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If you want to turn off the subtitles, click on Settings-[Speech Bubble]- [On](for pc) or[Hide](for mobile)
Hi everyone It’s our second period
which will be about the basics of Cinema 4D and renderers
Today we will be going over three things
First the basic settings for Cinema 4D
second the rendering theory
and third the physically based rendering
Many people don't know much
about the physically based rendering
and how important it is
So to help these people out
I will explain why physically based rendering
is important and what it is about
We need to know about the theory
because it is the basic element for the Octane renderer
which we will learn in the third period
I tried making it interesting and I hope it is
Before we get into the theories
I will run Cinema 4D first
and explain the interface and the workflow pipelines
that I mainly use
These things are not so easy to follow
especially for beginners
So you might not understand
these tips that I give about the pipelines
But don’t worry just follow through
and as we continue our lectures
you will begin to understand
Let’s run Cinema 4D
and I’ll explain the interface, object, and renders
So, this is what you see when you run Cinema 4D
Some of you may be familiar with this
but for those who are new, I will briefly explain
The initial screen of the Cinema 4D
is actually much more familiar than other softwares
If this was 3D max
it would have a lot of texts
But this screen has many icons
and they can be distinguished by colors
So it’s much more familiar
And with the updates, the graphics improved
and the icons became more explicit
These colors all have meanings
and they are grouped too
Like I’ve mentioned before
I'm using the s22 version of the Cinema 4D
I think I've told you that it was r22
But it's s, s22
That's the version I'm using
If you have s20 or s21 versions, don't worry
It's good enough for this course
But I’ll be using the latest version
I hope no one is using the outdated version
The r16 version has different names
and icons, with different locations
Anyway, I’ll be using the latest version
because most users are using this
The first thing that I do
is to add something
I’ll add a cube with this blue icon
You can see three changes
here, here, and here
This is the viewport window
where the world that we create
is shown to us and at the same time
a list is generated in this window
Let's add something else Click and hold this icon
Do you see this small arrow in the corner?
It means that there is a hidden menu
that expands when you click and hold
Let’s add a sphere
There’s no change in the viewport
because it's hidden inside the cube
Let’s move this cube away
Click this arrow and move the cube
And you can see the sphere now
So now you can see the sphere
and the cube
You can switch this Attribute window
by clicking on each shape
In this Attribute window
you can change the settings of each object
You can select both objects
and move them together
But there is a way to combine them
Press Alt + G on the keyboard
and you can group the objects together
Or let’s click and hold
on the cube icon again and create a Null object
Then you can add the two objects
in the null object, and group them
You can change the properties
of the sphere in the attribute window
This Attribute window makes it easy
for you to changes the values
of the properties of the objects
But it has it's limits
In this mode, I can't change
or modify each side of the object
In order to do that
you need to click on this icon
that says Make Editable
You can see a tag added here
It’s a UV tab
Then select the polygon mode
and you can change the direction and position of the sides
or you can select the spline mode
and modify the splines
This command can't be undone once you've made the object Editable
you can’t take it back
Ctrl + Z will still work
but you can't change the size of the object later
So it's the best to find
the optimal settings
before going into Make Editable
Let’s add some colors here
This here below is the Material window
There's nothing here for the moment
Click Create then New Default Material
to add a Material
Or you can just double click here
Double click and double click again
Delete them all then double click
I’ll add this Material to this sphere
Just drag and drop it here
Let’s try changing the color
Double click on the Material
This is the Material Editor
and you can change the color
I want to make this one blue
You can double click and add a new material
or you can copy this one
Hold Ctrl and drag this
and you can see that a new Material has been added
Drag that and add it here
Double click on the material
and you can change its color too
Here, you can see that adding the material
has created a new tag
These tags are added
when you have additional settings for the object
It's one of the greatest things about Cinema 4D
that the other 3D tools don't have
The basic tag is called as Phong tag
This sphere is angular on the sides
but it looks very smooth and round
from the front
Thats what Phong does
It makes the angles smooth
If I remove the Phong... Oh sorry, I selected the cube
I’ll select the sphere
Can you see how it changes
as I move the Phong tag?
