<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>stochasticity &#187; Tutorial</title>
	<atom:link href="http://stochasticity.cdawson.tv/tag/tutorial/feed/" rel="self" type="application/rss+xml" />
	<link>http://stochasticity.cdawson.tv</link>
	<description></description>
	<lastBuildDate>Fri, 19 Nov 2010 14:47:23 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
<xhtml:meta xmlns:xhtml="http://www.w3.org/1999/xhtml" name="robots" content="noindex" />
		<item>
		<title>TUTORIAL: C4D Particle Morph using MoGraph</title>
		<link>http://stochasticity.cdawson.tv/mograph-morph/</link>
		<comments>http://stochasticity.cdawson.tv/mograph-morph/#comments</comments>
		<pubDate>Thu, 10 Dec 2009 13:22:21 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[C4d]]></category>
		<category><![CDATA[cloner object]]></category>
		<category><![CDATA[effector]]></category>
		<category><![CDATA[inheritance effector]]></category>
		<category><![CDATA[MoGraph]]></category>
		<category><![CDATA[Tutorial]]></category>

		<guid isPermaLink="false">http://stochasticity.cdawson.tv/?p=181</guid>
		<description><![CDATA[You want to do use particles to morph one word into another? You don&#8217;t want to mess with all of the Xpresso scripting to do it with Thinking Particles? Here comes the MoGraph module to the rescue! Using an Inheritance effector and a Randomize effector you can get this effect done quickly and easily. Step [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><iframe src="http://player.vimeo.com/video/7936147" width="400" height="225" frameborder="0"></iframe></p>
<p>You want to do use particles to morph one word into another? You don&#8217;t want to mess with all of the <span style="font-style: italic;">Xpresso</span> scripting to do it with <span style="font-style: italic;">Thinking Particles</span>? Here comes the <span style="font-style: italic;">MoGraph</span> module to the rescue! Using an <span style="font-style: italic;">Inheritance effector</span> and a <span style="font-style: italic;">Randomize effector</span> you can get this effect done quickly and easily.<span id="more-181"></span></p>
<p><big><big><big>Step 01</big></big></big><br />
Start by creating the two <span style="font-style: italic;">Text objects</span> you want to morph between.<br />
<img style="max-width: 800px; width: 500px; height: 337px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/11/MoMorph01.png" alt="" /></p>
<p><big><big><big>Step 02</big></big></big><br />
Create two <span style="font-style: italic;">MoGraph Cloner Objects</span> with a <span style="font-style: italic;">Sphere</span> (or whatever you want your particle to be) as children. Set the <span style="font-style: italic;">Mode</span> for both <span style="font-style: italic;">Cloner Objects</span> to <span style="font-style: italic;">Object</span>.<br />
<img style="max-width: 800px; width: 500px; height: 239px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/11/MoMorph02.png" alt="" /></p>
<p><big><big><big>Step 03</big></big></big><br />
Drag in your <span style="font-style: italic;">Text Objects</span> into the <span style="font-style: italic;">Target Object Link</span> attribute of the two <span style="font-style: italic;">Cloner Objects</span>.  By default this creates a clone at each of the vertexes of the target object.<br />
<img style="max-width: 800px; width: 500px; height: 337px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/11/MoMorph03.png" alt="" /></p>
<p><big><big><big>Step 04</big></big></big><br />
We want to get a more even, random distribution of clones throughout all of our text. Change the <span style="font-style: italic;">Mode</span> of clone distribution to <span style="font-style: italic;">Volume</span>.<br />
<img style="max-width: 800px; width: 500px; height: 337px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/11/MoMorph04.png" alt="" /></p>
<p><big><big><big>Step 05</big></big></big><br />
Now first, hide the <span style="font-style: italic;">Cloner Object</span> that will be the <span style="font-weight: bold;">target</span> of your morph.  And select the <span style="font-style: italic;">Cloner Object</span> that will be the <span style="font-weight: bold;">source</span> of the morph and create an <span style="font-style: italic;">Inheritance Effector</span>.<br />
<img style="max-width: 800px; width: 500px; height: 323px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/11/MoMorph05.png" alt="" /></p>
<p><big><big><big>Step 06</big></big></big><br />
In the <span style="font-style: italic;">Attribute Manager</span> for the <span style="font-style: italic;">Inheritance Effector</span>, find the <span style="font-style: italic;">Effector tab</span>.  In the <span style="font-style: italic;">Target Object Link</span> attribute, drag in the <span style="font-style: italic;">Cloner Object</span> that is the <span style="font-weight: bold;">target</span> of your morph.  When you do this nothing will happen, until you check <span style="font-style: italic;">Morph Motion Object</span>.  You will notice that all of your clones &#8220;jump&#8221; to the position of your target cloner object.<br />
<img style="max-width: 800px; width: 500px; height: 416px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/11/MoMorph06.png" alt="" /></p>
<p><big><big><big>Step 07</big></big></big><br />
Stay in the <span style="font-style: italic;">Attribute Manager</span> for the <span style="font-style: italic;">Inheritance Effector</span>, <span style="font-style: italic;">Effector tab</span>. Animate the <span style="font-style: italic;">Strength</span> slider from 0% to 100% over 20 to 60 frames.  You can play the animation and now see your morph working correctly.<br />
<img style="max-width: 800px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/11/MoMorph07.png" alt="" width="500" height="293" /></p>
<p><big><big><big>Step 08</big></big></big><br />
To get our particles to spread out a little more during the middle of the morph we&#8217;ll add a <span style="font-style: italic;">Randomize Effector</span>.  Select your <span style="font-weight: bold;">source</span> <span style="font-style: italic;">Cloner Object</span> and create a <span style="font-style: italic;">Random Effector</span>.<br />
