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These are the user uploaded subtitles that are being translated: 1 00:00:01,200 --> 00:00:04,233 If you want to turn off the subtitles, click on Settings-[Speech Bubble]- [On](for pc) or[Hide](for mobile) 2 00:00:05,200 --> 00:00:07,933 Hi everyone It’s our second period 3 00:00:08,067 --> 00:00:11,300 which will be about the basics of Cinema 4D and renderers 4 00:00:11,533 --> 00:00:15,633 Today we will be going over three things 5 00:00:15,833 --> 00:00:19,267 First the basic settings for Cinema 4D 6 00:00:19,467 --> 00:00:22,567 second the rendering theory 7 00:00:22,900 --> 00:00:25,200 and third the physically based rendering 8 00:00:25,400 --> 00:00:27,833 Many people don't know much 9 00:00:28,033 --> 00:00:31,167 about the physically based rendering 10 00:00:31,400 --> 00:00:35,200 and how important it is 11 00:00:35,400 --> 00:00:37,167 So to help these people out 12 00:00:37,333 --> 00:00:40,700 I will explain why physically based rendering 13 00:00:40,900 --> 00:00:44,267 is important and what it is about 14 00:00:45,167 --> 00:00:48,567 We need to know about the theory 15 00:00:48,733 --> 00:00:53,567 because it is the basic element for the Octane renderer 16 00:00:53,733 --> 00:00:56,400 which we will learn in the third period 17 00:00:56,600 --> 00:01:00,133 I tried making it interesting and I hope it is 18 00:01:00,400 --> 00:01:03,067 Before we get into the theories 19 00:01:03,233 --> 00:01:06,300 I will run Cinema 4D first 20 00:01:06,533 --> 00:01:09,267 and explain the interface and the workflow pipelines 21 00:01:09,600 --> 00:01:12,300 that I mainly use 22 00:01:12,533 --> 00:01:15,967 These things are not so easy to follow 23 00:01:16,233 --> 00:01:20,967 especially for beginners 24 00:01:21,200 --> 00:01:23,400 So you might not understand 25 00:01:23,567 --> 00:01:26,767 these tips that I give about the pipelines 26 00:01:27,000 --> 00:01:29,067 But don’t worry just follow through 27 00:01:29,367 --> 00:01:32,133 and as we continue our lectures 28 00:01:32,433 --> 00:01:34,900 you will begin to understand 29 00:01:35,067 --> 00:01:37,100 Let’s run Cinema 4D 30 00:01:37,400 --> 00:01:41,267 and I’ll explain the interface, object, and renders 31 00:01:44,333 --> 00:01:49,467 So, this is what you see when you run Cinema 4D 32 00:01:49,700 --> 00:01:52,200 Some of you may be familiar with this 33 00:01:52,400 --> 00:01:55,600 but for those who are new, I will briefly explain 34 00:01:56,067 --> 00:01:59,633 The initial screen of the Cinema 4D 35 00:01:59,933 --> 00:02:02,567 is actually much more familiar than other softwares 36 00:02:02,867 --> 00:02:05,967 If this was 3D max 37 00:02:06,200 --> 00:02:08,067 it would have a lot of texts 38 00:02:08,267 --> 00:02:10,800 But this screen has many icons 39 00:02:11,000 --> 00:02:12,500 and they can be distinguished by colors 40 00:02:12,700 --> 00:02:15,333 So it’s much more familiar 41 00:02:15,533 --> 00:02:18,967 And with the updates, the graphics improved 42 00:02:19,200 --> 00:02:22,667 and the icons became more explicit 43 00:02:22,867 --> 00:02:25,367 These colors all have meanings 44 00:02:25,567 --> 00:02:29,067 and they are grouped too 45 00:02:29,300 --> 00:02:31,633 Like I’ve mentioned before 46 00:02:31,833 --> 00:02:34,433 I'm using the s22 version of the Cinema 4D 47 00:02:34,700 --> 00:02:39,100 I think I've told you that it was r22 48 00:02:39,267 --> 00:02:41,533 But it's s, s22 49 00:02:41,733 --> 00:02:44,067 That's the version I'm using 50 00:02:44,433 --> 00:02:47,067 If you have s20 or s21 versions, don't worry 51 00:02:47,267 --> 00:02:51,067 It's good enough for this course 52 00:02:51,233 --> 00:02:53,967 But I’ll be using the latest version 53 00:02:54,333 --> 00:02:57,633 I hope no one is using the outdated version 54 00:02:57,867 --> 00:03:00,767 The r16 version has different names 55 00:03:00,967 --> 00:03:03,300 and icons, with different locations 56 00:03:03,500 --> 00:03:05,467 Anyway, I’ll be using the latest version 57 00:03:05,800 --> 00:03:08,067 because most users are using this 58 00:03:08,267 --> 00:03:10,400 The first thing that I do 59 00:03:10,600 --> 00:03:12,900 is to add something 60 00:03:13,100 --> 00:03:14,667 I’ll add a cube with this blue icon 61 00:03:15,067 --> 00:03:17,867 You can see three changes 62 00:03:18,233 --> 00:03:20,533 here, here, and here 63 00:03:20,933 --> 00:03:23,467 This is the viewport window 64 00:03:23,633 --> 00:03:26,200 where the world that we create 65 00:03:26,433 --> 00:03:29,100 is shown to us and at the same time 66 00:03:29,333 --> 00:03:31,667 a list is generated in this window 67 00:03:31,867 --> 00:03:35,400 Let's add something else Click and hold this icon 68 00:03:35,600 --> 00:03:38,800 Do you see this small arrow in the corner? 69 00:03:38,967 --> 00:03:42,233 It means that there is a hidden menu 70 00:03:42,433 --> 00:03:44,433 that expands when you click and hold 71 00:03:44,700 --> 00:03:47,133 Let’s add a sphere 72 00:03:47,300 --> 00:03:48,533 There’s no change in the viewport 73 00:03:48,733 --> 00:03:50,400 because it's hidden inside the cube 74 00:03:50,633 --> 00:03:53,000 Let’s move this cube away 75 00:03:53,167 --> 00:03:55,633 Click this arrow and move the cube 76 00:03:55,867 --> 00:03:58,733 And you can see the sphere now 77 00:03:58,933 --> 00:04:02,600 So now you can see the sphere 78 00:04:02,900 --> 00:04:04,933 and the cube 79 00:04:05,100 --> 00:04:07,233 You can switch this Attribute window 80 00:04:07,533 --> 00:04:10,600 by clicking on each shape 81 00:04:10,933 --> 00:04:14,567 In this Attribute window 82 00:04:14,967 --> 00:04:18,200 you can change the settings of each object 83 00:04:18,433 --> 00:04:20,900 You can select both objects 84 00:04:21,033 --> 00:04:23,833 and move them together 85 00:04:24,033 --> 00:04:26,367 But there is a way to combine them 86 00:04:26,567 --> 00:04:29,700 Press Alt + G on the keyboard 87 00:04:29,900 --> 00:04:32,900 and you can group the objects together 88 00:04:33,067 --> 00:04:35,500 Or let’s click and hold 89 00:04:35,700 --> 00:04:40,100 on the cube icon again and create a Null object 90 00:04:40,267 --> 00:04:42,733 Then you can add the two objects 91 00:04:42,967 --> 00:04:45,700 in the null object, and group them 92 00:04:45,933 --> 00:04:49,667 You can change the properties 93 00:04:49,867 --> 00:04:53,900 of the sphere in the attribute window 94 00:04:54,067 --> 00:04:59,133 This Attribute window makes it easy 95 00:04:59,300 --> 00:05:02,467 for you to changes the values 96 00:05:02,633 --> 00:05:04,300 of the properties