Without it these objects have angles under this value
will be shown as they are
but the Phong tag makes it smooth
I added one Material tag
but you can add multiple Material tags
Let’s try changing the color
and make the Sphere blue
You can drag the blue to the object
Or you can drag it here
The existing tag is still there
and a new tag is added
The tag on the right appears on the top layer
You can change the order of the tags
And it's red again The Material tags
can be overlapped when there's something here
in the Selection tag But in this case
they are separate and the one on the right
appears prior to the left one
Let’s click side and the sphere
Select some sides and make them red
Don't drop the material here
Just drop it on the polygons that you selected
and you can change their color You can see
that another tag has been added Click on it
and you can select the polygons
that you just chose to change
If you click on this Material
you can see that in the Selection this tag is added
Let’s make a new tag
I’ll select these four
Click Select on top and Set Selection
And now there is a new Selection tag
I’ll add this Material again
It's applied to the whole object
But drag the new Selection tag and drop it here in Selection
Then it's applied only to the newly selected polygons
In Cinema 4D, you can add
the properties of the object
to the tags Now I’ll explain
relative paths and absolute paths
Many people don't know this
but it's very important in team projects
If you don’t know this
and work with absolute path
the file will open normally in your PC
but it may not in someone else's
That’s because the path is set
to the path on your PC. To prevent that
we need to use relative path Let's try saving
this great exercise on my PC
Click file on the top
and Save Project As Honestly, this is too much work for me
So I just use the shortcut key
Press Ctrl + Shift + S for this task
I’ll save this exercise
This folder is called ‘Exercise’ As you can see
I named the folders in Korean
I always use English for folder names
because it works fine on Cinema 4D
but some softwares that I use don’t support Korean
I've had a hard time because I named the folders in Korean
and there were errors with the software so when I name the files
I always use English and I never insert asterisks
I hate to see them
Just don't use any of the special characters
I’ll open this folder that says ‘Period 2’
then this folder ‘C4D’
It sounds like a swear word in Korean
Anyways open it and I already have a saved file here
I’ll just save it again
You have to know how to save your projects
This unit is one the basics
and the unit is about Cinema 4D
so let’s type that and put underscore
then version 002 The version 001
is the file that's already there Then click save
Now let’s open that folder
When opening the file explorer
you can right click on the folder icon here
But there is a shortcut key for that too
On your keyboard there's a window key
between Ctrl and Alt keys
Press Window and E to open the file explorer
So let’s find the file in ‘Period 2’ -> ‘C4D’
And here it is
In order to explain the relative and absolute paths
I'll add a Material image
In the parent folder you will find a folder
named ‘Tex’ Open it
I will open this tex file in C4D
Just drag it and drop it in the Material window
There is a long message in English
You shouldn’t be afraid of English
If you learn English
it opens a whole new level of knowledge
So everyone get a dictionary
This is the part that confused me a lot
Let me explain this to you
This is the first step of the relative and absolute paths
I’ll go ahead
and click ‘No’ I clicked ‘No’
but the file is still opened Let’s do that again
and this time I’ll click ‘Yes’ but it’s the same
So what’s the difference?
Let me explain the difference
When you click ‘No’
and double click the Material
the image is added to the color channel automatically
Inside the image you’ll see that the path of the file
says F drive\Class\Exercise and so on
This is the example of absolute path
It starts from the name of the drive
I'm not saying that using absolute path is bad
But if you keep using absolute path
there might not be a F drive in other PCs
and in that PC the path will be something else
It could be F drive or C drive
and different paths will be accumulated
in this one project which makes it difficult
for you to send the file to someone else
and it makes it difficult for you to keep track of it
So I don't use absolute path
In order to not use that
let's go back
I’ll delete that
Let’s drag that again
and press ‘Yes’ this time
It looks the same but it's different
inside the color channel
The path has changed
and only the file name is displayed
The Cinema 4D can change the absolute path
of the file you added to a relative path
Let’s go back to the file
that we saved before and you will see
a new folder that wasn’t there before
The folder named ‘tex’ Let's open it
and you can see that the file is automatically copied here
Cinema 4D does this
to prevent incidents with using absolute path
It creates a tex folder
in the path where the C4D file is
and saves the image there
That’s why I saved this project
before I tried opening this image
If I don’t save the project before opening the image
it will be saved somewhere else called app data
So always save your C4D project first
then open images and do other tasks
There is another thing I would like to explain
Some of you might be wondering
This image is not directly
with the C4D file
It’s in this tex folder
but the path here doesn’t say that
So how is this image opened?
