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Volume 01 Issue 07

06
November 2004
October 2004 | $2.99
| $0.00

HIGHLIGHTS IN THIS ISSUE:

Carles Piles Interview

Read the interview with world


renowned CINEMA 4D artist, Carles
Piles, by Tavy Ann. Page 34

CINEMA 4D Gallery

The Best in CINEMA 4D! Enjoy and get


inspired by some of the best CINEMA
4D images from around the world.
Enter our new gallery on Page 44.

Rui Batista’s “SFX”

Read the interview on


Page 3!

Try your hand at Rui Batista’s new


CINEMA 4D tutorial, “Lights and SFX”.
Part 1 of 2 on Page 31.

© Picture by Pexel (Peter Hofmann)


Place Headline in here!
3D ATTACK
Subheadline QUICK
will be right here... INDEX

PAGE 3-6 Interview with Peter Hofmann aka PeXel by Tavy Ann

PAGE 7-8 DOF Tutorial by Thomas Pasieka “Tank”

PAGE 9-13 Interview with Rui Batista by Tavy Ann

PAGE 14-20 Shave and a Haircut Tutorial by Fluffy

PAGE 21-22 Deep Instant Tree Plug-in Review by Mark Gmehling

PAGE 23-25 XPresso “Aging Banana” Tutorial by Base80

PAGE 26-27 3D Fluff Training DVD Review by Thomas Pasieka

PAGE 28-30 Thinking Particles Tutorial by Kiwi

PAGE 31-33 Lights and Special Effects by Rui Batista

PAGE 34-38 Interview with Carles Piles by Tavy Ann

PAGE 39-40 IK Tool Kit Plug-in Review by Crew Reynolds

PAGE 41-43 XPresso Tutorial - Dynamic Spring by THL

PAGE 44-49 Best of CINEMA 4D Gallery

PAGE 50 The 3D Attack Team

PAGE 51 Editors Notes


Interview with Peter Hofmann aka PeXel
By Tavy Ann

Peter: Hi Tavy, it's an honor to be this while walking through our


interviewed. Thank you all for the house. Yeah the walls, I loved
wonderful monthly e-zines! KEEP them. AH! The pens loved them
IT ALIVE! It's always interesting to too.
see what's going on in the CG com-
munities throughout the world. Tavy: What first interested you in
Peter Hofmann 3D Graphics and when did you start
Design/Architecture My name is Peter Hofmann, but doing 3D?
Student most people know be better as
www.peXel.de
"peXel". I was born in 1982 in Peter: I have been drawing my
Tavy: Hi Peter. Your work is known Weilheim i. OBB., Bavaria, Germany. whole life. There exists drawings I
throughout the world as some of the Just a small and boring town near never drew (Kopffüssler with a body)
best CINEMA 4D artwork and 3D Munich. Weilheim, I am sorry, but I'm sure. I can't remember when my
Attack is honored and excited to there is just nothing there that was family got our first PC, but it was
have you as one of our Featured interesting for a child like me. very early on for the average
Artists this month. German. I loved the machine from
But, I do thank Weilheim for that, the start, so I play a lot of PC
Would you mind sharing with our otherwise maybe I would have games. While studying to learn a bit
readers a little about yourself? never started playing PC games and for my German Abitur in early 2001
Where you grew up, are currently doing 3D Stuff. My parents gave me (11 or 12th grade, I'm not sure) I
living, your age, etc. my first pens and saw the proof of started with a simple 3D program,
Interview

3
Interview with Peter Hofmann aka PeXel
By Tavy Ann

the name of which I can't remember. Tavy: Have you received any for- tecture. I was working as freelancer
It was extremely unstable, so after mal education or training in for Behnisch & Behnisch Partner.
month of creating stupid things, I Computer Graphics/3D? A very good German/American
decided to find out what a good 3D architectural bureau. You maybe
program was and one that would fit Peter: Not really. I never even did a know the Olympic Stadium in
me well. I found Homeof3D. The tutorial or anything like that. It was Munich built for the Olympic Games
webmaster, Walter Schliep, became all trial and error. Oh I know it's not in 1972 ...
a good CG friend. After asking him the fastest way, but I think it wasn't
a lot of questions he told me to buy a bad way for me. Having direct Tavy: When looking at your work,
CINEMA 4D GO. contact with MAXON and all the much of it leans towards realism.
good 3D artists over the world is What are the most important points
He said it was the best for me, so I good enough for me. in a scene that makes it look real?
did it. It was the only 3D program I
knew. It was built in Germany with Tavy: Are you working as a profes- Peter: If you want something to
a German layout. Wonderful! At sional in the CG Industry? look real you have to do a lot,
that time, to look at my grades in almost too much. A perfect lighting,
school, my english was really not Peter: I am student at HfT Stuttgart, textures, and of course a good
the best. Now, because of betatest- Germany, for interior design/archi- mesh. Good textures are a must.
ing for MAXON Computer GMbH, I
am using the english layout only.
3D has really improved my english.
Interview

Now I rather dislike German words


in a German layout.

Tavy: Who are some of your


favorite 3D artists? Where do you
find the inspiration for your art?

Peter: Steven Stalberg for his nice


CG girls, Mike Robinson (Squidinc)
for his crazy modeling and lighting,
and Martin Ernst (mattin) for his
funny ideas and his Mac images.

If I am looking for reality, it's good to


have a couple or good photographs
or calendar images to work with.
Sometimes you should not forget to
have quick look at what other 3D
artists do.

By the way, I don't consider myself a


real artist.

Well maybe in traditional 2D.


Images generated with a PC or Mac
can easily be duplicated, multiplicat-
ed...Maybe I am old school. Don't
forget to use your hands for doing
stills.....

4
Interview with Peter Hofmann aka PeXel
By Tavy Ann
Interview

In computer games for instance; low points of CINEMA 4D that makes it it for some days you have results!
poly meshes with a wonderful tex- your 3D application of choice? Don't forget all kewl CINEMA 4D
ture make the characters look real. users around the world and pro-
The combination of good meshes Peter: It's probably the most user grammers. I love all CINEMA 4D
and good lighting and textures make friendly 3D program ever. The mar- plugins!
a realistic scene. ket for CINEMA 4D grows and
grows. A lot of people sidegrade to Tavy: What other applications have
Most artists forget that the best of CINEMA 4D. It's more affordable you tried or are currently using?
creating a still is to show only a bit. than most 3D programs. It's really What do you like/dislike about
Not a scene with thousands of stable - once you try it you will like them?
things! That's a problem I some- it.
times have. Peter: I have never tried another
And of course, it's available in sev- 3D program. Ok, 3Dmax for some
Tavy: You are working with eral languages, which makes it easi- hours. If you start using CINEMA 4D
CINEMA 4D. What are the strong er to learn for beginners. After using you will understand, what I am talk-

5
Interview with Peter Hofmann aka PeXel
By Tavy Ann
Interview

ing about. I was working with MS for machines, but that's not all. I love to I really have no idea! We will have
postprocessing first. Yeah, MS Paint go to the cinema, playing billiard to see.
before I started using PSD.I loved it with friends ... as everybody does.
and now I love PSD. Sometimes I go metal detecting Tavy: You are an inspiration to so
[ celtic, roman stuff ] with a friend many young aspiring 3D artists.
Tavy: Are you currently working on from LDA Bavaria, Munich. What would you like to tell them?
any projects you can tell us a bit
about? Tavy: Can you tell us a bit about Peter: Really!? Kewl! [ his face is
your future plans? Where do you becoming red ] Don't say things like
Peter: I am working on several fun see yourself in 5 or ten years? that! I have just a small thing for all
projects I can't say much about. You 3D users. Keep on doing 3D! That's
will see them. Currently I am learn- Peter: 5 or 10 years are a looong the only advice I can give you.
ing ArchiCAD for my studies. period for 3D. I have no idea what
will be going on in years, but I hope Tavy: Peter, once again, thank you
Tavy: What do you do in your I can still do 3D stuff. Maybe for for taking time out your day to
spare time when you're not doing work. In 10 years I´m sure I´ll love to share with our readers more about
3D? read this article in the 3D Attack you and your work.
archives. Maybe I am lying on the
Peter: Spare time!?!? Never heard beach, beneath palms with a cock- Peter: Thank you for the interview.
of that. It's true I am sitting a lot tail in one hand, and the other hand Keep on Attacking!
here playing and working with my is taking a wonderful woman's hand!

6
Depth of Field (DOF) Setup
by Tank

Hello there Attackers. Recently, After creating the floor we are going the object (Sphere1) is 1650 units
while browsing through some to place some spheres on the away from the camera. Sphere2 is
forums, I found several people ask- ground. In this tutorial I'm using 8 2020 units away and so on. Alright,
ing for a DOF tutorial. I made one a Spheres at different distances. now that we have set up our scene
while ago for our magazine, but I MAXON offers a nice little feature in we will need to set up our camera.
feel like I should do another one for R9 where you can set up your view- First, you will have to make sure
our readers. I am going to explain port so it tells you the distance that the DOF is activated in CINE-
the DOF options (not all of them) to between your camera and the cho- MA. To do so, go to your render set-
give you an overview and something sen object directly. This is quiet use- tings and hit "effects" You will see
to start with. The setup is really not ful since you will need to enter the "Object Glow" and "Lens Effects".
that difficult to do and setting up the focal point (target distance) for your Well, we need a "Depth of Field"
camera for the DOF effect is quiet camera. To activate this option just effect so we will choose it from the
easy once you understand how the hit "Edit" in your viewport. Choose right upper corner.
camera works. Well, what do we "Configure" and activate the
actually need for a DOF effect? "Camera Distance" on the right Click on the little arrow for "Post
Simple answer: An object, a light, (Pic02). Effects" and choose "Depth of field".
and a camera. That's it! It's actually (Pic02) It will be added to your Post Effects
the same in real life. You will need a list (Pic04). You will notice some set-
camera and a light source (usually
the sun) and an object of your
choice.
Tutorial

Let's start creating our scene. First,


we will create a floor/ground for our
objects to be placed on. Create
some spheres and change their
radius to a smaller size of your
choice. Once you have placed your You will see a couple of other
spheres, create a camera for your options, but we don't need to use (Pic04)

scene. Remember, this is just one those. If you have done everything tings below your "Post Effects".
example and you can create differ- right you will see the camera dis- I changed the "Blur Strength" from 5
ent scenes and objects. tance right in your viewport. If you to 10% to achieve a little more blur-
want to move the information then ry look. The higher the setting the
I'm just explaining it to you by using press ctrl and click to drag and more blur you get. But be a little
a simple scene. You will find the file move (Pic03) careful since too much looks unreal.
in the DOF folder or just create a You can also change the distance
scene by yourself. Have a look at blur, but we don't really need to for
this screenshot (Pic01) this example. You can play around
with those settings after you under-
stand the basics of DOF. This is the
same for the rest of the settings.
Don't play around with them for now
- it will just lead to confusion and we
don't really need to change them for
this tutorial.
(Pic03)

You can check the distances of your Let's have a quick overview. We cre-
objects in the scene by just clicking ated a scene with a floor and some
on one of the objects. For instance, spheres so far. We also added a
(Pic01) click on Sphere1 - it will tell you that camera and we activated the "DOF"

7
Depth of Field (DOF) Setup
by Tank

post effect in the render settings and first. Just activate it, and the camera You can go ahead and change the
changed the Blur strength from 5 to will be ready to produce a distant "Target Distance" by checking your
10% in the settings dialogue. The "Rear blur". We will have to set a objects distance to the camera. Play
next picture will show you the setup "Target Distance" now. Alright, let's around with the "Target Distance" to
so far. You'll see the camera placed do that. Let's pick a distance. Well get a feel for it. Try different dis-
a little bit above the ground and let's say we want Sphere 1 to 3 to tances and blur strength settings.
spheres. You also see a light on top be sharp and Sphere 4 to 8 will be
and that's it. Not that difficult so far, blurry. Easy task, just choose Well what do we have so far? We
is it? Feel free to create a setup of Sphere 3 from your object manager know how to create a distance blur,
your choice - the basics are the and check the distance from camera but what if we want to have some
same (Pic05). to Sphere3. In my case it's 2386 blur in front of the camera and the
units away. Activate the camera in distance Spheres should be sharp?
your object manager list again and There is a way - we will have to acti-
check the cameras "Depth" settings. vate "Front Blur" for our camera.
Change the current "Target I have set the "Target Distance" to
Distance" settings to 2150 units and 4000 units in this example. The
render your picture (Pic07). "Start" and "End" Blur is set to 0 and
600 units as you can see in the
screenshot (Pic09).

