained all this in the previous tutorial i'm talking about so you can actually write that for further details so i'll connect the two of this put the two these two into the connect object and what i want to do is that you can see the text okay you for now let me go ahead and add the second deformer so i'll come in here and the what will make all this thing possible is the jigori format so i create a jigo deformer and now drop it in the connect object as well and this is very important the poly effects must come before the ggo deformer so this arrangement is very important and the jiggy deformable is what will allow us to affect our objects with the forces right because in the jiggly format there is this type called the forces right and now so with the jigglyph and let's create a new force let's create a turbulence and now in the jqud format the forces we drag and drop the turbulence in there so let me go in the turbulence and increase it and now if i hit play you can see it's affecting our text but you see it's all together so it's not um sort of disintegrating right so if i first of all come into the connect let's make sure world is on check so that twin points are closer together it doesn't weld them together and now for the jiggle the former or to see all of these polygons are separate objects they should they should be a little bit separate so that's what the polyphase going to help us to do so with the polyfix selected if i come to its transform tab and probably reduce it a little bit just by let's say point nine point nine point nine like so zero point nine nine zero point nine nine just a little bit right so now if we hit play can see our polygons are separate from each other right so now the jigo deformer is working now the reason why it's not dismantling entirely is because in the digital deformer if you come to the object tab the stiffness is still set to 40 so it's sort of trying to maintain um the the stiffness of the object right so if you set our stiffness down to zero and hit play and see now the end has completely dismantled and now the turbulence have taken over so that's basically what you are going to use to drive a text so if i select the text and the table lens and probably let me increase the scaling to like probably 20 or something and see it's giving us um this vibe right so now from here go we can go ahead and add let's see other forces so i can come in here and i'll add the gravity force right so i add the gravity force i come into my jiggle deformer the forces and now drag and dropping my gravity falls if i hit play can see instantly it's affecting that object all of them are working even within the jiggly format it has its own gravity here which you can use but then you don't have control right like the the external force like this so that's why we are using the gravity first so now everything is working the way we want so now how do we make it travel from this particular point to the other and that's what we are going to use fields so if i select let's see my turbulence and come to filter and i use let's say um linear field all right i'll make it a little bit smaller if i hit play you can see it's affecting once um the turbulence is affecting the other side but the gravity is affecting everything so let's go into the gravity and drag in this linear assault so it's affecting the two so if i hit play can see only one side is being affected right if i select the linear and change the orientation to minor z and see it's only this side so we can actually animate it so let me increase my frames so if i go back um move my linear field here and i hit play and now if i drag my linear i can see it's affecting our text right so this is quite really interesting but then let's see how it will make it grow from this point to apples so let's delete the linear field and we will use um weights like the object to it through um the wait time if you come to selection can see vertex map i mean that's what i mean the vertices map tab so let's do that but we don't want to make our objects um editable because that's the only way we can get the vertices map of this object right so our my way around it was to use so first of all select the text and i come into my object i'll create an instance object so what is happening is that with with this text selected you can see we have another one the instance object which is referencing this particular text but it's different right so now let's first of all hide our text so what we have here is the instance object now in the instance object we will go ahead and apply a correction deformer and what the correction the format does is that it gives you access to the points or the difference the polygon the edges and the points of the object i have a tutorial on the correction deformer here as well you can also watch it and it's explains further so the correction deformer gives us access to our um text the points the polygons and edges of the text even though it's parametric and now you are putting putting it on the instance one so if for instance if i select the change to point mode and take like this so you can see now i can select the point of the text even though it's parametric right so that's what the correction the format that so we are going to use this to set the the weight which will control um our forces right where it should affect so i'll change it to polygon mode and probably select everything hit ctrl e to select all of them and i can't selection and i'll set that as weight right i'll set it to zero for now and i can see it has applied this vertically to a crash in the format so in there you see use