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Cinema 4D R14 Cookbook - Second Edition

Book Description

Elevate your art to the fourth dimension with Cinema 4D R14

  • Master all the important aspects of Cinema 4D

  • Learn how real-world knowledge of cameras and lighting translates onto a 3D canvas

  • Learn advanced features like Mograph, Xpresso, Dynamics, Sculpting, and Particles

  • Become an advanced Cinema 4D user with concise and effective recipes

In Detail

Cinema 4D is a 3D modeling, animation, and rendering application developed by MAXON. It is becoming the most popular 3D design program in the world and learning it now will only help you become a better and more valuable designer in the 3D design industry. It is capable of procedural and polygonal sub modeling, animating, lighting, texturing, rendering, and common features found in 3D modeling applications.

This book provides all the Cinema 4D knowledge you need to become well-versed with the software in the form of short recipes, which get straight to the point about what you need to know to start designing great 3D projects.

Cinema 4D R14 Cookbook, Second Edition will guide you towards becoming an adept 3D designer, giving you all the tools to succeed in the field of 3D graphics. The book is set up to gradually introduce more sophisticated topics the deeper you go, and by the end of it you'll have a great working knowledge of the program. Early on you'll learn the basics of the program, and then jump right into how to start creating your own 3D objects to use in your designs.

Along the way you'll learn how to set up lights, cameras, and materials to turn your work into something that feels more like art and design. Towards the end of the book you will be introduced to powerful tools like Xpresso, Mograph, Particles, Sculpting, and Dynamics to take your work to the next level. You'll be impressed by how easy it is to design top quality work once you lay the foundation for the entire program through this book. By the end of this book, you'll have opened new creative doors and given yourself the opportunity to be a more successful and versatile designer.

