Transcripts
1. Intro: Shiny, organic and sexy particle renders is time to get into the war of
particles animation. Hello, I don't have your radius. I'm a Mexican motion
designer with more than ten years of
experience in the industry. Currently living in the beautiful city
of Edmonton, Canada. I have been working with the agencies all
around the world delivering content for
brands like LG, Spotify, and National Geographic
as a freelancer, I'm in the same way running my own studio based
in Mexico City. One of my biggest passions
is particularly mentioned. It's such a creative
and powerful tool, but sometimes could be a little bit confusing and intermediate. That is why I'm
here to help you to get started with
particular new measure, even if you have
never done it before. The word doesn't need more motion designer,
need motion design. That is why I wanted
to share with you all my knowledge gathering
about all these years about this powerful tool to
help you to improve your skill set as an artist in
the fastest way possible. The skills that
you will learn in this class are going
to help you to understand better how
particle simulations works and use this powerful tool in all your next projects. Are you a motion designer,
graphic designer, or creative artists
that wants to dive into the award of
particle animations. But don't know where to start. This class is for you. Along this glass, I'm going
to show you how to set your fierce particle system
with just a few clicks. And with that same
particle system, we're going to create that 10
s animation that looks like this using x particles
inside Cinema 4D. We'll be covering how to save your particle system
from scratch. One deal, they output
settings that you need to take care to share
this information, this Q Sharp platform on your social media or even
use it in your demo reel. You don't need any
previous knowledge of all these particles. However, since this is a plugin that lives
inside Cinema 4D, you need to feel comfortable
to working with it. To follow this class
until the end, you need to have install
it in your computer. The latest versions
possible of cinema for d, x particles, red shift, After Effects, and
Adobe Media Encoder. Are you eager to add some
extra sparks to your project? I want you to create powerful
images using particles. So let's get started.
2. Class Project: Hello there. Thank you for
enrolling in this class. I'm very happy to see you here. In this class, we'll be
creating this animation. You're very fierce
particle animation using x particles in Cinema 4D. If you don't know anything
about x-bar equals, don't worry, you are
in the proper place. However, you need
to feel comfortable working with cinema 4D and Rich. I suggest you to get
installed in your computer. The latest version
of Cinema 4D export, it goes red shift
after ethics and Adobe Media Encoder and you compare to follow up this
class until the end. Get ready your cup of coffee or tea or whatever it
is your preference. It is possible avoid any distractions
while you are taking. 3d animation is
sometimes hard to process requests from computers. For that reason, I
recommend you to go to the software
websites and check the minimum technical
specifications that you need to have in your computer to
run this up worst smoothly. This way you're going
to enjoy a lot barely. Before to move forward
to the first lesson. Don't forget to download the
files that I prefer for you. In this file, you want to
find the environment where our particle system
is going to be leaving with all the textures
just to drag and drop. In this way, we can focus
in the particle system and avoid ending up
with a four hour class. And we're very happy to see you here and with
nothing else to add. Let's move forward
with the next lesson.
3. Tips and Tricks: Before too young to the class, I want to share with you
some tips and tricks that are going to help you to work as smoothly with the two. The first one is to
have controlling the color of the view
port background. You can do it with their
preferences Windows. Then you go here to the
menu, Edit Preferences, scrolling down to
the skin colors, interface colors, and
play around with this. But this is a little bit
tricky, hard to get there. So what I suggest you to do is a background element and that
assign color solid texture. This is going to give you a lot more control of
the color in the bubble. This is because sometimes
the particles are not that big or that bright that see them through their
regular color of the viewport that the color by default is a little
bit complicated. So if you can
control the color of the viewport background
is gonna help you a lot. The second tip is going
to help us a lot working with collisions and have
more accurate simulations. If we enter the
shortcut Control D, here in the attributes panel, we can go to the
next particle stuff, dynamics stuff, and
then we're going to see this subframe step sit. I don't want to go deep in the rabbit hole
about this subject. So the short long story about what is setting those is that add extra calculations per frame of where the
particles could be. So that means that
we're gonna get more accurate collisions because sometimes the
particle could be in a position that doesn't
hit the collider. But in the next frame will be outside that cool mess a
little bit the simulations. So keeping in mind to have a
number around two or three, it's kind of the sweet
spot that I found. Because if you go too high, you're going to tell
the computer that a frame is going to calculate
this number of times. So if you go ten or higher, probably the
simulation is going to be a little bit more accurate. It both. You're going to pull a lot of resources of your
computer and the streets, stress out the system. So 2-3 for this class
is pretty good. But every time that you have troubles with
your simulations, remember to come back here
and play with the settings. The next tip, it's about to know how many particles we are
displaying in the view port. If you go to the emitter here in the hierarchy tree upper
particle system, don't worry. Now, we're gonna do a quick
tour about what this is. If you click in the
mirror element, go to the Display tab, hot, and then show what. Then you're going to see
that we have the counter of how many particles
live in or isn't. This is a very powerful
number to have in the radar because we
can know exactly how many particles or computer
can run in this simulation without stress out too much
and leave us work smoothly, at least in the
best way possible without having huge legs. With the x position
and y position slider, we can put it in a place
that cool work for us. In my case, I'm
gonna put it there. And you'll see that this is
going to be helping us a lot to monitor or number of
particles and also how stress, how the computer gets. The next tip is about to change the shortcuts for
the play and pause. And they got Start button. Every time that we do a change
in our simulation, e.g. I'm going to add more particles
so they'd be great to see completely how these
change simulation. You need to go back
to the beginning. So this is going to
be something that we're gonna be doing a lot
working with particles. So to avoid to go all
across the interface, what I want to do is
to add a shortcut that is close to the
current position of my hand because I constantly
using them 12.3 key with the left-click of my mouse to navigate
in the view port. So if I have a short
code that is close to this position on my hand
is going to be super fast. The shortcuts that I choose
is out to an odd one, but you can choose
whatever fits where we do. You can do it easily. Go into the Window menu
customization, common Manager. Here you write the
command that you want to rewrite the short
good in this case is pretty forward.
