Creating a Floral Creative 3D Animation using Cinema4D & Octane Render | Klarens Malluta | Skillshare

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Creating a Floral Creative 3D Animation using Cinema4D & Octane Render

teacher avatar Klarens Malluta, Visual 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.

      Intro

      0:56

    • 2.

      Showing Some Examples

      1:20

    • 3.

      Explaining the Basic Technique in Cinema4D Octane

      7:28

    • 4.

      Animating a Character in Mixamo

      2:24

    • 5.

      Creating the Scene

      6:58

    • 6.

      Adding the Fflowers

      10:13

    • 7.

      Lights and Materials

      10:39

    • 8.

      Finalize in After Effects

      3:36

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

89

Students

--

Projects

About This Class

In this class you will learn how to create a Floral Creative 3D Animation using Cinema4D and Octane Render.

We will start with the basic technique of doing the scene setup and then animate a character to create the composition.

You will learn how to use forester, animate the flowers and create a nice environment by adjusting the lights and the octane materials.


In the end you will do the final color adjustments in after effects and render the animation.


For this tutorial you will need cinema4D octane render and after effects.

Meet Your Teacher

Teacher Profile Image

Klarens Malluta

Visual Artist

Teacher
Level: Intermediate

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Intro: Hello everyone. My name is Karens. I'm a freelance digital artist. And in this tutorial I will show you how to create these animations. We will start with the basic technique of doing the scenes set up and then animate a character. To create the composition, you will learn how to use Forester Animate the flowers, and create a nice environment by adjusting the lights and the octane materials. In the end, you will do the final color adjustments in after effects and render the animation. For this tutorial, you will need cinema for the octane render and after effects. 2. Showing Some Examples: Okay, so here I'm showing just a few examples of what I've created using the techniques that I'll teach. Basically, right here, you can see the flowers that has been created around this person. In the middle, we have this free space that is also animated, getting bigger. That's the main logic here. Right here, it's just applying the flowers on the plane and doing the animation, making them random. While right here, it's about animating this path, or animating these plans to follow a certain path. I've tried to synchronize the movement of the flowers with the movement of the person. Yeah, these are just some ways of using the techniques that I'll teach you. While in our case I'll make it the person that walks has no flowers around him, while everywhere else there are flowers similar like this but also animated like this one in inverse way. But yeah, I just wanted to show you how used these techniques in a creative way and maybe it's sparked some ideas. Now let's move on to the technique. 3. Explaining the Basic Technique in Cinema4D Octane: Now we are in cinema for D, I'm going to open octane render, because we're going to use the scatter as a beginning. We just need to create a plane. We can increase the segments here. Also we can make this bigger. I'm creating this just to show the basic way of doing it. And of course then we can do adjustments. First of all, you go to object octane scatter. Here on the octane scatter, you need to put the elements that will be distributed on the surface that you'll decide. In this case, we go to distribution, make it surface. On the surface, we apply the plane because this is where you want to distribute the elements. As you can see, the green lines that orientate you towards the position of the elements, we can use a sphere for now. Just get a basic idea of how this works. I can increase the segments of the sphere. We just need to apply it below, like this. As you can see, it is already applied. We will go through these elements later through these settings. But for now, just see the basics. Now we need to go to go to plane. Yeah, it's right here. This plane is an effector that we need to apply to the octane scatter. If we go to effects, we just need to drag this here. Right now, we just see this strange movement because of the position that is changed right here. What we need to do now is go to this fall off and make sure to add spherical field. It's right here. As you can see here is the spherical field that will affect the octane scatter. Now to make the changes, we need to uncheck the position and just change the scale. I'll go with uniform scale and make this minus one. Because what I'm trying to achieve is to make the small spheres on this spherical field invisible, and the rest to make them visible and bigger. This way we can animate it. After we make this minus one, we go to spherical field here. We need to play around with the size, with the strength here. Here is the strength. You can also do it by dragging it like this. As you