fields and in we'll use fields and you can see we have this freeze already created right so now if i come in here and i can like something like this cfl sierra car field uh first of all select the freeze and now clear make sure everything is cleared and now make the spherical spherical field um a little bit smaller right i drag it somewhere so that this is where i wanted to start from so if i come into my um correction deform i mean let me actually the vertices sweet here and you can see it's applying the circus is set to max and everything if i select the freeze and now coming down here you can see the mode is set to none you will change it from none to grow so what is basically doing is that wherever this spherical field touches right it should start growing from there right and this is how it grows it looks around radius of 10 centimeters any polygon that it finds it affects it right so that's what you are using so now if i hit play this one we can't actually visually visualize the double so for us to see what's happening we'll go into the tablets and i'll select the tablets and in the field i'll drag in this particular tag the vertices map tag select the gravity as well and i'll drag in the same thing and now let's hit play to see what's happening we are actually not seeing anything for now and that's because we are not seeing anything and that's because we've this one is hidden so this is what we wanted to affect so let's unhide it and now let's hide the instance rather right so now let's hit play to see what's going on you can see now it's affecting our text right so you see this is where the spherical field is let's actually make that one visible if you hit play you can see it's affecting uh and so wherever i want it to i can probably move it up here and hit play can see starting from the top right so now let me bring it back down here so we can actually animate it so at frame zero i want it to be here i'll set a keyframe and that frame maybe 30 i want it up here then i'll set the keyframe again then if i hit flick and see it's affecting our text and it's disintegrating it so that's the basic principle or the basic idea behind this whole thing so from here going we are going to play around to get the field we want so let's assume um the gravity let's make it like probably 500 so that it doesn't go that fast and then let's assume that turbulence is fine from here going everything that you do is all about how you play with the um objects right and now the growth of this thing is very fast so let's actually reduce the effect strength to like say 10 percent and let's see what happens you can see now it takes a little bit of time before it affects the whole thing right so probably 10 percent is let's do it um 20 i think 20 will be okay so the reason why we use the instance object and the correction deformer is so that when you come into our text and now if i change it from let's see n to maybe the letter s right you can see everything change but if i hit play and see everything continues smoothly like that so that's the reason why we use the reference um the instance objects and the correction deformer for everything to stay parametric so that you can change it to any text that we want at the same time have the effect and everything working right so we are good so from here going the next thing we have to do is to increase the number of segments so i'll select the text and probably come into the caps and i'll now start increasing the number of segments i'm going to set it like even one to get a very dense um segment of our text right and it's because of this if we refresh it so you can see we have um dense mesh in here and now if we hit play it will actually be a bit slower so i don't want to actually do that for now but then you can increase your your your that the polygon counts through reducing the size here and you do the same time to the object reduce it like say one and make it a little bit dense right or you can even leave it let me go back to the cups and bring it back to like c four which is which i think will be fine right and i think let's assume this is what we want right the next thing we will do is after we are done with this animation and everything is fine right if we render this in any renderer like even render this it's very obvious that is the polygons that are breaking so how do we add extra a bit more details so to add a bit more details we will use the matrix object and i'll create a matrix objects and on the matrix objects i'll come to object that object tab i'll change it to object and the object you want to clone on is the connect object so i can drag and drop the connect object in and i can see it's cloning on the surfaces but i wanted to clone in the polygon center so every every polygon has its own matrix right so i can reduce the matrix to let's see 0.1 right 0.1 for all of them 0.1 right so every polygon has its own matrices right so you can see it's following all of the polygons but because it's matrix you can go ahead and use the mograph um random effector to affect them right so i come into with the major selector i come into my mograph um effect test and i'll choose random and the randomness i'll change it out in the effect i'll change it from randomness to noise right because the noise gives it a little bit of animation and i'll probably reduce the skill to let's say um 30 and the animation speed to something very little like one will be fine and now let's come into the x and y parameters i reduce this one probably to um maybe 15 15 and 15 right and now if you hit play you can see it's affecting our matrix at the same