Transcripts
1. Intro: Hi everyone and welcome. My name is Yuri, and I'm professional Motion
Designer and 3D Artist. In this course, you will
learn how to create mesmerizing abstract
Cloth Animation inside of Cinema 4D and
Redshift render. I will guide you through
the whole process of this renders from setting up your scene to Simulation,
Lighting and texturing. This course is great
source of knowledge and inspiration
for both beginners because I'm gonna
explain you a lot of small details that you can learn and professionals
who can learn my workflow. In bonus section, I will
show you how to composite final animation that we rendered from Cinema
4D with Redshift. And by the end of this course, you will learn how to create this type of animation
and renders. And you will be able to
create your own renders that you can use
for your portfolio, for commercials, or just to
share with their friends. So if you're ready,
grab your computer, laptop, and see
you in the Class.
2. Set up scene: Welcome to the class. I'm
glad to see you here. And today I'm gonna show you all steps how to create
this tiny animation. And we'll start with tighten up our scene without
further ado. Let's jump inside of Cinema
4D and let's get started. Okay, I am in Cinema 4D
and let's get started. Let's set up our scene
for upcoming project. So first of all, let's start with set up
our composition size. And to do this, who go
to Render Settings, this button right here, and output, we need
to set a width and height for our final image. Of course, we can
set it up later, but at least I would like
to set up aspect ratio that will evolve for future video. So right now I'm
using this settings. It's for Instagram. It's gonna be vertical video. Might, if you want to
use horizontal settings, you can go to resemble video and use one
of these presets, all these settings that
we are setting up, we can change later on, so no worries about this, but usually it's a
good practice to start with the
right aspect ratio. Okay? All other settings, I live as it is. And also make sure that in
render we use Redshift. In Redshift will set up
everything later on. Okay, The next important
thing we need to go to Edit Project Settings. And here we have
frames per second. In my case, I use 24, but if you want to make it for some commercial or something, you may be need to make 30 or 25 depends on the
country where you add. But I use 24 as standard. Then we go to simulation scene. And as you can see as
device, I use GPU. So I use GPU for all simulation that we
will do in this course. It's much faster to use GPU. In gravity. I set up zero. I don't need any
gravity in this scene. We'll customize it by ourselves. Make sure you set up to zero. Next important thing for us
is Simulation sub-steps. I will reset to 20 as you have, because usually I
work with 22, 23. And duration also will
set up as one as default. And actually as it also, you may noticed that borders behind the frame are
darker than your. If you want to make the scene, we can go to View kinda figure, save frame and I increase
the opacity is 40, but we can make it even
darker if you want. He's going to be easier to
understand what's going on inside of our frame. Okay. Everything is set up
and we can start. Okay. We set up our scene. Everything looks perfect. And if you want to
change something, you can always go back
and change some settings. But I think is
really important to start with the right setups. And then we can run into all details how to
create this animation
3. How to create and prepare object for future simulation: Now I'm going to show you
how to create object, Cloth objects inside
of Cinema 4D and how to prepare this object for
our future simulation. First of all, we need
to create a shape for the future rubber
or for future Cloth. Let's use this rectangle
tool right here. And let's change
with 250 and height. Let's make it even longer. Let's make it 700 is fine. Then I want to make
edges more round, nipple around in here. Let's make it smaller. I will believe you
about ten, like this. Then I'm going to here and
I need to add extrude. Let's add extrude
to our objects. And let's place our rectangle as a child of our extrude right now while you is crazy here and we need to set
up offset to zero, we don't need any depth here. And one important
thing that in caps, we need to change caps type
from N gun to something. For example, this one or a regular grids doesn't
always this one. We need to add some
polygons on the caps. And after this we need
to apply remeasure. And let's place all of these as child of remeasure, like so. And remeasure did a great job. It turned our geometry
into rectangular polygons. This is exactly what we need, but we didn't have
enough polygons here says why we have these
artifacts on the site. Let's help remeasure a bit
with, let's enable symmetry. Our object is pretty
symmetrical on the X in horizontal
and white like this. And we need to increase
the amount of polygons. Right now it's 100%. Let's make it 1,000. As you can see. Now, how much more polygons and everything looks
much brighter. But if we go cloth or on the, this angle, on this side, we can see edges of each polygon and it's not
exactly what we want. But honestly we
can fix it later. And to be sure that we
can fix it in the future, we can add subdivision
surface and place this remains as a child of
subdivision surface. As you can see now
everything way more smooth and exactly what we want so we can make close-ups and let's remove subdivision
surface for now. We will use Redshift tag to fix all these things and I will explain you
why and bit later. So the good practice, Let's create a null object
and let's rename it as a source by holding Control and drag and
drop this effect, I place it as a child of source, and let's disable it. And in case we must
up with Samsung here, we can always restore
our mesh from our source folder at
something like this. Easier understand that
this is our folder. Also we can go to
attributes, Basic icon. Let's expand it, change
color to costume, and we can change this
icon to something else. Go to load a preset. And let's say, let's
stop with this. Hand. It's gonna be our source. Let's bake this room
meshed object by holding see and