(Pic05)
Tutorial

Let's move on to the camera set-


tings. First, you should place the
camera in an intelligent way as in
the screenshot above. After this,
you will need to go "into" the cam-
era's view. To do so hit "Camera" (Pic07)

and choose the cam (I renamed my I have set the "Target distance" a lit-
Camera "DOF CAMERA") (Pic06). tle bit in front of Sphere3 since the (Pic09)
Now we will see the scene through blur effect will fade a little bit. To test
our camera. This is important, as this we will need to make sure that Let's render this picture. What we
we are in Perspective view. Render will get is a pretty blurred picture in
your picture now. If you think that the front and a sharp middle and
the blur strength is not enough then back of the picture. Play around with
go ahead and change this in your those settings to get a feel for it.
render settings. Your picture should
look similar to this one (Pic08). You learned the basics of DOF. You
can go ahead now and try some dif-
ferent settings. You should also
check MAXON's manuals to read
about the different settings you can
(Pic06)
change for your camera. You can
without a camera there wouldn't be also animate your DOF settings by
a DOF effect. Go to your Objects adding keyframes in your time frame
Manager and select the camera by at different stages. If you have any
clicking it. We will need to activate questions about this tutorial then
the cameras "Depth" option. You please contact us.
can either choose "Front Blur" or 3dattack@3dattack.net
"Rear Blur". Let's pick "Rear Blur" (Pic08) Thomas Pasieka aka “Tank”

8
Interview with Rui Batista
By Tavy Ann

where you grew up, now live, how day we celebrated 2 years of mar-
old you are, and your family. riage. We have 9 cats in total but I
can't remember when each one was
Rui: Hello Tavy. We are, in fact, born.
amazed and excited (and fatigued
too with our newborn son). He is Tavy: Rui, throughout the entire
Rui Batista taking lots of the already little time I CINEMA 4D community you are
3D Artist - Plugin have, but it is worth it, 100%. I was hailed as highly skilled and probably
Writer
http://www.ruimac.com/ born in Setœbal, a town just around one of the most helpful 3D artists
50 kilometers to the south of the out there. Why do you lend your
Tavy: Rui thanks so much for tak- capital of Portugal (Lisbon). I grew support and advice to so many
ing the time to share more about up there and it is also where I live beginners and professionals alike?
you and your work with our readers. presently. I work in Lisbon, so every
We are honored that you would take day I must travel almost 100 kilome- Rui: I really love to help out and I
this special time out for us. First, let ters... but I'm used to it. believe knowledge is something to
me extended to you and your wife be shared. That is why I gave some
our CONGRATULATIONS on the I was born on the 21st of September classes (FreeHand, Photoshop and,
birth of your new baby. of 1971, so now I'm 33 years old of course, CINEMA 4D) and loved it
but, luckily, I feel slightly younger. so much. Although, it may feel a bit
I'm sure you both are more than My wife is 31 years old, but she awkward for someone that says he
excited and amazed with your new looks much, much younger (people loves to teach to be also known as
Interview

little bundle of happiness. That's a look at me like I am a pedophile lol ) the guy who keeps telling people to
great place to start! Why don't you And my son, Pedro, was born on READ THE MANUAL, but that is
share with our readers a little about the 7th of September of 2004, the because I really want the best for

9
Interview with Rui Batista
By Tavy Ann
Interview

everyone and the manual usually Tavy: Not only are you a great CIN- tremendous intellectual exercise.
contains "concentrated knowledge". EMA 4D artist, but you are also a Programming helps us to think
So, maybe the best definition may skilled plug-in writer. Why did you clearer and more methodically. My
be "I'm the one who likes to help start developing plug-ins for CINE- plug-ins can be found on my site
people that are willing to help them- MA 4D and where can our readers (http://www.ruimac.com) clicking on
selves" - I sounded just like find them? the Plug-ins icon, or directly to
Confucius, didn't I? http://www.ruimac.com/plugins.htm.
Rui: Well, thank you very much for
Tavy: Who are some of the artists the compliments, Tavy. Now... why Tavy: Other than writing plug-ins,
you admire? Where do you draw did I start developing plug-ins? It all what are you currently doing for
your inspiration from? goes back to when I was 14 years work?
old. By that time I had my first com-
Rui: In the 3D community, I admire puter (a ZX Spectrum 48 K) and I Rui: Besides changing diapers? I do
many people. If I had to say names, started programming. I had more fun lots of stuff, Tavy. Really, LOTS of
I instantly remember Carles Piles for creating my application than playing stuff. I have my day job (I start at
his wonderful lighting and Pupi for games because I always liked creat- 10am and only get out around 7 or 8
his amazing modeling and texturing. ing things. Ever since then I've pm, sometimes even later). I also
caught the "programming bug". So, write 3D related stuff for forums and
As for an "artist" that I admire in whenever I have the chance, I cre- articles for 3D Attack's excellent e-
general terms, I will have to say ate my own tools. It's not only fun, zine. I also do freelance work, main-
Leonardo de Vinci. That guy was but very useful, because I don't ly 3D visualization or illustrations. I
amazing and I can only imagine have to wait for someone (or even frequent forums and try to help out
what a bright mind like his would do Maxon itself) to come up with a spe- people with their problems (on the
if he had access to a computer. cific tool that I need. Besides, it is a forums or through my "Questions"

10
Interview with Rui Batista
By Tavy Ann

page, http://www.ruimac.com/ques- explained. It is very generic so it can


tions.php). I also surf the net looking even be used with slight adjust-
for info on lots of subjects (3D, pro- ments to solve problems in other
gramming, video, special effects, applications. Also, I'm making it in a
animation, etc). way that, as much as possible, is
not limited to any specific version of
Tavy: Rumor has it you're writing a CINEMA 4D.
book. Could you tell us a little about
your book and when do you think Tavy: CINEMA 4D! When compar-
you will have it completed? ing CINEMA 4D to other 3D applica-
tions, where are the plus and
Rui: That is probably the thing that minus? Why is CINEMA 4D your
I'm most ashamed of. Not the book application of choice?
itself, but the slowness in writing it.
I have little spare time and I honest- Rui: If I had to use one word, I
ly can only write it at home when I'm would say "SIMPLICITY". From all
relaxed. That is a very rare luxury the big players, it is the easiest 3D
these days. So, after realizing that I application. It is as powerful as most
can't definitely set a deadline for it to other "big" applications, but is much
be finished, I rearranged the style of easier to use, much more stable, The ones that already knew (and
the book to a more flexible and in- and faster to get results. One of the used) other applications -
Interview

temporal structure: it is a set of best examples I could present was Lightwave, 3D Studio Max and
"possible" real life situations where from when I gave some CINEMA 4D Maya - were able to do more after
several tricks and techniques are classes to many different people. just a couple of days of classes than

11
Interview with Rui Batista
By Tavy Ann

after two weeks of classes of the


other applications. CINEMA 4D is an
amazing application and it still has
lots of room to evolve. Of course,
I'm a bit suspicious when I say this,
because I'm a beta tester for Maxon,
but honestly, from the point of view
of a graphic designer (who also
does a bit of programming); it is the
best 3D application I ever worked
with.

Tavy: Many CINEMA 4D users are


a bit hesitant in using XPresso and
C.O.F.F.E.E. What are your
thoughts about this? Are they as
complicated as many users think?

Rui: As long as one knows what


he/she wants, XPresso is very easy
to work with. Of course it requires inspiring - and technique - one has home, draw, write articles and hang
Interview

reading the XPresso section of the to know how things work and around in forums in general, etc.
manual too, at least, knows what behave to be able to reproduce Now, most of my (little) spare time is
nodes we have and what ports of them. As I always say, I consider the dedicated to my wife and son, of
each node do. XPresso is a tremen- guys that do 3D as neo-renaissance course.
dous "language" because it is main- men (and women ;-). We need to
ly graphic. Anyone can "code" in know principles of engineering, light- Tavy: I'm sure you have visited
XPresso and the result is worth the ing, physics, painting, directing, etc. many 3D discussion forums. Do
initial investment into learning it. As And above all, we must be excellent you think these forums are helpful to
for C.O.F.F.E.E., unfortunately it is observers. Besides observing, we the beginner and professional alike?
not available to all, it requires a must interpret and cross-reference In your opinion, what are the highs
"coder" line of thinking because it is information in order to recreate it in and lows of 3D discussion forums?
a true scripting language not very the computer realm. It's not an easy
different from JavaScript or C++. task, but if done correctly, it Rui: Forums are great resources for
It is a very powerful language becomes a real art form. And it is everyone. Of course, not all forums
(although I would love to see some lots of fun. are geared to beginners and profes-
improvements) and anyone more sionals alike and that is a shame.
serious about creating tools - plug- Tavy: When you're not busy work- Unfortunately, some of them discard
ins, tags, and expressions - should ing or doing something that involves the newbies because some profes-
take a look at it. 3D, what do you do? sionals have a snobbish attitude and
forget that they were newbies once.
Tavy: What is your opinion on art in Rui: Oh, so many different things :-) Nevertheless, there is also the
3D? Is 3D an art form? I like to read. I read a lot and I'm reverse and, sometimes, the begin-
pretty eclectic. I don't read just man- ners don't know how to be newbies.
Rui: Absolutely! It is a very special uals, as most people think ;-) I also Let me explain: a beginner (and I
type of art form. I believe 3D is just like to cook, listen to music, do DIY was a beginner too, sometime ago)
like design. Design is a blend of art work at home, watch TV (especially is someone that is starting and
(it has to look good) and technique Discovery, National Geographic, wants to learn. He must be willing to
(it has to be efficient). 3D is a blend History Channel and stuff like that), learn if he wants to become a pro-
if art - it should look good and be go to the movies or watch movies at fessional or, at least, more proficient

