Transcripts
1. Becoming Comfortable and Confident in C4D and Redshift: In Chapter one, the intro
to C 40 and redshift will cover exploring the
UI, useful controls, basic navigation
and workflow tips, as well as creating
time saving setups and defaults to streamline
your process. Basically, when
you open up C 40, you can just get started going. We're also going to
talk about the fun and middles of material creation, lighting, cameras,
viewports, project settings, and render settings as well. We'll also create our first
abstract render scene as well as a default setup. Basically, this is
great for anyone who's new to C 40 and Redshift or anyone looking to streamline their workflow and process.
2. Prepping C4D: So first things
first is you need to open up the Max on app, and just go ahead and make
sure you're up to date. At the time of this filming, I'm running 23.1 0.3, and I'm also running red
shift 3.5 0.12, okay? So as long as you're there, you'll be able to
follow along exactly. If you're a little further
ahead, that's great. If anything changes so that
it's not going to line up, I will update and have
a video on that, okay? But at the time of recording,
this is where we're at. So just be sure to check
the list of videos, and I'll have it in
the description and stuff if there's
one that's like, Oh, they've changed this
completely because they do that. Okay? But let's go
ahead and get into Cinema 40 and start learning. So if you have the
rest of this stuff, if you bought the
Max on one bundle, you can go ahead and keep all that up to date
and install it. We won't be covering
it in this course, because we're going to focus
on Cinema 40 and redshift. And between those two things, there's a lot to
focus on already. So we're just going to go
ahead and get you started. We've opened up Cinema 40, and the first thing you're
gonna notice is you have this quick start dialogue, pop up window here that a lot of people disable
because it's like, one extra step to get into it. But I actually don't mind it because they have
this inspiration here every day where it changes and right
here, it's corn. We've got corn and other things. But what's cool is you'll have tutorials and stuff down here. They're from niversity or they're live streams
and stuff like that. And if you're a new
user, a lot of these are actually really good
and really helpful. Of them are a little well, I don't know, they're helpful. If you want to check them
out, it's really nice that you can check these out, as well as just getting
some inspiration and stuff. It's pretty cool just
to see what's being made in case you just want some ideas and
stuff like that. But if you want to
basically right here, there's an option to
highlight new features, and you may notice that here in my Viewport or my UI here, we've got some
yellow icons here. These words are yellow
versus being white, and that's because
they have new features in the new Cinema 40 23. Basically, this is
going to say, Hey, what's different than
the last version of Cinema 40 that I just had installed, and this
will show you that. I think it's really
helpful. Another option you have is show on Startup. So if you don't want
this Window, obviously, you just uncheck that and
it won't pop up on Startup. So that way, you can just Google straight into your viewport
and start working. I don't mind having the recent
options here to do this. You also have templates that
you can use and try out, as well as this
product template. So everything that's
available to you is, you know, you can use
it. It's pretty cool. There's a lot of
really cool stuff. As you'll find out as we
go further into this, there's actually a of assets and really cool things
that are provided for you and available to
you to use to get you started off making cool
stuff really fast. You've got your list of
your recent things in here. But what we're going to do
is you can either click New or you can click Open, but we can just close this out. And that's the same
as clicking New. You might notice that I have
a psyche wall and a ball here and I can go ahead and I have red shifted up here
and I have render view. And I can go ahead
and render, right? And we'll cover
all this in a bit, but you might be
looking at your scene and realizing you don't
have anything there. It's just blank in this, like, gray grid, and you don't
have the red shift up there. And that's because there's actually a little
bit of pre work we need to do to set this
up because right now, what you have to do is you
have a blank screen, right? Everything's blank. Let's go
ahead and match up with you. And what we're going to do is we're going to walk
you through in the next video how to set this up to have this
custom layout like IH so that you don't
have to go up here, go to render settings, choose your red shift
as your renderer, and then get all your setting
set up and how you want it. Every single time you open up Cinema four D
because by default, it doesn't default to red shift. So what we're going to
do is we're going to set it up in a way that it does, and so you can go ahead and
get started making faster so you can skip all the prework
after we have it set up. Okay, so we're going to get our workspace organized,
how we like it. We're going to be able to have the layout of where everything
is and all this stuff, and we'll talk about
what these windows are, what all these buttons
and icons are. But rather than me just
sit here and say, Okay, this button is this, this option gives you these options,
blah, blah, blah. This does this,
blah, blah, blah. I'm gonna walk you through it in a way that's kind of like
we're actually going to make something because
it's more fun to make something and follow along and
learn about it on the way. And then we'll go in
depth more as we start discovering things
because if I try to just throw everything at you, at once, it's not always
the best way to learn. There's nothing wrong
with just, like, a glossary of things that say, Hey, this is this, this
is this, this is this. But for me personally, and my style of teaching and what I like to
do and how I like to learn is to make something
and follow along, and I do it through practice. And that's really the
best thing you can do to get better at any
skill is practice it. So rather than just
watching somebody do it, you're going to follow
along, do it with me, and we're actually going
to make something. And that way, you'll have
something that you're proud of, and you'll learn along the way, and it'll kind of stick your
mind a little bit better, I think, because you'll be able to create something
and you'll be able to see why it's useful and all this
stuff as we go along. So you'll learn
what all this stuff is without me just
sitting here and saying, Okay, here's view part one, this here's your
perspective view. Over here's the top view, and down here, you'll see,
so's I'm not going to do that. I know that was
exaggerated, obviously. But we're going to
go through this and learn this and set
it up in a way that works for your workflow because there's one
way to do everything. That's a beauty of three D. There's not like
follow these ten simple steps, and every render
will be amazing, and your workflow will
be flawless. Yeah, no. But there is some stuff
we can do that is kind of the path of
least resistance, and the smartest things you can do to speed up your workflow, get nice clean renders and
save yourself some time and some headaches because 99% of
three D is troubleshooting. So what we're gonna
do is we're going to set you up in a way to get past all the BS, basically, and get straight
into the creative. So let's go ahead and learn how to set up your
workspace in c4d. And you're going to
notice that there's a lot of stuff we have to do to
actually get this to go. But once we have it
set up, we're going to do it this one time
and we'll be set. So let's go ahead and learn how to do that in the next video.
3. Creating our layout: Okay, in this video, we're
going to learn how to set up our layout and make it the default so that every time
we open up Cinema four D, we don't have to do anything
to get started working. We're going to be able to use
Redshift right off the bat. We're going to have
some lights and stuff. We'll be ready for it'll
be Look Dev ready. So we can start just
creating and skip all the stuff that we normally have to do to get
our scene ready. Okay. So this isn't going to be the most fun project
T are going to do, but it is incredibly useful and it really is the
foundation of this. And there's gonna be
some settings and stuff we cover here that you may
not know what they do. But I will explain them later. Right now, what we're
doing is we're laying the groundwork for
future work, ok? And this is really
something that, you know, it's not intuitive. It's not you know, if you're just opening it
up for the first time, you may not know that this is
at all what you need to do. So we're going to go
ahead and get set up. And if you notice up here at the top right, all of
these things here, you may not have as many as me, because basically what we have here are different layouts. Now, what S 40 calls layouts
is basically what I'm talking about with
your scene and how it is laid out, obviously. So what we're going to
do, if you have standard, which is basically what
we have, you have model, which if you notice, it kind of changes a couple of
the windows around. We have sculpt sculpt. We have sculpt, which actually changes some of the tools
over here on the left, and also changes some of the windows over
here on the right. U V edit completely different. Layout
and stuff like this. So you can see, like groom, paint, all these things
different tools are available. So they're kind of like
these preset layouts for a specific task. So obviously, models
for modeling, sculpting is for more hard surface modeling and
stuff like that, which is where you kind of
it's more of like a art style. Imagine playing with Plato with your tools and sculpting in that way versus typing in values and things
like that, okay? UVEdit is more with the texture
maps and stuff like that. Paint is for, like, man, I don't even I've never touched this one,
okay? Let's be honest. Groom is for hair, okay? Track is for motion tracking, and scripting is one that
that is far beyond me. Nodes is wild, okay? Nodes is this new
thing that they have. We're not going to cover
it that much in here because it is its
own beast, okay? And so we're going to
learn how to use C 40 the more common
and practical way before we get into
using scene nodes, which is kind of
like this hybrid of scripting and artistry
in its own weird way. But basically, you
can see I have some custom ones
that I've created here that have
things that I have. So if I have one
that's, like, startup, if I go to my startup one,
well, I've deleted it. So if I hit new If I hit if
I hit the plus sign, Okay. So you may notice, you know, I've deleted everything
out of my scene. So what I want to do to go to my layout here is I'm just
gonna hit this plus sign. Ah yeah. Okay, go back
back, I can't undo. Okay. And whoo. Okay. So let's say so, for instance, I have
deleted so let's say, for instance, I'm in my
startup layout here. And what I want to
do is I want to hit this plus sign up here, which is how you
create a new project. Now, when you create
a new project, it's going to start out in the startup layout because that's kind of how
we have it set up. And you can see when I do that, I have a nice psyche wall
with an infinite floor look, lighting, camera and
an object here for reference all set up
redshift ready to go. And the reason I have that is because I've created
it that way. Super helpful, right? So,
it's in the startup layout. So this is what we're
going to create today. And in this video,
we're going to focus on setting up the red shift render
settings. So here we go. So now we've figured out
the layouts. Let's go back. So let's go back to
our blank slate here. We're going to figure
out our layouts and how to say this
and customize this. So there's one thing.
Okay. Now that we've kind of covered
the layouts and stuff, let's go ahead and just set up redshift for our scene here. Now, there's a couple of
things we need to do. Firstly, we need to go
to Edit up here, okay? Go to Edit, go to preferences. Okay? It's going to pop up
this preference window. They're going to go
down here to Renderbr, and this is where we're
going to choose redshift. Okay. And then when
you load up Redshift, by default, it has
the CPU on as well. Now, if you only have the
CPU version of Redshift, which is available to everyone included with Cinema
40, that's fine. If you are using the GPU
version of Redshift, which means you pay for the
Red Shift subscription, you want to disable the CPU one because even though
you think having two devices working on your renter image at the
same time sounds faster. The CPU is so much slower
that it's better to not use it at all and just let your GPU handle the
whole workload. So we're going to go
ahead and uncheck that box to make sure we just have our
GPU working, okay? And in order to, you know, double up on that, we want to make
sure we have hybrid rendering unchecked, as well, which means we're going to use GPU only and non CPU, as well. Multi threading, totally fine. Make sure that's on scene
upgrade compatibility warning. This basically means
if you're working on an old scene and you bring it into a new version of Redshift, it's going to be like,
Hey, this is new, and you're just
going to click Okay. You know, there might
be some issues, but it's probably
going to be fine. This one is an interesting one. This one is node
materials for presets. So we'll talk about this a lot more in the materials video. But basically what
this is is there is a new node editor system inside of Cinema
40 for Redshift. It's basically a new way
to create materials. And then there is
the legacy way, which is the old way in the
shader graph of Redshift. So if you don't
have this checked, you're going to use the old way, which might seem
more familiar in a lot of older
tutorials and stuff. But if you have this checked
when you create a material, it's going to use the
new node editor system. A lot of people ask me, which is better the new one. Flat out. Almost always. Almost always. But if you learn one, the honest truth is, if you learn one, you'll
learn the other. They're not that different. It's really just a
different way of presenting the same information. Basically, there are
a very few things that the old one can do that the new one can't then there are a lot of things that the new
one can do that the old one can't far as creating materials goes, they're
almost identical. The new node editor
actually, for me, has a whole lot of
user friendly upgrades that just make creating
materials so much faster. So if you're going to learn
one, learn the new one, one because they're
going to update it and make it better
and continue it, the old way, they're probably not going to
update it anymore. It's legacy at this point, and it's just there so make sure your old
scenes don't die. There are certain things
like Quiksl and stuff like that that we'll talk about later that require the old way. But really, nothing is wrong. You can learn it
whichever way you want. But I'm going to
use the new way for the majority of this because
it is so much faster. It's just better
user friendly, okay? Dative camera for new scenes. Sure. Global attribute
manager for Shader nodes. Nah, we'll just use this
attributes panel over here. Up your star automatically. You want to make sure
you have that off. This one here, this one here for this one Redshift main
menu with a checkbox. Basically what this does,
if you notice up here, you may not have Redshift
available, right? But when I click this, oh, look, there's a Red Shift tab. Do this. Just even if
you never click it, it's just helpful to have this dropdown for all
your red shift needs. Almost everything
that's accessible here is accessible elsewhere, but it is just really nice, and I use this a lot
because this is kind of how Redshift was originally, and
this is how I learned it. So this is a really
handy drop down to have. Now, this next one is also
very important for our scene. And I know we're covering a lot of stuff that's
kind of just like, Okay, this is going to
take forever, isn't it? Yeah, but it's going to be worth it because
once you set it up, you're not going to
have to do it again. And also, these are things
that you may not know are affecting your performance,
and they are, okay? So when I say that, what I'm talking about is saying,
if your renders, your scene is just feeling
kind of sluggish and slow, and you're like, Why are
my renders taking so long? I feel like I've seen
other people for faster. What's going on? I have a good graphics
card. What's the deal? One of those factors may be this right here,
material previews. So basically what
this is is if you notice if I look at materials, which are what these circles
these balls are here, this pair of balls that you're
looking at here, right? These two are you can see them. They're white and blue, okay? Now, if I come in here and
I create a new material, you'll notice it's black, and it's just a black square, and I don't know what
this material looks like. It's kind of really annoying. And the reason I don't
know what this looks like is because I don't
have material previews on. So you might be thinking, Well, why would you ever do that? Because that seems really hard? Well, because once you
get good enough at materials and once you actually get into the process
of creating things, you might actually find out that you're not really referencing these icons themselves for what the material is
going to look like. You're actually just going to
look at it in the renerview and see it live versus
looking at these icons. Okay? So as we're starting out, we are going to turn on material previews, and we're
going to set it to on. Okay. And this is
going to be basically, so now when I create an
object, you're going to see, it's going to boom, it's going to have a little
bit of loading time and then load in this gray
default material. These two are exactly the same. This one is just black because we didn't have
material previews on. This one is. So we can come in here, change
the color of this, and it's going to update that and you can see
it's kind of slow. And it's annoyingly slow. And we're still
thinking about it. And it's partly slower because I'm using my GPU.
But there it goes. Now it's updated, right? So that took a
second. It updated. Yeah, we're gonna leave
it on for right now, but because I think
it's helpful for beginners to see this here, but we're going
to turn it off. Actually, you know what? So that's so that's
the difference. As a beginner user, I might turn that
on so that I can see more of a live feedback in my material editor of what I'm doing to my materials in this little preview window. But as you notice and you
get more comfortable, you might actually find
yourself wanting to switch it off because one, it's going to be
faster to render. And two, because you might actually find out
that you're not actually using these this window to create your
material that much, you're actually just
going to be looking at it live in the renterview. So what I mean here is basically,
let's open up a scene. So we can go to a So to
illustrate what I mean, here we have the red
shift IPR render view. So we've got this
kind of live feedback of our object here
with our lighting. We can look around and
we can see the color and the material on
our object live here. So what I can do is, you know, if I don't have the preview on, and I create a new material,
let's go ahead and go to Edit preference turn
this off, right? One thing you're
going to notice is it speeds up the IPR a lot. It goes, boom, it gets faster, cleaner, much faster.
Let's go back. And then it'll say on. And it's gonna say, Oh, thank, rotate. It's gonna take a little bit longer to get clean,
just a little bit. But it's gonna be
a little slower. And the more matatos you have, the longer it's
gonna take and it's gonna take your scene
longer to load and all this stuff, but
it's still really fast. So you might not have an issue, but just so you're
aware, this is kind of how we're
going to do a lot of material building stuff. So think about that
when you create this. Now there is an
option that says, When render is idle, it
will build previews. This sounds like the ideal
option because it means, oh, basically, it's going
to give priority to this. So if I'm using the IPR, it's not going to
build the materials. So if I go in here
and I'm like, Okay, I created a new material,
it's not going to update it. You notice it just brought
in this pink material, which is what we made last because that's just
what was in the cache. And this isn't actually at
all what this looks like, and it can be kind of confusing. Because sometimes you had material previews on,
sometimes you had them off. When you swap around,
it gets confusing. So what we want to do is
we leave them off for now. And you'll notice we're
clicking ne one, we get black. We can't see what this is, but you're going to find
out that what we normally do is we throw this our object, and we just use the IPR to, you know, control
our object here. So if you come in here and we wanted to tweak this material, we would be looking at live
in our scene here like this. And we'd say, Oh, okay, let's change the color of this, and we'll go to that pink again, and we'll just see it
update instantly there, which is actually faster than the material preview
was when we did it. So it kind of makes sense
to just let it be black. What I it's tough, right? So you can sit here and build all your materials out, right? So you can make, like,
a bunch of them. Let's say you end up with
a scene with 13 materials. And you like it, and you've made them all and
everything's looking good, and you kind of want
to save it out so that it makes more sense. Well, here's an easy
trick for materials. We'll cover this again later.
