LET'S MAKE THIS! 001 - Glass/Ice Reveal using Vertex Maps and Fields. C4D/OCTANE

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hey what's up everybody here is first tutorial for creating an ice ring in cinema 4d got our 21 open just got a basic scene here he's an octane but you can use I think you can use physical or any other third party renderer alright got a floor plate in here it's just for reference let's start with the Taurus bring this up a little bit hold shift to snap let's give it some more segments and a head seek to make it editable let's do a backup copy right here all this Taurus ring and now we can hit C to make it editable well hit polygons over here select all ctrl a and hit select set vertex weight leave the default settings okay and the simple thing is that it's going to create a map around this entire shape so now it's all off and we can use this map to create effects and distortions and texture effects when the whole manner of way is using this map I'll go back here and so we got this ring and we're gonna go to vertex map tag click on use fields this is new to our 20 I believe our 21 so let's click that and the first thing the first default set here is going to be freeze and the mode is going to be set to none so if you click play nothing that's going to happen what we want to do and there are a lot of things you can do here but the first thing we're going to do just to make this effect is to hit grow and this is going to create kind of a growth map again if you go back and hit play you're not gonna see anything because you need a trigger let's hit a trigger with a fall-off over here these are all our different fall-off so let's just use a spherical simple fall-off here and you'll see immediately that the map lights up and that means anything within the spherical fall-off is being turned on on this map nothing's really happening to the ring just yet just this map is being turned on so spherical fall-off larger and smaller move it around alright that's going to do is anywhere this starts this freeze modifier is going to continue growing so let's hit play now and you can see that now the grow modifier is actually working so depending on where we put this really see if my showing on the timeline a little bit I'm gonna play over and over and you'll see wherever we start this spherical fall-off this is where it's going to start growing from get over here move it over here for the ring sim we're just going to start it from right here in the inset so it's going to start from inside the ring on one side and grow all the way around you'll notice that it's a bit fast so in order to make it slower we can go to the freeze modifier over here and reduce it to five just reduce it down until the point where it stops so at 3 centimeters as the growth essentially it'll stop kind of going over here so at 4 should trust Traverse that and go through 5 is just a little bit faster all right the second thing we can do is add a delay vector on top of this and add a springy modifier to make it a little bit smoother and have some ripples to it and immediately you see that delay effectors added some nice soft satisfying movement to the growth pattern see the slight delay in that so essentially red is going from to yellow or white and turning on and everything that's a little bit red is slightly on turning on fully and so now you can add effects and displacement to this turned on and off effect is the first part of the tutorial of course you can play around with this infinitely onto any type of shape and it should work remember you have to create a vertex map first for that shape so they have to be editable all right so we're gonna use this in order to create that ice ring effect first things first first we want to get some displacement happening on this ring using this vertex map so go to vertex start to displacement to former we're going to hold shift because ring is selected and displacement is going to drop underneath the ring first you're not going to see anything I'm gonna go to shading I'm going to add a noise C for D noise and I'll show you the one that I used for this particular effect but you can use any one you want really let's go in here change the seed value because default values are never cool let's scroll through a few noises you can see what's going on here really it's sharp because of the amount of polygons this Taurus had initially so if you had more polygons smooth Road beat and show you that if you click us it'll double the number of polygons and make it smoother right now tutorials sake just showing it a lower res it can always add some subdivision surface to make it smoother we can also add other types of things but first let's hold this displacement accountable so this displacer has a noise fall-off noise displacement so let's change this I think I was using a larger scale here so if you change the scale for about 4000 and I want to say it was something like because Rocky I think luka is always kind of nice so you'll see our map from before is still growing but our ring is solidly displaced now so in order to make the vertex map affect the displacer basically just show the displacer I'll go to fall off and drag this vertex map right into the fall-off and there you go very simple a lot of preamble to get to here and you see it's taken on the effect of what we had earlier which is the spherical field so we can start it anywhere we want I was actually not selecting that it's got a spherical field put it over here you can see it even deforms just for the spherical field is if we want we could make this even smaller and start it here make sure it's recording it's recording sleep so let's get back to where we had it initially all right here we have this hole noise growth coming from the displacement deformer and what we can do here is you can change the noise pattern a little bit modify it till we really like it you know also change the height of the displacement like pushing in our out what I did is I probably did this negative value because it pushes out and creates these nice ripples over here you can smooth them of course like I said but really this gives a little bit of that ice shelf feeling and growing outwards so really this is the basic effect it's a very simple rig you can put it in a sub D like I said but it's really using this vertex map correctly if you want to just riff on it we could just remove this delay for a second