FXPHD – C4D218 Procedural Layer Shader Techniques in Cinema 4D
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  • 发布时间:2016-4-26 18:21
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链接: http://pan.baidu.com/s/1qXK7gqK 密码: ax8u

Title: FXPHD – C4D218 Procedural Layer Shader Techniques in Cinema 4D
In this intermediate to advanced Cinema 4D course we’ll explore the Layer Shader capabilities within C4D and learn how to create complex multi-layered materials. Professor Tony Copolillo will be using Procedural Textures, Blending Modes, Folder Groups and Layer Masks to recreate some real-world textures without using any pixel-based imagery such as scanned images or photographs. All the textures we’ll create are generated from within Cinema 4D off-the-shelf without the use of expensive third party plug-ins.
We’ll also build low-poly models by hand and compare them to C4D’s Modeling Generator tools and then apply custom-built materials to achieve some superior 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/illustrator and senior art director with 20+ years experience in high-end digital photo-compositing for motion picture print advertising clients Disney, Fox, DreamWorks, Universal, WB, HBO, Netflix and more. Most recent projects have been focusing efforts in feature film VFX, 3D and motion graphics, as well as teaching courses in Cinema 4D.
Class 1: Introduction to procedural layered textures versus bitmapped or scanned photography. We’ll discuss analyzing real-world photographs as reference and how to use the built-in tools of C4D procedural algorithm 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 Editor.
Class 3: We’ll explore the convenience of using the Extrude Tool to quickly build text under the pressure of a deadline, but we’ll examine the pitfalls of texturing and shading these models. We’ll 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 stubborn of clients can appreciate.
Class 4: We’ll continue to work with custom built text, tackling the ever-elusive “beveled” or “chiseled” type-face and explore C4D text tools to try to achieve this effect (spoiler: you can’t). We’ll 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 we’re 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: We’ll build a quick and easy animation with MoSpline and the Random Effector, creating a complex looking image that renders FAST with no lights or shadows using only a procedurally created reflection map and background element.
Class 7: Orange – Part 1: For 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 orange slice yourself, you’ll 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: Orange – Part 2: Continuing with the orange 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 or pixel-based imagery. We’ll 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: We’ll add a Follow Spline object to follow our road and track it’s movement from above with a chase camera, and render out the final animation.
标题︰数码— —电影院4 DC4D218程序层着色器技术
在这中间对先进电影4 D课程我们将探索内C4D层着色器功能并学习如何创建复杂的多层的材料。教授托尼Copolillo将使用程序纹理、混合模式、文件夹组和图层蒙版重新一些真实的纹理,而无需使用任何基于像素的图像,如扫描的图像或照片。我们将创建的所有纹理都生成从内电影院4 D现货供应无需使用昂贵的第三方插件。
我们会也手工建立低聚模型和它们比作C4D 的建模工具,然后应用定制的材料来达到一些卓越的结果。请注意,某些类将使用MoGraph和头发模块C4D的所有版本中不可用。
托尼是一个位于洛杉矶的插画-艺术家/摄影师和20 +年经验的资深艺术总监在高端数码照片合成为运动图片打印广告客户迪斯尼、福克斯、梦工厂、环球、WB、HBO、Netflix和更多。最近的项目一直焦点在电影特效、3D和运动图形,以及在电影院4 D教学课程的努力。
4班︰我们会继续处理自定义构建文本,解决以往难以捉摸"斜角"或"凿痕"类型-脸和探索C4D文本工具,试图达到这种效果(扰流板 ︰你不能)。我们会修改文本模型从前面的项目并创建一个自定义的现实黄金材料。
7班︰橙色— —部分1 ︰为此下一课中就必须有一个好的模型开始,和它会作弊,如果我们只是给你的项目文件。希望通过此模型的橙片建立你自己的你会发现一些方便的几点建议创建一个否则为困难的任务,学习一些新的和有趣的方式,以不同的方式接近你的下一个项目。
8班︰橙色— —部分2 ︰继续橙片模型,我们将分析的真实照片作为参考和建立多层次着色器完全从头只使用程序纹理和层没有扫描的摄影或基于像素的图像。我们会深入噪声着色器、图层蒙版、位移映射,和次表面散射实现现实的结果。
9班︰高架公路— —部分1 ︰使用内置的工具内C4D我们将生成一个冰雪覆盖的景观与克隆和头发模块树创建结冰的路面纹理,和轻使用物理天空对象的场景。
10班︰高架公路— —部分2 ︰我们将添加一个遵循样条对象跟随我们的道路和与追逐相机,跟踪它的运动从上面和渲染出最后的动画。
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