That by default. If you click here
and then you go to the shortcut field,
clicking here. And Jews entered the
new shortcut is one. I write it by itself and then you have to
click in assign. So it's, it's done for this one. We're going to do it
in the same way for the war to start. And we're going to do the
same click in the field. One. And click sign is already there. So this way, using my
neutral goods out to, I'm gonna play
stop and using L1, go back to the beginning
to see an re-simulate. If we can see it in that way. All the particles that are
appearing in my report. And the last but not the least stimulate want to
share with you is if you have the chance to add an extra hard drive
to your computer, is going to help you a lot. Working with the x particles
and many other software like After Effects or Premiere
and another 3D softwares. Those generate
gushing information that you can put it in that
directory that is all tied. Your main hard drive is
going to help you a lot. Imagine that you're
going to have to highways of information
going through your software. This way, you avoid to have a bottleneck if you work
with your hard drive. I mean, it's, it's
possible, it's doable. What is going to smooth? I love your project if you have this extra hard drive gears
for the cache information. So if you can do it, I really encourage you to do it. If not, there is no problem. But it's something
that you need to have in the radar if you really want to speed up
your workflow with it, with this motion,
the same process. So when nothing else to add, Let's go direct to the glass. See you there.
4. My first X-particle System: In this lesson, we're going
to have a quick tour to the x particles plug-in
inside Cinema 4D. I really believe that one way to have a quick home boarding with new tools is doing
a practical projects. Which means that we're
going to focus in just few settings
to get things done. Because if you really
want to go through all the possible
configuration settings, stacks, modifiers, this is going to be a
never-ending video. For that reason,
I want to keep it practical and just
show you what we need to tweak and play with to develop the animation
that we saw in data. So it's got two diabetes. If you have already installed
in your system that part, the next particle system, you will see in your
menu the insulin, one that is the development
of the x particles doing. Then you can go to the
next particles menu. And clicking the
X particle system by default is going to give you hierarchy organization
of folders for all the tools and
operators and the blue hat. We're going to jump directly
to the emitters one here, millimetres by default with the X particle then mirror,
it will click on them. In the attribute panel, we can see all the settings that we're going
to use for that. You select the
mirror by default is this over here is scored that
we have in the view port. We play the sequence. We would see that
it generates dots. Those dots are not visible for the picture viewer render because it's just information is not geometry that
could be rendered. In the next lesson, we're going to check how to
make these dots beautiful. But for now, we'll see that this is what we need to work onset of our particle system before
to jump in how to visualize. If you click the X
Particles familiar, you will see that
you have many types. The, one of the most
important one is the object. You can control the shape of
the particle that we have. Could be circle, to be a sphere. That is something that we're
gonna be using because half the property
of the emitting the particles in redirection and the difference
to circle that has a phase that is
going to be directed. In this case, you have
not grown is c plus. And then we can
control the radius. We can control the
cows facing this, we will write C plus and
we can do it opposite C minus or many other options
that we can control. The second one is the emission. Emission tab is going to help us the characteristics
and the settings of the mission that this Emir we're going to do is we
can have the red one. And this is a certain kind of particles per frame is going to be coming
from this mirror. We have the false that this
is certain amount of frames. And we're going
to have the shot. This is just one shot at the
beginning of this scene. There are so many things I'm very powerful that is going to help us to create any
kind of particle system. And the tier-1
very important for us is the display tough, because in this one, we're going to have
the control of how we are going to be
socialized, that particles. And even more important, the core information
that we're going to use to be even define it. We can say it like
that for red shift. And it's going to give us the color information for the material that
we're going to show. I believe that for this one, the only thing that is
important to mention is that the color could be in
different kinds of properties. Could be a single
color, a random color. But the most important one is the gradient with a parameter. Because in this case, we're just changing
what is by default, the particle is going to
be changing the color in this spectrum or this range. And we can say they're
like as younger, it guess is going to be in this blue and all this it gets is going to be in this wide as the particle leaves
in the system, isn't going to be
getting all the scopes. So with this, we can set off a very easy particle explosion. Now we can go back
to the mirror. We can go to the object, change the mirror
shape for a sphere, as we mentioned,
is going to have the particles in any
kind of directions. And mainly it will be taken. This isn't fair, is not
taking geometric information. We can do that in
different other settings. What is mainly that
is calculating from this area how many particles we can emit according
to the birth rate. And we have the emission
is already in short, which is good for us
because we are going to remit jaws at the
beginning of the scene, one single shot of
particles and the amount of the particles we're
gonna be taking care of it because probably is going to change
him at the time. Could be ten movie, Many, many of that. I just realized that I
don't have my preview, my counter of particles. You remember in the listen, it's a very good way to see
how many particles we can have in their system without
stretching out the computer. And go back to the display
that they're hot and they show how to reposition it is there. And then you will see that it, because it's one single shot of particles that have those on particles we have thing goes
on particles leaving out that on the, on the viewport. This way we can have
control of them. We're gonna go back to the Display tab and
us and less tweak. We're going to change the
way that we visualize the particles to have more
volumetric perception, we're going to change the
editor displays two spheres. So this way, we can see that now are
particles are starting to be more accurate and we can have unpaired calculation
of what we want to achieve. It's fair to say that a more
complex is depolarization. It requires more resources
from the computer. So in certain point, you see that your
computer and start to have a hard time
to present persisted. You can come back to the circle. You'll see that
it's going to help you a lot to be
socialized with a ship. Or would circle fill. Also help set up the
world up to you. I'm going to live in,
in your decision. Or in my case, I'm gonna be
working with the spheres.