<img style="max-width: 800px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/11/MoMorph08.png" alt="" /></p>
<p><big><big><big>Step 09</big></big></big><br />
We only want the <span style="font-style: italic;">Random Effector</span> to move everything around during the <span style="font-weight: bold;">middle</span> of our morph.  So set it&#8217;s <span style="font-style: italic;">Strength</span> to 0% on the same two frames you set keys for the <span style="font-style: italic;">Inheritance Effector</span>.  Then, <span style="font-weight: bold;">halfway between</span> those two keyframes, set a keyframe for <span style="font-style: italic;">Strength</span> 100%.  You can tweak the timing of this however you like.<br />
<img style="max-width: 800px; width: 500px; height: 416px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/11/MoMorph09.png" alt="" /></p>
<p><big><big><big>FINISHED</big></big></big><br />
You should have something that looks similar to this&#8230;</p>
<iframe src="http://player.vimeo.com/video/7935095" width="400" height="225" frameborder="0"></iframe>
<blockquote><p>Did I not explain something clearly enough?  Leave a comment.<br />
Did this tutorial raise an question you’d like to ask? Leave a comment.<br />
Like the tutorial? Leave a comment.<br />
I hope this was helpful.</p></blockquote>
]]></content:encoded>
			<wfw:commentRss>http://stochasticity.cdawson.tv/mograph-morph/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<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>
		<dc:creator>admin</dc:creator>
				<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>
]]></content:encoded>
			<wfw:commentRss>http://stochasticity.cdawson.tv/tutorial-dynamic-modelling-in-c4d-using-mograph-part-2/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>TUTORIAL: Dynamic Modelling in C4D Using MoGraph</title>
		<link>http://stochasticity.cdawson.tv/tutorial-dynamic-modelling-in-c4d-using-mograph/</link>
		<comments>http://stochasticity.cdawson.tv/tutorial-dynamic-modelling-in-c4d-using-mograph/#comments</comments>
		<pubDate>Wed, 21 Oct 2009 12:22:11 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[C4d]]></category>
		<category><![CDATA[matrix object]]></category>
		<category><![CDATA[modeling]]></category>
		<category><![CDATA[MoGraph]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[volume effector]]></category>

		<guid isPermaLink="false">http://stochasticity.cdawson.tv/?p=159</guid>
		<description><![CDATA[Does your client want “that light grid look from all of the music videos a little while back”?  FINE&#8230;but you need to scroll a bunch of text through it&#8230;which means you need to be able to switch in new text on the fly.  PROBLEM&#8230;until now.  You would have to fake the lights using some sort [...]]]></description>
			<content:encoded><![CDATA[<div style="text-align: justify;">
<p style="text-align: center;"><a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/10/startpic.png"><img class="aligncenter" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/10/startpic.png" alt="" width="500" height="281" /></a></p>
<blockquote><p>Does your client want “that light grid look from all of the music videos a little while back”?  FINE&#8230;but you need to scroll a bunch of text through it&#8230;which means you need to be able to switch in new text on the fly.  PROBLEM&#8230;until now.  You would have to fake the lights using some sort of animated texture map.  That’s not a bad solution until you need to get CLOSE to the lights and then they’ll end up looking like crap.  Using the <span style="font-style: italic;">Volume Effector</span> from C4D’s <span style="font-style: italic;">MoGraph module</span> you can model dynamically, leaving your text in a procedural generator (Text Object), ready for changes.<br />
In the first part of this tutorial we’ll go through the theory and setup the basic MoGraph model and get it running.  In part two, we’ll work on actually modeling the lights and the rig to get a good-looking final model.</p>
<p><span id="more-159"></span></p></blockquote>
<p><big><big><big>STEP 01: The Bulb</big></big></big></p>
<div style="text-align: center;"><img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/10/LightsP1_01.png" alt="" /></div>
<p>Create a simple <span style="font-style: italic;">sphere object</span> and make it very small.  We’ll also reduce the number of <span style="font-style: italic;">segments</span> to something low so we won’t slow down our viewport.</p>
<p><big><big><big>STEP 02: The Rig Holding the Light</big></big></big></p>
<div style="text-align: center;"><img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/10/LightsP1_02.png" alt="" /></div>
<p>Create three <span style="font-style: italic;">cylinder objects</span> and offset them behind our sphere.</p>
<p><big><big><big>STEP 03:  Grouping the Objects Properly<br />
</big></big></big></p>
<div style="text-align: center;"><big><big><big><img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/10/LightsP1_03.png" alt="" /></big></big></big></div>
<div style="text-align: left;">Select the sphere and group it alone by pressing <span style="font-style: italic;">Option+G</span></div>
<div style="text-align: center;"><big><big><big><img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/10/LightsP1_04.png" alt="" /></big></big></big></div>
<p>Then add the three cylinder objects into the group.  (This is important so that our <span style="font-style: italic;">axis center</span> for the group remains at the sphere’s center.)<br />
<big><big><big><br />
STEP 04: Matrix Object<br />
</big></big></big><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/10/LightsP1_05.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/10/LightsP1_05.png" alt="" width="500" height="299" /></a><br />
