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		<title>Model, Texture, and Render an Interior Scene With Cinema 4D and VRay – Day 2</title>
		<link>http://feedproxy.google.com/~r/Cgtuts/~3/tA1vbp32fA0/</link>
		<comments>http://cg.tutsplus.com/tutorials/maxon-cinema-4d/model-texture-and-render-an-interior-scene-with-cinema-4d-and-vray-%e2%80%93-day-2/#comments</comments>
		<pubDate>Fri, 20 Nov 2009 04:00:37 +0000</pubDate>
		<dc:creator>George Loffelmann</dc:creator>
				<category><![CDATA[3D Art]]></category>
		<category><![CDATA[Adobe Photoshop]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Maxon Cinema 4D]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shaders]]></category>
		<category><![CDATA[Texturing]]></category>
		<category><![CDATA[Basix]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=1677</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/thumbnail.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>In this beginner/ intermediate level tutorial, you will learn how to create and render a realistic interior scene in Cinema 4D and Vray. The first day will focus on modeling the room and all of the furniture, and the second on materials, lights, rendering, and post production.</p>
<p><span id="more-1677"></span></p>
<h4>This tutorial is Day 2 in a series &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/maxon-cinema-4d/model-texture-and-render-an-interior-scene-with-cinema-4d-and-vray-%E2%80%93-day-1/">Day 1</a></h4>
<h3>Final Effect Preview</h3>
<div class="tutorial_image"><a href="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/preview_Large.jpg">Click for Larger Image<img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/preview.jpg" alt=" " /></a></div>
<p></p>
<div class="download">
<h2><a href="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/ProjectFiles.zip">Project Files</a></h2>
<p><span>Download</span>
</div>
<h3>Step 1</h3>
<p>Open the &#8220;interior1.c4d&#8221; file (or continue from part one). Select all of the cups in the Object panel and group them (Alt + G). Name the Null Object &#8220;cups&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/1.jpg" alt=" " /></div>
<h3>Step 2</h3>
<p>Do the same thing with everything that has multiples in Object panel (files, chairs, hooks etc.).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/2.jpg" alt=" " /></div>
<h3>Step 3</h3>
<p>Go to the render settings (Ctrl + B).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/3.jpg" alt=" " /></div>
<h3>Step 4</h3>
<p>Go to the Effects tab, and select Vray Bridge from the list.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/4.jpg" alt=" " /></div>
<h3>Step 5</h3>
<p>Go to the Antialiasing tab and change the &#8220;Type&#8221; to &#8220;Adaptive DMC&#8221;. Check &#8220;Filter&#8221; on and set the type to &#8220;Mitchell-Netravali&#8221;. Set the &#8220;Filter radius&#8221; to 2, &#8220;Blur&#8221; to 0, and &#8220;Ringing&#8221; to 0.33.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/5.jpg" alt=" " /></div>
<h3>Step 6</h3>
<p>Go to the &#8220;DMC Sampler&#8221; tab. Set the &#8220;Adaptive amount&#8221; to 0.75, &#8220;Noise threshold&#8221; to 0.005, and &#8220;Minimum samples&#8221; to 12.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/6.jpg" alt=" " /></div>
<h3>Step 7</h3>
<p>Go to the &#8220;Indirect illumination (GI)&#8221; tab and check &#8220;GI on&#8221;. Change the &#8220;Preset&#8221; to &#8220;High Quality&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/7.jpg" alt=" " /></div>
<h3>Step 8</h3>
<p>Go to the &#8220;Color Mapping&#8221; tab and change the &#8220;Type&#8221; to &#8220;Exponential&#8221;.  Check &#8220;Subpixel mapping&#8221; on and &#8220;Clamp output&#8221; off.  Close the Render Settings panel.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/8.jpg" alt=" " /></div>
<h3>Step 9</h3>
<p>Go to &#8220;Objects > Scene> Camera&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/9.jpg" alt=" " /></div>
<h3>Step 10</h3>
<p>Right click on it in the Object panel and select &#8220;VrayPhysicalCamera&#8221; under &#8220;VrayBridge Tags&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/10.jpg" alt=" " /></div>
<h3>Step 11</h3>
<p>Right click on the Camera in Object panel and select &#8220;Protection&#8221; under &#8220;Cinema 4D Tags&#8221;.  This will help you avoid moving the camera accidentally.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/11.jpg" alt=" " /></div>
<h3>Step 12</h3>
<p>Select the VrayPhysicalCamera Tag and go to Attributes panel. Change the &#8220;Shutter speed&#8221; to 50 and &#8220;Film ISO&#8221; to 150.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/12.jpg" alt=" " /></div>
<h3>Step 13</h3>
<p>Go to &#8220;Objects > Scene > Infinite Light&#8221;. Place the light at the coordinates: -2500 cm, 1500 cm, and -1500 cm.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/13.jpg" alt=" " /></div>
<h3>Step 14</h3>
<p>Right click on the Light in the Object panel and select &#8220;Target&#8221; under &#8220;Cinema 4D Tags&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/14.jpg" alt=" " /></div>
<h3>Step 15</h3>
<p>Select the &#8220;Target&#8221; tag in the Object panel, then go to the Attributes panel.  Now drag the carpet object from Object panel into &#8220;Target&#8221; Object.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/15.jpg" alt=" " /></div>
<h3>Step 16</h3>
<p>Right click on the Light in the Object panel, and select VrayLight under &#8220;VrayBridge Tags&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/16.jpg" alt=" " /></div>
<h3>Step 17</h3>
<p>Select the VrayLight Tag and go to the Attributes panel. In the &#8220;Sun light&#8221; tab check on everything. Change the &#8220;Intensity multiplier&#8221; to 1, and the &#8220;Photon emit radius&#8221; to 130.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/17.jpg" alt=" " /></div>
<h3>Step 18</h3>
<p>Go to the &#8220;Common&#8221; tab, and check on &#8220;Enable shadows&#8221;. Set the &#8220;Shadow bias&#8221; to 0.05 cm.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/18.jpg" alt=" " /></div>
<h3>Step 19</h3>
<p>Now we have to prevent any pervasion of light rays into the scene from the top. Create new Plane for the ceiling, and change the coordinates to: -50 cm, 250 cm, 0 cm.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/19.jpg" alt=" " /></div>
<h3>Step 20</h3>
<p>Hide the Light in the editor.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/20.jpg" alt=" " /></div>
<h3>Step 21</h3>
<p>Go to the Materials panel, and create new VrayMaterial by going to &#8220;File > VrayMaterial&#8221;. Name it &#8220;walls&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/21.jpg" alt=" " /></div>
<h3>Step 22</h3>
<p>Double click on the new material, and change the &#8220;Diffuse Color&#8221; to 80, 120, and 5, and the &#8220;Brightness&#8221; to 90%.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/22.jpg" alt=" " /></div>
<h3>Step 23</h3>
<p>Assign the &#8220;walls&#8221; material to the walls objects in the Object panel.  To do this, just drag the material from Materials panel onto the walls object in the Object panel.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/23.jpg" alt=" " /></div>
<h3>Step 24</h3>
<p>Create a new Vray material and name it &#8220;tiles&#8221;. Double click on it and set the &#8220;Texture Map&#8221; under the  &#8220;Diffuse Layer 1&#8243; tab to &#8220;Tiles&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/24.jpg" alt=" " /></div>
<h3>Step 25</h3>
<p>Click on &#8220;Tiles&#8221; now and set the colors according to picture below. Set the &#8220;Bevel Width&#8221; to 10%. You can play with the &#8220;Pattern&#8221; also, but I left it with &#8220;Squares&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/25.jpg" alt=" " /></div>
<h3>Step 26</h3>
<p>Click on &#8220;Diffuse Layer 1&#8243; and copy the channel we have just made.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/26.jpg" alt=" " /></div>
<h3>Step 27</h3>
<p>Check on the &#8220;Bump&#8221;channel and paste it into the &#8220;Texture Map&#8221;. Change the &#8220;Bump amount&#8221; to 0.3 cm, and assign the material to the blocks object. Select the material tag, in Object panel, and change the &#8220;Projection&#8221; to &#8220;Cubic&#8221;. Change count of tiles in both directions to 5.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/27.jpg" alt=" " /></div>
<h3>Step 28</h3>
<p>Create a new Vray Material and name it &#8220;wood&#8221;. Load the woodTiles.jpg file into the &#8220;Diffuse Layer 1&#8243;. Do the same in the &#8220;Bump Layer&#8221;. Set the &#8220;Bump amount&#8221; to 0.3, and check &#8220;Bump Shadows&#8221; and &#8220;Specular Layer 1&#8243; on. Apply the material to the walls object.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/28.jpg" alt=" " /></div>
<h3>Step 29</h3>
<p>Select the walls object in the Object panel, and go to Polygon Mode. Select the floor polygons, and go to &#8220;Selection > Set Selection&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/29.jpg" alt=" " /></div>
<h3>Step 30</h3>
<p>Select the wood tag in Attributes panel, and drag the selection tag from Object panel (orange triangle) into the Selection item in Attributes panel.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/30.jpg" alt=" " /></div>
<h3>Step 31</h3>
<p>Change the &#8220;Projection&#8221; to &#8220;Cubic&#8221;, and count of tiles in both directions to 2.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/31.jpg" alt=" " /></div>
<h3>32</h3>
<p>Create a new Vray Material and name it &#8220;cupboard&#8221;. Load the woodCupboard.jpg file into the &#8220;Diffuse Layer 1&#8243;. Do the same for the &#8220;Bump Layer&#8221;, set the &#8220;Bump amount&#8221; to 0.3, and check &#8220;Bump Shadows&#8221; on. Check on &#8220;Specular Layer 1&#8243;, and set the amount to 95%. Go back to the &#8220;Diffuse Layer&#8221;, click on the &#8220;Texture Map&#8221; arrow again, and select &#8220;Layer&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/32.jpg" alt=" " /></div>
<h3>33</h3>
<p>Click on the Layer, select &#8220;Brightness / Contrast / Gamma&#8221; from the &#8220;Effects&#8221; tab, and set the &#8220;Gamma&#8221; to 1.6.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/33.jpg" alt=" " /></div>
<h3>Step 34</h3>
<p>Assign the &#8220;cupboard&#8221; material to the &#8220;doors&#8221; group in the Object panel. Change the &#8220;Projection&#8221; to &#8220;Cubic&#8221;, and set the count of tiles in both directions to 2.5.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/34.jpg" alt=" " /></div>
<h3>Step 35</h3>
<p>Duplicate the cupboard material, name it &#8220;cupboardDark&#8221;, and change the &#8220;Gamma&#8221; value to 1.1.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/35.jpg" alt=" " /></div>
<h3>Step 36</h3>
<p>Assign this material to the objects shown below. Change the &#8220;Projection&#8221; on everything to &#8220;Cubic&#8221; with 3 tiles in both directions.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/36.jpg" alt=" " /></div>
<h3>Step 37</h3>
<p>Create a new Vray Material and name it &#8220;lustrous&#8221;. Check on the &#8220;Specular Layer 1&#8243; and the &#8220;Reflection Layer&#8221;. Change the &#8220;Diffuse color&#8221; to black. Assign the material to the lamp, the little holders, the hooks, the holders, the oven, the sink unit, the sink, and all of the door handles.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/37.jpg" alt=" " /></div>
<h3>Step 38</h3>
<p>Create a new Vray Material and name it &#8220;carpet&#8221;. Select the Checkerboard surface as the &#8220;Texture Map&#8221;. Go to the Checkerboard settings and change the &#8220;U Frequency&#8221; to 5 and the &#8220;V Frequency&#8221; to 0. Change the black color to green (80, 100, 0), check on &#8220;Bump&#8221;, set the &#8220;Bump amount&#8221; to 3 cm, and enable &#8220;Shadows&#8221;. Select the &#8220;Noise&#8221; shader as a &#8220;Texture Map&#8221;. Go to the &#8220;Noise&#8221; settings and change the &#8220;Global Scale&#8221; to 5%. Assign the material to the &#8220;carpet&#8221; object, and change the &#8220;Projection&#8221; to &#8220;cubic&#8221; with 2.5 tiles.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/38.jpg" alt=" " /></div>
<h3>Step 39</h3>
<p>Duplicate the walls material and name it &#8220;chairsGreen&#8221;, then check &#8220;Specular Layer 1&#8243; on.  Duplicate the &#8220;chairsGreen&#8221; material, name it &#8220;chairsOrange&#8221;, and set the color to orange (255, 128, 0).  Assign the materials to chairs.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/39.jpg" alt=" " /></div>
<h3>Step 40</h3>
<p>Make three copies of the chairs material and name them &#8220;dishes1&#8243;, &#8220;dishes2&#8243;, and &#8220;dishes3&#8243;. Change the colors to orange, brown and white. Assign those materials to the various cups and bowls.  Assign the dishes3 material to the oven door and the top part.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/40.jpg" alt=" " /></div>
<h3>Step 41</h3>
<p>Create a new Vray Material and name it &#8220;cooker&#8221;. Load the cooker.jpg file into the &#8220;Diffuse Layer 1&#8243; as a &#8220;Texture Map&#8221;. Assign the material to cooker object. Set the &#8220;Projection&#8221; to &#8220;Cubic&#8221; with 4 tiles in both directions.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/41.jpg" alt=" " /></div>
<h3>Step 42</h3>
<p>Create a new Vray Material and name it &#8220;painting&#8221;. Load your favorite image or photo to the &#8220;Texture Map&#8221; and assign the material to the painting object. I used skinnyGirls.jpg for mine.  Play with the X and Y Length in Attributes panel to fit the picture properly, and change the &#8220;Projection&#8221; to &#8220;Cubic&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/42.jpg" alt=" " /></div>