12
Interview with Rui Batista
By Tavy Ann

than a beginner. But, as with every- Rui: I may sound biased, but one of errors or disillusions, but we always
thing else in life, there are no the best forums I know of is learn form those, don't we?
"instant-knowledge" pills. Learning www.3dattack.net. All newbies and Experimenting is a great way to try
takes time and effort and most peo- pros are treated alike (as long as "what if..." scenarios and will
ple, nowadays, don't want to "loose" they behave properly. The 3D Attack increase our knowledge of the soft-
time. Time spent into learning is not e-zine is also one of the best 3D ware we use. Gathering information
wasted, but young people don't magazines I ever read and it is get- is done associating the observation
seem to realize that. ting better and better with each and the experimenting and also by
issue. Other magazines I usually learning with the experiences of oth-
A forum is a great place to learn buy and like very much are 3D ers and reading as much as we can
from other peoples experience and World magazine and Computer Arts about a subject.
share our own experience with oth- magazine. Other forums I frequent
ers. It's a shame that, sometimes, are: Texts are "concentrated knowledge"
people try to explore others and that allow us to bypass the long
"suck" what they took time and great http://www.postforum.com/forums/list "trial&error" procedure of experi-
effort to learn. This is even worse on .php?f=6 and menting. Manuals are hyper-con-
non-moderated forums, of course. http://www.3donline.com.pt (this last centrated knowledge, information at
Having said all this, it is my firm one is a Portuguese forum). From its purest form. They are not as nice
belief that forums are amongst the time to time I go to to read as a novel, but each para-
greatest resources for people want- http://www.cgtalk.com, but it is a graph is packed with useful informa-
ing to learn 3D, besides the manual very "heavy" site. tion. These advice worked with me
Interview

and books/magazines on the sub- and I'm sure they will work with
ject. It is filled with pros (whose attitude everyone else that is willing to give
is not always the best) and has so them a try.
The forum at 3D Attack is one of the much information in it that it is,
best I know and have the pleasure sometimes, hard to filter or find what Tavy: Once again, congratulations
to be part of. It is not only filled with we want, or even keep up with it. to you and your wife on the arrival of
information, but the users are not But it is one of the largest and more your precious baby. 3D Attack and
simply users. They are more like a information-packed forums around. our readers thank you for taking the
group of friends and that creates a time to share more about you and
great "atmosphere" :-) Tavy: Rui, inside you is a wealth of your work. Keep on ATTACKING!
knowledge that only comes from
Tavy: With many CINEMA 4D experience. Do you have any Rui: Thank you very much for taking
resources on the web, where would advice or words of wisdom you the time to prepare this very inter-
you suggest beginners and profes- would like to leave our readers with? esting interview, Tavy. I feel very
sionals should go for their CINEMA honored to belong to this excellent
4D needs? Any specific forums, Rui: Thank you for the compliment, team, at 3D Attack. I hope we can
web-sites, or publications that you Tavy. The advice I can give are sim- all go on giving our best to every-
have found useful? ple: observe, experiment and gather one, on the forum and in the maga-
information. Observing the world zine. I also hope that what I said
around us allows us to understand can prove useful to someone
why things act and look the way because this is what I like the most:
they do. helping people. Lets all keep on
ATTACKING!
For instance, why corners gather
more dirt or why do indentations on
the floor are shinier than the
grooves. Experimenting will allow us
to test what we learned by observ-
ing. It is not a process derived from

13
Shave and a Haircut Tutorial
By Fluffy

Fur and hair in 3D have always This tutorial will cover the basics of and that the normals point outward.
been quite difficult to reproduce, but Shave and Haircuts. Three things happen when you grow
bring so much more depth and life hair : the hairs are grown on the
to a character that the effect is much Part1 : Growing hair. polygons, a material tag, a hairstyle
appealing to any artist. tag and a selection tag are created
That's where all the power of Shave To grow hair on a model, you first in the hierarchy and a hair material
and Haircuts comes into light. need to make a polygon selection to is created in the materials manager.
Designed to work seamlessly on point where you want your hair to be The hairs grown look quite funky,
both Maya and CINEMA 4D, this grown. My Bobo model is constitut- and are too long for the character,
plugin is the most convincing hair ed of a main body mesh that I will so we will need to shape them from
generator out there to satisfy your apply fur on. the plugin interface [pic-03].
needs (well, at least in C4D).
>> Let's start by selecting the poly-
I will try in this tutorial to introduce gons needed. Here you can see that
you to most of the features as well my character will have hair applied
as some personal experiences I've over his whole body except for the
had using it with CINEMA 4D. inside of the ears, so I will not
include them into my selection
First of all, we'll need a character, so (fig.02).
let me introduce you to, Bobo the You could grow the hair using sever-
mammoth, that I will use in this tuto- al selections too, but be careful with
rial [pic-01]. this as S&H uses an interpolation
Tutorial

between hair guides to build its


effect, so if you have two separate Pic03
selections, the hair won't be interpo- >> Go into the Shave menu and
lated between them. This could cre- select "edit hair" - make sure the
ate some unnatural looks especially Shave tag is selected in the objects
while animating as the hairs would- manager.
n't move as a whole, but be split at
the junction [pic-02]. The Shave plugin interface pops up
and we can now tweak the shape of
the hairs. Here is an explanation of
what the icons are used for [pic-04].
Pic04

Pic01

Bobo used to live during the Ice age


era, so he will need some fur to
keep him warm, and as I designed
him in a cartoonistic way, we'll try to
make him look cute and fluffy using
that wonderful tool.
Pic02
The process of creating hair is quite >> Go into your Shave plugin menu
simple when used basically, the plu- (menu "plugins>Shave") and select 1 - Hair selection mode, allows us to
gin is easy to use once you get over "grow hair" with the polygons select- define which part of the guide our
the particular interface and way of ed. The hairs are grown using the tool will affect. You can achieve dif-
doing things and the only thing you'll polygon normals direction, so make ferent results depending on what
need is creativity and patience. sure everything is aligned properly you are moving.

14
Shave and a Haircut Tutorial
By Fluffy

2 - Brush mode, works like a brush, value, along their normals. Part 2 : shaping the fur.
which means it uses a radius to 20 - Lock selected vertexes, so you
apply its effects. won't transform them anymore. The Shave plugin interface is a sep-
3 - Normal mode - Just a click and 21 - Unlock all locked vertexes. arate application that allows us to
transform tool - the one that you'll 22 - Attenuate hair length based on shape the fur using a wide set of
use the most. the size of the polygon it is attached tools.
4 - Shake mode - Shake mode is a to. Helps scaling things down natu-
dynamic modification function, which rally. Press Shift + Click the mouse and
enables the dynamic engine and 23 - Cut hairs - Just cut the hairs at drag the mouse to select hair
allow you to shape hairs by moving selected vertexes height (the closest guides. You'll notice that Shave uses
the view and let the dynamic engine from the root is the one used for the concentric circles to make selec-
do its work. cut). tions. It's a bit awkward at first, but
5 - Translate tool 24 - Comb away from camera. It's you'll get used to it quickly [pic-05].
6 - Stand hair tool - Erect the hairs like using a hair blower, it pushes
to create volume and avoid intersec- the guides away from the camera.
tion with polygons. 25 - Recomb - Very useful to quickly
7 - Puff root tool - Similar to the distribute the hair along polygons
Stand hair tool, but affects only the once you have roughly placed them.
root of the guides. 26 - Undo.
8 - Clump tool - Clumps or stretches 27 - Done!! Exit the Shave interface
a hair selection. Nice to create and validate your modifications
whole strands of hair clumped (when you click "ok" in the next pop-
Tutorial

together. up). Pic05


9 - Rotate tool - Create big curls 28 - Displacement parameters - It is
with that tool. here that you setup your hair fea- You can add to a selection by press-
10 - Scale tool. tures, they will apply on the active ing de 'Shift' key or delete from the
11 - Invert selection. hair material when you exit the inter- selection by pressing the 'Ctrl' key
12 - Frame selection in the viewport. face.. before clicking and dragging with
13 - Frame all objects in the view- 29 - Dynamics parameters - Adjust the mouse.
port. in real time the dynamic parameters The right-click button will use the
14 - Hide hairs - Hide selected hair of your hairs. Useful for animation active tool, and the left click will
guides with that function to clear the and while using the Shake mode. rotate the view (see documentation
view and select or modify more eas- 30 - Allows you to change the for Macintosh shortcuts).
ily. parameters either for the hairs or You can use a few shortcuts to navi-
15 - Unhide all hidden hairs. the spline hairs. gate the view too :
16 - Preview mode - Makes a rough 31 - Increase or decrease the hair " > " and " < " keys are used to
preview of how look the hair with Depth, to adjust the quality of the zoom in and zoom out, while the
you current settings. Preview quality preview (see 16). arrow keys are used to pan the
can be increased by the depth (see 32 - Adjust the hair count that will be view.
31) and number of hairs (see 32). rendered in the preview.
17 - Toggle hair collisions with the 33 - X, Y and Z quick projections. >> We'll select the hair by their end
model. Quickly switch between views (front, for the moment and use the scale
18 - Pop Zero hair - Sometimes, it top and side). tool to scale them down a bit (Right-
can happen that you scale some 34 - Adjust the display of the model. click and drag to scale down)[pic-06].
hairs down so much that they won't 35 - Adjust the display of the hairs.
do anything else. Pop Zero hairs 36 - 3D mesh. >> In order to see what we want to
reset them at their default length 37 - Hair guides with the end vertex do, we need to hide the hair guides
value. selected. that we are not working on. Deselect
19 - Pop selected allows you to the hair guides of the left arm using
reset selected guides to their default Ctrl+left click and click on the Hide

15
Shave and a Haircut Tutorial
By Fluffy

ened them, and I lengthened the


Pic09
guides of the forearm. I also adjust-
ed a few guides as needed. Shave
is not a precise science, so you
have to find what fits you best - it's
an artist tool [pic-08].

Recomb button to make the hair fol-


Pic06
low the direction of the polygons, it
allows us to quickly shape them so
selection button. Be careful not to that they follow the shape of the
deselect unwanted hairs, as the body. Afterward, you can puff the
selection does apply to not visible hair or make them stand a bit to
elements, so make sure you don't give them some volume, no gel
drag the mouse over other regions needed :
Pic08
of the body that you don't need to You can also use the Clump tool to
either select or deselect. Rotate the You can use the Preview hair button make the end of the guides stick out
Tutorial

view if necessary. to have a quick preview of how will a bit, for a different look [pic-10].
look the hair with your current hair Pic10
>> Select the Translate hair tool, go material settings. The preview quali-
in front view (Z axis) and right-click ty can be adjusted by increasing the
to drag the fur guides in the arm's depth of the hair in the hair depth
direction [pic-07]. parameter.

You can adjust the type of hair in


the menu on the right, adjusting
things like the Kink, Frizz, random
scale and so on, and make a quick
preview here - that is a good way of
seeing the hair without having to
render them in C4D (which is much Click the Done button to exit the plu-
Pic07
longer). Don't worry if the fur doesn't gin interface, and click ok to confirm
>> Select either the Puf Root or look great here, it's just a preview. the changes or Cancel if you don't
Stand hair tool to straighten the [pic-09] want to take them into account (you
roots of the fur guides, so that they can use C4D's Undo function if you
won't intersect with the polygons >> Unhide everything and select the click OK by mistake and still want to
and render properly. That action right arm guides (once selected, you undo) and save your changes.
helps add some volume when shap- can invert the selection and hide the
ing short hairs and fur. Continue to other hair guides of the body) and Make sure to do this from time to
adjust the fur guides by moving and repeat the process so that they look time, because you can't save from
puffing as necessary, using selec- like the right arm's. A useful function the Shave interface and changes to
tions to shape only the needed that I didn't mention earlier is the the hairs are not taken fully into
guides, until it looks like picture 08. Recomb function. Once you have account until you exit the Shave
What I did here is select the guides dragged the hair straight in the interface and apply the shape to
of the "palm" of the hand and short- direction of the arm, click the your character.

16
Shave and a Haircut Tutorial
By Fluffy

>> just apply the same principle for the back, to create a heavier patch Pic13
the legs. You can add some varia- of fur, like a buffalo. I also created
tion in the shape of the hair using some longer hairs on the torso [pic-
the Clump hair tool, which allows 12].
you to bend the hair outward.
You can also use all these tools with
the Brush mode, which can be more
intuitive and depends on how you
prefer to shape the guides. Just
make some tests to decide what you
like the most. Keep also in mind that
you can shape the hair manually
using the translate tool, and not nec-
essarily rely only on the Recomb
and such automatic tools. Anyway, hairs on, like the teeth, the snout
you will almost always need to move and the lips (yeah, sometimes you
them manually [pic-11]. do stupid things and when you look
Pic11
Pic12 at it, you realize how deep you are
in, especially during a tutorial -
Don't forget to exit the Shave inter- Nobody is perfect : ).
face and save from time to time. Well, that will give us the opportunity
to go over that particular mistake
Tutorial

>> Let's isolate the tail's guides now and show how easily it can be cor-
and adjust them as you learned ear- rected [pic-14].
lier (use the procedure that fits you
best). The end of the tail is not quite Pic14
good for the moment, that's because
the hair should be in fact different
and not interpolate with the hair
guides of the rest of the tail.