Table of Contents

  1. Cinema 4D R14 Cookbook - Second Edition
    1. Table of Contents
    2. Cinema 4D R14 Cookbook - Second Edition
    3. Credits
    4. About the Authors
    5. About the Reviewers
    6. www.PacktPub.com
      1. Support files, eBooks, discount offers and more
        1. Why Subscribe?
        2. Free Access for Packt account holders
    7. Preface
      1. What this book covers
      2. What you need for this book
      3. Who this book is for
      4. Conventions
      5. Reader feedback
      6. Customer support
        1. Downloading the C4D Content Pack for this book
        2. Downloading the color images of this book
        3. Errata
        4. Piracy
        5. Questions
    8. 1. The Fundamentals
      1. Introduction
      2. Exploring the interface
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      3. Moving around in Cinema 4D
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. The View is your camera
          2. Change how you rotate
      4. Meeting the Managers
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      5. Setting keyframes
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Delete the track
          2. Interpolation is the word
          3. Don't fear the reeper
      6. Utilizing the Content Browser
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Reverse engineering
      7. Adjusting the scale of your objects
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Use separate C4D files
    9. 2. Super Modeling
      1. Introduction
      2. Working with primitives
        1. How to do it...
        2. How it works...
        3. There's more...
          1. Working with the Viewer
      3. Subdividing, selecting, and editing polygons
        1. How to do it...
        2. How it works...
          1. Trying different tools
          2. Making backups of your primitives
          3. Entering the exact values
          4. Weighting with HyperNURBS
          5. What is a NURBS?
      4. Creating from splines – extrude NURBS
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Using MoText instead
      5. Using Lathe NURBS
        1. How to do it...
        2. How it works...
        3. There's more...
          1. Adding points
        4. See also
      6. Using Sweep NURBS
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      7. Modeling with Loft NURBS
        1. How to do it...
        2. How it works...
        3. There's more...
      8. Punching holes with Boole
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Similar to Spline Mask
          2. Hide new edges
          3. Increase subdivision if needed
      9. Using the Atom Array tool
        1. How to do it...
        2. How it works...
      10. Best modeling advice – just go for it
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. The other chapters will make it even better
      11. Getting to grips with sculpting
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      12. Sculpting a head
        1. Getting ready
        2. How to do it...
          1. Stage one – roughing out
          2. Stage two
          3. Stage three – baking
        3. How it works...
        4. There's more...
          1. Hypernurbs and modelling
    10. 3. The Deformers
      1. Introduction
      2. Getting started with the Taper deformer
        1. How to do it...
        2. How it works...
        3. There's more...
          1. I'd group these deformers together
      3. Animating with deformers: Bend
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. How did I make it bounce?
        5. See also
      4. Custom italics with Shear
        1. How to do it...
        2. How it works...
        3. There's more...
        4. See also
      5. Over-animation with Squash and Stretch
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. See also
      6. Making an asteroid with FFD and Displacer
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Trying a landscape object instead
      7. Unconventional animations with deformers
        1. Getting ready
        2. How to do it...
        3. How it works...
      8. Breaking objects with deformers
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      9. Using Spline Wrap versus Sweep NURBS
        1. Getting ready
        2. How to do it...
        3. How it works...
      10. Applying the Collision deformer
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more…
    11. 4. Cameras are Rolling
      1. Introduction
      2. Keyframing cameras
        1. Getting ready
        2. How to do it…
        3. How it works…
        4. There's more…
          1. Automatic keyframing…do it at your own risk
      3. Moving a camera along a path
        1. How to do it...
        2. How it works...
        3. There's more...
          1. Not just for cameras
          2. The Tangential checkbox
        4. See also
      4. Locking cameras down with the Protection tag
        1. How to do it…
        2. How it works…
        3. There's more…
          1. Protection for all
          2. Undo view
          3. You can always keyframe
      5. Using target cameras
        1. How to do it...
        2. How it works...
        3. There's more...
          1. Pans and tilts
          2. Adding the target manually
          3. Linear keyframes for loops
      6. Adjusting focal lengths
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      7. Matching your camera to footage
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Don't render the background
        5. See also
      8. The Physical tab
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. More effects
          2. Rack focus
      9. Creating a handheld-style camera
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Got some good vibrations
          2. Keyframe your values so that they can change over time
          3. Keyframes first
          4. Random Seed equals infinite possibilities
      10. Setting up stereoscopic cameras
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Configuring the Viewer
      11. Camera calibration
        1. How to do it...
        2. How it works...
        3. There's more...
          1. Limitations
          2. Tips to help calibrate better
      12. Using the Motion Camera tag
        1. How to do it...
        2. How it works...
      13. Simulating a chase scene
        1. How to do it...
        2. There's more...
      14. Getting to grips with the Camera Morph tag
        1. Getting ready...
        2. How to do it...
        3. How it works...
        4. There's more...
      15. Complex camera moving with the Multi Morph tag
        1. How to do it...
        2. How it works...
        3. There's more...
    12. 5. Let there be Lights
      1. Introduction
      2. Picking the right type of light
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Turning off the default light
          2. The Inverse-Square explained
          3. I have seen the light
      3. Exploring shadow types
        1. Getting ready
        2. How to do it...
        3. How it works...
      4. Applying volumetric lighting
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      5. Hot and cold – adjusting the temperature of the light
        1. Getting ready
        2. How to do it...
          1. Adding gels
          2. Coloring the light
          3. Adjusting the Color Temperature
        3. How it works...
        4. There's more...
          1. Fix it in post, always!
          2. Gauge your temperatures
        5. See also
      6. Lighting specific objects
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Turning a positive into a negative
        5. See also
      7. Applying Global Illumination
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Ambient Occlusion
      8. Lighting using the Luminance channel
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. More flicker to your flicker
      9. Lighting with Sky objects
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Creating your own HDR
        5. See also
    13. 6. A Material World
      1. Introduction
      2. Using an Alpha channel to model
        1. Getting ready
        2. How to do it...
        3. How it works...
      3. Using video as materials
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Calculator 4D
          2. Available in more than just color
      4. Using multiple materials on one object
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Caps and Rounding come automatically
      5. Using Shaders
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      6. Make adjustments with the Layers Shader
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      7. Using different Projection methods
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Projections come with instructions
      8. Reflective materials with the Fresnel Shader
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Designers prefer objects with curves
          2. Use real textures for real results
          3. Reflections are a render hog
      9. Creating a glass material
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      10. Adding relief – Bump and Displacement channels
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Adding details adds to render time
      11. Applying Subsurface Scattering
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
    14. 7. Rendering Strategy
      1. Introduction
      2. Render settings overview
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Don't be tempted with effects
      3. Creating a batch of renders
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Give it some space
      4. Previewing renders with Render Region
        1. Getting ready
        2. How to do it...
        3. How it works...
      5. Comparing different renders
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Do you have the time?
          2. Adjusting your image inside Cinema 4D
      6. Using anti-aliasing effectively
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. 1x1, 2x2, 4x4...
          2. Using the Filter menu
      7. Exploring the Physical Renderer engine
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      8. The Compositing tag
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      9. Setting up multi-pass renders
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Saves time, not space
          2. How did that force anti-aliasing work out?
      10. The External Compositing tag and After Effects
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Go from After Effects to Cinema 4D
      11. Projecting shadows
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
    15. 8. The Awesome Power of MoGraph
      1. Introduction
      2. MoGraph basics – cloners and effectors
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      3. Making text with MoText
        1. How to do it...
        2. How it works...
        3. There's more...
      4. Using selections with cloners
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      5. Applying deformation with effectors
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      6. Creating abstract shapes
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Abstract in motion
      7. Applying random textures to clones
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      8. Creating a mosaic
        1. How to do it...
        2. How it works…
        3. There's more...
      9. Combo #1 – building a 3D logo
        1. Getting ready...
        2. How to do it...
        3. How it works...
        4. There's more...
      10. Combo #2 – dynamic stage lighting
        1. Getting ready
        2. How to do it...
        3. How it works...
      11. Combo #3 – dancing music orb
        1. Getting ready
        2. How to do it...
        3. How it works...
    16. 9. XPresso Shots
      1. Introduction
      2. Introduction to XPresso
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Always optimize
          2. Result node
      3. Creating and controlling user data
        1. How to do it...
        2. How it works...
        3. There's more...
          1. Go with linear
          2. Compatible data types
      4. Driving animations
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Loops should be linear
          2. Keyframes control the length
      5. Adjusting outputs with Range Mapper
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      6. Controlling lights with MoGraph and XPresso
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      7. Creating a project control panel
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
    17. 10. Configuring Dynamics
      1. Introduction
      2. Introduction to dynamics – bowling
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Trial and error
          2. Adjusting the Custom Initial Velocity field some more
          3. Don't roll a gutter ball
      3. Colliding clones – cereal bowl
        1. Getting ready
        2. How to do it...
        3. How it works…
        4. There's more…
      4. Aerodynamics – making a helicopter
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      5. Dynamic trap #1 – trap door with connectors
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      6. Dynamics trap #2 – soft body net
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      7. Dynamics trap #3 – spring launcher and hair
        1. Getting ready
        2. How to do it...
        3. How it works...
      8. Cloth and Spline Dynamics – clothesline
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Tying the knot
      9. The final recipe – Rube Goldberg machine
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
    18. 11. Thinking about Particles
      1. Introduction
      2. Standard Particles
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      3. Let the water flow (a simple water simulation)
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      4. Thinking Particles
      5. Using Thinking Particles to create complex behavior
        1. How to do it...
        2. How it works...
        3. There's more...
      6. Adding geometry to Thinking Particles
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      7. Making it Rain
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
    19. Index