Cinema 4D (R20+) & Redshift: Weight (Vertex) map for morphing and materials | Alexey Brin | Skillshare

Cinema 4D (R20+) & Redshift: Weight (Vertex) map for morphing and materials

Alexey Brin, Motion designer

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5 Lessons (17m)
    • 1. 00 - Overview

      0:21
    • 2. 01 - Setting vertex map

      3:02
    • 3. 02 - Addding morphing

      2:18
    • 4. 03 - Bulding Materials

      3:35
    • 5. 04 - Finishing Materials and Render

      8:05

About This Class

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In this class we`ll use Cinema 4D (R20) and explore tool called fields that can affect to vertex map generation. Than we use our dynamic vertex map for controlling morphing and mixing materials.sequence.

Used Software: Cinema 4D (20), Redshift

Transcripts

1. 00 - Overview: in this class. I'll show you how to use new tools in cinema for the cold fields to manage verdicts, map for shape, morphing and how we can use these information for merging materials and create different effects. Now on screen, you see the result of this class, and if you like it, join it. Let's start. 2. 01 - Setting vertex map: to use Vertex map and fields, we need a bargain. All object. Let's creates fear. Going to display. Grow shipping lines to see the I believe you know latest and we go and change the type from standard Teoh another, for example, because it could run because it has regular structure. Polygon are almost the same. Let's at some polygons. Maybe a one more presidents convert holding C. Or maybe these bottom select spheres. Select a reading polygon mode. Select set genetics right valued 20 Select new tech use fields and will have to create new field. For example, spherical field selected going to model mode. Put it above and create free frames to this position. For example, zero and 10th frames. And on the fifth in between, we move it to the bottom. So with bunch our sphere, they have intersection. And now in the zone, we will have 100 or maybe 50% off weight map going to freeze going t o moat grow. And now we will have these animations too fast. Let's decrease the radius. Maybe two, maybe four. Yes, and now we have these not interesting edge. I would like to it a few details to it. I going to it render field going to random mode noise. Let's go back, going to up the scale, go to remapping concert And I would like to it contrast, maybe curve like these and said it through overly. And now we have these organic border. I end one more freeze layer going. Teoh said it to average. It blurs a bit. Maybe 25 set clear out of date. Hell, it's plea and nothing Cabins clear. Nothing happens. Going to normal to maximum. And now we have blurriness And these noisy shape, I think out of date is not It doesn't effect And this is our main set up. I think this works great. 3. 02 - Addding morphing: Now we have to add some more thing the former I will use display, sir going to shading me noise. Put it below the sphere, change intensity center to intensity. So it only inflate our German tree going to shading. And let's play with some types of noise naked, maybe to 500. I think these looks pretty, our gang. We have another noise types, but I think that this one looks pretty interesting. Now we have to use our metrics. Map is a fellow and we'll have these type of animation Now we're at jiggled a former. So it add these bouncy Djelic effect and I go toe object and degrees the strength maybe to 20. So on Lee Small animation in the start and in displace that are going to shading an ad. Small animation speed toe our noise So it's like bubbling and getting. I think this looks nice. Greed camera 00 zero zero Let's greet maybe a square aspect ratio change focal length to maybe 50. Zoom in Why? I think even a to And I think these looks very nice, the right lot off sharp edges and you can play with Subdivision. I'll keep this form simple for our animation. But in the end I'll show you that we can suddenly white it one or maybe two times to get extra details. Let's set up the materials. 4. 03 - Bulding Materials: Let's greed in material going to wretched giri away the plight I was here I would like to use to noises. So maybe one noises. I will stick with sanded noise because I don't know if you're using Red Shift Version three with Maximize and you will be able to follow this tutorial one previous station off. A wretched I'll create one noise with standard settings and one more noise with higher overall scale. So we'll have these me CRA details. Now we can blend it with color composed. No would take one second and create our relay blending between them. So we have these type off material. We can use it as, ah, diffuse color roughness. We'll use rim in between. I'll show you white input based reflection roughness. You'll see that we lost our spectacular, and