FXPHD - C4D218 Procedural Layer Shader Techniques in Cinema 4D





In this intermediate to advanced Cinema 4D course well exple the Layer Shader capabilities within C4D and learn how to create complex multi-layered materials. Profess Tony Copolillo will be using Procedural Textures, Blending Modes, Folder Groups and Layer Masks to recreate some real-wld textures without using any pixel-based imagery such as scanned images photographs. All the textures well create are generated from within Cinema 4D off-the-shelf without the use of expensive third party plug-ins.
Well also build low-poly models by hand and compare them to C4Ds Modeling Generat tools and then apply custom-built materials to achieve some superi results. Note that some classes will use MoGraph and the Hair Module not available in all versions of C4D.
Tony is a Los Angeles-based artist/photographer/illustrat and seni art direct with 20+ years experience in high-end digital photo-compositing f motion picture print clients Disney, Fox, DreamWks, Universal, WB, HBO, Netflix and me. Most recent projects have been focusing effts in feature film VFX, 3D and motion graphics, as well as teaching courses in Cinema 4D.
course syllabus
Class 1: Introduction to procedural layered textures versus bitmapped scanned photography. Well discuss analyzing real-wld photographs as reference and how to use the built-in tools of C4D procedural algithm shaders to replicate them without using pixel-based imagery.
Class 2: Understanding the new Reflectance Channel in R16 compared to earlier versions and examine how legacy materials translate into the new Material Edit.
Class 3: Well exple the convenience of using the Extrude Tool to quickly build text under the pressure of a deadline, but well examine the pitfalls of texturing and shading these models. Well then rebuild the text by hand to get proper geometry and achieve some stunning high-end results with reflection, transparency and refraction that even the most stubbn of clients can appreciate.
Class 4: Well continue to wk with custom built text, tackling the ever-elusive beveled chiseled type-face and exple C4D text tools to try to achieve this effect (spoiler: you cant). Well modify the text model from the previous project and create a custom realistic gold material.
Class 5: Displacement Maps can create some great results, and were going to take it even further by animating procedural displacement maps across the surface of an object with a transition from one texture to another.
Class 6: Well build a quick and easy animation with MoSpline and the Random Effect, creating a complex looking image that renders FAST with no lights shadows using only a procedurally created reflection map and background element.
Class 7: ange - Part 1: F this next lesson it is essential to have a good model to start with, and it would be cheating if we just gave you the project file. Hopefully by building this model of an ange slice yourself, youll discover some handy tips on creating an otherwise difficult task and learn some new and interesting ways to approach your next project differently.
Class 8: ange - Part 2: Continuing with the ange slice model, we will analyze real photos as reference and build a multi-layered shader completely from scratch using only procedural textures and layers with no scanned photography pixel-based imagery. Well dig deep into noise shaders, layer masks, displacement maps, and sub-surface scattering to achieve realistic results.
Class 9: Aerial Road - Part 1: Using the built-in tools within C4D we will generate a snow-covered landscape with MoGraph Cloner and Hair Module trees, create an icy road texture, and light the scene using the Physical Sky Object.
Class 10: Aerial Road - Part 2: Well add a Follow Spline object to follow our road and track its movement from above with a chase camera, and render out the final animation.
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Kod:
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