We could break the interpolation by


using the "Q" key, but it wouldn't
For the body, we will use a variation solve our problem here, as we need
of the technique that has the same the hairs to look different, and use a
result but that you might prefer. different hair material. So we will
>> Hide the hair of the head, legs need to take that selection out from
and arms and go in the top view (Y the selection tag (in the object man-
axis view) with the body hair select- ager) and reassign it to a new Hair
ed. Then, use the Comb Away from material, that will use different val-
camera function to push the hair ues [pic-13]. We are all set now with the fur of
back in the opposite direction of the the body, you can do a quick render
camera, as if you were blowing the >> Exit the Shave interface, delete with the smoothed shape in C4D if
hairs, and click the Recomb button the end of the tail from the selection, you want to check how things will
to distribute the hair guides better and set the new selection over the look like, or you can double-click on
along the polygons. Then just use old one. I have also taken the the hairstyle tag and check the
the Stand hair tool to puff them a bit opportunity to delete my hair selec- "Hairs" parameter for the editor dis-
and adjust as needed.Here I have tion from the palm of the "hand" as I play. This will show the hairs, and
shortened the hair under the don't need them here, and some not the guides in the view, so you
armpits, and lengthened them on strange regions where I initially grew can have a rough idea of how hairs

17
Shave and a Haircut Tutorial
By Fluffy

are interpolated without having to Pic15 will compliment his witty looks.
render them.Ok, now we'll go for the There, I will use the Shake mode
tricky part : shaping the hairs of the and its powerful collision detection
head. Sometimes, when shaping capabilities. But first, I need to cre-
hairs and fur, you'll need to see ate a proxy, because there is no
other objects that don't have hairs need of calculating the collisions
applied to, for the purpose of shap- over the whole body, just the head
ing correctly, or just to have a better part.
idea of how it will look directly in the
Shave interface. In order to do this, >> In the C4D interface, I select a
just apply a Gel tag on the objects portion of the skull polygons that I
you want to include by selecting will use as my proxy and split that
your object in the object manager selection to create a separate
and selecting the function "Add Gel object. I'll then apply a Gel tag over
tag" in the Shave plugin menu. allows us to take advantage of it and check the collision detection
That's what I'll do to include the Shave's powerful dynamics engine check box [pic-17].
tusks and the eyes in the Shave and use it to shape the hairs natu- Pic17
interface. It only works on polygonal rally. Just activate the shake mode
objects, though, so you will need to and the hairs will react to gravity
create proxies when you want to and drag. Then move the view a bit
include other types of objects (para- to "shake" the hairs and adjust the
metrics, splines and so on…). dynamics parameters until you are
Tutorial

satisfied. Once you like the shape of


>> Select "Edit hair" in the Shave the hairs, just press the "escape"
plugin menu to access the plugin key to freeze the hair in their current
interface. Make sure you have the position.
hairstyle tag selected before doing
this, otherwise you won't have If you are not satisfied after you
access to the edit function. froze them, you can use the undo >> I then edit my hair again, and
function, or pop the hairs back up hide everything except for the
>> Hide all the hairs except for using their default position and guides at the top of the head. I
those of the head. length with the "Pop selected along adjust the length of the hairs, add a
normals" function [pic-16]. bit of randomness to create a more
>> Now, because the shape of the Pic16 interesting look (they didn't have
head is quite complicated, we will hair stylists in the Ice age era), and I
proceed with small steps. First, activate the Shake mode.
select the end of the trump, and I then rotate the character to place
move the hairs in the continuity of the hairs as I want them.
the trump. Puff them a bit using the
Stand or Puff root tool, and once Notice that because of the proxy I
you are satisfied, hide the selection. set up earlier, the long strands of
Continue all along the trump, using hair don't go through that proxy and
small sections. I used the Recomb enter inside the skull.
function for the difficult parts of the
model, like the circles of the trump This is quite handy and allows for
[pic-15]. faster and more natural placement.
Now that everything is in place, I
Here is another really useful tool At the top of the head, I want to cre- just have to adjust the hairs manual-
that I used for the hair of the head : ate a big patch of longer fur, to sim- ly if not totally satisfied. This is a
the shake mode. The shake mode ulate a "nest" style of haircut that good way of placing hair quickly

18
Shave and a Haircut Tutorial
By Fluffy

Pic18 Pic20 appearance, so I use a bit of both.


Here are my parameters. A lot of dif-
ferent shapes can be achieve with
these two options, so don't hesitate
to experiment by yourself [pic-22].

before fine tuning them [pic-18]. Part 3 : The hair material.


Remember that Shave is a tool that
you have to use with your feelings. Ok, so now we have shaped the fur
It's different for each model, and the of our entire character, and just Pic22
result depends entirely on what you made a quick render. But hell, that's
want to convey. Here is how the horrible. There is not enough fur, the >> Even though I want a bit of
hairs look once we are finished hairs don't look like what I want to mess, I don't want his hairs all over
[pic-19]. do with them. Did I set them up cor- the place, so I don't use any splay
rectly? Yes I did, because every- at all [pic-23].
Pic19
thing else now is up to the hair
material. The hair material controls
how the hairs will look in the final
render, and even how they will
Tutorial

behave once animated.

First of all, you noticed that I made a


custom texture for that fellow. I will
>> We left out the end of the tail use it to colorize the fur with.
earlier, to apply a different hair
material and hairstyle on, so we'll >> Double-click that hair material
take care of it now. into the material manager and load
the texture into the Root color chan-
Pic23
>> select the end of the tail poly- nel as well as in the tip color chan-
gons, and select "grow hair" in the nel. I don't need variation from root >> On the next tab, I'll adjust the
Shave plugin menu. Notice that a to tip here, because I made my own scale of my hairs, depending on
second hair material, hairstyle tag material, and I want to achieve a what effect I want to achieve.
and selection tag are created. simple cartoonistic look. I won't put
any random hair as I want to keep If you want realistic looking hairs,
>> Go into the Shave interface by control of the color of the hairs using you should make them thin, espe-
choosing "edit hairs" in the Shave my map [pic-21]. cially at the tip, but by doing this you
menu plugin. will need to increase the number of
hairs to render, as well as the depth
>> Shape the hair and adjust their value if you want a good result - all
length so they look like figure 20. these things are quite long to ren-
We'll adjust the hair material for der. So everything depends on what
them using specific settings later. you want to do…
[pic-24]
>> Exit the Shave interface, and Pic21
save your model [pic-20]. >> We'll then adjust the frizz and >> And finally the last tab. Here you
Holy cow. He looks smart oO> kink parameters, as needed. In my can define how many hairs your
case, I want to give it a ruffled character will have, the depth of the

19
Shave and a Haircut Tutorial
By Fluffy

>> Select the tail's hair material and Pic26


adjust it to your taste using the
same technic.

Our character is now ready to be


rigged, and put in a scene.
We just took a look at Shave's basic
features, but there is a lot more to
cover so next time we'll go over
more advanced features, like using
maps to shape the hairs, animating
the hairs, rendering hairs and so
Pic24 on… Bye Bobo, That fur will keep you
warm for the harsh winter :)
hairs, that will influence the quality Don't hesitate to experiment, Shave You can download the mesh of
of the hairs (how well they are is a powerful effect so the possibili- Bobo the mammoth at
defined) - the higher this value, the ties are quite big. http://www.pixiemedia.com/fc4d/dive
better looking the hairs, but a longer rs/bobo.zip
rendertime. The number of seg- You should pay attention to details
ments will define how well the and observe mother nature when The model is only for learning pur-
curves of the hairs will be drawn. you need to, and keep in mind that pose, thanks.
For short hairs, I will use a low it's just a tool, it's what you do with it Have fun!
Tutorial

value, as they don't curve that that counts, not only what it's capa- Fluffy.
much. Then you have the speculari- ble of [pic-26].
ty and diffusion.

Diffusion is how the light will propa-


gate on the hairs, and how lit they
will be, just make a few test and see
what satisfies you.Finally, the self-
shadows parameter that will tell how
intense the shadows of the hairs will
project on themselves will be.
For my cartoonistic look, I will use
these settings [pic-25]:

Pic25

20
Deep Instant Tree Review
By Macling - Mark Gmehling

Deep Instant Tree is a C4D plugin settings are already offering results
from Samir Kharchi that creates close to nature. The main tree
realistic, animatable Trees, plants shaping works via splines too. A
and grass, and is delivered witha big level in the tree consists of a dpitob-
package of plantcreation tools and ject as parent with a spline responsi-
some shaders found in the attributes ble for the direction and a splinegen
menu in the xTexture channels of object responsible for the profile.
your material editor. (By the way, the The spline is a three point spline by
grass plant object offers the possibil- default.
ity to interact with the hairdepart-
ment plugin from bgs group) There are also move/Add/Delete
points to achieve the trunk growth
Dpit is supporting Cinema Version you have in mind. If you add the
8.5 or higher. Lower Versions are next level branches by creating one
not supported. more Dpit object and drag it into the
first, you will again manipulate the
As most plant generators, Dpit new created spline as above. Then
plants are created by a hierarchical you have to manipulate the "above"
structure. Beginning with the main dpit objects "next level" attributes
trunk, which profile and growth are and adjust the alignment of the new
Plugin Review

controlled by splines, you can add branches onto the trunk.


branchlevels as much as you want DPIT Hirachy
as long as your hardware allows it. Select the main dpit object and play
(You can choose between normal-, with the settings in the attributes into consideration, it has to offer
spline- and point display in the edi- editors "next level" tab. Define the extensive controls and additional
tor window which should guarantee number of branches growing out in objects. To be able to reach a real
a nice workflow even when you are the next level and their alignment to natural look, dpit offers features like
working on "heavy" plants.) the parent level. (Of course you can the Multivariance, Multidubber or
replace these path splines with the Transplant object, which offer ran-
The tree shape can be created in 3 main cinema splines or own spline domeffects to the plant or simply
different modes: Standard (creates creations). This way adds a few makes the amount of polys and your
parametric objects; Polygonmode branch levels. ram resources friends.
(creates polys -faster editor display)
and Splinemode. The subdivision Its really fun when you tweak the (Make sure that you style the main
settings can be adjusted for each splinepoints and manipulate the shaping of the plant with a small
level at any time. "next level" attributes when having number of branches and leaves and
already a 3-4 Level tree hierarchy. keep the subdivisions settings low.
For each Branchlevel, a large num- Notice that Dpit supports the use of
ber of sliders are available in the the Lattice-,Twist-, Bulge-, Shear- Of course, you can collapse your
attributes editor. These settings are ,Tape and Bend-Deformer to tweak dpit hirarchy to polys if needed.
manipulated via sliders and splines your plants. Increase the number branches and
which offer much more intuitive con- add leaves later when you are satis-
trol of the plant shape than the num- But as we all know, the forms in fied with the main tree shape).
ber fields would do. You can add or nature vary from total chaos to
delete points and adjust the control "golden cut" to perfect symmetry. Talking about all Dpit objects and
curve to fit your needs. These main As Dpit is able to take these facts their settings would fill a book. I only
have mentioned a few things about
the animation of dpit creations: The
attributes settings can be controlled
DPIT TOOLS via coffee; Dpit offers a better solu-

21
Deep Instant Tree Review
By Macling - Mark Gmehling

tion for plant collision control with


version 2 (maybe if you animate a
character crawling through a grass
plant environment), an improved
plant wind object that offers exten-
sive force deformation control.
(…only to mention a few;))

The tree in our example is build in a


Plugin Review

few minutes with the main objects


the dpit2 tree object with 4 levels, a
multivariance and a leaf object.
Even with this simple setup you can
spend hour after hour finetuning
your tree shape and check the con- where Dpit does a perfect job Samir or even your renderings.
nections between the attributes slid- never thought about. Finally, I can (http://www.3dattack.net/3dAttack/vi
ers. say dpit is definitely a highend Plant ewtopic.php?p=16443#16443)
Creator, but you have to take time
Check the image with the hierarchi- getting to know the extensive Website: http://www.dpit2.de/
cal structure of this quick example amount of features in order to use
done with the inbuild shaders that the possibilities dpit offers. Samir Kharchi just released DPIT
offers a nice pack of tree and leaf Some Dpit objects will surely find a Nature Spirit (2.5) with some new
shaders which are able create tex- way into your modeling workflow features:
tures close to reality. even if you're not creating plants.
You can download Jeso's herbarium (Moving spline points along their * Landscapist (Terrain generation Tool)
pack in the 3dattack.net Texture tangents for example, with the "tan- * Blocks Shader
pool to experiment with nice leaf gential tool", or the use of the pow- * Waverine Deformer (Highly advanced
photos: erful "dubber" - a very nice duplica- noise deformer with loopable noises)
http://download.3dattack.net/Herbari tor). * Waverine Shader (Highly advanced noise
um_Pack.zip or check the goodies Take a look to the dpit userforum shader with loopable noises)
folder. http://www.dpit2.de, check the * Several new Tree models of "real" trees
gallery, and get your free trialver- added to the TreeLibrary
As with many other extensive plug- sion.
ins, it is a popular sport to "misuse" In the forum are some interesting
the delivered objects. You can use plant threads and nice video tutori-
dpits possibilities for example as: a als which will make a quick start
lightning creator or to create lego- easier. Furthermore, check the plug-
toy geometry easily. I'm sure there ins thread "dpit 2" in the 3dattack
will some other things that come up forum, and post your questions, tips,

22
Aging Banana Tutorial
By Base80

Aging Banana Tutorial The first gradient produces dark


Advanced texture manipulation with lines on the edges of the banana,
XPresso. the second gradient makes the tips
of the banana dark and gives the
In this tutorial I'll show how you to overall color.
manipulate deep aspects of a proce- The Texture panel. (Pic03)
dural texture with XPresso.
In this particular example I'll make
an XPresso that makes the banana
age over time.