<h3>Step 43</h3>
<p>Duplicate the walls material and name it &#8220;files&#8221;. Change the &#8220;Diffuse color&#8221; to orange (240, 80, 0). Assign the material to files in the Object panel.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/43.jpg" alt=" " /></div>
<h3>Step 44</h3>
<p>Open a new Cinema 4D file and create a plane. Set the proportions to 15 cm x 30 cm, and the segments to 10 and 20. Make it editable (C). Go to the Polygon Mode. Go to the right view (F3). Pick the Brush Tool (MC), set the &#8220;Radius&#8221; to 20 cm, and imitate the leaf profile.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/44.jpg" alt=" " /></div>
<h3>Step 45</h3>
<p>Switch to the top view (F2) and do the same with Brush, but imitate the leaf shape this time.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/45.jpg" alt=" " /></div>
<h3>Step 46</h3>
<p>Duplicate the leaves, and distribute them into the circle. You can rotate them and move them to give them natural look.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/46.jpg" alt=" " /></div>
<h3>Step 47</h3>
<p>Group the leafs and name it &#8220;leafs&#8221;. Paste it into the main scene and change the coordinates to -125 cm, 98 cm, -90 cm.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/47.jpg" alt=" " /></div>
<h3>Step 48</h3>
<p>Create a new Vray Material and name it &#8220;leaf&#8221;. Go to the &#8220;Material Weight&#8221; tab and load the leafAlpha.jpg file as a &#8220;Texture Map&#8221;. Go to the &#8220;Diffuse Layer 1&#8243; and load the leafDiffuse.jpg file as a &#8220;Texture Map&#8221;.  Load the same file into the &#8220;Bump&#8221; tab, and change the &#8220;Bump amount&#8221; to 0.2 cm. Assign this material to every leaf in the leafs group.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/48.jpg" alt=" " /></div>
<h3>Step 49</h3>
<p>Now distribute the flowers about the scene to give it better look. You can copy some of objects and place them into the empty spaces.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/49.jpg" alt=" " /></div>
<h3>Step 50</h3>
<p>Assign the cupboard material to the last unit object, and set the &#8220;Projection&#8221; to &#8220;cubic&#8221; with 2 tiles in both directions.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/50.jpg" alt=" " /></div>
<h3>Step 51</h3>
<p>Select the &#8220;kitchen_unit&#8221; object.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/51.jpg" alt=" " /></div>
<h3>Step 52</h3>
<p>Switch to the right view (F3), and go to Point Mode. Pick the Rectangle Selection Tool and check off Only Select Visible Elements in the Attributes Panel. Select the points of the top of the table surface.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/52.jpg" alt=" " /></div>
<h3>Step 53</h3>
<p>Go to the perspective view (F1), hold down the Ctrl key, and click on the Polygon Mode icon. The selection is now converted from point to polygons. Go to &#8220;Selection > Set Selection&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/53.jpg" alt=" " /></div>
<h3>Step 54</h3>
<p>Create a new Vray Material and name it &#8220;marble&#8221;. Set the &#8220;Noise&#8221; shader as the &#8220;Texture Map&#8221;. Go to the noise settings, change the &#8220;Noise&#8221; to &#8220;Fire&#8221;, an set the &#8220;High Clip&#8221; to 45%, and the &#8220;Contrast&#8221; to 90%. Check on &#8220;Specular Layer 1&#8243; and &#8220;Reflection Layer&#8221;. Set the &#8220;Reflection Amount&#8221; to 85%.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/54.jpg" alt=" " /></div>
<h3>Step 55</h3>
<p>Assign the material to the &#8220;kitchen_unit&#8221; object. Select the Material tag and drag the selection you made before into the &#8220;Selection&#8221; field in the Attributes panel. Change the &#8220;Projection&#8221; to &#8220;Cubic&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/55.jpg" alt=" " /></div>
<h3>Step 56</h3>
<p>Open the Render Settings (Ctrl + B) and disable &#8220;Render As Editor&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/56.jpg" alt=" " /></div>
<h3>Step 57</h3>
<p>Go to the &#8220;Output&#8221; tab and set the &#8220;Resolution&#8221; to 1000px x 600px.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/57.jpg" alt=" " /></div>
<h3>Step 58</h3>
<p>Go to the &#8220;Save&#8221; tab and type &#8220;kitchenRender&#8221; in the &#8220;Path&#8221;. Close the Render Settings, make sure you are on the camera, and render the image (Shift + R).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/58.jpg" alt=" " /></div>
<h3>Step 59</h3>
<p>When the image is done rendering, open it in Photoshop. Add new &#8220;Brightness/Contrast&#8221; adjustment layer, and set the values to 30 and 35. Go to the mask of the &#8220;Brightness/Contrast&#8221; layer and pick a soft round brush with a 500 px diameter. Set the foreground color to black, and start painting onthe mask over the light spaces of the image.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/59.jpg" alt=" " /></div>
<h3>Step 60</h3>
<p>End of tutorial!  Hope you enjoyed it!!</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/077_C4D_Room2/preview.jpg" alt=" " /></div>
</p>
<h4>This tutorial is Day 2 in a series &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/maxon-cinema-4d/model-texture-and-render-an-interior-scene-with-cinema-4d-and-vray-%E2%80%93-day-1/">Day 1</a></h4>
</p>
<p>Don&#8217;t miss more CG tutorials and guides, published daily &#8211; subscribe to <a href="http://feeds2.feedburner.com/Cgtuts">Cgtuts+ by RSS</a></p>
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		<item>
		<title>Create Incredible Looking Hair Effects with Particles in Blender</title>
		<link>http://feedproxy.google.com/~r/Cgtuts/~3/MaMM19SjVeo/</link>
		<comments>http://cg.tutsplus.com/tutorials/3d-art/ceate-incredible-looking-hair-effects-with-particles-in-blender/#comments</comments>
		<pubDate>Wed, 18 Nov 2009 04:00:10 +0000</pubDate>
		<dc:creator>Roberto Roch</dc:creator>
				<category><![CDATA[3D Art]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Particles]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=1691</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.amazonaws.com/079_Blender_Hair/thumbnail.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>In this multi-part, video tutorial about Blender&#8217;s Hair Particles System, we will learn some very useful options to use when trying to create cool or convincing hair effects.  We will also add colour to the hair, light the scene, add a few compositing nodes, and finally set the particle system as a softbody so we can animate it.</p>
<p><span id="more-1691"></span></p>
<p>In this first day we&#8217;ll focus on the tools available to manipulate the particles so they look like we want them to.</p>
<p>The head we will use is part of a human base mesh by Sean J. MacIsaac, and can be found in here:<br />
<a href="http://www.seanjmacisaac.com/index.php?option=com_content&#038;view=article&#038;id=18&#038;Itemid=17">http://www.seanjmacisaac.com/index.php?option=com_content&#038;view=article&#038;id=18&#038;Itemid=17</a>
</p>
<h3>Final Effect Preview</h3>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/079_Blender_Hair/preview.jpg" alt=" " /></div>
<p></p>
<div class="download">
<h2><a href="http://blip.tv/file/get/Cgtuts-CreatedIncredibleAnimatedHairUsingParticlesInBlender192.flv">Video 1</a></h2>
<p><span>Download</span>
</div>
<div class="tutorial_image"><embed src="http://blip.tv/play/g8M5ga%2BxbwA%2Em4v" type="application/x-shockwave-flash" width="600" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></div>
<p><strong>Note:</strong> click the &#8216;Monitor&#8217; icon to view tutorial in full-screen HD.</p>
</p>
<p>Don&#8217;t miss more exciting tutorials and articles published daily!  Subscribe to <a href="http://feeds2.feedburner.com/Cgtuts">Cgtuts+ by RSS</a>.</p>
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		<item>
		<title>Create a Stylish Liquid Type Logo using Cinema 4D, RealFlow, and After Effects</title>
		<link>http://feedproxy.google.com/~r/Cgtuts/~3/9VXoxMmpHz0/</link>
		<comments>http://cg.tutsplus.com/tutorials/maxon-cinema-4d/create-a-stylish-liquid-type-logo-using-cinema-4d-realflow-and-after-effects/#comments</comments>
		<pubDate>Tue, 17 Nov 2009 04:00:05 +0000</pubDate>
		<dc:creator>William Salas</dc:creator>
				<category><![CDATA[3D Art]]></category>
		<category><![CDATA[Adobe After Effects]]></category>
		<category><![CDATA[Fluids]]></category>
		<category><![CDATA[Maxon Cinema 4D]]></category>
		<category><![CDATA[Particles]]></category>
		<category><![CDATA[RealFlow]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=1686</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/Thumbnail.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>In this in-depth, 86 step tutorial, you will learn how to create a stylish liquid looking logo using Next Limit&#8217;s Realflow. Using Cinema 4D as the main 3D package, you will learn how to integrate Illustrator and After Effects to efficiently design, simulate, export, and render your final animation.</p>
<p><span id="more-1686"></span></p>
<h3>Final Effect Preview</h3>
<p><embed src="http://blip.tv/play/g8M5gbDELQA%2Em4v" type="application/x-shockwave-flash" width="600" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></p>
<h3>Step 1</h3>
<p>First things first. Since you are going to be using a wide array of applications, you need your file structure to stay clean and concise. Open Realflow and create and new project calling it CG Tuts or any other name you would like.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/1.jpg" alt=" " /></div>
<h3>Step 2</h3>
<p>Open Finder, and navigate to your &#8216;CG Tuts&#8217; realflow folder. Create four new folders, rename them to &#8216;ae&#8217;, &#8216;ai&#8217;, &#8216;c4d&#8217;, and &#8216;tga&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/2.jpg" alt=" " /></div>
<h3>Step 3</h3>
<p>Open Illustrator and type out the name of your logo. Once you have typeset your logo and you are happy with its layout, select your text object and expand it by choosing &#8216;Object&#8217;, &#8216;Expand&#8217;</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/3.jpg" alt=" " /></div>
<h3>Step 4</h3>
<p>Click and drag your artboard&#8217;s co-ordinates box to center your artboard so that when you import your Illustrator logo&#8217;s splines into Cinema 4D they will also be centered.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/4.jpg" alt=" " width="600" height="868" /></div>
<h3>Step 5</h3>
<p>Save your file as an Illustrator 8 formatted file inside the &#8216;ai&#8217; folder you made earlier.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/5.jpg" alt=" " /></div>
<h3>Step 6</h3>
<p>Select &#8216;File&#8217;, &#8216;Merge&#8217; and select your Illustrator file. Click &#8216;Open&#8217;. Save your file inside of the &#8216;c4d&#8217; folder you made earlier.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/6.jpg" alt=" " /></div>
<h3>Step 7</h3>
<p>With your logo object selected, hold &#8216;Option&#8217; (&#8217;Alt&#8217; on a PC), and create an &#8216;Extrude Nurbs&#8217; object. (Holding the &#8216;Option&#8217; key with an object selected before you create anything inside of Cinema will make it the &#8216;parent&#8217; of that selected object)</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/7.jpg" alt=" " /></div>
<h3>Step 8</h3>
<p>Select the Extrude Nurbs &#8216;Object&#8217; tab and check the &#8216;Hierarchical&#8217; option box.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/8.jpg" alt=" " /></div>
<h3>Step 9</h3>
<p>Select the &#8216;Caps&#8217; tab and change both the &#8216;Start&#8217; and &#8216;End&#8217; options to &#8216;Fillet Cap&#8217; with 3 &#8216;Steps&#8217; and 1 for the &#8216;Radius&#8217;. Make sure &#8216;Constrain&#8217; is checked as well.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/9.jpg" alt=" " /></div>
<h3>Step 10</h3>
<p>Hit &#8216;C&#8217; on your keyboard to make the Extrude Nurbs object editable. Select the &#8216;+&#8217; sign to the left of your Extrude Nurbs object until you can see the individual Extrude Nurbs objects created for each individual letter.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/10.jpg" alt=" " /></div>
<h3>Step 11</h3>
<p>Select all your &#8216;Paths&#8217; and hit the &#8216;C&#8217; key again. This will not complete the process of making all out text editable.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/11.jpg" alt=" " /></div>
<h3>Step 12</h3>
<p>Right click on your Extrude Nurbs object and select the &#8216;Unfold All&#8217; option.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/12.jpg" alt=" " /></div>
<h3>Step 13</h3>
<p>Select all the objects inside the &#8216;Object Manager&#8217;, right click on one of them, and select &#8216;Connect&#8217;. This will create a single piece of geometry.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/13.jpg" alt=" " /></div>
<h3>Step 14</h3>
<p>Delete all the &#8216;Set Selections&#8217; (the orange triangles) and the old Extrude Nurbs under our newly &#8216;Connected&#8217; one.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/14.jpg" alt=" " /></div>
<h3>Step 15</h3>
<p>Rename your Extrude Nurbs object to &#8216;cg_tuts&#8217; or the name of your logo. Add a -90 degree rotation on the &#8216;Pitch&#8217; option of your objects co-ordinates. Scale the text 20 times in all three axis.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/15.jpg" alt=" " width="600" height="440" /></div>
<h3>Step 16</h3>
<p>Change your &#8216;Timelines&#8217; default length from &#8216;90 frames&#8217; to &#8216;200 frames&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/16.jpg" alt=" " width="600" height="440" /></div>