5. Particles Collisions: In this lesson, we're going
to focus on collisions, how the particles collide
between each other, and have it bounds with
external geometry. If you still don't
love the assets that I shared with you in the
Skillshare platform. Now is the moment because
we're going to use them by the phone. Or particles collide, they
intersect each other. And many times these dosing required to have that
extra calculation in the system because
the particles are too small and we really
don't notice it. But for the predicate that
we are building here, having the interaction
the particles have within Kali
between each other is going to bring us some
more organic simulation. And to add that, we're going to the
dynamics element in X particle system hierarchy. We're going to go in the
menu of dynamics objects, and we're going to add the
x-bar equals constraints. 12 appears here below
the Dynamics folder. Inside this folder, we
are going to navigate to the coalition tab
and we're going to activate the collision. Check. Now, if we play again, you'll see that the
explosion of the particles is a little bit more
random than before. I'm going to deactivate. You will see that this
is quite uniform. But if we activated
is going to add all these interactions
that the collision between each particle
with the particle nearest to it is going to randomize
the movement that they have. And that's precisely what
we're looking for here. The second part is to make the particles collide
with external geometry. We're going to
bring to our scene. They find that their
share with you using the shortcut
Control Shift 0, the first particle
animation container file. You'll see that it's going to
bring inside are occurring, is seeing the container. I'm going to explain
quickly what it is. What is a simple
mobile app setup using a simple
platonic element and the powerful model of MoGraph Cloner to
have these corners, to have the edges
that is going to decorate quickly and make it
more interesting to watch. And it's also an
external container using the subdivision surface to have a more smooth aspect
of the container. For now, I'm going to hide them. Because what I am
interested in to show you is with the container
collider element. If you click in the object, go to the basic tough, you'll see that the
X-ray chest is marked. This is because he's
going to help us to visualize the particles. Fly through or called
bounds with them. Imagery because they will
form inside the element. So we need to see through it. Now, running the simulation, you can see that the
particles are flying through. So to fix it, we're
going to click in the container collider
right button of the mouse, go through the incidence, tax on to the next
particle collider. You'll see that it brings
a lot more of settings. But the only one that we want
to take her is the normals. And we're going to check inside. We're telling to the software that used the inside faces of these polygons to calculate
how the particles are worried about where the
particles are going to bond. But another thing
to take care is that or a mirror is
outside the geometry. So as I mentioned before, the emitter is an element
that is in the space. We can reposition it easily. Go into the beginning
of our scene. I'm going to try to make it as centered as possible
in references, in reference with them. Container using the front view. I think something
that works good. Yes. Then I'm going to play
my simulation again. You will see that now the particles are kept
inside the object. This is because we did that. We assigned to or
container collider. We are telling the
other particles use. They're going to bounce
with the geometry using the inside face and
give them all of them inside these beautiful
platonic container that's used for collisions, There's vote to jump
on the modifiers to add a very organic flow
to these particles. See you in the next lesson.