I'd like to keep it. So I decrease the higher value maybe to 80. So it clamp the collar, let me connect, you'll see. It's like recovering, and now we can keep our reflection with simple tweak off. These right? Not maybe 75 less black. So it's roughness, and now I have to adjust their left and the right lights because They're too bright. Maybe two, I think. Three. No, too much. 2.5. And the big one? This will set two, maybe three. Maybe even so. But we up it, scale it up. Well of the camera. Decrease the strength. Oh, maybe of the strength. But move it to the back. It's like this on May be going to rate and decrease the glossy strength. I think these works. Well, Now we add some bump. We used this same column, EMP input. We'll roll, bump, input. And now we have these moon like surface with me. CRA details. I decrease height scale you have. So we keep some structure but not killing Malraux. Sir Face, you have some roughness and bumping of the fist material is ready and the next lesson will add the second material details and blending stuff to these. Sit down 5. 04 - Finishing Materials and Render: after agreed raise material. We can use this same set up four additional materials but we head some variance of course, So they will look a bit different. This is the 1st 1 Oh, cultural. See control via these connect and plea with colors for example, I going to noise This is the big one Even overall scale is small I'll keep the dark as black and I degrees value for white one And now we get these dark thing But now we lost all our bumping details That's why we can use new ramp Naled connect directed to save face and recall it it using dark, colorizing radiant Now we can dark even I think we can darker connect connect to defuse Too dark for me at some value Nice. We're going toe our noise Maybe upset it so they don't blend exactly the same his previous one different zones We now have to blend it But before we create a few more materials I use courage in it Let me play to our motion stage introduce curvature, not connect over surface And now we have legis highlighted We can go into a pickup convex or concave logic I prefer concave from this case. Now I going to the ramp because it's easier for me to work with Connect. And in this case, I use ramp as lowering the strength. Both courage. This one is radium. Now we go to create one more element with Vertex map. After I added verdicts Note I have to put attribute name to read X Men. I mean heretics may put attribute me and now I use ramp Note one again. They're a lot off ramps here, but I think your world well those of the logic and now I would like to is a late these segment. I put white in between in the center and head dark and the right. So we have these the zone. We can add some noise and eat heads, Extra detail, this lines maybe a few of them No weekend. Merge them together with composite note. Let me connect. Can use head mode. So we have some cover chair. We have some these they may be shrink down it more like this. Maybe decrease the nice I think these looks nice. Add strength So curvature and no, we have another map and leads Blend all our materials. Oh, great. One with orange color. No, Wynne said. But you're a blender will create first input with base material. The second include with layer to layer color one. But material number two Let me rename this one to and connect our verdict. Smith. They're one blend color. We have to color already here, introduce third color introduce lead to blend color. Now we have to enable it and it's enabled. I mean said to edit it and ed extra strength. So we have these burning edge. Can you be like these? Like this, Tim And now the one who should think we need to adjust. Of course, you can plea with these lines at extra noises. Now, I'd like toe bring a stress. So our CPU unit, I select my CIA going toe any moat, I'll pick up the polygons, right click and subdivide. And now you will see that we have a lot off details in our more thing. Let me pause here real out that red shift render Take a look for these lava stuff. And after you subdivide off course you need to to be could be the ramp, for example, for curvature, because it's too aggressive and by my trick we're going to read shift camera and at these boom effect for our bright materials. So I play with intensity with softness, and I think these is ready to be rendered and I'll show you their result. How go to output. Hold frames 2056 hit render Everything is ready and we can watch our animation. Of course, there are a lot of things we can improve. We can extend the animation land and at some rotation and even sub d Wade ones again and wait for extra details. But I think these results will show how to use simple your tools called feels for creating more thing effects. Hope you like this video and thank you for your attention Heaven Eyes day.