<h3>Step 17</h3>
<p>Time to export to Realflow. With your text selected, click on &#8216;Plugins&#8217;, &#8216;Next Limit&#8217;, &#8216;[NL] Realflow SD Export&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/17.jpg" alt=" " width="600" height="440" /></div>
<h3>Step 18</h3>
<p>Click on &#8216;Save All&#8217;. Then click on &#8216;Outfile&#8217; which will bring up a window asking where to save your exported &#8216;SD&#8217; file and what you would like to name it. Navigate to your &#8216;objects&#8217; folder and click on &#8216;Save&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/18.jpg" alt=" " width="600" height="440" /></div>
<h3>Step 19</h3>
<p>Back to Realflow. Select &#8216;File&#8217;, &#8216;Import&#8217;, &#8216;Import Object&#8217;. Select the &#8216;.sd&#8217; file you just output through Cinema 4D and click &#8216;Open&#8217;. Set your scenes scale &#8216;0.01&#8242;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/19.jpg" alt=" " width="600" height="500" /></div>
<h3>Step 20</h3>
<p>Lets add some key important &#8216;Daemons&#8217; to the scene. Click on the triple arrow symbol which contains all the &#8216;Daemons&#8217;. Add a &#8216;Gravity&#8217; and a &#8216;k Volume&#8217; daemon to your scene.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/20.jpg" alt=" " width="600" height="600" /></div>
<h3>Step 21</h3>
<p>Select your &#8216;k_Volume&#8217; node and click on &#8216;Fit To Scene&#8217;. This will prevent any stray particles from creating an unstable simulation.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/21.jpg" alt=" " width="600" height="326" /></div>
<h3>Step 22</h3>
<p>Click on the &quot;three blue dots&quot; to the left of the &#8216;Daemons&#8217; which is where you will find all your &#8216;emitters&#8217;. Add a &#8216;circle&#8217; emitter.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/22.jpg" alt=" " width="600" height="326" /></div>
<h3>Step 23</h3>
<p>In the &#8216;Nodes Params&#8217; pallete, under the &#8216;Particles&#8217; tab, change the defaul settings to, &#8216;Resolution 4.0&#8242;, &#8216;Density 1200.0&#8242;, &#8216;Internal Pressure 6.0&#8242;, &#8216;External Pressure 1.0&#8242;, Viscosity 4.0&#8242;, Surface Tension 10.0&#8242;, and finally &#8216;Max Particles 25000&#8242;. The Max Particles setting sets your emitters maximum amout of particles that can be emitted per emitter, and since you will be using about &#8216;20&#8242; emitters, the &#8216;Max Particles&#8217; value is going to change from each set of emitters because each letter only needs a cetain amount of particles together to reach the same height as the other letters, keeping a consistant looking depth.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/23.jpg" alt=" " width="600" height="458" /></div>
<h3>Step 24</h3>
<p>Click on the &#8216;Circle&#8217; tab and change the &#8216;Speed&#8217; to 6.0. Righ click on the word &#8216;Speed&#8217; and add a keyframe at Frame &#8216;0&#8242;. Repeat this step for frames &#8216;10&#8242; and &#8216;20&#8242;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/24.jpg" alt=" " width="600" height="458" /></div>
<h3>Step 25</h3>
<p>Right click on &#8216;Speed&#8217; one more time and click on &#8216;Open Curve&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/25.jpg" alt=" " width="600" height="500" /></div>
<h3>Step 26</h3>
<p>Select &#8216;Fit H&#8217; and &#8216;Fit V&#8217; to fit your curve both horizontally and vertically. Select the last keyframe which is at frame &#8216;20&#8242;, and change its node from &#8216;Tcb Node&#8217; to &#8216;Bezier Node&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/26.jpg" alt=" " width="600" height="606" /></div>
<h3>Step 27</h3>
<p>Change the &#8216;Incoming&#8217; curve value from &#8216;9.000&#8242; to &#8216;0.000&#8242;. Repeat steps 26 and 27 for the keyframe on frame &#8216;0&#8242; changing the &#8216;Outcoming&#8217; curve value from &#8216;-9.000&#8242; to &#8216;0.000&#8242;. Repeat step 26 for the final keyframe on frame &#8216;10&#8242;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/27.jpg" alt=" " width="600" height="611" /></div>
<h3>Step 28</h3>
<p>Select the keyframe at frame &#8216;20&#8242; and change the &#8216;Post-Behavior&#8217; from &#8216;Zero&#8217; to &#8216;Loop&#8217;. This will make your curve loop through its keyframes infinitely.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/28.jpg" alt=" " width="600" height="620" /></div>
<h3>Step 29</h3>
<p>Select your emitter and postition it inside the first letter of your logo, making sure that the emitter is placed near the bottom of the logo, and rotated around a -45 to a -50 degree angle.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/29.jpg" alt=" " width="600" height="611" /></div>
<h3>Step 30</h3>
<p>Duplicate your emitter and repeat steps 24 &#8211; 29. Make sure to rotate your new emitter to the opposite of value of your first one. Position it away from the first one so they are not intersecting one another too much.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/30.jpg" alt=" " /></div>
<h3>Step 31</h3>
<p>Now you are ready for some simulations. Hit the &#8216;Simulate&#8217; button and let it rip.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/31.jpg" alt=" " width="600" height="165" /></div>
<h3>Step 32</h3>
<p>Your liquids should look like something similar to the image below on the final frame.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/32.jpg" alt=" " /></div>
<h3>Step 33</h3>
<p>Select both your emitters and change their &#8216;Simulation&#8217; node from &#8216;Acitve&#8217; to &#8216;Cache&#8217;. This will help you visualize how many particles have been emitted inside of the previous letters and help you with matching the depth so you have an even logo.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/33.jpg" alt=" " width="600" height="459" /></div>
<h3>Step 34</h3>
<p>Repeat steps 30 -33. Your results should look like something to the image below.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/34.jpg" alt=" " width="600" height="459" /></div>
<h3>Step 35</h3>
<p>Select &#8216;Export&#8217;, &#8216;Export Central&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/35.jpg" alt=" " width="600" height="459" /></div>
<h3>Step 36</h3>
<p>Uncheck all of the emitters that are not a part of your first letter of your logo. Select &#8216;Update Time Line Cache&#8217;. Hit &#8216;Done&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/36.jpg" alt=" " width="600" height="454" /></div>
<h3>Step 37</h3>
<p>With both of your emitters seleted, change their &#8216;Simulation&#8217; nodes and change them from &#8216;Cache&#8217; to &#8216;Active&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/37.jpg" alt=" " width="600" height="454" /></div>
<h3>Step 38</h3>
<p>Select the &#8216;Add Mesh&#8217; icon to add a mesh to your scene.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/38.jpg" alt=" " width="600" height="454" /></div>
<h3>Step 39</h3>
<p>Rename your &#8216;Mesh&#8217; to something appropriate like the letter &#8216;c&#8217; or whatever the name is of the first letter in your logo. Right click on your &#8216;c&#8217; mesh and select &#8216;Insert Fluids&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/39.jpg" alt=" " width="600" height="454" /></div>
<h3>Step 40</h3>
<p>Select both your emitters and click on &#8216;Ok&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/40.jpg" alt=" " width="600" height="454" /></div>
<h3>Step 41</h3>
<p>Select the &#8216;Filters&#8217; tab and change the &#8216;Filter Method&#8217; from &#8216;No&#8217; to &#8216;Yes&#8217;. Change the &#8216;Relaxation&#8217; from &#8216;0.1&#8242; to &#8216;0.05&#8242;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/41.jpg" alt=" " width="600" height="454" /></div>
<h3>Step 42</h3>
<p>Right click on your mesh and select &#8216;Build&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/42.jpg" alt=" " width="600" height="454" /></div>
<h3>Step 43</h3>
<p>With you mesh node selected, click on the &#8216;Build Meshes&#8217; script which will build a mesh for every single frame in your timeline.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/43.jpg" alt=" " width="600" height="454" /></div>
<h3>Step 44</h3>
<p>Change your meshes &#8216;Build&#8217; node from &#8216;Yes&#8217; to &#8216;No&#8217;. Go back to &#8216;Export Central&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/44.jpg" alt=" " width="600" height="454" /></div>
<h3>Step 45</h3>
<p>Turn off your mesh, and both of your emitters. Turn on the next set of emitters which pertain to the next letter in your logo. Select &#8216;Update Time Line Cache&#8217; and hit &#8216;Ok&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/45.jpg" alt=" " width="600" height="454" /></div>
<h3>Step 46</h3>
<p>Repeat steps 37 &#8211; 45. Open a new document inside of Cinema 4D. Click on &#8216;Plugins&#8217;, &#8216;NextLimit&#8217;, &#8216;[NL] RealFlow Mesh Loader&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/46.jpg" alt=" " width="600" height="430" /></div>
<h3>Step 47</h3>
<p>Rename the mesh loader object to the name of the first letter of your logo. Select the &#8216;Sequence&#8217; tab and click on the &#8216;&#8230;&#8217; icon.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/47.jpg" alt=" " width="600" height="430" /></div>
<h3>Step 48</h3>
<p>Navigate to your &#8216;CG Tuts&#8217; folder and click on your &#8216;meshes&#8217; folder. Select your &#8216;c00000.bin&#8217; mesh and click &#8216;Open&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/48.jpg" alt=" " width="600" height="430" /></div>
<h3>Step 49</h3>
<p>Repeat Steps 46 &#8211; 48 for the remaining letters of your logo. Change your &#8216;Timelines&#8217; default length from &#8216;90 frames&#8217; to &#8216;200 frames&#8217;. Your workspace should look something similar to the image below.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/49.jpg" alt=" " width="600" height="676" /></div>
<h3>Step 50</h3>
<p>The following steps derived from free downloadable files over at <a href="http://www.hypa.tv/tims/download.html" target="_blank">HYPA.TV</a>. You can either download the lighting presets and scale the &#8216;Classic&#8217; preset so that it fits your scene accordingly, or you can follow these steps to achieve the same result. Add two &#8216;Area Lights&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/50.jpg" alt=" " width="600" height="291" /></div>
<h3>Step 51</h3>
<p>Rename the first one to &#8216;Main Light&#8217;. Click on the &#8216;General&#8217; tab and change your settings to match the settings in the photo below.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/51.jpg" alt=" " width="600" height="676" /></div>
<h3>Step 52</h3>
<p>Click on the &#8216;Details&#8217; tab and modify your settings to match the settings of the image below.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/52.jpg" alt=" " width="600" height="676" /></div>
<h3>Step 53</h3>
<p>Click on the &#8216;Visibility&#8217; tab and modify your settings to those that you see in the picture below.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/53.jpg" alt=" " width="600" height="676" /></div>
<h3>Step 54</h3>
<p>Click on the &#8216;Shadow&#8217; tab and modify your settings to those that you see in the picture below.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/54.jpg" alt=" " width="600" height="676" /></div>
<h3>Step 55</h3>
<p>Position and rotate your &#8216;Main Light&#8217; accordingly.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/55.jpg" alt=" " width="600" height="676" /></div>
<h3>Step 56</h3>
<p>Select your second &#8216;Area Light&#8217; and rename it to &#8216;Fill Light&#8217;. Click on the &#8216;General&#8217; tab and change your settings to match the settings in the photo below.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/56.jpg" alt=" " width="600" height="676" /></div>
<h3>Step 57</h3>
<p>Click on the &#8216;Details&#8217; tab and modify your settings to match the settings of the image below.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/57.jpg" alt=" " width="600" height="676" /></div>
<h3>Step 58</h3>
<p>Click on the &#8216;Visibility&#8217; tab and modify your settings to those that you see in the picture below.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/58.jpg" alt=" " width="600" height="676" /></div>
<h3>Step 59</h3>
<p>Position and rotate your &#8216;Fill Light&#8217; accordingly.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/59.jpg" alt=" " width="600" height="676" /></div>
<h3>Step 60</h3>
<p>Add a &#8216;Floor&#8217; object. Create a new &#8216;material&#8217; and call it &#8216;white&#8217;. Change its color properties to R 255, G 255, B 255, and its Brightness to &#8216;90%&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/60.jpg" alt=" " width="600" height="676" /></div>
<h3>Step 61</h3>
<p>Change its &#8216;Specular&#8217; to the setting below. Add your &#8216;white&#8217; material to your &#8216;Floor&#8217; object.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/61.jpg" alt=" " width="600" height="676" /></div>
<h3>Step 62</h3>
<p>Add a &#8216;Sky Object&#8217; to your scene.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/62.jpg" alt=" " width="600" height="676" /></div>
<h3>Step 63</h3>
<p>Create a new &#8216;material&#8217; and name it &#8217;sky&#8217;. Turn off both the &#8216;color&#8217; and the &#8217;specular&#8217; channels and turn on the &#8216;Luminance&#8217; channel.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/63.jpg" alt=" " width="600" height="676" /></div>
<h3>Step 64</h3>
