3D Attack - 2005 - 04
3D Attack - 2005 - 04
3D Attack - 2005 - 04
REVIEW
TEXTURING TUTORIAL
4
Interview with Dave Brinda
By Tavy Ann
5
Interview with Dave Brinda
By Tavy Ann
Interview
It's really difficult to point out one personal project for a Cinema 4D ed the viewer to "participate" in the
overall favorite. In my professional design competition over at image. I really wish I would have
work, I'm really proud of the work I Renderosity. The premise of the had time to finish the image a bit
did for Apple on the in-store demos, competition was, what if flight had more (ie. Add some other signs of
but my recent work on the "Bourne been invented during the Medieval life, like people walking across
Supremacy" project was a lot of fun. era? What would the vehicles have bridges, horses and carts on roads
It was really rewarding to be able to looked like, how would they be pow- and maybe small village in the dis-
come up with a concept, visualize ered, what would a Medieval airport tance, etc.)
the overall experience, and then be have looked like, etc? My concept
able to actually build it all out in 3D. centered around the idea of utilizing Anyway, at some point, I'd like to
the natural environment. The lift of develop the project further...possibly
It was awesome to finally watch the hot air, the momentum of running into a book or maybe even a short
film and see how close the 3D envi- water and the updraft of a canyon film. I couldn't help but do a quick
ronments came to matching the film wall. animated version just for fun...it was
experience. As far as personal work, just begging to move :)
the "Medieval Airport" image was I envisioned the vehicles being a
really fun to work on, and I'm really cross between an old sailing ship Tavy: When developing a website
proud of how it turned out. and a hot air balloon. I also wanted for a major motion picture like The
to infuse a bit of a story, so I added Bourne Supremacy, where do you
Tavy: Your image "Medieval the two figures in the foreground. I start and end? Can you give us a
Airport", WOW! This is probably my wanted to let the viewer's imagina- look into your work flow?
personal favorite of all the work tion wander...who are they? Is it a
you've done. Can you tell us a little father and son? Dave: Each project is unique, but in
about this project? general my process is pretty much
Are the coming home, or arriving at the same regardless of the client, or
Dave: Thanks, it's one of my a new destination for the first time? I the type and size of the project.
favorites too. It was created as a wanted a sort of ambiguity that invit- It all starts with a little research (In
6
Interview with Dave Brinda
By Tavy Ann
Interview
the case of entertainment projects established design objectives, and Many aspiring 3D Artists, Graphic
that involves reading the script and eventually it develops into a suc- Designers, Web Designers, Motion
reviewing assets) and a dialog with cessful product that matches the Graphics Designers, etc. will read
the client to establish the goals of original creative vision, and exceeds this interview. Do you have any
the project. The overall goals are the client's expectations. words of wisdom or advice you
then translated into specific design would like to leave them with.
objectives that will be the basis for Tavy: You've got a lot on your plate
evaluating future design solutions. Dave, as do many professionals in Dave: My pleasure Tavy, I appreci-
Once we have a target that every- this industry. We all need time away ate the opportunity to share and am
one agrees on, we can move into from our work. What do you do to honored to participate.
the creative exploration phase. relax and get away from it all?
As far as advice, I'd say don't get
This is the brainstorming, sketching, Dave: It's all about family for too hung up on the technical aspect
"blue sky" phase where anything is me...just hanging out and spending of things. These tools are definitely
possible and there are no "bad" time with my wife and kids. I love important, and we couldn't do our
ideas. Eventually this develops into the outdoors, and enjoy hiking and job without them, but don't lose sight
an overall concept that will serve as exploring. Also, I've never forgotten of what your real value is. Your
a blueprint and guiding force for the my first true love of photography. It's unique point-of-view and creative
design production. kind of nice now that I've sort of vision is what will set you apart in
"reclaimed my amateur status"...I the long run. Being able to close
The typical design production phase can just shoot for the love of pho- your eyes and envision the end
involves comps in Photoshop, possi- tography without the pressure of it result is the greatest tool you have.
bly some 3D work in Cinema, ani- being a job.
mation in After Effects, and pro- The other pearl of wisdom I'd like to
gramming in Flash. The creative Tavy: Thanks again Dave for shar- pass is something I learned in
development during production is ing more about you and your work school and have carried with me
continuously evaluated against our with 3D Attack and our readers. ever since. It is from a poem
7
Interview with Dave Brinda
By Tavy Ann
Interview
-Dave
8
E FO R M E R
N PA T H D
WI
N . O . T. A !
A N D
Renato Terabella http://www.tarabella.it/ is sponsoring the April "C4D Quiz" with some great
Prizes. By answering a simple question and sending an e-mail with "C4D QUIZ" as your
subject line and your answer to [email protected], you could win the following:
Path Deformer is a proportional path deformer that's easy to use. Like all standard deform-
ers there are not limits to your creativity. Simply choose the spline to use and your object
will be deformed without losing proportions. Path Deformer deforms the object along the
global z-axis and also has a banking parameter to roll the objects over a spline and an offset
parameter to control the position along the path. You can also place a Null-Object under the
deformator to have a precise reference for position and rotation along the path. Path
Deformer is a tool made by a 3D user for 3D users.
N.o.t.a is an automatic motion generator that helps to animate the sequence of objects par-
ented to a null that owns the "N.o.t.a" tag. You need only to make a group of all the objects
you need to animate and set a destination keyframe for scale, rotation and position. Now
you are able to give another object (generally null) a position and rotation reference a start
position and play with all splines provided in the gui.