can see, the bigger you make, the more effect it has on the spheres. Right here, you can see that the spheres disappear because we put the scale minus one here. This is the parameter that is changing. Of course, we can change this inner offset depending on the form that you want to create, and of course, the size or the position. Of course, you can also animate this. You can go from here, let's select the key frame. Go to the other key frame, and let's make the movement linear. Basically you click on the first one, hold shift, click on the last one just to select all the animated parameters and go to she trek this linear, you'll see that this is animated. Yeah, as you can see, you can also do the inversion of this one. If we go to the spherical field, just go to invert. And as you can see that the spheres appear only where the spherical field is. Basically, I've done something similar for the animation that I showed you before where the flowers appear after the person is walking, but I'll go through that later. Okay, let's make this as it was. Let's uncheck the invert now to make this random, you can go again to the effector and go to random. Here. You can animate or just change the position, scale and rotation. Just make like random numbers. To see the changes you need to make sure that it's under the effector. We apply this, okay? Yeah. You can see how it reacts. Yeah, that's up to you. If you want to change it. If you don't want to change it, you can just uncheck this same thing for the scale to make this even more random. You can add also another effector, the shader. Let's apply it here. Let's uncheck the random for now. Just so we understand better here on the shader, what I'd like to do usually is just go to shading. Of course, you have also this scale selected. Yeah, as you can see, it scales up the elements on the shader. I go to Noise, just use the random noise can apply some contrast. If I increase the brightness, you'll see that the elements grow up more. If I decrease it, we can see them to get smaller because it follows this path. The black ones represents the elements getting smaller, and the white ones the opposite. You can also increase the global scale based on the size of your scene. Yeah, in this case this makes it even more random as you can see right here. Also make the scale one to see more the changes. I hope this wasn't too much to process, but basically it is the octane scatter effect from octane you apply below the element that you want to be distributed in this plane. Then to make it more random, you can apply the random effect, the shader effect. And then to follow a certain path to have more control over it, you apply the plane and spherical field. 4. Animating a Character in Mixamo: Okay, now that we learn the basic technique, we want to get creative. The next thing that I'll do is just create an animated character for that. You can use my free pack with these three D humans OBJ file. You also have these glitchy textures that you can use. What you need to do is go to Mixamo and then go to Upload Character. And you can pick any of these. I'll go next. Just a just these here. Now let's click here. We can a certain animation walk. Of course you also have characters from mix itself if you'd like to pick any of these. But in this case I'd like to use my own search for walk here. You can see all the animations of, You can also choose other ones, but I'll see, I'll pick one. Yeah, I think I'll go with this one. Walk backward, right here. You have also some settings that you can change. For example, on this over drive, you can decrease this and make the animation slower on the character arm space. Yeah, you can make it a little bit bigger. I think that's okay. So we don't have any interactions here. We can make this longer on the trim. Yeah, that's nice. Also, you can check this in place right here. It just stays in place. And you can animate it in Cinema Ford from one point to another. I think I'll do this. I'll keep this in place and just download. Now that we have this, we can move again to cinema. 5. Creating the Scene: Now I'm opening the file that we just download it and I'm going to copy and base it on our main scene. We can group this by selecting everything right click and go to group a group object, okay. Now to scale this down, make sure to go to this object, hold and go to object, go to scale, and we can scale this down. Because otherwise if you don't do this, you may get some glitchy. Yeah, this distortion always make sure to be object mode when you scale down or up these characters. Now the next thing that I'll do is make sure to make the timeline twice as long as the animation. Because I'm going to duplicate the animation itself because right now it stops at 121. Let's check these for now. As you can see, it stops here. For that, I'm going to go to Select Children to make sure to select the animation. Now go to show tracks. Let's see the timeline better here. I can just go to edit, copy. Go to this frame right here. Let's make sure it right after the animation ends. I'm just going to duplicate this edit. Paste. Now, as you can see, it