Cinema 4D R13 Cookbook


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Overview
Table of Contents
Author
Support
Sample Chapters
  • Master all the important aspects of Cinema 4D
  • Learn how real-world knowledge of cameras and lighting translates onto a 3D canvas
  • Learn Advanced features like Mograph, Xpresso, and Dynamics.
  • Become an advanced Cinema 4D user with concise and effective recipes

Bonus Recipe

Color Images

Book Details

Language : English
Paperback : 514 pages [ 235mm x 191mm ]
Release Date : February 2012
ISBN : 184969186X
ISBN 13 : 9781849691864
Author(s) : Michael Szabo
Topics and Technologies : All Books, Other, Cookbooks, Web Graphics & Video

Table of Contents

Preface
Chapter 1: The Fundamentals
Chapter 2: Super Modeling
Chapter 3: The Deformers
Chapter 4: Cameras are Rolling
Chapter 5: Let there be Lights
Chapter 6: A Material World
Chapter 7: Rendering Strategy
Chapter 8: The Awesome Power of MoGraph
Chapter 9: XPresso Shots
Chapter 10: Configuring Dynamics
Index
  • Chapter 1: The Fundamentals
    • Introduction
    • Exploring the interface
    • Moving around in Cinema 4D
    • Meeting the managers
    • Setting keyframes
    • Utilizing the Content Browser
    • Adjusting the scale of your objects
    • Chapter 2: Super Modeling
      • Introduction
      • Working with primitives
      • Subdividing, selecting, and editing polygons
      • Creating from splines: Extrude NURBS
      • Using Lathe NURBS
      • Using Sweep NURBS
      • Modeling with Loft NURBS
      • Punching holes with Boole
      • Using the Atom Array tool
      • Best modeling advice—just go for it
      • Chapter 3: The Deformers
        • Introduction
        • Getting started with the Taper deformer
        • Animating with deformers: Bend
        • Custom italics with Shear
        • Over-animation with Squash and Stretch
        • Making an asteroid with FFD and Displacer
        • Unconventional animations with deformers
        • Breaking objects with deformers
        • Using Spline Wrap versus Sweep NURBS
        • Applying the Collision deformer
        • Chapter 4: Cameras are Rolling
          • Introduction
          • Keyframing cameras
          • Moving a camera along a path
          • Locking cameras down with the protection tag
          • Using target cameras
          • Adjusting focal lengths
          • Matching your camera to footage
          • The Physical tab
          • Creating a handheld-style camera
          • Setting up stereoscopic cameras
          • Chapter 5: Let there be Lights
            • Introduction
            • Picking the right type of light
            • Exploring shadow types
            • Applying volumetric lighting
            • Hot and cold: Adjusting the temperature of the light
            • Lighting specific objects
            • Applying Global Illumination
            • Lighting using the Luminance channel
            • Lighting with Sky objects
            • Creating a light studio
            • Chapter 6: A Material World
              • Introduction
              • Using an Alpha channel to model
              • Using video as materials
              • Using multiple materials on one object
              • Using shaders
              • Make adjustments with the Layer shader
              • Using different Projection methods
              • Reflective materials with the Fresnel shader
              • Creating a glass material
              • Adding relief: Bump and Displacement channels
              • Applying subsurface scattering
              • Chapter 7: Rendering Strategy
                • Introduction
                • Render settings overview
                • Creating a batch of renders
                • Previewing renders with Render Region
                • Comparing different renders
                • Using anti-aliasing effectively
                • Exploring the Physical Renderer
                • The Compositing tag
                • Setting up multi-pass renders
                • The External Compositing tag and After Effects
                • Projecting shadows
                • Chapter 8: The Awesome Power of MoGraph
                  • Introduction
                  • MoGraph basics: Cloners and effectors
                  • Making text with MoText
                  • Using selections with cloners
                  • Applying deformation with effectors
                  • Creating abstract shapes
                  • Applying random textures to clones
                  • Combo #1: 3D logo build
                  • Combo #2: Dynamic stage lighting
                  • Combo #3: Dancing music orb
                  • Chapter 9: XPresso Shots
                    • Introduction
                    • Introduction to XPresso
                    • Creating and controlling user data
                    • Driving animations
                    • Adjusting outputs with Range Mapper
                    • Controlling lights with MoGgraph and XPresso
                    • Creating a project control panel
                    • Chapter 10: Configuring Dynamics
                      • Introduction
                      • Introduction to dynamics: Bowling
                      • Colliding clones: Cereal bowl
                      • Dynamic Trap #1: Trap door with connectors
                      • Dynamics Trap #2: Soft body net
                      • Dynamics trap #3: Spring launcher and Hair
                      • Cloth and Spline Dynamics: Clothesline
                      • The final recipe: Rube Goldberg machine

                      Michael Szabo

                      Michael Szabo is a freelance motion graphics artist in Miami, FL who probably doesn’t go a day without opening Cinema 4D and using it for both business and for fun. As a kid, he was always curious about moving images and his no-budget home movies inspired him to learn design applications, such as Final Cut Pro, Motion, Photoshop, After Effects, and Cinema 4D on his own, because they just weren’t going to magically start teaching themselves to him. He has always been interested in learning new techniques and has always tried to design something better than he did the day before. You can find him at http://www.bigmikedesign.com and on Twitter at @bigmikedesign.
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                      Download the code and support files for this book.


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                      Please let us know if you have found any errors not listed on this list by completing our errata submission form. Our editors will check them and add them to this list. Thank you.