of the objects 97 00:05:04,533 --> 00:05:08,300 But it has it's limits 98 00:05:08,567 --> 00:05:11,867 In this mode, I can't change 99 00:05:11,933 --> 00:05:13,833 or modify each side of the object 100 00:05:14,000 --> 00:05:16,400 In order to do that 101 00:05:16,533 --> 00:05:19,567 you need to click on this icon 102 00:05:19,767 --> 00:05:21,933 that says Make Editable 103 00:05:22,233 --> 00:05:24,967 You can see a tag added here 104 00:05:25,167 --> 00:05:28,467 It’s a UV tab 105 00:05:28,633 --> 00:05:31,033 Then select the polygon mode 106 00:05:31,300 --> 00:05:34,633 and you can change the direction and position of the sides 107 00:05:34,933 --> 00:05:37,167 or you can select the spline mode 108 00:05:37,400 --> 00:05:39,567 and modify the splines 109 00:05:39,767 --> 00:05:42,733 This command can't be undone once you've made the object Editable 110 00:05:43,000 --> 00:05:45,133 you can’t take it back 111 00:05:45,400 --> 00:05:47,800 Ctrl + Z will still work 112 00:05:47,967 --> 00:05:51,400 but you can't change the size of the object later 113 00:05:51,767 --> 00:05:53,767 So it's the best to find 114 00:05:54,033 --> 00:05:57,267 the optimal settings 115 00:05:57,500 --> 00:05:59,900 before going into Make Editable 116 00:06:00,067 --> 00:06:03,533 Let’s add some colors here 117 00:06:03,767 --> 00:06:06,033 This here below is the Material window 118 00:06:06,167 --> 00:06:08,033 There's nothing here for the moment 119 00:06:08,200 --> 00:06:11,633 Click Create then New Default Material 120 00:06:11,800 --> 00:06:13,267 to add a Material 121 00:06:13,367 --> 00:06:16,167 Or you can just double click here 122 00:06:16,467 --> 00:06:19,067 Double click and double click again 123 00:06:19,400 --> 00:06:23,200 Delete them all then double click 124 00:06:23,433 --> 00:06:26,200 I’ll add this Material to this sphere 125 00:06:26,533 --> 00:06:29,000 Just drag and drop it here 126 00:06:29,200 --> 00:06:31,333 Let’s try changing the color 127 00:06:31,500 --> 00:06:34,133 Double click on the Material 128 00:06:34,433 --> 00:06:38,033 This is the Material Editor 129 00:06:38,200 --> 00:06:40,367 and you can change the color 130 00:06:40,700 --> 00:06:45,200 I want to make this one blue 131 00:06:45,400 --> 00:06:47,967 You can double click and add a new material 132 00:06:48,133 --> 00:06:51,767 or you can copy this one 133 00:06:52,033 --> 00:06:55,167 Hold Ctrl and drag this 134 00:06:55,400 --> 00:06:56,900 and you can see that a new Material has been added 135 00:06:57,133 --> 00:07:00,833 Drag that and add it here 136 00:07:01,033 --> 00:07:04,033 Double click on the material 137 00:07:04,300 --> 00:07:08,200 and you can change its color too 138 00:07:08,467 --> 00:07:12,433 Here, you can see that adding the material 139 00:07:12,800 --> 00:07:16,900 has created a new tag 140 00:07:17,067 --> 00:07:19,700 These tags are added 141 00:07:19,967 --> 00:07:22,867 when you have additional settings for the object 142 00:07:23,100 --> 00:07:25,900 It's one of the greatest things about Cinema 4D 143 00:07:26,133 --> 00:07:28,900 that the other 3D tools don't have 144 00:07:29,100 --> 00:07:31,967 The basic tag is called as Phong tag 145 00:07:32,233 --> 00:07:36,467 This sphere is angular on the sides 146 00:07:36,667 --> 00:07:38,733 but it looks very smooth and round 147 00:07:38,933 --> 00:07:41,533 from the front 148 00:07:41,767 --> 00:07:43,800 Thats what Phong does 149 00:07:44,000 --> 00:07:46,433 It makes the angles smooth 150 00:07:46,633 --> 00:07:50,100 If I remove the Phong... Oh sorry, I selected the cube 151 00:07:50,300 --> 00:07:54,267 I’ll select the sphere 152 00:07:54,933 --> 00:07:58,433 Can you see how it changes 153 00:07:58,667 --> 00:08:01,533 as I move the Phong tag? 154 00:08:01,800 --> 00:08:05,467 Without it these objects have angles under this value 155 00:08:05,700 --> 00:08:08,867 will be shown as they are 156 00:08:09,067 --> 00:08:13,167 but the Phong tag makes it smooth 157 00:08:13,367 --> 00:08:15,633 I added one Material tag 158 00:08:15,833 --> 00:08:18,733 but you can add multiple Material tags 159 00:08:18,933 --> 00:08:20,967 Let’s try changing the color 160 00:08:21,233 --> 00:08:24,600 and make the Sphere blue 161 00:08:24,900 --> 00:08:27,700 You can drag the blue to the object 162 00:08:27,900 --> 00:08:30,400 Or you can drag it here 163 00:08:30,633 --> 00:08:33,367 The existing tag is still there 164 00:08:33,700 --> 00:08:37,667 and a new tag is added 165 00:08:37,867 --> 00:08:41,367 The tag on the right appears on the top layer 166 00:08:41,567 --> 00:08:43,767 You can change the order of the tags 167 00:08:43,933 --> 00:08:46,800 And it's red again The Material tags 168 00:08:47,033 --> 00:08:50,367 can be overlapped when there's something here 169 00:08:50,567 --> 00:08:52,433 in the Selection tag But in this case 170 00:08:52,767 --> 00:08:55,300 they are separate and the one on the right 171 00:08:55,633 --> 00:08:58,867 appears prior to the left one 172 00:08:59,100 --> 00:09:01,700 Let’s click side and the sphere 173 00:09:01,967 --> 00:09:04,733 Select some sides and make them red 174 00:09:04,933 --> 00:09:08,233 Don't drop the material here 175 00:09:08,433 --> 00:09:12,533 Just drop it on the polygons that you selected 176 00:09:12,733 --> 00:09:16,200 and you can change their color You can see 177 00:09:16,533 --> 00:09:19,933 that another tag has been added Click on it 178 00:09:20,133 --> 00:09:23,100 and you can select the polygons 179 00:09:23,433 --> 00:09:27,900 that you just chose to change 180 00:09:28,100 --> 00:09:32,033 If you click on this Material 181 00:09:32,200 --> 00:09:34,900 you can see that in the Selection this tag is added 182 00:09:35,200 --> 00:09:37,700 Let’s make a new tag 183 00:09:37,933 --> 00:09:41,367 I’ll select these four 184 00:09:42,967 --> 00:09:50,000 Click Select on top and Set Selection 185 00:09:50,167 --> 00:09:52,467 And now there is a new Selection tag 186 00:09:52,633 --> 00:09:57,700 I’ll add this Material again 187 00:09:59,767 --> 00:10:02,500 It's applied to the whole object 188 00:10:02,733 --> 00:10:04,833 But drag the new Selection tag and drop it here in Selection 189 00:10:05,167 --> 00:10:10,433 Then it's applied only to the newly selected polygons 190 00:10:10,567 --> 00:10:14,900 In Cinema 4D, you can add 191 00:10:15,233 --> 00:10:17,467 the properties of the object 192 00:10:17,633 --> 00:10:23,200 to the tags Now I’ll explain 193 00:10:23,400 --> 00:10:26,533 relative paths and absolute paths 194 00:10:26,800 --> 00:10:29,433 Many people don't know this 195 00:10:29,600 --> 