make it editable. So right now we held bunch of polygons and everything
should be fine. And one important thing, always save your project. Alright, we're done with all
boring stuff. Right now. We are going to simulation
4. How to make Simulation: Alright, we are
going to Simulation. And I have to mention that there is no such thing as
correct numbers. When you deal with simulation, you have to experiment
and try different, set up different values and different forces to
achieve desired result. Okay, perfect. Then we can go to Romesh and go to assimilate and at Cloth. And right now, if we start
playing our animation, nothing really happens
because we didn't have any forces in our scene. And let's fix it. So let's go to simulate forces. And I will start
with turbulence. This is one of my
favorite Force. Go to object and we
need to increase scale. Let's say 15. And let's try. Okay, yeah, it looks
already awesome. I really like new
cloth in Cinema 4D. It looks so gorgeous. But we don't have enough frames to calculate this Animation. Let's increase up to 300. I think this shouldn't be fine. And see what we got here. So we have this
beautiful animation. The problem here, the
turbulence is way too strong. Let's make it three N
blade one more time. Because you can see we
have dense of the Cloth. Everything is so smooth. I like it. Okay? The
next thing I want to add is simulate force and rotation. Honestly, it's really
annoying to use rotation because we didn't
have any visual appearance. How it will rotate. We have to figure
it out though right now, it works counterclockwise. And let's change it,
Let's rotate it. And 90-degree here, I
holding Shift key to change values every five
per cent and rotated -60. Let's see what happens now. This is not what we
want. Let's change. This one will rotate this way. And you can play with
those settings to find the best rotation moment here. And right now I see that
rotation is way too strong. Let's make it say No five. And see what do we
got here, okay? Okay. Here. This is, this is nice. This is what I was looking for. And with combination
of rotation, turbulence will have
this interesting thing. But anyway, I think
rotations way too strong. Let's make it three gets
thrown at the beginning. And then, and honestly, with simulation is really
hard to understand what speed is it because we
didn't work in real time. And let's enable a
visual representation of how many frames we can see. In particular moment,
Let's go to View. Configure doesn't go too hot. And here we have
frames per second. And here we can see representational how many
frames we see per second. Whereas it's really fast as 45. So it's, it's actually
faster than realtime. For my taste, it's way too fast. But if you're going to
use only steel frame, not the whole animation, you can skip this part. But I'm going to
change rotation. Now it's much better. Smooth. And it works. Okay, yeah, perfect. We'll set up this
little bit later on. But you have to keep in mind that the bigger
objects you have, the bigger values you
have to use in forces
5. Cloner Object and Cloth tag: Alright, We are continuing
with Simulation, and now I'm gonna
show you how to use multiple objects and how to
simulate them altogether. And for this, we're going
to use Cloner Object. And I'm gonna show
you how to use cloner objects with
Cloth dynamic. Let's jump inside of Cinema
4D and let's continue. Let's create Cloner Object. And let's place this Ramesh
objects inside of Cloner. Let's rename it Cloth 01. Okay, Let's go to
first frame and we need to change Cloner type from grid to linear and count. Let's start with the three. The more clones you have, the longer will be render time. So we can start with
three and then we can increase up to ten or 12 mucin. Then why I set to
zero and I'm going to spread them z-space. Like so. Let's play it. Nothing
happens because we need to place this Cloth
tag on our Cloner. Let's Play and see
what we got here. Okay, we have pretty
nice animation. As you can see, we're on
like 15 frames per second, which is not so bad. And this is our animation. So let's increase probability
rotation bit more to three. Okay? Yeah, it looks nice. I have this nice bands. Let's disabled cloner for now, and let's add cloth surface. And let's place this Cloth
under cloth surface. And immediately cloth surface gives us more subdivisions here. We don't need this,
at least for now, but what we need
here is thickness. Let's change the thickness 0-3. And now we have
depth in our Cloth, and now it looks more realistic. We can increase up to 0.4, for example, like this. And it's more,
it's gonna be more interesting when we
will render this out. Now, let's place cloth
surface inside of Cloner. And in Cloth tag, we need to change surface thickness to,
let's make it 0.5. And here we have 0.4, 0.5 here, and we'll be safe
from intersections. Let's play it. Okay, I
need to enable Cloner. Let's play it. Okay, the
beginning is way too fast, but I do need first frames. I will use only
something in the middle. And let's try to find some
interesting patterns here. Well, honestly, I don't
really like how it looks now. And let's change something here. So first of all, I want to dissemble Cloth just for now to make
this animation run faster. And in cloner, I want to
increase the amount of clans and I want to reduce
distance between them. Let's make it 12. And also what I want to do
with cloner is go to Effects. And I want to add
random effector. And now we have random
order of our stripes. But make sure that you don't
have any intersections here. You can use the side view to
make sure that we're safe. Okay, so let's make
this five, like salt. And let's also play with the
rotation just a little bit. Add some randomness. Like so, way too much back. Okay, Let's leave it like this and we can change
something here. Really important to avoid
any intersections here. Otherwise, Animation can both. And let's play it. Now we
see some randomness here. And here it's way more
interesting right now. We have like different
patterns here Different folds, way,
way much brighter. And how many cloners
we have five. Honestly, I think
it's way too fast. And let's change some values. For example, at frame 100, we can reduce the rotation. Let's set first keyframe here. Let's move forward
