Cinema 4D: 4 Tips for lighting improvement | Alexey Brin | Skillshare
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Cinema 4D: 4 Tips for lighting improvement

teacher avatar Alexey Brin, Motion designer

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Intro

      0:31

    • 2.

      Light and Shade Transition

      8:10

    • 3.

      Drawing Your Own Gobo Texture

      13:09

    • 4.

      Reflections and Textures

      13:48

    • 5.

      Blockers

      6:20

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About This Class

In this class we`ll use Cinema 4D and Redshift to explore what methods, possibilities we have for improving lighting in different scenarios.

We will deal with:

  1. Light spreading
  2. Creating gobo texture for adding shade-light transitions
  3. Creating texture for light reflection
  4. Using blocking geometry


Used Software: Cinema 4D (R2023.0.1 Studio) and Redshift for rendering (but you can use almost any render engine for this class), Adobe Photoshop for texture creating (you can use any software for that)

Meet Your Teacher

Teacher Profile Image

Alexey Brin

Motion designer

Teacher

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

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

See full profile

Related Skills

Design Graphic Design
Level: Intermediate

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Transcripts

1. Intro: Hello, my name is Alexey. In this class we'll continue to discuss methods and tactics. How can we improve our work with light? How we can add depth to our scene, and how to create light shade transition. On-screen you see the results of this class. We will divide this training into four situation. So let's not waste our time and start to investigate and to learn. 2. Light and Shade Transition: In this section, we're going to talk about using light to add dimension to mostly flat scene. So let me open the preview. Now I have seen made from different assets from cinema 4D. And you see that now we have very flat view. So let me go out of the camera and close all these elements. So just a simple cube and few furniture elements. How are we going to add dimension to this scene? So e.g. we can load HDRI map and add some shadows. Of course we can load some textures. Let me open my plus library from grayscale gorilla just to show you how it works. So e.g. here, we have strong direct light source from the right. And we have the slighting shadows, but overall, there room is looking very flat. We can go and try to rotate this scene. And when we have some shadows, we don't have proper lighting. So even HDRI map doesn't work this way. So each can be the first problem and first mistake to picking the wrong HDRI map, how we can solve these thing? First of all, we can add, let me delete these pre-made relate and add one more. Just adding a light source. I forgot to mention. Just tell you once again that I have the basic redshift setup with medium and all settings are set to default. When we have these default light, we see that now we have some dimension, we have some bump. Pretty seeing some extra light is some shadows. So we tried to rotate our light source and put it above. And of course decrease its intensity. Number ten. It seems very similar to what we get from our HDRI map, but we have some more interesting things. More sharp shadows. And now we clearly see the bump effect, bump texture on our hook. So the dimension of this image is much deeper than we had in previous. How can we improve this thing more? There is one trick, that position of our light will be affecting to our wall and of course our object. So my idea is to position our light so that we have the bright areas and dark one. So e.g. we can check their rotation position like this. Proper lighting at the top and less lighting at the corners. We have these direction of our light emissive from our source and in area. And we have these little sliders spread. The lower value as the sharper border between dark and white will be. So let keep small blue line. And now we have really high contrast. Let me decrease the intensity. Really high contrast between bright areas and shadows. And maybe this is what I was looking for. I'm going to the top view. I use a middle button to switch from viewports, shrink down, and put it directly where we have our furniture. And what results do we get in the end of our tweaking? So move a little bit further. Let me switch to Beckett mode so we have the clear image of what we have done. There should be some rendering. Take what? The idea is to create this light gradient pattern. In our image. We have brighter zones and the dark zones, we have clearly visible bump and texture effect on the wall, on the floor. And even in our materials on our mood. So it looks much more realistic, much more natural than if we had this flat looking light or maybe these highly spreading shadows. So it's almost finished because that's the result I want to achieve in these really flat scene. So we have a lot of front looking planes, surfaces. What we can do with this to add dimension is to put our light in such way. So we create a gradient on our zone. The dark zones. The zones. Of course, this was the goal I want to achieve when you have a flat looking scene, just to try to add extra light or additional light that would be effecting on very specific zone of your composition. And don't use too much global lights because globalize will decrease the effect of each other. They can cue the shadows of each other. They can produce flat looking scene. So e.g. I. Decrease. I disabled the Beckett mode and add one more light and put it at the top. E.g. I want to maybe light it more and it's highly spread. Lighting decrease the intensity. Maybe five. When it started to take effect. We see that we're losing our contrast in image. Of course, there could be a request from client to create less contrast scene, but be aware to use too much lights in your scene. Be very specific with your light and add these limited effect of each area light. Maybe you spotlight on maybe omni light or GRA. Use light very smart and carefully. Especially when you have a lot of flat surface, you need to produce a light gradient to draw and create deep of your composition, we need to have the dark zones, the zones, the middle zones. And of course, if you're using bump maps, normals, or the displacement, your light should work that way. So it reveal all work you have done with materials. 