Create daily artworks using Cinema 4D and Octane Render | Nico Fernandez | Skillshare

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Create daily artworks using Cinema 4D and Octane Render

teacher avatar Nico Fernandez, Digital Artist

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

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.

      Introduction to the course

      0:49

    • 2.

      Project explanation

      1:50

    • 3.

      Scene setup and composition

      16:23

    • 4.

      Modeling the environment

      4:07

    • 5.

      Free textures and models resources

      5:39

    • 6.

      Models placement

      2:35

    • 7.

      Texturing

      20:32

    • 8.

      Volumetric Lights and fog

      4:51

    • 9.

      Camera & render settings

      3:14

    • 10.

      Photoshop composition & final render

      3:03

    • 11.

      Outro

      0:13

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About This Class

In this class you will learn from scratch how I create my everyday artworks using Cinema 4DOctane Render and Photoshop.

We are going to cover everything needed, including:

  • Setting up the scene
  • Modeling
  • Texturing
  • Lights and fog
  • Cameras
  • Render settings
  • Photoshop composition

By the end of the class you will be able to open Cinema 4D and create your own Artworks!

Meet Your Teacher

Teacher Profile Image

Nico Fernandez

Digital Artist

Teacher

Hey there, Im Nico Fernandez, an Art director and digital artist who has been working for more than 5 years in the entertainment indrustry. I focuse on sci-fi and surreal fantasy artworks in which I try to awake deep emotions well connected to us all.

The main apps I use are Cinema 4D, After effects and Photoshop.

I'm currently creating artworks everyday both for my clients and for my personal instagram @nicofernandezart.

So I hope you find this courses useful. Feel free to request any kind of course you want me to make for you.

 

