Jonas Pilz Day 4 @ The 3D and Motion Design Show, IBC 2022

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so so yeah what Simon just said is absolutely right um it's a lot about getting inspired and so on and when you want to learn and create great artwork why don't you learn by creating great artwork and that doesn't necessarily mean that you already know what you are doing so actually the title of the presentation is learning by recreating great artwork found on the internet so the internet is a great source of getting inspired and inspiration is the thing that we know like when you just type in 3D Graphics at Pinterest you get this huge list of stuff and it's there is no way of not getting inspired right and this is just one platform you could go to insta to Twitter to Facebook whatever you're using and um so yeah I found this one here on Twitter and I liked it a lot by Tool of the day so follow tool of the day great artwork um and I was especially interested in creating this and when whenever you find something on the Internet you want to recreate this may be because of very different reasons one is how can I create this fence shape another one might be how can I create exactly that look how can I come up with that style how can I come up with my own style all of these things um are stuff that you can learn simply by getting inspired on the internet so yeah actually what I want to do today is show you how how I would recreate that because this one especially inspired me a lot because it has various aspects in it one is a technical aspect and I love recreating technical stuff and the other one is making it beautiful and that's what tool of the day did here um and that's also why I want to recreate it so let's see how far we can get I'm not sure if I'm gonna finish that in my time but I'm gonna try right so let let me stay here for a little bit what do we have here we have we have this fence shape right that is being created we have this tool that is creating the the lines or the wires we have this roller in the background that is pulling up um these parts that are pulling the fence and they are just being pushed out here and it's all a loop so in the end it's also the plan to have it loopable right so let me get started with this we're going to start by creating the fence setup then we're going to create the roller then we're going to create the thing down here and if we then make it um I try to recreate or to to make it look beautiful as at least as much as I can in the rest of the time so let me jump into Cinema 4D and let's recreate um this thing right I'm gonna start by creating a little rig because what you need is this um this movement of the the wire that is doing circles here then going here doing circles there coming back doing this here and this needs to be like extruded in height right that's what we need to do so I'm going to create three nulls I'm gonna call one emitter although it's not technically going to be an emitter but in this case it might make sense in a second the second one is my rotate and the third one is my move so the emitter needs to be um yeah moved from the center so I'm gonna put it at Z let's say four centimeters and here in the object tab I'm gonna set the display to sphere and just make it two so I know where this thing is then I'm going to put that into the rotate and the rotate into the move that's my rig right so what I'm going to do next is I'm going to um make the scene a little bit longer and I'm starting to create keyframes so the first thing we want to do is set the keyframes for the rotate and when I use the heading here I can rotate or make this emitter create circles right so I set this to zero create a keyframe at frame 0 and then I go to frame 40 and I set it to something that is creating circles but then is ending up on the other side so for example 180 times 5 equals 900. so here we go now we are at the other side but we did like two and a half rotations I'm gonna set another keyframe and then I need another one for the time where the whole thing is being moved and I'm gonna do that as well then let's go to frame 100 and set another keyframe at 1 800 which is twice the rotation value here and another one with the same value here so what we get is this and then going back to the other side right simple as that then I'm going to go to frame 40 because between frame 40 and 60 that's the part where this thing doesn't move so I go to my move and now I'm gonna animate the position X so first of all I'm going to set a keyframe here at frame 0 as well because I'm going to Loop this so from 0 to frame 40 I am at an x value position x value of zero then I go to 50. here we go set a keyframe and leave it at 50 until frame 100. set another keyframe and until 120 I'm gonna bring it back to zero and this is giving me this movement here so we are already quite close let me bring up the timeline and let me also bring up the keyframes so what we need here is linear keyframes so I select all of them and instead of using like keyframes with spline interpolation I'm going to use linear interpolation and this way I have like almost constant speed it's not exactly constant speed but close to constant speed and the thing that we need to do from now is if we want to make it loopable we just extend the timeline and then there is a parameter when you select the track that is called after so what am I going to do after this and you can just set this up to offset repeat I like offset repeat over repeat because it adds the offset and then repeats so in some cases like for example this rotation here this