And I know this is a lot, but I just want you to
understand what we're setting up and what you can change and
some things like that, because this is a lot
of weird information that doesn't seem
relevant as a beginner, but it really is one of
those things that can really trip you up because it
doesn't make a lot of sense. Like honestly, you should just be able
to make a material. It should just show you
what it looks like here and render at the same
speed without any issues. But really, it's a whole
lot faster to have it off. And so then you're
kind of like, Oh, what's it actually look
like, blah, blah, blah. So we've turned off
the material preview, and we've just added a bunch of materials. They're all black. And let's say, you know,
you've worked on this, you've built a lot of materials, but you want to be able to see them so that you can, like, add them to your content
browser or whatever, just so you can see them and
see what they look like. An easy way to do that is just to click this top one
and select them all. Shift click, you
know, the bottom one. And it's going to say custom up here because for some reason,
they're all different. But if you just pull this down, you'll see we have the option
to change it to default, and all this is going
to do is nothing. It's not going to
actually change anything, but it is going to make
them all look the same. And then we can come in
here to edit preferences, turn on our material preview, and just click that
again, default. And it's going to rebuild all of those material
previews for you. So we're not going
to change any values or click anything
we shouldn't click. We're just going to
tell it basically to re load them so that we can actually build
those previews. So just a little trick
in how to do that. But you can see how slow it is. And now, because those are
loading, we have to wait. I can't actually, like,
move around in my Viewport. So there's just some
weird issues with it. I hope they fix it
because building tiny little material
previews shouldn't use up this much GPU, and
it's frustrating. So to avoid that frustration
and this weird lag, it seems like, Oh, my gosh, why is this running
so chunky and slow? We are going to set this to off. Now, I know that was a lot, but it's one of those things
that if you just started going and started making things and you had that on by default, you're going to notice that
your red shift is running a little slower than mine or somebody else's or
what you've seen, and that is a huge part
of it right there. And it's a really hard thing
to diagnose on your own. So I want you to do to know
that's a real big part. So we're gonna make sure we
have that off for now, okay? We also need to go down here to the material option inside of our edit preferences
window, okay? We're going to change
your material previews to small just because we don't
need them to take up. They don't need to be big, and
they don't need to take up any more time and energy
than they already do. And secondly, we want to make sure our default material
here is not on Auto, but actually make
sure it is set to the RS shader graph, okay? Because a lot of times, if
it's on Auto, it may not work, and when you hit this plus sign, it's going to create it might
create the wrong thing. It might create what's
called a standard material. So now when you double
click that, it may be like, Oh, that's not a
red shift material. So we just want to
make sure that this is set to RS Shader Graph. So now we can double click in
here or hit this plus sign, and we'll get an RS standard
material inside of here. And we want to always
open up the node editor, which is what we'll get
when we open this up, and that's what we're
going to be working in. Okay. So now that we have
the renderer options set up, how we want them, as well
as the material setup. Now we can actually get into our layout and worry about
setting it up for red shift. So I know that's a
lot, and there's a lot about materials
and previews and stuff. But really, I think
it's important because it's one of
those things that can really trip you up, like I said. So hopefully that was helpful and speeds up your
workflow a little bit. It is kind of annoying
that you can't see these, but we can talk with them on, load them in, talk with
them back off if you want. And also can try and
see how yours works, and it may be fine
on your system. It depends on your hardware
and stuff like that, how much VRAM and all that jazz. So, you know, it's
up to you, really. It's up to you. But I find the fastest is
to have them off. So what we're going to do
now is in the next video, we're actually going to look
at all the Redshift render settings because it's just
important to have them set up, and I want to have
it be its own video rather than you having to skip through this because
I really think it's going to be a good one
for you to come back to. Okay, so it's not.
Yep. Alright, so let's go ahead and go
to the next video.
4. Redshift Render Settings (Be sure to watch next video on changes): So if you've been trying
to follow along so far, you might have found
it kind of difficult because you may not even
see your red shift options. You're like, Wait, I don't
even have a red shift icon. Up here, I don't have the same
icons as you on the side. My these red shift
materials aren't working. When I create a material,
it's like this. Why can't I create
red shift things? Nothing here looks
like your stuff. Nothing says red
shift. Where is it? Well, in order to actually
toggle on red shift, you need to go to
the render settings, which is Control B. Or this little icon
up here that's a clapboard with a gear on it. That's Control B for I don't know, render
settings, apparently. Alright, so what you may notice
here is in the top left, there's the rendber
option, okay? And so what I wanted you
to do is watch one up here and watch over here
for what changes, okay? When I go to click this and
I switch it to Redshift. Everything actually changes. So basically the way it works
now to elaborate on this is anything that is red shift related is going
to be over here. And also, you've got
red shift lights, red shift area lights,
red shift objects, red shift cameras, and
we still also have this red shift option for all of our other red shift
stuff up here as well. And we don't have any of
that other stuff like floor and stuff like that because it's not supported in red shift. So in the past, you used to kind of just
have this hodgepodge of both things that worked with Redshift and things that
didn't work with Redshift. And they were all on
screen at the same time, and you just had to know
what worked and what didn't now they've kind of
simplified that for you. So everything that you
see when you're in Redshift mode will
work with Redshift. And you can't just, like, throw things in there
that won't work. So you don't have to
worry about knowing what not to push anymore. It's a lot better for new users. It's very much streamlined,
and I like it a lot. Now, you may notice you don't
have this camera icon here. We'll cover that in a
little bit as well. Okay? So let's go ahead
and go back into here. So if you were confused
as to how come when you were togging that red
shift thing on or whatever it wasn't showing
up and all this stuff, you need to make sure
that you were in the red shift render inside
the render settings, and that will toggle
everything on for you, okay? And the reason I went kind
of in that order was one, I forgot that you had to do that because I never changed
mine off of redshift. And two, now you know
why you need red shift. You actually probably truly understand it a little
bit better and might understand now why if
you loaded something up and you didn't see red
shift stuff where it's gone, and it's just because
you don't have the red shift renderer
option selected. Okay. Inside of the red
shift options here, we have is we have
a couple of things. We have basic mode
and advanced mode. And you'll see no difference here in the output because it only affects it inside of
the red shift option here. So when we go into the red
shift option down here, now we have the option to
choose basic and advanced, which advanced gives
us more options. Let's talk about basic first. And just to start off, again, we are just setting up our
generic Look Dev setup so that we open up Cinema 40, we'll be ready to go
and start rendering. So what we want to do is we
want to go to bucket quality. We want to choose
low. We want to make sure that automatic
sampling is on. You may not see
that option here. Well, that's because it's
in the Advanced tab. So we'll go to Advanced tab, and it should be on by default. Automatic sampling. Make
sure that's toggled on. Interactive rendering,
progressive final rendering bucket. The way this works is interactive rendering
is progressive, which means you're going to get that kind that we
were looking at earlier where it's kind of noisy and then it kind of
cleans up over time. And bucket is going
to actually be a lot more accurate
and there's things that bucket renders that
progressive doesn't, but bucket takes longer to get a preview, for
it to render out. So it's not as good for Lodev, but it is better for
final renders, okay? So that's why we want the
final render to be Bucket. We don't need to show samples. We want to turn off
random noise patterns. I'm not sure why this is
even an option, really, because if you're
using anything like deniser which we're going
to use to preview stuff, it is going to be
very helpful to turn this off to make sure that
we're not freaking it out. Okay. So we want to make
sure we have this off. Now we can twirl this down
and we can go into denoising. And what we want to do is
we want to enable this. Now we can also enable it
back here at the beginning, and, you know, see
that it's enabled, and we have a couple
options here. We have optics, a stool, la single, la stool, and So basically, optics is like the good
super fast GPU one. Altasingle is a good denoiser,
but it's a little slower. Altastool is literally
twice as good as Alta single because it
does two passes of it, it is very, very good
at cleaning up noise, but it takes a lot
longer than optics. Euden is basically I don't know how we're
supposed to say that, but it is the new CPU denoiser from Intel that allows
you to if you're using the CPU version of red shift to actually still use a denoiser
without having to have, like, an RTX card or whatever. So you don't have to
have an NVDA GPU. To denoise your scenes now. So that's pretty cool. It seems
pretty similar to optics, but a little slower, okay? So what we want to
do is we want to use optics because that's
the one I prefer. We'll cover that a
lot more later on. But basically, this
one's good for previews. This one's better
for final renders. But sometimes you
don't even need it. Sometimes this
one's good enough, okay? That's the honest truth. It's just going to come down to your personal preference
and your exact scene file. But one thing we can do
with optics to make it even better is go in here to the Advanced tab and
twirl this down. And you'll see down here we have this option of overhead, right? So that is basically this is going to be
default set to ten. So what that means is when we hit render on our render
for the final render, it's going to give 10% of the GPU power into
denoising it as it renders. And what we want to do is
we want it to actually do 0% while it's rendering, and that's going to allow it
to render our scene faster. It's going to look noisy, but it's going to do
all of the optics denoising at the very
end of the render. So far as, like, previewing things, it's
going to take longer. But we're not really using the bucket render
to preview stuff, so we're only really using
it for final render. And so it's actually
I did a lot of test, and it's actually
faster for you to leave the bucket at zero
and let it render out noisy and then clean
it up at the very end versus giving 10% of it to
denoising it as it goes. It actually ends up taking a little bit longer to
render out overall. So even though the image looks exactly the same at the end, it's actually slower to try to do them both at
the same time. Okay? So it's better to let it render out noisy and then clean it up. So we're going to
leave this at zero. Now we're going to go
back to the basic tab, and we're going to make
sure we have hardware array tracing on if
available, obviously. So if you do not
have an RTX card, if you are getting into three D and redshift
and stuff like that, you need to, you know,
know a little bit about your graphics card and the
actual hardware that you have. And if you're serious about
becoming a three D artist, you want to get an RTX
card. You really do. And if you're on
a Mac and stuff, I know that's hard to hear, and they're working
and making MAC a better with metal
and all that stuff, and Res Shift supports it. And I think it'll be fine. I don't know that it's ever
going to be as good as RTX, but I don't know. You
know, maybe it's fine. So just keep that in mind. But this really, really speeds up your renders if
you have that RTX card. I used to have a GTX card, and now I have a 30 70 TI. The we'll talk about
this more the rendering, basically, but what matters
is the Cut Cor count, and when it comes
to renter speeds. And the GTX card that I had had, you know, half the Cut de coors of my RTX card that
I have, basically. So I thought when I
bought this card, it was going to
be twice as fast. It pretty much was until I toggled on hardware ray tracing, which made it even faster. So it's actually ended
up being about six times faster than my old
card is it had more RAM, VRAM, and it also had more just this RTX
ray tracing speed. So it's actually even faster to use those coup de
cores. So it's a lot. It's all techie and all this junk that I don't
understand, you know, really. But I know what I need to know at least enough
to say things wrong. But that is important
to have this on. And then the very
last thing we're going to do is we're
going to go back into the Advanced tab and go over here to the
global elimination. And what we want to do
is we want to change this to Brute force
and Brute force. And we'll cover what
this is in detail later. But basically, this
is what's going to make it look more
photorealistic. Versus looking like
a three D render, GI is that thing that like toy story and stuff
like that didn't have, and they had to fake
it with what's called an ambient occlusion map
where they would kind of build in dark areas and
light bouncing off of things. But basically, you
don't have to now, and so now things
going to look good. So if we shine a flashlight on a blue object and
on a white flame, we're going to get some
of that blue light bouncing off that blue
object hitting the floor. That's what GI is. It's
just light bounces and color information bouncing
with that light, okay? But we want to use brute
force and Brute force basically because it gives us faster previews and
faster feedback. We have a radiance
cache as an option. A lot of people say radiance
cache is more accurate. It's a little bit, but most of the things
you're going to make most of the things we're going to make aren't
going to need that. And really, if you're
towing a lot of interiors, it might be more
important to you. But basically, what
it does is it adds another step in between your bucket rendering
and what you're going to see where
it builds this, like, radiance
light cache first, and then it starts
rendering your scenes. So I'm not a big fan
of adding another step in between seeing my
product, my render. So that's why I use
Bruforce Bruforce because it's still
really good option. The cool thing is,
since we're using Auto, it doesn't matter what
we put here because it's going to just control
that for us as well. Alright, caustics, we're
not going to worry about, nothing here now. Now the very last
thing we need to do is go to our system settings. In my system settings, I
have it set up like this. You may have it set up
by default to be like 128 and spiral.
That's totally fine. We're going to leave
it there for now because what we're
going to cover in the rendering week is figuring out exactly what
is best for your machine as far as coming down here is the memory management and
all of these settings here. So don't get overwhelmed
by all of that. Right now, just leave the
system stuff as default. Just make sure auto memory
management is checked on. Okay? Alright, so
now we have all of those render settings
set up how we want it. You may notice that
we have another option up here called RT. That is for real time, not ray tracing, but real time. And the real time
renter is kind of neat, and it's still kind of
clearly under development, and we're not going to use
it a whole lot in this. We'll look at it
because it is cool, but it's just not quite
there yet, in my opinion. And let's just focus on one
render engine at a time. And with three D Cinema 40 and Rs being so much to
learn from the get go, let's not muddle things up with a different type of rendering engine inside of
our render engine. Okay? So now we've got
all these things saved. We can, you know, have
this little thing down here that says,
My render settings. Now, if you want, you can
double click this and call it, like, Look Dev, right? Because that's kind of
what this is going to be. And then we could
make a new one, change the settings to, like, hi, and then make one that's like final render,
that kind of thing. So you can save
these, but we're just going to do it at Look Dev here. And lastly, we want
to go to our output, and we want to choose our
output for our scene. So this is where you
want to put some of your most common outputs
and things like that. So if you're doing a
lot of Instagram posts, you might want to
do it, you know, 1080 by 1920 or something like
that versus 1920 by 1080. Again, you can lock the ratio, change the pixel resolution. If you're doing a lot of
stuff for print, you know, you can face this at 300,
whatever you want to do. This is going to be where you put in what
you're going to work on. There's not a universal thing. I do 1080 because I do a
lot of stuff for YouTube, so that makes the
most sense for me. There are options here, a lot of presets that you
can do and so there you go. Pretty cool four case, and I'm going to
fold all that stuff. So if you don't
know what you need, maybe you can find it there. But we're going to
set up in 1920 with 1080 of the square aspect ratio. And this is important, okay? When we change our scene FPS, it does not change
our output FPS, which is our frame rate,
right? Frames per second. So when we set our project
settings up to 24, we need to make sure that
our red shift output is at 24 as well. Otherwise, you're going to
get this weird instance where things are quiet lining
up and stuff like that. It's like dropping a 60 frame or it'd be like dropping
a 24 frame video into a 60 frame timeline. Everything's going
to seem kind of slow if you're trying to, like, stretch it out to that
same amount of time you're skipping frames.
That makes sense. I don't know how much
into video you are, but just make sure
that this frame rate matches the project
frame rate, okay? Lastly, we have the
ability to change the output range
for all our stuff. Basically, we just want
to make sure this is set to curve frame for our default setup here because that's
just going to say whatever we see
in our view port, right now, that's where
we're going to render out. We can leave it
like that, as well. You can make notes
and stuff in here if you want, but that should be it. We can now move on to
the save option here. Want to make sure
that's toggled on. Otherwise, it's not going to
save your vendors anywhere. And you can say to save
a regular image or a multi pass image
or a project file. And we're not going to
worry about this stuff right now. We'll
talk about it later. But what we want to do is just type in wherever
you want to save your file too, you know,
put it wherever you want. And you can even choose
the current computer name. You have some things, some
setous some layouts on how. You can tell it to
save things, the date, the time, the frame range, wherever you want to. So you can have some
setups, if you want. Formats, bitmaps, EXRs, JPEGs, PNGs, all of these things, again, different file types. Whatever you do, don't do these MP fours and stuff
like that for the video. Always, always, always
render out an image file. And then use something else to combine them to
make them a video because the MP four just comes
out super dark and stuff. So the AVI, as well,
I don't recommend exporting straight into video
format for that reason, but also for the
reason that if you have a 300, let's
say, short video, a 300 frame segment that you're rendering out
and the power goes out or something and you
had 299 frames of it done. If you're doing a video file, that file is now corrupted and you have to render
it all out again. If you're doing frames, you
have all those frames saved, you just need to
do one more frame, and then you build it. So little bullproof
protection there. But we're going to do JPEGs
for most of this stuff just because it's
small file size, and it looks good enough, right? And then you can choos your
bit rate and all that stuff, your depth, and all that stuff, Alpha channel. All
this stuff is fine. We're not going to
worry about that for now because we're
just setting up, again, our default stuff,
and we're good to go. Now, you may not see this
reship Post Effex here because we don't any yet,
which is totally fine. But, you know, if you do see
it, you can enable it there. If not, you can leave it off. It's totally fine for
the default settings. I don't think it
actually have any on, so we're going to turn that off. Actually, I didn't
want that on. Yeah. Okay. And then if you have magic B Looks and
stuff installed, you can actually set
that up as well. Okay, so now we actually have our red shift
settings set up. We have our project
settings set up. We have our render edit preference settings setup
in our render settings. All of our settings
almost are setup. We actually need to talk about setting up these screens
and where these windows go. And also, you may notice I have these nice black bars here, which you may or may not like, and I will show you how to set that up so
that your viewport looks a little more
like mine if you want in the next idea.
