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	<title>stochasticity &#187; Lathe NURBS</title>
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		<title>TUTORIAL: Dynamic Modelling in C4D Using MoGraph Part 2</title>
		<link>http://stochasticity.cdawson.tv/tutorial-dynamic-modelling-in-c4d-using-mograph-part-2/</link>
		<comments>http://stochasticity.cdawson.tv/tutorial-dynamic-modelling-in-c4d-using-mograph-part-2/#comments</comments>
		<pubDate>Wed, 02 Dec 2009 14:12:43 +0000</pubDate>
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				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[C4d]]></category>
		<category><![CDATA[Lathe NURBS]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[MoGraph]]></category>
		<category><![CDATA[Shaders]]></category>
		<category><![CDATA[Tutorial]]></category>

		<guid isPermaLink="false">http://stochasticity.cdawson.tv/?p=203</guid>
		<description><![CDATA[In the first part of this tutorial, we built a lighting grid using a couple of MoGraph Cloners and a Volume Effector.  At the end of part 01 we ended up with a lighting grid made up of plain spheres (see below). In part two, we&#8217;ll model a basic light bulb and go through the [...]]]></description>
			<content:encoded><![CDATA[<p><img style="max-width: 800px; width: 500px; height: 281px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/FinalRender-Comp.png" alt="" /></p>
<blockquote><p>In the <a href="http://stochasticity.cdawson.tv/tutorial-dynamic-modelling-in-c4d-using-mograph/" target="_blank">first part of this tutorial</a>, we built a lighting grid using a couple of <em>MoGraph Cloners</em> and a <em>Volume Effector</em>.  At the end of <a href="http://stochasticity.cdawson.tv/tutorial-dynamic-modelling-in-c4d-using-mograph/" target="_blank">part 01</a> we ended up with a lighting grid made up of plain <em>spheres</em> (see below). In part two, we&#8217;ll model a basic light bulb and go through the process of placing that object into our <em>cloners</em> without &#8220;breaking&#8221; our setup (see above).<span id="more-203"></span></p></blockquote>
<p><a href="http://stochasticity.cdawson.tv/tutorial-dynamic-modelling-in-c4d-using-mograph/" target="_blank"><img style="max-width: 800px; width: 500px; height: 281px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/10/startpic.png" alt="" /></a></p>
<h3>Step 01</h3>
<p>Grab a reference model for the bulb.  Grab it from anywhere, we&#8217;re only using the image as reference for modeling.  In the front view, go to <em>Edit</em> &gt; <em>Configure</em>.  Under the <em>Back</em> tab, browse and select your picture.  This will give us an overlay image to help us draw our <em>profile spline</em>.  Using the <em>Bezier Spline Tool</em>, create a <em>spline</em> down one side of the profile of the light bulb.</p>
<p><img style="max-width: 800px; width: 500px; height: 416px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/LightsPt2_01.png" alt="" /></p>
<h3>Step 02</h3>
<p>We need to make sure that our spline begins and ends at <em>zero</em> on the <em>Y-axis</em>.  The best way to accomplish this: select the bulb spline and go into <em>point editing</em> mode.  Select the <em>Move Tool</em>, and in the <em>tool attribute manager</em>, go to the <em>Snap Settings</em> tab, and activate the <em>Grid</em> checkbox.  Select each endpoint of the spline and drag them toward the Y-axis.  When you&#8217;re close, it should snap into place.</p>
<p><img style="max-width: 800px; width: 500px; height: 464px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/LightsPt2_02.png" alt="" /></p>
<h3>Step 03</h3>
<p>Next, while you have the <em>spline</em> selected, hold down the <em>Alt key</em> while you click to create a <em>Lathe NURBS</em>.  The spline will become a child of the <em>Lathe NURBS</em> object. Now we have the basic shape for our bulb.</p>
<p><img style="max-width: 800px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/LightsPt2_03.png" alt="" /></p>
<h3>Step 04</h3>
<p>Now we&#8217;ll make some basic <em>materials</em> for our bulb, one glass material and one metallic material.  You can tailor the materials to your own taste, but below are some screen shots of the most important parts.<br />
<img style="max-width: 800px; width: 502px; height: 334px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/LightsPt2_04.png" alt="" /><br />
The only other major thing to change is the <em>Lumas Shader</em> on the metallic material. Crank the <em>roughness</em> of the <em>anisotropy</em> in one direction. This will get us the brushed metal look of the back of a flood lamp.<br />
<img style="max-width: 800px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/LightsPt2_04b.png" alt="" /></p>
<h3>Step 05</h3>
<p>Start by applying the <em>metallic material</em> to the <em>Lathe NURBS</em> object.  Then press the &#8220;C&#8221; key to make the lathe nurbs <em>editable</em>.  Go into <em>face editing mode</em> and select all of the faces on the top part of the bulb.  While you have the faces selected, drag the glass material onto the selection.<br />
<img style="max-width: 800px; width: 500px; height: 425px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/LightsPt2_05.png" alt="" /></p>
<blockquote><p>Now that we have the bulb finished, we get to the important part.  Replacing the spheres in our mograph light rig from <a href="http://stochasticity.cdawson.tv/tutorial-dynamic-modelling-in-c4d-using-mograph/" target="_blank">part one of this tutorial</a>.</p></blockquote>
<h3>Step 06</h3>
<p>Under the bulb cloner object, make our new <em>Lathe NURBS</em> bulb a child.  You&#8217;ll notice that we&#8217;re a little off on the positioning and scale of the <em>Lathe NURBS</em> bulbs.<br />
<img style="max-width: 800px; width: 501px; height: 300px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/LightsPt2_06.png" alt="" /></p>
<h3>Step 07</h3>
<p><em>Deactivate</em> the bulb <em>Cloner object</em> so we can get a clear look at our old bulb sphere and our new Lathe NURBS bulb.  Reposition and rescale our Lathe NURBS bulb to make it approximately the same position and dimensions as the old bulb sphere.  When you get it, make sure to reposition the <em>Axis</em> of the <em>Lathe NURBS</em> so that it is at X:0 Y:0 Z:0<br />
<img style="max-width: 800px; width: 500px; height: 327px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/LightsPt2_07.png" alt="" /></p>
<h3>Step 08</h3>
<p>The last step is to throw an HRDI map on a sky object to get some nice reflections out of our metallic shader (<a href="http://stochasticity.cdawson.tv/tutorial-creating-a-chrome-metal-with-great-reflections-using-sky-object-and-hdri/" target="_blank">Read how to do this</a>)</p>
<blockquote><p>FINISHED! You should now have a fully functional lighting grid that looks decent from any angle while still being dynamically updatable.</p></blockquote>
<p><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/FinalRender-CU.png"><img class="alignnone size-full wp-image-204" title="FinalRender-CU" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/FinalRender-CU.png" alt="FinalRender-CU" width="500" height="281" /></a></p>
<p><img style="max-width: 800px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/FinalRender-MS.png" alt="" width="500" height="281" /></p>
<blockquote><p><span style="font-weight: bold;">Did I miss something?</span> <span style="font-style: italic;">Leave me a comment!</span><br />
<span style="font-weight: bold;">Do you have a question?</span> <span style="font-style: italic;">Leave me a comment!</span><br />
<span style="font-weight: bold;">Was this helpful?</span> <span style="font-style: italic;">Leave me a comment!</span></p></blockquote>
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