One entrant will win both Path Deformer and N.o.t.a by answering the following question:
E-mail your answer to [email protected] no later than April 30, 2005 for a chance to win
Path Deformer and N.o.t.a. We will pool all entrants and pick a random winner on May 1,
2005. The winner will be announced on our forum at www.3dattack.net and be notified via e-
mail.
*3D Attack staff and their immediate families are not eligible to enter or win "C4D Quiz" prizes.
9
Get Dirty - Texturing Tutorial
By Rui Batista
I bet you can spot a computer gen- is because your finger, rubbing is the same’ and the final render of
erated image from a real photo most against the plastic, actually polishes each (01) (02). To illustrate the tips
of the time. Why is that? Computer it. The dirt only gathers where the and tricks, I will be using the materi-
generated images are, usually, too fingers drags it to. And the polished als from the “dirtied” file. Enough
clean and too perfect. On the other area is also considered an “imper- talk! Let us go to the tips.
hand, real world objects captured fection” you must/should add.
on a photo are subject to wear and Where else does the dirt gather? On
tear on a daily basis. Some more the indentations. Those places are
than others, of course, but even a natural resting places for dust and
brand new object taken out of its grime. Even when you clean your
protective box can already have fin- mouse, if you do not use a hard
ger marks of the person who pack- brush and, maybe, some cleaning
aged it, some indentation caused by fluid, the indentations will keep the
a fall, a bit of dust that may already dirt in.
be inside its box, etc.
Besides shape, lets consider the
We can say, without fear of being materials. The mouse cord (no, its Picture 01
wrong, that there are no “perfect” not a wireless mouse) is made of a
objects. Those “imperfections”, softer, rubbery plastic. Therefore, it
when added to a computer generat- also grabs dirt easier than the hard
ed image, make it more believable. plastic case of the mouse.
Unfortunately, they are what is more
Tutorial
10
Get Dirty - Texturing Tutorial
By Rui Batista
Picture 03 Picture 06
was turned on just for the illustra- by mixing the textures, the second
material is only applied on the
places that are set opaque by the
first texture.
11
Get Dirty - Texturing Tutorial
By Rui Batista
Finally, the complex part is on the Grime, dirt, dust. All these gather Picture 14
Alpha channel. A Layer shader con- more on the corners and folds than
tains four combined shaders. (13) on the flat surfaces. There are two (more about them in a moment) and
The first one is a vertical gradient main ways to add this and each one hit Start. After a little moment
that adds a bit of transparency to has advantages and disadvantages. (depends on the number of vertexes
the lower part of the mask. The sec- of your object) a new Vertex Map
ond one, a vertical gradient too, You can use a Dirt shader on the tag appears. Click it to check the
multiplied by the first one, will create Alpha channel, if you want to use an result. If it isn't what you want,
a ramp for the rust stripes. What independent material to add to oth- delete the tag and try again. The
creates the stripes is the third shad- ers (don’t forget to turn on the Invert accuracy of the Vertex Map dirt
er, a Noise shader with a stretched option of the Alpha channel). This depends very much on the density
12
Get Dirty - Texturing Tutorial
By Rui Batista
of the mesh. To use the “baked” they travel is the Max Distance. How
Vertex Map in a material, you must wide is the “sprinkle” (the angular
use the Vertex Map shader. The spread) is the Spread parameter.
Vertex Map shader is also a great
method to blend two materials If any of the drops of the “sprinkle”
together in a very smooth way. To hit a surface, the point P is dark-
do that, the Vertex Map shader is ened, depending on the distance the
placed on the Alpha channel of the drop traveled before it hit something
material that will be blended. and the Contrast value. (16) If, after
traveling Distance it hits nothing, the
Then, we just have to "paint" the point P will get no dark contribution.
vertex map with a gradient. It’s a
shame that this method only works
with polygonal objects. For explain-
ing what each parameter means, I
will explain the theory behind the
Dirt calculation.
Picture 15 It uses all the tricks I presented here Keep on Attacking and get dirty!
and a few more. If you stumble into
The number of “drops” of the “sprin- something that you can't figure out,
kle” is the number of Rays. How far please contact me at:
13
MAXON CINEMA 4D 9.1 Review
By Aaron Biscombe
or her needs.
14
MAXON CINEMA 4D 9.1 Review
By Aaron Biscombe
any object tool, material etc. and around the default C4D knife tool, which walks the user through a
multiple instances of the Attribute and an uber-cool brush tool that was complete animation project from
Manager can be opened and perfect for soft-selections. scratch. However, while this materi-
locked, so that all your favorite al is excellent, and more than
options are available to you simulta- Release 9 includes a similar toolset enough for getting up to speed on
neously. to Mesh Surgery, including a vast the core software, I find the manuals
set of selection tools and modes, for the additional modules to be
Another of my favorite additions to including the new auto-selection and somewhat lacking, particularly the
the interface are the new view tweak selection modes, which MOCCA 2, and the Thinking
modes available in the viewports, enable you to quickly switch Particles ones.