Usually for this to work
the image file should be directly with the C4D file
Let’s try cutting this file
and paste it here Then Reload it
Yup it still works When there is just the file name here
it usually means that the image
is in the same path
where the C4D is installed
Actually for this file to be read
inside the tex folder you have to change the path
Type a ‘.’(dot) and ‘\’(backslash)
and ‘tex’, then ‘\’(backlash)
Hit Enter and that’s the path
This first . and \ means
that the path is the same
as the path where C4D is installed
And there’s the ‘tex’ folder with the file
This is the proper way to do this
But in C4D you can delete this
and it can still be read
This is a bit complicated
but we need to go over this now
because later we will be using a token to save
And we need to know about the relative path
when we are using the token
So I had to explain this to you
You might not understand well yet but let’s move forward
Next I’ll explain the Preference settings
Click Edit on the top
and here's Preference
This is kind of like settings
All tools have settings
and the C4D settings have a very important function
Open Preferences and click here
on the interface and you can see
many settings The first thing to change
is this ‘Insert New Object At’
and ‘Paste New Object At.’
This decides where the new object starts
when it's inserted
The default is set as ‘Top’
Top means that when I insert a new object
it will automatically be inserted
at the top here
This will be very annoying later
when the scene gets complicated
and there are many objects
When I insert a new object
it will be on the top
So you have to bring it down all the time
and that’s a lot of trouble
This is the first thing that I change
when I install Cinema 4D
Change the ‘Top’ to ‘Previous’
and the new object will be inserted
above the object that I selected
This Paste is the setting for objects
that you copy and paste When I copy this cube
and paste it you can see that
it goes to the top here So change that
to Previous and then when you paste it
it will be added above the object that you selected
The default setting will be ‘Top’
I meant to leave it at ‘Top’
and change it during this class
but I couldn’t bear with it so I changed it to ‘Previous’ before this class
Now let’s talk about rendering
It’s the last part of our basic exercises
It's a bit complicated
and you might not be used to it yet
but don't worry about it because
we will be going over this again next time
These three icons have to do with the renders
The first icon is the Render View
It renders in the viewport window
Click it and the rendering begins in the viewport window
However after the lecture on Octane
you will not use this button
because Octane has a viewport window
where you will be rendering in real-time
It's called the Live Viewer
So you will be rendering in the Live Viewer
and in this viewport you will be adjusting
the angles and change settings The pipelines have changed
I used to click on this icon to confirm
then make changes and click the icon again
but now you can work in real-time
The second icon is the final render button
But we haven't configured where to save
and what size to save for this project
So we have to configure that first To do that
click on the third icon Edit Render Setting
You can see that the renderer type
is set to ‘Standard’ We haven't started on the Octane yet
so we’ll just leave that as it is
Later when we are working with Octane
change that to Octane Here in the output
You can set the size
and the frame settings, etc.
The width and the height
is set to 1280 x 720 which is small
So what I usually do
is to click on settings and use the presets
I can change it myself
but let’s try using the presets
We are going to make something that looks like a movie
so let’s click on film
and you can see the NTSC and PAL
I’ll explain that later
For now let’s skip that and go to HDTV
Go to HDTV 1080 24
The 1080 is the pixel size
and the 24 is the FPS
I will go over the FPS and image size
later in the lectures on theories
So just click on it
The width has change to 1920
These numbers 1920 and 1080
will be coming up a lot
1920 and 1080 this size is called Full HD
It's a standardized image size
Let’s leave that and look down here
and the fps Frame Rate has changed to 24
I’ll go into more detail about the frame rate later
It basically means that
we’ll be using 24 images in 1 second
The default setting for C4D is 30
So we need to change that
Click on Mode and Project
and change the FPS to 24
Now these are the same
From 0 to 72, so 73 output images
It also says 72 in the viewport
So we're done with the settings
Let’s save this now
Click on the Save tab and set the format to png
I absolutely love the png format
so we’ll use that to save
Now we need to set the path
to save this file
Go to the 'Exercise’ folder, ‘Period 2’
and here's a folder that says ‘C4D render’
Open it and this is
where we’ll save
I always name the file
and the render sequence the same
That way it’s much easier to find
Before we save this
go to Save Project as and copy the file name
Don’t save the file yet
and open the folder, ‘Exercise’ ‘Period 2’
‘C4D render’ and create new folder
