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Hi everyone
It’s our second period
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which will be about the
basics of Cinema 4D and renderers
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Today we will be
going over three things
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First the basic settings for Cinema 4D
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second the rendering theory
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and third the physically based rendering
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Many people don't know much
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about the physically based rendering
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and how important it is
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So to help these people out
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I will explain why
physically based rendering
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is important
and what it is about
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We need to know
about the theory
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because it is the basic element
for the Octane renderer
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which we will learn
in the third period
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I tried making it interesting
and I hope it is
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Before we get into the theories
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I will run Cinema 4D first
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and explain the interface
and the workflow pipelines
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that I mainly use
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These things are not so easy to follow
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especially for beginners
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So you might not understand
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these tips that I give
about the pipelines
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But don’t worry
just follow through
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and as we continue our lectures
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you will begin to understand
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Let’s run Cinema 4D
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and I’ll explain the interface,
object, and renders
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So, this is what you see
when you run Cinema 4D
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Some of you may be
familiar with this
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but for those who are new,
I will briefly explain
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The initial screen of the Cinema 4D
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is actually much more familiar
than other softwares
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If this was 3D max
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it would have a lot of texts
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But this screen has many icons
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and they can be distinguished by colors
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So it’s much more familiar
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And with the updates,
the graphics improved
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and the icons became more explicit
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These colors all have meanings
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and they are grouped too
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Like I’ve mentioned before
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I'm using the s22 version of the Cinema 4D
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I think I've told you that it was r22
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But it's s, s22
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That's the version I'm using
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If you have s20 or s21 versions,
don't worry
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It's good enough
for this course
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But I’ll be using the latest version
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I hope no one is using the outdated version
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The r16 version has different names
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and icons, with different locations
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Anyway, I’ll be using the latest version
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because most users are using this
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The first thing that I do
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is to add something
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I’ll add a cube with this blue icon
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You can see three changes
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here, here, and here
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This is the viewport window
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where the world that we create
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is shown to us
and at the same time
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a list is generated in this window
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Let's add something else
Click and hold this icon
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Do you see this
small arrow in the corner?
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It means that there is a hidden menu
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that expands when you click and hold
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Let’s add a sphere
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There’s no change in the viewport
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because it's hidden
inside the cube
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Let’s move this cube away
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Click this arrow and move the cube
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And you can see the sphere now
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So now you can see the sphere
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and the cube
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You can switch this Attribute window
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by clicking on each shape
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In this Attribute window
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you can change the settings
of each object
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You can select both objects
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and move them together
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But there is a way to combine them
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Press Alt + G on the keyboard
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and you can group the objects together
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Or let’s click and hold
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on the cube icon again
and create a Null object
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Then you can add the two objects
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in the null object,
and group them
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You can change the properties
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of the sphere in the attribute window
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This Attribute window makes it easy
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for you to changes the values
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of the properties of the objects
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But it has it's limits
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In this mode, I can't change
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or modify each side of the object
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In order to do that
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you need to click on this icon
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that says Make Editable
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You can see a tag added here
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It’s a UV tab
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Then select the polygon mode
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and you can change the direction
and position of the sides
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or you can select the spline mode
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and modify the splines
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This command can't be undone
once you've made the object Editable
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you can’t take it back
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Ctrl + Z will still work
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but you can't change
the size of the object later
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So it's the best to find
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the optimal settings
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before going into Make Editable
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Let’s add some colors here
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This here below is the Material window
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There's nothing here for the moment
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Click Create
then New Default Material
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to add a Material
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Or you can just double click here
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Double click and double click again
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Delete them all then double click
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I’ll add this Material to this sphere
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Just drag and drop it here
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Let’s try changing the color
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Double click on the Material
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This is the Material Editor
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and you can change the color
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I want to make this one blue
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You can double click
and add a new material
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or you can copy this one
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Hold Ctrl and drag this
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and you can see that a new Material
has been added
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Drag that and add it here
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Double click on the material
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and you can change its color too
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Here, you can see that
adding the material
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has created a new tag
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These tags are added
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when you have additional settings
for the object
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It's one of the greatest things about Cinema 4D
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that the other 3D tools don't have
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The basic tag is called as Phong tag
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This sphere is angular on the sides
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but it looks very smooth and round
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from the front
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Thats what Phong does
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It makes the angles smooth
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If I remove the Phong...
Oh sorry, I selected the cube
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I’ll select the sphere
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Can you see how it changes
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as I move the Phong tag?