like five frames, and let's make it one and
place second keyframe. So after 100 frames are where
animation will be slower. And let's do the same
with turbulence. 3-5. Make it, for example, two. And for scale, I think I want
to make it bigger like at, because I want to have this
Cloth more like stiff. You can see it looks beautiful. And don't forget to
save this project. Let's increase up
to 12, for example. And be careful with this. And always check intersections. And be careful with this amount. Because you can
crash your Cinema and always save your project
before run any simulation. It's, uh, 65 frames per second. Now it's much slower because we have a lot of
intersections here. And probably we have now
it is politically in here. Then after 100 frames, it will be slower, more smooth because
they seal that, have a lot of
movement right now. Okay, yeah, it looks nice. Let's say we're happy
with this result, what we're gonna do next. So let's enable cloth surface. One more important thing. If we have an intersection during our, During
our animation, we can go to Edit
Project Settings and in Simulation tab will go to simulation and we can
increase amount of sub-steps. This will slow down your
computer and your simulation, but you will have
more cleaner result. So I will increase, make it 22. And see you. I can see immediately that
we're animation is way slower. I have only three
frames per second. One trick here that I don't want to run this
simulation all the time. Therefore, I'm going to Cloth, we're going to cash. And cash scene by pressing
could see in our simulation is running in background and we will have
baked animation. So now I'm going to use magic of editing and soon the future. Alright, so our
simulation is done. This is what we have here. Okay, it's not so bad. Actually, it's pretty good. And what's cool about
this, that it's baked. So which means
that we can rotate it and find the
perfect angle for us. So to do this, I want to make Alt G to place this cloner
inside of null object. And let's rename it to Cloth. And here we can rotate it to find perfect spot,
something like this. But honestly it's
really difficult to find a good angle
without camera. That's why we need to
create new camera. Just press this button
here and we have Redshift camera.
Select this camera. Let's enable the thing here, our coordinates and we
need to press reset, transform, and all our
parameters set to zero. And we can move our camera back. Something like
this. Let's enable and see how this camera,
this camera sees. And in object, I want to change focal length from three-five
to something longer. For example, at it's more
like wide-angle lens. I like this more. And now we can find something better here,
some better angle. But I don't like
these gaps here. That's why I want to rotate it. More, something like this. And let's make this focal length even more like 120, like so. And I prefer to move
objects instead of camera. Okay, let's move it here. And let's run. The animation. Needs. The beginning. Might probably from some, from this point
looks pretty good. And yeah, actually, simulation
takes a lot of time and sometimes you have to Rakesh
where render everything out to play with the
turbulence rotation. And it's not 100 per
cent ideal result. Now, probably, if I do
this for some commercial, I would spend more time
to run this simulation. But for this course, I think it's fine. I don't want to waste your time. You I hope you got the
idea and now we can focus on lightning texturing
and all this stuff. This method is great
if you want to achieve some abstract or solid Texturing with this course dynamic. But if you want to have each
side individually and you want to control
phase and backside. To do that, we have
some limitations here. And in the next video I'm
going to show you how to avoid these limitations and
see you next video.
6. [Extra] How to prepare object for complex texturing: Because previous metal
has some limitations. Now I'm going to
show you how we can achieve and color each
side individually. And it's really helpful. For example, if you
have some texture with text and you want to have texts on the front
side and on the back. This might that will help
you to achieve this result. And now I'm going to show you
the issue with this method. I have this pre-made scene and now if we go
in Cloth or two, our Cloth, you shift that. I have a text here. And the problem here is
that we have two sides, like phase and back. And everything that on
the face side looks fine. As you can see, we have
this this is text to show. If we take a look from backside, we can see that our
text is reversed. Like here. You can see I didn't find
any way how to fix it, except to create
new geometry here. And I'm gonna show you
how to avoid the thin, but this doesn't work. If you want to apply
something like texts. If you want to apply textures
like cloth material, it's going to work fine, but with the titles,
it doesn't work. So I'm going to show you
how to deal with titles. Let's create new scene. I'm going to start up view. And we're going to do the same steps as we did at
the beginning of this course. Let's make it smaller. For example, 50, like so, make it round like this. Then we're going to add extrude. But this time we're going to
make offset instead of zero, we are going to make it 0.5. And let's see what
the **** here. We have a depth and our object is not flat
anymore and we have depth. And right now you have to find
the perfect depth for you. Can you have to do this now? So let's make it 0.6. For example. I'm happy with this result. And make sure you didn't
have any subdivisions. We didn't want to break this
side and add more polygons. Otherwise, this will blow and
expand with the Cloth tag. Let's go to CAPSA. And here
we need to change caps type to something
different to see some, to add more polygons here. Okay, perfect, This one is fine. And we're going to
add 3D mesh tool. Let's place it under Romesh. And as we did before, let's increase it to
something like this. And it's, it works perfect. Let's hit C to make it editable. And let's apply Simulation
forces, blends. Let's check how it works. And in Romesh, I'm
going to add Cloth. And let's take a look.