5. Changes from 2023 to 2024 versions of C4D.: This video is for a
real quick update if you're using 2024. There's a video coming
up right after this. I think I'm going to
list these two together. But the Redshift render
settings that are applicable in the 2023 video that you
see here are all correct. The only difference is in 2023, as you notice in the first 1
minute of the other video, is that it doesn't default to Redshift as the render
like it does now. So you used to have
to change that. But if you need to change
your render options, it is here in this
little gear box here. It's called the render settings. And basically, it's like
a gear in a clapboard. But it starts off as Redshift
now, which is really nice. So now you don't have
to switch it over. That used to be a
big pain point. But now we can just go ahead and default with Redshift and
set up all our settings, and we'll talk about setting all those up and saving them out so we don't have to tweak them every time in
the next lesson. So if you see in the next video, that's included with this one, the first minute of it
is switching that over. Just wanted to make sure
that you knew that that was the difference 2024-2023. I know a lot of people are transitioning right now, so
I didn't want to delete it. But if you're using 2024, it'll be totally fine.
Just follow along.
6. Project Settings + Workspace Essentials: Okay, so we've got
rider setting set up. We've got layouts kind of setup. We still haven't
saved it or anything. And there's one more
thing we need to do, and that is to go up here to the view port here and go to view and go down to configure, or we can hit Shift V.
So go to configure. And what this is going to
do is this opens up kind of the options for
our view port here, which is basically our workspace where we can see our lines
and everything like that. If you don't see these
lines and things, it's because you have it
displayed differently. There's the display option here, and we have a couple
options here. Garage shading is going
to show you kind of, you know, the most
realistici ish version. Quick shading is going to
be kind of the same thing, but without a lot of the
reflections and stuff, content shading is pretty
much just not going to work right unless you have
material previews. On, okay? If you have those
on, it will look better. But hidden lines is kind of like this gray wireframe mode, and then lines on its
own is a wireframe mode. In general, we'll be able
to see through everything and only see the geometry edges. Okay? So what I like
to work in the most is garage shading lines or
quick shading lines. This one's pretty nice, and all red **** and Cinema 40
and Redship run smooth here. But what you'll find out
as we get further along is that the viewport and redshift
aren't always the same, so we're going to
pretty much use the IPR previnerVew for most of our
stuff versus the viewport. There is an option to render Red shift in
the viewport live. I don't like it, but
you could try it out. We'll cover it later in the
renter section as well. Basically, what we have here is just basically our workspace
and what we can see. So what I like to do and
why I told you to open up the viewport is because there's one
thing I like to say, and I like to go over here
to the safe frames option. And over here, we'll see we turn this off and we have
our full window, right? So you can see everything. But then when you go to
render, like, let's say, we'll pull this up here, so it's at the top of our frame, and we say, Okay,
let's render this out. He's like, Alright.
Oh, I'm cutting it off because it's
out of my safe frame. So this is actually my
1920 by 1080 viewport, and this doesn't
match my viewport, so I can actually frame up what I'm rendering
really well, even though I am looking
through my camera, which is 1920 by today. So that's kind of confusing as to why this isn't
working right. And that's because this is
outside of the safe frames. So what we need to do is
go back Shift B, right? Shift B. And hit safe frames on. So now you can see, oh, that's exactly where
that's cutting that off. Okay. Well, yours might look more like this
where it's like, 20% on or 30% on. And it's kind of hard to tell. Like, you get you have a
slight inkling of where it is. You can turn it up pretty high, and the benefit of having it up higher is that you can see things off screen so you
can, click and drag them in. But I personally just
crank it all the way up to 100 I don't want to see anything that I'm not
seeing through my camera. It's like when I look
through my camera to film, I want to be focused on
everything that I can see and not be distracted by things that are
right off screen. I want to be locked
in. Now, obviously, there's a title safe and
stuff with your camera, and, obviously, you can
see a little bit more. But for me, just having
it at 100% black allows me to just basically
keep it at renders safe. This is what I
want renders safe. This is the main thing we want
to have checked on, okay? We have action safe
and title safe, so you can turn those on,
and those will you know, you can increase the size. If you know you have a certain size aspect ratio
for title safe, like if you're making lower
thirds for TV or something, and you know that
those need to fit in, you have that option
to pull these on. We're going to turn those off because we're not
worried about it. But now we have our
viewport locked in where we're only going to
see what we render. And to me, that's
very, very helpful. I All right. And that is pretty much it
for what we wanted to have on Boo, I know. That was a lot. That was like over an hour of stuff that just tell
you how to set it up to get Redshift
actually going so you can actually
start learning redshift. And that's kind of
three D for you. There's a lot of
foundation delay, but now that we
have that laid out, you don't have to really
go back and mess with it. You're gonna be
ready to get going and load it up and set
it up and save it. And I will show you exactly
how to do that right now. Okay, so now that we have
the renter settings, camera settings, ner material
settings preferences, all that stuff, it's all set up. It was a lot. I understand. But because we've set it up now, we are going to save it so we don't have to ever
set it up again, right now, if you
opened up a new scene, you would have to do
everything we just did again. And that sounds like pain, okay? That sounds awful. So that's why I'm going to
show you in the next lesson, which is the project
lesson on setting up our actual scene
with this psyche wall, this ball, the light, everything,
and saving everything. How we have it,
okay? So right now, before you load up
that next scene, if you've been following
along if you haven't. If you're like, Oh, my God, now, I have to go
through and do all this. Don't worry. I'm
giving you this scene. I'm giving you my layout with all my renter
settings and everything. So you don't have
to follow along, but I wanted you to do it
so that you understood why I was doing and why it's what it is, and
what you can change. But if you've just been
watching it and been like, I'll do it later, don't worry. I'll give you a shortcut. Okay? You can catch. So what we'll do in
the next lesson is set up this scene for you
and challenge you to create your own scene as
well and then just how to actually save it and
make it your default scene. So the next time you
open up Sine 40, you don't have to
do all that again. Okay? So in the next video, we're actually going to
finally save this out. I set you up to get
started. Alright, S there.
7. Finally Building our Scene: Okay, so we're finally
ready to create this scene. If you don't want to follow
along and figure out how to create this,
you can download it. It's available for you,
and I'll show you real quick how to save
it as your default. Scene, firstly, and then we'll go back and we'll show you
how to create all this, okay? So we're going to go to
Window customization. Okay? Layouts. And
we're going to say Save as start a layout,
Window, customization. Save as default seen. Okay? These two things
are very important. Default scene and layout, okay? That's going to save everything that's going to save
your materials. That's going to
save your objects. That's going to save the
way you have this laid out. Okay? So that's everything. And then you're
going to want to go in here and save it as something so that you can actually, load it
back up, right? So you save as, and then name
it whatever you want. Okay? There we go. And that'll be it. And that's it. That's how you do it once
you get it all set up. So now we're going to talk about actually setting this up in a user friendly way that
makes sense for you. So we're going to delete
everything and talk about what we have here
in our viewpoints. Okay? So we've got
render settings, everything good to
go from what we covered in the last videos. What we want is to just organize things in a way
that makes sense for us. Now, by default, this
is kind of the layout. We'll grab this and
pull this down. So if you notice in between
all of these options, we have this little arrow thing that can slide things around. And it's really nice
so we can slide things over and move things around
and do stuff like that. Okay. Pretty cool. Yeah, things are sliding around. You're like, Oh, this
is kind of neat. If you ever want
to move a window, you click this little
icon here and you can undock things so you can
make a little window here, and now it's not
over here anymore, and you're like, Oh, shoot, I actually want that
back over there, Control Z. Oof,
that doesn't work. There's no undo for that. So what we want to do I want to grab this
and put it back. Please, Oh, God,
then you're like, Oh, my God, what have I done? How do I Oh, now it's on top, right? So it doesn't make the most sense because
there's no icon that says, Okay, if I grab this line
and put it right here to the left side of this takes icon, it's
gonna put this here. You know, it lights up. It's like, Oh, I
can put it here, here, doesn't do anything there. But it works. You just
let go and put it back, and now you can slide
this back over. And if you accidentally
move things around and you've just jacked it up to the point where
there's no return, and you're just like,
Oh, God, I need to start over. Don't worry. You can start over. Go
to Window customization, layouts and just pick the
standard layout, okay? And it's going to
start you up with the default settings, okay? Not a big deal or go back to the layout that we just
saved as your startup one, okay? No, no problem. So now we're back to
where we want to be. And so what I suggest is if you want to
pop something out, rather than actually moving it, just click this
little icon up here, which pops out the window, but it's a copy of it. So it's not the same. It has all the same controls
as this window, but then we're not
messing with the way we're actually laid
out, so very nice. So what we have here is we
have tools up here on the top, which are kind of more selection and editing tools
kind of at the top, we've got points,
line faces, object, and UVs, and then
we have snapping, symmetry, and isolating view
and stuff like that here. Okay? So kind of your
basics, up here, you're mainly going to
focus on this area here. Then we have tools
over here on the left, which are common in
the most common tools. We've got the move tool, the
rotate tool, the scale tool, selection area tool
here, pretty cool one. You can do a last selection,
so you can actually, draw, you know, like photoshop
and stuff. But rush tool. But, you know, the main thing is you're going to want
to use this move tool, and then we have dynamic
Place and place tool, and then some edited
splines and polygon pins, paint tools, guide
tools, doodle paint. Okay, we're not going
to worry about too much of what's over here
right now for the basics, but I just want you to be aware that this
is where a lot of your most common move things around tools are going
to be, right here? And then we have our option for creating and modifying tools
are going to be over here. So these that are over here by the viewport are more for moving things
around in the viewport, and things here are more for creating things that are going to be put in
here into the objects. So if we wanted to create
a cube or a sphere, we could click and hold this blue cube here
and go to sphere. Okay? So now we
have a nice sphere. Very cool. And you
can see we have the geometry of it and you can see it doesn't look very around. So what we want to do is
increase the segments, and we'll talk about all this more in modeling and
things like that. Right now, I'm just
setting you up with the scene so that it
makes sense for you. And we're going to go
to type, and we're going to change the hexahedron, and you're going to see that
that changes the way that geometry is dispersed around
the sphere, which is fine. We want to make
sure render perfect is on, and that's fine. Now, you may want to
know you kind of have these arrows and stuff available and you need to know how to move around
your viewport. Well, the arrows are
indicators of axises. So you have axis, you got Z, Y and X, right, because it's
three D, three dimensions. So X is the red, Y is the green,
and Z is the blue. Z is depth. X is
the right and left, and Y is the up and down. You know, obviously, corresponding to the way
you're looking at it. There are world axises
and object axiss. So if I come in
here and I rotate either by hitting R and
bringing up the rotate tool. And now that I've rotated
this around, you can see, if I switch back to the E, I've rotated around
the axis axises there. But the world axis
is still here, and I can still see this. So if I want to move this up
directly in the world now, you might notice that
when I click and drag, I'm moving it kind
of freely around, and it's not locked into
an axis or anything. And I'm like, Well, I just
want to pull it straight up. But my Y isn't
straight up anymore. It's at an angle,
everything's kind of weird. If you need to hit W, and that's going to toggle
this icon up here, which when it looks at this, you can see it puts a
little world there, the little sphere, that
is the world axis. So now, it's rotated all these
things to match the world, no matter where I'm
looking at or how my object is rotated, okay? Object rotation, world
rotation, right? They're called
coordinate systems. Okay, so a little insight into just kind of figuring out how this stuff works now
Control Z and stuff does work on this
stuff, obviously. So the next thing we
need to do is just talk about moving around in our view port because we're
going to need to. We have basically a few options that are going to
be your go tos. You have these tools
up here, grab, pay and tool, click and
hold to zoom in and out, and click and hold to rotate. I never use these because
they are a pain in the butt. Uh, I use the mouse
and the keyboard. You can also get
a three D mouse, which actually is phenomenal. I used to have one,
don't anymore, but it is you can get around
with the mouse, keyboard. So what you want to do is hold Alt and middle mouse click, and that is your pan left right up and down
in your viewport, which is the same
as this hand icon, the move camera tool, yeah. Click and hold Middle
Mouse button and Alt. Click and Hold middle
or just clicking the Middle Mouse button brings
up your different views, and it clicks into whichever
one you want, okay? So middle mouse button allows
you to see four views, which is very helpful
for having this one your camera and
then being able to see your scene from a different
angle and move things around in another view so that you can see how it looks still in your final render here. Okay? So very helpful to
have these multiple views, which you can change what they look like here in the
camera option here. Different so you could
have different cameras. Different views, left, right, front, back, isometric,
all that stuff here. We'll cover that more later
in an isometric video. It's kind of the only one you'll probably use differently. So basically, what we have now is we have
the scroll wheel, which is zooming in
and zooming out. You also can hold Alt and right click and pull
your mouse back and forward to zoom in and out
kind of smoother and faster than scroll
wheeling Oops. Especially when it comes
to wanting to undo moves, this counts as one move versus every scroll wheel is a move. So very annoying. Org middle mouse click
to look in here. So, so far, Alt, middle mouse, pan, Alt right, click and hold, move the mouse, zooming it out. Lastly, Alt click and hold
the left mouse button, and this is how you're
going to rotate. Now, you may notice
there's a little plus sign there in the middle, and that is locked object. That's because we are
rotating from where we click. Okay? So if I hold and click at the top
of our object here, we're going to rotate
from that point, right? And then I go on
here at the bottom. We're going to rotate
from that point. So it's kind of helpful that
you can click and move. So if you have a
ground plane in here, we'll add one really
quick just for reference. If I click and hold
way back here, it's going to rotate
from back there, right? So it's very easy to oh, God, I'm accidentally upside
down or something, and I'm lost and I can't figure out where I
am. It's very easy. I do this a lot. It's
very common for new users don't feel stupid or
anything. You get lost a lot. If you get lost, hit F.
Because you do, okay? It's not going to do anything because it doesn't do anything. No, so what you want to
do when you get lost is hit will actually frame
everything up in your scene. Will it orient your
camera correctly for you? No, it's frustrating. But it at least
will get you back to a point where you were. So always be mindful
of your Z X and Y world coordinates here
because it's very easy to get lost and
just start making stuff. And then when you come
to render it out, you realize everything's
kind of facing the wrong way and stuff,
and everything, again, it's in relationship
to your perspective, so it may be totally fine, but it may end up that when you need to do something else, you actually needed it to face this other way,
blah, blah, blah. So be mindful of it while
you're creating, okay? So scroll will Alt
is your best friend. Alt, left mouse,
click, rotate, Alt, right mouse click, Zoom, Alt middle mouse
click pan, okay? And then H, if you get lost
to frame everything up. Okay. Pretty cool. So
that's how you move around. Now, let's talk about adding in a really nice
psyche wall behind us. So the best way to do this is actually to open up this
little turn folder here, which looks like a little poop in a ziplock baggy, right here. This is called the Acid browser. I know it's a folder
with a cloud, but I like to think
of it as a bag of but it's just full of stuff. So inside of here, you have access to
all kinds of things. You've got materials,
you've got media. You've got objects,
you've got scenes, characters, all kinds of stuff. And the best part
about this is you can actually add your own stuff
in there and customize it, and it's just this
really amazing thing. That is just here for you to use full of cool stuff that most
people don't use enough of. I don't think it's
actually kind of awesome. If you ever have used
C 40 in the past, you know about C 40
Lib C 40 libraries where you stat
materials and stuff, all of that, to me,
was always a pain. This is so much easier
to you can literally just drag and drop stuff in there, and it's
saved forever. So once you build a material
or an object or anything, you can just drag and drop it in there and have it
for reference whenever. But what we want to do is
we were type in studio. And you'll see we have
some options here. We've got a studio
back light seen here. We've got an object, we've got
some lights that are cool. We have some materials which
we're not going to use. But what we do want is what is called the node operator
backdrop, right? So what this is, we're going to double
click that and you'll see it's
going to bring in this what seems to be
a primitive, actually. And so it's this unique
primitive that exists in the node editor and not here, so it's a little confusing, but it's okay because we're only going to use it for a backdrop. And so the scene node
editor, by the way. But what we want
to do is just set this up because this Oops. What we want to do is set this up because it's
actually going to be the easiest way to
create this really nice, infinite floor studio look. And the reason we're going to
do this is because I'd say 99% of the things I make
I do in a studio setup. Um, so if that's something
that you're interested in, you're going to definitely
want it for this course. You're going to want to
save that as your default, so it's one less thing
you have to set up every time because it's not the
easiest thing to set up. But we're actually going
to set it up really quick. In. Um, because again, anytime you can
just save yourself some time doing things
that are very common, do that because it's going
to take longer to set up a studio setup than it
would be to just go over here and delete
this backdrop when I don't need it in
my scene, okay? So I'm just saving myself time. So in order to do this, let's go ahead and get these settings exactly
how we want them. So, you notice when
we click this icon, it turns yellow, which
means we have it selected, and that changes our
attributes panel. You may notice if I
click the sphere, that changes the
attributes panel as well. So whatever you have selected, you can either select
it in the Viewport with your object model
selection tool on, or you can click it over
here in the Objects panel. These are the same. And you'll notice it updates
the attributes. This attributes panel
is going to show you the attributes to whatever
we have selected. So if you're trying to tweak something and you realize
it's not there anymore, it's because you don't
have it selected. So what we want to do is we're going to grab this and
pull this up a little bit, because this attributes
panel is very important, and we're not going to have
a ton of stuff in our scene. So I like to have my attributes
panel a little larger because that's going
to help with material creation later as well. And when we save our
layout, this will save. So what we need to do
is go to our backdrop. We're going to take
the width of this and change it to 3,000. Take the height,
change it to 2000. And if you want to,
you can hit tab, and that will instantly
go to the next thing, so you not to sit here
and click through all these 2000 tab
extension 100 is fine. Tab rounding 200. And you're going to
notice that this is obviously just
scaling up the width, height, and the
depth of this scene of this actual backdrop. And then the rounding is changing the amount that
that curve is there. Now we want to adjust the tilt, and we want to set
that to 50 degrees. So that's going to
lean back like that. And what that's going to do
is that's going to give us this really nice,
natural fall off. It's going to give us
that infinite floor look like a studio
psyche would have. Lastly, we want to go ahead
and add a little bit of drop, not because we're going
to use it that much, but I think it
just helps to have that if we're ever moving
our camera around. I think it's just kind of cool to have that little fall off there versus just cutting
off at a harsh angle. The angle is 15, and the length we're
going to say is 15, just to subdivide
this a little more. And the reason we're
subdividing it so much, one, it makes it a little smoother when it comes to the rounding, which we'll cover
more in the modeling. But two, it's going
to help us if we ever want to use dynamics or anything because the
more geometry we have, the more accurate those
dynamics are going to be, which is what we won't cover dynamics
much in this course, but I want to do a course in the future that covers dynamics because
they're awesome. So now we have this
cool studio setup. You may notice
that everything we create when we create
something new, it spawns at this point. And that is because
this point coordinates are zero, zero, zero. This is the center of our world. And so our backdrop, you may notice, is not really quite centered
in our world. So what we want to
do is just kind of move this forward
a little bit, just so we kind of are
putting our objects more towards the middle
of our scene here, so we don't have to move that every time or move
our object every time. That way, when we load stuff in, we can just raise
it up a little bit. And it will be good to go. Now, we could lower the
backdrop, obviously, but I'd rather leave
the backdrops floor at the lower plane level at zero rather than make it
lower or anything like that. So we can adjust accordingly. So let's just pull our sphere up a little bit until
it's above the ground. Now, one way to do this
a little easier is obviously to know the
radius of your sphere. So if we know our sphere is 100 centimeters for our radius, we can go into the Y in the coordinates tab and
raise it up 100 centimeters, and that will put it
exactly on our floor. Which is what we want.