Best regards,

Nico

See full profile

Related Skills

Design Graphic Design
Level: Intermediate

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Transcripts

1. Introduction to the course: Hello again guys. As you know, my name is Nico and I have a pretty exciting class for you today. We're going to be looking at a project where I'm going to show me all the techniques that I use for my everyday renders. So we're going to be using Cinema 4D and octane Render. And we're going to cover everything from how to set up the scene. Where do I get my three models I'm free textures to use in my everyday renders. How to model, how to create new environments, how to texture placed cameras. And finally, how a perfect render and compose it in Photoshop. So stay tuned. I'm sure you will learn a lot. And with this course, you're going to be able to create a whole new level of different artworks. So please enjoy this course and let's get started. 2. Project explanation: Okay guys, here we are again. First of all, I want to show you what you're going to be able to create with all the things that you're going to learn in this course. So for example, we are going to be able to create, you know, renders like this one where we texture and environment the water. We downloaded some assets from the sites that we're going to see later. We created the character, for example, in this case in death studio. And we also texts to the sky this sphere, which is like a planet. You can use these same principles for pretty much every piece of art that you create a k. So this is another one. We unloaded these assets, we position it, it very well and discard and this character, they are also from death studio. And these kind of principles can be applied in any kind of environment, any kind of render, any kind of our work. You can use, any type of angle. It's actually pretty, pretty useful to create. Both are still our words and also animated renders. In this course, as you know, we are going to be looking to create an non animator render. But you will be able to create these amazing pieces by herself every day and as you know, is so practice. But this is the potential are words that you are going to be able to do. Okay, so let's get to Cinema 4D. We're going to be start learning how to use this amazing tools. See you there. 3. Scene setup and composition: Okay guys, here we are at Cinema 4D, and this is the first layout that you are going to be looking at when you first open the program, okay? So we're under startup layout. You can always, you know, personalize this. And I'm assuming as you know, that you have obtained installed. If you don't have octane is told just head to toe side and you can download the free version so you can start learning. So don't worry about that. What I like to do first with this is just head over here to obtain, just press a live viewer. And this is going to be able to render in real time. So we're going to be able to see this render in real time. So let's grab this here and let's drag and drop it to this corner here. So here we have our viewport where we're going to be composing our scene, cameras, lights, everything is going to be here. And in this other window we're going to see the render in real time. Okay, so let's go first of all to the resolution and we're going to change this resolution to a resolution more adequate to Instagram, for example, we can start creating our daily renders fast. So let's head over here first. I'm going to load recent that I have. And as you can see, we're going to start with this 181350. Let's go to another one that I have here. So we have another resolution here, but just for the sake of making this tutorial a little bit faster and then you can also work faster. Inside Cinema 4D, we're going to be using this resolution here. Remember also to have a surrender, obtain render. And this is going to pop up. And we're going to be talking about these settings a little bit later. Okay? So just copy this for now. And we're going to be good. Perfect. Then we're going to change some settings from the obtain render engine. And we're going to change this DL to be T. And what this is going to do is making a, having better reflections. So we're going to be able to see these realistic reflections on all matters regarding the lights are going to be better, faster, more optimized, and better for our general theme. Then we go here and again, we're going to be loading this present they have. This works very well. I'm using for all my renders, these settings. So just copy these ones and you are going to be good to go. So let's head to Camera Imager. Just copy this. Be nicer. Let's go to Settings. Here. Don't check our DF doesn't make a difference. Just check the GPUs and you want to use. And we are done with this and X2. So let's see our render. So where do we have? These are the materials and we're going to use. So let's head to our render piece here. As you know, when we need is to create mountains, this sphere over here, this guy, some more terrain here for our character that we're going to download and some water. So let's start with this general set up of the sea. Okay, Let's start composing these and let's start blocking out our base assets and models. Okay, so let's start with the waterfall example. For that, all we need is a plane. So we had over here, just grabbed the plane. And as you can see, the first thing that I like to do is just making the plane bigger. So we have more place to play with. And if you press the letter N and D, you might see that we have really small topology here, we need more topology. So let's change this to 300 and here to 300. So as you can see, we have more topology to play with and to be detailing our terrain. So I'm now just checking where we could place our first view, our first camera. And this might be a good place to start, right over here. Perfect. This is perfect. So let's go back to the other view. Let's press N and C. And this is the clean mu. We want to lock this angle of visual here so we can start composing the scene. So let's head over here to OBJ if Alton camera. And here you have uncheck this, check it. And you just loved the camera over here. If you move around, the