How To Make A Money Fountain In Cinema 4D

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hey everybody it's aj from alphapixel and i'm excited to be back doing tutorials for you guys today we have an exciting one on how to make it rain in cinema 4d it's been a rough year for everybody so let's print ourselves some virtual money with the program that we love as usual i know time is precious so let's jump right into it the first thing we need to do is get our dollar bills which i will leave to you guys to download and cut out yourself i'm gonna use my image to plane plug-in here to just import those really quick got my fronts and backs here and now they're all in the scene so the first thing we're going to want to do is just check out the segments because this is going to affect how playback handles moving forward so we're just going to want to make sure we take a look at that so by default you know the plane comes in but 10 by 10 segment and what we're going to be doing is dropping this you know into an emitter which is going to clone these things and we're also going to be using soft bodies which you know cinema can handle pretty well but when you're cloning these things hundreds and hundreds of times or thousands depending on what you need you're going to want to be as efficient as possible so we're going to want to decrease these segments you know start with something low and then move your way up so just being that you know it's a little more length than height so we're going to add you know four there and three on the height segments there oh but we need to copy that to all of them so four and three so we'll start there and one thing to note too is this will affect how your dollar bill bends in the dynamics um because soft body uses springs based on point uh the number of points on the object so obviously the more segments we have the more springs and the more bendy the dollar bills will get so and the less springs uh the more stiff the dollar bill will will feel so let's take this and drop it into our emitter so we're gonna grab our emitter over here and just drop that in there we can delete our null that it came under and right away you're gonna notice that if you hit play nothing's gonna happen because we need to hit show objects in the emitter that gets me every time i always wonder what's going on show objects okay so it seems to be working of course everything looks horrible and very rigid so we're gonna i want to shoot these up and let the let gravity kind of bring them down so i'm gonna twist the emitter 90 degrees and i'm also i'm gonna rotate the dollar bills because i don't like them shooting up like that um i'm gonna rotate them all vertically i'm actually gonna hit the psr really quick and then rotate them vertically maybe that didn't matter but i wanted them all in the same position if i turn this off i wanted them all in the same position than spread out so now they're all all right they're all emitting the way i want them now we just gotta speed things up so i'm gonna change this to i don't know a thousand let's just see what that looks like not bad i need to make the emitter wider for what i want to do here so it go into emitter and change the x size and y size maybe even a bit more you'll notice they actually get a little slower too or maybe that's just my system bogging down and maybe we'll decrease it just a little more okay perfect a little bit faster though let's go 1500 and you can vary the speeds up too which might be handy some go a little faster than the others i'm actually going to go 2 000. okay let's start there and then we're going to want to select all of these here i'm going to stop the playback and i'm actually going to add time because we're going to want more time for our simulations to play out so i'm going to select all my children here and hit soft body and let's just take a look at what that does and i'm actually going to turn off the segment view here so we can see so right away you see that at least they're you know being affected by gravity they're all falling back down which is good but beyond that not much is happening they're staying pretty stiff and rigid um a little bit that has to do with the segments but the other part of it is that there's just nothing else affecting them so we need to bring in a turbulence effector and the five centimeter default typically is never enough so it is you know you can see them start to spin and twist now a little bit as they fall but let's just crank this up to 50 and see what we get much better you can see they're a little bit stiff like cards and one way we can fix that is just by upping the upping the segments a little bit so let's go five and four so just up them a little bit because a little bit goes a long way with this you can see they're actually a couple are bouncing into each other and let me look from the bottom here there they're doing okay they're a little stiff so we can also turn up the turbulence a little bit more and the other thing let's just take a look at this really fast before we do the other thing the other thing we can do okay so we're getting some good bends on a few of these here um in the simulation we can go to the lift in the aerodynamics section under force the lift is actually going to act as air under the object which is actually going to push it around a little bit more which will help it from falling so fast you'll see that things kind of swoosh around a little bit more they kind of float a little bit more gives it a little bit more natural look let's crank it up a little bit more so once they kind of hit the top there they're going to start falling and the lift is going to start affecting them good so now that we have that i actually want to increase the speed possibly a little more whoops there we go kind of see what happens from the side view here it's looking pretty nice and it may be that you want some of them to fall differently some maybe you want heavy and some you want with more drag like this so if you do want to do that you can just duplicate the emitter and set the lift you know lower if you want some that fall a little bit heavier you know make it ten percent and you can even you know i don't need all of them to be heavy so or double the amount to be heavy so we can decrease this to like three and three and i'd recommend changing the seed too just so because there are two emitters now and i don't want them to intersect and just really quick if you want to see which ones are the heavy ones because it's kind of hard to tell just make a new material here and just make it a color and make another one and just apply it here apply the other one there and right click the tag and hit copy to children and copy to children and then grab the dollar bills really quick and just make some random selection that isn't there and then you'll see the blue ones are the heavy ones should probably heavy at least make note of which ones are which so you should see those ones falling a bit faster just just to give you an idea of what exactly they're doing so i think that looks good you'll see more of the red are left at the top and kind of swirling around so just kind of adjust that to taste and of course you can set your start and