The Jar with Fireflies | C4D, Octane

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
[Applause] [Music] [Music] [Applause] [Music] [Music] [Music] step number one you have to come up with an idea where your fireflies will live I found a home for my fireflies accidentally in Ikea while shopping with my wife funny fact she actually didn't think it's a good idea to use those jars as decoration but I knew from the beginning just kidding of course I didn't the famous jar that causes so many questions the jar that distracts you from my tutorials the jar with fireflies or without that once you found a home for your fireflies you can start measuring it and here comes the most important tip everything has to be physically accurate and in real world scale if you're using octane which is unbiased engine it's the key to realism but building physically correct objects is a good discipline to follow in general i overlay refraction on my videos meaning all I need are far flies and their reflections in the bottle I don't need to light my scene in any way bottles jars and all those run rounded objects are very easy to model first thing you need is a dead straight photo of your object to serve as a reference for your modeling I already have mine from the video so I'll go straight into cinema 4d let's create a material just regular cinema 4d material for now and plug your reference photo in it then go to editor and increase the resolution because we will need details in it drop a plane and and I know the photo is 1080 by 1920 rotated 90 degrees put your material on and here you go to get rid of those annoying reflections drop the display tag on your plane and change shading mode to constant shading okay now go to the front view and this is your reference select the pen tool and before we draw any splines let's go to the plane basic options and choose x-ray so that it would be semi-transparent just create an outline of one side of the bottle here at the bottom my camera was slightly upper it wasn't that straight but I know that the bottom of the model is kind of banded like that so what I'll do here is just replicate that and now we need to create inner wall of the bottle remember we need to build physically correct objects so we can't just create outer wall something like this now select this point right click chamfer points and just drag it a bit so that it's a bit more rounded on the axe axe access output zeros in because I want these points to be perfectly in the center of the scene ok that looks good there is a brilliant tool in cinema 4d called latte with your splines selected and holding out click on it and here you go your bottle generated this is sort of a procedural workflow so I can still modify the points of the spline I will use chamfer on this point inside looks good no holes in the body this is a physically accurate model now I will go to let the settings and increase subdivision 228 now it looks more rounded and if I'll expose the topology you see it's uneven it's adaptive I want it to be uniform good topology is always a good thing to have do the same change intermediate points to uniform and put 24 as a number so now we need to scale it properly I'll put a cube in and I measured the bottle it's 15 centimeters tall I'll put the 15 centimeters cube size and then I'll just scale the bottle down like that so now the bottle is 15 centimeters like in real world let's make sure it's not intersecting the floor so here this our bottle model let's drop in an HD arrive before we start to create our materials I'll use something from my previous projects I know I said I don't need to light my scene in any way but in order to create materials we need to see how the glass reflects stuff so this is your eyes temporal let's also create a material which will catch our shadows just a white octane diffuse material call it catcher go to common tab and click shadow catcher assign it to your playing and here you go you have your shadows on this good-looking background now let's create a glass material so straight away something is definitely puff well first thing is of course change the index because the glasses refractive index is 156 but it's still off that's because our normals are off so what I usually do right click the generator and transform it into the regular geometry and then just save your generator in case in future you would need to modify the shape of your bubble if we would go to polygon mode now and select all the polygons the zoom in you see that the faces of the polygons are blue that means that the normals are reversed can't even bloody pronounce that word properly so right click and choose reverse normals now everything is calculated properly and the glass looks like it should look like let's quickly look at our reference photo so you see our glass is uneven so the refractions are happening in kind of waves in order to achieve better realism we need to replicate that so what I could do is go to my glass material try to use bump noise in a bomb Channel or maybe normals but as I said building physically correct geometry is always good so that's exactly what I will do here first let's organize the objects a bit call our bottle jar B jar is better this was our jar source our reference photo and our floor with the jar selected hit shift and choose displace or the former by holding shift you will make it