camera is going to be locked in that position. So for moving around in this viewport, just love this. You can move around and you can see also the camera here. You can also move it around. You can do whatever you want. Go to the group this view again. We need now these free or five mountains here. So let's grab dose for that. We're going to the same place as before, to the square and grab a landscape. Let's uncheck this so we can start modeling and playing around with the landscape. So this is going to pop up. And it's not very similar to the monitors that we need. So for that, you can play around with this dot here. And let's make this bigger. Let's just put it in the level of the water and let's put it back in the scene. As we can see, this is very small. So what we're gonna do is we're going to be pressing the number five and moving to the right. Also present the left-click. The mountain is getting bigger. If you go to the left, is shorter or smaller, bigger. You can do this to every single model and asset data import to Cinema 4D. So we have a big mountain. Here we are. What you might see is that we don't have much more definition and details here. If you press M and D, you could see that we need more topology. So yet again, Let's go here and change this 100 to 300. Again. So as you can see, we have much more details. Okay, So let's go back again. And we have what could be the first mountain here. If you don't like the shape, you can play around with the seed here, you have, you may go, I believe that to a thousand or more. So for example, you have these different kinds of modern times that you can play around. Let's go with, let's see, let's see a good mountain here. This one. Good work. And now actually let's go with another one. Let's go with this one and let's make it a little bit wider. Okay, So as you know, we need some more mountains here, 1234 mountains more and the terrain for the character. So if you keep pressing control and move to one of the sides, you are, you are going to be cloning this mountain. Let's do this again. What we're gonna do now is to start placing these around. Let's put this one here and let's make it smaller. And also let's change the fields because we want to have different variations in our modern times. I'm just pulling random numbers here, so don't worry. Let's see. This one could work I live. Let's make this bigger than c. Okay, That one works perfectly. And for these other mountain here, let's do something really similar again as this here. Let's go to the seed K. Okay, I believe this one could work. So let's move it a little bit here. And like this. Let's make them before from the camera because we need this depth in the scene. And let's make this whole thing bigger. Let's move this one to this side. First. I'm going to make it wider, bigger. Okay? So we have our first three mountains over here. And we need two more. There are more of like terrains and this one here too. So yet again, Let's go here. We grab a landscape and we're going to start playing around with this one. Here. We're going to use this one's really flat because we need just maybe this one's a little bit bigger. Let's see. Okay. Maybe this one here, like this, little bit bigger. Let's clone this to decide. Let's make it a little bit wider. And let's change the seed like this. And let's put this one here like this. And we just need this terrain over here. So let's grab, for example, this one here. And let's bring it all the way here. Let's move it a little bit. Let's make it a little bit flatter. Flatter terrain for our character. And here we are. So as you can see, we already lot the main objects in the scene. Let me check this to be in the center here. This we can make it a little bit wider to, okay. So we just need this fear right here. And for that, we're going to be grabbing just a sphere and placing it over there. So let's go here again. Let's grab the sphere. Let's go all the way to the back and remember precedent number five and moving to the right. And we're going to make this sphere bigger. Let's see how this looks. Let's put it right there. And let's also increase the topology because as you know, we have really small topology. Let's go to maybe a 100 segments here. There we are. I believe now is both a great moment to save the scene and a great moment to start seeing this in a live render. So let's first of all save this pressing control and S. So here we are at the folder of this project. Let's go here and let's do maybe close to Skillshare. So here we have the project and it's important for you to save between every single thing you do because Cinema 4D tends to crash. And that is going to be really a downfall for us because we are going to build this in the work that we've done. So let's go to the rendering real time. Let's press here in this icon here. And let breath and embrace this so we can log the view. Okay, I'm seeing that we need a little bit more of a sky. So let's move the camera just a little bit like this and a little bit like this. Okay, we are in the center. Now. Let's move this a little bit like this here. Okay, Let's put this down again. Perfect. Let's say this again. And as you can see here in the render, we don't have any lights and the reflections. But for that, we're going to create our first material. So for that, let's get to materials. Create an ad, a glossy material. If you left-click here and the material is going to pop up, double-clicking the material. And here you have both the material and the node editor, which is this. We are going to be using it later. At this point, we need just material to sit in perfections and the reflections of the general theme. So we're going to be going to be handled here to diffuse chance to change it to a black. And then two roughness, we're going to change it all the way to one. Roughness, As you can see, controls the reflection of the general material. Okay, so let's go to one. And we're going to apply this material to the whole landscapes that we added. So let's drag and drop the material. You can do it both. Dropping it to the scene directly, or you can just rub it into the landscapes. This here is the list of all the assets on the scene, including