Rewind Presentations from Siggraph 2018 : Volume 3

Siggraph 2018

Thank you to Maxon US and Cineversity.com for recording and publishing the 2018 Siggraph Live Cinema 4D Presentations

You can watch the full lineup of presentations here : Siggraph 2018 Rewinds


 

PLAYLIST – Rewind Presentations from Siggraph 2018 : Volume 3

 

GSG-Live AskGSG LIVE with Greyscalegorilla

Nick Campbell, Chad Ashley and Chris Schmidt of GreyscaleGorilla.com answer audience questions about Cinema 4D, just as they do each week in their AskGSG livestream. In this edition, the trio focuses on questions about the newly-announced Cinema 4D R20 features.

Matthäus Niedoba Behind the Voxels. Bringing Volumes to Cinema 4D

Matthäus Niedoba is a UX designer for MAXON who worked on the implementation of OpenVDB-based Volumes in Cinema 4D R20.

Marc Potocnik Procedural Landscaping with Cinema 4D

Marc Potocnik of Renderbaron Studios offers a master class in Cinema 4D’s procedural noises, explaining which noises to use and how to layer them to create dramatic procedural landscapes.


 

GREYSCALEGORILLA : AskGSG LIVE with Greyscalegorilla

 

 
Nick Campbell, Chad Ashley and Chris Schmidt of GreyscaleGorilla.com answer audience questions about Cinema 4D, just as they do each week in their AskGSG livestream. In this edition, the trio focuses on questions about the newly-announced Cinema 4D R20 features. They start by showing how to smooth OpenVDB Volume Meshes, then show how to create chiseled type using Volumes and Fields. They demonstrate the new gradient control in R20 and the Bake As Alembic Command. They also talk about some of the advantages of VDB modeling and show how to mesh shaders and noises using the Volume Builder. Finally, you’ll see how Fields can be used to create Vertex Maps and texture elements based on proximity, plus how Fields work in MoGraph effectors.

02:40 VDB Meshing and Smoothing
08:39 Chiseled Type using OpenVDB Volumes and Fields
16:40 Cinematic Titles in the Viewport
19:12 R20 Gradient
23:19 Bake As Alembic
26:04 Polygon vs VDB Modeling
27:00 Meshing Shaders with OpenVDB Volume Builder
33:16 Texturing VDBs
35:10 Fields with Vertex Maps
43:52 Fields in MoGraph


 

MATTHÄUS NIEDOBA : Behind the Voxels. Bringing Volumes to Cinema 4D.

 

 
Matthäus Niedoba is a UX designer for MAXON who worked on the implementation of OpenVDB-based Volumes in Cinema 4D R20. In this live Siggraph 2018 presentation, Matthäus offers behind-the-scenes insight into the design and development process for Volumes and also shows some great examples of Volumes in multiple projects. You’ll see how Volumes can be use to easily model threads or a screwdriver, or even ice cream and cookies. Matthäus also shows how Volumes can be used in abstract designs – combining Voronoi Fracture and multiple Volume objects to create intertwined volumes, and using Fields to dissolve objects. You’ll also see how Volumes and C4D’s MoGraph toolset can easily create condensation drops on a soda or beer can.

01:47 Modeling Threads with OpenVDB Volumens
05:11 Modeling a Screwdriver with Volumes
12:51 Creating a Cookie
17:34 Design and Development of OpenVDB Volumes
23:50 SDF vs Fog Volumes
27:00 Volume Mesh Command / Retopo during Sculpting
29:07 Volumes in Illustration – Ice Cream
31:46 Combining Volumes in Abstract Designs
38:23 Meshing and Dissolving Fields
40:48 Dissolve Effect on Imported CAD model
42:35 Condensation Drops on a Soda or Beer Can


 

MARC POTOCNIK : Procedural Landscaping with Cinema 4D

 

 
Marc Potocnik of Renderbaron Studios offers a master class in Cinema 4D’s procedural noises, explaining which noises to use and how to layer them to create dramatic procedural landscapes. Marc outlines the two families of Noise – Perlin and Voronoi, and explains how each noise type relates to these families. Then he shows how various noise types work in displacement in order to create landscapes and rocks. You’ll see how noises can be layered both in C4D’s classic material and in Node-Based Materials in Cinema 4D R20, in order to create and shade landscapes. You’ll also see how the multi-instances in Cinema 4D R20 make it possible to populate a large amount of vegetation in a landscape without hitting memory limits. Finally you’ll see some tricks for lighting the scene and a comparison of the strengths & weaknesses of C4D’s Standard and Physical render engines.

10:12 Introduction to Procedural Noise
14:19 Creating Rocks from Procedural Noise
17:18 Node-Based Approach to Procedural Rocks
19:37 Noise Types for Landscapes and Rock Formations
24:57 Modeling a Mountain with Procedural Noise
26:50 Mountain Shading
33:30 Mountains and Valleys
35:08 Multi-Instances
40:43 Lighting and Rendering


Rewind Presentations from Siggraph 2018 : Volume 3

 
let’s learn.
 

Author: Fleur Clapham

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