12.02TUTORIAL: Dynamic Modelling in C4D Using MoGraph Part 2

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’ll model a basic light bulb and go through the process of placing that object into our cloners without “breaking” our setup (see above).
Step 01
Grab a reference model for the bulb. Grab it from anywhere, we’re only using the image as reference for modeling. In the front view, go to Edit > Configure. Under the Back tab, browse and select your picture. This will give us an overlay image to help us draw our profile spline. Using the Bezier Spline Tool, create a spline down one side of the profile of the light bulb.

Step 02
We need to make sure that our spline begins and ends at zero on the Y-axis. The best way to accomplish this: select the bulb spline and go into point editing mode. Select the Move Tool, and in the tool attribute manager, go to the Snap Settings tab, and activate the Grid checkbox. Select each endpoint of the spline and drag them toward the Y-axis. When you’re close, it should snap into place.

Step 03
Next, while you have the spline selected, hold down the Alt key while you click to create a Lathe NURBS. The spline will become a child of the Lathe NURBS object. Now we have the basic shape for our bulb.

Step 04
Now we’ll make some basic materials 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.

The only other major thing to change is the Lumas Shader on the metallic material. Crank the roughness of the anisotropy in one direction. This will get us the brushed metal look of the back of a flood lamp.

Step 05
Start by applying the metallic material to the Lathe NURBS object. Then press the “C” key to make the lathe nurbs editable. Go into face editing mode 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.

Now that we have the bulb finished, we get to the important part. Replacing the spheres in our mograph light rig from part one of this tutorial.
Step 06
Under the bulb cloner object, make our new Lathe NURBS bulb a child. You’ll notice that we’re a little off on the positioning and scale of the Lathe NURBS bulbs.

Step 07
Deactivate the bulb Cloner object 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 Axis of the Lathe NURBS so that it is at X:0 Y:0 Z:0

Step 08
The last step is to throw an HRDI map on a sky object to get some nice reflections out of our metallic shader (Read how to do this)
FINISHED! You should now have a fully functional lighting grid that looks decent from any angle while still being dynamically updatable.

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Very good!
Straight forward and easy to follow.
Thanks a lot!
April 11th, 2010 at 5:28 am
Hey Corey,….Love this Tutorial.
November 19th, 2010 at 11:15 pm
Thanks Luis! Let me know of any other requests for tutorials you may have!
November 21st, 2010 at 11:41 am
Awesome man!
July 14th, 2011 at 8:40 pm
Thanks for the great tutorial! Here is my question:
After completing this, i wanted to toy around with it. My thought was to make the “matrix board” bend around, with the final image in my mind being a tower of these warped “matrix boards” stacked on top of each other and have the text scroll through. I tried to apply a bend distortion on the matrix, and got it to bend, as well as the text. However, as soon as I bend the matrix, the “on” effect no longer works at all. I’m going to keep trying, but wanted to know if you had any advice. Thanks!
August 19th, 2011 at 4:44 pm