cameras. So you could just drop it here and it's going to be fine too. So one thing that I realized is that we need more details and these landscapes, okay? So what we're going to do for each one of these is gravity. Just select them. And we already did this to this one, to that one, to that one we have, as you can see, three hundred and three hundred for the sediments. But we need more sediments in this one. So let's go three hundred, three hundred for now. Let me check the other one and that one. Let's go three hundred and three hundred. And the last one here, we hundred and three hundred. So let's save this. And as you can see, we already have this general scene where we have the mountains, you know, some terrain. Let's move this a little bit here, too. Little bit slower. And a little bit here too. We can make it a little bit wider like this. And you can see we have the terrain, the mountains. We might want to be a little bit like this with the camera. Just move it around. And keeping mind that everything that you'd texture in this scene is going to look black, maybe. So for that, you just got to go to Options, layer color, and then you will see the real color. Now we're going to start looking around where we can get the asset. So this character for the scene, and these textures for the terrain, the snow, and also this guy. So let's head to the sites where we can get this. 4. Modeling the environment: So before texturing guys, I'm want to show you another technique that you can use to sculpt and create the terrain. Okay? So for this demonstration, I'm going to hide this free landscapes that we're using for the coast and the other little mountain here. So I select them, them free and just uncheck this. So let's say that we don't want to add water, but we want this plane to be a field. So in order to do that, we're going to, first of all, Dexter the field with the same black texture that we used for the mountains. So we can see the imperfections. And we're going to apply an effect that is over here called displacer. So let's grab the displacer and let's drop it in the plane and inside the display. So we're going to be heading to shading shader noise. There. You can see that already we have some results. Double-click in this square. Over here you have all the settings for this shader, okay? So the first thing you're going to do is to increase the global scale here to let's say a 3 thousand. Okay? Here you got me all different noises that you can apply. So for example, let's try the gracious. Okay, let's try it. The Nike. Okay, pretty similar. Let's try the Ober. Okay, That is pretty cool. Let's try the wavy turbulence. Okay, so here we're going to use the wavy turbulence. And let's go back over here. Let's go to object. And we want this to be more detailed, more strange, more height. So we're going to be heading to hide and increases to 50. There you can see you, we're having some results. But what about if we want, for example, let's say a hole here in the middle. So one thing you can do is you can play around here in the shader and you know, just go around between the seeds until you get something similar as you want. Let's say this one. But then you can also use some brushes and scoped by hand this terrain. So in order to do that, you have to sell it the plane and make it editable. You can make it editable by just pressing this icon here or pressing the shortcut, which is the letter C. So we press the letter C. And this is, as you can see, already, an editable, as you can see, this icon here when we proceed, changes. So this is indicating that this is can be editable, right? So let's say now that we want to edit this with the brushes. So I have my brushes over here for the sake of this tutorial. But we could just go over here to, let's say tools. Let's go to Mesh. And under Mesh, let's go to brushes. If you wanted to get these brushes right here on the right, like I did, just wrapped the brushes from here and you could just put them any place you want. Okay, so let's make this editable again. And here we have two brushes, so let's leave it here for now. So we're going to be grabbing, let's say the drawer. And we said that we wanted a hole over here. So if you just press left-click here, this is going to be like growing point. So you could just add volume to the scene. So you can start as you can see, creating some cool stuff here. But let's say we want the hole here. So we grabbed this and we keep pressing the key control. And if you press Control, this is going to subtract volume. So you can start playing around doing your stuff, just adding, just deleting volume, and just creating more things you want. 5. Free textures and models resources: Hello again guys. So this is one of the sites that we're going to be using. It's called quicksort omega scans. And this side is actually amazing. These are a bunch of guys that are scanning the whole world and that is the remission. So you can find here a whole lot of things from surfaces, materials. You can also find assets like plants, modular buildings, so you can start creating your own buildings, rocks, you're going to be find it here. Everything rashes. So we're going to be using this site for surfaces. Now, remember, we need to grab a surface which is the material for the dirt and rocks and another one for the snow. So I already select them. I'm going to show you how this thrill goals. So let's say you decided to do this one, just press it. You are going to be able to log in using your Facebook and every kind of social network. You have. A login, use it Epic for example. And you will have here the selection of the resolution I always use for k. You just download them. And once you download them, you will have, you will have this for example. And me show you here are the assets. You will be getting this, right. It's a sip. So if you unzip this, you will get these maps. These are called maps. You have the color, the imperfections, you know, the reflections to cause this, we're going to be using in the node area of the material to start creating these textures. I selected this rock material for the terrain and going to link that in the resources for this project. But you can select