Free C4D Xpresso Tutorial – Linear / Spherical & Cylindrical Wipe Transition

 
Free Tutorial : Xpresso - Linear Spherical Cylindrical Wipe Transition

Earlier this month, we invited people to share their knowledge and become part of the helloluxx family by becoming a helloluxx Professor. We had some fantastic responses, one of which was from Ilir Beqiri, the creator of this free tutorial.

Ilir has a very unique style, instead of talking you through the tutorial, he types. I would love to hear your thoughts about his interesting style of teaching, post your comments below or email me telling me what you think, here is an example:

Free Tutorial : Xpresso - Linear Spherical Cylindrical Wipe Transition

Ilir came up with the idea for this Free C4D Xpresso Tutorial while working on a client project, he discovered he could use a gradient shader in the Alpha Channel of a material to work as a linear wipe in After Effects wherein he would control the start and end of the gradient using two nulls. Ilir pushed the technique further and discovered that he could use the same principle to get a spherical or cylindrical wipe which led him to developing this tutorial, how to create an Xpresso setup that incorporates all three wipe transition types. The setup has been designed to be as flexible and automated to use as possible and you can easily switch or add numerous gradient shaders to control with a single null. Even if you don’t see any practical use for this preset, Ilir believes it is a smart exercise in Xpresso.

Free Tutorial : Xpresso - Linear Spherical Cylindrical Wipe Transition

Free Tutorial : Xpresso - Linear Spherical Cylindrical Wipe Transition

Free Tutorial : Xpresso - Linear Spherical Cylindrical Wipe Transition


Free C4D Xpresso Tutorial – Linear / Spherical & Cylindrical Wipe Transition
Author: Fleur Clapham

6 Comments

  1. illd
    illd On April 24, 2015 at 8:53 AM

    I like Ilirs way of presenting his tutorials. Sometime it is really better to read something than hearing it. Though I have to say some of this tutorial I didn´t understand, like the vector to matrix stuff. I know it is often used like a “converter” for different units, but i have no clue why and when to use it.

    • admin
      admin On April 24, 2015 at 11:05 AM

      Thanks for the feedback. Regarding vectors, matrices, etc. You could think of it like this. With position for example you have three components, X,Y & Z. If you take a single component, ie. position X, this is a ‘Real’ Data Type. If you combine all three position parameters into a single Data Type, then it is a Vector. The Vector contains all three values X : Y : Z, a matrix is an even larger array of values which holds even more information such as position, scale, rotation, etc. If you need to perform a calculation with a Vector, but you only want to Add Object1 X position, to Object2 X position, you need to take the position vector and split it into the three real values, you can then add only the X parameters. If you add the two vectors together it will add all three components which isn’t always required.

      So these Xpresso Adaptor Nodes such as MatrixToVectors or VectorToReals are there as utility nodes to allow you to extract the data you need for specific parameters from an array of values.

      Hope that helps?

      Try this site for more info on this type of math – http://chortle.ccsu.edu/VectorLessons/vectorIndex.html

  2. ilir beqiri
    ilir beqiri On April 24, 2015 at 4:31 PM

    As Tim pointed out, Matrices in Cinema 4D are just arrays of transform information, position, rotation and scale. In this tutorial I use them as a way to create a parent-child relationship between the controlling null and a virtual point in space that drives the second end of the shader gradient. In that way you can control the position and the rotation of the gradient with the start Null only and later separately adjust the just the offset of the end Null. I know it may be hard to grasp in the beginning, but in the end it just translates to simple mathematic additions or multiplications. In the near future I plan to do a tutorial dedicated to this matter alone. There are quite a lot of videos in the internet touching the matter of Matrices, but I still feel that it is a not so popular area of 3D.

    Thank you illd for your comment.

  3. illd
    illd On April 24, 2015 at 11:57 PM

    Gentleman, that helped. Tim explained the “what” and Ilir the “why”.
    Ilir, It would be great to see a tutorial on this issue alone.
    Thanks guys!

  4. illd
    illd On April 30, 2015 at 10:40 PM

    Mike Senften showed some nice stuff and talked about this workaround at his NAB 2015 Presentation: http://www.cineversity.com/vidplaylist/nab_2015_rewind
    Like he said – Maxon should implement this as a standard for (at least 3D) gradients.
    Here we can give directly Feedback to Maxon on the issue:
    http://www.maxon.net/support/suggestions.html

  5. Daviesdesignated
    Daviesdesignated On May 8, 2015 at 4:37 PM

    Amazing tutorial, so much technical info to absorb. Do you have a practical example of how this could be used in a project? re. the figure, could the gradient be used to assist in weight mapping??

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