Cinema 4D R14 Cookbook, Second Edition

Elevate your art to the fourth dimension with Cinema 4D R14

Cinema 4D R14 Cookbook, Second Edition

Cookbook
Simon Russell, Michael Szabo

Elevate your art to the fourth dimension with Cinema 4D R14
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Book Details

ISBN 139781849696685
Paperback416 pages

About This Book

  • 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

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.

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
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

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 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.

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
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

Book Details

ISBN 139781849696685
Paperback416 pages
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