6. Add Motion Modifiers: This lesson is about modifiers. Proudly, the funnest part of
working with X particles, we're going to explore
gravity and turbulence. Those are two forces that
are going to push for particles in this space
and our settings. And you can find in
many other particles plug-ins out there
in the market. So let's go to walk through it. To add modifiers to or
particle system is quite easy. We just need to click here
in the modifier folder. And you will see that we have
four categories of them. There are many, there are a lot. I really encourage you to
click on play with them to see how affect the
behavior of particles. But now we're going to focus in two that are very popular and you probably can find them in
any other particle system. That is the gravity
and the turbulence. Fierce to add the gravity, we're going to click here in
the emotionally fire menu. We're going to find our x
bar equal gravity here. And you'll see that appeared as an element in a hierarchy tree. Again, a lot of settings
where we're going just to focus in the gravity strain that this is the main
setting that we want. If we simulate again
or particle system, you will see that this term
to get a little bit more, more delay it, I'm going to bring down the number
of my particles us a little bit to see the appropriate behavior
or faster the simulation. So I'm going to
click in dimension. I'm going to bring it to
just one dose to see how the X particle gravity
modifier affects the system. You'll see now is a
little bit more smooth. The ad, a force, a force of gravity with the
string of 981 centimeters. That is the standard
gravity force. Another physician, but
I know that this is the standard number of how it really works in real physics. Sorry, both the inside of
me have to go all this. The 981 cm that cinema had. The sum value is the acceleration of
gravity in real-world. But for us, we want to
put a negative to make or particles floating
in the container. We're going to add
a negative number. For me works something
good around -20. And then you'll see
that the particles have this idea of a floating to be
lighter and going up. Not that hard because we
increase the number a lot. You'll see that this is a
little bit more on real like feeling attractive for something in the top of the container. But since I want just
the smooth movement, something around -20
works good for me. The second modifier
that we're going to use here is a turbulence. As the same way that
we add gravity, we're going to click in
the modifier element to them emotionally fires and find x bar
decode stimulates. Here, you'll see that the particles are going to
have a more organic throwing. It probably is not that easy
to see here because we don't have that much particles
and we just have 90 frames. So to make it clear, let's look to add more frames. This is going to be at 10 s animation running on
24 frames per seconds. So this will be 240 frames MEN. This go to double the number
of particles to those. You'll see now, the lens is adding this organic flow
in that we are looking. The settings are pretty
easy in this one, so you can play with them. There is not correct
settings for that. I'm going to use 200 in scale
and 20% in the frequency. But whatever fits for you and it's more pleasing to
the right, it's, it's good.
7. Final Tweaks and Cache: We are almost done with
the particle simulation, just few tweaks and we are
ready to run the cache. With this, we're going
to avoid to have the computer calculating
every time that we run the sequence how the
particles collide with each other or with the
external geometry is going to really is moot. They work on the next
part of the project. Before to generate
the cached file, we need to take care
of some settings to it and tweak some
parts of the simulation. Because once we get
this file done, if we want to change, something is not
going to be possible because everything gets
recorded in that file. We want to edit something, we will have to
calculate it again. And that can take several time for that reason before
to jump into cache file, I'm going to go to
the immediate object, the emission tough, and change the variation in
the radius to 1.5. This way, we're going to have a different size of
particles in our simulation, which is going to make it
more and more organic as well in the displayed in
the cranium parameter, I'm going to use speed and remove the intermediate
nodes or Mediterranean. With this, we're telling
to the tool that when the particles is in the minimum speed or
steady at zero speed, is going to be this blue. When it reached the maximum
speed is going to be white. You will see that now
here in the corners, when the particles
are more steady, you get the blue bluish. When they get pushed
in the middle. For the Turbulence
Modifier, you get white. So this is one to
help us to help more dynamically behavior
on the particles, which is going to feel
more organic as well. And the last setting,
but not the least, is to take care of the
frame rate of the project. Because if you change
it after gosh, file, equal crush the computer. So using the shortcut
Control D in the attributes panel
here in the predicted, you will see that the
frame per second theory, we're going to change it for 24. The length of the
project changed. So we need to bring it back to 240 because this is going to be out in sequence
and emission. And with that, then we can increase the number
of particles coming back here to this
particular mirror emission and changing the number, we can get it done. I'm going to use 50,000
for this project. And you'll see that now
it taking a lot of time for the computer to
calculate joules one frame. So if we want to work the way the animation
of the cameras, the lighting is going to be, it could be very heavy for the
computer. For that reason. I'm going to go back from
the start of the animation. And here in the agility subject, we can navigate in the menu and add the particle cache objects. Here, we're going to tell the tool where
we want to save it. You remember the fears? The fears video with
tips and tricks. Having a dedicated hard drive
for the catch helps a lot. If you don't have it, don't worry if students want to work. Here, I have one for me and I'm going to
assign in this folder. With all the settings reading, we can run the file. We'll see come watch
time it takes. It could vary according to the resources
in your computer. But believe me, spending
the time here, it goes, say force hours along
the rest of the project. 1 min, 20 s. Well, that's was that
was pretty fast. Now we'll see that the cash
object turned into red, which means that is already
calculated as well. It adds attack in the
next particle emitter. So now you will see that if we navigate through
the sequence, it's completely more smooth. This is going to help
us to work without lag the next part of the
class and save us a lot of time. With this. Don't just go to jump
to the environment. See you there.