here is an example of constant
shading, which enables you to see ANIMATION
the object wireframes even when
they are not selected. CINEMA 4D comes complete with
the tools necessary to bring your
MODELING projects into the 4th dimension,
including easy animation of parame-
I think its fair to say that almost ters, and a fairly functional timeline
everyone (including myself) was and an FCurves editor. I am not a
Software Review
15
MAXON CINEMA 4D 9.1 Review
By Aaron Biscombe
16
MAXON CINEMA 4D 9.1 Review
By Aaron Biscombe
Software Review
and set up a simple, useable IK rig. THINKING PARTICLES and PYRO- CONCLUSION
It should be as simple as setting up CLUSTER
your bone chain, and drawing your I can't seem to recommend CINEMA
ik handles between the root and the While the default particle system 4D enough. It's wonderfully easy to
tip. that comes with CINEMA is suitable learn and use, the interface is flexi-
for basic particle effects, there are ble and easy on the eye, and
But in MOCCA 2, I always feel like times when something more com- MAXON seems really committed to
I'm starting out with a complex rig plex is necessary. This is where keeping it's users happy. The docu-
that I don't understand, and trying to Thinking Particles comes in. Just mentation is excellent, and tools
remove expressions and features like MAXON says, it is possible to don't just work well, they work beau-
until I'm left with something simpler, create effects based on particle and tifully. As with any software, there
and even then I still can't get it to object interaction, and when used in are some shortcomings, such as the
work properly. conjunction with XPresso truly difficulty of setting up characters in
sophisticated effects are possible. I MOCCA 2, but the rich online
There are definitely things that I personally find it takes me a while to resources (including the large and
enjoy about the module- I really get even the simplest particle effect friendly user base), more than make
enjoy the process of setting up a going, but I attribute that to my lack up for these few problems with
bone hierarchy with the bone tool, I off technical prowess, rather than workarounds, innovative techniques,
find it fits quite well into my work- any innate flaw in the system itself. and specialized plugins. I give
flow, and painting weights is a Cinema 4D Release 9.1 a 5 out of 5
straightforward process with Claude Pyrocluster, which is MAXON's volu- Attack points for being a full-fea-
Bonet; but I hope in the future metric shading module, works with tured, professional solution to a
MAXON looks into simplifying the either the default particle engine or wide variety of animation projects.
rigging process a bit. Thinking Particles to create realistic
simulations that can both receive
I personally have found that using light and cast shadows. Its definite-
Cactus Dan's IK Tools in conjunction ly an advanced tool, but its main
with MOCCA 2 provides a truly drawback is the time it takes to com-
enjoyable rigging experience. pute, which is rather lengthy.
17
Basic Modeling - Lookout Tower Part 3
By Bram van Gerwen
This is the final part in the modeling picture 1B. To make it a little more Transfer To field and hit apply. The
stage of the lookout tower, it will be interesting we will add connections instance of the cube will be moved
less intricate than previous parts as where the bars cross, we could just down where the lower bars cross,
we are going to be rounding off the add spheres there but that's a little picture 2B. We will now continue
model with a couple of details and boring so we will add slightly extrud- modeling the actual cube object and
add-ons. ed cubes there. the instance will change right with it,
very handy.
We will be adding bars in the win- Create a cube. Before we are going
dows, another stone array, stone to change it we want it in the right Select the Cube, make it editable
relief detail on the tower surface and position first. With the cube selected and rename it to 'Bar Connector'.
subtle cobbles on the top floor of the call the 'Transfer' function Switch to polygon mode and with
tower. We begin this tutorial by (Functions -> Transfer). The transfer the Live Selection tool select a
opening the appropriate file where function is extremely useful to move square of 4x4 polygons on the front
we left off in Part 2, so open the an object to a certain axis position of of the cube like in picture 3A.
TowerPart3Start.c4d file that came another object. In the Transfer Select the Bevel tool and set its
with the magazine. options tab we see a field called Extrusion to 1.4, its Inner Offset to
'Transfer to', drag the Bar 1 object
First we will add the bars. Create a from the object manager into this
cylinder, set its radius to 1.5, the field and hit Apply. The cube will
height to 100 and the Rotation now be moved to the centre point of
Segments to 12. Then change its Bar 1 (the cube is still very large but
position to Y 135 and Z -215. This we'll change that next).
Tutorial
18
Basic Modeling - Lookout Tower Part 3
By Bram van Gerwen
Null Object) and drop the window short edges that point inward and
bars instance into it. Switch back to you will notice it selects all short
the Model tool, select the Null edges on the dent extrusion like in
Object and rotate its H rotation to - picture 6B.
28.2 in the coordinates manager, hit
enter and you will notice the bars We only want to weigh the corners
being rotated into the left window so select the Live Selection tool and
like in picture 4A. To fill the right while holding ctrl drag over the
window simply duplicate the Null selected edges that are not on cor-
ners to deselect those, check pic-
ture 6C for reference. Then select
offset to -4, Subdivisions to 1 and hit the Loop Selection tool and while
apply. The selection will be extruded holding shift select the inner and
inward creating an indentation in the outer edge loop, this will give the
tower surface, result in picture 6A. result like in picture 6D.
We notice that the HyperNURBS
make our dent corners much too Now that the corners and edge
loops are selected, switch the
HyperNURBS on again and select
the Weight HyperNUBRS tool
(Structure -> Weight HyperNURBS).