3. Drawing Your Own Gobo Texture: The next scenario is when we have an abstract composition, just primitives with different angles and positions. And we need to add some depth. Like in previous video, we can take our area light, e.g. decrease, its spreading. Going to the side view. Let me lock the camera like this. Maybe move it to the side, rotate, maybe orient to our objects and puts above. So kinda like this. Of course we need to decrease the intensity. And now we have the same gradient we had in previous sin. But in this case we have a lot of dark zones, a lot of shadows and losing details. Let me go to my material and add some roughness. I think too much. We need to create more rough surface. Let me open my structure. This is silver. This is our main interior. Rubber. This is a simple structure, so I have object colour going to correct, then ramp and recolor my diffuse channel. So it generates this kind of pattern than these type of material. Then I put the same areas, object color two areas, ramp to create this map. Then I have Maxon Noise and multiplying one mask when we have these flakes only on several objects and then just combine them with material blender, very simple technique. I think I show it in different tutorials. Now we have sight top light. And you see that in this scenario, our previous method doesn't work as we want. Of course, we can move it. But let's stick to this position. I add few more light. So light lights from the left and moved to the site. So huge left source of light. Of course, I decrease it. Just to lie top of this geometry. Extended because it should be a few light. Maybe decrease the strength. Also, I would like to decrease their reflection. You can do it usually in more render engines. So I decrease it. So yeah, light we have and no reflection. And one more light I think I should add at the bottom. So bottom. Rotate. Beautiful lighting. Let me rearrange top, left, bottom, decrease the strength to very low value. I think, to maybe one. And now we're faced the problem that I was talking in previous video that we losing our shadows. Of course we can use post-processing and all that stuff. Let me try to decrease the spreading. And now we have more sharp shadows and the more visible, but we losing light here. So what we can do, and what trick can we use? E.g. I. Decrease this spreading to a value that I have small light and shade transition. But we add one more light with gaba texture. Let me open Photoshop. What is gaba? Gaba is a black and white texture that is loading to relate or any other light and produce some different light spreading. So e.g. we can draw some these kind of lines. Of course we have these elements and maybe it's not perfect. Like this. I'm holding Shift to do this. Pattern like this, okay? And then maybe add some vertical lines. And as you see, this should be a mask for our light transparency. I invert this image. And now we have kind of blinds texture. We will save it to PNG file and load it into our light source. Or we can save it to PSD if you have moved to layer settings to have further adjustment options. I'm going back to my Cinema, going to top light. And I want to remind you that our goal is to add depth to our render to produce more beautiful image in the result. So we'll use gobo and lower the blinds file into it. Now you see that there is no results. So I disabled all our lights, go into Goebbels and set spread to zero. And now we have these beautiful non regular lighting. We extend our light and check this out. We have beautiful interesting pattern that adding details to our composition so we can extend play with the toy. Maybe we can keep only the Goebbels line. So let me go back and own our other source of light. Now, gobo has very high efficiency, so we can play with it. E.g. I. Decrease it. Then going to bottom. Nice light from the bottom. Going to left. Too much for now. Because now we have great and visible direction of our line that is parallel to our lines of our composition. So I can decrease left lighting more. Maybe put it to the top or maybe to the bottom. Move our bottom lighting to the corners so we increase the contrast between shade and bright areas. Going to top light, maybe further. And when we put it together, we're losing these gradient. Decreasing the light. Maybe extend it. And check. I do like these darker cornering zone. Yeah, that's what I tried to achieve. We have this gobo. We can play with its position to arrange the start of our blinds, the ends of our blinds, and all that design elements we want to add to our composition. So I opened my browser and I made different goal was by myself just for my personal use. And there are different types of them. E.g. we can add. Let me keep this one for you to Final Project. And here I'll show you how different Globus works. Blinds it simple lines like this. Then you can draw any other type of vertical lines. They produce different effects. And of course, you can add some plants through. It. Just eats up to you for your imagination, how you want and would result you want to achieve e.g. I. Do like this result. Maybe I add an extent, the lighting and try different pattern