8. Environment: This lesson is about to bring the environment that I
already prepared for you and I share with you in this picture platform to your chlorine is
seen both if you want me to go deep and how
to create this kind of environment from this
sketch to the final acids. Let me know in the comments probably I can record
class for that. To bring the environment
to already seen, we're gonna use the
same shortcut that we used for the container
Control Shift 0. We're going to bring the file, my fears particular
animation environment open. And I'm going to fall all
of them to explain vector. Here. From the top to the
bottom in the lights, we have a simple saved
with that top area light on the top to light up
the top of the container. Emitter to have highlights. And the dome light with the HDRI file to have
environment lighting. That's when I looked very cool. Next is the cameras, is street cameras with
80 frames animation. Around 80 frames would say on a little bit more to have
room for additional later. The first one is Dolly out. The second one is a movement
from the top to the bottom. I'm, the third one is panning. The third element
is the geometry, which is, um, let me check out the view of the camera to go to the view front view. Here. The geometry is basic elements, objects and MoGraph Cloner
from cinema 4D. Nothing fancy. But the idea is that with
just, with simple shapes, you can build interesting
environments in something that, that power to your
scene, to your project. He's going to be a
lot better than just have a solid color or bad light. It really going to help. I'm going to bring the
container to this folder to keep things tidy geometry. And I'm going to
hide the collider. And I'm going to activate what we really want to see in
already seen that this, the corners, the edges
and this surface. With that, we're pretty
much ready to move forward. In case that
happened to you that the tech source are
not showing properly. I'm going to give you a
quick tip to solve it. I'm going to bring
their render viewer of redshift and
going to improve it. Here. I'm going to run it in case it doesn't appear
slide this way. Or hearing the textures
you have are red squares. Here to their redshift menu. Read ship asset manager is going to bring this window. Here. You can assign new
beds for the files. You click with the right
bottom of your mouth. I'm here in relink. For localized files, you
can change the directory.
9. X-Particles and Redshift: In this lesson, we're going
to connect x particles with red shift to make the information that the X
Particles plugin generate. That is still simple. Points of position in the space visible for the Rendering
game. Let's go there. If we start the redshift
render in Django and in here redshift menu render view. You'll see that by default, the particles doesn't
appear there. This is because the
plugin generic position for each particle,
but not geometry. To make it visible, we go
here to the particle emitter. Click with the right
button of the mouse, navigate through
the menu to find redshift tag and
add the object tag. It will clean on that, go into the attributes
panel, particle stuff. You'll see that the
mode is disabled, are gonna change it for
the sphere instances. And these way redshift is
going to add an atmosphere to each of those position that we generate
with x particles. And in that way, make the
particles visible for the rendering Jane and work
with the rest of the project.
10. Animation Preview: Now that everything looks good
in their redshift preview, we're going to prepare
or Procreate to have proper render settings. And before to just hit
the Render button, we're going to create a
preview animation that this is going to help us to check that everything is
working correctly. Now that we check that in red shift, everything
works good. The particles are there, that they extracts
works properly. We are ready to send the
animation for rendering, but before to jump in
the Redshift render, I like to do our viewport test. This way we can see that the animation is
completely there, that it's working in the
timings that we want. And in this way, we can avoid mistakes because the renderer
can take a lot of time, or sometimes money if you are working with
the render farms. So always as more cheese
sticks you can avoid, It's really going to help. So I'm going to close
the redshift preview. I'm going to click here in
the Render Settings window. And I'm going to change the
render settings to viewport. I'm going to click
here and render settings and create a new one. This new one, or it brings
us back to standard. I'm going to change it
to be poor rendering. And I'm going to rename it as a VP for viewport rendering. And I'm going to change
my resolution to 1984. Full HD resolution, change the frame rate to 24
frames per second. And the frame range, I'm going to use the frame range that have been mentioned
in the camera one. I'm going to click here
in the camera one to my timeline and see that goes 0-860 to pay six. There. I'm going to move to the safe that I'm going to change
the format to BMG. In the name, I'm going to select this folder that I had
prepared before to record. The name is something important
because we're gonna be sending the tree
cameras to render. The cameras have
different frame range if we want to send them all
of them to the queue. Render system that
Cinema 4D hat don't have to come back every
time that the camera finished to render the next one. Using tokens for the file naming is something
that really works. I'm not going to go deep on that subject because
there are many more. The one that we're going
to use here is the name. We're going to pull the name of the file plus the
name of the camera. We're going to
write sign dollar, PRG for Procreate plus dash. And then again sign
dollar camera. This way where I want to tell the solver that take
the project name, adage for separated and the name of the camera
that we're renting. Now we can click Save, and he's going to rename
it automatically. Going to need Alpha
channel here. And I think that I'm
ready with this one. Now because we're going
to send three cameras with different frame range. I'm going to create three