Create a <span style="font-style: italic;">matrix object </span>from the<span style="font-style: italic;"> mograph menu</span>.  (You could just use a <span style="font-style: italic;">cloner object</span>, but we are going to be linking multiple <span style="font-style: italic;">cloner objects</span> from this <span style="font-style: italic;">matrix object</span>, so if we need to change any of the characteristics of the <span style="font-style: italic;">matrix object</span>, it will update in both of our <span style="font-style: italic;">cloner objects</span>.)<br />
<big><big><big><br />
STEP 05: Cloner Object</big></big></big></p>
<p style="text-align: center;"><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/10/LightsP1_06.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/10/LightsP1_06.png" alt="" width="500" height="282" /></a></p>
<p style="text-align: left;">With our bulb group selected, create a <span style="font-style: italic;">cloner object</span> while holding down <span style="font-style: italic;">option</span> (this will make the new <span style="font-style: italic;">cloner object</span> a parent of the bulb group). Under the c<span style="font-style: italic;">loner object’</span>s <span style="font-style: italic;">attribute settings</span> change the mode to object and drag the <span style="font-style: italic;">matrix object</span> into the <span style="font-style: italic;">object</span> dialog box.</p>
<blockquote>
<p style="text-align: left;">NOTE: After creating the <span style="font-style: italic;">cloner object</span>, I realized that my cylinders we too fat and short.  I changed their settings a bit. (this is why procedural objects are great!)</p>
<p style="text-align: left;"><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/10/LightsP1_07.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/10/LightsP1_07.png" alt="" width="500" height="279" /></a></p>
</blockquote>
<p><big><big><big>STEP 06: Our Text</big></big></big></p>
<p style="text-align: center;"><a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/10/LightsP1_08.png"><img class="aligncenter" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/10/LightsP1_08.png" alt="" width="500" height="272" /></a></p>
<p>Create your normal text object with a <span style="font-style: italic;">text spline</span> and an <span style="font-style: italic;">extrude nurbs</span>.  In the <span style="font-style: italic;">extrude nurbs settings</span> change the <span style="font-style: italic;">movement</span> to 0m. We just want plain flat text.</p>
<p><big><big><big>STEP 07: “Lights On”</big></big></big></p>
<p style="text-align: center;"><a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/10/LightsP1_09.png"><img class="aligncenter" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/10/LightsP1_09.png" alt="" width="500" height="288" /></a></p>
<p style="text-align: left;">Duplicate our <span style="font-style: italic;">cloner object</span> and then delete all of the <span style="font-style: italic;">cylinders</span>.  Also make the <span style="font-style: italic;">radius</span> of the sphere smaller than that of our bulbs.  (These spheres will be the bright spot inside the bulbs that are “on”)</p>
<p><big><big><big>STEP 08: Volume Effector</big></big></big></p>
<p style="text-align: center;"><a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/10/LightsP1_10.png"><img class="aligncenter" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/10/LightsP1_10.png" alt="" width="500" height="335" /></a></p>
<p>With our new cloner still selected, create a new <span style="font-style: italic;">volume effector</span> from the <span style="font-style: italic;">Mograph menu</span>.  In it’s settings, drag the text’s <span style="font-style: italic;">extrude nurbs object</span> into the <span style="font-style: italic;">volume object</span> dialog box. At the bottom of the attribute menu check the <span style="font-style: italic;">Visibility checkbox</span> to <span style="font-style: italic;">on</span>.  (This will make it so our “on” bulbs only show up where the text intersects with our matrix objects (kind of like a <span style="font-style: italic;">boolean object</span>, all of the other “on” bulbs will be hidden.)</p>
<p><big><big><big>STEP 09: Some simple textures</big></big></big></p>
<p><a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/10/LightsP1_11A.png"><img class="alignleft" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/10/LightsP1_11A.png" alt="" width="251" height="264" /></a><a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/10/LightsP1_11B.png"><img class="alignnone" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/10/LightsP1_11B.png" alt="" width="250" height="263" /></a></p>
<p>First we’ll make a <span style="font-style: italic;">transparent texture</span> for the outer bulbs (use a <span style="font-style: italic;">Fresnel shader</span> for more realistic transparency. Then make a luminescent texture for our “on” lights.</p>
<p>Apply them to our objects and hit render.  We’re done.  We now have a lighting grid that we can still edit whatever text is being illuminated.</p>
<p><a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/10/LightsP1_12.png"><img class="alignnone" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/10/LightsP1_12.png" alt="" width="500" height="335" /></a></p>
<p>In part two, we’ll work on giving the bulbs, lights, and rack models a little more detail to add some style.  I hope you’ll check it out.</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>
</div>
]]></content:encoded>
			<wfw:commentRss>http://stochasticity.cdawson.tv/tutorial-dynamic-modelling-in-c4d-using-mograph/feed/</wfw:commentRss>
		<slash:comments>22</slash:comments>
		</item>
		<item>
		<title>Dome Lighting in C4D using MoGraph</title>
		<link>http://stochasticity.cdawson.tv/dome-lighting-in-c4d-using-mograph/</link>
		<comments>http://stochasticity.cdawson.tv/dome-lighting-in-c4d-using-mograph/#comments</comments>
		<pubDate>Mon, 05 Oct 2009 13:55:23 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[C4d]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[MoGraph]]></category>
		<category><![CDATA[Tutorial]]></category>

		<guid isPermaLink="false">http://stochasticity.cdawson.tv/?p=118</guid>