<p>In the &#8216;Texture&#8217; node click on the arrow to the right of it and select &#8216;Gradient&#8217;. Click on the &#8216;Gradient&#8217; node.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/64.jpg" alt=" " width="600" height="792" /></div>
<h3>Step 65</h3>
<p>Change the &#8216;Type&#8217; of Gradient from &#8216;2D &#8211; U&#8217; to &#8216;2D &#8211; V&#8217;. Modify your swatch colors to begin with pure white and end with a light blue. Change your &#8216;RGB&#8217; values to match those in the image below. Click &#8216;OK&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/65.jpg" alt=" " width="600" height="557" /></div>
<h3>Step 66</h3>
<p>Add your &#8217;sky&#8217; material to the &#8216;Sky&#8217; object you created. With your &#8216;Sky&#8217; object selected, right click on it and add a &#8216;Cinema 4D Compositing&#8217; tag.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/66.jpg" alt=" " width="600" height="557" /></div>
<h3>Step 67</h3>
<p>Click on &#8216;Tag&#8217; tab and match your settings to the ones below.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/67.jpg" alt=" " width="600" height="472" /></div>
<h3>Step 68</h3>
<p>Add your &#8217;sky&#8217; material to the &#8216;Sky&#8217; object you created. With your &#8216;Sky&#8217; object selected, right click on it and add a &#8216;Cinema 4D Compositing&#8217; tag.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/68.jpg" alt=" " width="600" height="472" /></div>
<h3>Step 69</h3>
<p>Move your &#8216;Camera&#8217; to a position where your animation is centered and you can see some depth on the letters of your logo. These are my settings below.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/69.jpg" alt=" " width="600" height="472" /></div>
<h3>Step 70</h3>
<p>Open up the &#8216;Render Settings&#8217; menu. Click on the &#8216;Output&#8217; option and change the default setting to match the ones in the image below.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/70.jpg" alt=" " width="600" height="672" /></div>
<h3>Step 71</h3>
<p>Select the &#8216;Save&#8217; option. Navigate inside your main &#8216;cg_tuts&#8217; folder and click on the &#8216;tga&#8217; folder. Name your file appropriately and hit &#8216;Save&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/71.jpg" alt=" " width="600" height="597" /></div>
<h3>Step 72</h3>
<p>Change the &#8216;Format&#8217; option to &#8216;TARGA&#8217;. Add a check mark to the &#8216;Alpha Channel&#8217; option.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/72.jpg" alt=" " width="600" height="985" /></div>
<h3>Step 73</h3>
<p>Click on the &#8216;Anti-Aliasing&#8217; option and change it from &#8216;Geometry&#8217; to &#8216;Best&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/73.jpg" alt=" " width="600" height="361" /></div>
<h3>Step 74</h3>
<p>Click on the &#8216;Option&#8217; option, and change the &#8216;Ray Depth&#8217;, &#8216;Reflection Depth&#8217;, and the &#8216;Shadow Depth&#8217; to the appropriate values below.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/74.jpg" alt=" " width="600" height="361" /></div>
<h3>Step 75</h3>
<p>Click on the &#8216;Effect&#8217; button and add a &#8216;Global Illumination&#8217; effect. You are now ready to render. Hit &#8216;Shift + R&#8217; or select the &#8216;Render to Picture Viewer&#8217; icon to start your render. Depending on how fast your machine is this can take several hours even days. Mine took around 12 hours.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/75.jpg" alt=" " width="600" height="1664" /></div>
<h3>Step 76</h3>
<p>Fire up After Effects. Import your &#8216;TARGA&#8217; sequence that you rendered out from Cinema 4D. Make sure that &#8216;Targa Sequence&#8217; is checked.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/76.jpg" alt=" " width="600" height="964" /></div>
<h3>Step 77</h3>
<p>Drag you imported TGA Sequence onto the &#8216;Create a new Composition&#8217; icon.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/77.jpg" alt=" " width="600" height="635" /></div>
<h3>Step 78</h3>
<p>Select &#8216;Layer&#8217;, &#8216;New&#8217;, &#8216;Adjustment Layer&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/78.jpg" alt=" " width="600" height="321" /></div>
<h3>Step 79</h3>
<p>Rename your &#8216;Adjustment Layer 1&#8242; to &#8216;Effects&#8217;. Navigate to &#8216;Effect&#8217;, &#8216;BCC6 Effects&#8217;, &#8216;BCC Film Damage&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/79.jpg" alt=" " width="600" height="505" /></div>
<h3>Step 80</h3>
<p>Change your settings to match those of the image below.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/80.jpg" alt=" " width="600" height="704" /></div>
<h3>Step 81</h3>
<p>Create another &#8216;Adjustment Layer&#8217; and rename it to &#8216;Glow&#8217;. Change its &#8216;Threshold&#8217; to &#8216;50.0%&#8217; and its &#8216;Radius&#8217; to &#8216;30.0&#8242;. Change its &#8216;Blending Mode&#8217; from &#8216;Normal&#8217; to Multiply&#8217;. You can play with these settings as you like to get the look you are going for.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/81.jpg" alt=" " width="600" height="704" /></div>
<h3>Step 82</h3>
<p>Finally, add a new &#8216;Black Solid&#8217;. Rename it &#8216;Vignette&#8217; and change its &#8216;Blending Mode&#8217; from &#8216;Normal&#8217; to &#8216;Overlay&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/82.jpg" alt=" " width="600" height="265" /></div>
<h3>Step 83</h3>
<p>Change the default &#8216;Masking Tool&#8217; from a &#8216;Rectangle&#8217; to an &#8216;Elipse&#8217;. Double click on the icon to add a proportionately scaled mask to your &#8216;Vignette&#8217; layer. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/83.jpg" alt=" " width="600" height="204" /></div>
<h3>Step 84</h3>
<p>Change your mask settings to those of the image below.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/84.jpg" alt=" " width="600" height="204" /></div>
<h3>Step 85</h3>
<p>Add your composition to the &#8216;Render Queue&#8217;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/85.jpg" alt=" " width="600" height="450" /></div>
<h3>Step 86</h3>
<p>Click on the &#8216;Output To&#8217; option and save your file wherever you would like it to be rendered to. Click on &#8216;Render&#8217; and your done! Thanks for reading.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/078_C4D_RF_Text/86.jpg" alt=" " width="600" height="450" /></div>
</p>
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			<wfw:commentRss>http://cg.tutsplus.com/tutorials/maxon-cinema-4d/create-a-stylish-liquid-type-logo-using-cinema-4d-realflow-and-after-effects/feed/</wfw:commentRss>
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		<item>
		<title>Create a Realistic Looking Nokia 5800 in 3ds Max – Day 2</title>
		<link>http://feedproxy.google.com/~r/Cgtuts/~3/V5_jAhGnWKU/</link>
		<comments>http://cg.tutsplus.com/tutorials/3d-art/create-a-realistic-looking-nokia-5800-in-3ds-max-day-2/#comments</comments>
		<pubDate>Mon, 16 Nov 2009 04:00:23 +0000</pubDate>
		<dc:creator>Georgi Zahariev</dc:creator>
				<category><![CDATA[3D Art]]></category>
		<category><![CDATA[Adobe Photoshop]]></category>
		<category><![CDATA[Autodesk 3Ds Max]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shaders]]></category>
		<category><![CDATA[Texturing]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=1655</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.amazonaws.com/060_Max_CellPhone/NOKIA THUMB.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>In this multi-part, hard surface modeling, texturing, and rendering tutorial, you will learn how to quickly create a realistic looking Nokia 5800. The techniques shown in this tutorial can easily be applied to other 3d applications, and the methods of making the phone itself are fast, and very efficient. Though the resulting mesh will not be perfect, the final render will still look great, thus the goal of this tutorial is not to teach you how to make a perfect mesh, but to teach you a trick or two about fast and efficient modeling.</p>
<p><span id="more-1655"></span></p>
<h4>This tutorial is Day 2 in a series &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/quickly-create-a-realistic-looking-nokia-5800-in-3ds-max/">Day 1</a></h4>
<h3>Final Effect Preview</h3>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/060_Max_CellPhone/NOKIA_Final.jpg" alt=" " /></div>
<p></p>
<div class="download">
<h2><a href="http://blip.tv/file/get/Cgtuts-CreateARealisticLookingNokia5800In3dsMaxDay21442.flv">Video 1</a></h2>
<p><span>Download</span>
</div>
<div class="tutorial_image"><embed src="http://blip.tv/play/g8M5ga%2BjfQA%2Em4v" type="application/x-shockwave-flash" width="600" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></div>
<p><strong>Note:</strong> click the &#8216;Monitor&#8217; icon to view tutorial in full-screen HD.</p>
<div class="download">
<h2><a href="http://blip.tv/file/get/Cgtuts-CreateARealisticLookingNokia5800In3dsMaxDay22191.flv">Video 2</a></h2>
<p><span>Download</span>
</div>
<div class="tutorial_image"><embed src="http://blip.tv/play/g8M5ga%2BkSQA%2Em4v" type="application/x-shockwave-flash" width="600" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></div>
<p><strong>Note:</strong> click the &#8216;Monitor&#8217; icon to view tutorial in full-screen HD.</p>
</p>
<h4>Start at the beginning &#8211; Go to <a href="http://cg.tutsplus.com/tutorials/3d-art/quickly-create-a-realistic-looking-nokia-5800-in-3ds-max/">Day 1</a></h4>
</p>
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		<item>
		<title>Win a Copy of ‘Digital Lighting and Rendering (2nd Edition)’, by Pixar’s Jeremy Birn!</title>
		<link>http://feedproxy.google.com/~r/Cgtuts/~3/67fOEPTUFP4/</link>
		<comments>http://cg.tutsplus.com/articles/contests-and-giveaways/win-a-copy-of-digital-lighting-and-rendering-2nd-edition-by-pixars-jeremy-birn/#comments</comments>
		<pubDate>Mon, 16 Nov 2009 04:00:10 +0000</pubDate>
		<dc:creator>Kaleb Aylsworth</dc:creator>
				<category><![CDATA[Contests and Giveaways]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=1669</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.amazonaws.com/00000_GiveAways/11_16/thumbnail.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>Creating a perfect render in any 3D application means getting all the details exactly right. And no matter what software you use, your success in creating realistic illumination, shadows, and textures depends on the quality of the professional lighting and rendering techniques at your disposal. In this lavishly illustrated new edition, Pixar&#8217;s Jeremy Birn explains everything you will need to know to perfect this highly technical craft.<br />
<span id="more-1669"></span></p>
<p><a href="http://www.amazon.com/Digital-Lighting-Rendering-Jeremy-Birn/dp/0321316312/ref=pd_sim_b_6/188-4351541-7741962">
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/00000_GiveAways/11_16/preview.jpg" alt=" " /></div>
<p></a><br />
</p>
<h3>Contents</h3>
<li>Master Hollywood lighting techniques to produce professional results in any 3D application</li>
<li>Convincingly composite 3D models into real-world environments.</li>
<li>Apply advanced rendering techniques using subsurface scattering, global illumination, caustics, occlusion, and high dynamic range images.</li>
<li>Design realistic materials and paint detailed texture maps</li>
<li>Mimic real-life camera properties such as f-stops, exposure times, depth-of-field, and natural color temperatures for photorealistic renderings</li>
<li>Render in multiple passes for greater efficiency and creative control</li>
<li>Understand production pipelines at visual effects and animation studios</li>
<li>Develop your lighting reel to get a job in the industry</li>
<h3>About the Author</h3>
<p>&#8220;Jeremy Birn is a Lighting Technical Director at Pixar Animation Studios, where he worked on Cars and the Academy Award-winning The Incredibles. Prior to joining Pixar in 2002, Jeremy did lighting and rendering at such companies as Palomar Pictures, Wild Brain, CBS Television, and Tippett Studio, where he worked on effects for the feature film Evolution. Jeremy has taught courses at the California Institute of the Arts in Southern California and the Academy of Art University in San Francisco. More of Jeremy’s work and more about his writing is on his website, <a href="http://www.3dRender.com">www.3dRender.com</a>&#8220;(amazon.com).</p>
</p>
<h3>Contest Rules</h3>
<p>For the chance to win your own copy of  &#8216;Digital Lighting and Rendering (2nd Edition)&#8217;, all you need to do is comment (no double comments please!). Make sure to include your correct email address with your comment so that we can contact you. This giveaway is open worldwide, but make sure to get your comment in before midnight this Sunday (November 22), Pacific Eastern Standard Time.</p>
<p><em>Please note: Envato staff and people who have written more than two tutorials/articles for a Tuts+ site are not eligible to enter.</em></p>
<p>Now let&#8217;s see some comments everyone!!</p>
<p>Don&#8217;t miss more exciting tutorials and guides published daily! &#8211; Subscribe to <a href="http://feeds2.feedburner.com/Cgtuts">Cgtuts+ by RSS</a>.</p>
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		<item>
		<title>How to Create a Dancing Particle Effect using 3ds Max and Thinking Particles</title>
		<link>http://feedproxy.google.com/~r/Cgtuts/~3/nD8r6Lzywek/</link>
		<comments>http://cg.tutsplus.com/tutorials/3d-art/how-to-create-a-dancing-particle-effect-using-3ds-max-and-thinking-particles/#comments</comments>
		<pubDate>Sun, 15 Nov 2009 15:15:40 +0000</pubDate>
		<dc:creator>Cristian Pop</dc:creator>
				<category><![CDATA[3D Art]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Autodesk 3Ds Max]]></category>
