Cinema 4d Tutorials

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    In this tutorial you will learn how to create a complex abstract Armored Sphere scene in Cinema

    4D. You will use structure tools (such as Extrude and Extrude Inner), HyperNURBS, and the

    Danel shader to create the scene, and then render it with Advanced Render, and finally add somedepth of field in Photoshop.

    Step 1

    Create a sphere object (Objects > Primitive > Sphere), and set the type to standard, and theradius to 96m (if m is your basic units). This sphere will be the core of the object.

    Step 2

    Create another sphere object, and set the type to standard, and the radius to a size larger

    than the previous (100m for example). Make it editable (C on the keyboard). This sphere will be

    the base object for modeling the first part of the armor.

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    Step 3

    Select 1/8 of the sphere.

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    Step 4

    Split (Functions > Split) the sphere into 2 objects (the whole sphere and the previously selected

    part). A new object with the same name will appear. Delete the selected polygons from the baseobject.

    Step 5Select the new object, then select all triangle polygons and melt them together (Functions >

    Melt).

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    Step 6

    Select all of the polygons and extrude them (Structure > Extrude), with an offset value of

    about 2m, and the options Preserve Groups and Create Caps checked.

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    Step 7

    Use extrude inner (Structure > Extrude Inner), with the offset near 3m and the preserve

    groups option checked, to make some sort of border at the sides ofthe object.

    Step 8

    Select the polygons at the center of the object and extrude with an offset of -1.2m andCreate Caps unchecked.

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    Step 9

    Use extrude inner with offset 0.3m.

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    Step 10

    Duplicate and rotate this object to form a sphere, then add them to a null object (alt+G). This null

    object will be the core armor.

    Step 11

    Add a HyperNURBS object (Objects > NURBS > HyperNURBS) to the scene, and drag the core

    armor null object into the HyperNURBS object.

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    Step 12

    Create a new sphere object with a radius of 104m , make it editable, and start making the

    next layer of armor by selecting some polygons.

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    Step 13

    Delete the selected polygons and select all of the remaining polygons.

    Step 14

    Extrude the polygons with an offset of 3m and the create caps option checked.

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    Step 15

    Create some more armor layers (3 or 4 will be enough). Group all of these armor objects and

    drop them into the HyperNURBS object.

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    Step 16

    Create a new sphere with a radius of 115m, set the type to tetrahedron, and make it

    editable (Functions > Make Editable).

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    Step 17

    Select 1/4 of the tetrahedron sphere.

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    Step 18

    Split the selection (as in step 4).

    Step 19

    Repeat this action until you get 4 parts to the tetrahedron sphere.

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    Step 20

    Select these 4 objects, then select all of the polygons in them (ctrl + a).

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    Step 21

    Extrude the polygons with an offset of 3m and the Preserve Groups option checked.

    Step 22

    Group these 4 objects and drop them into the HyperNURBS. Now group all of the objects insideHyperNURBS object so they will all be subdivided. We will position all these objects later.

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    Step 23

    Create a new plane object, scale it up to 5000m, and position it under the main object.

    Step 24

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    Duplicate the null object (that contains the 4 parts of the tetrahedron sphere) 20 times without

    selecting mode (Functions > Duplicate).

    Step 25

    Select all of the duplicated null objects and randomize them (Functions > Randomize). Make

    sure that they are not intersecting.

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    Step 26

    Group all of these null objects and add them to a new HyperNURBS object.

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    Step 27

    Position and rotate all of the parts of the main object.

    Step 28Now for some materials. Create a new material (double click in the material manager).

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    Step 29

    to Open the material editor (double click the new material), and change color to a dark grey (35,

    35, 35).

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    Step 30

    Under Diffusion, check Affect Specular and Affect Reflection, and for the texture use a

    noise shader (noise = turbulence; octaves = 5; global scale = 3500%).

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    Step 31

    Under Reflection, change the brightness to 38%, the Blurriness to 10%, the Max

    samples to 20. Note: the more samples you have, the more accurate the blur will be, but wedo not need accuracy at this time.

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    Step 32

    Under Alpha, use a gradient (type = 2D circular) for the texture.

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    Step 33

    Check Specular, and leave it as it is. Rename the material to Floor.

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    Step 34

    Drag the Floor material onto the plane object.

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    Step 35

    Create a new sky object (Objects > Scene > Sky). Create a new material and name it Sky.

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    Step 36

    Use an HDR image with one bright spot, blur it using Blur Offset and Blur Scale, set the

    Mix Mode to Multiply, and adjust the Brightness. Apply the Sky material to the skyobject.

    Step 37

    Create a new material, and make it orange by tweaking color settings and adjust brightness to110%.

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    Step 38

    Under Luminance, change the color to bright orange, and change the brightness to 200%.

    This material will be the core light.

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    Step 39

    Create a new material, and change the color to white.

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    Step 40

    Under Transparency change the Refractions to 1.4, the Blurriness to 3%, and the

    Max Samples to 20.

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    Step 41

    Under Reflection, change the brightness to 80%. This material will be a glass layer.

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    Step 42

    In the material manager, create a new Danel shader (File > Shader > Danel), and open it in the

    material editor.

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    Step 43

    Under Diffuse, change the color to dark grey (43, 43, 43), and the Algorithm to Oren

    Nayar.

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    Step 44

    Leave Specular 1 as is, but under Specular 2, change the color to light orange (255, 191,

    127), and under Specular 3, change the color to orange (255, 144, 0). Leave Reflection as it

    is.

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    Step 45

    Check Anisotropy. Change Roughness X to 1500%, Roughness Y to 50%, Length

    to 120%, and Attenuation to 850%. Check Specular 3.

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    Step 46

    Assign the Danel shader material to the Hypernurbs objects (that contain the tetrahedron spheres)

    by dragging the material onto the object, or selecting object, right clicking on the material, and

    pressing apply.

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    Step 47

    Assign the core light material to the core object (the sphere from step 1). Assign the glass layer

    to some of the layers, and the danel shader material to all of the other layers.

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    Step 48

    Create a light (Objects > Scene > Light). Set the Type to Omni, and the Shadow to

    Area. Position it so it will be near the bright spot in the sky material.

    Step 49

    Choose a good position for the camera using the Editor Camera. Note: we dont need a sceneCamera because we will use a Depth layer from Multi-Pass to create some Depth of Field.

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    Step 50

    Go to the render settings (Render > Render Settings).

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    Step 51

    Under the Output settings, change the Width and Height to match your needs (I used

    24001800).

    Step 52

    Check Multi-Pass and add the image layers and a depth layer (you can do it by right clicking

    on Multi-Pass or pressing the Multi-Pass button).

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    Step 53

    Under Anti-Aliasing settings, change Anti-Aliasing to Best, and the Filter to Still

    Image or Sinc.

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    Step 54

    Click the Effect button, and add Global Illumination. Under the General settings,

    change the GI Mode to IR+QMC (Still Image).

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    Step 55

    Under the Save settings, check Save in the Multi-Pass Image options, and choose whereyou want to save your multi-passes. Make sure that you will be saving in Photoshop format.

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    Step 56

    Click Render > Render to Picture Viewer (shift+R), and open the rendered file in Photoshop.

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    Step 57

    Now, because we used Multi-Pass, we can easily modify any part of the picture, and add some

    nice effects like glare or depth of field. To add depth of field, merge all of the layers (create a

    new layer and press ctrl+alt+shift+E), the click Filter > Blur > Lens Blur.

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    Step 58

    Change the Source to Depth, and click the image to change the Blur Focal Distance

    according to Depth. Tweak the Iris settings until you get the desired result. Thats it! Youredone!!

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