Alternatively, you could come in here and try to line this up and
really zoom in or a side view and
plop it down, fine. But we're just going to do 100 just because we
know that radius, and we can do that on
our own perfectly. So now you may notice
that we don't quite have the edges completely
blocked off, right? We can kind of see back here,
there's a little bit there. So what we want to do is
just scale up our backdrop. We could either come in
here and adjust the width, height and depth until we get it where we want it or we can hit and that's going to bring up our scale tool,
which is available here. Just click and drag until that covers up
our corners here. Okay, so it's a little bigger and now it's filling
up our whole scene. Okay, which is what we
want. Perfect. Now, let's go ahead and add a light, and then some materials on here, and then we'll actually be ready to save this and be good to go. So firstly, we want
to create our camera. Now we are ready to
create materials. We're ready to
create our camera. We're ready to
create our lighting, and then we'll be ready
to actually save this. So in the next video, we're
going to talk about creating our camera and setting that up really quickly so
we can get going.
8. Camera Setting Basics: Okay, so now we're ready to
add our camera to our scene, and for me, you notice there's
a camera icon down here. This may not be there for you. It should be by default, but I don't think it is anymore, which is really annoying, and
I hope they update it and bring it back because it was there, and then
they took it away. That's what I said
in the last video, they've added it back in
here, which is fantastic. Okay. So let's go ahead and just click this
standard camera right here, and you'll notice that brings
in a red shift camera. And we have this
little white box here. And so right now when
we're looking around, as you see, it says
default camera. Don't get confused
by that because that's not actually a camera. It is just perspective view. Okay? So we're just
looking around, and our camera is still looking, and you can see that we can actually see our
camera in the scene, and we can see
these yellow lines indicating what our camera can see in the actual
framing of our camera. If we want to look
through our camera, we can click this
little white box here. Now we're looking
through our camera and controlling our camera. So if I move over
here, untick this box, you can see we've actually
moved the camera in the scene. Now, it's important to note
that it's very easy to forget that you're
looking through your camera and have your
camera set up and be like, Oh, shoot, I've accidentally just moved my camera all around, and I want to go
back to my framing. Oh, but it was so
long ago that I can't even undo that far. There is not a whole lot
you can do about it. So what you need to do is pay very much attention to the
fact that when this is on, it's going to highlight
the border of your screen so that you can see that you're looking
through your camera. But this is kind of
a bull crap thing that you'll never notice ever. You need to make
sure you're paying attention to this box. And another thing you
can do is once you have your camera set up
how you want it, you can come in here
and right click this, and then type in Protect, right? So Pt Rigging tags protection. So what I did is I right
clicked my camera, started typing Protect, and it's the only one
that's available here. And what this is going
to do is it's going to not let you move your camera. So you're like, Oh, you can accidentally
move your camera. You have to un, you know, select your camera and get out of it, and now you
can move around. So now it's idiot proof, and you can accidentally
move your camera around. Alternatively, you may
notice that while I guess, additionally, you may notice that while you're moving around, you might have liked the way that you're looking at
it from this angle, and then you go over
here to look at this, and you want to go
back over there, and you realize,
shoot you've messed up and you hit Control Z, to undo, and you realize
it doesn't undo your move. It will undo camera moves, but it won't undo
viewport moves to undo your move in the viewport, when you
need to go to view. And you can see
here this undo view is control shift to see. So you have two different
commands that are being saved. You have actual things like moving objects and
moving cameras and selecting materials
and typing in values. All those things are going
to be affected by Control Z, and then to undo. And then if you want
to undo a view, you have to Control Shift Z, and now you can
see we're actually undoing our viewport view. So if you're in your scene and you're building and you're
creating this cold view, and then you move
everything around, and now everything's
not framed up, how it was, you need to go back. Control Shift Z, okay? But that's where I like to
set up the camera first. That way, have it locked in, so I don't have to really worry about that because
I always can just snap right back to my
camera. Okay, pretty cool. Next, let's talk about lighting. Well, actually, let's go to our camera, and let's change it. It defaults to a
focal length of 36, which is really weird
because you don't ever really see a 36 millimeter lens, very common in video production. A lot of stuff is 35 or
50 is kind of the most common and the closest to
the human eye as far as, like, warping and
stuff like that. But 50 is a really good one. You see a lot of interviews
and stuff like that. You'll notice we're allowed to change the settings and
stuff of our camera. But we're not allowed
to move it still, because we have this
protection tag. If you want to move it, you need to either uncheck this stuff. So we could uncheck all these, and then we can zoom
out a little bit. And the controls for the camera are exactly the same
as the viewport. It's like shift, I mean, sorry, to meddle mouse wheel, all that stuff. It's all
exactly the same. And now that we have this kind
of more where we want it, we can just snap
right back in here. Now, one more thing
that's a very helpful tip for the camera is before we
get into depth of field, and any of that
stuff, a good thing that I like to have set up for my default look Dev scene is I'd like
to go into display. And I like to turn on grid. And so this is going
to bring up our, you know, rule of
thirds kind of thing. So it's actually a little easier to frame things up and put
them where you want them. You also can turn
on a crosshair, which will help you
line things up and know where the exact
middle of your scene is. So you can see we actually
should, you know, undo our tag here, move this up. So it's more like that. Let's
zoom in a little and down. And we want it to be like that. We want it to be
just a little little below, perfect. The middle. That's kind of where we
want it. Now we like that. Type in our
protection tag again. Boom now we're in the middle. We're framed up how we want. We're looking good. We
have this to go off of. Very helpful to have
that. You can come in here and affect the
colors of it and stuff. If you want it to be like lime green or something
that's a little, you know, easier to see or
white, something like that. So you can make it
whatever you want. It's not bad. That looks
kind of old school. I like it. I like that. We'll leave it at that. And so now we have our camera
set up, how we want it. We've got to with the lens
effect so we can actually see our rule of thirds
and frame things up because without this, it's actually really hard to get things lined
up in the middle. I used to render out a
lot of stuff slightly off center and stuff
like that because I didn't know that that existed. So I was like, trying to eyeball where the middle was and stuff like that.
And now I don't have to. And you can adjust the amount of the grids and stuff like
that by trolling this down. And so you can start
adding in more. So if you want to make
sure you have one in the middle or
whatever you can, I like the rule of
thirds. Myself. But if you want to,
you know, figure out where the middle
is, you can do that. You also have the golden spiral and stuff like that, and
you can layer these, which now it's just kind of, you know, you're getting into
there's so much going on. It's hard to see. But pick whichever one you want,
and there you go. Alright, so now
that's the camera. Next video we'll
talk about lighting, and I know, again,
I keep saying it, but there's a lot of setup here, but you'll be so glad
you did it, I promise.
9. Setting Up Look Dev Lighting: Okay, now we're ready to
actually light our scene. Now, when I say light our scene, we're only lighting
it for look down. This isn't going to
be render ready, but it's going to be a
really good way to get us started with having
sort of a nice look. And the reason we're going
to do lighting before we do materials is because a lot of materials are very heavily based on how
they react to light. And to be honest, if
you can make your scene look good without materials
and just with lighting, then when you add materials, it's going to take it
to that next level. Building all these materials that you think look really good. And then when you
throw lights in there, you realize they look
completely different, and you're just going
to have to go backwards and redo all your
materials again, or you'll be tweaking
your lighting, trying to make it look right, and just really your workflow
is kind of backwards. So hopefully throughout
these videos, you're kind of not only
seeing how to set up a scene, but also kind of understanding the workflow for
creating a project, you want to add up your framing, set up your objects, then
set up your lighting, then do your materials, and
then you're good to go, okay? So for lighting, what we want to do is use a dome light
for our lighting. So you might think that this
little circle is a good one. Sun and sky is a
really cool one, and we'll cover it later,
but that's not what we want. We want to click
and hold this area light and choose dome light. So dome lights are
often referred to as environment lights or HDRI, map lights, things like that. So basically, think of it
as a 360 degree sphere, like an entire sphere around your scene where you're
going to put something like a sky or a factory or
some kind of image that's a 360 wrapped image in
there that's going to be on the inside of that sphere,
emitting light, okay? So it's wrapped around
your entire project, emitting light towards the
center of your project. So it's a really cool way to quickly get different looks
and stuff just by adding in different maps and
texture maps and stuff like that to kind of build completely different
looks really fast and easy as really good
jumping off points. You can render them out as, like, your final light image. I don't highly recommend it. You can always make things
look better with more lights. Dome lights are fantastic for things that need reflections
and stuff like that. You're almost always
going to want one. Even if you are lighting
everything with your other lights just
because you wanted to fill in those gaps where there is no area light
or anything like that. So very important, you're
going to want to use it a lot, so we're going to go ahead
and add it in there. Now, by default, it
is just solid white. Boom. Super white, super
even all the way around. But you can tell
already that, you know, our background and
the way our psych looks is a perfect
infinite floor. You cannot see this curve. You can't tell where it ends. It's a really nice
infinite floor. So so far, that's
looking really good. And you can see
our shadow is just kind of all the way
around our light, like it's high
noon or something, but also all the way around. So we're getting an
even light distributed everywhere, okay? So what we want to
do is we want to open up our black bag poop. And we could use studio here. This is a good one.
And instead of studio, you see we have down
here in the image media. Now, you might think that
these materials that say Studio and stuff like that
might be good options, but you actually don't
want to use these. These don't work with red shift. But image media where its
textures actually do. So what we're going to do is
rather than type in Studio, we're just going to
type in HDRI, okay? And that is a high dynamic
range image kind of thing. And what we can do is we
can scale this stuff up. And you'll see we have these
images here that we can use. Some of these have these new
previews that are built in, and they're really
cool because they are Aces. They're new. And basically what these are
telling you is they show you the image that it's going
to use for the dome light, and then it shows you
what that's going to look like on
different materials. There's a chrome, a black, shiny, a matte white, and a glass with serial. So you can kind of see how
that's going to be affecting your scene just by these little previews.
So that's really nice. Really cool. Sun, you'll
see that as well. So we have rooms,
interiors, cool, like car garages, stuff like
that. That's really helpful. For creating a cool look. Now, one that I like to use the most is the softbox studio. But another one that's
just really nice for Lo Dev is this Studio 21. Once you have one
you like selected, simply click and drag that into the texture icon here
of your dome light. Now, if you wanted to
use your own material, you simply need to
click the folder here next to this texture icon, select your material
and open it up. Okay. So it's going to default to
a texture type of spherical. You want to make sure you change your color space to seen linear Rec seven oh nine SRGBp or any images out of
the asset browser. You don't have to. I
think the Auto actually does a good job with the HDRIs, but just in case this
is a good thing to do. Now we have intensity and stuff like that. We're
not going to worry about. What we are going to do
is open up our renerview and you can see this
is what it looked like before with the solid white, and take a look at
how different it looks with this
new studio light. So you might notice that we kind of have this weird
shadow back here, and it doesn't look
that interesting. So it's kind of hard to
tell what this is doing. Well, what we can do is get
out of our camera here, and if we zoom out and look, we can actually see our scene back here in the background. So what we want to do is we kind of want to
rotate this around. Actually, no, we don't.
It's totally fine. Yeah, that's what you
want. That's fine. So we can actually
see, you know, we've got two soft
boxes here on the back. We've got a fake psych
wall back there. Then we've got our camera
here in the front. So it's very much
a studio setup, indeed, which is good for L Dev, like I mentioned,
but not good for final render because obviously our image looks a little flat, we really just have
two lights sliding it. Then a little bounce
from the background. So we have a little
separation between our object and the background,
but not really enough. We still want to
add more lights, but it's a good
start for Look Dev, so we're going to
leave it at that. And obviously, you
can play around with different materials
and different images. Like if you come in here
with this pro render one, we'll go to our
dome light object, and we can just
drag that in there. You're going to see how much
that changes our scene. Let's go back to our camera. Now it looks like we have a stronger light
here on the right, and I kind of like
that a little better. We could even come in
here and do a sky. And obviously, these
are going to create entirely different looks instead of seeing so you can just
pick one that you like. This one's really pretty. I kind of dig it, and I
might use it for a while, it's a little different
than what I'm used to. And I like that kind of warm
light coming from the side. So you can pick play around with him,
find one that you like, because really this is
all just for look dev, again, we can play with
this cool garage one. And even if you don't
have it downloaded, it will download it for you. You have these
little Cloud icons you can click to download them, but it will download
it for you if you tell it to apply
to your material. And when it's loaded in, it will automatically
update in here. And if you ever noticed
that it doesn't update or anything
for whatever reason, you can always hit
this refresh button, but it will have
to do things like process the texture
and stuff like that because a lot
of these images are really big
because they are 360, so they may take a
little while to load in. There we go. That
one, obviously, it's a very overhead
heavy lift one, which is kind of nice as well. Yeah, you kind of get the sense of how these
are going to look. So I'm going to leave this one I kind of like the
overhead garage look. Uh yeah, for now. And so now we have a light, we have a ball, we
have a background. Now we just need
to add materials, and we'll be good to go. So next video, let's add
some materials real quick. Go over that basically.
And then finally, save it.