any kind of material you want here. For example, you put surface here. Let's go to surfaces and here we will have a lot of surfaces to play around and they are amazing. So you don't just limit yourself to do as no iterate. You can do like maybe forest one, rocks one, these branches are Mason this roots. So I selected this rocky material one and the other one is snow. This one is the other one that we are going to be using. And for this guy, just head to wallpaper, Let's say Boreal this, this, you could just look it here, just grab an image that you want. Let's say, let's press here for k. Let's say we want to use this one here. So you're getting there. You download it. And let's run and drop it to the asset, fair. You know, I know it's not the same as this one, but it's going to look really stick in our final render. We might want to have one that is like maybe more of the colors that we're looking for. But this one is going to do just fine for now. Maybe we put here purple, Let's see. Okay, so these ones are much better. Let's grab one from here. Let's say maybe this one over here. No. Okay. No. Okay. You just grab the one that you like the most and you go around with, I'm going to play around and look one. So again, for this kind of color, but you know the drill. Finally, we have the character, okay, So for the character and every kind of assets that you want to use, Chet had to sketch up. In Sketchfab, you will find every kind of acid. And it's a simple as just downloaded and drag and drop it to Cinema 4D. So let's say for example, you want, I don't know. Let's write here. Car. Okay? So here you have to breath downloadable because these are the ones that are going to be downloadable. And if you see this icon here in any model that you want, you just breath the model, go into the model and download the model. And here you have the, you always want to find the FBX auction because it's the one or an OBJ to cause are the ones that you are going to be able to import into Cinema 4D. So what I did is I looked for a man and then scroll this whole thing around. For example, this one could be used pretty well here. Here we have the character, but I ended up choosing, as you can see, another one, and I have it here. Yet again, you're going to be downloading a sip, you unzip it, something like this could happen. You will get the OBJ for the mesh and a folder for the textures. You will, you might find another kind of files here like dot doc and all that kind of stuff. Don't worry about that. Just use these ones too. Let's go to place these models into our scene. 6. Models placement: So here we are at the scene. And what we need to do now is just to place the models. So for every single model than you have, and then you want to download and put into the scene. You will have to do this same drill. So let's get to File. Let's press Merge. Here, you will be heading to the folder where you have that file, which is dot OBJ. Fbx, in this case is in assets. Standard men and Model Mesh. Here just use the standard OBJ import and press. Okay. And you will have, let me just duplicate this and lock it. And you will have the character over here. So as you can see, the character is really small. So yet again, the same that we did for the mountains. Just keep pressing five. Let's go to the right and just grab our character and place it where we want it. Let me see how this looks. Is still really small. So let's make it a little bit bigger. A little bit smaller. This a little bit. Okay. Let's move it around. Okay. Let me see how this looks. Okay. This looks pretty fine. We know it's a little bit to the right because I want to have in a little bit different. But it's perfectly post. I actually wanted to do it. I hit on I don't like having it in a side. So let's go here like this. And we are ready to go. As you can see, you don't have the textures yet on it. We're going to be texturing in the next episode here in the next class. So head to the next one and we're going to start texture in the sky, the water, and this whole materials. 7. Texturing: So let's texture this whole theme. Let's start with the, let's say the, the character. So for that, we need to create a material. Again, let's call it two materials. Create Glossy Material. Double-click in the material. And now we're going to open the node editor. So here we are at the node editor and here you can see the base material. Okay, let's see here, name this material to men. So we kept things organized here. And here we're going to drop all the textures that came with the model right here. Let's go here is just one texture. So let's go right here. And we're going to keep pressing this assisted color. This is a color map. Let's go to diffuse. So as you could see, we have the color in the diffuse, but it's really shiny. So let's go to roughness and maybe let's go to all the way to one. Let's go to specular reflection information. For example, if we go to 0, nothing is reflecting, but let's put this in the middle. Okay, so let's close this and let's drag and drop this information to the character. So as you can see, here, we are not going to see, but here we have the texture character. Okay? So now we're going to be working out the water. But before working the water out, we need some light, some skylights so we could start seeing these reflections more realistically. So let's head to objects, live and just press obtain the light. As you can see, the whole light, the scene is totally different. And what this did is to create an artificial sky so you could see it's like a sunset. So let's love the camera again. And with this, you can control the light. So let's move this around like this maybe, and let's make it a little bit like this. We can start seeing our reflections in real time. So let's do the water for that. Yet again, go to objects of solid materials, created Glossy Material. Double-click here. Let's name this water. And let's change this type of material specular lets you could see the material now is transparent and it's more reminiscent of water. So let's go to the Node Editor. Let's, let's first apply this material acidic so you could see the difference. So let's drag the material, drag and drop