		<description><![CDATA[You have your product or title object beautifully modeled and textured…but what about lighting?  Well, one short answer is to look into Global Illumination.  Another option fake GI with a complex lighting scheme.  There are many options out there, here is one.  We’re going to use MoGraph to make the setup a little easier and [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-10.png"><img class="aligncenter" title="LightDome 01" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-10.png" alt="" width="480" height="360" /></a></p>
<blockquote><p>You have your product or title object beautifully modeled and textured…but what about lighting?  Well, one short answer is to look into Global Illumination.  Another option fake GI with a complex lighting scheme.  There are many options out there, here is one.  We’re going to use MoGraph to make the setup a little easier and more flexible.</p></blockquote>
<p><span id="more-118"></span></p>
<p><big><big><big>Step 01</big></big></big><br />
Make a <span style="font-style: italic;">Sphere</span> object to use as our guide for the lighting dome.  Under the <span style="font-style: italic;">Sphere Object Attributes</span> we are going to make two changes.  First, make the sphere <span style="font-style: italic;">Radius</span> BIG!  Second, make the sphere <span style="font-style: italic;">Type</span>: <span style="font-style: italic;">Hemisphere</span>.<br />
<img style="max-width: 800px;" src="http://cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-01.png" alt="" /><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-01.png"><img class="aligncenter" title="DomeLighting-01" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-01.png" alt="" width="414" height="309" /></a><br />
Rename the <span style="font-style: italic;">Sphere</span> “Dome” and make it not visible it in the <span style="font-style: italic;">Viewer</span>.</p>
<p><big><big><big>Step 02</big></big></big><br />
Make our light, a <span style="font-style: italic;">Spot Light</span>.  This light is going to be multiplied lots and lots of times later with a <span style="font-style: italic;">Cloner Object</span>, so we will set it’s <span style="font-style: italic;">Intensity</span> very low.  We also need to change the <span style="font-style: italic;">Color</span> to a 50% neutral gray (I’ll explain why later).  We also want some nice <span style="font-style: italic;">Soft Shadows</span>.<br />
<a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-02.png"><img class="aligncenter" title="LightDome 02" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-02.png" alt="" /></a></p>
<p><big><big><big>Step 03</big></big></big><br />
With the light selected, go to the <span style="font-style: italic;">MoGraph</span> menu and while holding down the <span style="font-style: italic;">alt/option key</span> create a <span style="font-style: italic;">Cloner Object</span>.<br />
<a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-03.png"><img class="aligncenter" title="LightDome 03" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-03.png" alt="" /></a></p>
<blockquote><p>SIDE-TIP: When creating a new object, holding down the alt/option key makes the new object a parent of whatever you have selected.</p></blockquote>
<p>With the Cloner Object still selected, we need to change its Mode to Object.<br />
<a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-03b.png"><img class="aligncenter" title="LightDome 03b" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-03b.png" alt="" /></a></p>
<p><big><big><big>Step 04</big></big></big><br />
Next drag our <span style="font-style: italic;">Dome</span> object from the <span style="font-style: italic;">Object List</span> and drop it into the <span style="font-style: italic;">Cloner’s Attribute Manager</span> in the <span style="font-style: italic;">Object</span> dialog box.<br />
<a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-03c.png"><img class="aligncenter" title="LightDome 03c" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-03c.png" alt="" /></a></p>
<p><big><big><big>Step 05</big></big></big><br />
Since we had our light selected and we held down the alt/option key while creating the <span style="font-style: italic;">Cloner Object</span>, it was created as the parent of the <span style="font-style: italic;">Light</span>. This is exactly what we want, except the lights are pointed the opposite way we wanted.<br />
<a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-03d.png"><img class="aligncenter" title="LightDome 03d" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-03d.png" alt="" /></a></p>
<p>Back to the <span style="font-style: italic;">Attribute Manager</span> for the <span style="font-style: italic;">Cloner Object</span>.  Under the <span style="font-style: italic;">Transform</span> tab we want to change the <span style="font-style: italic;">Pitch Rotation</span> 180 degrees to turn the lights around so that they all point at our main object.<br />
<a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-03f.png"><img class="aligncenter" title="LightDome 03f" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-03f.png" alt="" /></a></p>
<p>If you do a quick test render, you’ll find that things are looking pretty good.  But let’s take it a step further.</p>
<blockquote><p>Let’s take a second to think about light in real life.  Light color is Additive.  That is, if you add lots of lights of different colors, when they shine on the same object, all of the color will add together and create white light.  So we’re going to use a Random Effector to try to recreate this effect by setting all of the light colors to random colors.</p></blockquote>
<p><big><big><big>Step 06</big></big></big><br />
With your <span style="font-style: italic;">Cloner Object</span> still selected, go to the <span style="font-style: italic;">Mograph menu</span> and add a <span style="font-style: italic;">Random Effector</span>.<br />
<a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-04.png"><img class="aligncenter" title="LightDome 04" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-04.png" alt="" /></a></p>