should be 242 double the length. If I click Play, you'll see that it will continue to animate as a loop. Now the next thing that I'll do is to animate the position of this. Because right now as you can see, it moves in place. I'll make sure to rotate. You can hold shift to make it 90 degrees. I'll start with the first position. Okay? Actually, this moves backwards, so I guess I'll have to start here, Go to the last frame and just go back. Now, depending on the length of the movement, you may need to do some adjustments to put it, put it further away. Because when you click Play, you will see that, first of all, we need to make this linear. Because when you click play, you may see that the movement of the legs, yeah, it's slower compared to the movement of the human itself. As you can see, it doesn't really make sense. But first of all, let's make sure that the animation is linear. Now, we need to make the adjustments. For example, I try to put it here, okay. I think this fits very well. I'll leave it like this. And of course, if you want to make the timeline longer, you may need to duplicate the frames of the animation again. And of course change the, the position of this. The speed of the walking matches the speed of the path that the human follows. Okay. Now the next thing that I'll do is to adjust the camera. Because based on that I'll do all the other adjustments like increasing the size of the plane itself or the flowers that I'll add. I'll add the camera just so I can have a certain orientation. I'll go to object and make the focal length 90 because it gives a more cinematic look. First of all, I will also adjust the width and the height so we can have this other ratio that I use for Instagram. Okay, So now that I have this fixed position of the camera, I know where to do all the positioning of the other elements. For example, right now I will adjust the plane Is yeah, so it is inside. I'll make it bigger. Okay. Now that I have this, the next thing that I will do is animate the spherical field so it matches the movement of the human. I'm going to lead the animation that I did before. Okay, now what I will do is just try to match the position of the human character. I'll make sure to put it in the middle of it. Now let's set a key frame. I'll go to the last frame, and of course, adjust it again like this, making sure it is linear animation. Now let's see if this works. As you can see, it follows the path of the human. And overall it's okay. But of course, we can make adjustments. For example, we can the circle smaller, we can decrease the size to make it even smaller. But just wanted to show you the overall idea. Yeah, I think I'll make it smaller for now. Okay, now I'm going to save the project and the next thing that I will do is work with the flowers. 6. Adding the Fflowers: Now when it comes to the flowers that we will add, you have different options. Personally, I will use the Forester plug in. I just go to Forester and just go to this multiflora on the library. I have a lot of options where I can choose from, but I wanted to show you also some other options that you can use. One of them is this Quicksell Bridge, where you have a lot of things that you can find here. One of them is also the flowers that you can use for this project. You can download them as FBX files with textures. Another way to find flowers is of course on these websites like CG Trader, just search for flowers and you'll find a lot of them also free. I have this pack that I've basically using some for plants and I've converted them in OBJ files for anyone who doesn't have Forester. How I've also created these strange plants. You can find it for free on my patron. But of course if you want this one, just send me a message and I'll make sure to give you a code so you can download it for free. Yeah, these are the options where you can download some flowers and of course you can also use other elements, whatever works best for you. But for now I'll use this one I'm using for Ester because the advantage that it has is that you can also animate the plants, For example, this random one, you can just go to this global. And besides changing the seed, animate the growth, change the size. You can control the grass. How many to add to remove? Of course, again, even animated basically, you have a lot of control over the plan that you create. You can change the shape of it and animate the growth. What I will do, what? I will create a new project just so I can pick some flowers and then come back to apply them to the octane scatter. Okay, now that I've created this collection of flowers, I created each of them in a new project because sometimes there is this glitch that the new flower that I create gets the materials of the previous flower to avoid the solution that I found is just to create a new project for each flower right now, I'm going to also convert materials so we can have them to octane materials and remove unused materials. Now to make this look even better, what you can do is also play around with the materials. For example, you can copy the shader from the diffuse and make sure to apply it on the