Paste the file name for this folder
so that the name is the same as the C4D file
that we're working with
Open the new folder
and paste it again then save
This is the basic saving path that I use
You can see that the path
has changed to an absolute path
Let’s change that to a relative path
I’ll try rendering this first
Save this and click render icon
and you see that it's rendering
Let’s check it out at the folder
Go to ‘Exercise,’ ‘Period 2,’ ‘C4D render’
Open the folder and inside it
you can see the images printed out
Now I’ll close this window
and change the path
to a relative path
I’ll change the file's name first
Click Save Project as and I’ll name it version 3
Then go to Render Settings
I’ll copy this settings to explain
and make changes to the copied one
You can see the path
is set to the C4D render folder under F drive
This is the absolute path
Now I’ll change it to relative path
I’ll open up the folder
In the folder you can see the ‘C4D’ folder
and the ‘C4D render’ folder
I want to work with these files in the ‘C4D’ folder
and put in in the render folder
To do that you have to move back
to the parent folder and open the C4D render folder
and save it there
To do that I’ll delete the front line of this path
Delete that and add ..(two dots)
This is the abbreviation for the relative path
moving to the parent folder
This means it will go to the parent folder
which is this folder with the C4D file
It moves up from here
then to the C4D render It says version 2
Let’s change the file name to version 3
Then click Save
The rendering began
and you can see the new version 3 folder
is generated and the images are being saved
We can go a step further
and use a token
instead of typing this name myself
Sometimes when I do this in Cinema 4D
I would name the file as version 4
and forget to change the 3 here to 4
So in order to prevent that
we can use the token in C4D
and use this project file name
to name the folder and the file
I’ll delete this first
After that in the C4D render folder
Do you see this arrow?
Click it and scroll down
and click on this tab
that says Project Name
Now you can see $prj here
This is the token and when you use this
this becomes the file name in C4D
We need to create a folder in this file name
Type \(backslash) to create folder
It's just above the Enter key
Then use the Project Name token again
Let me explain how this path works
I’ll copy the path
Using the token will automatically create a folder
save the file in the folder using the project name
Let’s try it
If it works properly we will have the version 4 folder created
Click on that and Yes it worked
Let me try something
If you wanted to change the name
of the file to something else
Let me name this as ‘TEST’
I don't have to change the name here
The token will automatically
create a folder with that name
and save the file in that folder Click that
Then open the C4D folder
Yes the 'TEST’ folder has been created
and files are being saved here
You can use the token like this when you are working
with other people The path won't be set
to each person's PC It will use the relative path
It will allow you to create a folder
with the name of the project
and save the files there
You may not fully understand now
but I’ll go over it again
during the lecture on renders
So that was the basics of Cinema 4D
Now I’ll explain the rendering theory
First of all what is rendering?
Rendering and renderer
For those of you who are not familiar with 3D
won't be familiar with rendering
In 3D for final output
many data values in 3D are summed up for results
and rendering is the calculation process
that converts the 3D information into 2D images
Then renderers would be different programs
with different calculation method
The rendering results can be different
depending on which renderer you use
That is why you need to find
a renderer that fits you In our lecture
we will be using the Octane renderer for rendering
So why do we need to know about rendering?
You might think it's just a method
of getting the results
But you need to know this
to predict how rendering will change
in the future and that is why
I want to discuss rendering in our class
So I’ll briefly explain its principles
and how it is developing
Rendering is actually closer
to science than it is to art
To be honest when I tried to learn this
it was very difficult and it seemed
to be irrelevant to my own field
But I’ve learned enough
and gathered a lot information
to share this knowledge
with my fellow artists
in this lecture
So to start talking about rendering
The most advanced rendering these days
is the Physically Based Rendering(PBR)
Some of you never heard of it
and some of you might have heard about it
This PBR is a technology
that is almost used as a standard
It is being developed to be more realistic
You can call PBR as
Physically Based Rendering
or Physically Based Shading
If you look at this image
The reason why we can see something
is because light is being absorbed or reflected on the surface
and when the light enters our eyes
we can see its colors or form
PBR is an advanced technology
that can take an object and calculate the changes
that happens when light hits its surface
What about before PBR?