		<category><![CDATA[Particles]]></category>
		<category><![CDATA[Thinking Particles]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=1629</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/small_preview.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>In this intermediate level tutorial you will learn how to create an interesting &#8220;dancing&#8221; particle effect using 3ds Max and Thinking Particles.  You also will be able to choreograph the animation to your audio track by creating an animated map using AfterEffects. </p>
<p><span id="more-1629"></span></p>
<h3>Final Effect Preview</h3>
<p>

<div class="tutorial_image">
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</p>
<div class="download">
<h2><a href="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/Project Files.zip">Project Files</a></h2>
<p><span>Download</span>
</div>
<h3>Step 1</h3>
<p>Open AfterEffects and create a new composition. Set the &#8220;Width&#8221; and the &#8220;Height&#8221; to &#8216;400&#8242;. Change the &#8220;Pixel Aspect Ratio&#8221; to &#8220;Square Pixels&#8221;, the &#8220;Frame Rate&#8221; to &#8216;30&#8242;, and set the &#8220;Duration&#8221; to 20 seconds.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/1.jpg" alt="" /></div>
<h3>Step 2</h3>
<p>Download the project files, and import them in AE.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/2.jpg" alt="" /></div>
<h3>Step 3</h3>
<p>Drag &#8220;Metric_Bass.wav&#8221; into the composition&#8217;s timeline. Right click on it, go to &#8220;Keyframe Assistant&#8221; > &#8220;Convert Audio to Keyframes&#8221;. This process converts the audio waveform into keyframes, and stores them in a new layer called &#8220;Audio Amplitude&#8221;. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/3.jpg" alt="" /></div>
<h3>Step 4</h3>
<p>Change the new &#8220;Audio Amplitude&#8221; layer&#8217;s name to &#8220;Bass Amplitude&#8221;. Delete the &#8220;Metric_Bass.wav&#8221; layer, because the new layer contains all the audio data you will need. To expand or collapse a property group, click the triangle to the left of the layer name or property group name. Expand &#8220;Bass Amplitude&#8221; > &#8220;Effects&#8221; > &#8220;Both Channels&#8221;. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/4.jpg" alt="" /></div>
<h3>Step 5</h3>
<p>Drag &#8220;Bass_map.png&#8221; in the composition&#8217;s timeline. Expand &#8220;Bass_map&#8221; > &#8220;Transform&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/5.jpg" alt="" /></div>
<h3>Step 6</h3>
<p>Next, you will connect the &#8220;Bass_map&#8221; layer&#8217;s &#8220;Opacity&#8221; value to the &#8220;Bass Amplitude&#8221; layer&#8217;s audio data. Press the &#8220;Alt&#8221; key and click the on the Bass_map&#8217;s &#8220;Opacity&#8221; stopwatch icon, to add an expression to this property.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/6.jpg" alt="" /></div>
<h3>Step 7</h3>
<p>Click the &#8220;Expressions Pick Whip&#8221; icon, and drag a wire to the Both Channel&#8217;s &#8220;Slider&#8221;. This action will connect the &#8220;Opacity&#8221; value to the audio data.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/7.jpg" alt="" /></div>
<h3>Step 8</h3>
<p>Do the same for the &#8220;Normal&#8221; and &#8220;Treble&#8221; files.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/8.jpg" alt="" /></div>
<h3>Step 9</h3>
<p>Render the animation as a .jpeg sequence.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/9.jpg" alt="" /></div>
<h3>Step 10</h3>
<p>Open 3ds Max and set the &#8220;Animation Length&#8221; to &#8216;600&#8242; frames (20 seconds) in the &#8220;Time Configuration&#8221; dialog.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/10.jpg" alt="" /></div>
<h3>Step 11</h3>
<p>Create a plane, and change the name to &#8220;Emitter Plane&#8221;. Set the plane&#8217;s length and width to &#8216;140&#8242;, and move it to the coordinates: x = 0, y = 0, and z = 0.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/11.jpg" alt="" /></div>
<h3>Step 12</h3>
<p>Add a &#8220;UVW Map&#8221; modifier to the plane and disable &#8220;Real-World Map Size&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/12.jpg" alt="" /></div>
<h3>Step 13</h3>
<p>Go to the &#8220;Command panel > Create > Particle Systems > Thinking&#8221; menu, and place a &#8220;ThinkingParticles 3&#8243; icon in the Viewport.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/13.jpg" alt="" /></div>
<h3>Step 14</h3>
<p>Go to the &#8220;Modify&#8221; panel, and click &#8220;Properties&#8221; in the &#8220;Thinking&#8221; rollout (you can also use &#8216;Alt + Shift + P&#8217; to open, and &#8216;Alt + Shift + C&#8217; to close the &#8220;ThinkingParticles 3&#8243; user interface). In the &#8220;DynamicSet Tree&#8221; view, select &#8220;Master Dynamic&#8221;. Disable &#8220;Edit on the fly&#8221; to see the changes in real time and enable &#8220;Show Mesh&#8221; to see the particle shape.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/14.jpg" alt="" /></div>
<h3>Step 15</h3>
<p>In the &#8220;Particle Group Tree&#8221; view, click the &#8220;Create&#8221; button, under &#8220;Master System&#8221;. Name the group &#8220;Box Particles&#8221;, by clicking on the name &#8220;Group&#8221; twice (slowly).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/15.jpg" alt="" /></div>
<h3>Step 16</h3>
<p>To dictate what the particles do, you need to create a &#8220;Dynamic Set&#8221;. In the &#8220;DynamicSet Tree&#8221; view, click the &#8220;Create&#8221; button, under &#8220;Master Dynamic&#8221;, and name the new Dynamic Set &#8220;Generate&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/16.jpg" alt="" /></div>
<h3>Step 17</h3>
<p>Highlight the &#8220;Generate&#8221; DynamicSet, and then go to the right-hand side of the dialog, where you will see a new set of &#8220;Create&#8221; rollouts.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/17.jpg" alt="" /></div>
<h3>Step 18</h3>
<p>Click the &#8220;Operators&#8221; icon, and then choose &#8220;Generator&#8221; from the drop down list. Select the &#8220;MatterWaves&#8221; node to highlight it, then click in the schematic portion of the &#8220;Wire Setup&#8221; view, and add this node to your &#8220;DynamicSet&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/18.jpg" alt="" /></div>
<h3>Step 19</h3>
<p>In the &#8220;MatterWaves&#8221; rollout, on the right portion that appears, click the &#8220;Pick Object Based Emitter&#8221; button, and select the &#8220;Emitter Plane&#8221; in the viewport. Select &#8220;Box Particles&#8221; as your &#8220;Group&#8221; (from the drop down menu). Change the particles creation type to &#8220;Pistol Shot&#8221;, and set the particle amount to &#8216;3000&#8242;. Change the &#8220;Life Span&#8221; value to &#8216;300&#8242;, the &#8220;Speed&#8221; value to &#8216;0&#8242;, and the &#8220;Size&#8221; value to &#8216;2&#8242;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/19.jpg" alt="" /></div>
<h3>Step 20</h3>
<p>In the &#8220;Emitter&#8221; rollout, set the &#8220;U/V Emitter&#8221; to &#8216;50&#8242;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/20.jpg" alt="" /></div>
<h3>Step 21</h3>
<p>In the &#8220;Write to Channel&#8221; rollout, set the second spinner of the &#8220;UVW&#8221; parameter to &#8216;0&#8242;. This spinner defines the Data Channel number that should be written (-1 means no Data Channel is written).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/21.jpg" alt="" /></div>
<h3>Step 22</h3>
<p>In the &#8220;Particle Group Tree&#8221; view, highlight the &#8220;Box Particles&#8221; group. In the &#8220;Box Particles&#8221; group rollout, on the right portion that appears, you need to create a &#8220;Data Channel&#8221;. In the editbox, write &#8216;UVW Data&#8217;, then select &#8220;Point3&#8243; from the drop down list. Press the &#8220;Add&#8221; button. Now the &#8220;UVW Coordinate&#8221; data from &#8220;MatterWaves&#8221; is written to &#8220;Data Channel 0&#8243;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/22.jpg" alt="" /></div>
<h3>Step 23</h3>
<p>Create a new &#8220;DynamicSet&#8221; and change the the name to &#8220;Effect&#8221;. In the &#8220;Create&#8221; panel, click the &#8220;Groups&#8221; icon. Add the &#8220;Box Particles&#8221; group to your Dynamic Set.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/23.jpg" alt="" /></div>
<h3>Step 24</h3>
<p>In the &#8220;Create&#8221; panel, click the &#8220;Helpers&#8221; icon and add a &#8220;TexmapColor&#8221; helper. This helper is used to get the current surface color of a map.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/24.jpg" alt="" /></div>
<h3>Step 25</h3>
<p>Select the &#8220;Box Particles&#8221; group and move your cursor over the light green box in the upper right corner of the operator. It will display a tooltip that says &#8220;Outputs&#8221;. Click on the &#8220;Outputs&#8221; box which will reveal a complete list of output data streams for the &#8220;Box Particles&#8221; group.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/25.jpg" alt="" /></div>
<h3>Step 26</h3>
<p>Choose &#8220;*Position&#8221; and &#8220;*CH: UVW Data&#8221;. Now these outputs are visible on the &#8220;Box Particles&#8221; group.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/26.jpg" alt="" /></div>
<h3>Step 27</h3>
<p>Connect the &#8220;*CH: UVW Data&#8221; output of the &#8220;Box Particles&#8221; group to the &#8220;UVW&#8221; input of the &#8220;TexmapColor&#8221; helper. From &#8220;*CH: UVW Data&#8221; the &#8220;TexmapColor&#8221; helper gets the UVW coordinates information.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/27.jpg" alt="" /></div>
<h3>Step 28</h3>
<p>In the &#8220;TexmapColor&#8221; helper rollout, add the image sequence created in AE.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/28.jpg" alt="" /></div>
<h3>Step 29</h3>
<p>Now, you need to change the particles position on the &#8216;z&#8217; axis, based on the map. In the &#8220;Create&#8221; panel, select &#8220;Standard&#8221; from the drop down list. Add a &#8220;Position&#8221; operator, and connect the &#8220;Particle&#8221; input to the &#8220;Particle&#8221; output, of the &#8220;Box Particles&#8221; group.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/29.jpg" alt="" /></div>
<h3>Step 30</h3>
<p>Because the &#8216;x&#8217;, &#8216;y&#8217; and &#8216;z&#8217; position is set to &#8216;0&#8242;, all the particles will be moved to the same position. You need to get the original particle position on the &#8216;x&#8217; and &#8216;y&#8217; axis, and to leave them unchanged. Click the &#8220;Helpers&#8221; icon and add two &#8220;Point3&#8243; helpers.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/30.jpg" alt="" /></div>
<h3>Step 31</h3>
<p>Connect the &#8220;Position&#8221; output of the group to the &#8220;Vector&#8221; input of the first &#8220;Point3&#8243; helper. Now this helper gets the original particle position. Connect the &#8220;X-Value&#8221; and &#8220;Y-Value&#8221; outputs of the first &#8220;Point3&#8243; helper to the &#8220;X-Value&#8221; and &#8220;Y-Value&#8221; inputs of the second &#8220;Point3&#8243; helper, then connect the &#8220;Vector&#8221; output of the second &#8220;Point3&#8243; helper to the &#8220;Position&#8221; input of the &#8220;Position&#8221; operator.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/31.jpg" alt="" /></div>
<h3>Step 32</h3>
<p>As you can see, the particles go back thier original positions on the &#8216;x&#8217; and &#8216;y&#8217; axis. Next, you need to define the position on the &#8216;z&#8217; axis. Add an &#8220;Add&#038;Multiply&#8221; helper and change the operation type to &#8220;A*B&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/32.jpg" alt="" /></div>
<h3>Step 33</h3>
<p>Add a &#8220;Random&#8221; helper, and change &#8220;Value 1&#8243; to &#8216;55&#8242; and &#8220;Value 2&#8243; to &#8216;60&#8242;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/33.jpg" alt="" /></div>
<h3>Step 34</h3>
<p>Connect the &#8220;Value A&#8221; input of the &#8220;Add&#038;Multiply&#8221; helper to the &#8220;Value&#8221; output of the &#8220;Random&#8221; helper, and &#8220;Value B&#8221; input to the &#8220;Color&#8221; output of the &#8220;TexmapColor&#8221; helper. Now, connect the &#8220;Value&#8221; output of the &#8220;Add&#038;Multiply&#8221; helper to the &#8220;Z-Value&#8221; input of the second &#8220;Point3&#8243; helper.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/34.jpg" alt="" /></div>
<h3>Step 35</h3>
<p>The &#8220;Color&#8221; output of the &#8220;TexmapColor&#8221; helper sends out a value between &#8216;0&#8242; and &#8216;1&#8242; (&#8217;0&#8242; for black and &#8216;1&#8242; for white). The &#8220;Add&#038;Multiply&#8221; helper multiplies the value from the &#8220;Color&#8221; output with a random number between &#8216;55&#8242; and &#8216;60&#8242;, then sends out the result to the &#8220;Z-Value&#8221; input of the second &#8220;Point3&#8243; helper, which in turn affects the &#8216;z&#8217; position of the particles. As you can see, the particles are now moving on the &#8216;z&#8217; axis based on the information from the animated map.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/35.jpg" alt="" /></div>
<h3>Step 36</h3>
<p>Next, you will assign a cube shape to these particles. Go to the &#8220;Create&#8221; panel, and from the drop down list select &#8220;Shape&#8221;. Add a &#8220;Std Shape&#8221; operator. Select &#8220;Cube&#8221; from the drop down list, then connect the operator to the &#8220;Box Particles&#8221; group.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/36.jpg" alt="" /></div>
<h3>Step 37</h3>
