Here is an interesting way to build some organic typography. The metaball in Cinema4D can look very globular and regular, (but it does have it’s uses).
I wish Maxon would give us an update with more control over metaballs… However, the metaball object itself only has a few parameters, you can add extra control by using the metaball tag on the objects which are used to form the hull of the object.
In this tutorial I show you a method of using the MoGraph Cloner to fill some geometry with vertices which you can then use to form your metaball. If you then use the metaball tag on the point object and adjust the radius of the ‘meta-spheres’, you can blend between the sizes created and randomise with effectors.
This gives you a much more interesting metaball structure with some areas more detailed and others smoother and larger. What’s more, because you’re using a Cloner, you can add effectors into the mix and animate the objects which are generating the metaball. This gives you so much control, you can animate the surface by simply using an effector. Add in some falloff and you can use effectors to manipulate specific areas of the metaball.
It does get a bit slow when you have lots of objects generating the surface combined with low subdivision values, use a lower editor value to get this set up and to rough out the shape or animation, then test renders with low values so you can see the detail in the mesh.
If you’d like to know how to make the material used in this tutorial then I posted a separate tutorial here.
Meatballs can be tasty!
Cinema 4D Tutorial – Metaball Typography