here. Yeah, lights, okay. Shadows. And let me check my other set of elements. You see that we immediately have these huge light impacts on light and shade composition. And their results. Or final lighting is very different from what we produce without using gobo. Let me keep this one for you. So I put this material to final project. And let me show you what we produced without gobo, but with the directional light that we were using in previous video. It has the gradient, light and shade and all that stuff. And we can e.g. play in, decrease their left lighting or kill all lighting goes from the bottom. It's up to you, but the Gobo, adding extra details and extra depth. In our light setting, you see this image is much more pleasant and let me add one more light. So light set to sphere and put it something here to add lighting goals that goes from these bright area. Let me extend the scale. I want to add smooth shadows, smooth lighting, decrease the value of course, of intensity. Just add extra lighting in front of our composition. I think here. Okay, that's great. At additional light. Maybe it's too much because it's blown out of the zone. That center eight me be decreased their reflection. Know it dads some spec colors. I do like them. And let's render all that stuff with brackets to see the final result, we see the beautiful depth of our light, the shades, the pride zones. And the final result looks much interesting that if we use only the directional light with low spreading value being set. So let's go to the next lesson and check a few more tools that help you to improve lighting in your sins. 4. Reflections and Textures: The next scene and the next tool I want to show you is another variation of using textures for lighting. E.g. we have two cans with texture and some dots on them, like drops. And we create light. Rotate this thing to 90 degrees. So we'll create two sides of the box. Studio. Of course, we need to decrease the intensity log of the camera. Oh, go into floor and set color to pure duck and arrange our light. So it produced this narrow light, light Control-C, Control-V, rotate and move it to the right side. You see, now it's not very interesting because they are the same. So we can take this left, right, and left, and repositioning them so they don't look the same. So e.g. left should be bigger. Maybe further decrease intensity, right? Big one to the side, and one more, right? And huge to create this backlight. So we need to move our light just to create these narrow light. Of course decrease their lighting density. Zero point or one. Okay. That's good. But the front, we don't see the front. We need to produce some external light to light up there, the front. Let's create a light rotated. I want to remind you that all these strategies can be implemented almost in all renders engines. So I just showing you in Cinema 4D with Redshift, but you can do it in any type of software. So new top light. Let me take it to the bottom. Intensity one. We have this little specular reposition. At the top. Year we see this sliding. So light solo is a good methods to find where your light hits and what reflection in produce e.g. I. Do it. And position almost in front, maybe a bit to the side. Extend. Move it. Yeah, going back, we have a different light shades. And this one, let me up to create maybe some gradient. But you see it's very straight forward. Texture looks not very interesting. So we open our Photoshop and draw texture for our light. I create square 2000 by 2000 as a goal, but we need to fill it with pure black and then add some white zones. But when we were building our gaba texture, we use very high contrast technique. Now we need to build a low contrast texture. So e.g. I'll take rectangle tool like this, Control H and arrange it. Select, maybe add some corner. This chattering, it will be the mask of our texture. Now, we can go and create some noise. Without it should be applied to our mask extent. Maybe two huge degrees. And we blur this thing with e.g. Gaussian blur. We don't need all these details like this. I will add some curves to extra contrast. Maybe like this. And we mimic to real texture that is not very linear. It would be our first light texture and then we create one more. The next type will be much easier to build. I will delete all these layers, use the gradient tool and set. You layer this simple gradient. I'll click between layers. Control I to invert. And then we can add some render filter. I think noise. Let me create a small zone. Render Clouds and extended. Very huge. And we need these to decrease their elements, to decrease the details, I'll click and we'll check some maybe multiplying or overlaying methods. So I would like to keep some details to add some details in gradients. So e.g. like this. Oh, this is very smooth either. So we have some texture here. Now, we need to load it to our lights. So I put them near my Cinema 4D file, and we go back to 3D. Let me solo their left and put the first texture here. And you see that immediately we have some noises and non linear structure. But I prefer to use gradient here. And what we get that higher level is producing much intensity than the bottom. Let me decrease the intensity. Going up from Canada. Unlock the camera and set light to visible. So you see how it works. Our light is like solve the box now. We can up, it's to produce and maybe shrink down to produce these gradient fading. Let me look the camera to the side and be sure that the bottom is not affected by our light. Or maybe very subtle. Let's own, there are the lights. And now you see the difference. The left side has no these Lena looking light. So I can increase the intensity and produce very sharp specular at the top and very low influence at the button, its reflection from the floor. Let me solo this one. And you