makes sense because it's going to 900 Degrees then to 1 800 Degrees and then it's adding another 900 another 900 and so on however um well until Infinity right so we're gonna set the other one to offset repeat as well and now we already have an infinite Loop of this object doing this exact movement and the next thing I want to do is I want to create a spline from that and the easiest way to do that is by selecting the object the emitter and create a tracer so I'm tracing this object here and now you can see that I'm creating a spline like that so how can I now extrude this like in height it's actually very simple and it's a thing that don't many people that many people don't know um you can animate the Tracer so you can just animate the tracer's position at frame zero we go white here we go so we can animate the position y let's say at frame 0 it is zero centimeters and in frame 120 it is something like uh 160 is a good value I think and we're gonna make this linear as well and suddenly we get this right and this is already one of the elements that we need it's stopping here because I have to set the what happens after my keyframes to offset repeat so here we go now it's moving on until Infinity that's the thing all right but there's not just this part there's also the part that is being connected to the things that are rotating on the ground where this wire is coming out so we need that connection as well so let me go to frame zero again and I'm gonna go to front view zoom in and because I want the point of this thing coming out of the ground to be at y 0 I have to move up my spline so I'm gonna do that by 50 centimeters now it's up here and now I'm going to create the other spline that is connecting um this line with with the output right so I'm going to use snapping for that so I'm going to enable it and I'm also gonna use grid and workplain snap but just grid point snap and then I'm going to use the spline tool and create a spline that is like maybe like that and then it's going back to this place and here all right let me select this top thing and deactivate snapping for a bit we need to adjust the tangents well let me just do this by rotating this what's wrong here we go still not working here we go all right and I'm also going to move this one down a little bit like so and now we can have a look from the side like so and now we need to snap this point to the axis of the null we're going to do that by enabling snapping and in this case also enable access snap it to the null here and then we're going to select these two and just snap them to 25 centimeters here so this is our other spline now when we make the spline a child of the rotate null we already should be in pretty good shape here so we have this and that I mean we could adjust the angle a little bit but the basic thing is to get them as close as possible I want to save a little bit of time here so the next thing I can do is I can actually um sweep that so what I'm going to do is I'm going to select this spline and the Tracer then I'm going to hold down the ALT key by creating a sweep and then both sweeps are selected and created as a parent and because they are selected I can hold down the shift key and create an inside and this will already sweep it um it's a little bit too big but the radius is way too high so I'm going to bring this down to something like four and I'm also going to adjust the sides to let's say 12. and now let me also add some caps here with a rounding and I forgot to select the other one so here we've got two of these it's always good to start from zero here but now we've got this one so my plan is to just create one of these elements and then clone it to the other side and then clone it in a row and this will create the fence pattern so let me go to frame zero here and the next thing I'm gonna do is I'm gonna create a cylinder make the radius something like 40 the height something like 20. I just need one height segment and maybe 50 rotation segments like so and I also just need a slice of it so I'm gonna slice it and I need exactly this part of it because the counterpart will be on the other side and then it's another spline to um another spline needs to come out of this now let's adjust the topology of this guy a bit and I want to do that by going to polygon mode and one thing I really like is the funk brake selection because with foam brake selection you can select whole faces like whenever something is um like a planar surface it's totally easy to select the whole surface using the phone break selection because it's based on an angle right and then I can hit the shortcut U and Z which is the Melt tool and I'm going to do the same thing for this part here and for this part here so I've got cleaner topology right and then the next thing I want to do is well let me actually think about what I'm going to do next I'm going to create a bevel the former so let me go in here and hold down the shift key this way the bevel deformer will automatically be created as a child and I'm also going to bring up the subdivisions here so here we go that's this part and it's still procedural so we can adjust the offset a little bit as we want also later then we need this part where the wire is coming out from but before I do that I have to bring down the cylinder by 10 centimeters or so that's good yeah 10 centimeters 10 centimeters is correct because the height here is 20 and the next thing is as I said creating this part where the wire is coming out and I will do that by creating a tube I'm gonna make it smaller way smaller so the inner radius is supposed to be