Cinema 4D Training for R16 – learn. Cinema 4D In One Day from helloluxx
This intensive and comprehensive training course is aimed at entry level Cinema 4D users. Perhaps you have migrated from an alternative 3D application, maybe you have a background of working with compositing programs, or you may have no experience in 3D at all. This is the training for you.
By using real world techniques with practical, hands on examples, you will master the fundamental principles of Cinema 4D. The training is broken down into multiple logical tutorials, which you will rapidly progress through, learning essential workflow procedures and understanding the core requirements of this powerful program whilst simultaneously producing finished work with production value.
As you advance through the course you will become confident at modelling, texturing, lighting, animation and rendering. Cinema 4D is a deep and complex program, this training course will introduce you to many areas of the application that we feel are essential. Of course there are features which we do not cover due to time constraints, however to maximise productivity we focus on the core components, giving you a solid foundation from which you can spring board into mastering the additional tools.
Each class comes with a free bonus video – Tim’s Tips – which is a collection of complimentary techniques, worth their weight in gold.
The classes are recorded using Cinema 4D Release 16 as this is the most current version. We understand that many of you will be using earlier versions of the software however, so to ensure maximum compatibility, any R16 features mentioned are complimented with additional tutorials which show how this can be achieved in earlier versions also. This is particularly important when we discuss the creation of materials as R16 includes a Reflectance Channel, which makes the older Reflection & Specular channels obsolete. When these features are discussed in R16, there are separate videos explaining similar techniques in earlier versions.
Total running time is approximately 7 hours (time varies depending on whether you view the R15 or R16 materials tutorials).
Tim’s Tips is an additional 69 minutes.
Part 1 – Low Poly Landscape
01. Introduction (6 mins)
02. Basic Tree With Primitive Objects (21 mins)
03. Release 15 Tree Material (1 min)
04. Introducing Tags & Deformers (12 mins)
05. The Landscape Object (11 mins)
06. Working with Points, Edges & Polygons (20 mins)
07. Release 15 Water Material (1 min)
08. Introducing The Cloner Object (11 mins)
09. Basic Lighting & Rendering (9 mins)
10. Tim’s Tips (11 mins)
This tutorial introduces the basic concepts of working with Cinema 4D. Using a hands on approach, you will build a low polygon landscape from the ground up. This will introduce you to the Cinema 4D interface and workflow using a practical example which will allow you to familiarise yourself with essential tools and techniques to get you up and running in no time at all.
Features Covered : User interface, project settings, preferences, viewport configuration, primitive objects, local / world axis, materials, fresnel shader, falloff shader, noise shader, layer shader, gradient shader, tags, displace deformer, polygon objects, modelling tools, selection tools, selection sets, cloner object, random effector, background object, cameras, lighting, rendering.
Tim’s Tips include organising your scene, render instances, display tag (level of detail), random seed, cloner iterate / random / blend, plain effector, mograph selections.
Part 2 – Wacom Stylus
01. Introduction (8 mins)
02. Modelling With Splines & Lathe Object (16 mins)
03. Sub-Division Surface Modelling (25 mins)
04. Finish The Stylus Model (24 mins)
05. Specular & Diffuse Lighting (8 mins)
Part 2 – Wacom Stylus Materials
06. Release 15 Wacom Materials (31 mins)
07. Release 16 Wacom Materials (35 mins)
08. Tim’s Tips (21 mins)
This tutorial focusses on the modelling process, by creating a Wacom Stylus, we build an object which is manageable within the time constraints yet still offers enough complexity to involve a variety of important principles. The object will be assembled using a range of techniques including primitives, generators and polygon objects.
Features Covered : Project scale, guides, viewport background images, splines, lathe object, sub-division surfaces, modelling tools, selection tools, axis centre, specular & diffuse lights, illumination model, sky object, filter shader, stacking texture tags, texture projection, compositing tag.
Tim’s Tips include phong angle, spline intermediate points, sub-division surface weight tag, bend deformer, anti-aliasing settings, standard vs physical render settings.
Part 3 – Exploring Splines
01. Introduction (9 mins)
02. Sweep Object (12 mins)
03. Controlling Sweep Rotation & Scale (12 mins)
04. Spline Wrap Deformer (6 mins)
05. Objects On Splines (16 mins)
06. Bike Chain (6 mins)
07. Tim’s Tips (17 mins)
Using a workshop style approach this lesson explores the spline object and the various applications possible. We look at generating geometry from our splines with the Extrude, Loft and Sweep Objects. Attaching and animating multiple objects along the spline path and using the spline for deforming objects.
Features Covered : Spline types, text, kerning, extrude object, loft object, sweep object, rail spline, graph UI, tiling UV mapping, spline wrap deformer, align to spline tag, clone onto splines, spline effector, random effector, keyframe animation, deforming cloners, instance object.
Tim’s Tips include twist deformer, regular grid, subdivided splines, hidden selections, optimising geometry, tracer object.
Part 4 – BOX ID
01. Introduction (7 mins)
02. Model The Logo (11 mins)
03. The Fracture Object (22 mins)
04. The Bool Object (17 mins)
05. Cameras & Stage Object (14 mins)
06. Delay Effector (12 mins)
07. Lighting Overview (24 mins)
08. Building A Light Dome (12 mins)
09. Lighting The ID (7 mins)
10. R15 ID Materials (27 mins)
11. R16 ID Materials (39 mins)
12. Rendering the ID (11 mins)
13. Tim’s Tips (20 mins)
To complete the training you will build a five second ID from start to finish. Starting with artwork from Adobe Illustrator, you will assemble a multi-layered logo which is revealed through an animated combination of Mograph effectors and boolean operations. We explore the Cinema 4D lighting system, building a simple yet flexible lighting dome and adding key and fill lights to our scene. Brushed metal, wood and glossy plastic materials are created in both R15 and R16 to ensure compatibility with older versions of Cinema 4D. We then discuss rendering options, covering parent /child render relationships and standard vs physical renderer.
Features Covered : Importing Illustrator artwork, Extrude Hierarchical, layer manager, fracture object, shader effector, plain effector, noise shader, timeline, f-curve manager, bool object, vibrate tag, formula effector, multiple cameras, stage object, delay effector, mograph cache, point/ spot / infinite & area light, shadow types, light falloff, cloner, gradient shader, compositing tag, lukas shader, wood shader, reflectance channel, Beckman / GGX / Ward reflectance types, anisotropy, render
Tim’s Tips include MoText, Plain, Random & Delay Effectors, Global Illumination introduction, depth of field physical renderer, depth map, multipass rendering.
After Effects CS3, CS4, CS5, CS5.5, CS6
Mac (10.6+) & Windows
PNG 8-bit and 16-bit
AE Layers can also be used up to 32bpc
GRAPHICS CARD REQUIREMENTS:
Nvidia & ATI, minimun 512MBs of memory.
Nvidia GeForce 8800, &9000 Series
Nvidia GeForce 200, 300, 400, 500, 600 Series
Nvidia Quadro FX Series 4000 and better.
ATI 3870 and better on Windows
ATI HD Series on Mac
For ideal performance we reccomend at least
a Geforce 285 or ATI 3870 with 1GB of VRAM.
C4D FILE SUPPORT:
Requires Cinema 4D R12 and newer to import inside Element.
RENDER FARM SUPPORT?
It is possible to use Element on a network render farm but we do not reccomend or support it because inconsistencies of GPU rendering. Since Element renders with impressive speed on a single GPU it is ideal to pre-render any 3D elements before pushing to the render farm.