We called it LAGACY
LAGACY is a representation
of the past or the old model
PBR is more advanced in many aspects
First PBR uses Global Illumination
instead of Local Illumination
(Explaining the meaning of Local Illumination and Global Illumination in Korean)
(Explaining the meaning of Local Illumination and Global Illumination in Korean)
(Explaining the meaning of Local Illumination and Global Illumination in Korean)
Local illuminations calculates
only the surface directly touched by light
Whereas Global Illumination also calculates all the light
including the rays reflected and scattered
off the object
Many of you might have heard of GI
GI is a much more improved method
in calculating light
PBR uses advanced GI technology
that calculates not only the LI
but the indirect light sources too
Another function of PBR
is the path tracing
it's more advanced than the ray tracing
Path tracing also uses rays
for tracing but it's more advanced
than ray tracing
When light reflects off a surface
there is the specular reflection
and the diffused reflection
Previously only the specular reflection
was calculated in tracing
but PBR also calculates the diffused reflections
for more realistic results
We call that technology path tracing
I will get into more details
about path tracing later
That’s it for now Another characteristic of PBR
is the law of conservation of energy
These are identical metal objects Their roughness increases
as you move to the images on the right
The object on the right is rougher than the left
and the first row of objects violates
the law of conservation of energy
The size of the bright spot is the same in all three objects
But in the other three rows the rough surfaces
scatter more light resulting in weaker reflections
That’s the law of conservation of energy
LAGACY did not have this function
but with PBR the renderings
follow the law of conservation of energy
for more realistic results
Another characteristic of PBR is the microsurfaces
In the real world even the most smooth surfaces
like a mirror for example
have rough microsurfaces
that scatters the light in multiple directions
PBR can express those microsurfaces
in the real world
So it’s not just the straight reflections
but also includes scattered lights
PBR also has the Anisotropy function
which allows you to use the reflections
that comes off the surface of the object
in various angles
to create these various shapes
Another function of PBR
is the Fresnel and Metallic
More materials are being added
to Metallic for the realitic property of metals
Let me explain Fresnel in detail
Fresnel can make reflections clearer
depending on the viewing angle
I will explain this
with an example In this Cinema 4D window
the camera is our eyes
Depending on the angle of the camera
this reflection here
will become clearer
The lower the angle the higher the clarity
And if we move higher it gets darker
and the reflection becomes weak
This is Fresnel function
where reflection changes
according to the viewing angle
PBR rendering is using this function
for more realistic results
Finally I’ll explain the difference
between biased and unbiased renderers
Renderers can be classified into two types
biased and unbiased
It sounds complicated
But you’ll understand
when you see this example
On the left the image is rendered
in boxes if you zoom in
you can see the little dots
These dots are first calculated
and then the boxes are calculated
That’s the biased renderer In unbiased renderers
such as Octane the whole image
becomes clearer as the noises are removed
There is a reason
for this method of rendering
Biased renderers are like sample surveys
These little dots are samples
and the light around those dots
not all the light
are calculated in average values
Unbiased renderers calculate
every other pixels accurately
They each have their pros and cons
Vray and Redshift
are the main biased renderers
They have a very high rendering speed
and you can work more freely
such as applying only diffuse to an object
As for unbiased renderers
they are very easy to learn
There are only few menus
and not much setting to do
So it’s easy to get a nice
and realistic result
This renderer calculates the whole thing accurately
and you can get good outputs
without having to make difficult settings
The downside of biased renderers
is that sample surveys may produce many errors
and therefore flickers occur from those errors
It is also difficult to learn
because it has so many options
You will have to know
all the options
to fix the errors and flickers
Unbiased renderers
require much more calculations
because it expresses more details
which makes the rendering very slow
However we now have a system
that can run unbiased renderers
with great speed improvement
It's the new graphic card and I’ll explain that later
Also unbiased renderers don't offer much freedom
But this problem is improving
with new updates
that combines the biased and unbiased renderers
Another downside is the noise
The accurate calculation of each pixel
can cause noises for various reasons
such as not enough light
You need to know how to reduce the noise
and I will go over that in our classes later
The main unbiased renderers
are Octane and Arnold
We will be using the Octane renderer
which is an unbiased renderer
Next time I will talk about
the introduction of unbiased renderers
and the development of Octane
That’s it for today
Thank you
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