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Without it these objects
have angles under this value
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will be shown as they are
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but the Phong tag makes it smooth
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I added one Material tag
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but you can add multiple Material tags
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Let’s try changing the color
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and make the Sphere blue
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You can drag the blue to the object
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Or you can drag it here
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The existing tag is still there
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and a new tag is added
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The tag on the right
appears on the top layer
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You can change the order of the tags
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And it's red again
The Material tags
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can be overlapped
when there's something here
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in the Selection tag
But in this case
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they are separate
and the one on the right
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appears prior to the left one
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Let’s click side and the sphere
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Select some sides
and make them red
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Don't drop the material here
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Just drop it on the polygons
that you selected
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and you can change their color
You can see
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that another tag has been added
Click on it
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and you can select the polygons
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that you just chose to change
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If you click on this Material
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you can see that in the Selection
this tag is added
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Let’s make a new tag
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I’ll select these four
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Click Select on top
and Set Selection
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And now there is a new
Selection tag
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I’ll add this Material again
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It's applied to the whole object
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But drag the new Selection tag
and drop it here in Selection
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Then it's applied only to the
newly selected polygons
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In Cinema 4D, you can add
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the properties of the object
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to the tags
Now I’ll explain
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relative paths
and absolute paths
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Many people don't know this
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but it's very important
in team projects
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If you don’t know this
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and work with absolute path
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the file will open normally in your PC
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but it may not in someone else's
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That’s because the path is set
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to the path on your PC.
To prevent that
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we need to use relative path
Let's try saving
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this great exercise on my PC
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Click file on the top
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and Save Project As
Honestly, this is too much work for me
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So I just use the shortcut key
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Press Ctrl + Shift + S
for this task
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I’ll save this exercise
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This folder is called ‘Exercise’
As you can see
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I named the folders in Korean
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I always use English for folder names
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because it works fine on Cinema 4D
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00:11:34,833 --> 00:11:37,467
but some softwares that I use
don’t support Korean
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00:11:37,667 --> 00:11:41,100
I've had a hard time because
I named the folders in Korean
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00:11:41,300 --> 00:11:44,233
and there were errors with the software
so when I name the files
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00:11:44,400 --> 00:11:47,900
I always use English
and I never insert asterisks
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00:11:48,133 --> 00:11:51,067
I hate to see them
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00:11:51,267 --> 00:11:53,667
Just don't use any of the
special characters
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00:11:53,867 --> 00:11:57,833
I’ll open this folder
that says ‘Period 2’
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00:11:58,000 --> 00:12:01,833
then this folder ‘C4D’
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00:12:02,000 --> 00:12:05,400
It sounds like a swear word in Korean
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00:12:05,667 --> 00:12:08,433
Anyways open it and I already have
a saved file here
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I’ll just save it again
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00:12:11,700 --> 00:12:15,133
You have to know
how to save your projects
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00:12:15,400 --> 00:12:18,700
This unit is one the basics
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00:12:18,933 --> 00:12:23,000
and the unit is about Cinema 4D
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00:12:23,200 --> 00:12:27,400
so let’s type that
and put underscore
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then version 002
The version 001
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00:12:31,133 --> 00:12:33,967
is the file that's already there
Then click save
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00:12:34,167 --> 00:12:38,467
Now let’s open that folder
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00:12:39,300 --> 00:12:44,533
When opening the file explorer
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00:12:44,800 --> 00:12:47,800
you can right click on the
folder icon here
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00:12:48,033 --> 00:12:50,533
But there is a shortcut key for that too
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00:12:50,767 --> 00:12:54,100
On your keyboard
there's a window key
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00:12:54,400 --> 00:12:57,000
between Ctrl and Alt keys
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00:12:57,300 --> 00:13:03,267
Press Window and E
to open the file explorer
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00:13:03,433 --> 00:13:09,367
So let’s find the file
in ‘Period 2’ -> ‘C4D’
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00:13:09,533 --> 00:13:13,000
And here it is
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00:13:13,167 --> 00:13:16,167
In order to explain the relative and absolute paths
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I'll add a Material image
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00:13:19,100 --> 00:13:22,667
In the parent folder
you will find a folder
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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
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00:13:30,333 --> 00:13:33,033
Just drag it and drop it
in the Material window
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00:13:33,500 --> 00:13:37,700
There is a long message in English
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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
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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
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00:14:32,400 --> 00:14:35,133
the image is added to the color channel automatically
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00:14:35,300 --> 00:14:39,267
Inside the image
you’ll see that the path of the file
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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
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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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