00:10:31,900 but it's very important in team projects 196 00:10:32,033 --> 00:10:34,633 If you don’t know this 197 00:10:34,833 --> 00:10:37,400 and work with absolute path 198 00:10:37,567 --> 00:10:40,500 the file will open normally in your PC 199 00:10:40,633 --> 00:10:42,433 but it may not in someone else's 200 00:10:42,567 --> 00:10:45,400 That’s because the path is set 201 00:10:45,567 --> 00:10:48,400 to the path on your PC. To prevent that 202 00:10:48,567 --> 00:10:53,967 we need to use relative path Let's try saving 203 00:10:54,167 --> 00:10:58,433 this great exercise on my PC 204 00:10:58,567 --> 00:11:02,567 Click file on the top 205 00:11:02,967 --> 00:11:05,267 and Save Project As Honestly, this is too much work for me 206 00:11:05,433 --> 00:11:08,433 So I just use the shortcut key 207 00:11:08,700 --> 00:11:11,067 Press Ctrl + Shift + S for this task 208 00:11:11,333 --> 00:11:17,633 I’ll save this exercise 209 00:11:17,800 --> 00:11:23,967 This folder is called ‘Exercise’ As you can see 210 00:11:24,300 --> 00:11:27,667 I named the folders in Korean 211 00:11:27,900 --> 00:11:32,033 I always use English for folder names 212 00:11:32,233 --> 00:11:34,600 because it works fine on Cinema 4D 213 00:11:34,833 --> 00:11:37,467 but some softwares that I use don’t support Korean 214 00:11:37,667 --> 00:11:41,100 I've had a hard time because I named the folders in Korean 215 00:11:41,300 --> 00:11:44,233 and there were errors with the software so when I name the files 216 00:11:44,400 --> 00:11:47,900 I always use English and I never insert asterisks 217 00:11:48,133 --> 00:11:51,067 I hate to see them 218 00:11:51,267 --> 00:11:53,667 Just don't use any of the special characters 219 00:11:53,867 --> 00:11:57,833 I’ll open this folder that says ‘Period 2’ 220 00:11:58,000 --> 00:12:01,833 then this folder ‘C4D’ 221 00:12:02,000 --> 00:12:05,400 It sounds like a swear word in Korean 222 00:12:05,667 --> 00:12:08,433 Anyways open it and I already have a saved file here 223 00:12:08,600 --> 00:12:10,667 I’ll just save it again 224 00:12:11,700 --> 00:12:15,133 You have to know how to save your projects 225 00:12:15,400 --> 00:12:18,700 This unit is one the basics 226 00:12:18,933 --> 00:12:23,000 and the unit is about Cinema 4D 227 00:12:23,200 --> 00:12:27,400 so let’s type that and put underscore 228 00:12:27,533 --> 00:12:30,900 then version 002 The version 001 229 00:12:31,133 --> 00:12:33,967 is the file that's already there Then click save 230 00:12:34,167 --> 00:12:38,467 Now let’s open that folder 231 00:12:39,300 --> 00:12:44,533 When opening the file explorer 232 00:12:44,800 --> 00:12:47,800 you can right click on the folder icon here 233 00:12:48,033 --> 00:12:50,533 But there is a shortcut key for that too 234 00:12:50,767 --> 00:12:54,100 On your keyboard there's a window key 235 00:12:54,400 --> 00:12:57,000 between Ctrl and Alt keys 236 00:12:57,300 --> 00:13:03,267 Press Window and E to open the file explorer 237 00:13:03,433 --> 00:13:09,367 So let’s find the file in ‘Period 2’ -> ‘C4D’ 238 00:13:09,533 --> 00:13:13,000 And here it is 239 00:13:13,167 --> 00:13:16,167 In order to explain the relative and absolute paths 240 00:13:16,433 --> 00:13:18,133 I'll add a Material image 241 00:13:19,100 --> 00:13:22,667 In the parent folder you will find a folder 242 00:13:22,933 --> 00:13:24,900 named ‘Tex’ Open it 243 00:13:25,033 --> 00:13:30,133 I will open this tex file in C4D 244 00:13:30,333 --> 00:13:33,033 Just drag it and drop it in the Material window 245 00:13:33,500 --> 00:13:37,700 There is a long message in English 246 00:13:38,167 --> 00:13:41,100 You shouldn’t be afraid of English 247 00:13:41,333 --> 00:13:44,667 If you learn English 248 00:13:45,067 --> 00:13:47,033 it opens a whole new level of knowledge 249 00:13:47,267 --> 00:13:51,300 So everyone get a dictionary 250 00:13:51,467 --> 00:13:55,000 This is the part that confused me a lot 251 00:13:55,200 --> 00:13:57,500 Let me explain this to you 252 00:13:57,667 --> 00:14:01,667 This is the first step of the relative and absolute paths 253 00:14:02,000 --> 00:14:06,033 I’ll go ahead 254 00:14:06,200 --> 00:14:09,400 and click ‘No’ I clicked ‘No’ 255 00:14:09,667 --> 00:14:14,900 but the file is still opened Let’s do that again 256 00:14:15,033 --> 00:14:18,633 and this time I’ll click ‘Yes’ but it’s the same 257 00:14:19,067 --> 00:14:22,467 So what’s the difference? 258 00:14:22,667 --> 00:14:24,767 Let me explain the difference 259 00:14:24,967 --> 00:14:27,333 When you click ‘No’ 260 00:14:27,500 --> 00:14:32,200 and double click the Material 261 00:14:32,400 --> 00:14:35,133 the image is added to the color channel automatically 262 00:14:35,300 --> 00:14:39,267 Inside the image you’ll see that the path of the file 263 00:14:39,500 --> 00:14:42,467 says F drive\Class\Exercise and so on 264 00:14:42,633 --> 00:14:45,900 This is the example of absolute path 265 00:14:46,067 --> 00:14:48,667 It starts from the name of the drive 266 00:14:48,933 --> 00:14:52,167 I'm not saying that using absolute path is bad 267 00:14:52,433 --> 00:14:55,233 But if you keep using absolute path 268 00:14:55,433 --> 00:14:59,200 there might not be a F drive in other PCs 269 00:14:59,367 --> 00:15:01,933 and in that PC the path will be something else 270 00:15:02,100 --> 00:15:03,800 It could be F drive or C drive 271 00:15:03,967 --> 00:15:06,867 and different paths will be accumulated 272 00:15:07,100 --> 00:15:09,833 in this one project which makes it difficult 273 00:15:10,233 --> 00:15:15,733 for you to send the file to someone else 274 00:15:15,967 --> 00:15:19,900 and it makes it difficult for you to keep track of it 275 00:15:20,100 --> 00:15:22,367 So I don't use absolute path 276 00:15:22,800 --> 00:15:24,333 In order to not use that 277 00:15:24,500 --> 00:15:28,300 let's go back 278 00:15:28,500 --> 00:15:30,700 I’ll delete that 279 00:15:31,100 --> 00:15:34,100 Let’s drag that again 280 00:15:34,233 --> 00:15:35,767 and press ‘Yes’ this time 281 00:15:35,967 --> 00:15:39,667 It looks the same but it's different 282 00:15:39,867 --> 00:15:42,500 inside the color channel 283 00:15:42,667 --> 00:15:45,067 The path has changed 284 00:15:45,367 --> 00:15:48,500 and only the file name is displayed 285 00:15:48,700 --> 00:15:52,967 The Cinema 4D can change the absolute path 286 00:15:53,200 --> 00:15:55,033 of the file you added to a relative path 287 00:15:55,267 --> 00:15:59,400 Let’s go back to the file 288 00:15:59,767 --> 00:16:03,233 that we saved before and you will see 289 00:16:03,633 --> 00:16:06,300 a new folder that wasn’t