transmission. This makes the light of the environment to reflect better on the flower. You can do that with all the parts of the flower that you want to change of. To make it even more simple, you can remove duplicated materials because I see that some of them are the same as you can see. If I uncheck the transmission, you can see that it gets darker. But in this case, I'm not going to do this because I have in mind something else. I want to animate the colors. I don't want to overcomplicate it with the materials, but just wanted to show you that this technique really help for the flowers to look more natural. Okay, let's copy these. Paste it. And I'm going to put them all under the octane scatter, so I'm going to move them from the scenes. Yeah. Now, as you can see, everything is a little bit messy because of the size of each flower. Now, what you can do right here is play around with the octane scatter. If you go to distribution, you have the, if you want to make more flowers, you can increase them. Here. Also, you have the seed to get random ones. Also you have this position scale and rotate now to scale the flowers, you can go to each of them and go to this multiflora size or grow global. Yeah, I can make them smaller. Or you can just go to the scale right here. And you can change this too. I don't know, maybe 0.5 You can scale them down all at the same time. Something else that you can do on this position, scale and rotate is also apply a shader the same way that you did here with the shader. So we can apply the noise this way. We don't have them all in the same size, but some of them are bigger, some of them are smaller. As you can see right here. You can also change the global scale. Now we can reapply the random right here. I will play around again with these parameters just to see what looks better. Again, I can also apply the shader. As you can see, these ones make it more random. Again, I want to make these smaller. I'll go to scale and maybe make this 0.2 Now something that I don't like here is that we see the flowers distributed in a certain line. And I think that is because of the segments of the plane As you can see here are the segments. Let's undo this. And I'm going to make it, I'm going to make it bigger, I think maybe. Okay. Yeah, I think that helps to distribute them. To make them more random, I'm going to adjust the spherical field as well. Now, at this point, it is about changing the size of each flower to create a nice random distribution. Because right now I see that the orange flowers are dominating. So I'll go to each of these and play around with the size. Now something else that I can do is go to each color of the flowers and change them. For example, let's go to this red one on the diffuse. I can go to color correction here. I can change the hue. The hue saturation, and so on. I'll make sure to adjust any of these to create some nice pastal colors and then move on with the rest. Okay, now that I change the color, the last thing that I'll do is add some winds. I'll make this wind on. I don't know if we can see on the preview, but yeah, the flowers get animated, but this is too much. The wind speed, 0.35 is too much. From my experiments, I've noticed that 0.04 it's enough. I'll make sure to apply the same thing on all the flowers. Yeah, we can see the preview now. A little bit. Yeah. Okay. Now I think we have the basic animation. So the next thing that we will do is work with the lightning and the materials to finalize the whole thing. 7. Lights and Materials: Now my idea about the lightning is just to add a nice octane daylight sky and see what angle of the sun works better. But I wanted to show you also this other technique where you can apply an HDRI environment, an octane sky, and make this thing all dark. Of course, you can apply an octane sky here if you have one, but I want you to try something by making everything dark and just adding on octane spotlight. Yeah, here is the spotlight. We can rotate 90 degrees. I'm going to adjust it so we can see the human right here. Yeah, what you can do is also animate this. So here is the first frame. Let's go to the last frame again, put the position here, set a key frame, and let's make sure that this is also linear animation. Okay, Yeah, I just wanted to show you this way of doing the lightning in case you have these kind of scenes. Light itself follows the person of course here on the power, you can increase it to get more light. You can also go to this camera visibility and we don't see this fog, change this more. You can change the color here on the light medium. You can also just apply a color. Yeah, that's one way of doing these animations with the light. But in this case, I wanted to make something more natural because this is for a more dramatic animation. I'll just go with an octane daylight and let's rotate so I can see what angle looks better. Okay, I think this angle is nice. If you like, you can also add an octane area light. If you want to add more lights, for example, you can try to add it somewhere on the angle just to get a nice tone of light way. I'm going to adjust it. If you want to