<p>In the <span style="font-style: italic;">Attribute Manager</span> for the <span style="font-style: italic;">Cloner Object</span>, let’s disable the default <span style="font-style: italic;">On</span> values for <span style="font-style: italic;">Position</span>, <span style="font-style: italic;">Scale</span> and <span style="font-style: italic;">Rotation</span>.<br />
<a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-05.png"><img class="aligncenter" title="LightDome 05" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-05.png" alt="" /></a></p>
<p>Next, we’ll go down to <span style="font-style: italic;">Color Mode</span> and set it to <span style="font-style: italic;">On</span>. And change the <span style="font-style: italic;">Blending Mode</span> to <span style="font-style: italic;">Add</span>.  (this is why we changed the Spotlight Color to a neutral gray…if you <span style="font-style: italic;">Add</span> anything to white you get white, useless)</p>
<p>Now we have a bunch of lights, all different colors, pointing at our main object.<br />
<a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-06.png"><img class="aligncenter" title="LightDome 06" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-06.png" alt="" width="501" height="287" /></a></p>
<p><big><big>Step 07</big></big><br />
With this setup we get a pretty good shot.<br />
<a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-07.png"><img class="aligncenter" title="LightDome 07" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-07.png" alt="" /></a></p>
<p>The only thing we’re missing is some pretty reflections. So we will go up and create a Sky Object and texture it with your favorite HDRI map. (for more info on this see my last tutorial &#8220;<a href="http://stochasticity.cdawson.tv/tutorial-creating-a-chrome-metal-with-great-reflections-using-sky-object-and-hdri/" target="_blank">Creating a Chrome Metal with Great Reflections using a Sky Object and HDRI</a>&#8221;<br />
<a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-08.png"><img class="aligncenter" title="LightDome 08" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-08.png" alt="" /></a></p>
<blockquote><p>So here’s our final render, side-by-side with a GI render of the same scene.  A little different, true, but not bad considering that GI renders are really time consuming compared to our dome lighting setup.</p></blockquote>
<table border="0" cellspacing="0" cellpadding="10" width="500" align="center">
<tbody>
<tr>
<td style="text-align: center;"><a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-09.png"><img class="aligncenter" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-09.png" alt="" width="250" height="187" /></a>Global Illumination</td>
<td style="text-align: center;"><a href="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-10.png"><img class="aligncenter" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/DomeLighting/DomeLighting-10.png" alt="" width="251" height="188" /></a><br />
Dome Lighting</td>
</tr>
</tbody>
</table>
<blockquote><p>WHY MoGraph you ask?  Well, since we used a Cloner Object, we can continue to make changes to ALL of our lights by changing our ONE set of light controls.  You can also change the size of our lighting dome at any time by modifying our Dome Object.</p></blockquote>
<div style="text-align: center;">
<blockquote><p>Did I not explain something clearly enough?  Leave a comment.<br />
Did this tutorial raise an question you’d like to ask? Leave a comment.<br />
Like the tutorial? Leave a comment.<br />
I hope this was helpful.</p></blockquote>
</div>
]]></content:encoded>
			<wfw:commentRss>http://stochasticity.cdawson.tv/dome-lighting-in-c4d-using-mograph/feed/</wfw:commentRss>
		<slash:comments>13</slash:comments>
		</item>
		<item>
		<title>TUTORIAL: Creating a Chrome Metal with Great Reflections using a Sky Object and HDRI</title>
		<link>http://stochasticity.cdawson.tv/tutorial-creating-a-chrome-metal-with-great-reflections-using-sky-object-and-hdri/</link>
		<comments>http://stochasticity.cdawson.tv/tutorial-creating-a-chrome-metal-with-great-reflections-using-sky-object-and-hdri/#comments</comments>
		<pubDate>Wed, 30 Sep 2009 08:45:54 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[C4d]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[Shaders]]></category>
		<category><![CDATA[Texturing]]></category>
		<category><![CDATA[Tutorial]]></category>

		<guid isPermaLink="false">http://stochasticity.cdawson.tv/?p=102</guid>
		<description><![CDATA[Chrome text, chrome logos, chrome, chrome, chrome&#8230; everybody wants some bling bling.  What makes metallic textures look so good?  Reflections.  Reflections are easy if you have some text floating in a complete modelled environment.   What if you want some chrome text as an element to bring back into AE for a composite?  Here&#8217;s a beginner/intermediate [...]]]></description>
			<content:encoded><![CDATA[<p><img style="max-width: 800px;" src="../wp-content/uploads/2009/09/ChromeHDRI-09b.png" alt="" width="502" height="297" /></p>
<blockquote><p>Chrome text, chrome logos, chrome, chrome, chrome&#8230; everybody wants some bling bling.  What makes metallic textures look so good?  Reflections.  Reflections are easy if you have some text floating in a complete modelled environment.   What if you want some chrome text as an element to bring back into AE for a composite?  Here&#8217;s a beginner/intermediate tutorial to show you how you to make it quickly&#8230;</p></blockquote>
<p><span id="more-102"></span><br />
<big><big><big>Step 01</big></big></big><br />
Start with some basic text like this (I created my text using a <em>MoGraph Text Object</em> and a <em>Random Effector</em>).<br />
<img style="max-width: 800px; width: 502px; height: 288px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/ChromeHDRI-01.png" alt="" /></p>
<p><big><big><big>Step 02</big></big></big><br />
You can use your own custom material, but starting with a preset from the <em>Content Gallery</em> is not a bad place to start.  I&#8217;m going to start with <em>metal006</em> from the <em>basic</em> folder.<br />