10. Quick Look into Material Nodes: Alright, in this lesson,
we're going to take a real brief look into
creating our first material. Now, we're going to just scratch the surface here because
what we're going to do is actually create a button
here that you'll see here in the next lesson that allows us to speed up this workflow, and then from that point we
set that up, then from there, we'll take a little
deeper dive into creating our materials from that because it's just
going to be easier. We're going to set up a way that's going to be
easier to work with, and then we're just
going to work from there versus trying to
learn it one way, go backwards just
learn it another way. It's all going to be
applicable and make sense. But one thing I just
want to make sure that you have set up
before we get started in this is just to double check inside your
edit preferences, go down to reneber
and then redshift, and you want to make
sure that node materials for presets is checked off. And in order to tell
whether this is working or not quickly
without opening this up, is just to double click
inside the material manager, which if you're new
to c4d or anything, you may not know where
your materials are living. They are living here
in this icon that is a little looking sphere on
top of a plate or something. It's hard to tell what
it is, if you're new. But what it is is a shader ball, and I'll show you that
here in a little bit. But you click this. This is the material manager, and then you can double
click inside of this window. And that's going to
create a material. It's going to be called MT. And what it is actually is if you went down here
and you hit Create, and then you went to Redshift, and then you went to materials, and then you created
a standard material. Now, standard materials are different than red
shift materials. Basically, these
are outdated now. There's some uses for them, but the new standard
material is far easier to use and has
a lot more potential, and this is what
you should learn. So when we talk about red
shift materials from now on, we're pretty much
talking about the red shift standard material because that is really what
the cool new thing is. Now it's confusing
because it's called MT, so you would think it was
a red shift material. If you double click it,
you'll see it's actually a standard material and a
red shift standard material. So that is now the default after the latest update to make sure that people don't
create the old way. This is going to use the
new standard material, and this is going to be
inside of our node editor. And this is what we're
going to really play around with a lot
in the next lesson. But one thing I
just want to show the difference is we're going to actually going to set it up so that this
isn't what opens up. Yes, it's what we want to use. The new node editor, in my
opinion, is far superior. It is easier to work with. It is easier on the
eyes, and it's far, far easier and quicker
to connect things and build materials in
versus the old way. And the old way is what we
get when we uncheck this. Now, the only reason we're unchecking this is if
we're going to use things like third party assets from things like Kit Bash cargo, three D models and
stuff that you purchased that were created before the new standard material existed and the new
node editor existed. So things such as Quixel Bridge, which is one we're
definitely going to use, which has a lot of really cool, three D scanned assets, and that are completely free to use for
educational purposes. So we're going to
use these throughout the course because they're just really, really
cool looking, and you can create some
amazing looking scenes and things really quickly with these and they're
totally free to use for learning and for
your own personal use. As long as you're not
making money on them, use whatever you want, which
is really, really cool. Okay. So the reason, but the thing is, when we
bring something like this in, these are all if they're
not the brand new ones, at least some of the older
ones use the old shader graph. And what I'm talking
about there is with this unchecked and we
double click material now, you see it creates an RS
shader graph material. The two materials look
identical pretty much, but when we click this,
you'll see it actually opens up the old shader graph. Which actually has less functionality now
than it used to, they've actually just
kind of taken away the attribute panel and
put it on the new one. And we'll talk about that in later lessons for sure as well. But I just want you to know that basically the only reason
we're going to leave this off is so that we can bring in those third party assets,
it doesn't break them. Because if you try
to import stuff in, while we still
have this default, it doesn't know what to
do, and it breaks in. The cool part is with
Redshift is even if you don't want to learn in
the old Shader Graph, if you've watched
older tutorials or anything, I mean,
older, like a year. Like, the node
editor is new, okay? But everything that
works inside of this Shadograph works in
the new shaded graph. The new no Editor,
exactly the same, more streamlined
and easier to use. So you can't like if you watch an old one,
you're not going to be lost. You're going to understand
things till plug in to the same place
and stuff like that. Okay, so we've got this setup, and what we want to do
is the cool thing is, if you don't like the
way this looks and you want to tweak a material
that you did bring in, you actually can select
your old material here and go to material tools and
then convert to nodes. So we can convert and
replace with nodes, which will simply
change that material, and now we can
double click we have the exact same material
now inside of here. So we actually just don't use the old Shader
graph anymore, so you can simply select
those and convert them. That way we can keep working in the new node editor without
breaking into the old ways. We literally only have it
unchecked so that we can bring things in
without breaking them. So that's why we
set up this button so that when we can
just click this, we get a new button
that works out with our favorite nodes already
in the new node editor. That way we don't have
to worry about the fact that this is the default
when we double click, okay? So we're skipping a big step and tweaking things and converting
things and all that stuff. I know it's a lot to catch up, but I promise it will make
sense once we get into making assets and actually
using these plugins. It's just one of those
things that's going to be a lot handier to have set up on the front end rather
than trying to add it later on and
then kind of be like, Oh, well, we actually
could have used that earlier on, that
kind of a thing. So let's talk about what is inside of these nodes
when we look at these. So if you come in here, what
we have here when we open up our node editor is our standard material
and an output node. And if you notice, our standard material
is connected with its one output here
into the surface here. So the way this works
is these are nodes, and these are just
links to connect them. That's how node editors work. Everything is in a hierarchical
chain from left to right. So it's going to go
anything that's over here, plugs into the left
side of these, and then the right
side of whatever these are plugs into the left
side of the next one down. So if you want to add a node, we simply hit C, and that's going to bring
up this window. It's going to populate with all of the nodes
that we can use. And you can favorite nodes are most common used ones
and things like that. We can go in and search
through filters. We can go through math nodes, texture nodes, all
kinds of things. If we know there's
a node we want, like a bump node, we
can search for that, and instantly that
will pop up as well. So that's pretty
cool. So let's go ahead and do Amax on noise, which is one of my
most common nodes, and we use that later on
Bubble grab this max on noise, and then you just
simply drag and drop them into our scene. So that has created
Amax on noise node. And you can see over here
in our attributes panel, this is populated with
information about this node. Now, for a while, this
is the only way to work, and it was really a pain
in the butt to go from one window and then
into another window and then and then back and
forth and back and forth. And it wasn't a lot of fun because if you click this node, you'll see it changes and it's just really annoying
to work that way. Well, there's actually a
cool thing they've done, which is added the
option to show attributes and show
assets as well. So what you can do is just click this little button,
show attributes. And that's basically going
to grab this window and just plop it here inside of this so we can actually just
make this full screen. I suggest if you have
a dual monitor setup, you can create null materials
off screen and then watch them and the
effects of them in the renders time on your
main monitor, okay? So you can work in
two different spaces here without having to go back and forth and
back and forth. So it's really cool. And
as you click around, you'll see it changes how
these are being selected. And one thing I want
to make sure is that if you don't know
what nodes are there, obviously, when you hit C, this doesn't really give you
a lot of information. Obviously, we're
in the nodes tab, but there's not really an easy
way to look at everything. You can hold Shift and that'll allow you to
look at everything. But again, not super, I don't know, not
super friendly. So you can actually just
click this little icon here, which I recommend you do
if you're starting out. Basically brings that window in and so that you
can start to kind of see things together and how they are going to be connected and looped together and
stuff like that. So pretty neat that we could
come in here now and grab, you know, a ramp
or a texture map, texture node, stuff like that. And this is basically where everything we're
going to need to build a material lives in here, except anything that's driven by a texture map or
something like that. Obviously, those files
need to come from outside of c4d or inside
the Asset browser. So let's just go ahead and talk about connecting
things really quickly. Max on noise, what we can do is just simply
click and drag, and that's going to
snap into these. We'll cover this
later, of course. And you can see normally we have colors yellow to
yellow, totally fine. Doesn't have to go
yellow to yellow. Anything black and
white data can be driven into any of these
white values as well. So any white dot is
grayscale values can be put into there or numbers. So we'll talk about
that as well. Again, this is a quick
guide into how this works and what you're looking
at while you're in here. You have access to
all the attributes, different tabs inside
of here as well. So yes, there's a
lot of information, but I promise it's all really
basic and very similar, so you'll pick up
on it pretty quick. And the other thing I
would say that is very, very useful to know is
if we grab our material, and we either throw
it on our object by selecting our material and clicking and holding and
dropping it on our sphere, or we can click and hold and put it on our
object in our viewport, which works the same way. And it creates the tag right
here next to our object. So we know that this
material is on this object. One cool thing is, if you
come in here and obviously go to renterview we'll see that this material is being applied and
we see our noise generated on the surface through the color channels
of our material. Now, we also have all of the reflection attributes and everything coming through here. So if you make
this really shiny, we'll see that effect in
our dome light and stuff, which we won't see too
well with this dome light. But let's say you just
want to see exactly how this noise is being
applied without all the reflection
and all that stuff kind of mucking up your image. You simply can click
this little tiny S, which is one huge advantage that this new node editor has over the previous shader graph
is the solo button. So we can just solo and instantly it gets rid of
all other attributes, and it's like, This is
exactly where this is going, which is perfect for when you
want to adjust the size and things like that of your
scenes, and your attributes. And you don't have to follow
along. I'm just showing you how this is working. So you can see it
gives you a perfectly clean image of where
this is going. And then as we turn
this back off, you'll see we get
those reflections come back in and
stuff like that. And it kind of gets mucky again. So it's really cool if
you want to add this to a reflection map, you see how that's
going to create that, and it'd be a little tougher
to see kind of how this is being applied if we didn't have the solo button to work with, which is really nice to bring
that in and get working. So pretty cool. You can always come in here
and make this, like, red, so we see
a little better. And again, you can see how applying this
as the roughness, it's kind of hard
to see what's going on and where this
is being applied. Silhouette. Boom, actually,
you can now tell where this stuff is going and how it's being applied
on your object. So that's going to make it
a lot easier to work with. Okay, so let's go
ahead and turn off this left panel because
I don't really need it. Most of the things you're
going to want to use, we can actually
just add them in. You can favorite them,
and then just drag and drop them in and
hook up some things. So we'll talk about
doing that in the next lesson where we create our most common
things and create this button that allows us to speed up our
workflow by opening up everything and
having it ready to go with our most
commonly used things. And then from there on, we'll go a little deeper
into materials. But this is how the
new node editor works. And I've had people ask me about do I need to learn the old
one to learn the new one? No. But if you know either
one, if you know the new one, you'll be able to follow
along in the old ones, and if you know the old
ones, you'll be able to follow along in the
new node editor. It's just better.
But the workflow is exactly the same.
Left or right. Everything ends up in
the output node, okay? That's the key. All right. Cool. Let's move on to
the next lesson.
11. Instant Easy Material Button: Okay, in this lesson,
I'm going to show you a really helpful
quality of life tip, sort of a hack that
allows you to create basically an easy button when it comes to
material creation, where I can just
click this button right here, and when
I open that up, it has all of my favorite
nodes in there and saved, as well as starting out
in the node Editor. With the red shift standard
materials as well. So the cool part
about this is we're actually able to set
up our scene to still work with things
like Quixel Bridge and stuff that come in
in the old shader graph, because if you bring
them in and they're not set up the right
way, they don't work. So the cool part is we're
going to set it up. So if we double click in here, we create a material in
the old shader graph. Right? So that's the default. So how do we create a
material quickly that still brings up the new Noitor because that's
what we want to use. We want to use the Noitor
not the shaded graph. What is this doing? Refresh that. So all we need to do is there's two settings
we need to change. One thing we need to do is
go to edit preferences, and we need to go down here
to our red shift settings, and we want to make sure that node material presets
is on for right now, and then we're going to
turn it off later, okay? Then we're going to
go down to material, and we want to make sure
the default material is set to red shift
shaded graph, and always open node editor. It is going to be
helpful for things like cargo and stuff like
that from KitBash. But the main reason
we're going to come in here to the red shift
settings and turn this off later is almost
specifically for Quixel Bridge and
any other old files that were created before 3.5. It's just going to
make those materials and stuff work again. But for right now, we're
going to leave this on, and I'll just minimize
this for now, because what we're going to do now if we double click in here, is it actually creates a red shift standard
material, which is perfect. So what we're going
to do is type in C and add in our most
commonly used maps. I almost always use a bump map, and I always used a
displacement map. Almost always, not
really always. But the cool thing
is, is we can drag this displacement
into the surface here and the bump
into the bump here. And the main reason I do this
is because if we don't add any other texture maps into this because we're not going to
use a bump or displacement, it's fine. We're not
hurting anything. It's not creating any extra render time or
anything like that. So it's pretty harmless to
get those things plugged in. And it's always a pet peeve
when I bring in a bump map, and then I have to take
that bump map and plug that into a bump or if I want to use a noise as a bump map, I can't really just
plug it straight in. I want to plug it
in here so we can adjust these fields and things. So it's nice to have this
built in and ready to go. Now, another common node
that I almost always use is a max on noise because I love to create procedural noise, roughnesses, stuff like that. And I almost always use a ramp. And that's either to
change colors or whatever. So I just bring those
two things in, as well. And then I like to have
a color layer as well. So I bring in a color layer because I'm often
blending things. And really, I'm just saving
a little bit of time. But after making, once you
make 100 materials or so, you've saved quite
a bit of time, and it just takes you basically some of
these things where you have to bring in and
add these things kind of takes you out of
your flow a little bit. So anytime you can shave off a few seconds is always
beneficial, in my opinion. So we're just going
to kind of arrange these things a little
out of the way, not so much that they
off screen or anything, but we're going to
have them here, but we can start building and creating things without
really getting in the way. So now we have this saved. How do we take this,
which we're going to name as RS standard Start, okay? Whatever you
want to name it. And you think we can just
click and drag this up here. Well, we can't you go to
Window customization, customized palettes, that's how you get
into this editor here, but we still can't click
and drag this in here. So how do we actually
bring this up here? Well, the first thing I'm
going to do is tell you how to remove buttons just in
case you want to know. When you have the customized
palette thing open, you can just double click
and that will remove things. So how do I bring that back? Well, we're
going to close that. The trick here is actually just to open up
the asset browser. Grab your material and just drag it into
the asset browser. Doesn't matter
where you save it, just so you know where it is. Open that up. And here it
is in our asset browser. Now we can go to Window customization
customized palettes. And now we can drag it from our asset browser right there. And so now we can just drop it in right there. No problem. So now we still have the
option to go back to our edit, go to preferences, turn
off node material presets. So now if you notice when
we click any material, open that up, it's
the old Chata graph. But we don't want that, but
this is what we want in order to use Quixel
Bridge and old plugins. So how do we create
a new material? Well, we can just simply
click our button here, instantly generates
our material, opens up in the node editor, and has our scenes built in. So really nice way to kind of streamline your performance
without having to mess with the
settings and things when you're dealing with
third party plugins, like Quicksil and
stuff like that. So you'll be able to still
create your materials fresh and new but also not break other materials
and stuff like that. So legacy shader graph materials will still work just
fine in your scene, whereas you'll be able
to create the new one, which I highly recommend. So there you go. And
now this is saved. So if you want to save
this here forever, you need to go into your
window customization, save your layout, save
it as whatever you want, and then make sure to save as the startup layout and
save as the default scene. Now, I will say when
you do these things, you also will save everything
else in the scene, camera placement,
lighting, all that stuff. So you want to
make sure you kind of set the rest
of that up first. But you also will save
this little button here. So now you always have the
ability to come in here and quickly create a new
material and start working. Cook things up instantly, which, you know, do
whatever you want to do. And drag and drop those in, connect them,
whatever. Pretty cool.
12. Creating Our First Materials: Alright, so now
that we've created this button that allows us to instantly just
create a new material, let's talk about creating our first material
for our scene. So let's double click this, and that's going to open
up our node Editor. And the very best
thing that Redshift has added in the last
update the 3.5 14, I think, might be 13,
but I think it's 14. They just keep adding decimals. But what we've got
going on here is the ability to actually
control all of our attributes inside the
node editor rather than having to work in here and then come down here into
our attributes panel, which is what we've had to do previously since the
previous update. And it's just kind of
a disjointed workflow, and you have to go back and
forth, and it's pretty lame. So what we can actually
do is this little button right here is called the
Show attributes panel. Clicking that brings this back
up so it can work in here. So basically, you can
put this entire thing on a side monitor and work completely in it, and
it'll be totally fine. So now as we click around
through our nodes here, you see that this updates. So every node has
its own attributes. They are customizable, and
you can scroll through these, and you see there's
a lot of numbers and categories and sliders, and this is what
we're going to use to control all of our
material attributes. So it's very nice to be able to work with all of it in here. So you might be
like, Okay, well, where do I grab my nodes from? And how do I know what kind
of nodes I can even use? That's a very good
question, and there used to be a list of nodes over here, which we actually
can bring back now, as well with the update. And that's over
here on the left. It's show Assets. That's
what it's called now. So it's not completely intuitive that this is exactly
what you're looking for, but we're going to go ahead
and go full screen here. And what we have here are all of our color node assets instead
of the color category. And we have all these
color categories here. We've got legacy, which we're probably not going to use that much because legacy means that they're basically
phasing it out. There's something better
that's available, and this is really just so
things you have don't break, but they're not going to
update these anymore. Light, our lights and stuff, which we're not
going to use too much. The main stuff
we're going to use are material attributes here, as well as math,
which has a bunch of different sections, which we're not
going to use a ton. Texture is going to be
the huge one and utility, which has AOV options, attribute options such as
vertex and color user data, bump blender round
corners, displacers. So we have all of these, and what I would suggest doing is after you start using your materials for a while
and you're creating things, come through here and find
the ones that use the most, such as the texture ones, which things we're going
to use the most are probably going to be curvature, Maxon noise, and the ramp, 100%, we're going to
use the ramp a bunch. Come in here and just go
ahead and maybe heart those so that we can
actually use those. And so that way, once you
have everything done, rather than having to
click through here, you can just look at your
favorites here and you'll have your most common notes
here available to you, so you can just drag
and drop them in. Just click and drag
and drop. No problem. Another option is if you're
inside the view area here, you can just hit C, and
that's going to pop up the ability to search and type
in for whatever you want. So if we know we want to ramp,
we're just type in ramp, so you say C and
then type in ramp, and you'll see that
that gives you the ramp category here. And you begin drag and drop, just plop that in, and
that creates that for you. So you'll notice
that with nodes, what you do is you connect
from one output to the next. And basically the way
it works is almost always you're going
to just color match, which is very helpful. And one thing I will say about the colors with this
last update is it's kind of confusing why they did the colors the way they
did because basically, these options here, like
Maxon noise and AMP, basically all the texture
options used to be yellow, which would make
sense because most of their outputs were yellow and they connected to yellow inputs. And the bump and
displacement and utility nodes were purple. And that's why they
have the purple output and connect to the
purple inputs. But they actually changed
them to yellow and these to gray I'm not
sure why they did that. I kind of hope that they
can change that back. There might be a way to
change the colors of these, but I have not been
able to find it yet. But what we have here
are a couple options. Let's go ahead and take a look at what we're
talking about here. So Wait. There might be a couple options. There might be a way to
change the color here, but let's not worry about that. Now, let's go ahead and
create our first material. So firstly, what I
like to do is grab my material and put
it on my object. You can click and drag
it onto your object, or you can click
and drag it onto your object over here
in the hierarchy, which is a little easier if you have a lot of
stuff in your scene. Now, you may notice actually have a question mark
here on our sphere, which is because we used
to have a texture on it, and then we deleted
that texture. So that means it's
like, Hey, this used to have a texture on it?