Set it to 65% and click set, the
Tutorial
19
Basic Modeling - Lookout Tower Part 3
By Bram van Gerwen
2, the Inner Offset to 1.4, we just want to create the illusion the tilted surface, picture 11A. Then
Subdivisions to 0 and hit Apply. that it's there. Open a new scene with the Move tool move them out-
Now do the rest of the polygons in and create a cube, set its dimen- ward along the X-axis until you get
the indentation in the same fashion sions to X 30, Y 20 and Z 30. A the result like in picture 11B. Create
until you have 10 stone protrusions small object so zoom in on it. Make a hyperNURBS object and drop the
like in picture 7B. We will also it editable and switch to edge mode. cube into it. Rename the
weight the stone edges to make Select the lower edge that lies paral- hyperNURBS object to 'Beam', then
them more square. Switch to Edge lel to the Z-axis and move it inward copy it and past it back into the
mode and with the Loop Selection along the X-axis like in picture 9. Tower scene. Back in the Tower
tool select all the top edge loops of You might find that the axis of the scene create another Array and
the stones like in picture 8A and edge is tilted when you select it. If drop the Beam object into it. We wit-
click Grow Selection (Selection -> ness our Beam object being nicely
distributed around the tower, but its
Tutorial
20
Basic Modeling - Lookout Tower Part 3
By Bram van Gerwen
make 2 cuts on each section so that behind the Offset to 50 and Apply. But modeling is only a part of creat-
you have fairly regular subdivisions, The Variation will extrude all poly- ing realism, Texturing and lighting
picture 12B. Now in Polygon mode gons with a variation of 50 percent create a very big part in finishing the
randomly select groups of polygons from the 1 offset value making scene. Of course I already provided
and single polygons while holding extrusions ranging from 0.5 to 1.5. a reasonably acceptable lighting
shift. We're going to create a cob- If you render now you'll notice the setup but the textures are still lack-
bled effect from these selections by variation has a slight but subtle ing. So we will tackle the texturing of
using the Extrude tool. So select the effect on the extruded cobbles. the Lookout Tower in part 4 of this
Extrude tool, set it's Offset to 1 and There, that's it for the main Lookout amazing tutorial to give it a far more
disable 'preserve groups', we don't Tower modeling. Basically the model
can be expanded with countless of
small details that don't require much
modeling at all. For instance create
a cylinder and put it tilted onto the
beam protrusion above the door to
create a flagpole, then with transfer
move a Plane object to the flagpole
position and scale and move it a bit
and you have a flag. Of course if
you want to make that more realistic
you'll need clothilde which would be
an entirely different tutorial. Also as I
Tutorial
21
Combining Splines
By Georg Niedermeier
Picture 06
22
Combining Splines
By Georg Niedermeier
Picture 09
http://www.3dattack.net/forum/
Thanks
Georg Niedermeier aka sad
Picture 08
23
Plugin Review: EMorpher
By Thomas Pasieka
MA’S tools and go ahead and create for character animators or such who
your facial expressions and such. want to go that direction.
You will soon notice that this can be
a time consuming process and your
object manager will also get a little Summary: A timesaver all the way!
messy with the tools provided by a window and you will be able to Pricing is fair and the ease of use
C4D. create new morph targets. Simply makes this plugin a hit!
modify your mesh, and once satis-
That’s why you should have a look fied, you click on “add target” to Price: $40 USD
at EMorpher. This plugin will make it
easier and faster without creating URL:
too many duplicates of your main http://www.eggington.net/~eago/
object. Emorpher will create a “null
object” for each “morph” you create Email: [email protected]
and you will be able to mix those dif-
ferent “morp” targets by simply mov- Platform: PC/MAC Compatible
ing the null objects! Amazing, isn’t
it? Easy you say? RIGHT! That’s Rating: 5/5
how it should be.
Now, how exactly does that work? make this new morph pose available
Let me explain this with some (null object with name will be gener-
screenshots. First, you’ll create your ated). You can add as many poses
character or whatever else you as you want by repeating this
want. You will then convert your process.
model into a poly object (if not
already done). You can test your poses or delete
them, or even mirror them.
You will also have to create a “null Emorpher is really easy to use once
object” which will be used as “main you play with it for a little while.
24
Mono-flop in Complex Animations
By Base80
will even grill the bread, and if you - The input ports add an XPresso-tag. Ok easy!
make an error, it may even burn it. We will need some User-Data to
The mono-flop is driven by a Time- activate the toaster.
The idea behind this tutorial is to port, so you will always need a
have objects with associated behav- Time-node connected to it. Then I always associate user-data with
ior. I did the tutorial about "Aging there is the duration and it is count- the XPresso tag itself and not the
Bananas" with the same philosophy ed in frames and controls the... null object. One is free to do other-
(!) in mind. I prefer not using the duration of course. The trigger port wise, but the XPresso is more
timeline, it is a part of the software I is the one that starts the sequence. portable this way. Especially with
don't like a lot. I want to exclusively There are two modes: Normal and easy set-ups, this is the way to go.
use user-data sliders. The only time- OneShot. The reset port is there to
lined thing is the start of the reset the counting of how many So select the XPresso-tag and go to
sequence. For the rest it will show times the node has been used. the attributes manager, choose "Add
no key-frames at all. All aspects of user-data" from the menu at the top.
animation are done in XPresso and - The output ports Now name the user data "Start At
it even stops automatically. It is real (F)" or whatever and set the data
4D (3d + time) or an "animated Count counts the number of times type to Time and hit OK.
object" the node has been activated, very
practical for incremental things. (ele- Do it again and name it
Well ok, lets get started vators) The Outport is true or false "Duration(F)" and set the type to
to tell whether the monoflop is on or time, counted in frames by default.
Prerequisites (what you need) off. The State port is the most impor- We need a third one just for the fun
- A toaster tant in this case. Upon trigger it of it, Call it "Temperature(1...5)", this
- Some bread counts from 0.00 to 1 in the given one is to burn the bread beyond
- A little patience duration. This is actually our motor recognition ; ). Set it to integer and
or driver for our animation. wit a range from 1 to 5 in steps of 1
Before we start So The timer in a hall-way basically and hit OK.