there before 290 00:16:06,700 --> 00:16:09,933 The folder named ‘tex’ Let's open it 291 00:16:10,367 --> 00:16:13,567 and you can see that the file is automatically copied here 292 00:16:14,033 --> 00:16:16,100 Cinema 4D does this 293 00:16:16,433 --> 00:16:20,133 to prevent incidents with using absolute path 294 00:16:20,400 --> 00:16:24,800 It creates a tex folder 295 00:16:25,000 --> 00:16:28,233 in the path where the C4D file is 296 00:16:28,433 --> 00:16:30,133 and saves the image there 297 00:16:30,333 --> 00:16:33,567 That’s why I saved this project 298 00:16:33,767 --> 00:16:36,900 before I tried opening this image 299 00:16:37,067 --> 00:16:39,233 If I don’t save the project before opening the image 300 00:16:39,367 --> 00:16:44,233 it will be saved somewhere else called app data 301 00:16:44,300 --> 00:16:48,500 So always save your C4D project first 302 00:16:48,600 --> 00:16:50,800 then open images and do other tasks 303 00:16:51,000 --> 00:16:53,667 There is another thing I would like to explain 304 00:16:53,900 --> 00:16:56,467 Some of you might be wondering 305 00:16:56,633 --> 00:16:59,567 This image is not directly 306 00:16:59,767 --> 00:17:02,567 with the C4D file 307 00:17:02,767 --> 00:17:05,167 It’s in this tex folder 308 00:17:05,400 --> 00:17:07,667 but the path here doesn’t say that 309 00:17:07,933 --> 00:17:10,267 So how is this image opened? 310 00:17:10,433 --> 00:17:14,133 Usually for this to work 311 00:17:14,400 --> 00:17:17,800 the image file should be directly with the C4D file 312 00:17:18,133 --> 00:17:20,833 Let’s try cutting this file 313 00:17:21,067 --> 00:17:24,633 and paste it here Then Reload it 314 00:17:24,933 --> 00:17:27,433 Yup it still works When there is just the file name here 315 00:17:27,667 --> 00:17:30,267 it usually means that the image 316 00:17:30,500 --> 00:17:33,433 is in the same path 317 00:17:33,600 --> 00:17:36,233 where the C4D is installed 318 00:17:36,467 --> 00:17:42,033 Actually for this file to be read 319 00:17:42,533 --> 00:17:46,900 inside the tex folder you have to change the path 320 00:17:47,133 --> 00:17:51,833 Type a ‘.’(dot) and ‘\’(backslash) 321 00:17:52,233 --> 00:17:54,167 and ‘tex’, then ‘\’(backlash) 322 00:17:54,467 --> 00:17:57,600 Hit Enter and that’s the path 323 00:17:57,800 --> 00:18:02,000 This first . and \ means 324 00:18:02,300 --> 00:18:05,767 that the path is the same 325 00:18:05,967 --> 00:18:08,733 as the path where C4D is installed 326 00:18:08,967 --> 00:18:11,700 And there’s the ‘tex’ folder with the file 327 00:18:12,067 --> 00:18:14,633 This is the proper way to do this 328 00:18:14,967 --> 00:18:17,000 But in C4D you can delete this 329 00:18:17,267 --> 00:18:19,733 and it can still be read 330 00:18:20,000 --> 00:18:22,500 This is a bit complicated 331 00:18:22,833 --> 00:18:24,733 but we need to go over this now 332 00:18:24,967 --> 00:18:28,267 because later we will be using a token to save 333 00:18:28,433 --> 00:18:30,133 And we need to know about the relative path 334 00:18:30,300 --> 00:18:32,533 when we are using the token 335 00:18:32,933 --> 00:18:35,800 So I had to explain this to you 336 00:18:36,067 --> 00:18:38,800 You might not understand well yet but let’s move forward 337 00:18:40,267 --> 00:18:43,300 Next I’ll explain the Preference settings 338 00:18:43,500 --> 00:18:46,000 Click Edit on the top 339 00:18:47,100 --> 00:18:50,067 and here's Preference 340 00:18:50,500 --> 00:18:53,000 This is kind of like settings 341 00:18:53,200 --> 00:18:55,600 All tools have settings 342 00:18:55,800 --> 00:18:57,633 and the C4D settings have a very important function 343 00:18:57,900 --> 00:19:00,567 Open Preferences and click here 344 00:19:00,767 --> 00:19:04,733 on the interface and you can see 345 00:19:04,967 --> 00:19:07,400 many settings The first thing to change 346 00:19:07,567 --> 00:19:10,667 is this ‘Insert New Object At’ 347 00:19:11,167 --> 00:19:12,967 and ‘Paste New Object At.’ 348 00:19:13,300 --> 00:19:17,267 This decides where the new object starts 349 00:19:17,600 --> 00:19:20,100 when it's inserted 350 00:19:20,500 --> 00:19:22,200 The default is set as ‘Top’ 351 00:19:22,467 --> 00:19:24,400 Top means that when I insert a new object 352 00:19:24,567 --> 00:19:27,633 it will automatically be inserted 353 00:19:27,867 --> 00:19:29,867 at the top here 354 00:19:30,233 --> 00:19:32,967 This will be very annoying later 355 00:19:33,267 --> 00:19:37,167 when the scene gets complicated 356 00:19:37,400 --> 00:19:39,000 and there are many objects 357 00:19:39,167 --> 00:19:41,300 When I insert a new object 358 00:19:41,533 --> 00:19:44,200 it will be on the top 359 00:19:44,433 --> 00:19:46,433 So you have to bring it down all the time 360 00:19:46,767 --> 00:19:48,600 and that’s a lot of trouble 361 00:19:48,767 --> 00:19:51,933 This is the first thing that I change 362 00:19:52,167 --> 00:19:55,233 when I install Cinema 4D 363 00:19:55,567 --> 00:19:58,067 Change the ‘Top’ to ‘Previous’ 364 00:19:58,267 --> 00:20:02,967 and the new object will be inserted 365 00:20:03,133 --> 00:20:05,833 above the object that I selected 366 00:20:06,033 --> 00:20:08,633 This Paste is the setting for objects 367 00:20:08,900 --> 00:20:10,900 that you copy and paste When I copy this cube 368 00:20:11,233 --> 00:20:12,967 and paste it you can see that 369 00:20:13,333 --> 00:20:15,867 it goes to the top here So change that 370 00:20:16,133 --> 00:20:19,000 to Previous and then when you paste it 371 00:20:19,367 --> 00:20:22,433 it will be added above the object that you selected 372 00:20:22,633 --> 00:20:26,567 The default setting will be ‘Top’ 373 00:20:26,733 --> 00:20:29,400 I meant to leave it at ‘Top’ 374 00:20:29,500 --> 00:20:31,267 and change it during this class 375 00:20:31,467 --> 00:20:34,100 but I couldn’t bear with it so I changed it to ‘Previous’ before this class 376 00:20:37,467 --> 00:20:40,167 Now let’s talk about rendering 377 00:20:40,433 --> 00:20:42,633 It’s the last part of our basic exercises 378 00:20:43,033 --> 00:20:45,400 It's a bit complicated 379 00:20:45,567 --> 00:20:48,167 and you might not be used to it yet 380 00:20:48,400 --> 00:20:51,167 but don't worry about it because 381 00:20:51,367 --> 00:20:53,000 we will be going over this again next time 382 00:20:54,067 --> 00:20:58,700 These three icons have to do with the renders 383 00:20:58,900 --> 00:21:01,367 The first icon is the Render View 384 00:21:01,667 --> 00:21:04,167 It renders in the viewport window 385 00:21:04,533 --> 00:21:06,267 Click it and the rendering begins in the viewport window 386 