<img style="max-width: 800px; width: 499px; height: 424px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/ChromeHDRI-02.png" alt="" /></p>
<p>Here&#8217;s what our text looks like now.  Not really what were looking for.  Why does it look like this?  It has nothing to reflect&#8230; (think about what a mirror looks like in a pitch black room).<br />
<img style="max-width: 800px; width: 502px; height: 297px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/ChromeHDRI-02b.png" alt="" /></p>
<p><big><big><big>Step 03</big></big></big><br />
We add a <em>Sky Object</em> to our scene.  A sky object <em>is an infinitely large sphere,<br />
whose center is the origin of the world coordinate system</em>. Perfect for making reflections.<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-03.png" alt="" /></p>
<p>And now here&#8217;s what it looks like.  Again, not what we&#8217;re looking for.  Why?  It has only has our white sky object to reflect.<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-03b.png" alt="" width="500" height="294" /></p>
<p><big><big><big>Step 04</big></big></big><br />
Back to the Content Browser.  This time we&#8217;re going to take a material preset from the HDRI folder.  (These were a new edition to C4D with version 11, and a great addition at that. If you would like to read about what exactly an HDRI map is, <a title="Wikipedia: HDRI" href="http://en.wikipedia.org/wiki/High_dynamic_range_imaging" target="_blank">read on here</a>.)<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-04b.png" alt="" width="500" height="425" /></p>
<p>We&#8217;ll take that material preset and apply it to the Sky Object.  Now we have something that looks like this.  A lot closer to what we want, but all I want is our chrome letters, not that big wierld looking room behind it.<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-05.png" alt="" width="509" height="299" /></p>
<p><big><big><big>Step 05</big></big></big><br />
To make the Sky Object not appear in the render, but still appear in the reflections of our text, we will use a Compositing Tag.  Right Click on the Sky Object in the Object Manager to find it.  The Compositing Tag is one of the most useful C4D tags out there (I suggest reading about it at some point).<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-06.png" alt="" width="503" height="263" /></p>
<p>In the settings we&#8217;ll uncheck Cast Shadows, Receive Shadows, and Seen by Camera (make sure that Seen by Transparency, Refraction and Reflection remain checked).<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-06b.png" alt="" width="501" height="404" /><br />
Now we&#8217;re almost there except for some finishing touches.<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-06c.png" alt="" width="503" height="292" /></p>
<blockquote><p>NOTE: These last steps are where you are going to be able to customize your chrome texture the most.  The right combinations of options to the shader is what separates professional looking chrome from ugly hobbist chrome.  (Remember LESS IS MORE, you should tone down and modify almost every procedural texture you apply to your shader.)  All this being said, here&#8217;s a couple of things to start with&#8230;</p></blockquote>
<p><big><big><big>Step 06</big></big></big><br />
Add a Fresnel <em>(pronounced: FER-NELL)</em> texture to the Reflection channel.  I normally tone down the gradient from it&#8217;s 100% black to 100% white starting setting. This will help to tone down our reflections a bit and offer some variation in the amount of reflection over the text.  Also, turn the blurriness up a few percentage points to blur the reflections coming off our text.<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-07b.png" alt="" width="501" height="516" /></p>
<p><img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-07c.png" alt="" width="503" height="297" /><br />
Step 07<br />
Activate the Bump channel and add a Noise texture to it.  Pick the noise type that you like, and lower the Global Scale to something small.  We just want to have very small variations on the surface of the metal to help break up the reflections.<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-08.png" alt="" /></p>
<p>Now we have something like this.  A little TOO MUCH bumpyness on the text.<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-08b.png" alt="" width="500" height="294" /></p>
<p>So we&#8217;ll go back to the bump channel and take the Strength down to 1% or so.<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-09.png" alt="" width="500" height="422" /></p>
<p>And we&#8217;ll get something like this.<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-09b.png" alt="" width="502" height="297" /></p>
<p>Render out with an alpha channel and bada-bing&#8230; There some bling bling for your graphic.</p>
<p>You can download my <a title="C4D Project File" href="http://cDawson.tv/wp-content/uploads/2009/09/ChromeWithHDRI.c4d" target="_self"></a><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/ChromeWithHDRI1.c4d">ChromeWithHDRI</a>.c4d file here.</p>
<blockquote><p>Did I not explain something clearly enough?  Leave a comment. Did this tutorial raise an question you&#8217;d like to ask? Leave a comment. Like the tutorial? Leave a comment.<br />
I hope this was helpful.</p></blockquote>
]]></content:encoded>
			<wfw:commentRss>http://stochasticity.cdawson.tv/tutorial-creating-a-chrome-metal-with-great-reflections-using-sky-object-and-hdri/feed/</wfw:commentRss>
		<slash:comments>18</slash:comments>
		</item>
		<item>
		<title>Introduction to the Layer Shader</title>
		<link>http://stochasticity.cdawson.tv/introduction-to-the-layer-shader/</link>
		<comments>http://stochasticity.cdawson.tv/introduction-to-the-layer-shader/#comments</comments>
		<pubDate>Thu, 03 Sep 2009 09:07:38 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[C4d]]></category>
		<category><![CDATA[Layer Shader]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[Shaders]]></category>
		<category><![CDATA[Texturing]]></category>
		<category><![CDATA[Tutorial]]></category>

		<guid isPermaLink="false">http://stochasticity.cdawson.tv/?p=66</guid>
