Cinema 4D R13 Cookbook

Master one of the world’s most popular 3D design programs more speedily and enjoyably with this Cookbook. It covers everything from getting started to using sophisticated techniques and tools for amazing effects.
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Cinema 4D R13 Cookbook

Michael Szabo

Master one of the world’s most popular 3D design programs more speedily and enjoyably with this Cookbook. It covers everything from getting started to using sophisticated techniques and tools for amazing effects.
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Book Details

ISBN 139781849691864
Paperback514 pages

Book Description

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.

Table of Contents

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

What You Will Learn

  • 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.

 

Authors

Table of Contents

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

Book Details

ISBN 139781849691864
Paperback514 pages
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