Cinema 4D - Using Gradient Shader | Alexey Brin | Skillshare

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Cinema 4D - Using Gradient Shader

teacher avatar Alexey Brin, Motion designer

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

3 Lessons (13m)
    • 1. Overview

    • 2. Building Scene

    • 3. Setting Gradients

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About This Class


This class demonstrates how to create variations in material color with basic gradient shader. Desn`t require any plugins.

Software: Cinema 4D (R19)

Meet Your Teacher

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Alexey Brin

Motion designer


I`m motion designer with about 8+ years work expierence. I like create both simple and complex scenes with technology scene. Now i`m a Shutterstock contributor and post cinema 4d and after effects tutorials in russian in my blog.

I got a lot of messages from english speaking audience about my tutorials, so i`d like to try (even my English is not very good) to share my knowledges via Skillshare.

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1. Overview: In this short class, I'll show you how you can create nine or 12, or maybe more different shaders with customizing gradient settings will build an abstract composition with reflective plastic and glass materials, will be using native Cinema 4D tools. So let's start. 2. Building Scene : in the short class, I'll show you how to work with Grady and Tool and to show possibilities that you can get from these basic semen for the Shader. Let's start from being do Oh, composition. I use McGriff, Kelowna Dropping sphere. Going to reiterate some maybe for in the height, selecting corner going tomography. Defector we're going to scale maybe point life. Then rotation 3 63 60 and for six. And now you don't see and you can't see is irritated or not, we're going to display He didn't line and now you see the rotation and we're play rigid body Apple Elements Force said 55 And now when we would play, they will push from each other and great something like this. Create camera. Look from camera zero zero 00 This kind of thing going to one to a zero. That's square composition. Normal ends. So like this when we render, we don't see nothing. Greed, Some area late going to general area late. Details follow in the square readied. Move up. I use hot keys E for move off prettied T for scale. Move it in front and I'll create big every light show in reflection Creed based material. Remove the full speculum at Backman. Some roughness and Laughren l the electric and percent. For example. Pet, this is kind of plastic. So let's create something. Duck for chicken. Maximize these few port heat render, and we'll see kind of like these. I want to lower of their roughness. You'll see these dots go into light and heat. Add grain slow Now we have smooth reflection and these dots I think this costs by locals in sampling. I change standard to physical because easier for me to set. Go into, Automatic said. Three Short 10. The lower this quality. They're Delaware. These stuff, the high off quality will get. So five. It's old rare, great qualities here. 30 long quality. So I recommend to use 10 and we have blurriness and shadows. I operated and going here didn't change quick preview toe all Moz. He trend and now we'll see. Very clean result. I lower their office. 27 Rear end, though Scale up, plane it relate. Move it up. Moved front. Brenda, I'll keep this set up and we can go to the next step with using Grady int 3. Setting Gradients: Now we're gonna work without radiant. And for these I'll heat directive friend the region for a living instance view or what we get and I'll check and change color toe almost black. You'll see that Reflect. Intense said roughness. Toe seven Maybe we going and create another material duplicate sphere. So I create a lot of spheres. Yeah, and we lunge this simulation going to color go into texture. Go into Grady int. You'll see that we get immediate respond going to radiant going to radiant and said it Inflation to none Distribute clouds And now we have kind off black and white. Brilliant. This were basic great. Another one duplicate the placate. And now we have strips and we can change the direction. For example, on v vertical Now with duplicate once again. Now that so greet five A few more elements. Um, to Rio going here Relearn simulation change to Dagano And this fear we have these spiral stuff. Let me. All right, I said toe in now this fear so it will be more visible. I think this is it has changed to read. Oh, here. Yes, and now you'll see that we have some variation but I'd like toe go to colorize and change color here. So maybe this problem. Now I duplicate brilliant ones. Gain a sign to the new sphere Going to radio two Circular and you'll see that every time we change our type, we have different results. ID like toe. Rearrange these stripes maybe to this, and you will get you design. And these is very handy in use. And, of course, you can add turbulence to this and create distorted lines. But I keep turbulence. Zero reset ingredient going to interpellation said Turn on and create these kind of stripes . So thank days and duplicate now playing with type ingredient I can get new interesting results. For example, like these and tow Finalize these I going Teoh Carla and acceptance off them Going to luminous setting free now setting to maybe agree Great up the brightness mixed mode to move supplies So it will be very bright here a scientist thing and we have a few Most fears duplicate them and greed maybe one simple glass material weaken disabled collar Go into transparency pre said glass, Add some default speckle over should remove going to transparency Add some roughness and a sign do sums here. The now I can render this thing at a few more right fears, and you'll see that when we use this around the region would get immediate update of are you port? And I think this is very handy for us to work with. And if you want to random these coloring, we're going to close and change the three to random. And we can rearrange our colors and materials, uh, designed toe our elements. Why going here goingto color and change this white to light blue tang going to light and add some strength read No, I can we render this thing and I'd like maybe to play with city toe, see all our types off material and I need some more glass in front. So the glass and oh, here, Nice one sphere. And I think that works nice here and we can render these things. But before we render, I go into a luminous set to maybe one brandy. Yes, we have some color fees, and now you'll see that our radiant can produce a lot of variety in design for our seen elements. When we rendered, you saw that we have some dotes on black. It's linking to this grain and sample stuff in area lights. We can up symbols here, and we ran there and steal on dark and with low roughness materials. A lot of dots and we can go to general. And in this time we can off this speculator stuff. So we'll get where a clean, reflective result and surface one checkbooks for lead the results. And I'll hope these class, we'll show you, and you approach to the basic instruments that can produce different new stuff and patterns . You can apply to you elements in this scene.