see how it worked. So going up, going down. And now you can play with this slide and produce much more interesting reflection. And they will look more organic. Of course. I keep the right. As it was lowered, my texture there. Be sure. It's up a bit. And now we have the difference of lighting, of reflection. Maybe we add some intensity and the right. You see. And in overall, after all we done, we have different light behavior and can use it for creating more organic reflection. Now we will take our mean late, going to load our texture that contains these kind of noise. Let me go out of the camera, set light to visible and log the camera. You see going back to our Ken's going to material. And I will add some reflection just to show you how these slides we'll bonds and create what reflection it will create. As you see, we have these very organic reflection now. So I can extend, let me hold the camera. And if we delete this texture, it will be just solid cube. That is not very interesting. But with all our textures, I think now we need to decrease the intensity because it produced very strong light too much for our finally rights. And one with, without any textures. Maybe we will load here the gradient one. And of course, it will affect the results. How light is spreading, how light is calculating. Or maybe we will load here our first texture that combines and produce and go out of the camera set to Visible. All other elements not visible. Unlock. Here is our light. Here it is. It doesn't load the texture. So I fix the path. Now we go back to our camera and now you see the difference. Let me delete this texture and loaded up much interesting reflection, much interesting light behavior. And of course, it will affect the final result of composition that you are trying to build with only lights that you are using. Of course, we need to add some light here. Let's try to do this to adding extra area light. Going back to camera here, maybe something really small, subtle. And you see the specular is looking very awful. And I think we can't build their proper light direction and properly behavior without texture. So we need to load our gradient texture. Rotate our light. So 180 degrees. Solo. It. Going out of the camera. Make it visible. This sure. That will load proper texture point too. Yeah, and we have this decrease in light going to the top. So I need only if these parts of light. So going back to camera and put my light below our stage, maybe just to add only these low specular button. Back. We'll wait till our buckets will do the work. And result of this part is to show you how subtle texture that were made in the seconds in Photoshop will really increase the overall quality of our reflection and will help us to produce more interesting results in our reflective. Since. 5. Blockers: One more trick method to control the light is we can call using bloggers. Let me demonstrate how it works. E.g. you have overall lighting that is set with very global influence. So maybe huge light, maybe sunlight or something decrease. Ten, maybe 30. Yeah. So very bright light. And you like how it produced these soft shadows and directional shadows. But you want to limit this thing. Here. You can do it by creating additional geometry that will block these light. Passing your scene. E.g. you can create a plane, move it to the top, and you see immediately it blocks the light. E.g. I. Put it to the left and put it to the side. And here we have this imitation of directional light without working with light. Also, you can do, I think, with materials, because the default color is you see how this scene is working for on-site is white. It it can produce additional reflections or reflects. Usually, I use default material with black color. Let me delete this. You see it's more lighter and brighter. And when you use dark color, decrease the lighting. E.g. for this scene, I prefer to change the logic and create a rectangle and sphere, small sphere using spline mask 12. And instead of uniform or union, I will use subtract and then extrude by holding Alt to create these cutout in our sale. So delete these planes going up extent or maybe like this. And like this. So they're saying visual effect, but another logic. So e.g. if we need to put our camera, so the top, there'll, there'll be visible. Of course, this setup is more pleasant to see. Let me undo the camera movement. Maybe drop down the top of our sale. And you see that the color over these will drastically affect how light will be passing to our scene. Another and no color. So be aware of what color you're using. And e.g. for this scene, I put my floor, my sale above their underlying going to top view to that. And picking the right and down. They're spreading. My life will be more focused and centered. Then if we have their default diffusion, spreading and they don't want to have the narrow lighting. And maybe we can use these blocker with our, with the color of our walls. And now I change a bit camera for better composition angle. Maybe like this. And hit render with brackets before we end this part. So I edit segments July. And now I need to check their position of our element. At some maybe caps. Five should be enough. With smooth. These elements, drop it to Geometry, remove the material, go into symmetries, select Q at filleds field radius to one. And now we're ready to present the final look of their last chapter. For this series. We were talking about controlling spreading of light, about power of global, and making textures for reflective writing and materials to create better and realistic reflection and fading. And of course, we were using blockers that can limit your lights when everything is lighting good, but you need to specify the area where light should work. Hope you like this training and Kevin eyes day meet you next time.