What do we got here? Okay, so everything works fine. It looks like a ribbon. Turbulence. Let's
increase scale. And everything works fine. This method works with
slower than previous one. But if you want to have
text on this surface, you have to use this method. And one important
thing that we need to do more is to switch
from our standard or startup view to UV edit
and we need to unwrap this object is not so
difficult just for my steps. Okay, so we can
select this object. Let's select UV tag. We have automatic. Let's use cubic and hit Apply. And this will break
down your geometry into pieces and unwrap
your model automatically. So everything looks fine, exactly what I want to have. And now if I go
to Redshift and I will create new
material texture. Let's connect this
texture here based color, and let's apply some texture. Now we can clearly
read our texts on the one side and under back. So basically we fix this issue and keep
in mind if you want to have Design was taxed on it. You have to use this method. Also, everything works the same. You are going to put
this into cloner and follow the steps
from previous example. And now we're moving
to the most consuming. And the most interesting part of this course is
texturing and lightning
7. Lightning. How to set up lights in a scene: Texturing, enlightening,
of course, Amount and sources of
light really depends on what kind of design
you want to achieve. But I'm gonna give
you my advices and my vision of how to
create perfect light scene. And it works for
me for many years, and I hope it will
works for you. Okay, let's start
with lightning. Actually lightning
and Texturing. It's pretty much the
same thing we have to do this simultaneously
depends on the light. We need to adjust our textures, and we need to adjust our
textures depends on our light. Okay, let's set up, let's make basic setup. Usually I start with
the dome light. And inside of dome light
will go to object. And in texture, I
usually use HDRI maps. So let's load some map and let's grab
something from here. For example, I will
use TV studio. You can find bunch of free
HDRI is on this website. Just download them and place
inside of texture here. Let's jump inside of camera. Sometimes when you
work on the project, if forget to leave this camera and sometimes you trying
to find something, some different
angles and you must stop with the position. That's why you can use Control Shift Z to reset
position of the camera. And also it's good practice
is to use protection tag. To do this, we make
right-click on the camera, Reagan and protection tag. And right now we can
not move this camera. That's why we're always going to leave this camera from here. Okay, in HDRI, I want to remove the background to make it
invisible and intensity. Let's start with 0.5. I don't need a lot of
intensity and saturation also, let's remove situation
because my image, this is way too saturated. Therefore, I want
to make it ten. Okay, let's leave
our camera for now. Next thing I want to add. Our key light is gonna
be our first slide. Let's create new area light. This guy right here, you may ask why I'm not using Redshift RenderView
because for this setup, I don't need to really see what's going on
inside of the frame. What I'm doing now is
pretty basic setup. And I will tweak it. When we will use
Redshift viewer. Then I need to create new null object is
gonna be our center, where our light will targets as go to
Redshift area light, right-click Animation tag,
and let's set up target. And in target, we need
to use this null. And let's rename it as target. Then we can go to
shape and change it to locator, for example. It doesn't really matter. And now if I move this area
light anywhere I want, this will target on
this light target spot. And it's really,
really cool thing. It's really useful. Then I'm going to Redshift
camera and I see that my area light is targeting
straight on this this Cloth. Okay, then I want to
duplicate this area light. I'm holding Control key and
just move on the other side. And let's rename
this as a rim light. And this one is key light. So here's our camera,
our key light, and then be light from
top on the left side, about 45-degree
compared to camera. And this one, rim light, I want to place behind our stripes and on the right
side, something like this. I know that they're
way too strong, but we'll fix it
in the next step. First of all, let's
organize everything here. So let's create new null, and let's call this geometry
and place our cloth there. Okay, and let's create, and let's please
this source into geometry as well, like so. And then I need another one
and let's call it lights. And then you'd donkey room and my target and place it here. And let's create another one, and let's call it effector. And let's play those guys here. And let's reorganize
everything here. So lights. We can change color from costume lined going
to be yellow, and we can change the icon. Do we have any lights here? Not really. Let's use this
circle and geometry. Let's also change to,
for example, purple. Let's make it star. Change color I can taste and that's fine. Okay. Now I have dedicated
Redshift layout. So basically we have a node
graph, shader graph here. And the Redshift viewer to enable Redshift
you are will go to Redshift and Redshift renderer. You just enable it and you can place it
wherever you want. Anywhere in the scene, like so. And also we can go to Redshift Richard,
Redshift graph editor. Also, we can place
whatever we want. I place it here. I can use unlock. And I place it. Just drag and drop here. Let's move inside
of our camera and let's run the simulation. Right now. It looks terrible. And let's start with lightning. Let's remove room and key light. And let's see what