00:21:06,400 --> 00:21:09,400 However after the lecture on Octane 387 00:21:09,600 --> 00:21:11,467 you will not use this button 388 00:21:11,633 --> 00:21:14,567 because Octane has a viewport window 389 00:21:14,800 --> 00:21:16,567 where you will be rendering in real-time 390 00:21:16,833 --> 00:21:19,700 It's called the Live Viewer 391 00:21:20,033 --> 00:21:21,600 So you will be rendering in the Live Viewer 392 00:21:21,767 --> 00:21:24,600 and in this viewport you will be adjusting 393 00:21:24,900 --> 00:21:27,933 the angles and change settings The pipelines have changed 394 00:21:28,133 --> 00:21:30,800 I used to click on this icon to confirm 395 00:21:30,967 --> 00:21:32,733 then make changes and click the icon again 396 00:21:32,933 --> 00:21:36,300 but now you can work in real-time 397 00:21:36,967 --> 00:21:38,333 The second icon is the final render button 398 00:21:38,533 --> 00:21:41,267 But we haven't configured where to save 399 00:21:41,500 --> 00:21:43,867 and what size to save for this project 400 00:21:44,400 --> 00:21:46,600 So we have to configure that first To do that 401 00:21:46,933 --> 00:21:49,233 click on the third icon Edit Render Setting 402 00:21:49,600 --> 00:21:53,933 You can see that the renderer type 403 00:21:54,267 --> 00:21:56,500 is set to ‘Standard’ We haven't started on the Octane yet 404 00:21:56,700 --> 00:21:58,800 so we’ll just leave that as it is 405 00:21:59,167 --> 00:22:01,267 Later when we are working with Octane 406 00:22:01,567 --> 00:22:04,367 change that to Octane Here in the output 407 00:22:04,633 --> 00:22:08,467 You can set the size 408 00:22:08,933 --> 00:22:11,300 and the frame settings, etc. 409 00:22:11,900 --> 00:22:15,233 The width and the height 410 00:22:15,467 --> 00:22:18,767 is set to 1280 x 720 which is small 411 00:22:19,033 --> 00:22:21,100 So what I usually do 412 00:22:21,267 --> 00:22:25,033 is to click on settings and use the presets 413 00:22:25,267 --> 00:22:28,067 I can change it myself 414 00:22:28,233 --> 00:22:32,200 but let’s try using the presets 415 00:22:32,467 --> 00:22:34,633 We are going to make something that looks like a movie 416 00:22:34,800 --> 00:22:39,067 so let’s click on film 417 00:22:39,200 --> 00:22:42,733 and you can see the NTSC and PAL 418 00:22:42,933 --> 00:22:45,333 I’ll explain that later 419 00:22:45,533 --> 00:22:49,400 For now let’s skip that and go to HDTV 420 00:22:49,567 --> 00:22:53,933 Go to HDTV 1080 24 421 00:22:54,167 --> 00:22:57,800 The 1080 is the pixel size 422 00:22:58,067 --> 00:23:02,900 and the 24 is the FPS 423 00:23:03,067 --> 00:23:05,267 I will go over the FPS and image size 424 00:23:05,467 --> 00:23:08,100 later in the lectures on theories 425 00:23:08,333 --> 00:23:10,800 So just click on it 426 00:23:11,000 --> 00:23:15,433 The width has change to 1920 427 00:23:15,767 --> 00:23:18,167 These numbers 1920 and 1080 428 00:23:18,333 --> 00:23:20,367 will be coming up a lot 429 00:23:20,567 --> 00:23:23,467 1920 and 1080 this size is called Full HD 430 00:23:23,733 --> 00:23:27,133 It's a standardized image size 431 00:23:27,400 --> 00:23:29,867 Let’s leave that and look down here 432 00:23:30,100 --> 00:23:33,667 and the fps Frame Rate has changed to 24 433 00:23:33,933 --> 00:23:37,600 I’ll go into more detail about the frame rate later 434 00:23:37,900 --> 00:23:40,433 It basically means that 435 00:23:40,633 --> 00:23:43,467 we’ll be using 24 images in 1 second 436 00:23:43,633 --> 00:23:45,367 The default setting for C4D is 30 437 00:23:45,500 --> 00:23:47,467 So we need to change that 438 00:23:47,633 --> 00:23:51,333 Click on Mode and Project 439 00:23:51,633 --> 00:23:55,433 and change the FPS to 24 440 00:23:55,567 --> 00:23:58,533 Now these are the same 441 00:23:58,667 --> 00:24:01,933 From 0 to 72, so 73 output images 442 00:24:02,100 --> 00:24:04,767 It also says 72 in the viewport 443 00:24:04,900 --> 00:24:08,067 So we're done with the settings 444 00:24:08,233 --> 00:24:12,700 Let’s save this now 445 00:24:12,867 --> 00:24:17,533 Click on the Save tab and set the format to png 446 00:24:17,700 --> 00:24:20,500 I absolutely love the png format 447 00:24:20,600 --> 00:24:22,767 so we’ll use that to save 448 00:24:22,967 --> 00:24:26,100 Now we need to set the path 449 00:24:26,333 --> 00:24:28,633 to save this file 450 00:24:28,767 --> 00:24:32,767 Go to the 'Exercise’ folder, ‘Period 2’ 451 00:24:33,033 --> 00:24:35,667 and here's a folder that says ‘C4D render’ 452 00:24:35,933 --> 00:24:37,833 Open it and this is 453 00:24:38,000 --> 00:24:40,333 where we’ll save 454 00:24:40,533 --> 00:24:44,667 I always name the file 455 00:24:44,900 --> 00:24:47,333 and the render sequence the same 456 00:24:47,533 --> 00:24:49,867 That way it’s much easier to find 457 00:24:50,167 --> 00:24:52,633 Before we save this 458 00:24:52,800 --> 00:24:57,633 go to Save Project as and copy the file name 459 00:24:57,900 --> 00:25:01,700 Don’t save the file yet 460 00:25:01,967 --> 00:25:08,200 and open the folder, ‘Exercise’ ‘Period 2’ 461 00:25:08,433 --> 00:25:12,100 ‘C4D render’ and create new folder 462 00:25:12,333 --> 00:25:15,200 Paste the file name for this folder 463 00:25:15,533 --> 00:25:20,867 so that the name is the same as the C4D file 464 00:25:21,033 --> 00:25:22,367 that we're working with 465 00:25:22,567 --> 00:25:24,033 Open the new folder 466 00:25:24,400 --> 00:25:28,833 and paste it again then save 467 00:25:29,200 --> 00:25:33,333 This is the basic saving path that I use 468 00:25:33,533 --> 00:25:35,767 You can see that the path 469 00:25:36,133 --> 00:25:38,700 has changed to an absolute path 470 00:25:39,333 --> 00:25:41,733 Let’s change that to a relative path 471 00:25:42,433 --> 00:25:45,000 I’ll try rendering this first 472 00:25:45,800 --> 00:25:51,000 Save this and click render icon 473 00:25:51,233 --> 00:25:53,767 and you see that it's rendering 474 00:25:54,033 --> 00:25:55,833 Let’s check it out at the folder 475 00:25:56,000 --> 00:26:00,733 Go to ‘Exercise,’ ‘Period 2,’ ‘C4D render’ 476 00:26:00,967 --> 00:26:02,933 Open the folder and inside it 477 00:26:03,167 --> 00:26:05,533 you can see the images printed out 478 00:26:05,667 --> 00:26:12,067 Now I’ll close this window 479 00:26:12,300 --> 00:26:14,933 and change the path 480 00:26:15,167 --> 00:26:17,600 to a relative path 481 00:26:17,867 --> 00:26:19,500 I’ll change the file's name first 482 00:26:21,467 --> 00:26:24,367 Click Save Project as and I’ll name it version 3 483 00:26:26,667 --> 00:26:32,133 Then go to Render Settings 484 00:26:32,300 --> 00:26:35,467 I’ll copy this settings to