The tutorial is based on a banana


model and a texture made by Aurety
(Pic01).

(Pic05)

Then we will drag the components


we want to alter over time in the
XPresso. We want the banana to
age in several ways. We want to
change the scale of the object and
Tutorial

the deformation. Drag the banana


(Pic03) object and the Bend-Deformer from
(Pic01) the object manager into the Xpresso
The banana model is straight for- First thing we do is add an XPresso editor. Off course we want to use
ward, it is a low polygon model to the Banana Model, right-click on the User-Data so drag the Xpresso-
deformed by a bend deformer. the banana model in the object tag in the editor.
manager and chose XPresso
The texture is not as straight for- expression from the new expres- Then we want to get the separate
ward. Aurety explains how to make sions sub menu. (Pic04) channels of the texture into the edi-
procedural textures in the next tor. Click on the texture in the
issue. (Pic02) Material manager, you will see the
texture appear in the attribute man-
ager. Click on the color channel and
(Pic04) then on the fusion button. You will
see the Fusion Shader [fusion] icon
Then we have to add a slider. Click in the top of the panel. Drag the icon
on the XPresso-tag, go to the attrib- in the XPresso editor (Pic06).
utes manager and click the User-
(Pic02)
Data menu in the top, choose Add
The texture has a color channel, a User Data.... You will have to set the
bump channel and a specular chan- slider to Float, Float Slider and set it
nel with color. We will mostly work to percent.
on the color channel of the texture.
This slider will drive the aging of the
The color channel is composed of a banana. In general I try to minimize
Fusion texture. The fusion texture is the number of user-data sliders, in
a mix of yet another fusion effect this case one slider is enough
(Pic06)
and two gradient effects. (Pic05).

23
Aging Banana Tutorial
By Base80

Inside the fusion channel we click port to the Range-Mapper and the
on the yellow gradient and drag that Range-Mapper to the port you want
icon in the editor too. to alter. The only aspect that
We can drag all the channels we requires more work is the gradient.
think are useful for our project. In We want to alter every node of the
this case we want the color-channel, gradient and we will do so by mixing
the first fusion, the gradient and we color. We need a mix-node and
want to work on the bump. color constants. The mix node has
three ports, the mix factor port is
Once a Material component is in the connected from a range-mapper, the
Xpresso- editor it offers us all the two other ports are connected to
aspects of that component (Pic07). constants.
(Pic08) The constant-node has to be set to
We will use the excellent Range- color, and the color has to be cho-
Mapper node to modify the percents sen. In this case we need to alter
in useful numbers. You will have to the color of the tips of the banana
figure what you want and start play- from greenish to black and the body
ing around on the spline in the of the banana from green to yellow.
range-mapper. This is done by trial (Pic10).
and error. In this case I want the
banana to go from green to yellow
to black spots over time. But I want
Tutorial

this to happen in the beginning and


the end of the bananas life. The
middle of the life is quite stable. Of
course this is only a choice I made.
You can do this as you like. (Pic10)
(Pic07)
When all this is set in place it will
We want to alter the separate colors Here are some range-mapper look like this. (I've used the REX
of the gradients and activate all 4 splines I've made (Pic09). color result node to check on what I
color ports of the gradient. Here are As you can see they are not linear am doing, the REX-Nodes are a part
all the channels we are going to and tend to do something at the of Di-Tools. They are not necessary
use, with all the necessary ports beginning or the end of the spline. to the xpresso to function)
activated. The one on the left is the The process is quite straight forward 0% aging (Pic11)
XPresso and its User-Data, on the for most aspects of the modifica- 100% aging (Pic12)
right the texture as a whole to work tions. Just connect the User-Data
on the bump strength and the Mix
Strength of the color channel, the
blend factor of the fusion, the gradi-
ent and the models scale ports and
bend strength (Pic08).

Ok that was the easy part, we have


everything we need. Now we need
to connect the User Data to the all
ports. The relation between the per-
(Pic11)
cent slider and the modifications is
non-linear. We want the several Well this is basically it, everything is
aging aspects to come gradually in place. 1. Basic modification on
(Pic09)
and in different pace. the texture channels

24
Aging Banana Tutorial
By Base80

(Pic12)

2. The fusion blend factor and the (Pic13-14)


color-mixing to the gradient
3. Modification on scale and bend. will see, 0%, 10%, 50%, 80% and of fiddling you can make a fruit-bowl
I've chose to make the banana 100% (Pic14). The possibilities of with bananas of different ages. It will
smaller and more bent at the end of texture sub-channels in Xpresso is make your models more life like.
the aging slider. I've not explained endless. Every single aspect of the Watch the animation to see the
every single step of the process as channels can be modified. I am sure whole process (you will find it in the
it will probably be different for anoth- many questions remain after this “Goddies” folder). Check on the
er model. The XPresso finally looks tutorial and I will off course try to XPresso and all the range-mapper
like this (Pic13). And the different answer them in the forum. settings (CINEMA 4D File provided
Tutorial

stages of the banana show as fol- The Aging Banana is of course very within the Goodies Folder). 3d
lows, when you move the slide you nice in an animation, but with a bit Attack forum: www.3dattack.net

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25
3D Fluff - Volume 1
CINEMA 4D Training DVD - “Design and Visualisation” by Thomas Pasieka

3D Fluff Training for CINEMA 4D CINEMA 4D class the fee would be


much higher. Through this DVD,
Who are 3D Fluff? 3D Fluff is a Janine and Matthew bring the class-
company based in the UK founded room to the convenience of your
by Janine Pauke (see interview in desktop, and become your personal
our October issue) and Matthew CINEMA 4D coaches. Not only is
O'Neill. Janine spent several years the training convenient and afford-
working for MAXON's support and able, but the DVD contains nearly 4
art department in Germany and in hours of "first class" video training
the UK. Janine started working as a along with CINEMA 4D scene files
freelancer in 2003. and near CD quality audio.
your vase step by step. Even those
Matthew O'Neill worked for MAXON The DVD is titled "DESIGN & VISU- who are not advanced users in CIN-
UK's support department and also ALISATION" and is divided in two EMA 4D will be able to follow along
left in 2003 to pursue a freelance parts. Part 1 guides you through with Janine’s "spoken" instruction
artwork and teaching career. You modeling a stylish glass vase. But and explanations.
can find more on Janine and that's not all - you are also instruct-
Matthew at http://www.3dfluff.com ed on how to add the finishing In Part 2 of the DVD Matthew will
touches to your 3D image in Adobe lead you through some more model-
Let's have a look at Volume 1 of 3D Photoshop. ing. To be precise, you will model,
Fluff's Training for CINEMA 4D texture, and animate a bike wheel
DVD Review

DVD, "Design and Visualisation". There are also extra files for study by using XPresso and Sketch &
The price of £49 may seem a little purposes. It's an easy to follow, well Toon. You will also find all of the
steep, but really it's a steal for what versed tutorial that explains every- scene files along with a "Goodies"
you get. If you were to pay for a thing you need to know to create folder that contains some gifts for
ADVERTISEMENT

26
3D Fluff - Volume 1
CINEMA 4D Training DVD - “Design and Visualisation” by Thomas Pasieka

the user. 3D Fluff has aimed this


DVD at intermediate and advanced
users. I would go a little further and
say this DVD is for everyone. It's
for those who want to learn and
study the new functions of CINEMA
4D Release 9, and for those who
are fairly new but willing to learn
more. If you take your time and are
willing to learn, this DVD is a wise
DVD Review

investment and worth every cent. If


you know the basics of CINEMA 4D
and desire more, this DVD is for you. 3D Fluff's excellent video material is • Basic XPresso for advanced ani-
easy to follow and presented in a mation
Volume 1 - "Design and Visualisation" pleasant and professional manner. • Post processing in Photoshop
is a hybrid DVD which means you This is, no doubt, a great product. • Scene optimization
will be able to view the content on a You get more than something for
Macintosh Computer or Windows your money! We will give this DVD - “Design and
based machine. The video quality The tutorials are well written and Visualisation” a full “Hit” Rating of 5
(1024x768 - 25fps) is excellent, as narrated, and the topics are well out of 5. It’s worth every penny and
is the near CD audio quality. To fol- chosen. After studying the video learning can be fun listening to
tutorials you will feel like, YEAH! I those who know what they are talk-
can do that! Volume 1, "Design and ing about
Visualisation", is the first, and surely
not the last, Training for CINEMA 4D For more Information go to
DVD that "3D Attack, The CINEMA www.3dfluff.com and order your copy.
3D Magazine" will review by 3D Happy learning!
Fluff. Order your copy today at:
http://www.3dfluff.com Price: £49
Pros: It’s all good
List of content: Cons: Can’t find any

low all the tutorials and make the • Modeling (incl. new modeling
most of "Design and Visualisation" tools in Release 9)
you will need some extra modules • Materials and Rendering (incl.
like Advanced Render and Sketch & HDRI, antistrophic highlights,
Toon. R9 is recommended and realistic glass and water)
should be used with the scene files • Sketch and Toon for technical
provided by 3D Fluff. In conclusion, visualization

27
Thinking Particles
By Kiwi

You may recall my last tutorial lowest polygon object that you can Time for some XPresso and
was a Thinking Particles tutorial make that has some height. Create Thinking Particles!!.
using the PBlurp node to create a a Pyramid object and reduce its size
very cool little animation with very to 5m in 3 axes. You can experi- Hopefully you are familiar with
little work. This month's tutorial is ment later with this size to alter how XPresso. If not I suggest you check
another Thinking Particles tutorial, your blobs look. Make the pyramid out some of my simple XPresso
again fairly simple, but a wee bit object editable and hide it in the video tutorials over at C4D Cafe. I
more complex that shows another viewport and the renderer. assume that you know how to cre-
method of morphing between 2 dis- ate nodes and link up ports.
similar objects. You only need 2 more objects. The
first is a metaball object. Change First thing we need to do is create
Requirements: Thinking Particles the render subdivision to 20 and an XPresso expression. On the
Module and a reasonably powerful leave the editor subdivision at 40. cube or the sphere create an
computer. We're going to be using Enable Exponential falloff and leave XPresso expression by right clicking
metaball particles to simulate a thick the hill value at 100%. These are and selecting it from the list of
liquid and it will really push your settings that you can play around expressions. I think the easiest way
computer!! Alternatively you can with as well. Lastly, create a to show you what to do is give this
use Pyrocluster textures on the par- Thinking Particles Particle Geometry screen shot and go through each
ticles which will reduce the load and object from the plugin menu under node and list the settings required
speed up render times. Thinking Particles and make it a and give a few explanations as to
child object of the Metaball object. what they do. So create the follow-
We only need a few objects in our For the time being, disable the the ing nodes and hook them all up.
Tutorial

scene. The magic is achieved in the Metaball object.