our dome light. Thus, we can rotate it. Let's go to cardinals and we can rotate to find some
biter lightning. Okay, So I'm filming this. And also I want to in environment
to uncheck background. I don't need it. And make it less drawn to 0.3. Just to give us some little bit of
randomness in our lightning. Okay, Then let's
start with key light. Let's enable it. It's way, way too strong. Probably shouldn't
be around five. And let's leave our camera. And one important
thing that I wanna do now in Redshift view that change render to Redshift
camera that we have here, this one, and lock it. So this means that we can
fly around our scene. And Redshift viewer will show us only view from this camera. Key light. Let's make it bigger. I want to make it
through real big. And also we can
change intensity to, for an, without any textures. It looks not so great, but at least we can understand what's going on
with our shadows. Then I want to enable rim light. Let's also make it around five
and let's make it smaller. So I like to use room
light as the bridge, a small light source,
but more intense. So let's make it 2.6. So I don't really see the difference with
rim light and without. But maybe we'll see
this over here. So we definitely see the
result of key light. And right now we
don't see rim light. Let's turn it off for now. And we'll set up a
little bit later. So let's start with materials. Alright, we've done pretty
basic setup of our lights. And as you can see, we add some HDRI map that
used as fill light. Also we have key
lights that help us to emphasize texture
of our materials. And also we have rim light
that we will use later on. Because this light
works the best when we have
subsurface scattering. And this slide will give us
some depth with our image
8. How to texture objects and combine materials: Hundreds of ways how
to deal with textures. There are hundreds ways
how you can combine them, but I'm going to give you
a few examples how you can combine different types
of textures in one scene. Let's get started. First of all, we need to create new material. All materials are located here. Just double click on this panel and we'll
have new material. Let's rename it as Main. All we have to do now
is apply on our cloner. Now we need to activate view shift viewer and to do
that we go to render view. I have dedicated
red shift layout here and you can simply drag drop this window to some of the sides of this
panel like this. And you will have everything
stick together like I have. First of all, I want to
add red shift object tech. To do that we go
to right click on the Cloner Render
Red shift object. In this tech we can activate geometry and displacement map. Make sure you enable
everything here. What it does, it will make
everything more smooth. Let's run the preview. Let's see what we've got here. We have gray material and
everything looks smooth. All edges are smooth. We didn't see any
polygons if I disable it. And we can see edges on the
ribbon like edges here, it's not that perfect. By enabling geometry, we can
make everything more smooth. But for now, while I'm
working with materials, I like to turn it off because it takes some time to calculate and make
everything smooth. Therefore, I will enable
it before rendering. All right, we have our standard material
double click on it, we can adjust it here. Let's start with the
color and let's make it, for example, red. Like this, we see
immediately the result, the problem right now, that if I change color here, it impacts on the whole scene. All ribbons going to be the
same color as we sat here. But there is one cool thing, we can avoid it by using
user color data node. Let's add this node
to the scene number. Click here and let's
type color User data, dug it into a node field. Let's swallow it. Immediately,
our geometry got black. We need to set
attribution name here. Let's go to presets
Object geometry ID color. As you can see, each of the
geometry has different color. This is exactly what we need to have to work with this scene. To control colors that each
of the object will have, we can use ramp. Let's add ramp. Let's connect you color
user data to ramp old input and ramp
straight to the color. Let's disselect solo mode. Now we have gradient
from black to white. And some of the
objects are white, while the other are
gray and black. Let's fix it. I will change black color to
something different. I have this yellow color that I want to use
in this scene. We have this white
color as well. By adjusting this
curve and the handles, we can play with distribution
of these colors. And also we can switch mode
type to step here and here. Now we have only two colors that can be applied
on this geometry. It's going to be either
yellow or white, but I want to make
everything more colorful, and to do that I simply double
click on this, on this. Then we can change color here. There are a few ways
how we can apply colors based on color theory. One is to use color
palettes websites, Just copy color there. Or we can use built in tool
inside of Cinema Ford. Just simply click on this circle Here we have
different color combinations. Here I'm going to use this one. The first color I
want to set yellow. This pellet gives
me a few options, contrast colors that I can use. I like this combination
and I'm going to stick to this
color combination. Okay, now we need to
save this palette by clicking on this been icon. And let's create ribbon colors. Okay, we have our colors here. Okay, now if I select this ramp. We can go to another color, Another not click here, then we go to our pets, and let's add blue. Just double click on this color. Let's create another one. Click here, go to
Pete, this one. By adjusting the notes, we can control how
many colors will be applied on our material.