		<description><![CDATA[Let’s take a look a the layer shader.  It is one of the more powerful shaders in the C4D shader arsenal.  It basically works very similarly to the layers palette in Photoshop and the layered timeline in After Effects, so most of this will be familiar to a lot of you.  Let’s dive in. We’re [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/00-LayerShaderExample.gif" alt="" width="504" height="498" /></p>
<p>Let’s take a look a the <em>layer shader</em>.  It is one of the more powerful shaders in the C4D shader arsenal.  It basically works very similarly to the <em>layers palette </em> in <em>Photoshop</em> and the <em>layered timeline</em> in <em>After Effects</em>, so most of this will be familiar to a lot of you.  Let’s dive in.<span id="more-66"></span></p>
<p><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/01-NoiseLayer.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/01-NoiseLayer.png" alt="" width="500" height="262" /></a></p>
<p>We’re going to start our shader by layering up a few pieces of <em>noise</em>.  (A <a href="http://www.neilblevins.com/cg_education/complex_shaders_proc/complex_shaders_proc.htm" target="_blank">good piece of reading on this in 3Dmax</a> is written by Neil Blevins.)  We’ll start with a <em>noise</em> of type <em>Gaseous</em>, and crank up the <em>global scale</em> a bit to give some nice subtle tonal change across the whole material. (This <a href="http://www.cybergooch.com/pages/c4d/noise/c4d_noise.htm" target="_blank">texture reference of C4D noise</a> is really useful when choosing noise types.)</p>
<p><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/02-AddLayerShader.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/02-AddLayerShader.png" alt="" width="416" height="382" /></a></p>
<p>Now stay in the <em>attribute manager</em> and add the <em>layer shader</em>.  The <em>noise</em> we just added will be moved inside the <em>Layer Shader</em> as it’s first layer.</p>
<p><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/03-SecondNoise.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/03-SecondNoise.png" alt="" width="413" height="266" /></a></p>
<p>After we step inside the <em>Layer Shader</em> by clicking on the shader name in the <em>attribute panel</em>, let’s add another layer of <em>noise</em>.  I will give this a different <em>noise type</em>, and leave it’s <em>global scale</em> at 100%.</p>
<p><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/04-Overlay.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/04-Overlay.png" alt="" width="499" height="202" /></a></p>
<p>We’ll change the <em>transfer mode</em> of our new layer of <em>noise</em> to an <em>overlay transfer mode</em> and take the <em>transparency</em> down low enough so the <em>noise</em> is subtle.  (Remember, less is more!)</p>
<p><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/05-DirtNoise.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/05-DirtNoise.png" alt="" width="512" height="207" /></a></p>
<p>Next we’ll add another layer of <em>noise</em> with a very small <em>global scale</em> and <em>clipping values</em> so it is mostly white with little specks of black.  Set the <em>Layer Mode</em> to <em>multiply</em> and now we have some small specks of dirt on our nice layered noise.</p>
<p><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/06-Fresnel.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/06-Fresnel.png" alt="" width="493" height="227" /></a></p>
<p><em>Noise</em> isn’t the only thing you can use to layer up!  I’ve chosen a <em>fresnel shader</em> here, but you can add any <em>gradients</em>, <em>images</em> or anything else you want.</p>
<blockquote><p><em><strong>I always recommend using at least 3 layers of noise any time you need to get in close to an object.  When objects are small on screen, you can get away with one layer of noise. However, if your camera gets anywhere close in, the viewer with totally notice the pattern in the noise, so layer up good if you want it to look good!  “Fractal Noise” is, after all, a fractal, which is just a fancy word for “repeating pattern”.</strong></em></p></blockquote>
<p><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/07-Colorize.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/07-Colorize.png" alt="" width="412" height="364" /></a><br />
Another option for modifying your <em>layer shader</em> are <em>effects</em>.  You can perform all kinds of “Photoshop-like” adjustments.  Adding an <em>effect layer</em> is just like adding an <em>adjustment layer</em> in <em>AE</em>.  It applies an effect to the combination of ALL of the layers below it.  One particularly useful effect is <em>colorize</em>.<br />
<a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/08-ColorizeSettings.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/08-ColorizeSettings.png" alt="" width="412" height="366" /></a><br />
<em>Colorize</em> works similarly to the <em>Colorama</em> effect in <em>AE</em> (a favorite of mine).  With some modifications to a basic <em>gradient</em>, you get some very good effects.</p>
<p style="text-align: center;">Here is the break&#8217;down&#8217; of our layering &#8216;up&#8217;…<br />
<a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/Compare.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/Compare.png" alt="" width="728" height="200" /></a></p>
<p>So there is our finished <em>layer shader</em> in the <em>color channel</em>.  <em>Copy</em> and <em>Paste</em> the <em>layer shader</em> into other <em>channels</em> in your <em>material</em> (like <em>diffusion</em>, <em>bump</em>, <em>reflection</em>, etc.) and with some minor tweaks to each, you end up with a really rich, detailed and organic material that looks great up close.<br />
<a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/finalpic.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/finalpic.png" alt="" width="417" height="107" /></a><br />
<a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/finalpic-CU.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/finalpic-CU.png" alt="" width="320" height="240" /></a></p>