child's settings of this one. To do that, I'm going to click, hold and click and
drag using pushing the Control key three times to have three different copies. And I'm going to
rename all of them. Camera one, camera two, camera tree. I'm going to drag
them below the VP. So this way in the opera hierarchy is going to be like the master
of the settings. And whatever the change here is going to
override the settings. But he's going to give the general settings that
we have in the master. So for the camera one, we already have the frame
range that we need. From camera to we
need to change it. So we're going to click
in camera to go to the timeline and
see that goes 7-72. One-sixth three. Good. Now, render of the camera or a tree or under
settings here, click the camera tree to
see different branch. And this goes from 154 to the n, 15404. That's it. We have the different assign. We can close the Render
Settings window now. And we need to save the file first to send them
to the queue render. So I'm going to save
it with another name. I'm going to add
settings name, safe. And now we can go to the render menu and open
their Render Queue. Here I have the files that I rendered
before to this class. I'm going to delete it and using this button here that these
are the current project. We're going to click
it three times 123 because this is the tree render that
we're going to send. I'm going to click
in the first one. And I'm going to ensure that we are using the proper
render settings. That in this case
is the camera one. With the camera one. Camera one for the
render settings and the camera, camera one. **** del Toro renaming. This way is going to use
what we said before. For the second one, we're gonna do the
same Render Settings. Camera two, camera, camera to the same thing for the third one is the
kmer tree combinatory. We can check here that all of
them matches are going back to the first one that
we are good to render. I'm going to click
start rendering water. And I'm going to speed
up the recording. See you then. Well, it finish. It took around 1
min each sequence. It's great fast. So Joseph spending a little
bit of time here to have the viewport
rendering is going to help you a lot to avoid
mistakes before sending it to the render farm or to spend nights are
inheriting your animation. So let's go to be sure
that this is working. Doing this composition
in After Effects, unchecked, you've works good. Now that we're here
in After Effects, we're going to build up
quick sequence fears. I'm going to import my renders
using the shortcut Control add that allows me to
import multiple files. So I'm going to click in the
first frame of camera one, be sure that the PNG
sequence is checked. And then import is going to open the window
or gained by itself. And I'm going to do the
same for the camera to. You can click on any frame. He doesn't need to be there. The very first one
of the sequence. So as soon as the
name convention of camera two is going
to import the sequence. So PNG sequence activated import the same wine
for the camera tree. Here. He's going to open again.
So now that we don't need to import anything else
we can click on Done. I'm going to move this in
my folder of sequence. And a before to do something. By default After
Effects recognize the sequences in different
frames per seconds. Many, I'm not sure if it's always bought many of the times
is 30 frames per seconds. So we're gonna change that, send it in the sequence, go to them, replace food dish. Not is the interpretation
for this menu and kill me. I'm going to change it for 24. And this way is going
to recognize it 24 frames per second segments. When I do the same for the other interpret interpret
footage main, it's only 4 min. Okay. And the same with this
Interpret Footage Main Tony, for now. Now we can select
all of them and drag here in the
new composition, we know single
composition, okay? This one, I'm going to
drag it to my folder of compositions and
want to work in this. And I'm going to be
sure that the length is the a cell constant we want. So I'm going to use the
shortcut Control K to open the composition settings
window and be sure that the duration is 10 s. We got it there. Okay, I want to
extend my timeline. Now. I can reorganize my cameras to completely cover
the 10 s animation. We render a little bit more
frames on each camera to have this time for overlapping. That is going to
give you a room for rent for render for addition. Sorry. Because if you are going
to match this with music, or probably near doing
kind of transition, having some extra
frames, it always work. So I'm going to do
a preview using the zero my number pad. Looks like works. Very good, very good. We are, we are there. We want to loop, explode. And you mentioned mood. Everything moves. Well
known particles escape. I think we are
good, We are ready. I'm going to send
this quick render to outputting in M before file. Because this one
is something that you would like to
have in your process. You can share it in
your social media. So I'm going to select
my composition. Go to Composition, I
believe, yes, Composition. Add to Adobe Media Encoder is going to open the
encoder from Adobe. And with that, we can export it. Now we are here in
Adobe Media Encoder. The composition was added by default because we send it
directly from After Effects. The settings by default
works perfectly good. Hh264 is the gold standard for mp4 format, the
heartbeat grader. How by default works good. We just need to check
that it goes in the file directory that we want. What are the skill
share class project? And I'm going to overwrite
the one that we have here. This one safe. Yes. We're going to use the Play
button to send the render. Since this is using
the GPU acceleration, the render is going to
be very, very fast. They're rendered, it's done. So little to check. Where is our animation? Here in the outputs here. And that's it works
perfectly good. This is a very good asset
for your social media. This you use it and it's going to show how you
build your projects. And with that, let's go back to Cinema 4D and prepare the
settings for redshift. See you there.