XPresso editor window. So start a
new scene and create a Cube and The Particle Geometry object needs
make 1000m (or units depending on to be told what particle groups it will
what your default unit is) in all 3 use so from the plugin menu again,
axes. Increase the segment to 50 in display the Thinking Particles set-
3 axes. Make it editable and posi- tings dialog box. Drag and drop the
tion it at 500 in the Y axis. We're word all into the Particle Object box
going to be using the surface of the in the parameters.
cube as a reference object for a
whole lot of metaball blobs. You can also go into the project set-
tings and increase the duration to Working our way from left to right
There will then travel through space end at frame 149. This makes our and top to bottom. Unless I mention
and assemble themselves in a animation 5 seconds long at 30 it, other settings should remain at
rough looking sphere. Next create frames per second. their defaults.
the sphere with a radius of 500m
and 100 segments and position it at Your Object Manager will now look Time node (XPresso)
500 in the Y axis and 2000 in the X like this: Frame output port
axis. For both the cube and sphere
the other positions are at 0. Compare node (XPresso)
Increase the segments to 100 and Data type Integer, Function >=
make editable. Make both of these (Greater than and equal to)
objects invisible to the renderer by Input 1 enter 0
clicking on the little spot until
changes to red. We need a very All that's happening here is the Time
small particle geometry object and a node is outputting what frame the
pyramid object seems to work quite animation is currently at. The com-
well as essentially a pyramid is the pare node compares this with the

28
Thinking Particles
By Kiwi

input of 0. If the frame number is 1 you will probably get it displaying Bool (XPresso)
or higher the output is 0. If the ani- "None" for the port names. To fix This takes the output from both
mation is at frame 0 then the output this, right click and select the "Ports compare nodes and checks to see
is 1 which if you're familiar with / Show Names" command. You whether the frame position is within
Booleans equates to true. To test need to drag and drop the Cube 15 and 119. If it is the output is 1
this I've added a Result node object from the Object Manager into which as mention equates to True.
(XPresso) This isn't required for our Object box in the parameters. This is used to enable the PPostion
animation to work but I find it helps Follow node. At frames outside this
a lot when testing and building your This node essentially emits particles range it disables this node.
XPresso code. from an object surface. Check out
the manual on this which is where Again I've hooked this up to a
PBorn (Thinking Particles) this tutorial was inspired from with Result (XPresso) node and change
Create an On port, change Birth the little example there. it's data type to Bool just to check
type to shot. Change life to 150 that the compare nodes are behav-
(This needs to be 1 frame higher PSetData (Thinking Particles) ing as I want them. Just move the
than the duration of the animation, Add Position, Size ports to the frames slider along to check this
otherwise the particles will disap- default Particle port. out. Sometimes it helps to have the
pear. Change Shot to 1000 (This This node sets the data for the parti- "Calculate / Animation Refresh"
increases the number of particles so cles. The size node takes the value option enabled from the XPresso
you may want to experiment with from the Constant node to set the menu.
this value) particle size. yet another way.
PPass (Thinking Particles)
Tutorial

What's happening here is we get 1 Content (XPresso) Drag and drop the "All" particle
frame of particles generated. Any Enter a value of 50. As usual this group into the Group box in the
more than 1 frame we get far to can be experiment with (as I had to parameters. This isn't entirely nec-
many. Alternatively we can reduce do) essary since we only have one
the Shot count and increase the On group of particles but it's good prac-
time for the particles. That completes the top half of the tice to do this. This node passes a
XPresso code. Nothing will happen group of particles from node to
PShape (Thinking Particles) yet if press the play button however another.
You need to drag and drop the pyra- you should see the particles assem-
mid Particle object from the Object bled in the shape of the cube. In this animation we're moving the
Manager into the box with this node particles from the surface of the
selected. This assigns the particle cube on to the surface of sphere.
some shape. Part 2 (For a nice rendered still image you
may want to make the sphere visible
Set the Bounding Radius to 200. Time (XPresso) and give it a wild looking texture)
The Bounding Radius is a scaling Same as before. In fact you don't
factor for the particle. If you want need this node. You could just run a PSurfacePostion (Thinking
some fun and quicker render times, wire from the top node. However Particles)
disable the metaball object and having another one keeps things Same as the one above but in this
change this setting to something like much tidier. one drag in the Sphere from the
10 or if you've got the time, increase Object Manager into the Object box
the particle count. This could worth Compare (XPresso) x 2 in the Parameters as this is the tar-
experimenting with using a cube as In the top one Data type Integer, get object. By the way the objects
the particle. Function >= (Greater than and equal can be anything. People or text.
to) Input 1 enter 15 Get creative!! Here's another image,
PSurfacePostion (Thinking In the bottom one Data type Integer, this time using a plane emitting par-
Particles) Function <= (Less than and equal ticles to form into text. I'll include
This is an interesting node in that to) Input 1 enter 119 this scene file in the zip as well.

29
Thinking Particles
By Kiwi

PPosition Follow (Thinking Shader looked very cool. An alter-


Particles) native to the metaballs is to apply a
Pyrocluster texture to Particle
Geometry object.

I leave it to you to add in the lights.


For a cool still effect, add a volume
light inside the sphere at frame 130
or so. Here's what I came up with.
Render subdivision 10. Render time
14.23 on Athlon 2600.

Here's the finished scene file to


Change the type to Spring and download if you need it.
Spring Speed to 8%. The alterna-
tive is Constant Speed which stops
the wobble effect. Suggest you try
both.

For constant speed you will probably


need to increase the speed to http://c4dcafe.christiandesigns.org/tu
something like 1100 for the particles torials/3DAttOct2004.avi
Tutorial

to be formed on the sphere by


frame 149. Both divx and around 350kb

Phew that's it. Finished. Disable Happy animating and if you're into
the Metaball object and press the http://c4dcafe.christiandesigns.org/tu animating drop by my web site
Play button. Your particles should torials/October.zip www.3dcafe.com and check out the
be on the surface of an invisible You will also find the tutorial in our video tutorials by myself and
Cube. They stay there for half a “Goodies” folder. 3DCrew my 3D buddy.
second second then move and
reassemble on the surface of an And here's links to final animations:
invisible sphere. All you need to do
is apply a texture to the Metaball http://c4dcafe.christiandesigns.org/tu
object and I found the SLA Cheen torials/3DAttOct2004Text.avi

30
Lights and Special Effects
By Rui Batista

Here we are again, now on the


third chapter of the lights article. In
the previous issues I "walked" you
through a guided tour of the main
light and shadow parameters. To
prevent this chapter from becoming
a revised, more in-depth version of
the manual, I decided to present it in
a completely different way. I will
present "real-world" situations or
simply specific effects and I will
[Pic03]
explain how they were achieved
using, as a support, the light param- [Pic01]
eters that were used.
default value (25) is good enough
Let us start with the volumetric for a nice balance between render
lights. Their visual results are usual- speed and acceptable image quality.
ly stunning but many users avoid But the quality may not be enough
using them because of the usual for some images so, a smaller
prohibitive render times associated Sample Distance must be set. The
with them. But, even if they do add problem with this is that the render
some extra time to the render, there times can sky-rocket.
Tutorial

are ways to reduce their overhead


[Pic04]
without compromising quality. The The trick is to use the largest possi-
"secret" behind the speed/quality ble number without getting artifacts. minate very brightly its surround-
attributes of volumetric lights is the Some trial and error are required but ings. Now we have a weird sound-
Sample Distance parameter in the it is well worth it. [02] [03] [04] ing parameter: Dust. What does
Visibility tab. First, let’s understand What about that parameter below Dust have to do with lights? Maybe
how the volumetric lights work and MAXON could have come up with a
what the Sample Distance parame- better name for it (darkness, for
ter has to do with it all. For every instance) but what Dust does is to
volumetric light in a scene, CINEMA darken the light visibility.
4D takes samples along the way the
light rays travel to determine if But, instead of simply reducing the
something is hit. Then, it interpo- brightness, it literally introduces
lates between the values that were "solid" darkness into the light. The
sampled to create the light volume. best use for this is to create smoke
and fire. Actually, lights are the best
The Sample Distance determines option to create smoke and fire
the distance between the sampled [Pic02] (without resorting to additional mod-
points. [01] But why are samples the Sample Distance? Brightness? ules or plug-ins) since lights are not
taken at uniform distances? Again? Didn't we have a Brightness solid geometry, just like smoke and
Samples are taken because, if each slider in the General tab and anoth- fire aren't. On the file I provide, I
and every point along the light path er in the Details Tab? Yes, but this simply animated a few parameters
were read, the render would take one is meant to control the visible of a single omni light: the color of
almost forever because millions or light brightness. It good to have sep- the light - as if goes from yellow to
even thousands of millions of points arate control on how bright a light red (fire) and then to dark grey
would be involved. This way, just a shines and how bright is its visible (smoke), the size of the inner and
few hundreds or, at most, thousands glow. For example, a light saber is outer visible light - as the flames
of points need to be read. The visibly very bright but it doesn't illu- grow into large puffs of smoke, the

31
Lights and Special Effects
By Rui Batista

Dust parameter - as it goes from full Then it was a simple matter of plac-
"solid" fire to hazy smoke, and the ing the two lights inside an emitter,
Noise Scale - as it goes from add a few particle modifiers (Wind,
detailed flames to sparse smoke. Rotation and Turbulence) and adjust
[05] the whole set until a convincing
flame and smoke effect was
achieved. You can check and dis-
sect the file named
fire_and_smoke.c4d to see how it
was done.
Using similar techniques, but without
[Pic08]
requiring any animation of light
parameters the file printing the images, because too
traveling_through_fog.c4d shows subtle gradients may be hard to
how to make an object travel reproduce at some resolutions.
through a foggy environment. [06] On the second picture, the Dithering
[Pic05] parameter was set at 50% so, some
dithering - mixing of similar colors -
Since a single light would give me a is added to the calculated light color.
very dull smoke with a single color This disrupts any banding effect,
(grey), I duplicated the light and sim- even when printing the images.
ply changed the final smoke color to
Tutorial

black. This way I could get a richer As seen on the histogram, the
and heavier smoke. Of course, image with dithering has some more
many parameters - that don't need color information than the one with-
to be animated - were set for the out dithering.
light to behave the way it does. The
[Pic06]
Noise parameter was turned to On the example showed, only one
Visibility on, so that we could see In this group of parameters, only the visible light source was used but
some "texture" on the light. Dithering parameter is missing. But banding can become even more
the best way to understand it is to pronounced with overlapping visible
The No Light Radiation parameter watch a sample picture. [07] [08] On lights. In such cases, dithering is
was also turned on because many the first picture, the Dithering param- required because there is no other
instances (particles) of the light way to prevent such banding.
would be generated. This way the
scene will not become over-illumi- The Additive option is only there to
nated and the render can finish dur- maintain compatibility with previous
ing our life time. The problem with versions of Cinema4D. Luckily it is
this is that the flame itself will not off by default because adding lights
produce any illumination but for that colors results in a milky, non-natural
we can simply add an independent result, but can be used for very nice
light to the center of the "flames" plasma effects.
and control it much easier by itself. The Adapt Brightness option should
The Noise Brightness was lowered be kept on as much as possible
and the Contrast was increased so [Pic07] because, since Cinema4D's output
that more detail could be seen on eter was kept at 0%, turning it off. is not a High-Dynamic Range output
the flames and smoke. Also, the So, the calculated color of the light (HDR), the over-exposed areas -
Local parameter was turned off so is simply added to the colors of the and under-exposed areas too - will
that each puff would "travel" along a picture beneath it. This can lead to simply become clipped, throwing
global texture. banding effects, especially when away any image information on that

32
Lights and Special Effects
By Rui Batista

areas. So, having the Adapt


Brightness option on, the brightness
of the light is reduced enough to
assure that an even, well-balanced,
output is achieved. But, this may
prevent the creation of intentional
"brighter than the sun" lights. So, if,
no matter how bright you set your
visible lights, you get a soft result,
turn off this option. Please keep in
mind that this option only works for
spot visible lights and is specially
effective if Additive is set to on.