time are polygons but then we don't want the but we don't want it to show and you don't want it to right from the start the randomness being affected so how do we hide it so we use the plane effector so with the matrix selected i'll come in here and i'll create a plane effector and in the plane effector out on check position i'll use skill and i'll set it to uniform scale minus one so now it's scaling up matrix is down right and we wanted to review whenever um the polygons are moving and what makes the polygon move are the um vertices remember this vertices rib that which that we used so in the plane effector come to the field and now dragging the vertices now you can see it's affecting its from the initial stage and now it's hiding but we want it the other way around we want it to hide and eventually reveal so in the plane effector are coming to this um layers and i'll choose invert so now it's doing the inverse so you can see now we don't see the matrices but if it's play immediately start affecting it starts showing all right so that's what you want and now with the random two we want the same thing so i'll go into the random and i'll drag and drop in the vertex rate and now i can see the randomness is also being affected like actually i think the randomness too we have to invent it as well let's see no actually the randomness doesn't need any effect so we can leave it like that so if you hit play i see now you know this is a very low version for us to be get quick playback that's why i'm actually i've actually reduced the number polygon and everything so with that said you can go ahead and add extra and what you call it matrix objects to get a bit more intense and if you increase the number of polygons that your text or your logo have it will also increase the number of matrices that is seen in it so i i create one matrix that controls the uh the like gives a bit of like get close to the polygon itself and after that i'll i create another one so if i come into the like the one i did this particular one you can see i have two matrices right and what we are doing is that so after let me go into the thing you can see we have this is our text and if i hide the matrices right you can see it's just the polygons right let me get out of the camera so that i can see you can see just the polygons and then there's this matrix which i've made quite small and this one i saw right and i'm using red shift to render so matrices on its own canon render so you need to use red shift so for us to render this particular matrix first of all let's actually render to see what we have this is a low version i keep repeating so you can see as dense as what i did initially so let me actually come into my um red shift and i'll bring iron w and if he hits render and see um let's wait for it to sure you can see it's just the polygons you can see the matrix so what you have to do is to right click on the matrix and add redshift render objects right and in the reshift tag we come into the particles the mode is set to disable we can set it to sphere or any object that you want and you can see now it's showing we can also bring in any object that we want it to be but then i'll increase the size of our shift in here because it's not showing and now you can see the redshift object is showing so now if i create any material probably and add it to its i mean this is enormous enough for the material but you should create a red shift material to do this let's make it red you can see now it's affecting everything right so after this one is created to give this detail you can go ahead and create a second matrix and also change the value of the randomness and everything to give extra details to it and after that everything what i did was i added a delay effector especially for the matrices so that it moves smoothly right it doesn't let me disable it the render view so after everything what i did was i added a smooth um a delay vector so with the matrix selected come to effectus and i added a delay effector and now if i hit play let's actually increase the delay a bit more so that it's a bit smoother so i increased it a bit more so now you can see the matrix if you increase it like and all that you will add a lot of details to it and this one is quite predictable so because you see the way it's moving immediately we break out and increase our segments of our object or logo text whatever it is you the movement will still be predicted it wouldn't change as much right so you can actually work in locally and when you're about to render you can bump up the number of segments and everything and you can actually play around to get the kind of feel we want i know this might not be exactly as the original video i showed but then the idea is similar and i mean this one also opens more possibilities for you to do interesting stuff that's why i did but if you really want to do something closely something exactly like what you saw then you probably might have to use the x particles or yeah something else is a plugin which can do that so i hope this video was useful and um you learned something from this particular video thanks for watching and if you have any comments like please leave it in the comment section kindly also subscribe to the channel to keep supporting me in the name of this video we end thanks for watching and i'll see you in the next one you
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Channel: PixelAffair
Views: 27,386
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Length: 23min 56sec (1436 seconds)
Published: Mon Sep 05 2022
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