<p>To apply a modifier to a group, select &#8220;Master Dynamic&#8221;, in the TP3 user interface, and enable &#8220;Groups as Objects&#8221;. Now you can select the group, as an object in the viewport.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/37.jpg" alt="" /></div>
<h3>Step 38</h3>
<p>Create a &#8220;Standard&#8221; material and add a &#8220;Gradient Ramp&#8221; map in the &#8220;Diffuse&#8221; slot. Open the &#8220;Gradient Ramp&#8221; map and disable &#8220;Use Real-World Scale&#8221;, then set the &#8220;Tiling&#8221; to &#8216;1&#8242;. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/38.jpg" alt="" /></div>
<h3>Step 39</h3>
<p>Create a gradient (as shown), then assign this material to the &#8220;Box Particles&#8221; in the viewport.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/39.jpg" alt="" /></div>
<h3>Step 40</h3>
<p>Select the &#8220;Box Particles&#8221; and add a &#8220;UVW Map&#8221; modifier. Disable &#8220;Real-World Map Size&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/40.jpg" alt="" /></div>
<h3>Step 41</h3>
<p>Click on the &#8220;UVW Map&#8221; modifier, then rotate the modifier&#8217;s &#8220;Gizmo&#8221; by &#8216;90&#8242; degrees on the &#8216;y&#8217; axis.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/41.jpg" alt="" /></div>
<h3>Step 42</h3>
<p>Scale down the &#8220;Gizmo&#8221; on the &#8220;z&#8221; axis and move it up (as shown).  Now render the animation.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/42.jpg" alt="" /></div>
<h3>Final Effect</h3>
<p>I hope you enjoyed this tutorial. Below you can see my final results.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/076_Max_SoundScript/43.jpg" alt="" /></div>
</p>
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		<item>
		<title>47 Spectacular RealFlow Tuts!</title>
		<link>http://feedproxy.google.com/~r/Cgtuts/~3/_PEqAFTNfKU/</link>
		<comments>http://cg.tutsplus.com/articles/web-roundups/47-spectacular-realflow-tuts/#comments</comments>
		<pubDate>Sun, 15 Nov 2009 14:33:40 +0000</pubDate>
		<dc:creator>Topher Welsh</dc:creator>
				<category><![CDATA[Web Roundups]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=1625</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/THUMB.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>Ahh&#8230; we are sadly nearing the end of our list of apps to round up, but what better way to finish it off than with everyone&#8217;s favorite simulation and dynamics package? This time I&#8217;ve found 47 jam packed tutorials (actually more when you count the 39 at 3dPusher.com) to keep you and your dynamically challenged brains at bay.</p>
<p><span id="more-1625"></span></p>
<ul class="webroundup">
<p><strong></strong> </p>
<h2>How To Make A Liquid Levitate &#038; Dance</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/img/training/tutorials/liquidance/liquidancec4d.doc"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/1.jpg"></div>
<p></a></p>
<p>Learn how to make a liquid levitate and dance in this extensive tutorial, by Christian Zuppinger, using RealFlow 4, Cinema 4D R10.1, and the Advanced Render module.  <em>This links to a downloadable .doc file, that you can open up in Word, or if you don&#8217;t have that, send it to yourself by email and view it as HTML.  The file has reference movies as well as project files.</em></p>
<h2>Make a Splash</h2>
<div class="tutorial_image"><a href="http://www.computerarts.co.uk/tutorials/3d__and__animation/make_a_splash"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/2.jpg"></div>
<p></a></p>
<p>This tutorial by ComputerArts.co.uk shows you how to simulate the details of the microscopic world in RealFlow and XSI, and saves you from having to buy a ridiculously expensive high speed camera.</p>
<h2>Create an Anemone with RealFlow</h2>
<div class="tutorial_image"><a href=""><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/3.jpg"></div>
<p></a></p>
<p>Recreate an underwater environment of elegant and subtle motion. This tutorial is hosted over at RealFlow.com, and employs a clever use of fibers and meshing to create an anemone.  <a href="http://www.realflow.com/img/training/tutorials/anemone/anemone_by_jalo.pdf">Download PDF File</a> <a href="http://www.realflow.com/img/training/tutorials/anemone/jalo_renderer_final_2.html">Download Video Example</a></p>
<h2>Mud with RealFlow</h2>
<div class="tutorial_image"><a href="http://vertx.ca/tutorials/Realflow_Mud/"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/4.jpg"></div>
<p></a></p>
<p>Vertx.ca has a cool walkthrough showing how they had an object shake a bunch of mud off of itself using 3ds Max 6 &#038; RealFlow 2.5.</p>
<h2>Whisky On the Rocks</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/img/training/tutorials/whisky_pouring/skram_RF3whiskypourtutorial.zip"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/5.jpg"></div>
<p></a></p>
<p>Hosted at RealFlow.com, this basic tutorial from Fusion CIS studios has Mark Stasiuk showing you how to pour whiskey and an ice cube into a glass using Cinema 4D and RealFlow 3. </p>
<h2>Billiard &#8211; Rigid Body Dynamics</h2>
<div class="tutorial_image"><a href=""><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/6.jpg"></div>
<p></a></p>
<p>Another from Mark Stasiuk, this one deals with setting up a real world billiards game shot where all the motions are driven by physics within RealFlow.  These are downloadable from RealFlow.com:  <a href="http://www.realflow.com/img/training/tutorials/billiards/tutorial05_billiards01.zip">Download Part 1</a> <a href="http://www.realflow.com/img/training/tutorials/billiards/tutorial06_billiards02.zip">Download Part 2</a></p>
<h2>Liquid Text</h2>
<div class="tutorial_image"><a href="http://www.ge-wo.com/shark/rf_tut/text_tut/tut_en.htm"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/7.jpg"></div>
<p></a></p>
<p>Marco Schweitzer has a few tutorials online. This one teaches you how you can make a liquid type of text in RealFlow 3 and Lightwave 8.  Sample movies and projects are available with this tutorial.  <a href="http://www.ge-wo.com/shark/rf_tut/text_tut/tut_en.htm">English Version</a> <a href="http://www.ge-wo.com/shark/rf_tut/text_tut/tut_de.htm">Deutsch Version</a> </p>
<h2>Mix Fluids</h2>
<div class="tutorial_image"><a href="http://www.ge-wo.com/shark/rf_tut/mix_fluids_tut/tut_en.htm"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/8.jpg"></div>
<p></a></p>
<p>Marco Schweitzer shows you how to mix fluids with RealFlow 3 and Lightwave 8 using a mesh.  Project files and sample videos are available for this tutorial.  <a href="http://www.ge-wo.com/shark/rf_tut/mix_fluids_tut/tut_en.htm">English Version</a> <a href="http://www.ge-wo.com/shark/rf_tut/mix_fluids_tut/tut_de.htm">Deutsch Version</a> </p>
<h2>Importing .bin Files</h2>
<div class="tutorial_image"><a href="http://www.ge-wo.com/shark/rf_tut/import_bin_tut/tut_en.htm"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/9.jpg"></div>
<p></a></p>
<p>This tutorial will show you how you can import .bin files from RealFlow 3 to Lightwave 8 and how you can set up the surface of the fluid.  Project files are available.  <a href="http://www.ge-wo.com/shark/rf_tut/import_bin_tut/tut_en.htm">English Version</a> <a href="http://www.ge-wo.com/shark/rf_tut/import_bin_tut/tut_de.htm">Deutsch Version</a> </p>
<h2>Basics: Emmiters (Geyser)</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/html/training/tutorials/Particle_Types/Tutorial01_Emitters/index.html"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/10.jpg"></div>
<p></a></p>
<p>This is an excellent basic to advanced series from RealFlow.com.  The first tutorial in the series uses RealFlow 3 to show you how to make a geyser like stream, while focusing on particle control, animation, interface, workflow and simulation export.  Project files and sample videos are available.</p>
<h2>Basics: Daemons (Water Drop)</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/html/training/tutorials/Daemons/Tutorial02_Daemons/index.html"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/11.jpg"></div>
<p></a></p>
<p>In the second video of the series, you will learn to create an animation of a dynamically correct water drop using emitters and daemons in RealFlow 3.  Project files are included. </p>
<h2>Intermediate: Play Catch &#8211; Daemons, Objects and Expressions</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/html/training/tutorials/Guided/Tutorial03_playcatch/index.html"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/12.jpg"></div>
<p></a></p>
<p>The third and final installment of the series teaches you how to take your abilities to control fluids with daemons to the next level.  The tutorial includes objects and scene data files, as well as project files and sample videos.</p>
<h2>Basics: Chase &#8211; Intro to Object Dynamics</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/html/training/tutorials/Daemons/Tutorial4_chase/index.html"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/13.jpg"></div>
<p></a></p>
<p>This tutorial illustrates how object motion can be controlled by some daemons just like fluid particles, and provides a useful example that can be used in many scenes: the simulation of a dynamic moving camera.  Uses RealFlow 3, and has scene data, project files and video clips available for download.</p>
<h2>Guided Scene &#8211; Parking Flood</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/html/training/tutorials/Guided/parking_flood/parking_flood.htm"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/14.jpg"></div>
<p></a></p>
<p>Learn how to set up a scene so that you can make a flood of water interact with all of the objects (including the car), and knocking everything over in the process.  Project and scene files are available for download.</p>
<h2>Compositing/Guided Scene in RealFlow 3</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/html/training/tutorials/Compositing_particles/Binloader/Binloader_1_Intro.html"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/15.jpg"></div>
<p></a></p>
<p>This is a guide about compositing particles and the RealFlow3 workflow.  <a href="http://www.realflow.com/html/training/tutorials/Compositing_particles/Binloader/Binloader_1_Intro.html">Part 1</a> <a href="http://www.realflow.com/html/training/tutorials/Compositing_particles/Binloader/Binloader_2_stream.html">Part 2</a> <a href="http://www.realflow.com/html/training/tutorials/Compositing_particles/Binloader/Binloader_2_stream.html">Part 3</a> <a href="http://www.realflow.com/html/training/tutorials/Compositing_particles/Binloader/Binloader_4_NbinLoader.html">Part 4</a> </p>
<h2>Making Elastics Particle Based Objects</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/html/training/tutorials/Particle_Types/elastics/tut_elastics.htm"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/16.jpg"></div>
<p></a></p>
<p>Learn how to set up, and the difference between, emitter based elastics and object geometry based elastics.  Sample videos, scenes, and project files are available with this tutorial.</p>
<h2>Suface Tension/Daemons</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/html/training/tutorials/Daemons/Surface_Tension/surface_tension.html"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/17.jpg"></div>
<p></a></p>
<p>Learn how to manipulate surface tension within RealFlow with daemons.  This is a basic tutorial with some sample movies. </p>
<h2>Expressions</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/html/training/tutorials/Expressions/IF/if_condition.htm"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/18.jpg"></div>
<p></a></p>
<p>In this tutorial you will use expressions to control one emitter&#8217;s emission speed by taking a Derived Variable from another one. This is a pretty short tutorial.</p>
<h2>Dynamics &#8211; Collision Method</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/html/training/tutorials/Objects_Dynamics_Objects_Vs_Objects/collision_method/collision_method.htm"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/19.jpg"></div>
<p></a></p>
<p>Now time to add some dynamics knowledge into the mix&#8230; check out how to use some of the RF3 collision methods for solid dynamics simulations.</p>
<h2>Dynamics &#8211; Energy Threshold</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/html/training/tutorials/Objects_Dynamics_Objects_Vs_Objects/energy_treshold/energy_treshold.html"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/20.jpg"></div>
<p></a></p>
<p>The Energy Threshold is &#8220;the minimum amount of energy that an object needs to &#8216;have&#8217; in order to start it&#8217;s movement.&#8221;  Confused? Then check out the tutorial to learn more&#8230;</p>
<h2>Objects VS Particles &#8211; Impulse</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/html/training/tutorials/Objects_Dynamics_Objects_Vs_particles/Impulse/impulse.htm"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/21.jpg"></div>
<p></a></p>
<p>With impulse you can make objects move by a particle emitter.  Learn how to use this to launch a sphere into the air.</p>
<h2>Objects VS Particles &#8211; Particle Force</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/html/training/tutorials/Objects_Dynamics_Objects_Vs_particles/Particle_force/Particle_force.htm"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/22.jpg"></div>
<p></a></p>
<p>Particle force is a multiplier of the interaction between particles and objects.  Learn how to use this idea to spray particles at another object, say&#8230; a sphere and force it into the air.</p>
<h2>Particles VS Objects &#8211; Collision Distance</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/html/training/tutorials/Particle_interaction_Particles_Vs_Objects/Collision_distance/collision_tolarance.htm"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/23.jpg"></div>
<p></a></p>