This is it for now. On the next month


I will finish the lights articles with
some final characteristics of lights
and a whole set of hints, tips and
advices about lighting.

Until then, have fun with lights and


keep on attacking!
Tutorial

33
Interview with Carles Piles
By Tavy Ann

you. I was born in 1969 in a small ning under MS-Dos called 3DStudio.
city close to Valencia, on the He asked me, "You never heard
Mediterranean coast of Spain and about 3D?" I really hadn't, but at this
I'm married with two small children. moment I was so impressed by the
My work in Spain has been as 2D a results (just a simple piece of furni-
graphic designer and musician for ture) that I decided that I should
many years and currently I'm work- learn that "extrange technique" so a
Carles Piles ing and living in Milan (Italy) as a 3D few hours later I was doing my first
3D Artist artist. tests on my PC 486 DX50 MHz with
http://www.carlespiles.com
4 MB of ram (bad times for 3D pro-
Tavy: Carles, thank you so much for Tavy: Can you give us a little history grams by the way).
taking time to share with 3D Attack about your beginnings with 3D?
and our readers. This is truly an When did you start working with it, Because I felt more comfortable
honor. Let's start with the most etc? under Macintosh, in the following
expected interview question of all. years I tried a new program under
Could you please give our readers a Carles: It was about 10 years ago, the Apple platform (Strata Studio
little personal look at you? Where although not working really, just Pro) in my workplace, later again at
were you born, currently living, your playing and testing different soft- home with 3D studio MAX v1 and
age, etc? ware for about 5-6 years. A friend of v2, and all the different demos I
mine showed me a "drawing" he did could get in those days. Finally I
Carles: Hello Tavy, It's a pleasure using a technique unknown for me tried Lightwave, which I could use at
Interview

for me to share a few words with (3D) using an "extrange tool" run- home and in the workplace, PC and

34
Interview with Carles Piles
By Tavy Ann

Mac respectively. When I started to raytracing and I couldn't believe that Tavy: Most artists have sources of
create something that looked like a C4D was rendering the scene so inspiration or other artists they
scene instead stupid tests and I fast. I thought to myself, "Is this admire. What or who are yours?
found the ideal program, (CINEMA some kind of trick?"
4D demo from a magazine) it Carles: I like most classic art,
changed my point of view about 3D Immediately I imported the scene I especially the realistic paintings.
programs. created in Lightwave. A few days I really enjoy looking at paintings by
later, using some reflection and Vermeer, Velázquez, Caravaccio,
I tried to install the demo and found glass refraction and when I pressed and also different styles like Dalí or
that the program ran directly from render I realized that this demo Norman Rockwell...(and so many
CD-Rom with no installation, with scene I tried was not a trick. The others), but obviously also some 3D
unbeatable speed and so excellent rendering speed was true. At the artists are a big motivation for me,
stability... (Could it be better?) I moment I am using CINEMA 4D and so artwork from people like Jeremy
remember clearly when I opened a I know that it will be my best friend A. Engleman, Eric Hanson, Raphael
demo scene with intensive use of for long time. Lacoste, Meats Meier... (And so
many others), but in general I like
the images that are not only realis-
tic, but it also important for me to
feel the atmosphere and message in
them.
Interview

Tavy: Can you give our readers an


idea on how you start a new
project? What are the steps you
take is starting a new artistic image?

Carles: My personal work usually


starts as just a test of something
(usually lighting tests) so I don't use
sketches, just ideas.
First I create the model for the main
subject in the scene and I put primi-
tives with similar shape to the other
elements. In this way I can check to
see that the lighting and composi-
tion are close enough to the idea I
have in mind.

All those primitives are replaced


later for high resolution models.
Sometimes the idea inspires me to
do the test, and sometimes the test
inspires me the idea so... there are
not any rules. The main "ingredient"
I always miss is the most essential
one, TIME.

Tavy: How would you describe your


style? What do you prefer to
design?

35
Interview with Carles Piles
By Tavy Ann

there, so the viewer himself can scale), and at same time it is a safe
complete my image in his mind. In place for them such as strategic
this way, my work is not only mine, operation center.
but also a collective creation
between my mind and the viewers Tavy: Of all your works, what is your
mind. personal favorite and why?

Tavy: Of all your works, my person- Carles: I don't know really, because
al favorite is, "Pirates Cove". What each one has its own feeling for me,
inspired you to do this piece? so my opinion can vary according to
my mood in each moment. Anyways
Carles: First at all it was just an my favorite is always the next one,
idea to create a big space. Later to this one which is not done yet, but is
put water in this big space, and in my mind waiting to be released,
even later I chose the pirates theme so my favorites at this moment are
because it's perfect for both. several, but one more thing, I
haven't the main "ingredient"...
The main feeling I had when creat- TIME.
ing this image was just a paradox
and I think this is the most interest- Tavy: Are you currently working on
Carles: It's really hard to define ing part of it. anything you can tell us about?
Interview

myself. I could say that my style is


realistic, but I want to clarify that for How can such a big space (cove Carles: Yes, but is not personal
me realism and photo-realism are and cave) be a hideaway for both of work. I'm working on a 100% 3D
different things. As realism I under- these huge things? So "The Pirates feature film which is being produced
stand that scenes look natural or Cove" is the ideal subject because it in Milan and I'll be immersed in this
just credible. is placed in the frontier between sea project for long time.
and land (maybe a remote island)
Maybe a good example is the paint- so you can "park" your boats outside The production has very talented
ing of Jan Vermeer, because in his in the cove, and people can be in people and painters such as Jon
works (usually small canvas) you the cove in hiding (like your car in Foster, Tim Bradstreet, Jean Marie
can see closely how the strokes are front of your home but on a huge Vives, Ashley Wood... and 3D
on the canvas so it can't be photo-
realistic like a photographic camera
does, but otherwise it looks perfectly
realistic because the lighting and
ambient is truly credible. On the
other hand, I see so many 3D ren-
ders that look photo-realistic (with
radiosity, and/or lens flares/glares,
and/or depth of field.. all those typi-
cal photographic effects) but empty
of any content for me.

I prefer the warm aspect that tradi-


tional lighting can achieve because
it's more picturesque. And, of
course, I try to create something
that will cause the viewer to think
about what's happening/happened

36
Interview with Carles Piles
By Tavy Ann
Interview

artists like Steven Stahlberg, Martin Tavy: CINEMA 4D is your 3D appli- Carles: Thanks for your compli-
Krol, Jonas Thornqvist, Ulf cation of choice. Why CINEMA? ment. As main advice I think each
Lundgren, Juan Siquier, Piotr Fox, artist should be patient, patience for
Josep Tomàs... and the screenplay Carles: Comfort ability, speed, sta- learning, and of course, patience for
by Roberto Malini and under the bility, quality.... (Did I miss some- working.
direction of Dario Picciau. thing?) :)
Sometimes it is possible that fast
I really love this production because, Tavy: Are you currently using other work can show good results, but in
although it's pure 3D it's not just a applications? general I think we should never
FX based film, but plenty of feeling. steal time.
It is about the life of Anne Frank, so Carles: Yes, lately I'm using several
it invites the viewer to think about applications a little bit (Z-brush, Patience about learning because we
how terrible history can be some- Maya, SoftimageXSI) because the can learn a lot just watching and
times, and how a child's mind sees film I'm working on requires special thinking about those masterpieces
all that horror with extraordinary features from other software, but you can find since man start
optimism. mostly time I'm using CINEMA 4D expressing art (not only digital) and
for modeling and BodyPaint for tex- putting all that observation in prac-
It is a film with plenty of soul, with a turing (fortunately). tice by doing tests, and patience
really beautiful message, and also about working because for me it is
the style is realistic, so it captivated Tavy: Your work is hailed as some essential to pay attention to detail
me completely. of the "Best of the Best". Many because most of the small details
young aspiring 3D artists and pro- are responsible for the good work.
I promise let you know when the fessionals look to you as a mentor,
official website will be online with one to be respected and admired. If In this way, if you don't know any
any content to show. For now just you could tell them one thing, what technique you should learn it before
that... it's about Anne Frank and it would it be? applying it to any scene (it means
will be released in 2006. tests, tests, and tests), otherwise a

37
Interview with Carles Piles
By Tavy Ann

Carles: Thanks. It is also a pleasure


for me. I hope a large life for
3DAttack and also for our lovely
tool. Best wishes,

Carles

perfect scene can loose its shine


due to putting a single bad element
on it, so try to use those kind of ele-
ments according to your possibilities
and leave the elements you can't
achieve today for when you will
learn more.

Tavy: Carles, once again, thank you


so much for sharing with 3D Attack
Interview

and our readers. We all will surely


be following your career and are
anticipating your next great work.
This was truly a pleasure.

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38
Plugin: IK TOOL KIT
Plugin Review by Crew Reynolds

From the moment you install can be mastered and many anima- automatically apply an IK expression
Cactus Dan's IK Tool Kit and crack tors do a wonderful job with the core of your choice. Using the setup
open the example IK Dog you're IK system. But me, I'm just not that tool, you can take a bone chain
hooked! Within a few minutes, I had patient. I need help, big time. Enter (thigh, shin, foot) and add easily a
that dog sitting, begging, wagging Cactus Dan...... limb IK expression. Immediately
his tail, standing on two feet, and you will be able to see the effect of
begging at the table. I didn't yet Dan has produced a set of tools that the IK expression by moving the foot
understand how to build a quad- actually make IK fun to play with. up and back, down and forward.
ruped IK dog but I could command Honestly. By adding in some intelli-
his moves with incredible precision. gent IK expressions, the movement The results are smooth, predicable,
of an arm becomes smooth and and fully configurable. You can
predicable. It no longer bends wildly move the IK solvers to different
out of place causing me to have to positions or move them closer or
figure out how to move the forearm further away from the bone to get
to coax the upper arm into the posi- the desired motion.
tion I want.
While each of the expressions pro-
If you have to keep dropping into vide a special service to an IK rig, I
FK to move your bones into place, would like to look at two of the
then IK is really just making you
Plugin Review

frustrated. With Cactus Dan's arm


setup, the movement is constrained
by the addition of goal and solver
nodes. These helpers cause the IK
arm to move within a mathematically
calculated plane. This "rotation
plane solver" makes the bone
chain's movement very stable and
predicable as the documentation
states.
expressions here to give you a more
One of the things that really in depth understanding of what this
impressed me about this package is plugin can do for you and your char-
how thorough Dan was in making it acter animation project. First, let's
fit seamlessly into the core package. look at how the toolkit handles fin-
He provides access to the toolkit gers and thumbs.
through the standard plugin menu
but also through a new set of icons After building a bone chain for a
that you can work into your custom hand, you would use the CD IK
layout. The IK expressions are tied Setup tool to add a finger expres-
neatly to the bones as if they were sion to the pointer finger. With just
part of the core. one expression, the finger is ready
to use. It already knows how to
"IK is hard!" There are a number of expressions bend like a finger, curl like a finger,
"IK is too complicated." provided to handle the most com- and spread (side-to-side motion).
"IK is so unpredictable." mon rigging tasks: Limbs, feet, fin- Motion dampening is available to
gers, thumbs, rotator joints, and a make the finger tip bone curl more
All of the above statements might special use spline IK expression. or less when the middle bone is
apply to Cinema 4D's out-of-the box The CD IK Setup wizard allows you moving. All of these motions are
IK solution. Don't get me wrong, IK to take a standard bone chain and controlled by sliders and can be key