it. And as you can see, is really flat. It's not what we need. So what we're going to be doing now is we're going to be grabbing something that is called the noise mode, the noise node. So for that, you could hear search any kind of notes here. So let's write noise. That's random drop this here. And here you could see the pattern of the noise and we are using. So let's, for example, grabbed the noise where you are playing with water and you're creating water, just the noise always goes to the bump. Okay. So a secret, see, this is already coming. Some imperfections. Actually. Let's go here to Glossy Material. And let's change this to, let's say, black color. So you can start seeing better the reflections. Let's close this and let's keep with this. And what we need now is we need more, more, reflect, more reflections, more patterns, which is more reminiscent of this water over here. So we're gonna do, is we're going to make this bigger. Here is the scale. Let's put it to maybe 500. So now we're talking and we need more like horizontal lines here. So you want to have two relative scale and put this to maybe 250. So here we have the water, okay? So I'm gonna move this a little bit too. Okay. So there we have the water guys. So now we're going to start creating the material for D, For the ground. Okay? Um, for the ground we're going to use. Then C, we're going to use we talked the rocky ground material. And also we're going to use the snow pure. Okay, so let's grab the rocky ground. As you could see, we have more maps here to use. So if we head back to obtain, Let's save this and let's create another material. So let's go to here is materials created Glossy Material. Double-click here. And let's name this ground. Okay, let's open the editor and we're going to drag and drop the albedo. Displacement, normal. And let's say roughness for now. And let's see how this roughness looks. Okay, so here we have the roughness that goes into roughness is pretty self-explanatory. Here we have the normal. Here you see the name. Let's go with normal. The normal is called imperfections. Here we have the displacement, that is the amount of power and strength we want to, this is perfection. Let's leave that there for now, and let's grab the color and let's put it into the diffuse. So we have here the one that I told you call displacement. Okay? But what happens if we grabbed this and we put it into displacement? It doesn't let us do it. For that, we need another node which is called, you guessed it, displacement. And we are going to put this into texture. And from here we can go to displacement. One thing that is really important with this node is that you have to keep pressing it, select displacement. And in level of detail. Just put the resolution of the image of the texts are so curious for k. Let's grab and changed it. These two tube just to see how this looks. Let's close this, but keep open this. So let's drag and drop this here. We can see this is like very like big. And to change that, we just going to be grabbing another node and this is going to be another you're going to be using a lot is called a transform. And just grab the node and just put it into every texture that you import it into the transform node. Here we go. Here we could make the whole set of textures smaller. So see what happens when I put this over here, for example. Here is a smaller is getting smaller. If getting a whole lot smaller. So here we are with the texture and we're going to be adding a little bit more of a strange, strange because we need disrupts to be a little higher. Let's go to five. And there we are. Let's put this a little bit. Here. Let's move the terrain a little bit down because it's eating our food, our fields. So I believe there we go. Okay, then we're going to apply the same material to everything else, to this terrain over here, this one over here, and the mountains over here. Okay? So we need some snow now. Okay? So first of all, for the mountains, I want to say that you can use another material. So for example, if you go here to Quicksilver and you breath under surface, you go to rocks. Let's say here you have a lot of rock material. You could just be grabbing another material here. Let's say this one. And I already have the preset for this, so I'm going to use that one, but it's the exact same way as we did here with this material. Okay, so I have made my preset here. Let me just grab it for you. This is where I, this is something more advanced, but you could see here that you can have this whole materials for yourself. Close this. And this is my rock material here. I'm going to show you how this, how this looks. The diffuse go with the diffuse. I used to transform every single thing that we did here. I just did it with this material too. So I'm going to use this material to start using it. The mountains and as you can see, is a rocky material, it looks better. Okay. So now we need the material for the snow. For this, we're going to duplicate every single one of these landscapes. Okay? So let's grab them all. Just keep pressing Shift and grab them all press Control and just duplicate them. Again. From the 11th one to the seats, six months we have all these duplications. This doubles its clones of these textures. And now we're going to create this no material yet again. Let's go here to materials, create glass material. Let's call this snow node editor. Here we go. And let's grab the textures for that material. So here we go with the snow albedo. We don't need the displacement here. Because there's no definite, we don't need it to be higher and stronger. We just need the imperfections that we are going to get with the normal. And let's go with the, with this tool actually were fine. The albedo goes here is the diffuse one and the normal goes to the normal ones. So we didn't add the roughness because I'm going to show you another way that you can control the reflections. And we saw it before. It's this roughness is like a general roughness for the material. So let's put it over here like this. Here. And there we go with the roughness. Well, let's drag and drop this one to these other materials over here. Let's just drag and drop it in every single landscape