<p>Collision Distance indicates the distance to an object&#8217;s face where a particle will not collide.  Use this to understand how to make particles flow through a tube correctly.</p>
<h2>Particles VS Objects &#8211; Sticky Factor</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/html/training/tutorials/Particle_interaction_Particles_Vs_Objects/Sticky/sticky.html"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/24.jpg"></div>
<p></a></p>
<p>Learn how to manipulate your particles to give a precise amount of stickiness to an object.</p>
<h2>Particles VS Objects &#8211; Wet Effect</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/html/training/tutorials/Particle_interaction_Particles_Vs_Objects/wet_effect/wet_effect.html"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/25.jpg"></div>
<p></a></p>
<p>Learn how to &#8220;wet&#8221; an object by painting with particles collision over its UVs.</p>
<h2>RealWave: Standard Sea Setup</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/html/training/tutorials/RW/Rw_Standard_sea/rw_standard_sea.htm"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/26.jpg"></div>
<p></a></p>
<p>In this last tut from RealFlow.com, you will learn how to set up a simple sea simulation using RealWave within RealFlow.</p>
<h2>Lava Flow</h2>
<div class="tutorial_image"><a href="http://www.cw-fx.com/tutorials.html"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/27.jpg"></div>
<p></a></p>
<p>This tutorial shows you how to create a sweet looking lava flow in Maya and RealFlow.</p>
<h2>Case Studies &#8211; BMW Hydrogen 7</h2>
<div class="tutorial_image"><a href="http://www.realflow.com/n_cs_bmw.htm"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/28.jpg"></div>
<p></a></p>
<p>Check out how RealFlow was used to create this awesome looking spot by the Pictorion das Werk team.</p>
<h2>3dPusher.com&#8217;s Tutorials</h2>
<div class="tutorial_image"><a href="http://www.3dpusher.com/"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/29.jpg"></div>
<p></a></p>
<p>So, this is a flash-based site where you are going to have to work find your way to the tutorials&#8230;.but once you do, you will be rewarded with 39 tutorials covering all aspects of RealFlow!</p>
<h2>3ds Max to RealFlow Using Krakatoa</h2>
<div class="tutorial_image"><a href="http://bouchakour.de/video/NotHinted16578.mov"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/30.jpg"></div>
<p></a></p>
<p>This tutorial is about exporting particles from 3ds Max to RealFlow and using the Krakatoa plugin.</p>
<h2>RealFlow, Maya and Mental Ray</h2>
<div class="tutorial_image"><a href="http://fxmogul.com/uploads/ViewUpload.aspx?UploadID=420"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/31.jpg"></div>
<p></a></p>
<p>This tutorial teaches you how render to RealFlow meshes using Mental Ray within Maya .</p>
<h2>Kick The Bucket</h2>
<div class="tutorial_image"><a href="http://www.leahraeder.com/tutorial/tutorial-kick-the-bucket/"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/32.jpg"></div>
<p></a></p>
<p>Leah Raeder participated in one of the Five Second Projects over at GreyscaleGorilla.com, and decided to make a tutorial series on how she made her entry.  It&#8217;s not totally finished yet, but utilizes C4D along with RealFlow.</p>
<h2>Fluid Dynamics with RealFlow</h2>
<div class="tutorial_image"><a href="http://www.cgcookie.com/articles/2009/01/05/fluid-dynamics-with-limit-realflow"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/33.jpg"></div>
<p></a></p>
<p>Learn about some fluid dynamics in RealFlow and 3ds Max.</p>
<h2>Psychadelic</h2>
<div class="tutorial_image"><a href="http://victorwagner.googlepages.com/psychedelic"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/34.jpg"></div>
<p></a></p>
<p>Learn how to make a strange object that grows from a little ball into an organic moving thing.  </p>
<h2>Easy Basic Tutorial</h2>
<div class="tutorial_image"><a href="http://www.3dluvr.com/content/article/52"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/35.jpg"></div>
<p></a></p>
<p>This is a really simple tutorial on adding fluids and running a simulation.</p>
<h2>RF * .BIN to C4D Metaballs</h2>
<div class="tutorial_image"><a href="http://www.project1media.com/tutorials/rfbin.htm"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/36.jpg"></div>
<p></a></p>
<p>This tutorial covers the process of bringing an RF *.bin sequence into C4D&#8217;s Xpresso editor, and working with C4D&#8217;s Metaball system as an alternative to processing meshes in RealFlow.</p>
<h2>Fizz It Up</h2>
<div class="tutorial_image"><a href="http://www.project1media.com/tutorials/fizzitup.htm"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/37.jpg"></div>
<p></a></p>
<p>Learn how to set up an RF animation so that an object can spark some fizzing reactions.</p>
<h2>RealWave in RealFlow</h2>
<div class="tutorial_image"><a href="http://www.kreativedomain.com/?p=368"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/38.jpg"></div>
<p></a></p>
<p>Learn how to use RealWave inside of RealFlow to create some text rising out of water and making a splash.</p>
<h2>Slo-Mo in RealFlow</h2>
<div class="tutorial_image"><a href="http://www.kreativedomain.com/?p=420"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/39.jpg"></div>
<p></a></p>
<p>In this quick tip you will learn how to change the FPS to achieve a slo-mo effect.</p>
<h2>Destroy A Wall</h2>
<div class="tutorial_image"><a href="http://www.kreativedomain.com/?p=530"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/40.jpg"></div>
<p></a></p>
<p>In this tutorial you will learn how to create an array of blocks in RF and destroy them using rigid body dynamics.</p>
<h2>Create a Liquid Logo</h2>
<div class="tutorial_image"><a href="http://www.kreativedomain.com/?p=551"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/41.jpg"></div>
<p></a></p>
<p>A pretty simple concept, learn how to make a logo out of liquid in RealFlow.</p>
<h2>Making an Initial State in RealFlow</h2>
<div class="tutorial_image"><a href="http://www.kreativedomain.com/?p=407"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/42.jpg"></div>
<p></a></p>
<p>Go over how to make an initial state in RealFlow.</p>
<h2>Render Glass</h2>
<div class="tutorial_image"><a href="http://3dtotal.com/team/Tutorials/render_glass/render_01.php"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/43.jpg"></div>
<p></a></p>
<p>Learn how to make this awesome looking wine glass render using 3ds Max and RealFlow.</p>
<h2>Novel Waterman</h2>
<div class="tutorial_image"><a href="http://www.vimeo.com/2437658"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/44.jpg"></div>
<p></a></p>
<p>Learn how the effects in &#8220;Novel Waterman&#8221; were created using RealFlow.</p>
<h2>In case you missed them on CGtuts+</h2>
<h2>An Introduction to Fluid Simulation</h2>
<div class="tutorial_image"><a href="http://cg.tutsplus.com/tutorials/autodesk-3ds-max/an-introduction-to-fluid-simulation-in-realflow-4/"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/45.jpg"></div>
<p></a></p>
<p>Eric Schilling gives you a good little introduction to fluid simulations in RealFlow 4.</p>
<h2>Create an An Amazing Liquid Apple Effect</h2>
<div class="tutorial_image"><a href="http://cg.tutsplus.com/tutorials/maxon-cinema-4d/create-an-amazing-liquid-apple-effect-in-realflow-cinema-4d-and-after-effects-day-1/"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/46.jpg"></div>
<p></a></p>
<p>In this three day tutorial, Chris Martin shows you how to make a bullet fly through a liquid apple.  Uses C4D, AE, and RealFlow.  <a href="http://cg.tutsplus.com/tutorials/maxon-cinema-4d/create-an-amazing-liquid-apple-effect-in-realflow-cinema-4d-and-after-effects-day-1/">Part 1</a>  <a href="http://cg.tutsplus.com/tutorials/maxon-cinema-4d/create-an-amazing-liquid-apple-effect-in-realflow-cinema-4d-and-after-effects-day-2-2/">Part 2</a>  <a href="http://cg.tutsplus.com/tutorials/maxon-cinema-4d/create-an-amazing-liquid-apple-effect-in-realflow-cinema-4d-and-after-effects-day-3/">Part 3</a></p>
<h2>Match your 3d Animation to Live Action Footage</h2>
<div class="tutorial_image"><a href="http://cg.tutsplus.com/tutorials/maxon-cinema-4d/match-your-3d-animation-to-live-action-footage-using-syntheyes-cinema-4d-realflow-and-after-effects/"><img src="http://cgtuts.s3.amazonaws.com/000_WebRoundups/014_47_RealFlow_Tuts/47.jpg"></div>
<p></a></p>
<p>Using RealFlow, AE, C4D, and Syntheyes, Chris Martin shows you how to match your 3d animations and simulations to your live action footage plates.</p>
<p><strong>If you enjoyed this post, please give it a vote on Digg or a stumble to say thanks!</strong></p>
<p><br class="clear" /> </p>
</ul>
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			<wfw:commentRss>http://cg.tutsplus.com/articles/web-roundups/47-spectacular-realflow-tuts/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
<enclosure url="http://bouchakour.de/video/NotHinted16578.mov" length="17906983" type="video/quicktime" />
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		<item>
		<title>Match Your 3d Animation to Live Action Footage using Syntheyes, Cinema 4D, Realflow, and After Effects</title>
		<link>http://feedproxy.google.com/~r/Cgtuts/~3/WbOh8OcxZHQ/</link>
		<comments>http://cg.tutsplus.com/tutorials/maxon-cinema-4d/match-your-3d-animation-to-live-action-footage-using-syntheyes-cinema-4d-realflow-and-after-effects/#comments</comments>
		<pubDate>Thu, 12 Nov 2009 04:00:15 +0000</pubDate>
		<dc:creator>Chris Martin</dc:creator>
				<category><![CDATA[3D Art]]></category>
		<category><![CDATA[Adobe After Effects]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Maxon Cinema 4D]]></category>
		<category><![CDATA[Particles]]></category>
		<category><![CDATA[RealFlow]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=1601</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.amazonaws.com/075_C4D_CameraTracking/preview_image.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>3d camera matching is simultaneously one of the most widely used and most elusive to learn CG techniques in both the film and advertising industries today.  In this video tutorial, we will discuss a comprehensive method for tracking video footage, and eventually exporting it for use in your 3d package of choice. </p>
<p><span id="more-1601"></span></p>
<p> First we will track some live action footage in Syntheyes, and then export it for use in Cinema 4D.  Then, in Cinema 4D, we will create some 3d text, and also create the desk geometry that will receive the shadows and reflections. We will then export the whole scene to Realflow, where we will design a simulation using a rigid body, and export it back to C4D to apply compositing tags, and export using multipass rendering.  Finally, we will bring it all into After Effects, where we will isolate the text, and apply a few finishing post effects.</p>
<h3>Final Effect Preview</h3>
<div class="tutorial_image"><embed src="http://blip.tv/play/g8M5ga2rYAA%2Em4v" type="application/x-shockwave-flash" width="600" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></div>
<p></p>
<div class="download">
<h2><a href="http://blip.tv/file/get/Cgtuts-Match3dAnimationDataToLiveActionFootageUsingSyntheyesC677.flv">Tutorial Video</a></h2>
<p><span>Download</span>
</div>
<div class="tutorial_image"><embed src="http://blip.tv/play/g8M5ga2rXgA%2Em4v" type="application/x-shockwave-flash" width="600" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></div>
<p><strong>Note:</strong> click the &#8216;Monitor&#8217; icon to view tutorial in full-screen HD.</p>
</p>
<p>Don&#8217;t miss more exciting tutorials and articles published daily!  Subscribe to <a href="http://feeds2.feedburner.com/Cgtuts">Cgtuts+ by RSS</a>.</p>
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		<item>
		<title>Create Awesome Cloth Simulations using nDynamics in Maya</title>
		<link>http://feedproxy.google.com/~r/Cgtuts/~3/UdsrH5E_MuE/</link>
		<comments>http://cg.tutsplus.com/tutorials/3d-art/create-awesome-cloth-simulations-using-ndynamics-in-maya/#comments</comments>
		<pubDate>Wed, 11 Nov 2009 04:00:39 +0000</pubDate>
		<dc:creator>Alan Monroig</dc:creator>
				<category><![CDATA[3D Art]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[Particles]]></category>
		<category><![CDATA[Basix]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=1580</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/PREVIEW.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>Dynamics simulations can be a powerful tool when trying to generate realistic looking effects that would be very difficult to achieve manually.  In this tutorial you will learn how to use nDynamics&#8217; passive colliders and ncloth objects, in conjunction with fields like air and gravity, to easily simulate realistic dynamic objects such as a windy flag or a water container.</p>
<p><span id="more-1580"></span></p>
<h3>Final Effect Preview</h3>
<div class="tutorial_image"><embed src="http://blip.tv/play/g8M5ga2rFAA%2Em4v" type="application/x-shockwave-flash" width="600" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></div>
<h3>Step 1</h3>
<p>Go to “Create > Polygon Primitives > Plane”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/1.jpg" alt=" " /></div>
<h3>Step 2</h3>
<p>Create a plane that matches the size of a flag and rotate it by &#8216;90&#8242; degrees.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/2.jpg" alt=" " /></div>
<h3>Step 3</h3>
<p>Open the Attributes Editor for the plane, name it, and increase the “Subdivisions Width” to &#8216;30&#8242;, and the “Subdivisions Height” to &#8216;50&#8242;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/3.jpg" alt=" " /></div>
<h3>Step 4</h3>
<p>Your plane should now look like this:</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/4.jpg" alt=" " /></div>