a child of the object in this placers shading let's choose standard cinemas 4d noise and now we're directly affecting the geometry let's play with the with the noise scaling and decrease the strength and make sure that the energy OMA tree and outer geometry is not intersecting one percent looks fine now hourglass is affecting surrounding environment in a way we kinda way I will also introduce a bit of roughness in there and we'll go into octane node editor will just drop the noise the noise now then and plug it into normals then choose UV transform node to make the noise significantly smaller now we will choose multiply node multiply our noise by the float node so decrease this value and now we kind of perfectly replicating the surface of our real jar see here in real world there are no such thing as perfect surfaces ok this jar looks convincing to me let's drop the camera in assigned the octane camera tag put some post-processing effects in just the standard octane goodness we modeled the jar we created the materials now we need a Firefly let's drop a sphere in and make it tiny something like 1 centimeter and reduce segments to 3 because we don't need any details ok ready radius can be even smaller and let's create octane diffuse material I will quickly organize my materials - this will be our Firefly material assign it to your sphere go to rocketing node editor and we need a blackbody emission plug it into a mission ok now it emits lights we wanted to emit light from the surface only no crazy values drop in RGB spectrum node plug it in the texture and this one will control the color of your fireflies like so you can also plug it in the diffuse channel if you want but it will make little turn on difference and will make the color daughter and increase the power of our emission a bit here you go we can scale it down and now the most important question how to populate that jar with fireflies well there are several methods to do that I do it with X particles but I respect that not all of my viewers can use particles or Havok sparticles so we will do it with cinemas for these native tools instead first thing I'll select the jar and make it semi-transparent then I need kind of boundaries where the particles will live I will use a capsule actually you know what I think the cylinder would work better because I don't need such rounded edges so let's use a cylinder instead use the caps fill it so here this that will be our kind of container for the particles we will call it Collider assign a Collider tag now we need a lot of particles so what I will do is go to simulate particles and choose a meter scale it down to fit within our container like so and put the sphere as a child of emitter so we don't we don't need a lot of particles so I will only made it for one frame right-click simulation tags rigidbody this will add some physics to our particles put the bounce to 90 because we want them to bounce as much as possible and increase the birthrate in both editor and renderer to something like 1000 okay that looks like enough particles let's click show object so that we would see our our particles and a foul play particles very quickly escape somewhere and file squabble frame by frame I see that they kind of trying to avoid our container that's because physics and all those things consider normals as well so what I will do is right click on our Collider current state to object call this one Collider source and just hide it okay let's select normals and they are they are actually correct but we need them reversed because we need our particles to act inside of the collider if I'll play now you see that the particles are staying inside but that's still too far away from the effect we're after let's introduce some turbulence by going to simulate particles turbulence straight away we can increase it to something bigger okay now particles are moving let's increase it even more now they are moving like crazy let's put an octane object tag and a meter and introduce some motion blur in octane camera tag in motion blur tab I will increase the shutter speed I will decrease the size of our particles even more can't want the particles to go up not laying and on the bottom lazy bastards so we will go to simulate particles wind and of course we need to rotate it a bit so that it blows from the bottom up that's not enough let's increase its power and that's too much 55 still too much 35 that's kind of alright I don't know if you're able to see it due to YouTube's compression but I see that particles are super fast and it's it's not the effect we're after so what we wanted to do is click control D and in dynamics tab decrease the time scale well 10% is probably too much 50 okay something is not right let's disable turbulence now okay they falling correctly enable turbulence and we probably need to increase the scale uh-huh so now they're moving let's increase the scale a bit more more crease the frequency okay I know what we need to do we need to introduce some randomness into our particles so let's start by changing our balanced mode to aerodynamics wind that way we will be able to assign custom masts to our particles so let's duplicate our spheres you probably haven't noticed but in my jar I have 13 fireflies and all the other small particles is just reflections in the bottle so I'll do 13 copies of the sphere and select the