I like clear setups of null objects, looks like this [Light timer]
25
Mono-flop in Complex Animations
By Base80
Step 2 The XPresso Setup use a math-node st to add. mono-flops. What we see is the first
Duplicate the compare thing above result jumping to true at the start
OK the hard part, the XPresso itself. and connect the result of the calcu- frame and until 30f further. Then the
The hard thing is that the movement lation to the second port. Now we "remaining time result jumps to true
of the toast going down and up have have a result of "1" at frame 30 for and a while later the end sequence
a fixed length, but the toasting itself the start sequence and another one result jumps to true while the remain
is flexible in length. The going down at the start of the end sequence. stays true. Whoaaaa! Isn't this sick-
and up take 30 frames each. So far so good. [compare2] ening. Well we are done with mono-
First thing we do is make a time flopping for the movement.
node. It is the driver of the anima-
tion our motor as it were. Step 3 The range mapping for
movement.
Then we drag the XPresso tag to
the XPresso editor and open the The fun part is always this one. The
Compare2
user-data ports on the right. To start range-mapping thing. Add a 3 range
the animation we need to compare Now we can proceed to the mono- mappers, to the State-ports of the
the current time with the start time. flop-nodes. Add two of them to the start and end sequence mono-flops
Create a compare node and set it to XPresso editor. Connect a time and to the Out-port of the remaining
==, attach the time node and the node to the Time-port and connect time mono-flop. The range mappers
"Start at"-user-data to it. To check the results of each compare node to will make the movement of the
what happens just connect a result the Trigger-port. As I said before the bread going down so we need to
node to the end. I have set the start going up and down sequences have know those two positions in our
Tutorial
to 30F, so when I hit play the result a fixed time span of 30 frames each. model. In this case y=0 for lower
nodes goes to 1 at the 30th frame, it So we can enter 30f to the duration- position and 10 for lower. We need
stays at 0 at any other frame. OK so port of each mono-flop in the attrib- these figures in the range mappers
far. [Compare] ute manager. We need to open the as such (input lower-input upper -
State-port for further processing. output lower - output upper;
This is a part of the setup so far. -start sequence 0-0.999-0-10
[monoflop] -remain sequence 0-1-0-10
-end sequence 0-1-0-10
(I had to put 0.999 in the first range
mapper because of a sudden jump
Compare
at the end of the start sequence.
Ok the second thing is setting the Some fiddling has been done here.)
time for the start of the going up of
Monoflop
the bread. The sequence takes 30 Now take a math node set it to Add
frames. So I have to subtract 30F We are not finished yet, we need a and add-up the three out-ports of
from the "duration" user-data. Easy, third mono-flop for the remaining the range mappers.
take a math-node set it to subtract time after the start sequence. For
and connect the "duration" user-data the trigger we add 30 frames to the At this point we have al the move-
and a constant set to time and to start frame and for the duration we ments of the toaster done. Try it,
30F. In this example I used a dura- subtract the start sequence from the connect the result to the position of
tion of 100F so the result is 70F, total duration. Hang in there people an object and hit play. We must be
isn't it? Now we need to do the com- we are almost there. We set the out- absolutely crazy to do all this for so
pare thing again to get the start time put of this mono-flop to OUT (bool- little result.
of this sequence. First we have to true/false).
add the result of the previous calcu- So we want more realistic move-
lation to the "start at" user data. The OK we will check if everything is ments. we will alter the range map-
result gives us the exact frame at alright. Just add a result-node set to per-splines to do just that. Make a
which the bread will go up. So we Bool to all the Out-ports of the spline in the first range-mapper that
26
Mono-flop in Complex Animations
By Base80
goes down in a curve. Leave the the use the temperature user-data as Step 5 The glow
remaining sequence range mapper the upper output. So the higher the
without spline and especially the last temp the higher the number that Hmm fed up? The glow texture and
spline is interesting. I want the toast comes out of the range mapper. light coming out of the toaster have
to make a small jump at the end. The texture made by buzhug has a to be made yet to have the right end
Watch the the images below for the even beige color for the un-toasted result. It is the same procedure as
final settings. bread and a dark brown for the the bread color without the freeze.
[rangemapper1] [rangemapper2] toasted bread. These two colors So only a range-mapper coming
reside in a fusion texture. The blend from the same mono-flop as above
slider mixes the two colors. We connected to the light's brightness
need to drag the fusion texture in port, the texture glow and fusion
the xpresso editor. (open the texture ports (between black and red) and
click on the fusion and drag its icon we are done. In the range mapper
from the attribute manager to the we can alter the spline to go slowly
xpresso editor) up and drop at the end to get a bet-
ter result. (See big picture on last
We will connect the range-mapper page of this tutorial).
output to the blend port of the tex-
Rangemapper1
ture, but we need a math node
(divide by 5) to accommodate the Congratulations if you have come
output numbers. When we animate this far. The method above is very
we will see the bread change color labor intensive and looks completely
Tutorial
like we want. Great! But at the end useless. And it is for a part. But our
of the sequence it flips back to nor- toaster is now fully functional and
mal and we don't want that. We that is nice. And we have learned to
need to freeze the grilled state until use a lot of nodes, and that is nice.
the end of the timeline. Take a
Freeze-node. Connect the Value to Side-notes
the previous range-mapper and the The volume light and the glowing
switch to the Out-port of the mono- texture. Walien has once again
flop (put a NOT-node in between for made a beautiful volume light, this
Rangemapper2 good results). time combined with a glowing tex-
ture. The texture is in the goodies
I changed the output upper to Now we have the bread toasting folder mapped on a plain geometry
accommodate the little bump in the already but the brown color doesn't for further exploration.
spline my end figure should be 10 reset at the start of the animation,
(so 12.5x0.8=10) Are we getting a For that We have to use a compare- The toaster model
headache. We are done anyway. node and connect a time node and Thanks to the excellent skills of
Now we have a smooth movement a constant of 0. Buzhug this tutorial has a less harsh
down and a nice little jump at the character. The toaster is inspired
end. We connect the result to a Flip-flop- loosely from toasters produced just
node's switch port and the not used after the second world war. Heavy
Step 4 the animated texture of the higher to the on-port. the result of Metal and Chrome. The modeling
bread (procedural) the flip-flop-node has to be connect- shows high definition modeling with
ed to the Freeze-nod. You probably economy of polygons.