<h3>Step 5</h3>
<p>Go to “Create > Polygon Primitives > Cylinder” </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/5.jpg" alt=" " /></div>
<h3>Step 6</h3>
<p>Position the cylinder, and scale it to match the size of a flag pole.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/6.jpg" alt=" " /></div>
<h3>Step 7</h3>
<p>Select all the top faces of the pole.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/7.jpg" alt=" " /></div>
<h3>Step 8</h3>
<p>With the faces still selected, got to “Polygons > Edit Mesh > Extrude”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/8.jpg" alt=" " /></div>
<h3>Step 9</h3>
<p>Extrude those faces until you get a nice pole shape.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/9.jpg" alt=" " /></div>
<h3>Step 10</h3>
<p>Select the top vertex of the pole.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/10.jpg" alt=" " /></div>
<h3>Step 11</h3>
<p>Use the move tool to position the vertex.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/11.jpg" alt=" " /></div>
<h3>Step 12</h3>
<p>Go to “Window > Rendering Editors > Hypershade”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/12.jpg" alt=" " /></div>
<h3>Step 13</h3>
<p>With “Create mental ray Nodes” active, create a new “mia_material_x”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/13.jpg" alt=" " /></div>
<h3>Step 14</h3>
<p>Open the Attributes Editor of the material you just created, name it, select the preset called “Copper”, and adjust the “Diffuse” and “Reflection” colors accordingly.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/14.jpg" alt=" " /></div>
<h3>Step 15</h3>
<p>Apply the material to the pole.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/15.jpg" alt=" " /></div>
<h3>Step 16</h3>
<p> Go to “Window > Rendering Editors > Hypershade” again.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/16.jpg" alt=" " /></div>
<h3>Step 17</h3>
<p>With “Create mental ray Nodes active”, create a new “mia_material_x”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/17.jpg" alt=" " /></div>
<h3>Step 18</h3>
<p>Go to the Attributes Editor of the material, name it, and decrease the “Reflectivity” value to &#8216;0&#8242;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/18.jpg" alt=" " /></div>
<h3>Step 19</h3>
<p>Click on the checkerboard button, to the right of the “Diffuse” color value, to open the “File” browser window.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/19.jpg" alt=" " /></div>
<h3>Step 20</h3>
<p>The Attributes Editor should now change. Select the image you want to use to texture the flag.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/20.jpg" alt=" " /></div>
<h3>Step 21</h3>
<p>Apply the material to the flag, and with the flag selected go to “Create UV´s > Planar Mapping”. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/21.jpg" alt=" " /></div>
<h3>Step 22</h3>
<p>Select the option highlighted below so you can see if the texture looks good.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/22.jpg" alt=" " /></div>
<h3>Step 23</h3>
<p>If your texture looks bad like mine, go to “Create UV´s > Planar Mapping (settings)”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/23.jpg" alt=" " /></div>
<h3>Step 24</h3>
<p>This will open a new window where you can change the projection axis to whatever works for your scene, and then click “Project”. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/24.jpg" alt=" " /></div>
<h3>Step 25</h3>
<p>Your flag should now display the texture correctly.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/25.jpg" alt=" " /></div>
<h3>Step 26</h3>
<p>Select the flag, and in the “nDynamics” menu, go to “nMesh > Create nCloth”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/26.jpg" alt=" " /></div>
<h3>Step 27</h3>
<p>Increase the number of frames of the animation.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/27.jpg" alt=" " /></div>
<h3>Step 28</h3>
<p>If you play the animation now, you will see that the flag just falls down. This is because the flag is not attached to the pole.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/28.jpg" alt=" " /></div>
<h3>Step 29</h3>
<p>Rewind the animation.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/29.jpg" alt=" " /></div>
<h3>Step 30</h3>
<p>Select the flag, and in the &#8220;Window&#8221; menu, go to “Show > Isolate Select > View Selected&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/30.jpg" alt=" " /></div>
<h3>Step 31</h3>
<p> You should now only see the flag, which will make it easier to work with.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/31.jpg" alt=" " /></div>
<h3>Step 32</h3>
<p>Select all of the vertexes that you want to be attached to the pole.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/32.jpg" alt=" " /></div>
<h3>Step 33</h3>
<p>In the “nDynamics” menu, go to “nConstraint > Transform”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/33.jpg" alt=" " /></div>
<h3>Step 34</h3>
<p>Select the flag, and in the &#8220;Window&#8221; menu go to “Show > Isolate Select > View Selected” this will make everything visible again. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/34.jpg" alt=" " /></div>
<h3>Step 35</h3>
<p>Select the pole.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/35.jpg" alt=" " /></div>
<h3>Step 36</h3>
<p>In the “nDynamics” menu, go to “nMesh > Create Passive Collider”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/36.jpg" alt=" " /></div>
<h3>Step 37</h3>
<p>If you play the animation, you should now see the flag hanging from the pole.  This is realistic, but an unmoving flag is not very dynamic, so let&#8217;s add some wind.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/37.jpg" alt=" " /></div>
<h3>Step 38</h3>
<p>Go to the Attributes Editor of the flag´s “nucleus1”, and in the “Gravity and Wind” section, change the following values:</p>
<li>Air Density = 10.000</li>
<li>Wind Speed = 8.000</li>
<li>Wind Direction = – 1.000 z axis</li>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/38.jpg" alt=" " /></div>
<h3>Step 39</h3>
<p>If you play the animation now, it should look pretty good. All you need to do is smooth the polygons by pressing &#8216;3&#8242; on the keyboard (with the flag selected).</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/39.jpg" alt=" " /></div>
<h3>Step 40</h3>
<p>Perfect! We are done with the first section of this tutorial, just don´t forget to save your scene! </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/40.jpg" alt=" " /></div>
<h3>Step 41</h3>
<p>Create a new scene, and go to “Create > Polygon Primitives > Plane”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/41.jpg" alt=" " /></div>
<h3>Step 42</h3>
<p>Create a square plane.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/42.jpg" alt=" " /></div>
<h3>Step 43</h3>
<p>Go to the Attributes Editor of the plane, name it, and change the &#8220;Subdivisions Width&#8221; to &#8216;50&#8242;, and the &#8220;Subdivisions Height&#8221; to &#8216;50&#8242;
</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/43.jpg" alt=" " /></div>
<h3>Step 44</h3>
<p>Go to “Create > Polygon Primitives > Sphere”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/44.jpg" alt=" " /></div>
<h3>Step 45</h3>
<p>Create a sphere and position it very high above the plane.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/45.jpg" alt=" " /></div>
<h3>Step 46</h3>
<p>Go to “Window > Rendering Editors > Hypershade”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/46.jpg" alt=" " /></div>
<h3>Step 47</h3>
<p>Make sure you have “Create mental ray Nodes” active, and create a new “mia_material_x”. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/47.jpg" alt=" " /></div>
<h3>Step 48</h3>
<p>Go to the Attributes Editor of the material, name it, and change the following options:</p>
<li>Diffuse: Color = Green; Weight = 0.100</li>
<li>Reflection: Color = Green; Reflectivity = 1.000; Glossiness = 0.500; Glossy Samples = 30; Metal Material = Active</li>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/48.jpg" alt=" " /></div>
<h3>Step 49</h3>
<p>Apply the material to the ball.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/49.jpg" alt=" " /></div>
<h3>Step 50</h3>
<p>Go to “Window > Rendering Editors > Hypershade”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/50.jpg" alt=" " /></div>
<h3>Step 51</h3>
<p>With “Create mental ray Nodes” active, create a new “mia_material_x”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/51.jpg" alt=" " /></div>
<h3>Step 52</h3>
<p>Go to the Attributes Editor of the material, name it, and decrease the “Reflectivity” value to &#8216;0&#8242;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/52.jpg" alt=" " /></div>
<h3>Step 53</h3>
<p>Hit the checkerboard button to the right of the “Diffuse” Color value.  This will open the file browser window where you can select the image that you want to use to texture the plane. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/53.jpg" alt=" " /></div>
<h3>Step 54</h3>
<p>Apply the material to the plane.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/54.jpg" alt=" " /></div>
<h3>Step 55</h3>
<p>Select the plane, and in the “Polygons” menu, go to “Create UV´s > Planar Mapping”. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/55.jpg" alt=" " /></div>
<h3>Step 56</h3>
<p>Select the plane again, and in the “nDynamics” menu, go to “nMesh > Create nCloth”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/56.jpg" alt=" " /></div>
<h3>Step 57</h3>
<p>Select one vertex from each corner of the plane.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/57.jpg" alt=" " /></div>
<h3>Step 58</h3>
<p>With the vertexes still selected, go to the “nDynamics” menu, and choose “nConstraint > Transform”. </p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/58.jpg" alt=" " /></div>
<h3>Step 59</h3>
<p>Select the ball, and in the “nDynamics” menu, go to “nMesh > Create Passive Collider”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/59.jpg" alt=" " /></div>
<h3>Step 60</h3>
<p>With the ball still selected, go to “Fields > Gravity”.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/60.jpg" alt=" " /></div>
<h3>Step 61</h3>
<p>Increase the number of frames of the animation.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/61.jpg" alt=" " /></div>
<h3>Step 62</h3>
<p>Position your camera.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/62.jpg" alt=" " /></div>
<h3>Step 63</h3>
<p>Play the animation.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/63.jpg" alt=" " /></div>
<h3>Step 64</h3>
<p>The plane should just stretch instead of tearing.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/64.jpg" alt=" " /></div>
<h3>Step 65</h3>
<p>Rewind the animation.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/65.jpg" alt=" " /></div>
<h3>Step 66</h3>
<p>Select the faces of the plane that you want to tear.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/66.jpg" alt=" " /></div>
<h3>Step 67</h3>
<p>In the “nDynamics” menu, go to “nConstraint > Tearable Surface&#8221;.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/67.jpg" alt=" " /></div>
<h3>Step 68</h3>
<p>You should see some dots covering the faces you selected.</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/68.jpg" alt=" " /></div>
<h3>Step 69</h3>
<p>If you play the animation now, your plane should tear naturally.  End of tutorial!  Hope you liked it!!</p>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/072_Maya_Cloth/69.jpg" alt=" " /></div>
</p>
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		<item>
		<title>Using Splines to Quickly Create Highly Complex Geometry in 3ds Max</title>
		<link>http://feedproxy.google.com/~r/Cgtuts/~3/eFULyOMMrzI/</link>
		<comments>http://cg.tutsplus.com/tutorials/3d-art/using-splines-to-quickly-create-highly-complex-geometry-in-3ds-max/#comments</comments>
		<pubDate>Tue, 10 Nov 2009 04:00:52 +0000</pubDate>
		<dc:creator>Laurens Corijn</dc:creator>
				<category><![CDATA[3D Art]]></category>
		<category><![CDATA[Autodesk 3Ds Max]]></category>

		<guid isPermaLink="false">http://cg.tutsplus.com/?p=1596</guid>
		<description><![CDATA[<img src="http://cgtuts.s3.amazonaws.com/074_Max_Spines2/SplineThumb.jpg" alt="" />]]></description>
			<content:encoded><![CDATA[<p>In this video tutorial by professional 3ds Max artist Laurens Corijn, you will learn the ins and outs of using splines to easily create extremely complex geometry in 3ds Max. Over 5 different methods are explored, with examples on how you can apply these techniques to your own projects too.  Even if you&#8217;re an experienced user, you won&#8217;t want to miss out on this, as some of these methods are not very well known!</p>
<p><span id="more-1596"></span></p>
<h3>Final Effect Preview</h3>
<div class="tutorial_image"><img src="http://cgtuts.s3.amazonaws.com/074_Max_Spines2/SplinePreview.jpg" alt=" " /></div>
<p></p>
<div class="download">
<h2><a href="http://blip.tv/file/get/Cgtuts-UsingSplinesToEasilyCreateComplexGeometryIn3dsMax1853.flv">Video 1</a></h2>
<p><span>Download</span>
</div>
<div class="tutorial_image"><embed src="http://blip.tv/play/g8M5ga2rLgA%2Em4v" type="application/x-shockwave-flash" width="600" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></div>
<p><strong>Note:</strong> click the &#8216;Monitor&#8217; icon to view tutorial in full-screen HD.</p>
<div class="download">
<h2><a href="http://blip.tv/file/get/Cgtuts-UsingSplinesToEasilyCreateComplexGeometryIn3dsMax2616.flv">Video 2</a></h2>
<p><span>Download</span>
</div>
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<p><strong>Note:</strong> click the &#8216;Monitor&#8217; icon to view tutorial in full-screen HD.</p>
</p>
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