<blockquote><p><strong>I hope this was helpful.  It’s just the beginning of what you can accomplish with the layer shader.  If you have any questions about this tutorial, something you think I should add, or a request for a tutorial, please contact me through the comments forms.<br />
Good luck and happy texturing!</strong></p>
<p style="text-align: right;"><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/finalpic.png&quot;&gt;&lt;img class=&quot;aligncenter&quot; src=&quot;http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/LayerShaderIntro.pdf" target="_blank">PDF Tutorial</a></p>
</blockquote>
<p><strong><br />
</strong></p>
]]></content:encoded>
			<wfw:commentRss>http://stochasticity.cdawson.tv/introduction-to-the-layer-shader/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>The Transfer Tool</title>
		<link>http://stochasticity.cdawson.tv/the-transfer-tool/</link>
		<comments>http://stochasticity.cdawson.tv/the-transfer-tool/#comments</comments>
		<pubDate>Tue, 01 Sep 2009 09:17:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[C4d]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[Transfer]]></category>
		<category><![CDATA[Tutorial]]></category>

		<guid isPermaLink="false">http://stochasticity.cdawson.tv/?p=28</guid>
		<description><![CDATA[Have you ever wanted to place an object EXACTLY where you have another object? With the same Position, Rotation and Scale? Well then the Transfer Tool is exactly what you&#8217;re looking for&#8230; Let&#8217;s begin by selecting the object we want to place. (sphere) Next we go up to the Function menu and select the Transfer [...]]]></description>
			<content:encoded><![CDATA[<blockquote>
<div style="text-align: center;"><strong>Have you ever wanted to place an object</strong></div>
<div style="text-align: center;"><strong>EXACTLY where you have another object?</strong></div>
<div style="text-align: center;"><strong>With the same Position, Rotation and Scale?</strong></div>
</blockquote>
<p><a href="http://3.bp.blogspot.com/_4c_NVYI-eIg/SkNztnWLOQI/AAAAAAAAACI/K-Aajn4M1nE/s1600-h/01_StartingPositions.png" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img id="BLOGGER_PHOTO_ID_5351248009739581698" class="alignleft" style="border: 0pt none; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 200px; height: 168px;" src="http://3.bp.blogspot.com/_4c_NVYI-eIg/SkNztnWLOQI/AAAAAAAAACI/K-Aajn4M1nE/s200/01_StartingPositions.png" border="0" alt="" width="200" height="168" /></a><strong> </strong></p>
<p><strong>Well then the <span style="font-style: italic;">Transfer Tool </span>is exactly what you&#8217;re looking for&#8230;</strong></p>
<p>Let&#8217;s begin by selecting the object we want to place. <span style="font-style: italic;">(sphere)</span></p>
<p><span style="font-style: italic;"><br />
</span></p>
<p><span style="font-style: italic;"><span id="more-28"></span><br />
</span></p>
<p><a href="http://4.bp.blogspot.com/_4c_NVYI-eIg/SkNztjTgQNI/AAAAAAAAACQ/G1NvaCzpOeI/s1600-h/02_Menu_FunctionTransfer.png" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img id="BLOGGER_PHOTO_ID_5351248008654635218" class="alignleft" style="border: 0pt none; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 200px; height: 140px;" src="http://4.bp.blogspot.com/_4c_NVYI-eIg/SkNztjTgQNI/AAAAAAAAACQ/G1NvaCzpOeI/s200/02_Menu_FunctionTransfer.png" border="0" alt="" width="200" height="140" /></a><br />
Next we go up to the <span style="font-style: italic;">Function </span>menu</p>
<p>and select the <span style="font-style: italic;">Transfer</span> Tool</p>
<p style="text-align: center;">
<p style="text-align: center;">
<p style="text-align: center;">
<blockquote>
<p style="text-align: center;">There are two ways to make the transfer happen&#8230;</p>
<div style="text-align: center;">The first is through the <span style="font-style: italic;">Attribute Manager</span> of the <span style="font-style: italic;">Transfer Tool</span> itself.</div>
</blockquote>
<p><a href="http://3.bp.blogspot.com/_4c_NVYI-eIg/SkNzt7OeFgI/AAAAAAAAACY/cWeuaS2ki_w/s1600-h/03_Direct+application.png" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img id="BLOGGER_PHOTO_ID_5351248015075972610" class="alignleft" style="border: 0pt none; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 200px; height: 134px;" src="http://3.bp.blogspot.com/_4c_NVYI-eIg/SkNzt7OeFgI/AAAAAAAAACY/cWeuaS2ki_w/s200/03_Direct+application.png" border="0" alt="" width="200" height="134" /></a>Under Options drag your target object from the <span style="font-style: italic;">Object List</span> into the <span style="font-style: italic;">Transfer To:</span> dialog box. <span style="font-style: italic;">(in our example, our target object is the Cube)</span> In this <span style="font-style: italic;">attribute manager</span>, you can disable various attributes.  You can choose to transfer only <span style="font-style: italic;">Position</span>, <span style="font-style: italic;">Scale</span> and/or <span style="font-style: italic;">Rotation</span>.  When you&#8217;re happy, hit <span style="font-style: italic;">Apply.</span></p>
<blockquote>
<div style="text-align: center;">The second option is to transfer directly in the <span style="font-style: italic;">Viewer</span>.</div>
</blockquote>
<p><a href="http://3.bp.blogspot.com/_4c_NVYI-eIg/SkNzuAQ1M5I/AAAAAAAAACo/zCzIinSzbqA/s1600-h/Execute.gif" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img id="BLOGGER_PHOTO_ID_5351248016428053394" class="alignleft" style="border: 0pt none; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 194px; height: 200px;" src="http://3.bp.blogspot.com/_4c_NVYI-eIg/SkNzuAQ1M5I/AAAAAAAAACo/zCzIinSzbqA/s200/Execute.gif" border="0" alt="" width="194" height="200" /></a><br />
Move your mouse over the target object. (<span style="font-style: italic;">Cube</span>)</p>
<p>When you get close to the object a white line will appear in between the two objects.</p>
<p>And <span style="font-style: italic;">Click</span>.</p>
<p>That&#8217;s it.</p>
]]></content:encoded>
			<wfw:commentRss>http://stochasticity.cdawson.tv/the-transfer-tool/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
	</channel>
</rss>