explain 485 00:26:35,633 --> 00:26:37,967 and make changes to the copied one 486 00:26:38,267 --> 00:26:42,000 You can see the path 487 00:26:42,300 --> 00:26:46,933 is set to the C4D render folder under F drive 488 00:26:47,233 --> 00:26:50,867 This is the absolute path 489 00:26:51,133 --> 00:26:53,400 Now I’ll change it to relative path 490 00:26:56,100 --> 00:27:01,333 I’ll open up the folder 491 00:27:04,000 --> 00:27:07,433 In the folder you can see the ‘C4D’ folder 492 00:27:07,633 --> 00:27:09,733 and the ‘C4D render’ folder 493 00:27:10,067 --> 00:27:12,433 I want to work with these files in the ‘C4D’ folder 494 00:27:12,600 --> 00:27:15,200 and put in in the render folder 495 00:27:15,433 --> 00:27:19,033 To do that you have to move back 496 00:27:19,333 --> 00:27:23,167 to the parent folder and open the C4D render folder 497 00:27:23,433 --> 00:27:26,933 and save it there 498 00:27:27,067 --> 00:27:29,967 To do that I’ll delete the front line of this path 499 00:27:30,367 --> 00:27:35,167 Delete that and add ..(two dots) 500 00:27:35,400 --> 00:27:37,767 This is the abbreviation for the relative path 501 00:27:38,033 --> 00:27:42,300 moving to the parent folder 502 00:27:42,600 --> 00:27:45,500 This means it will go to the parent folder 503 00:27:45,867 --> 00:27:48,567 which is this folder with the C4D file 504 00:27:48,800 --> 00:27:51,900 It moves up from here 505 00:27:52,200 --> 00:27:57,400 then to the C4D render It says version 2 506 00:27:57,567 --> 00:28:00,433 Let’s change the file name to version 3 507 00:28:00,733 --> 00:28:03,233 Then click Save 508 00:28:03,467 --> 00:28:07,600 The rendering began 509 00:28:07,867 --> 00:28:12,333 and you can see the new version 3 folder 510 00:28:12,600 --> 00:28:14,767 is generated and the images are being saved 511 00:28:14,933 --> 00:28:18,667 We can go a step further 512 00:28:18,933 --> 00:28:22,967 and use a token 513 00:28:23,200 --> 00:28:26,333 instead of typing this name myself 514 00:28:26,633 --> 00:28:29,200 Sometimes when I do this in Cinema 4D 515 00:28:29,400 --> 00:28:32,967 I would name the file as version 4 516 00:28:33,133 --> 00:28:38,433 and forget to change the 3 here to 4 517 00:28:38,700 --> 00:28:40,533 So in order to prevent that 518 00:28:40,867 --> 00:28:43,467 we can use the token in C4D 519 00:28:43,700 --> 00:28:46,133 and use this project file name 520 00:28:46,500 --> 00:28:49,400 to name the folder and the file 521 00:28:49,567 --> 00:28:52,967 I’ll delete this first 522 00:28:53,167 --> 00:28:56,700 After that in the C4D render folder 523 00:28:56,933 --> 00:29:00,167 Do you see this arrow? 524 00:29:00,333 --> 00:29:03,633 Click it and scroll down 525 00:29:03,833 --> 00:29:09,967 and click on this tab 526 00:29:10,133 --> 00:29:13,500 that says Project Name 527 00:29:13,700 --> 00:29:18,900 Now you can see $prj here 528 00:29:19,100 --> 00:29:22,233 This is the token and when you use this 529 00:29:22,600 --> 00:29:25,033 this becomes the file name in C4D 530 00:29:25,400 --> 00:29:27,667 We need to create a folder in this file name 531 00:29:27,967 --> 00:29:32,733 Type \(backslash) to create folder 532 00:29:32,967 --> 00:29:35,333 It's just above the Enter key 533 00:29:35,533 --> 00:29:39,400 Then use the Project Name token again 534 00:29:39,700 --> 00:29:43,700 Let me explain how this path works 535 00:29:44,067 --> 00:29:47,200 I’ll copy the path 536 00:29:47,533 --> 00:29:51,267 Using the token will automatically create a folder 537 00:29:51,667 --> 00:29:55,400 save the file in the folder using the project name 538 00:29:56,167 --> 00:29:58,333 Let’s try it 539 00:30:00,233 --> 00:30:04,467 If it works properly we will have the version 4 folder created 540 00:30:04,733 --> 00:30:11,067 Click on that and Yes it worked 541 00:30:11,867 --> 00:30:16,067 Let me try something 542 00:30:16,233 --> 00:30:19,833 If you wanted to change the name 543 00:30:20,033 --> 00:30:23,867 of the file to something else 544 00:30:24,167 --> 00:30:27,567 Let me name this as ‘TEST’ 545 00:30:27,767 --> 00:30:30,900 I don't have to change the name here 546 00:30:31,067 --> 00:30:33,200 The token will automatically 547 00:30:33,400 --> 00:30:36,767 create a folder with that name 548 00:30:37,133 --> 00:30:39,100 and save the file in that folder Click that 549 00:30:39,333 --> 00:30:46,800 Then open the C4D folder 550 00:30:46,967 --> 00:30:48,767 Yes the 'TEST’ folder has been created 551 00:30:48,933 --> 00:30:51,667 and files are being saved here 552 00:30:51,867 --> 00:30:54,400 You can use the token like this when you are working 553 00:30:54,567 --> 00:30:57,967 with other people The path won't be set 554 00:30:58,300 --> 00:31:00,167 to each person's PC It will use the relative path 555 00:31:00,467 --> 00:31:03,500 It will allow you to create a folder 556 00:31:03,733 --> 00:31:06,267 with the name of the project 557 00:31:06,533 --> 00:31:08,533 and save the files there 558 00:31:08,767 --> 00:31:11,267 You may not fully understand now 559 00:31:11,433 --> 00:31:13,267 but I’ll go over it again 560 00:31:13,533 --> 00:31:15,800 during the lecture on renders 561 00:31:16,100 --> 00:31:17,500 So that was the basics of Cinema 4D 562 00:31:19,633 --> 00:31:22,800 Now I’ll explain the rendering theory 563 00:31:24,300 --> 00:31:29,000 First of all what is rendering? 564 00:31:29,933 --> 00:31:32,633 Rendering and renderer 565 00:31:32,800 --> 00:31:37,900 For those of you who are not familiar with 3D 566 00:31:38,033 --> 00:31:42,567 won't be familiar with rendering 567 00:31:42,733 --> 00:31:46,167 In 3D for final output 568 00:31:46,400 --> 00:31:49,000 many data values in 3D are summed up for results 569 00:31:49,267 --> 00:31:52,033 and rendering is the calculation process 570 00:31:52,233 --> 00:31:57,200 that converts the 3D information into 2D images 571 00:31:57,433 --> 00:32:00,433 Then renderers would be different programs 572 00:32:00,667 --> 00:32:02,633 with different calculation method 573 00:32:03,067 --> 00:32:05,933 The rendering results can be different 574 00:32:06,100 --> 00:32:08,333 depending on which renderer you use 575 00:32:08,533 --> 00:32:11,400 That is why you need to find 576 00:32:11,567 --> 00:32:13,300 a renderer that fits you In our lecture 577 00:32:13,567 --> 00:32:16,033 we will be using the Octane renderer for rendering 578 00:32:16,367 --> 00:32:21,733 So why do we need to know about rendering? 