here. And let's delete the other materials that we don't use. Okay, So nothing is showing as you could see. So let's graph, for example, this landscape number seats, which is the one sharing this space. And just move it a little bit up until we know it Shelves. Here we go. Rugs on the snow. Let's do the same for every single one of those. I'm going to try to do them at once. So I'm grabbed them all and just move it moving them up. Okay. So this is not going to work because they are different. So let me just grab one by one. As you can see, this now is showing. Let's go again. Now it's showing. Let's go with the nine. Now it's showing eighth. Okay, we got some snow under seven. And for that, we need to move a little bit here. And there we go. Let's save this. And as you can see here, we have the snow materials on top of the mountains. Okay? So let's take the sky on the sphere. So for the sphere, what I like to do is create the material. But now we're going to create a diffuse material. Double-click here. Let's call this fear. And let's go to the Node Editor. So as you can see here, we need a material which is going to be like when a gradient color, right? Because we need this material to go from purple to this orange material over here. So what we're going to do now is we're going to create this emissive material. And this is the gray material because you are going to be using it for every single neon piece that you want to make a sun energy every that is emissive, you're going to be able to use this. So let's go to this node here called black body emission. Since we need a gradient from the sphere, Let's write gradient. So we need a gradient in purple to orange. So here you have the properties of the gradient. Let's grab this here and put it in a purple like this. And let's grab this over here and put it into orange. Maybe like that. Let's connect this to texture, and let's connect these two emission. As you could see, this is very, very bright. Let's go here, select the black body emission, surface brightness. And let's make this down a notch to ten. Analysis that we have to do is double pref this here. Let's go to this section of the area in diffuse just changed from white to black. So you will see the colors a little bit more saturated, saturated there. So let's apply this and let's see how this looks. Okay, so we're going to make this term free. Let's make this free. To, let me see. Perfect. We need to move the sphere around this. In this case, what happened? Okay? Well, let's put it like this. And we need more purple, okay, so we're going to be heading here. Just double-click here and do this. There we go with more purple color. Let me just check something out. Ten years actually say, Okay, there we go. There we have the sphere. Let's change this guy. Now. For this guy, we're going to be heading two objects. And now we're not going to be heading to light. We're just going to breath HDR environment. Okay? So under HDR environment, we're going to be pressing this icon here. Double-click here. So here is where you're going to be adding the texture. Not here. Q. So go here and you could find any texts rewards. Here I have all my wallpaper, wallpaper, as I told you before, and I was able to find the same wallpaper that, uh, using the other sky. So I double-click here. I press yes. And nothing happened. But why? I just added the wallpaper. Okay. So what you have is activated this daylight that we used before. So just press this check here and check it. There we go. But it's too big. So let's go here again. Let's go here again. And let's press you breed UV transform. Press this arrow here, and here you have all the information and settings for this wallpaper. As before as the transformation node. Here you can make the small picture a little bit smaller, the photo or bigger. Let's make it smaller. And we needed like down. So let's head back. And here you could put it down or up. You can organize it. So let's put it down. It's a little bit short, so let's make it a little bit bigger. Okay? And a little bit down again. So another thing is that this is too bright. We need more of a night sky here. So for that, we're going to just go here again. And here you have the gamma and the power of the scene. We need to change the Gamma to something more dark. There we go. Okay, So we are basically almost done here. The sphere is to whitish, so we're going to be changing that a little bit now. So let's go to sphere again. Note editor. Let's close this. And let's go to gradient here. Let me see if I add another one, if this one here, okay. You just play around with this. I'm just playing around and seeing what is the best options that we have here. There we go, This 1.5, that can work perfectly, okay. There we go. Okay. So Let's talk now about the lights that we need and the fall. Because if you know here, we want to give default to the seams so the mountains look to be further away. And we have this whole concept and atmospheric sense in the overall scene. So let's add to that. 8. Volumetric Lights and fog: Okay guys, so the first thing that we need to do is to add this blue light here. And for that, we're going to re-enable the obtain the light that we use before. But what happened? This guy has gone again. We have the solution for that. So let's press this sum here. And let's make the sky texture. What this is gonna do is it's going to be able to be like transparent. Now, it's going to be something that makes us see the texture that we added before in the octane sky. But we're going to maintain the light for this obtain the sky. Because as you can see here, we have the reflection of the sun, which was here. So if we move this around, that reflection is going to change. That inflation is changing. So let's put the light in a direction where we have this over here. Turning to that color. Make it a little bit more here. Like this, maybe this, maybe like this a little bit. Let me check. And let's also change the color of this light to a more bluish one. So let's go to the Sun. And here we have the color of light. Let's go to this bluish color here. And there you have the blue color. There we have the blue color. We need a little bit more power