For the burning of the bread we will want to shoot me at this time. OK
use the state port of the remaining we are done with the bread. It Thanks all for your patience and I
time mono-flop. So once the bread begins white and ends brown. The hope you will use the mono-flop for
is down it will start changing color. temperature user-data is there to your projects.
connect it to a range mapper and alter the effect.
27
Mono-flop in Complex Animations
By Base80
Tutorial
28
Micro Tut - Formula Egg
By Base80
Sincerely,
John Mark Napuunoa
ChristianDesigns.org
29
Landscape Tutorial Part 3
By Georg Niedermeier aka Sad
Welcome to part three of the land- with the exception that any discon-
scape tutorial! nected polygons will not be selected
by Grow Selection because it's not
In this part we will create some really connected to the other part of
details for our landscape: Grass and the object. If you want to really
some clouds understand what I've explained,
please take the time to experiment
Because we need to use the well with disconnect and split! It is the
known plug-in Hairdepartment, easiest way to move a split or dis-
developed by the B. G. S. group, a connected group of polygons along
German plug-in developer, you will the y-axis, to see where the differ-
find the Monster Edition plugin with- Picture 53 ence is.
in our “Goodies” folder. The edition
you will find in the goodies folder on the Internet, but we will focus on The result of the split function is a
works slightly different from the one the version that is available at the second polygon object with the
used in this tutorial. Nevertheless, BGS - group website, Version 1.83. same name and a .1 added to the
you can easily follow my steps. This version requires us to split the name (Picture 55).
selected polygons from the land-
Because we can't add hair instantly scape object. Splitting means that a
we have to create a selection of selection of polygons is copied to a
polygons that we want to use. In completely new polygon-object.
order to create that selection you (Picture 54) Picture 55
Tutorial
Picture 54
30
Landscape Tutorial Part 3
By Georg Niedermeier aka Sad
too low, memory usage will be huge. the behavior of the Angle Variation
Half the value will create four times option. The blades that are nearly
the grass. The Length value marks vertical will remain that way. A value
how long each blade of grass will of 50 percent will extenuate the
be. angle variation to 50 percent of its
value. Hit OK after you have entered
Radius lets you take control over the values and the Hairform window
how thick a blade of grass is. will come up (Picture 60).
Sections determines how many sec-
tions a blade of grass will consist of.
Those can be explained best with a
Picture 57 picture (Picture 59b).
OK and take a look at the results
(Picture 58).
Picture 60
31
Landscape Tutorial Part 3
By Georg Niedermeier aka Sad
Picture 65
Picture 67
Picture 64
Tutorial
32
Landscape Tutorial Part 3
By Georg Niedermeier aka Sad
Picture 72
Picture 70
The last step of modeling our cloud
is to select the overhanging pairs of
polygons and to scale the selected
points along z-axis. Scale it to your
likes (Picture 73).
Picture 75
The Fresnel shader changes the
Picture 71 color of an object depending on the
angle in which a polygon is facing
The line of points on top of our the camera. The more it is faced to
object needs to have a zigzag the camera the more the color fades
shape. Make the necessary selec- into the color defined on the right
tions by using the rectangular selec- Picture 73 side of the gradient in the shader
tion tool. If you want to use the live The cloud is almost finished it only properties. The Use Bump function
selection tool please make sure to lacks some material which we will activates bump mapping and dis-
disable the Only Select Visible create now. Create a new material placement mapping for the Render
Elements option in the attributes by selecting the respective function drop-down list. This particular drop-
manager. Select one pair of points from the File menu within the down list - found directly under the
and move it up along the y-axis. Material Manager (Picture 74) checkbox - holds a number of com-
Repeat this step time and again in Deactivate any material channel and binations of rendering methods
33
Landscape Tutorial Part 3
By Georg Niedermeier aka Sad
which are interesting when it comes Click the drop-down list right to the
to transparent materials. Front Only Projection attribute and select
calculates the falloff on a given Spherical (Picture 77).
object´s front side only. The back-
side will be calculated black if it's
visible.
34
Landscape Tutorial Part 3
By Georg Niedermeier aka Sad
Picture 83
Picture 87
Picture 84
Picture 82 That's all for today. In the next
created a null object containing 12 We have to do that because the issue we will finish this tutorial. I
instances of the cloud object. It is Randomize function only works with hope you like this tutorial for so far.
possible to increase the number of selected objects. Choose the (Picture 88)
copies in real-time and if you are Randomize function (Picture 85).
satisfied unfold the cloud_copies
object by clicking the small plus on
the left of the object name. Mark the
cloud_copies null object and choose
Select Children from the Objects
Menu of the Object Manager. This
function selects all children objects
of a given parent object and the par-
ent object itself (Picture 83) Picture 85
Unselect the cloud_copies parent Click Apply and change the Move
object by holding down the ctrl key values in a way that the clouds
and executing a single click on it cover the entire scene. You can Picture 88
35
Artist Spotlight...
Raymond Salter
Otter 18/1/2004 - Here I have made an attempt to simulate a wet clumpy fur effect of a otter drink-
Favorite places on the web: ing in a river using Hair Department and modeled in C4D 8.1.
3D Attack, Renderosity, 3D Valley, CG
Talk
3
Artist Spotlight...