four the outer radius let's say six or seven and I'm also going to make it just six centimeters high or so yeah I think that that looks good we need a few more segments and then I'm going to move it to the side by 25 centimeters and I just noticed that my snapping is still on I'm going to turn it off okay next thing is to create the fillets and I'm just going to use like a little bit of a fillet like 0.7 or so that sounds about or looks about right and I'm gonna place it like that and now I want to taper it so that it's a little bit wider down here and the way I can do that is by creating a taper deformer and I always hold down the shift key when I create the deformers because I usually have the objects to the form selected anyways and this way it will be created as a child and directly assigned as a deformer therefore so here we go it's the wrong way around so I have to rotate it by 180 degrees and now I can bring down the curvature and up or down lower the strength and this will create this shape here okay that looks good let me put this into a null and then I'm going to I'm going to rename this as mad and Ellie already mentioned It's always important to give meaningful names this year is a thingy and I'm going to make the thingy a child of the rotate as well so here we go now let's see if that works all right that's exactly what I need cool all right so the next part is cloning this before that I will I will save so this is my fence scene with a typo in it here we go and yeah next thing is making all of this one object or add it to one group and this is my side one and then I'm going to grab an instance of that like so and this is my side two and the only thing I have to do here is rotate it by 180 degrees press play and there we go that's one of the elements and now I just need to clone that in a row and I can do that in multiple ways I will use two cloners for that um so I'm gonna select both sides and create a cloner I again hold down alt this will create a cloner for each of the separate selected elements and now I'm gonna set it up to let's say linear and it should go this way X Direction not Y and we want to set this to render instance so that it's faster in the viewport and we need a count of 10. right now we have this doesn't look totally right so what I'm going to do is I'm going to set the cloner here to clone it in minus X Direction and there we go great so the next part is to group that stuff this is my fence I'm gonna try to keep my project as clean as possible here and I'm going to move this object over by let's say 450 I think that's the middle exactly so here we go and the next thing I want to create is the roller in the in the background so now we have this it's already finished that's the whole setup 15 minutes to create this pattern all right let me because it's based on the Tracer we always have to wait until the animation is finished here um let me go to frame 600 so we have a full cycle down here and let's jump back here to see the roller and the thing about the roller is that these these guys here they are not just cloned but they are coming out here as the roller is rolling they are coming out here to pick up the fence so this is also something that we want to have in here so with many setups it's clever to create it in a two-dimensional way and then at the third dimension later that makes many tasks um a lot easier and I'm gonna do that here as well so I'm going to create it in two dimensions and then add the the the um roll on this um right so I'm going to create a cylinder next set it to Z Plus an orientation a radius to 15 height to something like 80 and I'm also going to create some sort of fillet here like so that's good and now I'm gonna clone it using the cloner again I hold down alt while I create the cloner this way will be created as a parent and I'm going to set the mode to Honeycomb because honeycomb is creating this clone pattern uh which is ideal for Honeycombs therefore hexagons therefore for this shape because we've got hexagons here and I'm going to set it to let's say nine by nine because then the guy in the middle here is really in the middle and I'm gonna place it here so that I'm at the at the pickup point and then I'm gonna adjust the width and height so that the others are fitting as well like so all right and the next thing I can do is I'm gonna bring up the values here let's say 17 seem to be a good value in my tests and 21 in height and there we go now we have this already and yeah it's it's fitting so the next thing I'm gonna do is I want a ring around these so I'm gonna create a tube as the child of the cylinder so it's in the same position I'm gonna set it to Z Direction the outer radius was what was the radius of the of the cylinder I think it was 15 and then we're gonna use 25 here rotation segments that's okay for now height is supposed to be something low let's go with six and uh yeah Auto radius 25 here we go so that's the next step we can also add affiliate here let's set it to a small value and yeah I think that works all right we just have to exchange the two because in the end what we want to move is this this thing right so this let's say this is the maximum and then we want another state that is the minimum where it's completely inside of this of this other ring or tube so I create a copy and in that copy I'm gonna move it back right so right now because the cloner is iterating through its direct children by default you can see that we have one clone where this thing is coming out and one clone where it's inside but we can use more graphic factors to blend between the