stop emission for whenever you want all right so those look good just we'll just go ahead and delete these for now and erase our selection and i'm feeling good about cranking these up just a little bit so we'll we'll go 20 and 20 and we'll just double everything see how that looks it's looking pretty good i do kind of want gravity to be a little stronger so if i hit command and control d you can actually pull up the project settings and go into dynamics and general and this i like adjusting gravity here versus adding a gravity force just because it adjusts gravity scene wide so i might just increase that you know 50 to see what happens there they're kind of falling a little slow for me so that's feeling a little bit better scene's starting to chug just a little bit so if it happens you know of course you could either cache the simulation or just decrease the segments but let's say we're liking this one thing you're gonna notice is depending on how close your camera is that you're gonna start to see um [Music] some faceting here so i'll show you a quick how to take care of that and just before i do this little intersection here brings up a good point sometimes depending on how many bills you have and how fast they're flying out some of these bills might intersect and the dynamics won't necessarily like that and sometimes you'll get bills that explode um if that ever happens there's a few ways to fix it one is to just the first thing to try is to change the emitter seed just so that the bills are in a slightly different position and then hopefully they won't intersect the other way is to change the birth rate emitter amount you might need to turn it down a little bit or you might need to make the emitter wider just to give it more room for the bills to kind of spread themselves out and not crash into each other so just a few different ways to solve that so now back to fixing the faceting when you get really close you can see and maybe this is fine for how far away your camera is but if you are close you might rather than turning up the segments and making your simulations bog down which which may be okay for the system you have um but the more efficient way would just be to cache it and put a subdivision service on it so let's go ahead and alt click our subdivision surface to apply it to the two emitters i'm actually just gonna get rid of this emitter for now this heavy one and we'll just work with the one for now so we have to do everything twice so what you'll notice is now our bills are rounded because this subdivision surface is obviously trying to smooth everything out and that includes the corners so we need to fix that in order to do that we need to convert these so you may want to you know if you want to if you're just trying this out you may want to either copy the setup down here and turn it off or save the scene but we're going to convert these to editable i never like committing hard committing things like that i like leaving them editable when possible but right now to fix this we do need to convert these to editable we're going to turn off the emitter really quick and just find our dollar bills we'll turn them we'll just look at one for right now and we'll be able to easily apply this to the rest so so just grab your points and grab the loop selection tool and just grab the outside of the plane there now you're going to want to hold down period and click and drag and you'll notice the edge is there it keeps the subdivision on the inside but it tells the the object the waiting to say you know don't affect the corners so and you can see that if we click on the weight tool i believe you can do it with the edges as well yeah it works with the edges as well but just to show you you can select your points and then hold period and drag and it will change the waiting in those areas so now that we have that the nice thing is these are all the same so we can just copy this weight tag to all the other objects just to make things neat there and we'll turn the emitter back on and now we've got our whoops restart here we've got our sharp corners back and there is less fasting but now we have the ability to dial that up if we want to smooth things out so this will keep the system fast and also give you smoother subdivisions but when you're caching you can just turn the subdivision surface off so now on to quick caching this thing i just like to use again command d i go to the project settings cache and bake this caches all the dynamics in the scene versus like having to select them all or whatever just a quicker way so you'll probably notice it's going to be fast at the beginning and then it's going to slow down and that's because you know we're creating hundreds of these things and each of them has you know soft body springs attached to them so that's a lot of calculations to cash so we'll just wait here another second all right now that we have our scene cached we can go ahead and play and we'll get nice clean playback and everything's looking great i kind of like looking at it from the bottom to see the cache fly by the camera you can even move through it if you want of course you can adjust the emitters to you know shoot higher or you know behave in whatever way you want really quick i'm just going to clear the cache and show you just if we take the emitter and bring the size way down we can kind of cre basically to nothing we can basically create a little we can create a little money gun that's just going to shoot these things out that's kind of fun and uh make sure when you're simming these things to turn subdivisions off because watch what happens if you don't i'm gonna turn them back on it's gonna keep them looking stiff and straight until it's now but when you hit stop then it goes it clicks back on so make sure just to keep that off when you're previewing things but otherwise you can create a pretty cool looking money gun make it interactive and of course you could clone these onto a spline and have them move along as well that's another cool way to get money to kind of move how you want it to it's kind of fun to see the money being created and just floating around and in the viewport like that if you guys have any questions or comments please leave those below as always the scene file will be available on the website for free along with tons of other freebies we have um there will be more freebies coming out soon i think i have a few plugins that i'm going to put out in the free section as well on the website at alphapixel.net so be sure to head over there and check things out and i'm going to really try and stay more active on doing these tutorials for you guys if you have any suggestions feel free to reach out to me i love problem solving so don't hesitate to ask otherwise be sure to check back we'll have more tutorials soon and we will see you guys in the next one [Music] you
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Channel: Alpha Pixel
Views: 3,819
Rating: undefined out of 5
Keywords: C4D, Cinema 4D, Money, Fountain, Cash, Dynamics, Soft Bodies, Paper, Confetti, Tutorial
Id: DKL9gvXgH1Y
Channel Id: undefined
Length: 18min 52sec (1132 seconds)
Published: Tue Mar 09 2021
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