In part two, I show you how to set up your scene to render for compositing. We set alpha passes, depth of field passes, AO and GI passes. Then, In After Effects, we composite the scene using curves, colored solids, blurs, Frischluft Lencare, and Red Giant Knoll Light Factory.
WATCH PART 1 HERE
Very cool tutorial ! Thanks !
Thanks so much Nick, absolute hero for doing these tutorials. Here’s mine first proper thing I have ever made in C4D: http://vimeo.com/25045306
Paddy
All is good, except that it would be cool to see the camera move. The camera move is part of the whole reason for setting up a projection through Cinema 4D.
hi nick
any suggestions of how to manage the depth of field in case u have many objects animated in your scene using multiple cameras?
Hey Nick this was an awesome Tute. Thanks man.
It inspired me to make this:
http://vimeo.com/27620643
Awesome tutorial (both parts of it). I’ve been plowing through C4D tutes from different sources and yours are really the first that allow me to grab the info in a relaxed and informative sort of way. Well done Nick!
This is more a question do you have any tutorials projection man?
So if anyone is compositing in MOTION, then it works a bit differently. I copied the regular tiff sequence, put it as the top layer then put an image mask on it with OBJECT 1. In the mask settings, you must set it to Luminance, blend mode is ADD, and turn off stencil and invert mask. It took a while to figure that out. Then have the original tiff sequence below. Then when you put Levels on the masked image, it will only effect that area. WHEW
You have Such a Great Telent man … I have start seeing your Tutorial from the morning 10 am till late night . in one day by seeing your Tutorials i have become your HUGE FAN … LOVE YOu NICK …. n THANK YOU FOR ALL TUTS
Thanks Nick. Your tutorials are amazing. Just the right speed to learn. Made this little clip based on this tutorial: http://vimeo.com/32352515.
Hey Nick. For some reason, I want to render out each object buffer in an RGB pass for each one, and then a depth pass for all objects together, but when I render, the object buffers are depth passes instead of RGB passes.