two states and then we can control this by using fields for example and this is exactly what I'm going to do the first thing you need to do to make that work is to set the clones from iterate to blend so now you can see that it's blending from the first state like the inside state to the outside state and when I create a plane effector I can control that every all you have to set up here in the parameters is we don't need to affect position at all the only thing we need to affect here is the parameter that is called modify clone down here this one I'm gonna zoom in modify clone right set this to 100 percent and you can see them moving right now they are all at 100 percent so how can I really control which ones are coming out and which ones are in Inside by using Fields I'm just going to create a linear field and now you can already see okay from the left to the right it's also colorizing by default you can see it's inside it's outside let's set this up to be in y direction and let's make it a little bit smaller and now I can move the field up and down and adjust these so I'm going to place this here somewhere here that is about reasonable and then I'm also gonna get rid of the color because I don't need the color information here okay that's good the next thing we need is the background and this is just going to be a simple plane also oriented to Z and also I'm gonna make it bigger and move it up a little bit like so right the important thing about this plane is the subdivision so I just use the shortcut NB to bring up the grow shading with lines and I don't need any width segments but I need a lot of height segments because I need this subdivision for the deformer that I'm going to use in a second right and that's exactly what I'm gonna do next so let me first bring them to the right position so the plane needs to go a little bit back and then all of the other objects as well need to go back to so that we have a little gap between these here we can probably see that better from the side here we go yep that that is correct I'm gonna take that good before I bend these objects I actually want to make sure that they are synced in animation so that the the speed of the fence going up is the same as the speed of this soon to be roller and the way I'm going to do that is by maybe first grouping everything here so this is going to be my roller and then I need to parent the cloner and the plane to the Tracer because the Tracer is the object that we were moving up and the Tracer is also the object that is defining the speed okay so let's find the Tracer the Tracer is here and there are two ways of making an object like a parent of another object one is by just of modifying the hierarchy that's not really the way that works here in this scenario the other way is by using an expression and the expression is a constraint tag so when I select these two objects here these are the two that I want to parent to the Tracer then I right click I go to rigging tags and in here you find a constraint tag and the constraint tag can be used for various things you find them a lot when you um when you have a look at the character rigs that we have inside of Cinema for the parent constraints or constraints in general are very important you can just copy the transform over from one object to the other you can do aiming constraints Springs mirrors all kinds of stuff and also parents so by taking parent we can create apparent child connection although we don't have these objects organized as parents and children in the object manager which is quite clever because we can um yeah do stuff that wasn't possible the other way all right and now we just drag and drop the Tracer in here and now when we press play maybe let me extend the timeline first because then it will just go further you can see that they are moving in sync okay next is the bend we need to bend this and I'm gonna use the band on the fence first so let me create a Bend let's make it a child of the fence let's make it so that it's starting somewhere here this is where we want the the bend to start and we also have to to adjust the sizes so let me go a little bit lower here in Z size and let's go a little bit up in y size so that it's that it's long I don't know can you see that yeah I think it's visible right so the yellow lines this is the the former and because it's already a child of the fence now it will deform this whole hierarchy defense object and everything that is a child Okay so let's do this and um before I do that I'm going to copy over the band also to the roller I need the bend in both objects here I'm going to set up some strength and you can see all right it's somehow working here but it's the wrong direction so we go 90 degrees we also keep the length and now we can set this up to be to be round like so that's maybe a little bit too much and the other cool thing is that we can still Define where this starts and ends so it's still procedural and here's the part that is explaining why I use two bent deformers obviously because this object here needs to be a roller so it's not enough to just start the bentiforma here but the band needs to be unlimited for the roller so I'm going to set it from limited to unlimited and this way I get the roller here it's rolling further it's bending more outside of the of the influence area here but also the fence here is rotating and I have a setup that works like that that's why I used um to deformers here all right I think this is okay that works for me and now we can start creating that that ground thing maybe we have to bring down the the linear field