39
Plugin: IK TOOL KIT
Plugin Review by Crew Reynolds
Plugin Review

framed individually. The thumb wanted to do was lift and wag the dence of a stable, predictable rig,
expression works like the finger tail. But what if you wanted the tail you can refocus your time and ener-
expression but also handles the to move in a snake-like manner with gy on the task of actually animating
"grip" and "twist" motions to simulate the motion of the tail base pushing a characters, what is what you wanted
the agility of the human opposable wave of motion down the chain? to do all along.To see more about
thumb. Using a spline to control this sort of this fantastic package, stop by
complex motion in a bone chain Cactus Dan's place at
Within a few minutes of completing becomes both possible and easy. http://www.cactus3d.com and check
your standard hand bone chain, you The effect is very fluid and believ- out demo version, example movies,
can have it making a fist under slid- able.The plugin package installs and additional pre-built rigs.
er control, making sign language easily and includes clear documen-
gestures, or just about anything you tation with helpful illustrations. You I can't give this plugin any less than
would need your character's hand to will find several very impressive a full 5 out of 5 for it's professional
do. (and addictive) examples that show- quality, seamless integration, docu-
The other IK expression I would like case a fully rigged biped (IK Bob) mentation, and the fluid results that
to look at is the "Spline IK" type. and a quadruped (IK Dog). it can produce. Great job Dan.
Splines are great for making nice I may become a character animator
smooth curves controlled by a few Dan also provides examples of how yet.
points. Cactus Dan's toolkit pro- to make a piston driven wheel, a
vides a way to control a long chain spline controlled tail, and several
of bones using a spline as the IK how-too examples of simple arms
target. This allows you to build a and legs to get you up and running
long dragon's tail using 20 bones if fast. These examples along with
you like. Trying to animate that with the documentation and CD IK Setup
FK would be a nightmare. Using wizard will have you rigged and run-
standard IK, it could work if all you ning in no time. Given the confi-

40
XPresso Tutorial - Dynamic Spring
By Thierry HL

Make a Dynamic Spring

You want to make a spring in a car,


and you don't want to check the
timeline all the time? XPresso will
manage it for you.

FIRST STAGE
Make a helix spline [pict-001]

[pict-006]

[pict-001]
Enter the following data in the attrib-
utes manager [pict_002] [pict-003]
Tutorial

[pict-007]

[pict-004] will go through the procedure to


SweepNurb in the right order attach the blue cube to the top of
[pict_005] the spring so that it stays fixed with-
out going through it. [pict_008]

[pict-005]

The result will look like this


[pict-002] [pict_006] Now we will put some
extra elements. Create two cubes
Make a Circle spline for the thick- that resemble these approximately [pict-008]
ness of the spring with the following [pict_007]. The blue cube will So to avoid the piercing problem
size [pict_003] become our handle for modifying above we make a Null Object on top
the spring. So when you move it up centre of the spring as seen on
Add a Sweep Nurbs [pict_004] or down the spring will follow. This is [pict_009].
Drag the Helix and the Circle in the where XPresso comes to play. We

41
XPresso Tutorial - Dynamic Spring
By Thierry HL

a "PositionY" exit port.


Now add a "Clamp-Node" [pict_015]

[pict-011]
[pict-009]
Rename it "Control".
If you want to be sure to exactly
position the Null at the top of the
spring, make a copy of the spring
[pict-015]
and convert it (C) then set the snap
settings to point, now move the null Then duplicate the blue cube and
to the top point. You can delete the add a "PositionY" entry port and
the duplicated spring once done. connect them as shown below
[pict_016]
Now create an XPresso on the con-
Tutorial

trol object, right-click in the object


manager [pict_010]

[pict-016]

You can use the "Result-Node" to


[pict-012] check on what you are doing. Set
the clamp min. and max.in the attrib-
utes manager to where the spring is
completely compressed or extend-
ed. Here is an example [pict_017]
[pict-013]

At this point we can test the xpres-


so. drag the Control- null up and
down(y) in one of the views.
[pict-010]
SECOND STAGE
Double click on the XPresso tag and
drag the control-null and the helix in Now we have to constraint the
the xpresso-editor. Add a "positionY" spring so that it doesn't stretch and
[pict-017]
exit port to the control null [pict_011] contracts to much. We will use the
Then add a "height" entry port on blue cube to constraint the control- So now we have a constrained blue
the helix [pict_012] null and the spring. Let's make a cube. And we have to connect the
Connect the two port as follows XPresso on the cube (right-click in cube to the control null.
[pict_013] the object manager) and drag the Go to the XPresso of the blue-cube.
blue cube in the XPresso editor. Add Drag the blue-cube and the control-

42
XPresso Tutorial - Dynamic Spring
By THL

null in the xpresso editor. Add a


"Math-Node" [pict_018]

[pict-021]

where ever you want in space, it will


always follow the top of the spring.
Put all objects like this in a Null
Object [pict021]

[pict-018]

The math-node will be there to off-


set the blue-cube from the spring.
See the settings bellow [pict_019].
Tutorial

[pict-021]

You will find the file in the “goodies”


folder or on the web:

http://perso.wanadoo.fr/huguet-
lelong/tuto/ressort.zip

And don’t forget to watch the Video-


Tutrial:

http://perso.wanadoo.fr/huguet-
lelong/tuto/ressort.html

THL (Thierry)

[pict-019]
Connect all the nodes as follows
[pict_020]. Now you can test and
play with spring by moving the blue-
cube in the Y direction. You can add
any model to the control-null so that
it moves along with the top of the
spring. You can place the model

43
Best of CINEMA 4D
On the following pages you will see some of the best pictures from around the
world made with CINEMA 4D. Enjoy and get inspired by the best!

Image: Blue Afterglow Artist Comments:


Artist: PatriX
Country: Germany Blue Afterglow is a drugs-saturated rendition of the meet-
Website: www.patrix3d.de ing between Alice and the Caterpillar from Lewis Carroll’s
Date created: 12-11-03 “Alice in Wonderland”.
Software: CINEMA 4D R8

3
Image: Castle Passage Artist Comments:
Artist: Peter Clevestig
Website: www.dez3d.com Image was created using 3D Total's textures volumes
Date created: May 26, 2003 1, 2 and 3 and textures by Curio (Renderosity).
Software: CINEMA 4D R8.1

3
Image: Winnie The Pooh Artist Comments:
Artist: Alberto "ThirdEye" Blasi
Country: Italy It was (and still is) a busy period in my life and I couldn't
Website: www.thirdeye.cgcommunity.com spend more than a couple of days on a project. I saw a
Date created: April 2004 Winnie The Pooh pic while I was browsing Google images
Software: CINEMA 4D R8.5 and voilà! The inspiration came.

3
Image: A Hallway Artist Comments:
Artist: Georg Niedermeier
Country: Germany Rendered with C4D XL7
Website: http://www.sadbatu.de
Date created: 06/2003
Software: CINEMA 4D XL R6.3
3
Image: Standing Out From the Crowd Artist Comments:
Artist: John Seymour - One Pixel Deep
Country: UK Primarily just a test of Cinema's DOF capabilities, but
Date created: February 2003 decided to develop it further.
Software: CINEMA 4D R8.1 | Adobe Photoshop

3
Image: Porsche 911 GT2 (993) Artist Comments:
Artist: Dennis Frick
Country: Germany
Website: http://www.dennisfrick.de
Date created: February/March 2004
Software: Cinema 4D R8.5 Studio, Photoshop

3
The 3D Attack Team
Want to contact us? Need help? Got questions? Ask us!

CEO - Writer VEO - Chief Editor JEO - Writer Co-Site Admin - Writer
Thomas Pasieka - Tank Tavy Ann Georg - Sad Lennart - Lenno
tom@3dattack.net tavy@3dattack.net sad@3dattack.net lenno@3dattack.net
3D Attack Team

Tutorial Writer - Moderator Tutorial Writer - Moderator Tutorial Writer - Moderator Tutorial Writer - Moderator
Rui “Mac” Batista Antoine Aurety Sébastien Florand “Fluffy” Mark Gmehling
rui_mac@ruimac.com aurety@lev-communication.fr sf@pixiemedia.com macling@braincorps.de

Tutorial Writer - Moderator Tutorial Writer - Moderator Tutorial Writer Tutorial/Review Writer
Jens - Jeso base80 Aaron Biscombe 3DCrew
jeso@arcor.de base80@base80.com aaron@3dattack.net 3DCrew@c4dcafe.com

Tutorial Writer Writer - Moderator


3DKiwi Nigel “RubberFish”
3DKiwi@c4dcafe.com nigel@therubberfish.com

50
Editors Notes...
Hello there Readers and Markus Wittl Friends of 3D Attack™
Attackers! www.maxon.net
Over the past few weeks, 3D Attack www.3dtotal.com
Just wanted to extend to all of our had made a decision to incorporate www.c4dcafe.com
readers a great big THANK YOU for the wonderful world of 2D art into www.cinema4duser.com
your support. Through your gener- our magazine. We were in the www.3dfluff.com
ous donations, we have been able process of making arrangements to www.spot4d.co.uk
to upgrade a few things and pur- interview an extraordinary 2D Digital www.3darena.de
chase software that was needed to artist, Markus Wittl. We regret to www.frenchcinema4d.com
keep our magazine going. YOU inform our readers that we will not www.sadbatu.de
ROCK! be able to bring you this interview, www.peXel.de
as Mr. Wittl has passed away after a www.cgchannel.com
This was our first paid issue and we long battle with a serious illness. In www.c4dnetwork.com
at 3D Attack hope you’ve enjoyed the 31 years of Mr. Wittl's life he did www.3dweave.com
the artist interviews, learned a thing many wonderful things, one of which www.black-graphics.de
or two from the great tutorials, was his art. Please visit Mr. Wittl’s www.doschdesign.com
received the information you needed web-site and join 3D Attack in cele- www.gfx-scene.de
from our reviews, were inspired by brating the Life and Art of Marcus www.3dvf.com
the great artwork in our new Best of Wittl : http:// www.wittl.de www.3d-worxx.com
CINEMA Gallery, and were able to www.c4dportal.com
put to good use the freebies in the www.vrmesh.com
“Goodies” folder. We are looking for- www.planit3d.com
ward to bringing you our December www.cartesiuscreations.com
issue. www.c4d.allplanforum.com
www.renderosity.com
“THE PRIZE FIGHT” www.designerinaction.de
www.3dyanimacion.com
Round 1(the drawing round) of The www.mostyle.tv
Prize Fight is going FANTASTIC! Be www.jakcdesign.com
sure to look in the December issue www.c4dtreff.de
for an announcement concerning www.3dkingdom.org
our three Round 1 winners of CINE- www.3d1.com.br
MA 4D R9!!! Check out The Prize www.scifi-meshes.com
Fight here: New Best in CINEMA 4D Gallery www.chinavfx.net
http://3dattack.net/3dAttack/viewfo- 3D Attack The CINEMA 4D www.insidecg.com
rum.php?f=44 Magazine is now taking submissions www.bubbles4d.com
for the new Best in CINEMA 4D www.deviantart.com
Tutorial and Article Submissions Gallery in our digital Magazine. If www.mediaworks.fr
you believe you have created an www.3dlinks.com
If you would like to submit a tutorial image in CINEMA 4D that displays www.cgchina.com
or article, or have your software or excellence in CINEMA 4D mastery www.c4dzone.com
plug-in reviewed by 3D Attack, and would like to see your work in www.c4d-pl.org
please click on the following link for our magazine, feel free to e-mail a www.cactus3d.com
instructions: 800x600 rendering of your work to
http://3dattack.net/3dAttack/view- tavy@3dattack.net. Please include
topic.php?t=1405 your name, date image was created, *3D Attack™ the CINEMA 4D Magazine and all of
and CINEMA 4D Version. If your the material wherein are copyright protected.
All submissions must be e-mailed to image meets the standards we are None of the material may be duplicated in any
Attention: Tank at looking for, you will be contacted for form with out prior written consent from
3dattack@3dattack.net further information. 3D Attack™ or the named artist.

51

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