and add a random effector this will make it a little bit more uneven you'll see that the random effector needs to be blended and use overlay here and all sudden get the cooler kind of effect let's grab that delay put it back on top that's even cooler than what I had all right if you want to smooth it you can definitely go back grab this it you asked to double the number of polygons and that will be a smoother edge but it will definitely take longer to calculate well that's very nice all right next up I'm going to show you how to texture and very simply light this seam but mostly texture to show how it will use a mixed material and octane to create a simple glassy material from here and go into this kind of Ripley ice material over here all right let's do this last part of the tutorial you got this nice expanding growth pattern using a vertex map and we're going to take this into octane if you don't have octane you can use any third party render or the physical render and just using a vertex map but I'm going to show you the octane workflow here so pull out the little window let's make it real small just because see all right so you can see just a white shader right here let's take this octane mix material and apply it to the ring and then to change this to gradient on the V very simple light setup for now to set up a diffuse for the floor okay for the octane mix we're gonna make two materials we've got the glossy and the specular right here these are basically just default materials glossy and spec and then we have a mix so let's take this mix over here that we have applied in the mix material we're gonna add a glossy layer and specular layer and you'll see that it's a mix right now to fall off between the two so we're really trying to do is basically Swit use the vertex map that we have over here for this area to be defined by one material on the mix and the red to be defined by another so a paid material to a transparent or translucent material so in order to do that in this area where it says mixed materials we're going to go to a mount drop down and then in mograph actually in effects we're going to hit vertex map you can click vertex map grab this vertex map we have already sent drag it in here and that's really it the rest is tweaking so it's increase the size here a little bit I'm kind of trying to approach or add earlier so glossy turn this is a bit of a purplish nice you we make the background diffuse similar to that larger all right so I've got most of that going let's see what that looks like okay so we really want to do is start off with only blue and turn just to class so I need to do that first I want to hide this delay effective for a mode just to make sure then I'm going to turn on path tracing so you can see the blast material which I understand with several samples spend this area just a little bit zoom out so we can see it a little better so we're nearly there let's flip these textures this is the main thing but you can just click invert over here and there we go so now it starts on the blue material and uses the vertex map to create the glassy material I'll say this even looks better than what I had on my post but we can also do to get rid of these green edges like I said is to turn on the subdue surface and it takes a little bit longer to calculate but there got some other definition on that edge it's not a hundred percent perfect but really in motion some nice motion blur you will not really see it the other way we could do it is to hide that we could add a smooth smoothing deformer at the bottom of the stack and that will make it a bunch smoother we can change the stiffness values I have not perfected this yet but you can increase the iterations that play it does smooth that out a little much because I kind of liked some of the jaggies that's pushing it all the way yeah that edge is pretty smooth now probably reduce the strength a little bit I can even put a octane tag I have subdivision of one subdivision layer here in render for lighting let's just quickly set up a couple of lights and create a null object for the lighting light tarjay see light tar J's basically pointed at this torus and then create a targeted area light and the target we can drop in the light target and you see it's blocking our view here but let's move this around to the side a little closer shake it a bit more and with this light we're going to change it the distribution to an octane fall-off this will allow us to control how much light is coming from the light and yeah it's a technique I recently learned so I'm just figuring out the best way to use it it definitely creates a nice softer expression of the light so now we have the left light let's expand it a little bit move it away let's wait the second side here this one could be a little bit shorter actually that closer that's our area light on top give us our nice even lighting reduce that value a bit you still have our octane radiant getting a nice even light so what's even better is also fixing the texture a little bit so let's add a little bit of roughness to the flat color this one way so we've made the texture a little bit rougher there we go we have a pink turning to glass or ice and we're gonna make it a little bit icy or even we could do something like take the specular material and give this kind of an icy bump map maybe image - there we go that pops a bit better alright let this render a little bit you can see it nice and shiny if you let it play through it'll just peel this off and this is just really one implementation of using this vertex map can be used for a whole lot of other things as well so it's nice about this whole thing is that besides the initial object the flows procedural so you can change the displacement to a different type of noise and you can just make it a more simple object you can put vorn wah and really have some fun with it you can also have particles emit from this map I'll show something like that in the next tutorial alright thanks everybody
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Channel: levelbevel
Views: 26,456
Rating: undefined out of 5
Keywords: cinema4d, octane, satisfyingvideo, tutorial, letsmakethis, render, 3d, vertexmap, fields, displacement, ice, frozen, glass, reveal, mixmaterials, advancedc4d
Id: zB6RfPV_QkA
Channel Id: undefined
Length: 19min 16sec (1156 seconds)
Published: Thu Feb 27 2020
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