Where's the texture gone? Okay? So if you ever see
that, that means that your texture that you were
using has been deleted, and you need to either reload
or find that or rebuild it. Okay? And so what you'll
notice here is if we click and drag
this onto our sphere, it's actually going to
add that on after that, so that's actually called
material stacking. And now we have material
stacking where we can actually stack up to four materials on one object that will
overlay and you can use opacity and stuff and create stickers and
things like that. And this isn't really what we
want when we don't need it. So what we want
to do is actually you can either come
in here and delete this by mousing over
it, clicking it, and hitting delete
the actual delete key or when you click and drag this, actually drag it over top of the existing material,
and that will replace. And so you can see that updates our preview here
in our view port. Let's go ahead and
open up Redshift. We have our new
Redshift menu up here. We're going to say
Redshift renerview. We're going to slide this
over, and we're going to go ahead and hit
this IPR button, and this is the
play button here, and this is going to use those progressive passes
that we talked about earlier to generate an
image very fast for us. Okay, so we can see
our sphere here and we can see our little
geometry issues here, and we'll fix that and
clean that up in a minute. We're just going to focus
on this texture right now. And so what you
can see is if you go into our standard
material here, I'm going to close this left
panel here so we can just see a little easier. And
we have our attributes. If we go into our base color, we can go ahead and change that to red, and that's
going to affect it. Now, we'll go in depth
into all of these things. In the next week, where
we're going to go in depth, break down every single
aspect of all this stuff. I just want to create a base material here that we're going to use
on some things. So basically, for this you just want to pick
a material that you like this is kind of just your beauty item.
It's going to be here. You're almost always going to delete it out of your scene, but it's just kind of there
to welcome you as you love it open up Cinema four
D. So it could be whatever. It doesn't have to be a sphere. It can be whatever
object you want. But we're going to do
a sphere, and let's do something a little fun here. So let's go ahead and
just follow along, and we're going to do, like, a nice blue here. Okay. And then we're going to
go down here to metal ness, and we're going to crank
that up all the way to one. And you can see that's
going to create this cool metal sphere. And then for our roughness value here down in the reflection, what we're going to do is we're going to kind of like a quick, dirty intro into just how
these are going to work. We're going to use
our Maxon noise and our ramp feature here, and we're going to
use these attributes to drive the roughness. So if we solo this Maxon
noise, which right here, we can click this little S, it's going to render
that on our object. So now we can come in here
to do our Maxon noise. So what I want to
do now is actually go in here and change the
noise type to turbulence. And then maybe go
down here underneath the input and increase
the scale to like ten, that's going to make it larger. And we can come and scroll down here to the output
and just kind of pull up these values at the low clip and create
some black values there. And that's pretty much all
I want to do right now. So what I want to do is connect that into the ramp
and the way to do this is you click and hold from this dot and just hover
over anywhere in the ramp. And this works with any node, and it's going to pop up all of your options that you
can plug this into, and we want to plug this
into the Alt input. It's kind of kind
of tuitive that you don't connect straight
into the Alt input. But here you go. I mean, straight into the input,
it's called Alt input. That's what you do for the ramp. Not going to see any
difference until we unsolo this and we can solo this ramp so we can see kind of
how we're working. And basically, all we're
doing with this ramp is we're going to come in
here and kind of clamp up some of these values and maybe bring down our
whites a little bit more. We can just kind
of fine tune that, and that's why I do that a lot. And we can unsolo that and you're going to see
nothing's different because we still haven't
hooked this up to anything. And the main reason we're
using black and white values is because black represents
the value of zero, and white represents
the value of one, and almost all of these
attributes are ranged 0-1. So we're basically
creating a color map that drives the integer
data for our nodes in the short kind of sum so what we want to do
is we want to click and drag this and we can
actually just mouse over our common inputs here and you can see it starts snapping, and that's only a feature
available on the node Editor. And we want to go down here to roughness and just
let go on that. And you can see that
just adds this kind of weird roughness over
top of our object. Now, I think it's
a little strong, and this is the beauty of
the ramp node can come in here and double click
on this white dot, and maybe we'll type
in like 40% gray, and now we're going to get
more of just a kind of scuffed and blurry object here. Pretty cool. And
you can obviously come in here and
adjust and just play around with whatever and just make kind of a fun
material that's going to welcome
you into Cinema 40. You can change the color.
Something a little more fun. You could do glass
if you wanted to. I would say away from
things that were too shiny or too glass just because it's going
to take longer to render, but we're just going to up
the color this maybe purple. No, definitely that blue. Yeah. Okay, cool. So now we've created
our first material. So now let's create one more material for our
psyche wall here. This one's going to be
one that we actually need to create and follow along. Double click that. Open
up our panel here. And what we're gonna do is
we're going to click and drag this onto our
psyche wall here. Okay. And we click this these red shift
standard material. And we want to make
sure that our color here is about 95% white. Really, I just got to stay
away from 100% white because nothing's really 100% white,
but you can, if you want. If it's a good rule of
thumb, kind of stay away from it so that basically, when you add lights and stuff, you kind of still
are able to see that variance when
things get brighter. And it's a lot harder
to get that attribute. When you're at 100% white, it's harder to get
brighter than 100% white. So if that makes sense.
But you can see how with this material and the way we set up our psyche wall
and our dome light, we have this perfect, seamless
floor, which is fantastic. The next thing we want to do
is we want to actually take our diffuse roughness and turn this all the way up to one, and we want to take
our reflection and actually turn that all
the way down to zero. And basically what this is
going to do is that's going to create this super matt material. So we have an
incredibly mat material versus having something
that's going to be very shiny where we're trying to see the reflection of our
sphere and stuff. We don't really want to have reflections and
stuff in a cyc wall, so we want to turn that
reflection value all the way down to have a nice
mat finished floor. And if you don't
like the way the metal's looking and stuff, obviously, just come in here
and we can just go ahead. And honestly, we can take the reflection and metalness values off of this as well if
you just want, like, a very, very basic scene, but I like having that
reflection on there, even without a bulk map. Just so we have
something to look at. So pick something fun. And now we have this
really nice floor. I mean, Mike can
adjust it so that it's gonna have an
even smoother floor. So it'll go to our backdrop. And as far as rounding goes, let's go ahead and keep
rounding that up to 200. And that should help
smooth that out. We also can just go ahead and take our depth
and just pull that back a little bit so that our psych wall isn't so
close to our object here. Yeah, that looks pretty good. Cool. So now we've
created two materials. So as you noticed, since we
have material previews off, one thing I like to do is since we're going
to save this as our default scene is just
enable material previews again, rebuild these, and also we
should probably name these. So don't be lazy like me. I teach you good habit, so do what I say. Not what I do. Right, so we're gonna
go on to the render, open up redshift, and
material previews on. Select both of these,
twirl this down, click default, and that's
just going to cause us to rebuild this
for us. Here we go. So now we can say psyche white. And all I'm doing
is psych Whitey. White. I can't type. And then double click instead
of the title here and we're going to call this just
blue or whatever you want. There we go. So now
we have this setup. We are ready. And also, one thing I want to do
is I just want to up the geometry of my sphere to 64. I think that creates just nicer. It just makes it smoother, so we're going to
leave it like that. But now that we have this setup, we are ready to talk
about setting up some extra lights and a
camera in the next lesson. After we come back up here to the preferences and once again, make sure we turn off that material preview so
it's not on by default. And what we want to
do is we want to just update our starter
scenes since we've made changes because we want this psych material and
stuff to come in every time. We don't want to have to
rebuild it every single time. So the cool thing is, those
things will save with this, so we'll go ahead and go to Save starter layout window
customization, save as default scene. Alright, now let's go ahead
and talk about lighting.
13. Lighting Basics: Alright, so now we're ready
to add lights to our scene. So let's go down
here and you see this little square
with an arrow. This is called an area light. Think of it as like a
giant silk or something or a big diffusion layer of light coming down or
just a big old light, whatever you want to
picture in your head to kind of make that make sense. But you can click and
hold this. We have point light, spotlight, infilt. We have all these lights, and we're going to
go over all these next week in the lighting course and some of them
are really cool, but the one we're
going to use the most is definitely
the area light, and that's what we
want to bring in here. Think of these as just studio lights that you're
going to bring in. We're going to click
and hold that that's going to bring that
into our scene. If we uncheck our camera so
we can move around here, notice we can't even see it, let's hide our sphere by just clicking this dot
until it turns red. We go, so you can kind
of see our area light, but if we rotate away
from our ramp here, our psyche wall by holding
Alt and left clicking, we can see our area
light is actually here, and it's just
represented by this box. So it's still kind of really
hard to see what's going on. So let's go ahead and
do the same thing to our backdrop here,
our back ground. So now we can actually
ER square here. And another thing that
the aerial lights kind of R is kind of
hard to move around. So if we wanted to point at our object here,
here's our sphere, we're going to grab
this by hitting E to create the move tool and then we're going
to hit R to rotate it. And it can be kind of a
pain to move these around, and then we need to
rotate around this way, and we can hold shift
to go in crements, but it's still
kind of difficult. So it's actually the
easiest thing to do and the coolest thing to do is use what's called a target null. We can do is you
can right click and add in these targets
and stuff like that and then add in null and target that and hook
those two things up. But we can actually do that even faster than actually coming in here and
doing it manually, and that is this little
arrow right here. Just click this and you can
say add target and null. It will automatically
add a null object, which is basically
just basically like a null and after effects. It's something that doesn't
take up any space or matter, but it's just like a
reference point, right? And then what we've done here
is we've added a target tag onto our light and with that
null as the target object. So no matter where if we hit E, no matter where we
move our light, it's going to look at that null, which just makes moving
these around so much easier. So if you have
something in your scene like the sphere here, you could set your
sphere to be the object. But the easiest thing to do
with the null is actually come over here to the
place tool on the left, and with your null selected,
click and place this, say on the front of this object, and that will put that exactly where you want
to focus your light on. Now we can come in here and move our light, let
him go our top you, move our light around
this way and up a bit, and we know it's going
to shine on that scene. So we'll go back
into our camera and render this and you can see
how that light is working. Before the light,
after the light. Obviously, our light
is very bright. Come down here to the intensity, lower it down to 20 there we go. We have this nice
subtle light coming in. You can see the reflection
of your light here, which is why light
shape matters, which we can change that. We talk about all of this later as well as the
spread and everything. But what we want to do
with our light is actually just create a really
nice big overhead. Because if you've ever been in a physical production studio like I used to work in
and set up and stuff, actually we had a giant
40 foot silk above, which silk is just
a literal silk that is designed to create diffusion, so all of our light from above, we was hanging from the ceiling, and then behind that silk was
about 40 different lights. Now, the cool thing
about three D is, rather than having, you know, a bunch of cloning a bunch
of these and then using a diffusion to set them up is so we can just actually
make one giant light, and that will act as
if it's a diffusion. So we'll go ahead and
roll raise this up, and what we're going to do
is we're actually going to go ahead and delete
our target tag now that we have it up kind
of near where we want it. And then we're going to go
into the coordinates tab here and just clean these
values up 180 degrees, and this is near negative
90, so negative 90. So now it's going to be
perfectly straight down. Alright. And we can center
this with zero and zero, and our Y is just how
high up above this is. So what we're going to do
is we're going to grab these little yellow
dots here and scale these out and
scale it back as well. So we've just created
this nice big overhead, and we can bring our
backdrop back in, so you can kind of
see where this is fitting in our
backdrop, as well. So what we want to do now is we can just go ahead
and take a look at what this is going to look
like because though we adjusted the level of
lighting earlier to just 20, you'll notice now that it's very much a lot brighter than it
was when it was set to 20, and that's because the actual
size of your light matters, because think of it as if
they are real world lights, we just created, like, a grid of 40 lights rather
than one small light. So what we could do is just
lower this down even more, somewhere around
two, maybe four. And maybe even five. I think
five is going to give us just kind of this
nice soft rim light. And already, just
without this light, you can see, like, a
dome light is good. It works well. But adding
in that actual light is just going to create just a really nice
soft starting point. Top lights are
almost always used, especially for
automotive renders, product renders,
stuff like that. So it's just a really
good one to have in your scene to start off with. So I like to put it in there. If you don't like it, you can uncheck it and stuff like that, but I think it really adds
just a really nice layer of lighting and smoothness
to our entire scene. So now we have this
really pretty blue ball, and we've got a camera set up. We've got lights set up. I
think, guys, we're ready. To move on to the project. We know how to navigate
the scene around. We know how to add things in and create some materials and some objects and stuff
like that. It's time. It's time for you
to take the reins. Alright. Pretty much the
next video you're going to do is going to be what the rest of your videos from
now on are going to be. It is going to be a
lot more hands on. You're actually going to be
following along, doing stuff, creating something rather
than just setting things up, which is what we've been
doing for the past week. But hopefully, after
doing what we've done, you understand why we needed
to do it and set it up, so we don't ever
have to do all of that again because that
was a lot of work. Now, granted, you'll
get faster at it and it won't take you an hour or whatever these videos add up to. It would take you a minute or two to set that up each time, but that's just a minute
or two that you could be spending creating that you don't actually need
to spend doing this. So hopefully, you appreciate the fact
that we are going to now go up to window
customization and once again, save a startup layout, customization, save
as default scene. And now every time we
open up Cinema four D, we will be greeted by this little ball and our
lights and everything. Put a little smiley face on here or something,
please go ahead. If you create a
cute intro scene, please feel free to
share it either with the discord or with our
private community here. I just would like to see
what you guys have made, and maybe I'll use your default
scene because sometimes, you know, it's just
some people have this really nice thing that
you didn't expect to see, and it looks really good. So awesome. There we go. Let's go ahead and start our next lesson and our
first project assignment.
14. Never have to mess with scene setup again: Now that we actually have
everything how it is, one thing you want to make
sure you don't do is once you set it to your
default layout here, just want to go ahead
and open up a new scene. So once you've saved set
it as your default layout, and you start a layout just want to make sure you save
it to a new scene, because if you don't and you start playing around
in that project, and then you save it at the end, it's going to save those updates as your default scene, too. So just be mindful of that. And we're not really not that you're going to keep working
on this or anything, but if you ever do
change your scene and then try to save
it and then keep working on that scene without
starting a new project, just be mindful that you might accidentally create a very
complex loading scene. So you go. So now that we have
everything how we want it, we've got an Infidet Light. We've got red shift settings. We can go to render view down here in our red
shift twirl down. We can set up a
hot key for this, which we can do
later in the render settings to bring this up. But it's up to you, but I like the way
everything's looking. You can spice it up, do whatever shape you
want or anything. I might actually change it to something a little more fun. Roughness value,
this is just for me. I'm going to crank
this up to like 0.4 for the reflection roughness, just because I don't
like seeing how perfectly reflective that
was of our dome light. So I kind of like
the way this is looking a little bit
better. Pretty cool. So obviously, you
know, you can choose whatever version of dome light
and stuff that you want. But so now what we'll be able to do is go up here to Window. Again, customization, save
let's just say save layout as, and we'll change this to, like, red shift, you know, EtronEfctron is the best
Etron layout, right? Save. And so you can have
multiple ones. So if you're going to have different projects
going at once, where you're going to have
a similar starting point, you can just create your
own layouts and stuff. So if you're going to do
something for Instagram, you can have an
Instagram layout one or something that you're going
to do sculpting and you can have a sculpting one,
that kind of thing. So whatever works best
for your workflow, and you can save
multiple of these and whatever and load them up at any time by going to Window
customization load layout, and then you can
choose in there. You also have the
option to go to just different layouts that already exist by going
to the layouts tab here, and you can choose any of the
ones that you've created, as well as some of the
ones that four D created, which are also available
up here, okay? Pretty. So now we've saved it, save it as a startup layout, and we'll also go to the window customization
save as the default scene. Cool. So now see
you've noticed it changes the name to new.c4d. So that is, like, the default of what it looks for when
it creates the layout. So now if you come in here and change it and save it again, it's gonna save that
as the startup layout. But we don't want to.