a bit here because at this point it needs to pick up the fence right so I think now it's now it's good all right the next part is creating these objects that are down here and I'm not going to be exactly precise I'm just going to create something that looks like close to what we see here so let me create a cube and the cube is supposed to be 100 by 50 by let's say 10. or 100 by 10 by 50. like so and let's move it here so we can work on it better I'm going to make it editable and then I'm going to create these 45 degree angles first by using the um the bevel tool like so so here I have the 45 degree things and now I'm gonna use the now I'm gonna use a bull to pull out this radius here that might make sense to do that first yes it does so let's create a cylinder and this cylinder is supposed to be 50 and radius that's good and I'm going to place the cube or what's left of the cube somewhere here I'm going to bring up the segments of the cylinder and then I'm going to create a Bool the bull can be found here in the generators and what you can do with the pool is you can subtract one object for of the other you can also Union two objects by default it's set to a subtract B so the cylinder is going to be subtracted from the cube and I'm gonna take create single object then also copy out the cube here because we're gonna need the cube without this cylindrical um cut and then I'm going to make it editable right here we go now we have the cube and the cube minus cylinder all right next step is moving the cylinder down a little bit I think -5 is the correct value and I'm also going to clone the other Cube like so in a linear way and in Z Direction minus C Direction here we go um I'm gonna move this down by five centimeters as well and I'm also gonna place it here so whenever you move something or rotate something you can hold down the shift key and then it will snap or it will be quantized so in this case um five centimeter steps quantization for the movement right and now that we have this one we could we could actually bevel this shape again let me do this so I'm gonna I'm gonna bevel this shape here by using the bevel tool and I'm going to go to Edge mode and I'm going to use the phone break selection again and this time in Edge mode um the thing that has been um activated is the select all button so we can just select all of these edges and now bevel them so let's do this like so let's add a few more subdivisions and we can also phone break the rounding here and then we're gonna do the very same thing with this guy here in this case we can just use all the all the edges bevel it again like so that sounds about or looks about good and I think we need a few more here we go and now we're gonna clone this onto the other side or not on the other side but along this this axis and to do that I'm going to create a null so that it can be inside of here and I'm going to clone the null so let's clone it and also again in a linear way we're gonna clone it in X Direction with a distance of 100 centimeters and we're gonna need more of these we're going to use render instances let's say we go with 20. 20. and now we just need to move this object to the side that is um that these things are going to all right I just found out which side that is so we're going to start like here or we are we are already in for a few frames so I'm gonna do this and now this is a mistake I just made I shouldn't have done that but um we are going to the right here in the front right so here we go so I'm gonna set a keyframe here on the coordinates and then I go to frame 40. like so frame 40 here's frame 40 set another keyframe and then I go to frame 60 because that was the the keyframe um distance I was using before and I'm just gonna use minus 900 now and this should do the trick right let's have a look and here we go so it wasn't 100 in sync and this is because we didn't have a linear interpolation yet so why do we have the cloner up here there we oops there we go it's the position X position and this one needs to be linear and now it should work um other than that I'm going to select the track and just offset repeat again and now it should Loop until Infinity okay I'm happy with that now the next thing is I'm going to create a copy and in the copy I'm gonna throw out this guy we just need the cylinder here the or the cube minus cylinder and let me find a good way to do that I'm just going to create a new null because we need that rotation Point here and then I'm going to make this a child and rotate it here we go 180 degrees that's already fine and then instead of going this way to the right we have to go to the left with this one and then I think we have it so this is then minus a thousand and now let's see if I did everything right I didn't okay so let's go back to 900 I think now it should work still not why is that let me double check so we need this one and the reason why it didn't work here we go here we go 900 900. the reason why it doesn't work well let me just do it by hand all right I got it let's undo a lot of times I just messed up my own logic here so here we go did you notice what happened I deleted the cloner on the wrong one so um let's have a look if this is enough undos seems to be and now I'm going to move this one over here I think that's what I did wrong let's find out troubleshooting in a live session that's always cool find out what other people on stage are doing wrong and I'm going to add a null here as a child like so let's see if that's the correct one all right and now in theory if I didn't do it wrong again it should work that looks about right