rigidbody on each of them now I'll go to the math tab and choose custom Mass and now I'll type an num multiply by hundred that way we assigned a custom mass to each sphere and now you can see that we are getting something similar to our final effect but I think the mass is too big basically just mess around and zero point something should be enough for these particles let's increase turbulence strength okay these bloody particles like either bottom or the top of the bottle so how we can solve that first of all I'll click control D change the time scale to 20 and air density to 5 because a thing like air density is actually now considered let's increase our scenes duration to see what's going to happen next yep sticking to the top ok let's turn on our turbulence and in order to avoid them sticking to the top of the bottle I will assign a vibrant tag to our wind an able rotation and put amplitude of 360 now particles are blown down out to the side all over the place this is exactly what we wanted but still likes to hang either top or down I think we need to change the frequency of the vibration put something like 0.4 M here we go and now you notice that the particles exist and collide from a much smaller portion of our container that we that what we actually created that's because there are margins but not in order not to go deep into settings let's just let's just scale our container to fit our needs inside view my sure that the particles don't intersect the bottle geometry which they do at the moment scale it down a bit increase the height this looks about right let's introduce some randomness into size of our particles you can do it manually I'll just type in num 0.005 now I know they're random and I can scale them up a bit manually okay that all looks cool I like it and now if you remember I told you in the beginning that I only need a refraction of the bottle because I'm overlaying the effect on top of the real object in a real footage how to do that let's disable our HDRI and leave it on a black background here it is the bottle reflections and fireflies but the reflections by default are too bright and what I want to use instead is a refraction path so I'll go to render passes and octane render settings and choose the noise to remainder it's a weird name but that's by basically a refraction the noise to refraction let's enable the noising in the camera tag camera imager tap wait till it renders and here you go this path is what you need you can of course increase the amount of samples per render to make it look better but that's the only pass I use in my videos if you would like to get glows on the surfaces like I had in the intro video you would first assign an object tag to your jar go to object layer and put something some numbers in I will choose three okay go to passes render layer tab enable render layer specify the ID which is three and enable reflections we would go to this new newly created pass we would see nothing because at the moment we have our shadow catcher assigned to our floor create a new octane diffuse material assign it to the floor and now you see the reflections on the floor if you would render more samples you would see more clearly how particles liked the surface of the floor and that's it you will use these passes to compose your effect on talk of your real footage I'm not showing this in this tutorial because I had dedicated videos on compositing and passes so you can refer to those for compositing and finally let's have a quick look at my actual setup with the X particles this is the scene from the intro to this tutorial as you can see I have a meter I have same container it's hidden at the moment so green X particles in their geometry displacer basically absolutely same stuff that we just did with cinema 4d tools but with the X particles and the reason for that is yes it's easier and faster to do an X particles here you go guys no more secrets between me and you the mystery is finally revealed I'm sure there will be questions popping up from time to time if you wish I put the full scenes into my store which you can buy both cinema 4d version and X particles if you have an export link is down below this is it for tutorial I'm hoping you're all happy because this video was in a high demand but I'm not finished yet remember I mentioned a contest in one of my previous videos good news boys it's happening I will start by saying that I really really like the direction razor is moving in so what they're doing is actually entering the market of professionals working with graphics and we can see that in their recent products in general direction of the company and that's really cool and what's also cool is that they're sponsoring the contest yes what's the price I will leave the guessing game to you for now and I will make a dedicated video about the contest very soon the reason I'm saying it in the end of this video is because apparently the jar and the contest are somehow related please
Info
Channel: Andrey Lebrov
Views: 149,873
Rating: undefined out of 5
Keywords: lebrov, cg, vfx, tutorial, how to, learning, filmmaking, step up, master, Jar, fireflies, razer, bottle, lights, modeling, x-particles, glass, realism, Dynamics
Id: jwNHt6RZ1Xk
Channel Id: undefined
Length: 20min 44sec (1244 seconds)
Published: Mon May 27 2019
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.