Siggraph 2018 Rewind - David Brodeur: Creating Rocks and Terrain in C4D
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- Опубліковано 19 вер 2018
- David Brodeur (Locked and Loading) demonstrates his techniques for creating ground terrain and rocks in Cinema 4D. Through his presentation David will briefly show how this can be done in the Physical Render engine with no additional tools. After he will go more in depth using Octane Render with this technique. David will show a combination of techniques inside Cinema 4D utilizing Displacement, Clones, Displacer Deformer. You’ll also see how David uses C4D’s Sculpting tools to model rocks and scatter the rocks around a landscape.
04:09 Creating Landscapes with Displacement
09:28 Building Textures for Physical Render
15:54 Sculpting Rocks
24:32 Texturing Landscape in Octane
35:31 Cloning Rocks onto the Landscape / Octane Scatter
I wish I could like this video 100 times. This man was dropping GEMS. I absolutely love that he stressed the importance of not just giving up when the render doesn't look right. So many times we download materials, apply them and are confused as to why it doesn't look good. This can be so frustrating. It can even make you feel inept at times. But his mindset and technique on approaching these challenges really helps a lot.
Thank you!
so glad I got to learn this!
Thank you very much for David's tutorial. Many daily exercises are inspired by you, a great person.
Thank you for the kind words!
David Brodeur is a G !!
Too kind!
year later video still holds up and was very informative and helpful ! Thank you so much
Much love, thanks!
I can't thank you enough for so rich informative entertaining tutorial I just loved it from a to thanks a lot man
Fantastic tutorial, learned a lot
Excellent. Learned a ton about camera and lighting as well. thanks
Amazing. It is crazy how much camera and lights can transform your render
I loved this tutorial, it was just what i needed so badly!!! Thankyou so much
Awesome to hear, your welcome!
This was soo amazing!
Thanks!
super cool.
Great !!!!
realy smart thnx a lot david
Thank you!
What an amazing selection of topics and techniques that's been presented. Thank you so much for the very detailed tutorial on this technique. Sure you've added a ton of Macro-level details to many scenes David!
Thrilled to hear that! 100% why I created the breakdown
He did ISAM.. ! love this!
Thanks man!
fantastic, thanks!!!
Hey David... thanks for the great tutorial. Quick question for you... is it possible to apply different scales to the displacement & diffuse like you have in Octane when using Physical? I tried taking the disp texture into a layer and applying a transform but it doesnt seem to work...
Great lesson! You're a good tutor. Btw, using optimize to delete points works even in R17 maybe even as far as in R13 (which is the earliest version I've tried). I'm gonna go ahead and try to recreate what you just made now, but with Corona :D
Yes, optimize works to delete points. However in R20 it deletes them automatically for you! Nice little time saver
Locked And Loading Cool! Yeah, I should think about upgrading.
thanks...
Your welcome!
where can i get the textures he used for the materials ?
Thanks for the awesome tutorial. My displacement has cracks in it which I can't get rid of.
Short answer if you are having this issue is in your phong tag. Increase your phong angle over 90. Then you can add a bevel deformer and change to "Solid" bevel to solve lighting issues. That should fix it.
Thanks for the reply. Sadly that did not change anything.
try increasing your "mid range" in the octane displacement
That pretty much sorted it. Thanks!
I would love to see how the sand scene is set-up, I can't manage to get a result similar to what he is showing
me too
I will see if I can get some time soon and put one together
@@Brilly_Yo Would also love a sand tut Brilly!
Gives me this error when I add the rocks Octane scatter part: CUDA error 719 on device 0: unspecified launch failure
-> failed to load symbol data to the device(geometry data)
Fixed itself after a restart
Glad the restart fixed it, I was thinking you were out of VRAM for a moment. Glad it works now!
Fking amazing
Thanks! Thrilled you liked it
Counter-Strike reference on the shirt ?:)
So how to make that desert sand? Any tut on that?
I have gotten many requests. Going to have to do one
why he didn't continue it with just the physical render, why with octane?
I mentioned the reason in the presentation but it was so I could clone multiple stones on the ground and I needed Octane Scatter for that. If you have R20 you now can do this directly in C4D with the Cloner's Multi Instance and follow the same exact steps shown here!
@@Brilly_Yo oh man, thank you so much, it's a great technique, I'm going to end the tutorial and do it with r20.
Really nice tutorial on a less than common topic, but I do wish all renders were done in C4D directly, which I believe would be helpful to the most number of people..
Thanks! I agree which is why I started with the built in renderer directly in C4D to show how to do it there first.
You mean the shorter section on the Physical Renderer? That was very helpful - guess I should have said I wish you had completed the project using C4D built in materials, which is the area where you focus in Octane. Anyway, thanks for the reply.
The first 25 minutes are all about built in tools with no plugins needed. Fortunately we did all of the hard work together using built in renderer in the beginning of the presentation and the sculpting in the middle is all built in as well! You will see that the materials barely change when I apply it to the individual rocks in Octane. I used Octane pretty much just for the Octane Scatter tool. You can pretty easily follow the Octane steps about applying the ground texture to the sculpted rocks and apply those same steps to what we already built directly in C4D. It just takes a touch more thought on the viewer. If you have R20 just clone the rocks with the Multi Instance tool and you are good to go! Good luck man, if you are stuck somewhere hit me up and I'd be happy to help!
Really appreciate that = just getting to R20 (was killed by the bad installer that wiped out my \work folder - did you hear about that fiasco)? Will check out Multi Instance for sure. Thanks again.
9:12 made me giggle a bit, top left
hahaha amazing. All part of the show
why are these always recorded on a potato?
Wru daily artists ?? Now you can make perfect landscapes.. pls stop with your low poly and blurry reflections 🤣
Way too repetitive and amateur workflow. Why don't he use a vertex map/restriction tag instead of duplicating and deleting the unwanted parts? That's just fucking dumb.
I think it's because a vertex map would slow down his workflow since it's based on the number of polygons and in which scene, there's a lot