here or brightness. So let me just put it that way and let's move it a little bit down so we can have like other color. Okay. So let's talk about the Fog now. In order for you to add the fog, Just gotta go to object and add fog volumes. So when you press this, this weird box is going to appear here. Okay? So what I'd like to do first is I like to put it this way. So these are all like lines or planes. I want them to look at my way just because. And then we're going to press here in the volume. First of all, change the box of size two. Maybe 400. Because more boxes and the boxes were those planes that conform this fall. More of those is going to make the Cinema 4D crash really fast. So used the amount that you feel comfortable with. I like using 400. So now we're going to make this as big as we need to cover this whole scene. Here you have the bulb source and here it's really dense thought that we are going to be using. So we need something like this. Maybe we want to have this made it bigger and more in the back. So there we have the fog. We didn't see anything because, you know, we had to take a little themes. So let's go to medium breath here. And let's first go to absorption and put this into white. The same for scattering. This is the amount of light that you let pass through this fall. We're going to leave it at 0 for now. And we're going to take this. So let's put this one here. Let's say add to 50. And the top one here, let's say at 0. Let's put this a little bit higher here like this. And there you go. You can see that if you play with this around, you're going to have more dense or more light fall. I tend to use light fall casino. It's better for me. There you go. You have the light bulb? Okay. There you have the fault. You could see it's pretty much the same. Okay, so let's just grab this now and go to the Render Settings and camera settings. 9. Camera & render settings: Okay guys, so here we are in. Before checking the render settings, we want to do one more thing to this sphere of tech circus. As I said, now, we need more saturation of this color. So I'm going to introduce you to this new node that you can use in every single material that you use. So let's head to the sphere note editor and just grab the color correction node and you have to drop it in this line that connects the color to the diffuse or to the black body emission is actually the same deal. Let's put it here. Here are going to be able to control everything from the contrast the game, but we're going to touch only the saturation and check the sphere here. When we do this, now we have the color that we want it, okay? So we want a little bit more saturation and a little bit more of light, maybe actually state two. And there we go. We have a more live the sphere. Let's head to the render settings. Actually here in obtaining, just remember this, it has to be a, b, t and CEF, the Render Settings here didn't change. Just copy these ones are the most optimized. Here to your GPUs. Just copy the senate here. And let's go here to this icon. And the same, remember to keep selecting obtained render and had to obtain under Render passes, you're going to be able to select the folder to save your render passes. I already created a folder just selected named renders. And this is going to be saved over there. So here we're going to start seeing the passes that we need. So let's press Show passes, say beauty. Beauty is the main path. Let's go to very passive. We need the reflection, the Chateau de noise beauty. Beauty is going to make us have a clean render with no noise. So we need only this free to start working fast and every day. Okay? So if we press Shift on, are this is going to be rendering. Let's check one more time the resolution here because we need to change it. Let's go to main. Everything is pretty much the same. Remember here 16 bits, we need a PNG. And let's go to output 181 for 50. We're good in that area. So let's just press Shift on are actually here. She's dinar and this is going to start rendering. You can see this a friend or in real time. It's going to take a few minutes because C is a simple scene. Once we have the render, we are going to see the render and go to the Photoshop composition. See you there. 10. Photoshop composition & final render: So here we have our render passes. As you can see, we need the main one, actually the shadow one. Here we have the reflection one. We're just going to grab the main one and drag and drop it to Photoshop here, let's press. Okay, and here we go. So we're going to do here is just, you know, the overall colors. Let's say we want more saturation. So you want to breath control B. Actually, let's press here, go to image adjustments, and let's go to saturation tone. And here you can just start taking the saturation a little bit. So here we go. It's actually looking better. And let's press Control B. You could give a totally whole atmosphere to be like this. Alright, this. Okay. And you also can add some planets on the sky too. This is something pretty awesome and Mu here. So if you go to, let's say here at Google, look for a planet. And let's say we liked, let's say maybe this planet over here. You just grab the image. David. Anywhere. Actually, we had a problem with this image. So let's grab another one. Let's grab this one. Rabbit. Save it. Here it is. Let's grab it and drag and drop it here. And just go to the image normal. And let's select Screen. And that is the only thing that we didn't know. We had a Black Baron Macron in that image, the screen, what death is. We just, it just made that blend with the general scene. So let's do this on top of this planet here. That is something that you can do. You can put it here, planted over here. Let's put it here. Like this. You could add the amount of planet you want, the spheres, you want, anything that you want. So I don't like the planet. I'm going to remove it, but I wanted to show you how to add it. So guys, this was everything here in Photoshop. 11. Outro : So there we go, guys. That was the tutorial. I hope you learn a lot of, please share your projects below because I want to see what you do and I would love to give you my feedback and see you in the next one.