add extra light, you can put it somewhere on the side. And of course, you can also adjust the color. You can see that the whole thing gets the tone of the color of the light. You can decrease the power here. But I'm not going to add this because I want to keep everything natural. Right now, I'm thinking about the color of the ground and the color of the person. I'm thinking to go very simple, I can copy this color right here and just applied on the surface below just to keep it simple. And I'm going to create a new material for the character and just apply it. Okay? I need to make sure to apply on each element. Now I can decide if I want to make it in another color, but I'm thinking if I should keep it white or black. Okay, what I will actually do is animate the color of this front texture. I'll go to color. Make sure to just leave it as it is on the first frame. And I'm going to animate the brightness. If I go on the last frame, I'll just decrease the brightness and this will convert to black again. Let's make this linear. I'm thinking to do the same thing also for the colors of the flower. For example, I can go on this one here to animate it. To make everything white, I just need to make the diffuse color white right here. And animate the mix. Because this mix right here mixes the texture and color. The color is white, the texture, you can see that right here that it goes to white. This is what I'll do on the first frame. I'll make the mix to one, We have only the texture. On the last frame, I'll make the mix zero, so we have the white color. I'll do the same thing for all of the colors just so we can have a full animation. Okay, animated all the elements. All the colors. As you can see, it starts in a colorful way. As we go forward, everything turns to black and white. I need to also animate the character itself right here. I need to make it, to make the color white. Now the final thing before I render the scene is go to octane camera and play around with a camera imager and post processing. If I enable this, I can increase the Bloom power Power. Chi, we don't have any. Yeah, it's just the main character that we can add glare to, but I think it's too much. So yeah, when it turns to white, it will be too much. So I will disable this and just go to camera image enable this. And here I can play around with exposure. Basically it is just a color correction. Right here I have this custom lot that I use almost in all my three D artworks. It gives this really nice look. But of course, you can also test all of them. This one is nice as well. Okay, just some minor changes here. Just changing the exposure, the gamma and adding this custom lot. Now the final thing that I need to do is just render this. I've put this to path tracing because with direct lighting, yeah, you can see more shadows. Path tracing, we can see a more natural look. I think I'll go with maybe around 800 samples. I'll lock ratio and turn this, yeah, make it a little bit bigger. Animate all frames, go to octane render, change the format to PNG and just pick a folder where you can save this after the render is finished. I'll move to After effects. 8. Finalize in After Effects: Okay, so now that the render is finally finalized, we just need to open the PNG sequence. Yeah, we just need to click on the first frame, make sure the PNG sequence is checked. Click Import Now, we just drag it, and the timeline is created. Now in after effects, what I usually do is just do some color adjustments. So first of all, y, let's see the animation. I think it looks nice. I'll just right click, create a new adjustment layer and go to this lumetri color double click. Here you have the basic color adjustments. You can change the exposure, contrast, highlight shadow, and so on. And you can also go to this creative to the tint, the shadow, tint the highlight tint, the curves, the color wheels, and so on. But personally, I just work with this first one, the basic correction. Okay, so this is the difference. I can also add color balance again, just play around with these to see if you like a certain color combination more. Again, in this case there is no formula. I just change this from left to right and see how I like the colors more. The purpose of this is just to blend everything together. Okay? You can also change the hue here, but I think I'll leave it as it is. Yeah, not going to change it. Yeah, at this point I'm just going to export this as MP four using the Adobe Media encoder. The format should be 264. I'm a select the folder here, here is the size. Now I'm just going to change the target bitrate. I'm going to change it to 15, just so this estimated file size is less than 20 megabytes. Because I'm going to share this on Instagram. And if I increase this a lot, the estimated file size will get bigger and then Instagram will compress it. It's better to compress it yourself on Adobe Media encoder. Let's click. Okay. Yeah. Now I will render this. Yeah, this is the final animation. I hope you found this helpful. And of course, for any questions just let me know. Yeah, thank you for watching and we'll see you on the next tutorials by.