Raymond Salter
Great Green Bush Cricket 28/8/2004 - Here is an image of the largest Bush Cricket in England
modeled in C4D 8.1. The main skin effect was achieved with a slightly bigger outer skin with just
a transparency and reflection on it.
Mandrill 31/12/2003 - Mandrills come from Caterpillar 13/11/2004 - When I first saw one of these highly colored critters I just had
West African and are one of the largest forest to model it and try out the new CINEMA 4D R9. I mainly box modeled this one.
monkeys. The males are very colorful and
makes it ideal for modeling in C4D 8.1. All
textures are procedural. I used box modeling
and Hair Department for fur.
GNOMON ZBRUSH WORKSHOPS
Review by Mark Gmehling aka Macling
INTRODUCTION TO ZBRUSH:
ZBRUSH PRODUCTION PIPELINE
38
GNOMON ZBRUSH WORKSHOPS
Review by Mark Gmehling aka Macling
39
GNOMON ZBRUSH WORKSHOPS
Review by Mark Gmehling aka Macling
Mark Gmehling
DVD Review
URL: http://www.thegnomonwork-
shop.com
40
How To Sort Particles With TP
By Tabou
1. Create and setup the first emitter, to refine the adjustments we will
which will be duplicated twice. modify the Pstorm-node directly.
Double click on the icon of XPresso
2. Set up an expression that con- to open the editor then select the
trols the three emitters to differenti- Pstorm-node and modify only the
ate flows in order to prevent that highlighted parameters, as illustrat-
several particles are emitted simul- ed in picture 2.
taneously.
41
How To Sort Particles With TP
By Tabou
Now we have three flows of parti- Drag the tag blue emitter into the
cles but if you launch a preview you XPresso window and connect the
will see only one because for the output of the condition to the Enable
moment the three emitters are iden- input port. You get a result identical
tical. To differentiate them you will to that illustrated on picture 9. Think
set up an expression preventing the of re-naming the tags your emitters,
emitters from emitting simultaneous- that allows you to recognize them
ly. easier in the XPresso editor. Now
42
How to Sort Particles With TP
By Tabou
expression will determine the group Pdeflector node then duplicate both
of particles which will be affected. nodes. Replace the reference-object
Create a null object, place it at the with the R2 deflection, increase the
intersection of the three ways and value of Surface to 50 and decrease
direct it at 45° on the axis H. do not the Spin by 2. Duplicate the nodes
forget to re-name the object to give again and proceed in the same way
it an clear name, R1 deviation for for the third deflection by increasing
example. Duplicate the object then the value of surface to 100 and by
move approximately 300 units and changing the object by the R3
direct 57°. deflection.
Duplicate the object again then put Select the 6 nodes and duplicate
rotation at 0° and move it 150 units them. Change in the nodes PPass
on Z-axis and of 75 on the X-axis. of the red group to the blue group
Select the three deflectors and and in the PDeflector the red deflec-
duplicate them. Re-name the tor by the corresponding blue
objects and place them in a sym-
metrical way. Now the deflectors are
in place but we need to give them
the right groups of particles to fol-
low the right direction. Open
Xpresso of object TP Particle
Collision then add a PPass node
and a Pdeflector node. Connect
PPass node to the red group. Select
the Pdeflector node and set the
parameters like illustrated on pic-
ture 12.
43
How To Create A Camera Animation In R9
By Georg Niedermeier
First of all we need a spline that ren- Play around with the tangents and
ders the path which the camera see how they work.The next step is
should follow (Picture 00). a little tricky because you have to
raise some points of the spline for
we want to create a camera anima-
tion that orbits around a object in the
center of the spiral while the spline
slowly ascends. Mark all points of
the spline object except the very first
one on the darker end of the spline
Picture 01b and move it up a bit (Picture 01f).
Picture 00
from the Edit Spline submenu within Unselect the second point using the
the Structure menu (Picture 01d) Live Selection tool. Don't forget to
hold down the ctrl key in order to
unselect a selected point. After uns-
electing the second point, move the
rest up a bit (Picture 01g)
Picture 01d
Picture 01
This function realigns the tangents
You will notice that the spline is of the spline which results in a very
quite edgy, but there exist a solu- soft curve (Picture 01e).
tion for that particular problem:
Activate the Live Selection tool and
mark and delete points that you
don't really need. Example: If there
are two points that sit quite close to Picture 01f
each other, just delete one or more
of it (Picture 01b). Now repeat these steps: unselect
another point, move up, unselect
Repeat that until the spline consist another point, and so on. Your front
of points that have a uniform dis- or side view will look something like
tance to each other (Picture 01c). Picture 01e this (Picture 01h)
In order to make our spiral shape If you don't like the position of a tan- Notice the little terraces at each
round again, select all points of the gent you can easily change the point. We don't want to keep it that
spline and choose Soft Interpolation position of it by using the Move tool. way because the camera animation
44
How To Create A Camera Animation In R9
By Georg Niedermeier
each other. Feel free to change Align to Spline Tag. You will find it in
some tangents to see how they Double click the spline object and the File menu of the Object
influence the spline behavior. take a look at the Attributes Manager (Picture 04).
(Picture 01i). Manager. Click the drop-down list
right to Intermediate Points and
select Uniform (Picture 02).
