Cinema 4D R14 Cookbook, Second Edition

Cinema 4D R14 Cookbook, Second Edition
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Table of Contents
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, Dynamics, Sculpting, and Particles
  • Become an advanced Cinema 4D user with concise and effective recipes

Book Details

Language : English
Paperback : 416 pages [ 235mm x 191mm ]
Release Date : August 2013
ISBN : 1849696683
ISBN 13 : 9781849696685
Author(s) : Simon Russell, Michael Szabo
Topics and Technologies : All Books, Other, Cookbooks, Web Graphics & Video

Table of Contents

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
Chapter 11: Thinking about Particles
  • 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
      • Getting to grips with sculpting
      • Sculpting a head
      • 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
          • Camera calibration
          • Using the Motion Camera tag
          • Simulating a chase scene
          • Getting to grips with the Camera Morph tag
          • Complex camera moving with the Multi Morph tag
          • 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
            • 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 Layers 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 engine
                • 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
                  • Creating a mosaic
                  • Combo #1 – building a 3D logo
                  • 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 MoGraph and XPresso
                    • Creating a project control panel
                    • Chapter 10: Configuring Dynamics
                      • Introduction
                      • Introduction to dynamics – bowling
                      • Colliding clones – cereal bowl
                      • Aerodynamics – making a helicopter
                      • 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
                      • Chapter 11: Thinking about Particles
                        • Introduction
                        • Standard Particles
                        • Let the water flow (a simple water simulation)
                        • Thinking Particles
                        • Using Thinking Particles to create complex behavior
                        • Adding geometry to Thinking Particles
                        • Making it Rain

                        Simon Russell

                        Simon Russell is a freelance animation director based in London. Originally from Bath in south-west England, he moved to London to study Moving Image Design at Ravensbourne college. He has worked for a number of companies before going it alone in 2010. Since then he has worked with commercial clients such as Nike, Land Rover, and EA as well as making his own shorts, plugins, and tutorials. When he's not doing that (which is pretty much most of the time) he likes running and making his cats chase lasers! You can find him online at or @simonfarussell.

                        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 and on Twitter at @bigmikedesign.
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                        Sample chapters

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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 and mimic real world camera movement
                        • Learn how to track 3D elements into real world imagery
                        • 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
                        • Learn how to create sophisticated particle systems

                        In Detail

                        Cinema 4D is a 3D modeling, animation, and rendering application developed by MAXON. It 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. It is capable of procedural and polygonal sub modeling, animating, lighting, texturing, rendering, and common features found in 3D modeling applications.

                        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 R14 Cookbook, Second Edition 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 of 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, Particles, Sculpting, 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.


                        This book is written in a Cookbook style with 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 professional artists working in architecture, design, production, or games and wanting to use Cinema 4D to create amazing 3D graphics. It 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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