11. Final Render Settings: Now we are completely
sure that the animation works good with a view port
for preview that we made. And we are sure that
everything looks good when they're red
shape can be aware. We are ready to sing or
animation for render. So let's go to prepare the final said before to go
back to Cinema 4D. Don't forget to save
your after-effects file because we are
going to come back after the redshift
render finished. Here in cinema 4D, the only thing that
we need to change is the rendering engine
that we're going to use. That's going to be
quite easy since we already prefer settings
for the output. I'm going to click again here in my Render Settings window. And I'm going to
select the ones, those settings that we create. All of them. Click and drag,
holding the clip, push the Control key, and then we can duplicate it. I'm going to rename them, changing the VP for the RD to make it clear that
this is for red shift, r d, r, d, r d. Good. And going first to the camera one is good to confirm
that we're going to use red shape and this
hole to change the directory because we
wanted in another folder, I'm going to create a new one, new folder. Red shape render. Here. In this one, not
the one up there. Here. We're gonna be using the same
tokens project dash camera. And we're going to click Save. I'm going to bring this part
with me on trolls see gaze. I'm going to hide
the background to have empty background to
see the transparency, so we can choose the background
easily in Cinema 4D, sorry, in After
Effects, we need it. So I'm going to hide
the background. And I'm going to activate the alpha channel and
the straight Alpha. The other output
settings are okay. So I'm gonna do the
same for the camera to. I'm going to select
this, delete, paste my settings, activate
Alpha channel strip alpha, and the same one
for Camera tree. Delete the path, Control
U V alpha channel strip, and be sure that the three
of them redshift sign. Let's shift. Redshift. Okay. Perfect is a lot to double-check that their range,
different ranges. Are there zero to six to 721-63-1542 through
40 would look good. We're good there. So with this, we're telling that
we're gonna use each render settings for each camera working
with Redshift. And I think that this is the last part that we need
to take here in Cinema 4D. I'm going to close it,
renders it in Windows. I'm going to save it
with another name. I already have one here. I'm going to override it. Safe workplace, yes. We're going to do
the same process. Render menu, Render
Queue, delete this tree. And with this bottom
that we have here are the current project
three times 123. I'm going to the first one. Be sure that the render
settings, what eats, what do we want RD can
one using the camera one. Here, Render Settings are the Camera tool with
the camera two. And this one or the tree
with the camera Three. Good. And be sure the Torah
renaming is unchecked. So with this one, be sure that you are not going to touch your
computer for the rest of the night or for the time
that you have your computer. I've a level four for rendering because profit is going to take a
little bit of time. So I'm going to send the render using this button and see
you when this finish.
12. Extra touches: We're almost done. You make it to the last lesson. In this one, we're
going to take care of the final touches
in After Effects to or rendered sequence and
exported to the final output. I'm going to organize
my sequences in folders to be sure that it's clearly to me to know that this sequence belongs
to the viewport render. I'm going to create a new
folder for the red shift. And in this one
I'm going to bring my red shift sequences using the same shortcut
that we just before, Control Alt I to
import multiple files. I'm going to click in one of the friends or they
can borrow one, be sure that the PNG
sequence is checked and then import this same for the camera to the same
for camera tree port. We are done. We don't need to
import anything else and we need to change
their frame rate again. If you know a way to do all of them at once,
please let me know. Because now we just have to sequence and take a little
bit of time for the money. You have. 51020. So it can be a
little bit. Hello. So if you know a way to do it, all of them, please let me know. I'm going to duplicate my
sequence using the one, draw, the short goods, sorry, Control D to duplicate. I'm going to my composition now and I'm going
to rename it using the shortcut Control K to bring the composition
settings window. And I'm going to rename
it for final at the end. That sounds good, right? Finally, we are
almost in the end. Frame rate 24. Okay. I'm going to close
the composition to be sure that I'm working here. Now, I'm going to replace
with my new sequences. I'm going to select
the first one. I'm going to click
and drag on top. And before too realistic click, I'm going to push the key on my keyboard to
override the layer. I'm going to do the same with the camera to click
and drag on top. In my keyboard
releases a clique. Same one for the camera. Click on, click and drag on tough Alt key,
released the click. And this way it looks
like, it looks very good. Now I'm going to cut
the overlapping. For this one, we can use a very handful short code that
is selecting both layers. Use the shortcut Control
Shift D to split the layers. I'm going to delete the
end of the star of this, this one, select
control shift D. This one. This one. And we don't have
more overlapping. That looks good. I'm going to use
the zero in mind numpad to do a ramp preview, the animation to see if
everything works with. So far, looks super good. I'm very, very happy
with the result. The particles looks
very organic. You mentioned looks good. Now render looks good. And yeah, this is what
we are looking for. Looks, looks super cool. Now we have our sequence
already prepare it. Go to war in the final touches. With the sequence already dawn, this is small that we made here. I'm going to create a
new adjustment layer. And this one is going to be a little bit of
color correction. I'm going to rename it with CC stands for color correction, at least in my
personal language. But you can use then
the name that you want. And I'm going to fierce to add color
correction effect of, well, we're looking
hue and saturation. And I'm going to add
color correction levels. I'm going to move my
levels first to the top. And I'm going to be
sure that we are taking their proper arrange and bring a little bit down the mid tones. That looks good to me. Here. It looks a
little bit darker. I'm going to put it on top. This is a general
color correction. Of course, we can be
working on each shot. This is just to have uniform
dodge or not both of them. I'm going to work in the hue and saturation to saturate
jaws a little bit. Maybe 69, I think that's good. Let's look to see how it looks