For example, like this. Also I want to copy the blue one I hold in control control key. By adjusting these values, we can achieve different
color combinations here. Something like this. Okay. I would like to make this
color a little bit brighter, because right now it's
way too dominant. If we want to imitate
ribbons here, there are a few options
that we need to play with. First is roughness. I would like to
make it more rough. Right now it's 0.2 let's make it 0.35 And this material going to be more rough and
we'll have less reflections. The next thing we need to
activate subsurface scattering. Open this panel here and we can increase weight.
For example, like this. As you can see, a thin part of this material are become
more translucence. And we can see that
light is penetrating here and vanished the
color a little bit. I like how it looks. Maybe it's way too much. Now let's make it
smaller, like 0.1 okay? And also, we can play
with the radius, So we can make radius bigger. Let's add some color here. Let's make it just a little bit of orange,
something like this. You can play with those settings to see which one
is better for you. Let's make 1.1 Everything
looks pretty nice. All right. One thing I forgot to mention that I add
background here. And background is simple plan that I placed in minus z space. I. I place it behind the ribbons and
let's make it bigger. I use this just for
demonstration purpose to see how this ribbons
interact with background. And let's create new
material for our background. Let's call it B, G.
Apply on our plane. Let's open this material. And we need to
create new material called incandescent material. Just drag and drop it here and let's connect it to the surface. This material is simply
fill the background and it won't have any reflections or interactions with
our main geometry. It's just for
demonstration purpose, let's change color to
something different. This material we can delete. Okay? It's easier to understand what's
going on in our scene. Okay, next thing I want to show you how to combine
different materials here. As you can see right
now, everything is pretty much the same. We have the same material
on all our geometry, and let's make some
variations here. Standard material,
let's place it here. Okay, for this material, I want to add some
textures that I have simply dragon
drop textures here. We need only three textures. Here is normal,
roughness and height. Let's connect roughness
to roughness channel. To use normal, we
need to add bump, bump map dug, and drop it here. Let's connect this
normal material to bump input and bump map. Let's connect to bump map. Okay, let's make
this material solo. We can preview what's going
on with our geometry here. Okay? Height. I will leave it for now. We will connect it later on
straight to displacement map. Okay. As you can see, our
material is way too big. We need to make it smaller. Let's select all our textures, and in Map we need
to change scale 1-5 and five in red shift, everything works in
the opposite way. If you want to make
something smaller, you need to increase
this number. Okay, maybe even
more like 8.8 Okay, Now it's much better
what we can do, we can simply use this ramp, these colors and connect them
straight to this material. To do that, we need to drag and drop this peak whip
and connect it to color. We'll see that the same colors will apply to our geometry. All right, so we
have pretty much the same colors but with
different patterns. Here we have this
cloth material on top. But I would like to combine
these two types of materials. And to do that,
we're going to use Material B***der at this node. Material B***der, Drag and drop it here and let's connect. Let's rename this
material to plastic. And this one to cloth. I would like to make
plastic as base material and this one is going to be
material color in layer one. Now I want to use
this color data node one more time and b***d everything out with
this color user data. To do that, I need to add ramp. Let's connect color user
data to ramp al input. We can connect it
to b***d color. Let's swallow this ramp node. As you can see, we have
variation from white to black. We need to avoid it, we need
to have only black or white. Black is going to
be one material and white is going
to be different. To do that, we need
to switch tie from smooth to step as we did before. Step by adjusting these values, we can decide which
color going to be our plastic texture
and which one. With class, let's make it
a little bit random here, for example, like this. Let's turn it off and let's
pre what we have here. Okay, We need to connect
material b***der to the surface. Let's see what we've got here. As you can see, we have texture here and some texture here. These two has texture as well? Yeah, it's pretty nice. This is exactly what
I want to have. You can play with
these settings to identify where each
material will be applied. Now, I would like to connect
displacement map here. To do that, I need to use
this height material. Let's create displacement map. Displacement node. Let's
connect height to displacement. Now if I connect this
displacement to displacement, we will have the problem that all our materials going to be with this
displacement texture. But I would like to apply displacement only on
materials with cloth. To do that, I need to use
displacement b***der. Let's drag and drop
this node here. Let's connect this node to base. Now I would like to connect
this ramp to b***d weight. Okay, now we can connect this
b***der to displacement. To make a preview, we need to enable displacement
in reshift object tech. As you can see, this texture applied on opposite materials. And we need to fix it. To do that we need to apply
one more ramp node here. Let's place it here. And
simply invert white and black. Now everything works fine. Let's displacement little bit
smaller, so now it's one. Let's make it 0.2 Let's
refresh APR okay, and we see really
nice result here. Okay, I will turn off one more
time our geometry, right? Because it takes
a lot of time to calculate everything
out and my computer is getting super slow because
I'm recording this video now and at the same time
everything is rendering out. Okay. The next thing I
want to show you is we can add more
materials if we want. Let's organize everything here. I want to add glass
material here. And to do that, let's
add standard material. Let's slow it in. This material, I want
to make roughness 0.1 I want to make it
really reflective, almost like a glass like this. I want to increase
transmission a lot, and now we see that we have this glass effect
because we have a depth. Everything looks really nice. I like this reflections here. Yeah, it's really nice. In reflections, I
want to play with AR and by adjusting
these values, we can get really interesting result,
something like this. And also we can increase dispersion to add
some random colors here. It takes a lot of
time to calculate everything out if you have
a glass in this scene. So be careful with this. Let's connect this material to material b***der layer
two, Material color. Okay, let's create new ramp. Let's connect this color
user data to this ramp. This ramp we need to connect to material b***der layer one, layer two, and b***d color. We simply mix all these colors together with this
material b***der. Let's allow this node, let's decide what
material is going to be black and which one
going to be white. Sometimes you need to refresh your IP R to see
the result of it. Sometimes it can be buggy. Let's switch type to step step. I'm going to leave it
like this, for example. And let's pre what we have. Now let's disable Solon mode. We have this nice glass and
different materials effect. Looks really cool.