                      Errata

                      - 10 submitted: last submission 23 Aug 2013

                      Here is an alternate link to download the code bundle for this book http://www.bigmikedesign.com/book/C4D_Content_Pack3.zip

                      Errata Type:Grammar Page no:209

                      Change this sentence: AO can give you , but the renders will take a lot longer in the case of GI
                      to the following sentence:
                      AO can give you better shading in your shadows like you would create in Global Illumination, but the renders will most likely take less time.

                      Page no: Preface(page no:2)

                      Delete this first sentence from the What you need for this book? section in the preface:
                      Readers will get a deeper level of knowledge on how to make their website rank better and attract more visitors.

                      Errata Type: Grammar Page no: 353

                      Please change the following sentence:
                      Add a new cloner to you from the MoGraph menu and make your Arrows and Cubes cloner a child of it (yes, you can do this; cloners can clone cloners. Did I blow your mind a little right there?). to the following:
                      Add a new cloner to your scene from the MoGraph menu and make your Arrows and Cubes cloner a child of it (yes, you can do this; cloners can clone cloners. Did I blow your mind a little right there?).

                      Page no:366

                      Step 4, line no: 6
                      Change the following sentence:
                      Change the Count to 5000, and then hide the World Map object from the Viewer using the traffic light in the Object Manager. To the following sentence:
                      Change the Distribution to Surface and then change the Count to 5000, and then hide the World Map object from the Viewer using the traffic light in the Object Manager.

                      Page no:431

                      Change the following sentence:
                      Move 5 frames ahead to frame 65 and keyframe the Door Open value to be 0 again, but move 10 frames ahead to 80 and set the Door Open all the way to 100.
                      To the following:
                      Move 5 frames ahead to frame 65 and keyframe the Door Open value to be 0 again, but move 15 frames ahead to 80 and set the Door Open all the way to 100.

                      Page no:466

                      Change the following sentence:
                      Click on the Connector object in the Object Manager and change the Stiffness setting to 10, and then play your animation back.
                      To the following:
                      Click on the Spring object in the Object Manager and change the Stiffness setting to 10, and then play your animation back.

                      Page no:484

                      Change the following sentence:
                      Switch to the Coordinates tab of the Connector and move it to be -33 in the X position and 18 in the Y Position, with a -90 degrees rotation in the R.H value.
                      To the following:
                      Switch to the Coordinates tab of the Connector and move it to be -33 in the X position, 18 in the Y Position, and 0 in the Z Position with a -90 degrees rotation in the R.H value.

                      Page no: 483

                      Change the following step 11:
                      Our Golf Ball will roll down our two Slides, so open the Slides group and make the same changes to both of these Collider Body tags. Reduce the Friction to 10% under the Collision tab and then switch the Shape from Automatic to Static Mesh. Since our slides are concave, they need to have a setting other than Automatic, which won't fully recognize their concave shape.Switching to Static Mesh is a must here, and unfortunately it will require the most calculations to be made and slow your computer down a bit.
                      To the following step:
                      Our Golf Ball will roll down our two Slides, so open the Slides group and make the same changes to both of these Collider Body tags. Reduce the Friction to 10% under the Collision tab and then switch the Shape from Automatic to Static Mesh. Since our slides are concave, they need to have a setting other than Automatic, which won't fully recognize their concave shape. Also apply this Static Mesh setting to the Support 1, Support 2, Support 3, and Support 4 objects inside the Slides Supports group. Switching to Static Mesh is a must here, and unfortunately it will require the most calculations to be made and slow your computer down a bit.

                      Page no: 260: 2nd line in 8th bullet point

                      "Commands submenu" should be replaced by "Conversion submenu".

                      Sample chapters

                      You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

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                      What you will learn from this book

                      • Get started using Maxon's powerful 3D design application.
                      • Learn useful tools and methods for creating your own 3D objects.
                      • Use deformers to manipulate and adjust your designs.
                      • Create camera setups that capture your design in every dimension
                      • Properly light your scene using real-world techniques.
                      • Texture your objects to give them unique properties and qualities.
                      • Render your work efficiently and with the best results.
                      • Develop complex animations using Mograph.
                      • Create sophisticated and smarter projects using Xpresso.
                      • Take your work to the next level using Cinema 4D Dynamic system.

                       

                      In Detail

                      Cinema 4D is becoming the most popular 3D design program in the world and learning it now will only help you become a better and more valuable designer in the 3D design industry

                      This book provides all the Cinema 4D knowledge you need to become well-versed with the software in the form of short recipes, which get straight to the point about what you need to know to start designing great 3D projects.

                      Cinema 4D R13 Cookbook will guide you towards becoming an adept 3D designer, giving you all the tools to succeed in the field of 3D graphics. The book is set up to gradually introduce more sophisticated topics the deeper you go, and by the end of it you'll have a great working knowledge on the program. Early on you'll learn the basics of the program, and then jump right into how to start creating your own 3D objects to use in your designs. Along the way you'll learn how to set up lights, cameras, and materials to turn your work into something that feels more like art and design. Towards the end of the book you will be introduced to powerful tools like Xpresso, Mograph, and Dynamics to take your work to the next level. You'll be impressed by how easy it is to design top quality work once you lay the foundation for the entire program through this book. By the end of this book, you'll have opened new creative doors and given yourself the opportunity to be a more successful and versatile designer.

                      Approach

                      This book contains short recipes designed to effectively teach tools in the minimum amount of time. Each recipe hits on a topic that can be combined or incorporated with other recipes to give you the building blocks you need to start making great designs with Cinema 4D. Rather than demonstrating how to make a few specific and extensive projects, the recipes create a solid base of knowledge to help the reader understand the tools available to foster their own creativity.

                      Who this book is for

                      This book is for anyone who wants to quickly get up to speed with Cinema 4D to create 3D projects that run laps around simple 2D designs.

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