yay I made it okay let's save this and let's finish up the modeling by creating another plane that is just down here and then we can jump into um making this look beautiful so let me get rid of the timeline we don't need that for now I'm gonna create a plane make it wider make it not as deep here and move it down by 20 centimeters here we go and that's the modeling done modeling plus animation done we can hit play so we can so we then have something to render unfortunately in this case as I mentioned earlier because it's based on a tracer we have to we have to play back the animation I could also have like exported this it as an alembic this way we could scrub the timeline maybe that would have been cleverer but uh I didn't do it so here we are all right good I think that's that's enough here and the next thing I'm gonna do is I create a camera here we go and I set the camera up to have a high focal length like 80. and place it to something like this maybe I think that's good maybe like so and we should also bring down the bends the best way to find the bends now is by using the search here in the object manager just type in Bend and you can just select both of them and let's move this down a little bit and let's increase the the strength here so that we can see a little bit of the of the movement or of the bend up here that's still too far up let's go here and increase this all right so let's say let's say this works and whoo five minutes to shade this whole thing uh that's not bad it's possible all right we're gonna set this up to redshift as the renderer and I'm also going to create a dome light because I usually like starting with a dome light and now when I hit the viewport IPR or when I um started we get this which is like an ambient occlusion rendering of the whole thing and the next thing I want to do is I want to search for an HDR image um an HDR images are images with like more depth to the color so you can have values that are brighter than white which is perfect when you have a sun inside of an image for example because you can use it for lighting so I'm going to use this one here in my dome light and then I'm going to rotate the dome light to something like this so that the light is coming a little bit from the side all right that looks much better than before and the next thing I'm going to do is create some very simple materials so let's do that I'm going to create redshift materials standard I'm going to use the redshift stand up material the first one is going to be my gold material and the easiest way to create a gold material is by setting the color to something that is like a desaturated yellow orangish color and bring up the metalness to um yeah one and then we need to find the two sweep objects sweep and just make these make this material um or assign this material all right the next one is going to be an iron material iron and in this case we are just fiddling with the color here we're going to desaider it saturate it completely make it a bit darker and now we have to assign it to well actually we didn't clean up the project yet here so let's um use this floor object to clean up my setup here we go so this is my floor and the iron can go onto the floor that's good it can also go onto the thingy so here we go it's now on the thingy and I'm going to select the thingy and just bring it up here in the object manager by hitting the S key for scroll to selection and I'm going to create a new object that's my aluminum or it just needs to be a little bit brighter than the other one like so and I'm going to assign it to um here we go I'm gonna assign it to that's not what I want here we go here's the thingy here's the tube I'm gonna assign it to the tube so now this part is a little bit brighter and now the other thing that I need is this ring here so let's do that we're gonna go to the roller and in the roller there are these two tubes these are supposed to be iron like so but the middle part here is not supposed to be Iron so we're gonna create a plastic material from the asset browser class tick maybe let me search for it here in the materials redshift um plastic and use the plastic rough and just assign it to these cylinders we're getting there we're getting there okay um let's create one last material this is also going to be the most complicated material so I'm pretty sure I will finish in time so the last material that I want to create is a mixed material so I'm going to create a material that I use to mix two other materials so I'm going to call it mix and in this case I'm going to switch to my notes layout so that I can set this up a little bit and this one is going to be a little bit more technical but in case you are interested in the connection between creating a texture and math this is your thing now so I'm not going to use the redshift standard here I'm gonna use a material blender material blender because this allows me to blend two materials I can blend the iron with the plastic and that's exactly what I'm going to do so but in order to do that I need to reference the two materials and I'm going to do that by bringing up the reference Shader so here we go that's the reference Shader and we need that two times and the first one is going to be my plastic material so I just drag and drop that into the material slot here and then I'm going to select the other one and drag and drop my iron in here and now I just need to link them up here in the material blender so just drag a wire and use this as the base color and drag a wire and use this as material color for layer 1. now let's assign this mixed material