Honestly, you can spend many hours by tweaking the light materials
and all this stuff. But let's say we're happy with the result and let's
go to renders.
9. Rendering: Alright, now I'm gonna
guide you through the most important steps that we need to set
up before Rendering. And I'm going to use Redshift
to render everything out. And I'm gonna show you what exactly we need to set
up before Rendering. And I liked this result and I'm ready to render
everything out. So first of all, I want to
make alpha channel here. And to do that, I will add
Redshift tag on this plane. So let's add render
Redshift object tag. And we go to Visibility
tab overwrite. And let's disabled
primary visible. And now we have Alpha
channel here so we can, we can add our color inside
of After Effects later on. And here we are ready to go. So let's go back to our Redshift tag on our
cloner in geometry. I'm going to stop preview. Now let's enable
overwrite like this. And now we need to open, and now we need to open
render settings here. Than in all put, we set our output
size like this. I will make render from 152200. Let's go to Save, and we need to decide where we wanted to save this images. I use PNG form lane render, and we need to
enable multi-pass. And I use the same folder, but I'm going to add multi-pass MPI and
MPI and project name. Hit Save. And now I'm going to
use Open XR 32-bits. Now let's go to Redshift and switch type from
basic to advanced. And we need to adjust threshold. The lower number is here. The more cleaner
result it will help but render time will
increase significantly. So I'm going to
use 0.5 like this. And you can try with
different settings, just adjust this value and hit render and see
how long it takes. So ideally is gonna
be about 1 min. If it takes longer, probably you can increase
this value 2.6, 0.7. By playing with the settings, you can increase your
renders, your render time. And also we can use
denoising. Let's enable it. So let's make it 0.1. And with denoising, our
image will be more clear. Let's go next. Motion Blur. I don't need any. Okay, and let's go to
AOV, show AOV manager. And here we have
different settings. I have added to this project
first is reflections. So let's see reflections. We have reflections
map than refractions. It's mainly glass. Then I add subsurface
scattering, shadows, specular
lighting, and depth. I don't need depth
here. And crypto made. So with krypton wait, does, it helps us to separate
all geometry later on in After Effects so we can adjust the specific ribbon
that we want. Later on. For example, we can
adjust only this blue or this yellow and so on. Okay, so we're ready to
render everything out. And all we need to
do now is to hit render and see you
in After Effects.