579 00:32:21,933 --> 00:32:24,200 You might think it's just a method 580 00:32:24,733 --> 00:32:26,833 of getting the results 581 00:32:27,033 --> 00:32:33,000 But you need to know this 582 00:32:33,267 --> 00:32:35,300 to predict how rendering will change 583 00:32:35,533 --> 00:32:38,067 in the future and that is why 584 00:32:38,367 --> 00:32:40,333 I want to discuss rendering in our class 585 00:32:40,733 --> 00:32:42,633 So I’ll briefly explain its principles 586 00:32:42,867 --> 00:32:45,167 and how it is developing 587 00:32:45,367 --> 00:32:49,300 Rendering is actually closer 588 00:32:49,667 --> 00:32:52,167 to science than it is to art 589 00:32:52,400 --> 00:32:55,933 To be honest when I tried to learn this 590 00:32:56,100 --> 00:32:59,633 it was very difficult and it seemed 591 00:32:59,900 --> 00:33:02,667 to be irrelevant to my own field 592 00:33:02,967 --> 00:33:05,600 But I’ve learned enough 593 00:33:06,000 --> 00:33:09,300 and gathered a lot information 594 00:33:09,667 --> 00:33:12,100 to share this knowledge 595 00:33:12,333 --> 00:33:15,733 with my fellow artists 596 00:33:16,000 --> 00:33:18,700 in this lecture 597 00:33:21,467 --> 00:33:23,967 So to start talking about rendering 598 00:33:24,167 --> 00:33:27,833 The most advanced rendering these days 599 00:33:28,067 --> 00:33:31,500 is the Physically Based Rendering(PBR) 600 00:33:31,700 --> 00:33:34,567 Some of you never heard of it 601 00:33:34,933 --> 00:33:37,533 and some of you might have heard about it 602 00:33:37,733 --> 00:33:40,300 This PBR is a technology 603 00:33:40,633 --> 00:33:43,700 that is almost used as a standard 604 00:33:44,067 --> 00:33:48,167 It is being developed to be more realistic 605 00:33:48,400 --> 00:33:53,600 You can call PBR as 606 00:33:54,733 --> 00:33:57,900 Physically Based Rendering 607 00:33:58,200 --> 00:33:59,633 or Physically Based Shading 608 00:34:00,267 --> 00:34:04,900 If you look at this image 609 00:34:05,133 --> 00:34:08,367 The reason why we can see something 610 00:34:08,633 --> 00:34:11,200 is because light is being absorbed or reflected on the surface 611 00:34:11,433 --> 00:34:14,167 and when the light enters our eyes 612 00:34:14,533 --> 00:34:17,467 we can see its colors or form 613 00:34:17,767 --> 00:34:21,100 PBR is an advanced technology 614 00:34:21,433 --> 00:34:25,500 that can take an object and calculate the changes 615 00:34:25,800 --> 00:34:27,833 that happens when light hits its surface 616 00:34:29,033 --> 00:34:33,000 What about before PBR? 617 00:34:33,233 --> 00:34:35,500 We called it LAGACY 618 00:34:35,667 --> 00:34:37,933 LAGACY is a representation 619 00:34:38,133 --> 00:34:42,733 of the past or the old model 620 00:34:43,100 --> 00:34:46,200 PBR is more advanced in many aspects 621 00:34:46,400 --> 00:34:49,933 First PBR uses Global Illumination 622 00:34:50,300 --> 00:34:52,567 instead of Local Illumination 623 00:34:52,833 --> 00:34:56,567 (Explaining the meaning of Local Illumination and Global Illumination in Korean) 624 00:34:56,967 --> 00:34:59,900 (Explaining the meaning of Local Illumination and Global Illumination in Korean) 625 00:35:00,300 --> 00:35:03,200 (Explaining the meaning of Local Illumination and Global Illumination in Korean) 626 00:35:03,400 --> 00:35:07,033 Local illuminations calculates 627 00:35:07,300 --> 00:35:10,233 only the surface directly touched by light 628 00:35:10,500 --> 00:35:13,533 Whereas Global Illumination also calculates all the light 629 00:35:13,733 --> 00:35:15,500 including the rays reflected and scattered 630 00:35:15,833 --> 00:35:17,933 off the object 631 00:35:18,167 --> 00:35:20,033 Many of you might have heard of GI 632 00:35:20,367 --> 00:35:23,233 GI is a much more improved method 633 00:35:23,633 --> 00:35:26,233 in calculating light 634 00:35:26,433 --> 00:35:30,233 PBR uses advanced GI technology 635 00:35:30,567 --> 00:35:33,733 that calculates not only the LI 636 00:35:34,000 --> 00:35:36,000 but the indirect light sources too 637 00:35:36,233 --> 00:35:40,033 Another function of PBR 638 00:35:40,267 --> 00:35:43,433 is the path tracing 639 00:35:43,600 --> 00:35:45,633 it's more advanced than the ray tracing 640 00:35:45,833 --> 00:35:48,533 Path tracing also uses rays 641 00:35:48,767 --> 00:35:50,933 for tracing but it's more advanced 642 00:35:51,133 --> 00:35:54,000 than ray tracing 643 00:35:54,367 --> 00:35:58,800 When light reflects off a surface 644 00:35:59,033 --> 00:36:01,033 there is the specular reflection 645 00:36:01,167 --> 00:36:04,733 and the diffused reflection 646 00:36:04,967 --> 00:36:09,067 Previously only the specular reflection 647 00:36:09,433 --> 00:36:11,200 was calculated in tracing 648 00:36:11,767 --> 00:36:15,767 but PBR also calculates the diffused reflections 649 00:36:15,967 --> 00:36:18,633 for more realistic results 650 00:36:18,800 --> 00:36:20,600 We call that technology path tracing 651 00:36:20,933 --> 00:36:23,200 I will get into more details 652 00:36:23,433 --> 00:36:26,133 about path tracing later 653 00:36:26,367 --> 00:36:30,733 That’s it for now Another characteristic of PBR 654 00:36:30,900 --> 00:36:33,100 is the law of conservation of energy 655 00:36:33,467 --> 00:36:38,433 These are identical metal objects Their roughness increases 656 00:36:38,700 --> 00:36:40,900 as you move to the images on the right 657 00:36:41,033 --> 00:36:44,167 The object on the right is rougher than the left 658 00:36:44,533 --> 00:36:48,467 and the first row of objects violates 659 00:36:48,667 --> 00:36:50,533 the law of conservation of energy 660 00:36:50,833 --> 00:36:54,900 The size of the bright spot is the same in all three objects 661 00:36:55,067 --> 00:36:57,700 But in the other three rows the rough surfaces 662 00:36:57,933 --> 00:37:00,067 scatter more light resulting in weaker reflections 663 00:37:00,600 --> 00:37:04,500 That’s the law of conservation of energy 664 00:37:04,733 --> 00:37:07,700 LAGACY did not have this function 665 00:37:07,933 --> 00:37:10,667 but with PBR the renderings 666 00:37:10,867 --> 00:37:14,100 follow the law of conservation of energy 667 00:37:14,300 --> 00:37:17,333 for more realistic results 668 00:37:17,600 --> 00:37:23,933 Another characteristic of PBR is the microsurfaces 669 00:37:24,133 --> 00:37:27,233 In the real world even the most smooth surfaces 670 00:37:27,467 --> 00:37:29,767 like a mirror for example 671 00:37:30,000 --> 00:37:32,300 have rough microsurfaces 672 00:37:32,500 --> 00:37:35,133 that scatters the light in multiple directions 673 00:37:35,500 --> 00:37:38,967 PBR can express those microsurfaces 674 00:37:39,167 --> 00:37:42,300 in the real world 675 00:37:42,633 --> 00:37:46,267 So it’s not just the straight reflections 676 00:37:46,467 --> 00:37:48,933 but also includes scattered