to the plane here we go and the cool thing now is that we can use the blend color here in the material blender to blend between the two so whenever it's black it's the plastic material whenever it's white it's the iron material whenever it's something gray it's something in between and the cool thing is that the blend color can also be controlled by notes so the first thing I'm going to add here is a texture I want to also have this sine waves thingy in here and I tried finding a sine wave here in the asset browser as some media but there is none I tried to find a wave but there is none but I found some Stripes these ones so I'm gonna use them the problem now is I've Got Stripes but how I actually want waves so I have to create the waves myself and this is how you're going to do this first of all I'm going to add this texture here as the material blend color and now you can see that the stripes are showing up here in the material tag I'm going to set the tiles V to 20 and now I have lines of plastic and iron and here's the mathematical part that I mentioned earlier so what I'm going to do now is I'm gonna effect the the let me jump in here in the texture tag there is an offset parameter right and if I choose the offset y or in this case v you can see that when I bring this up by 0.1 you can see that I can move these Stripes along the roller and this is something I can I can use so let me what was the shortcut Ctrl click this one to bring up the offset parameter here and the first thing I'm going to add is a vector maker so a vector is basically um more than one one values for colors for example you need three values red green and blue that's a vector because it's coming out as color then but it's a vector positions position X position y position Z that's a vector when it's in one parameter so I'm going to connect this and now I can play with the Y value here to um yeah move the texture around six minutes left I'm on it right so I want to create this based on a gradient so let me create um a gradient or in this case REM node that's the name in redshift and I want to pipe that ramp first of all I'm going to set this to horizontal I'm going to pipe that ramp into the input Y and now you can already see all right we have something going on here it's not straight anymore there's a little bit of a of a wave in here actually I don't need the wave right now so what I'm going to do is I'm going to set the interpolation of all knots to linear now it's like tilted lines and the next thing I can do is I can multiply that value with whatever number I want so what I'm going to do is um I'm going to create a multnode and by using the malnode first of all let me set this to one so we multiply with one let me pipe this up here or wire this up and the thing is now when I increase into two you can see that the values here or the that the tilting is stronger right so let me see what happened when I connect this to my oh that doesn't work okay good um then I have no way to show you how this works okay what we just did is we created a gradient that goes from zero percent to one hundred percent now we multiplied it so it goes from zero percent to two thousand percent so what we created here is a color that is 20 times White um what we need to remap this into sine waves is not a value that goes from zero to two hundred percent but we need 20 times a value from 0 to 100 right so let me just show you when we do that when we do that this is um this can be done by using the modulo node the modulo when you have a division um calculation it's giving you the uh the reminder so when I go up from 0 to 20 and I have this divisor or divisor set to one it's going up to yeah zero to 100 zero to 100 and this 20 times and now the next thing and also the last thing is that I just have to remap this um into something that works Maybe maybe let me I think I can show you when I pipe this here yeah that works that works so first of all we have the gradient right the gradient is starting here that's zero that's one then I multiplied it the gradient is now just here and everything that you see that's white here is actually white going until 20 times white and because of the modulo I created a lot of gradients here and I'm going to remap these gradients now ramp I'm gonna put this here and I'm going to set the ramp to something that has white in the middle and black at the end again so this should be black so can you see what I did I just created a gradient that is like constantly going from black to white and when I pipe this into the vector Maker Now here we go and connect this one up again we have our sine waves and now we can control the amplitude of the sine wave by playing with the color of this middle dot or not here let's quickly wait until it Reloaded can we refresh come on do it maybe we should also add something here so this in the multiply this would be the count of waves let me see why is it not doing anything anymore let me pipe this into this surface oh here we go I just needed a little bit of time so we go up set this to 30 so now we have our sine waves it's one minute before I have to stop let me go to this this is what I created within one hour this was the reference I think I'm pretty close [Applause]
Info
Channel: Maxon
Views: 3,358
Rating: undefined out of 5
Keywords: c4d, cinema 4d, sculpting, bodypaint 3d, maxon, modeling, modelling, 3d, animation, rendering, motion graphics, mograph, subscription, maxonvfx
Id: rTFiraPo5Rg
Channel Id: undefined
Length: 59min 9sec (3549 seconds)
Published: Thu Sep 22 2022
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