Picture 04
Picture 01i
You will see the Align to Spline Tag
By the way, you can also work on in the Object Manager right to your
Picture 02
tangents and spline points in per- Camera object. Perform a double
spective view. Maybe you wonder The Uniform option makes CINEMA click on the tag in order to bring up
how that would be possible because 4D to change the distribution of the attributes of the Align to Spline
in perspective view you cannot interpolation points of splines. The Tag in the Attributes Manager.
move tangents and points quite interpolation points are distributed (Picture 05)
exact. That's not true because for- uniform, now.
tunately even spline points and That uniform interpolation allows our Drag-drop the spline object into the
spline tangents can be manipulated camera to move at a constant Spline Path drop box (Picture 06).
while axis are locked or unlocked. If speed. Create a Target Camera Make sure that the animation slider
you want to move a tangent up or object found in the Objects menu is positioned on the very left.
down, just lock the x-axis and z-axis (Picture 03). (Picture 07)
45
How To Create A Camera Animation In R9
By Georg Niedermeier
Picture 05
Picture 07b
Picture 09
Move the keyframe slider to the right
(Picture 08). How about animating the camera
target along another spline?
Picture 08
If you don't want to use a target
camera you can try a standard cam-
Change the Position value to 100 era, too.
percent and right click the little dot
left to the word Position and add a If you want to look along the path it
keyframe, again (Picture 08a is moving on, just activate the tan-
Picture 07b) gential checkbox. Play around with
the possibilities and create breath-
Picture 08
taking camera action!
Tutorial
46
Best of CINEMA 4D
Some of the best artists around the world using CINEMA 4D
Image: Jeweller's Art Artist Comments: I have realized these jewels in order to
Artist: Danilo Ventura give them to my girlfriend. To give the true ones would
Country: Italy have been banal! (and expensive:) ) I'M NOT A JEWEL-
Website: under construction ER, so I'd gather informations, especially for details (clips,
Date created: 14/02/2005 stones, dimensions...ecc ecc) , for the rest... all fantasy!
Software: CINEMA 4D R8.2 Only my imagination and my LOVE
3
Image: Race Bike
Artist: Mas Guillaume "Quinn"
Country: France
Website: http://membres.lycos.fr/peluche203
Date created: January, February 2005
Software: CINEMA 4D R8.5
3
Image: Col. S. Bird Artist Comments: This image the III part of my Bird Saga.
Artist: Peter Fendrik (pupi)
Country: Hungary
Website:
Date created: 2005 02 28
Software: CINEMA 4D R9, BodyPaint, Photoshop
3
Image: Old Vampire King Artist Comments: This image is a personal plan. I have
Artist: Gianluca Mattia modeled all in hypernurbs. For the texture of the skin I
Country: Italy have used various levels for giving detail. I have made
Website: www.studioideabari.it/gianlucamattia various tests of lighting system and background, until
Date created: 2005 arriving to the final result. I have modeled the acces-
Software: Cinema 4d XL, Bodypaint 3d, Adobe sories to part and subsequently inserted on the model.
Photoshop The instrument magnet has helped to obtain the expres-
sion me makes, deforming the parts of the face. The
blood that falls has been added in photoshop. In the
scene two luminous sources are present, one spot and
3 one omni.
Image: Nature Artist Comments: I spent most of my time on this image
Artist: Jens Kappelmann "jeso" developing the lighting and textures.
Country: Germany
Website: www.jeso.de.vu
Date created: 21.02.2005
Software: CINEMA 4D R9 - BodyPaint R2 - Dpit 2.5
3
Image: RollBot Artist Comments: Post process in Photoshop (layered
Artist: PETER HOFMANN - peXel COPIC pen images). So it looks a bit like painted.
Country: Germany
Website: http://www.peXel.de
Date created: March 2005
Software: CINEMA 4D R9, PHOTOSHOP 6
3
The CINEMA 4D Q&A Pages
From the 3D ATTACK Forum
Q: Magnumstar: What's the best have 8.5 so it requires some extra illum folder with your project and
way to clean up a area of clustered steps as the duplicate tool is not save the shadow data for the first
polygons? enhanced like in R9. Simply use frame in there. The same data will
Functions -> Duplicate to duplicate be used for the rest of the frames
A: Fluffy: Select them and hit back- your object with the amount you and thus cut your render times in
space or delete. Go into point mode, want, all directions set to 0 so they half or something like that . For
then right-click in the viewport all are in the same place. Then moving stuff, this is not advisable of
(make sure no point is selected Select the object group that is creat- course.
first), then choose "optimize" with ed, go to Function -> Arrange and
the "remove isolated" option activat- enter the name of the spline on
ed, to get rid of all the flying points. which the objects are to be Q: Jerry: I've got an omni-light that I
Then use the bridge tool or Create arranged. That should do it. P.S. it is want to fade out to nothing. I've got
polygons tool to redraw your poly- advisable to make an instance of some visibility and noise on it, and
gons. If you meant simplify a mesh, your object first and then duplicate some dust. For some reason when I
then use the polygon reduction tool, the instance, this will save a lot of try to turn the brightness down C4D
that is available as a deformer memory if you are going to duplicate wont let me? Some sort of default?
Questions and Answers
53
Editor’s Notes
Hello there Readers and issues and extra Goodies on one Friends of 3D Attack™
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Spring? As winter passes and www.3duser.com.tw
Spring emerges, so does new life. If you would like to submit a tutorial www.3dtotal.com
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Be sure to visit our friends at Dosch www.c4d.allplanforum.com
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can simply get it via mail or a RSS If you have questions concerning a www.3dlinks.com
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up to date on things. RSS is actually tutorial you have completed, feel www.c4dzone.com
still pretty new on the web, but it’s free to post your questions and work www.c4d-pl.org
growing rapidly and more and more on our C4D discussion forums at
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http://3d If you would like to submit an image sent from 3D Attack directly. Any attempts to do
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54
Keep on attacking...
By Sir Gong
55
56