like without small change. Well, I can see a
little bit more than the extra four pin. Like it maybe a little bit
more saturation, then. That's good. That's good and fine. Now I'm going to add a curve. Select my layer curve. The color correction curves. And I'm going to bring down a little bit the dark part and a little bit of
the brightest part to make it more contrast. That's good. That's good. I have a little
bit of highlights that I don't like much here, but it's just this part
that we have this strong reflect going to work
just in this layer. I'm going to add
again the curves, color correction curves, and I'm going to bring a value
will be the highlights. This here. Yeah. Yeah. I think it looks
good. I like it. Yeah. What's club
works good for me. It's kind of the result
that I'm looking for. This is a basic
color correction. Of course, we, we export our file when we
can have all the buses. We can work a lot
on the composition. But that's another rabbit hole
that we can explore later. After that, I'm going to
add some small effects. I'm going to add a
new adjustment layer. This is going to be my beneath, beneath his Spanish vignette. I believe it's in English yet or Italian, other
know what is the name? And I'm going to add an exposure, color
correction, exposure. And I'm going to bring a darker, darker, darker, darker there. And I'm going to create a mask to add the effect
of the vignette. I'm going to select my layer, double-click here in my click on cold chain for
ellipse tool there, and then double-click in the live store is
going to add a mask. When my layer selected
here in the mask menu, I'm going to click Invert. I'm going to unfold
the math setting. I'm plagued with a fairer
and the expansion. To have the effect that we want. We need a little
bit more darker. Start it looks a little bit
more bare in the corners. Here. Here it looks
good. Looks good. I think I think that's good. How it looks like here? Yeah. Yeah, we like it. Of course, there is no
proper settings here is what is policing for your ride and achieve the look
that you're looking for. Or for me, looks good here. Maybe I'm going to reduce
the opacity a little bit. 75, 80. Yeah, that's perfect. Okay. And another one
that I like to add is to create a uniform
noise on top of it. So another adjustment layer. And we're going to
add noise and go into my effects controls panel. And we're going to add this
and generate, generate. No. I'm going to bring my
window of effects. We see some presets here. Here to find the
noise that I want. Noise HLS, this is
the one that I like. I'm going to put it
uniform and I'm going to add a little
bit of lightness. I believe it is. Lightness is Jocelyn
small, tortured. I want prolog lean
four per cent. This the external pressure
level in the recording. But if you can see it
brings a little bit of organisms to the sequence,
is what to check. 55 Looks good. Yeah, it looks good. Add treatment that
I always like. I'm going to just
animate a little bit the face of the noise. I'm going to click in
my stopwatch here, using the shortcut you
to see the keyframes. I'm going to the end and
then going to remove it just 45 degrees to have this more
smooth movement in my notes. Now that we are playing, it looks a little
bit the statics. So I'm going to reduce the
lines to the half, 2.5, little bit more where
the noise phase, I'm going to bring it to one complete look to
see how it looks. That looks a lot better. You can see it here in
the mid tone areas, in the darker areas. Looks good to me. Now. Okay. With the noise, the vignette and the color
correction is for me, It's good to go. I don't know, guys, if
you want to work in something other efforts,
please let me know. If you have a personal color
correction that you love. Please uploaded the project. I would love to see what
you can create with this. With this project, be
completely sure that you save your project and
we're ready to export. We're going to do
the same select or an emission final
sequence composition. Add to Adobe Media Encoder is what the wave for the
computer to open it. It's already open and we
have our sequence here. I'm going to change the name, the folder where I
want these outputs. Your magic final render. I'm going to change the name
for class to see results. Safe. And they said things are
okay, what's good for me? Play? Let's go to render it. This is going to use the,
the CUDA oscillator. So it's going to do
it completely faster. Render is done. Go and check or file. That should be here in videos. Listen plus Procreate
outputs is not here. Nice. Sculpture class does
predict outputs here, geometric final render class. And look at that. Looks super good. Or particles look super smooth. The render look very smooth. Everything is there. Seems to me that we are
ready to wrap this. We made it, we
finished the lessons. So please be sure that you share your final result in
this Skillshare class. I'm going to be very eager
to see what you create it. You can change all the settings, you can change the geometry, the color of the text doors. Feel free to do that. I
would love to see it. So let's go to the
final wrap-up in the conclusion video and
recap what we learned here. See you in the last video.
13. Conclusion: Congratulations, you made it, you finished the class, and now you know
about how to use x particles inside Cinema 4D. You can use this
powerful tool in order next projects in the class we covered since the beginning, how to set up your
particle system from scratch with just
a few clicks until the final render
settings to use this rendering your social media
or in your demo reel. However, there is
just one thing that I want you to remember
about this class, that war with particles is easy. With that, you can create very powerful images
in your next projects. Please. No, forget to upload your final project to
the Skillshare platform. This way, I can see
what you have built. If you follow the class in
the exactly same way is okay. You are gathering the knowledge. But if you want to
play with the shapes, with the textures, with the
colors, even the camera. And you mentioned, I'll be very excited to see what
you have done. In the same way if
you're going to share these in
your social media, don't forget to mention me. That way. I can see your results. If you learn at least
one thing in this class, I'm going to be very happy. Please be completely honest. And if it's possible for you, leave a review and
read the class. So I can deliver very
content for you. In the next one, you can contact me through
my social media or hear in the Skillshare platform in case you have more
comments of questions, I'm gonna be very
happy to answer them. Thank you again for
enrolling in this class. I am very happy to see you here. And we nothing else to add. Seeing then Excellent.