10. [BONUS] Compositing animation in After Effects: Bonus material, I want
to show you how to composite our final render
inside of After Effects. Honestly, I always use
After Effects even if I deal with animation
and static image. Because After Effects is
more convenient for me. And I will show you my
experience and my way how to compose everything that we
rendered in After Effects. First of all, I would like to adjust some settings
inside of After Effects. And let's go to File and
let's open projects settings. And if you use the latest
version of After Effects, you will have color tab. And here you can change from Adobe color management to
show color management. This is exactly what we want
to use and check if you have the same settings as
I have and hit Okay. One. Notice if you run an older version than
me, for example, 2023 without any updates, you probably you don't have this color
transformation options. So I recommend you to download free plugin from the website. Link will be in a description, just downloaded
and installed it. And then you need to
download libraries that will be connected
to this plugin. And I'm going to live links
in the description as well. So you can download
for free and use almost the same technique that
I'm going to show you now. Alright, and the next thing, let's import our renders. So I will import PNG
first in part as PNG sequence and create
competition had input, alright, and immediately
we see that our colors are different that
we had in preview. And to fix this, let's change type from
aces sRGB to none. And this color is much cloth
or that we had in preview. And also we can go to
right-click on the file, Interpret Footage Main,
pre-multiplied Alpha. Then we go to color and we interchange to work
in space and hit Okay, so this is exactly what we had in our preview in Cinema 4D. And today thin, we
want to do is to add all our AOVs that we had, reflections, shadows, and so on. And to do the double-click
on this area in the project, then go to multi-pass and
select the first frame. Then create composition, open the XOR sequence and hit Import. Now have a Import Options. Let's change diaphragm footage
decomposition and hit. Okay. Now we have all our
multi-pass here and all our colors are
super dark right now. And this happened because all our files are
rendered as a SSN. We need to set up our
working space here to Acis. And to do that, we need
to change diaphragm non to aces SRGB. And we see that
everything looks fine. Let's increase depth here. So right now we have eight bits. Let's increase it to a 32 by
holding Alt and click here. And now we are
working in 32-bits, so full range of color
information here. And as you can see, we are pretty close to this PNG sequence
in term of colors. And this composition has much more color information and much more ability to adjust and control all settings here, we can work with this footage, but I prefer to work
with as-is because we rendered everything in
Ace's, all our UVs. And let's work with aces. So I'm going to work
in this sequence. So we have RGB, which means it's our
main beauty pass. And let's place it
down below here. And let's turn off
all other layers and let's enable
them one-by-one. Some depth. I don't need depth here, so I'm simply hit
Delete reflections. Let's enable reflections
and reflections. Let's switch die
from normal to head. Can we add in more
details into our image? It's way too much. So let's change your
opacity to 25, I guess. Something like this as
a go-to refractions. Let's enable it. And this is our earth
refractions of glass materials. And switch type to add. It's way too much. Let's make it smaller,
more transparent. Let's make it 30, for example. If you feel that it's
way too much for you, can switch diaphragm
add to screen. Screen is a little bit more polite like so then
subsurface scattering SSS, change type to screen as well Let's reduce the opacity. You can see the more
we add subsurface, the more whitish color we get. So I'm gonna make it like 25, and let's switch
type to add shadows. So to use shadows, we need to create new
adjustment layer. And let's add to this
adjustment layer levels. And simply we need to reduce the white spots here,
make everything darker. And let's rename this
layer to shadows. Alright, and let's connect
track mate here to shadows. So attach This tag mater shadow, and let's make it
luminance, switch to luma. And as you can see, you
have some shadows now. And by adjusting these values, we can add more shadows
or we can reduce them. I'm going to add
just a little bit to make this image more
contrast like so. And we have specular. Let's enable it, and let's
switch type to add as well. And let's make it more
transparent to 45, okay, we can solve this RGB image
here to see the difference, how it was and how it looks. Now, now I see like we have
more interesting result. Also we can create new adjustment layer
and place it after RGB. Let's add levels here. And we can make everything more contrast by Justin these values. For example, ladies. And if I place this
adjustment layer on top, we will have a little
bit different result, okay, but I will do it for now. And I want to add
background here. So let's create new
background, new solid. You can use any color you want. I will start with the gray. Let's add R& Gradient Ramp. Let's place it here. And let's place this
layer down below. And let's add some colors here. So let's start with
some following days and maybe purple ligand days. We can swap colors. Let's make this a little
bit more saturated. Like so. And yeah, everything looks fine. For example, we are
happy with this result and we want to render
everything out. And to do that, we need to
transform everything here. And from aces back to sRGB. For example, if I set to none
color transformation here, and you see that we have
really strange result here. And to fix this, we need to
create new adjustment layer. And we need to add effect called OCR color
space transform. Just apply this effect here. Then we're going to input,
everything is correct. And Output, Output we
need to set as RGB. We are bringing back our
original colors and color mode. And now we're ready to
render everything out. And to do that, we
go to Composition, add to render queue. And we can use some preset
and render everything out. Right guys, I'm really happy that you've
watched my course. I hope you find this course
useful and you will notice some interesting stuff
for yourself and you can use it in your commercials
or personal works. Let me know. What do you think about
this course if you find it useful and so on. Thank you guys for watching and see you in the next classes. Based
11. Outro: Alright, that's it guys. I really appreciate your
time and effort and I'm glad that you attended my class and
I hope you find it useful. Through this class. We just covered a
lot of new stuff and new information that you can use in your new
upcoming projects. And now you know how to simulate cloth inside of Cinema 4D, how to render it with
the Redshift and how to composite inside
of After Effects. I hope you got
some new knowledge and insights from this class. And if you do so, don't hesitate to live comments and let me know what do you
think about this class? I would like to ask you to
share your final result, what you achieved after
watching this course. Because remember,
sharing is caring. And every time we
share our works, we grow as professionals,
as creatives. And it's really important
to have some exchange. And this will help us to grow. Thank you guys for being part of this course and this community. See you in the next glasses.