lights 677 00:37:49,167 --> 00:37:51,467 PBR also has the Anisotropy function 678 00:37:51,833 --> 00:37:55,500 which allows you to use the reflections 679 00:37:55,733 --> 00:37:59,333 that comes off the surface of the object 680 00:37:59,533 --> 00:38:01,767 in various angles 681 00:38:02,067 --> 00:38:05,700 to create these various shapes 682 00:38:05,900 --> 00:38:09,133 Another function of PBR 683 00:38:09,300 --> 00:38:12,500 is the Fresnel and Metallic 684 00:38:12,733 --> 00:38:15,667 More materials are being added 685 00:38:15,867 --> 00:38:18,400 to Metallic for the realitic property of metals 686 00:38:18,633 --> 00:38:20,133 Let me explain Fresnel in detail 687 00:38:20,533 --> 00:38:22,900 Fresnel can make reflections clearer 688 00:38:23,267 --> 00:38:26,067 depending on the viewing angle 689 00:38:26,467 --> 00:38:28,433 I will explain this 690 00:38:28,600 --> 00:38:33,567 with an example In this Cinema 4D window 691 00:38:33,767 --> 00:38:36,300 the camera is our eyes 692 00:38:36,467 --> 00:38:39,033 Depending on the angle of the camera 693 00:38:39,233 --> 00:38:41,700 this reflection here 694 00:38:42,033 --> 00:38:43,900 will become clearer 695 00:38:44,167 --> 00:38:46,433 The lower the angle the higher the clarity 696 00:38:46,767 --> 00:38:51,033 And if we move higher it gets darker 697 00:38:51,300 --> 00:38:53,467 and the reflection becomes weak 698 00:38:53,833 --> 00:38:56,400 This is Fresnel function 699 00:38:56,667 --> 00:39:00,133 where reflection changes 700 00:39:00,333 --> 00:39:02,167 according to the viewing angle 701 00:39:02,333 --> 00:39:05,100 PBR rendering is using this function 702 00:39:05,400 --> 00:39:07,833 for more realistic results 703 00:39:08,200 --> 00:39:11,700 Finally I’ll explain the difference 704 00:39:11,867 --> 00:39:14,833 between biased and unbiased renderers 705 00:39:16,133 --> 00:39:20,467 Renderers can be classified into two types 706 00:39:20,767 --> 00:39:23,200 biased and unbiased 707 00:39:23,533 --> 00:39:26,700 It sounds complicated 708 00:39:27,000 --> 00:39:29,133 But you’ll understand 709 00:39:29,400 --> 00:39:33,000 when you see this example 710 00:39:33,300 --> 00:39:35,600 On the left the image is rendered 711 00:39:35,800 --> 00:39:39,367 in boxes if you zoom in 712 00:39:39,667 --> 00:39:42,400 you can see the little dots 713 00:39:42,567 --> 00:39:44,633 These dots are first calculated 714 00:39:44,867 --> 00:39:47,333 and then the boxes are calculated 715 00:39:47,500 --> 00:39:50,900 That’s the biased renderer In unbiased renderers 716 00:39:51,067 --> 00:39:53,733 such as Octane the whole image 717 00:39:54,100 --> 00:39:56,267 becomes clearer as the noises are removed 718 00:39:56,533 --> 00:40:01,033 There is a reason 719 00:40:01,300 --> 00:40:03,833 for this method of rendering 720 00:40:04,233 --> 00:40:07,033 Biased renderers are like sample surveys 721 00:40:07,300 --> 00:40:09,900 These little dots are samples 722 00:40:10,067 --> 00:40:12,733 and the light around those dots 723 00:40:13,200 --> 00:40:16,200 not all the light 724 00:40:16,400 --> 00:40:19,400 are calculated in average values 725 00:40:19,533 --> 00:40:21,567 Unbiased renderers calculate 726 00:40:21,900 --> 00:40:24,033 every other pixels accurately 727 00:40:25,400 --> 00:40:28,133 They each have their pros and cons 728 00:40:28,400 --> 00:40:31,333 Vray and Redshift 729 00:40:31,600 --> 00:40:33,600 are the main biased renderers 730 00:40:33,833 --> 00:40:36,433 They have a very high rendering speed 731 00:40:36,600 --> 00:40:39,300 and you can work more freely 732 00:40:39,567 --> 00:40:41,667 such as applying only diffuse to an object 733 00:40:42,000 --> 00:40:44,833 As for unbiased renderers 734 00:40:45,167 --> 00:40:47,733 they are very easy to learn 735 00:40:48,067 --> 00:40:50,533 There are only few menus 736 00:40:50,933 --> 00:40:53,433 and not much setting to do 737 00:40:53,700 --> 00:40:55,867 So it’s easy to get a nice 738 00:40:56,033 --> 00:40:58,233 and realistic result 739 00:40:58,633 --> 00:41:01,300 This renderer calculates the whole thing accurately 740 00:41:01,600 --> 00:41:04,067 and you can get good outputs 741 00:41:04,300 --> 00:41:07,533 without having to make difficult settings 742 00:41:07,833 --> 00:41:12,200 The downside of biased renderers 743 00:41:12,467 --> 00:41:15,367 is that sample surveys may produce many errors 744 00:41:15,667 --> 00:41:19,133 and therefore flickers occur from those errors 745 00:41:19,400 --> 00:41:21,633 It is also difficult to learn 746 00:41:21,900 --> 00:41:24,567 because it has so many options 747 00:41:24,867 --> 00:41:27,467 You will have to know 748 00:41:27,700 --> 00:41:29,633 all the options 749 00:41:29,900 --> 00:41:31,900 to fix the errors and flickers 750 00:41:32,133 --> 00:41:34,267 Unbiased renderers 751 00:41:34,467 --> 00:41:37,267 require much more calculations 752 00:41:37,700 --> 00:41:40,300 because it expresses more details 753 00:41:40,500 --> 00:41:44,233 which makes the rendering very slow 754 00:41:44,533 --> 00:41:47,600 However we now have a system 755 00:41:48,000 --> 00:41:50,900 that can run unbiased renderers 756 00:41:51,200 --> 00:41:53,500 with great speed improvement 757 00:41:53,700 --> 00:41:56,400 It's the new graphic card and I’ll explain that later 758 00:41:56,767 --> 00:42:00,500 Also unbiased renderers don't offer much freedom 759 00:42:00,900 --> 00:42:03,967 But this problem is improving 760 00:42:04,267 --> 00:42:06,967 with new updates 761 00:42:07,300 --> 00:42:09,533 that combines the biased and unbiased renderers 762 00:42:09,967 --> 00:42:13,433 Another downside is the noise 763 00:42:13,667 --> 00:42:16,267 The accurate calculation of each pixel 764 00:42:16,500 --> 00:42:20,533 can cause noises for various reasons 765 00:42:20,733 --> 00:42:23,100 such as not enough light 766 00:42:23,333 --> 00:42:26,000 You need to know how to reduce the noise 767 00:42:26,200 --> 00:42:28,633 and I will go over that in our classes later 768 00:42:28,933 --> 00:42:31,967 The main unbiased renderers 769 00:42:32,333 --> 00:42:34,533 are Octane and Arnold 770 00:42:34,767 --> 00:42:36,967 We will be using the Octane renderer 771 00:42:37,200 --> 00:42:39,733 which is an unbiased renderer 772 00:42:39,967 --> 00:42:42,000 Next time I will talk about 773 00:42:42,267 --> 00:42:44,567 the introduction of unbiased renderers 774 00:42:44,800 --> 00:42:47,167 and the development of Octane 775 00:42:47,400 --> 00:42:50,033 That’s it for today 776 00:42:50,233 --> 00:42:51,933 Thank you 53960

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