We're good how it is. We've done it oh,
there was a lot, but I think hopefully you understand why we did
a lot of that stuff. And as we move
through these weeks, they're going to
be a lot more fun. That is probably the
most boring one. Hopefully, it wasn't too
painful to sit through all of those change click these buttons,
do this, do that. I know it's a lot of groundwork. Hopefully, some of
it makes sense. Let me know in the live stream that we're going to do this week
for the feedback, write down these questions you have about what we've changed, if you have any questions about why we did
this or why we did. Or how come mine, it
looks a little differt. When I try to do it, let
me know those things. That's why we have the Q and A. It's because things happen
and things change and stuff. So let me know and definitely come in with your
questions of what you need to know and what
you're excited about for the next week where
we're going to cover creating some lighting. So we have this cool default scene now if we go in here and open up CPD hit new Yep, a new thing we're
going to see we already have all of
our stuff built in, our protection tag, our
dome light backdrop sphere. Everything is good
to go. We could take all these selection tags
off of our backdrop, actually, it's just kind
of really clumpy, clunky. Let's just go ahead
and do that. Let's do that back in our new thing. I don't like the fact that
that had all that stuff on it. And while we're here before we save it for
the very last time, let's go ahead and go
to our edit preferences and once again, go
down to our renderer. This is so I hate that
we have to do this. We don't have to, but I don't and then
we'll just go ahead and just change
anything from one. So we'll go into our backdrop and delete all those tags out. And now we've come in here
and just double click. One thing we can do is
go to our preferences, go back to our
winter settings and turn material previews back on, and then double click
these to open them up, and they will load in because I just think it looks nicer
when they're loaded in. So we're going to
leave that on for now. And now we have this is looking tidy. This
is looking good. We have this window,
how we want it. Things like the Redshift
render view like this, they're not going
to stay popped out. Any window that's popped
out is not going to stay. This is a pretty good
layout, and it depends on how much screen space
you have and stuff. But you might be able to do something like open
up your render view. And if you have the real
estate forward on your screen, you could dock it right here next to your material previews, so you can slide this over. And just so you have
this workspace here, and you also will
have a render window here, it's good to go. But, you know, it's
really up to you and how much space you have on your screen and
stuff like that. So if you want that
feedback kind of locked in, it doesn't seem like the
best use of space to me, but that's okay. It's
really up to you. I normally just pop
it out, but also it's mainly because a lot
of times when I'm doing it, I'm doing it to teach, so I have to have it on the same screen invisible and big, so I like to have
it just pop out. It doesn't bother me. But if
you have a second monitor, that's a really good use
of where you can put it, just make sure your
colors are kind of the same for both monitors.
So there you go. But yeah, if you like that,
go ahead and do that, but you can also undo that, and I'm going to
leave it like this. And we're just going to save this and make sure
we save it again. That's depot the scene.
Just to make sure. Alright. Cool. So that was a lot. I know. Okay, don't forget to
write those questions down and bring them to the
Q&A coming up soon, check the teachable page
for information on that, and don't forget to download
this scene, as well. If you need to if you couldn't follow along for
whatever reason, and you just want
this version and then tweak it from there,
you can totally do that. I understand. Alright. See
all in a little bit later.
15. Importing Fun shapes: Alright, in this
lesson, we're going to take a real quick look at how to import the assets we
need for the final project. Basically, there's a download on class of the
course curriculum. For this week,
it's going to have the fun shapes model pack that's going to be
available to you. That has all these
crazy cool shapes that I've created that
are ready to bring in. And so when you download
that, what you're going to get is this zip
folder right here. You don't need to extract it, don't open it.
Don't do anything. All we need to do,
let's go ahead and open up a new scene
here so I can show you. We'll delete this. We can open up the asset browser, okay? And all we're going to do is
we're going to go to Create. Then we're going to
go to import assets, and we open up wherever
we put our model pack. We just select the zip
folder and hit Open. And it's going to go
ahead and ask you where you want to put
these preferences is fine. Now, for me, it's not going to import them because
as you can see here, it skip these assets
because they already exist. So all of these assets are
what we're bringing in, but that will bring them in most likely in the
uncategorized section. And then you can just create
a new folder in here. You can go to create
Create category, call it whatever you want. So it's like efectotron models. EfecttronFun shapes. Okay? It will create that category you can drag and drop this
wherever you want. If you want to put
it inside of models, you totally can. No problem. And then inside of there, you can drop all of our fun shapes. So you can tell it
to save it there. You can copy and paste in there, whatever you want to
do, totally fine. So then, once you have those in there, let's go
ahead and take a look. I have my shapes here.
You'll notice there are four channels here. We've got blocks,
Sitler, spheres, and widgets, widgets are kind
of just abstract shapes. They're kind of my favorite
part. But once you have them, you can simply drag and
drop them into your scene. Now, they're all kind
of small by default. That's because some of
the spheres and stuff, I thought would be
pretty cool to put into real world scenes
is abstract art. So they're about somewhere
3-5 centimeters, so they can fit on a desk
or anything like that. But if you want to create
some random shapes real we'll show how to do that and create this abstract art really
quickly and easily. So just remember where you save them because
you will need them in the assignment
in the next video. Cool. Easy Ps.
16. Project! Create your render!: Alright, it's time for
us to finally create. We've opened up Cinema 40
or made a new project, which you can just
do by clicking this little plus button here, or going to file a new project, and we see that
everything loads up. We're ready to go. First thing
we are going to want to do is grab our little sphere here and hit Delete
and say, bye bye. And what we're going to
do is we are going to open up that folder that I showed you in the
previous video. If you didn't see that,
be sure to check it out, and I'll show you how
to import in all of these fun shapes that we've created that
I've created here. If you go down here
to our fun shapes, and we just select
right here and hold Shift and select our
witches down here, we actually can see
all of our shapes, all at once, so we
can scale these up, and let's go ahead
and grab this window, pull it out so we can see all of our fun shapes that
we have to choose from. So what I want you to do
is choose five shapes. Let's go with one. Two, three, four, five. You know what? If you're feeling froggy
and you want to go for six Go for six. Here we go. We're going for it. Alright, you can go for
as many as you want. The cool thing about the
way we're going to build this is that
everybody should look slightly different and you'll be able to create it
with your own flair. So it's going to be
pretty cool to have your own unique render
right off the bat, rather than just like everybody is like, Oh, I rendered
the same thing. I followed the
instructions. Yeah, we're all going to have
our own cool thing. We're all little
snowflakes, okay? So basically, we're
going to zoom in with scroll wheel. Scroll wheel. And what we want to
do, if you don't remember just to refresh your brand new scroll
wheel in and out, hold Alt and left mouse
click to rotate around, and of course, it's going to go from wherever you look at. So we can see we have
all this stuff lined up. But if yours doesn't
have the display lines here and you're set on garage
shading, you can do that. But I prefer either
constant shading with lines or quick shading with lines is probably my
favorite because it normally looks the cleanest and it's the easiest
to see everything. So those options are within
the display area here. Okay. So we've got
all these shapes, and they're all pretty
very high poly, really. They might slightly be too
high poly, but you know what? I just made them how
I wanted to make. So we've got these shapes, and what we're gonna do is
we're just going to kind of pull them around and just spread them out so they're
not intersecting with each other, just like that. All right. And we're
actually going to turn off do quick shading so we
don't have all the lines, so it's a little
easier on the eyes. And what I want to do is
I want to hold a shift on the bottom cube here
or your bottom object and then hold shift and
click up here to the top. You have them all
select basically. What we want to do is we want
to actually go over here to this dynamic place tool. When we click this, you're
going to notice that we have all these
bounding boxes built around our object and we have a different looking mover here. What this is actually going
to do is it's going to provide real time dynamics to our objects and allow us to do things like grab this
purple line here, which is the overall scale, there's the Z scale, Y scale, scale and
rotation and move. The difference between
dynamic place and the normal move tool
is we actually have all three options here in one control versus rotating
between each of them. So I kind of actually like that a lot about the demi tool. But what's cool is if we take this and we grab this purple
line and we scale in, they're all going to
crash into each other. We can just go B bow, bow, bo bo, right, that, right? And you can rotate it
around, get the rotation. And if you want, you can go here, and we're just going to kind
of just shimmy them around, spread them out, rotate them, smash them in, smash them out. And just kind of
create your own look of whatever you
think looks good. And if you think, You know
what? This isn't enough. We want more. Spread them all
back out just a little bit. We're gonna grab all of
these, hit Control C, Control V, and do
that one more time. And then we'll take those and move those over and
do it one more time, Control V, and move
those over like that. So now we have a bunch of these, and we can come in here
and shift click drag. Again, dynamic tool with them all selected,
smash them all in. We're gonna start slowing down a little bit, but not too much. Smash the sand. There we go. And now we can
rotate this around. Like, so really,
we're just going for, like, completely random
looks and vibes. So just have fun
wiggling it around. No. You can also come in here and just grab
individual ones, and they're still going
to react to other things. So if you don't
like where one is, you can rearrange
them individually. I'll say, Okay, I've
got too many of these balls over here
together where I like them. So I can just kind
of grab them and move them around individually. And now we can shift drag, click select them all. Again, scale them all out, scale them all in, boom. And let's grab one
of our widgets, which are the kind
of more fun shapes and try to pull it out of there. And if you can't pull it out, switch back to normal
move mode, ink it out. And we'll do another
one like that. And then we'll grab
those by themselves with a dynamic tool and just
kind of bring those in, like, so maybe pop them out. Yeah, like that. And we'll
grab this, move it out. And maybe take this one. And we're just trying
to move things around. And we just did that to get
kind of a nice dynamic look, and we're going to just sort of rotate some things
around so we get kind of a more kind of cool vibe without a bunch
of stuff intersecting. Do, we'll move this to
the back back here. You're just playing around
looking for places that are intersecting and stuff and
you just want to build out. That one's good. You don't want things to be too similar
to be next to each other. You can scale certain
objects down if you want. If you think they're too big, scale other objects
up if you want. I think this one looks
pretty fun to scale up. So let's put dynamics on
that guy and move him back. Here we go like
that. I like that. And we'll grab this
guy, pull him forward. Rotate him, maybe.
Here we go. Like that. Cool. So we have a
bunch of shapes. These two look too
similar to me, so I'm gonna rotate
this one around so they're not so exactly the same. Yeah, now we've got
a bunch of shapes, however you want them. And if we go ahead and
render them out, you know, just on their own,
they're gonna look pretty fun with our overhead
lighting and everything. Even without materials on them, it should look like a
pretty nice dynamic scene. And if we'd gone in here
and tried to move every single one of these
individually on our own, it would have taken a while, and it might have
been a little tricky, but we could have
definitely done it. But the dynamic tool
really just helps you create an organic look
really quickly and fast. And this is looking pretty good. Is my HGRI such that sky it is? That's kind of really pretty. I used an ACRI sky
from Poly haven, but let's go ahead
and just swap back to the studios just so we're
all on the exact same page. A lot of times I make tutorials, even in these, I will do entire videos that I
end up just deleting. And we'll see what studio
looks like. I hate it. I hate it in comparison.
That's it. We're going back. We're going to learn the 16,
here we're going for it. This is all live, right? So we want to go
to polyhaven.com. Totally free ACRI
textures and models. We're going to go to ACRIs and we want to use
this one right here. Evening Road. And you can
use whatever you want. You don't have to use
exactly what I'm doing. But this is the one I
used, evening Road. I did a 16 K. I'd probably say, really, if you're
just doing lighting, you could get away with
just a four K if you're not actually looking
at your image. I'm actually going
to replace you with that because it does go faster. 16 K R A k and up starts to kind of have a little hiccup because
it builds the preview. Once you have that downloaded, you want HTR or you could do an EXR if you
want, either one. But once you have
that downloaded, you just simply
click and drag that in to that spot right there. Now we have this nice lighting from the sun and we can rotate our dome lights
around and stuff, just like anything else. So if you want, we
can move it around. And if you need to see it, obviously, the easiest thing to do, turn off your backdrop, so you can actually
see kind of where your sky is in relationship
to your scene. So you kind of want this
nice side lighting, so you want to put the
sun kind of over there. It's kind of a side lighting. I like the way that's looking. Turn our backdrop back on. Here we go. Infinite white with this nice bluish hue
to it. I like that. Alright, so now
let's start creating multiple materials and
variations for our scene. So we're gonna leave this white, how it is, and we're
going to take our blue. And let's just pull this down so we can see all
of our hierarchy here. Alright, so we have a bunch
of these materials here. And what we can do is if
you want certain materials and stuff to all be
kind of the same color, one thing you can do if
you want things to be the same color is let's go in here and just select
some objects. We'll go and then hold Control, and we're just going to kind of click every other one or so. We're not really trying
to be too specific, but now we've
created this group, and we're just going
to take these, and we're going to click and
hold this button right here, which is normally the
subdivision surface. And we're going to
go down to connect, and we're going to hold Alt, p. And we're going
to hold Shift Alt. And we're going to hold Control? No. Okay. We're going to grab all these and we're
going to click and hold them. Actually, we're going to click. We're going to right click
these and hit group objects. That's going to create a
null and this is basically just created a
folder for objects. If you want to come
in here and change the icon and stuff
of these, you can. It just makes it look cleaner, but you don't have
to do that at all. Okay. So now if I take this blue and I
throw this on the null, it's going to just put everything that's in that
null and make it blue. So now we can come in
here and just make another group of a couple
different things together. Again, I click group objects, null one, and what we want to do is create
a different material. So let's grab our
blue, hold control, click and drag, and
now we have Blue two. And let's just call
this green for now. And basically, we're just making alternates real quick and then we're going
to actually come in here and color
these correctly. And throw that on there. And
then for this last group, we'll shift right click and we'll throw we don't want to throw the
actual psyche there. We want to use the
same kind of material, so click and hold the blue, and for this, we'll call it white for now, and we
can throw it on there. And this is just like a
base start, obviously. But I'm going to show
you how to actually create some really nice colors
and textures really quick. But just for example sake,
how we built this scene, all we did we dragged and
dropped a bunch of objects in, copy and pasted, changed
one attribute of a color. And then we have this
kind of fun dynamic scene just already looking
good. So pretty fun. So let's go ahead and tweak our colors because I don't like how lost
the whites getting. And we can deal with that in a bit because you can also come in here and do something like throw a different color
on your white wall, and now you have a
more dynamic scene, and you still have that
nice infinite floor look. So we can mess with
that in a bit. So what I like to
do for my colors is actually go to a
website called coolers.co. And if you watched any
of my YouTube tutorials, you might have heard
me mention it. It just is a way has this way to create color generation
templates and palettes. So you can just come in
here and hit Space Bar, and it's just going to
make color palettes. You can just go until you
like one and you're like, oh, I really like this color. Lock that one in and keep hitting space and you're going to get things
that match with that. So really, really cool feature, as well as just the ability
to explore tunning palettes, which is where
we're going to too. And I like this palette
right here, I believe. So what I want to do
is I want to open up this blue and go ahead
and open up this panel. And basically, what
I'm going to do is I could either come
in here and copy this Ag code by clicking
right here, open this up, and then Actually, I
could come in here, I could twirl this down, and then right over here, we'll see this little
arrow and then has the option to put
in hexadecimals. So we can just go right here and paste that in so we
get exactly that color. Now, if it doesn't
quite look right, you might want to make
sure that you have linear RchP on because it
will change the way it looks. Okay. Alternatively, if you have a side monitor like I have, you can literally
just color pick. So we're just going to
color drop and select. I'm changing my mind. I'm
calling an audible, guys. We're going to go and girls, we're going to go and whoever.
We're calling an audible. We are going to switch up and do these colors because
I think these are going to look fun and
kind of tropical. So I like this vibe. So we're going to go
color, choose this color, make a new material, color, choose that color, new
material, and so on. Okay? Okay, so we've
created our yellow, our light pink mint
and deep pink here, and I've just created
those, and we still have all the same attribute
colors and things on them. So if you want to, you can come in here and just we have more colors than
we have nulls now. So let's just go ahead
and select a couple of these and just pull
them out on their own. And we're just gonna
grab the pink, and throw it on that one. Grab the mint to
throw it on that one and the deep pink, and
maybe throw it on that one. And the cool thing is, even
though it's in a null, if you throw that texture on the actual material,
it's gonna override it. So we can say, right, deep
pink on this cylinder as well. So we've colored the whole
group, but now we're saying, You know what, override that
group and put it on here. So mint need a couple
more mints in there. Let's grab that, throw
it on this sphere. I really like this giant
ball to be all perfect. Deep pink, and we're
just throwing these on randomly, however you want. So we didn't need
to take those out, but you totally could. We'll drag that one
back in. There we go. So I like this color
palette a lot. And now what I think I want
to do is I want to decide what color I want the background
to be. And I don't know. Oh, do we have white
on this at all? We'll do white on
there and there. Oops. That one's already got it. We'll be down. There we go. Make sure you don't have any
double copies on anything. Very nice. And what we can do is just see what
these look like, throwing them on our
background here. Mm. I like that. Let's throw
the I like that too. I bet the yellow is gonna
be good looking, too. That's the cool thing about
using these color palettes is when you just start mixing
and changing things up, it all looks good because
it goes together. And honestly, I'm not
the best with colors, so coolers.co is phenomenal. I like this yellow quite a bit. I like that. I like that.
I'm happy with that. So what we're gonna do
is we're actually grab this yellow hold
Control click and drag, and we're going to
call this yellow MT. And we're going to
make sure that we put this one on our backdrop, okay? And we want
to open this up. And instead of our RS standard, we want to make sure we
have this rolled open. We're going to take
the roughness of this and just turn
it up to, like, 0.8. And basically, we are saying, we want this to be pretty Mt. We don't want it
to reflect. We can go all the way up
to one, honestly. There we go. I like that. Okay, so now what we can do is we can come
in here to some of these other materials and start messing with the reflection
values and stuff. We don't want to go crazy
because we actually want to keep it pretty clean. So what we want to do is
let's go to our yellow, and I think the yellow
would be really nice. We're gonna double
click that open. We can zoom in here
in our window. And the same controls applied all of these
scroll wheel and Alt middle mouse
click hold to move around old winter
mouse, click hold. Now, in here and you get lost, hit H, and that
frames everything up. And if you have a whole bunch of spaghetti and stuff
all over the place, you can hit Shift L, and that's going to arrange
everything for you, okay? So it groups things that
are together for you. So pretty cool. Alright,
open this panel back up. Sand retrial, and we can kind of take our
roughness of this yellow. Maybe bring it down and make
that yellow kind of shiny. And maybe up the IOR, which we'll talk about when
we get into the materials. So basically, we're
going to tell this to be a little glossier, really. Okay. Then let's go into our
deep pink, twirl that open. And I think I want this
to be kind of rough. So diffuse roughness up and
roughness here up as well. Just go to make that a
little more matt. Mm hmm. And we can come in
here, too, or pink. And the cool thing is we
can just double click this and we don't have
to reopen the window or anything and close it every time. We're gonna take this. And maybe let's
go ahead and turn the metal ness of this up
and see what that does. Ooh. Interesting. So
we can come in here, lower the IR to like 1.3, make it more like
plastic than metal. And we can take our mentalistyu. We don't have to go full metal. We can go, like, half metal, and we might get or even lower. We might get just
this nice, cool, weird, shiny material
that looks kind of nice. I did like how shiny that was. I think that looks pretty cool. But is it too much
for this scene? There's a lot of creative
decisions that you're gonna have to go through
while you're creating things. And really, it's just like,
Well, let's try it with this. It's just my what's the
word I'm looking for? Method is to just
I'm like, Okay, that's the beauty of red shift and the fact
that it's so fast, is that I can be
like, Well, actually, let's see what it looks
like if I don't do that. Pretty cool. Let's just do that. Yeah, let's just go to like
0.2. I think how it was. Like, normally, I
think I like that maybe 0.3 for the roughness
ring this back down. I think that one needs
to be pretty simple. The mint, I think,
can be glossier, so we'll turn the
roughness value down and maybe turn
the metalness up. That's interesting. Maybe with the roughness up,
it'll look good, too. Now, no, metals down,
roughness down. It's worth trying. Worth trying. Okay, so we're not going
to worry about mixing in noises and maps and
stuff in here just yet. And there's one more
thing I do want to create here because I think it's
going to make it look super, super cool is I actually want to take this widget here and
hit E to get the move tool, hold control and drag it up. And what I want to do is I'm going to hit R and rotate this. And I just want to make and
if you don't have this shape, obviously, go into the widgets or all of the downloads
and find a nice flat one. And we're going to
scale it up pretty big, and we're going to put it kind of right in front of our scene. Like maybe, like, this. Okay? So it's kind of covering
up some big chunks of it. And we're going to
actually make this glass and this, like, cool. I think it's going to look cool. So we're going to make
a new material by clicking our standard
button that we created. Put that on this object, which if you ever can't find the object that
you have selected, which is this one, you can come over here
while you have that selected and hit S,
and it will show it. So for some reason, we couldn't see it. We're like,
Oh, where is it? We can S, and it's going
to bring that to you. So a nice little tip there. Grab this, throw this on there. Boom. And we want to go
ahead and double click that, take a look at here, and we're going to go into the
standard material, open this up, and we're going to just turn the
weight of this off on the color and scroll
down to the transmission. And we're going to go more in
depth into glass and stuff, but we're just going to make
something really quick. We're going to up that weight
all the way up to one. It's going to make
it this nice glass. And we're going to come
in here and we're just like let's do white. And what we're going to
do is we're going to come to the roughness and we're
going to turn that up. We're gonna turn that roughness
up a bit and our IOR, we're going to bring
down to, like, 1.1. 1.1. You can type in
there if you need to. And then we're going
to scroll down here to the transmission right
now, it looks awful. We're going to take
this weight, and we're going to crank it all
the way up to one. And that should make this
look like clear glass, and we're getting some nice blur because of the shape of
our object and stuff. And basically, glass and
stuff is going to be dependent on the
thickness of your object, the way it refracts. That's what the
IOR is, and we'll talk a lot more about that. But let's go ahead
and close this for right now and just kind
of organize this a bit. We're going to kind
of maybe make this a little more
aesthetically pleasing and make it straight
up and down. And then we're going
to rotate this, and we realized I
just moved my camera, I think I sure did. So shift Control Shift Z. And what we want to
do is we want to make sure we go in here,
uncheck our camera. And the cool thing is,
we can come in here to our render view and make sure we're looking
through our camera. So even though we're
moving around, we can see what we're going
to see when we hit render. So we can move this around, come to our shape here, hit T for scale. And we're going to actually
just make it thinner and just scale that in
a little bit like that. And now it can come back
to this camera like that, unless maybe you hit hold shift to rotate in increments and do something
kind of like that. D. Now, I think it needs
to and this is partly why I say not to do
materials before you finish lighting
because we're actually going to add some more lights
in this as our project, but I didn't want to you have your lighting done before
we started the project. But you can see now why Because this class with just
an overhead light and a dome light doesn't
have a lot of interest, and the whole thing just
seems kind of flat. Even though the whole
thing looks cool, it just kind of seems like it could be jazzed
up a little bit. So I think it's time to add
some lights in our scene. So let's go ahead and
go to our lights, click this on hide this now because we're going
to come back to those, but we don't need
to deal with them. We've got our light. We want
to click this little arrow, do a target and null. And the fact that we've
created everything to come in at the point of zero, our null is going to be there,
so we're in good shape. We can scroll up to the
top, which is where it's going to always
add new things, and grab this area
light and just pull that up and maybe
over to the left. It's going to be way too strong, as you see, it's
blowing out our scene. So come in here, we'll change just about five There we go. And we're going to go into the side views here by
middle mouse clicking. And what we want
to do is we have our camera here and we
have our scene here, and it looks like our null
is behind our scenes, so we just want to
make sure that we put our null up to where
our objects are. And we could use the place
tool if we wanted to. But what I want to do
is I do want to create some nice back
highlights on this. So I'm actually
going to put this back here and above our shapes. I'm going to make this shape just a little smaller
and narrower. And that should create some nice highlights on
some of these shapes. We're going to bring
this spread down here. And if you want to,
you can come in here and minimize these to make them smaller so
you have more room. And we can come in here to our other lights and just turn off the dome
light for right now and our other light
just so you can see exactly what this
light is doing. And sometimes when you do
that, you realize, Oh, that looks a lot better
with just that light, but we're not there
in this scene yet. So let's go ahead and maybe
we can change this up to 20. It's creating some
nice highlights. We're gonna go up even
higher. 50. There we go. So now we're getting
these nice highlights on the glass and our shape. And let's lower our spread down. And basically, all this is doing is focusing the
power of our light. Think of it like a
fnelle on a spotlight. We're making it
more of a spotlight and less of a diffusion light. So now we have this nice
back lighting on our object, and this looks kind
of neat on its own. Let's turn on the
dome light with this. And you can see we
kind of still have those highlights in
here with our object, and it's looking pretty good. So we can come in turn back
on our overhead light. And I think we want to just add one more light here on the front to kind of get a glint on this. So let's go back,
turn these off. And we're just going
to hold control on this area light and
copy that over. And that's going to
keep that target. It's going to copy
that target tag and where our null is aligned. So we can actually just
move this one around now, and it will be adjusted
straight into. So I think what I
want to do is come in from above, like that. Mm. Maybe a little maybe beneath might be
cool for this scene. I kind of like the way
that looks across some of the details of this. Mm. Let's move it a little
bit in front of that glass. There we go. And we can say we can
spread this back out, make it more flood fill light and lower this
down to about 25. And obviously, it's
going to be kind of dependent on your
scene, but just, you know, be mindful of how bright things
are. And thanks. We're really just
looking to create some nice contrast in our
scene with our lighting. So we have, like, this
really nice, sharp, bright highlight on our edges and stuff from that backlight. And then this light's
just really here to fill in some of these spots
and create some shadows. And I think this might
be a little too much to but we're going to go
somewhere in between, like 20. And so we have some nice colors
and shadows on our scene. So we have this nice
look. So it'll come with the overhead light.
Looks pretty good. Dome light, that's going to
help blow everything out. And if you ever think your dome light is a
little too bright, you can come in here
to your dome light and just turn it down
with the intensity. It works just like
any other light. But I think we're going to
leave it how we have it. And I don't love our glass, so I'm actually going
to double click our glass and open up
the panels back in. And I think what I want
to do is I want to add either some color to it or mess with the
roughness value. So maybe I would just do
like 0.05 for the roughness, so it's pretty shiny, but add
extra roughness in there, which is going to put that sort of in the thickness part here, which makes it look more
like frosted glass, which I kind of
and so with that, I mean, we're looking
we're looking pretty good. So let's come in here and
do the final touches of our project and hit this little gear here
instead of our interview. And we're going to go
to ts, checkbox that. And what I like to use is
the filmic medium high L. So you have a bunch of
different lets in here. The filmic medium
should be included. And we have the slider here
to control the value of that. And we're going to
go at about 0.5. What we're going to do is
we're going to go down here to the color controls
enable that. And we're going to
up the contrast on this like points oh eight. And we're going to take
this and raise it up just a bit and take this down here
and click and pull this down. So that's going to give us
just that classic S curve that you've probably
seen before, and that creates just
kind of this nice look. And we can mess with our glass. I think it's something about it just isn't hitting right for me, and maybe we just
need to put it in the middle or make it frostier. So let's go ahead
and grab that glass, and we can scroll down
here without having to go into our node panel
if we want and just up the roughness
of this It's like 0.25. Maybe 0.3. Yeah.
So the last thing I want to do here
is actually tint my glass to be a little
more pink and a little more frosted because I think
it's just going to help add a little bit of
depth to the scene. So everything's pretty
clumped up, which is fine. So what we're going to
do is open up our glass, open up our panel here, send our material, go down
to the transmission color, and we're going to actually
go down to our scatter color. And we're going to grab either
our deep pink or our mint. Let's try our mint first. Right click copy
back into our glass. And we're going to go down
here to the scattered color, right click paste. And nothing's going to change by default because
we have no depth, and we'll cover all this later, but we're going to
change this to 0.5, and we're just going to
see what happens here. Glass does take longer to
render than most things. And it's going extra
slow for me because I am recording. But that looks right. Kind of has a waxy
look, which is fine, but not what I want. And I think I want
it to be that pink. So we'll just choose
our deep pink, right click Kopi
ectorGlassR, click paste. Obviously, whatever colors you think look best for you scene. And if you're following
along exactly, you know, follow along exactly and then, you know, do your
own interpretation. Mm. I like that. Let's lower the
roughness to 0.2, up the IOR to 1.2 and possibly mess
with a scatter and trope. Let's see what this looks
like first. 'Cause we might just need to lower our extra roughness
down for this. Yeah, I'm liking that. I
think what I want to do is come back in here,
turn this off, go off my camera, rotate around, and maybe make this
thick again now that we're actually adding
some thickness here. And another thing
I want to do is I think my scene is just a little heavy on the yellow on this
side and a little light. So I actually want
to grab this color here and I'm going to grab my deep pink
and put it on that. And I'm going to grab
this ball right here, and I'm gonna put the
yellow on that ball. Alright. And because we don't have
any opacity or anything, it's okay that we
have some stacking, but we can come in
here and delete those duplicates. If
we see them, okay? And now, with this ball being also pink and pink
there, let's throw mint. Now, let's see the whoops. Let's show the lighter
pink on that ball. And then this cube in
the middle here will make that be yellow. And then this square
will make B mint. So I think the Mint's
really pretty. So now we'll come in
here, it interview on this and just see what
we have going on here. I don't mind that bottom
one being yellow though. Yeah. See how that thickness is created,
kind of that cool look. So let's go into our
scene here and just go down here to the transmission depth and crank it all
the way up to one. And basically, that's gonna say allow more light
to get through, and we'll go over this more. So now we get more of that
just like tinted glass. Look, I like that. And we might just mess around
with some of our colors. We'll do that yellow down
here on this cube again. And maybe we'll put that
deep pink on this cube in the middle and we'll put we'll hide this really quick by clicking this top dot, and we'll put the yellow
on this cylinder here, so it'll show up a
little better through our glass here and turn
that glass back on. There we go. So you
can see that in there. Maybe? Yep, I'm going to go back and forth
on this forever. But let's go to
our glass and just ever so slightly lower this
down to 0.085 and the depth, maybe go up bit more to 1.25. All right. Now, if we wanted to, we could come into
your tour glass, go over to our asset browser, type in Imperfections Imperfect, and you'll get all these
nice texture maps. And let's just grab one that's like some dust and smudges, and we're just going to throw
that on our glass material. So something like this
one, metal cast iron. Click and drag that over here. Let's bring our glass up here. Now, we're just going to
take this and plug that in to the reflection roughness. We're going to see what
that does for our scene. Actually, no. We're just
going to take that, and we're going to plug
that into our bump map. And we're going to go
into our bump map, open this panel up. And we're going to
say negative one because we actually
want it to, like, suck in rather than stick out where we're getting
those scratches and stuff. And we're going to see what
that does to our scene, we might need to come down
and go even lower on this. It's like, negative 0.2. And that's just going
to add a little layer of realism to this for us without it
being so distracting because if we hit S
on this and solo, this should see our layer, and you see that I don't have this particular shape
UV mapped very well. So we're getting weird results. So in order to fix this rather than worrying
about UV mapping, we can just grab this widget, grab the texture
file we have here. And instead of
saying UV mapping, we're going to
switch it to Kubic. Now, there's another way to fix this as well using triplanter, but Kubic will work in this scenario, which
is totally fine. So now we can say that
looks pretty big. Let's go ahead and just up
the scale of this to two. And by scale, I mean, the tiles. So we're actually
shrinking it down. So it's going to tile twice
over and come in this spot. And so now we can
unsolo this and we might see that difference just a little bit cleaner and better. And we can grab this same one. Actually, that's
looking pretty good. We might throw this into
our scene and put it in the transmission extra roughness to create that roughness
where those scratches are. That might be cool. Yeah. I think that's good. I think it's a
little too intense. So what we're going to
do is we're going to go to negative 0.08. And if you ever need to zoom in here and just focus on our region rather than having to render out
the whole thing, you can click this
render region option, and we'll go down here
and just kind of zoom in on a spot we want to see. And what we can do is actually switch it off of progressive, which is going to do progressive and then apply that noise. We're actually going
to go ahead and hit bucket rendering right here, and it's going to
bucket render inside of this render view without us having to do with like a
final render or anything. So what it's going
to do is it's going to build those squares, but our buckets were big enough. So this is what it looks
like. I think, honestly, we can shrink this
down even more. Grab this, and we can either tile it more or we
can adjust the texture. We're just going to tile
it more because we can. It's just already
set up that way. And so let's see if that
looks a little more organic. And so when you're doing
a bucket rendering, it's not going to kind of have that progressive style way of getting it cleaner and
cleaner like progressive does, it's just going to show
nothing and then show it done. So it's just a little
slower to watch and stuff. But we should be okay. You can see these little white corners. Those are indicators that
we're actually rendering out this entire region because our buckets are big
enough to do so. Okay, so it's not rendering
as fast as I wanted it to. So I paused the recording, and I fiddled around with it. And basically, the long or short of it without
making you watch the 15 minutes of me
troubleshooting entirely,
17. Chapter 2 Tease for Lighting: So what this is is kind of just a little bonus, sneak peek, a little teaser for what
you're going to do next week, and that is you're going
to learn lighting. And lighting is just going to completely change the mood
and look of your scene. And I'm going to show you how
to take things from what we did where it's
very plain lights, which they definitely
have their place, and they look really well and they look great and
everything's fine. But then I'll show
you how to add gobos and some
environmental lighting. It's going to take
the exact same scene and just create a
completely different vibe. Exact same scene,
lighting is different, and I mean, that looks good. So get excited for
lighting. All right.