Posted In: Cinema 4DGreyscalegorilla

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GSG Quiz: What Renderer Should I use in Cinema 4D?

May 2, 2017 - By 

This is not Scientific, it’s for Fun.

Just had to get that out of the way. This is the one question I get asked the most. It’s also the hardest question to answer. I hope this fun quiz will shed some light on your dilemma or maybe reinforce a decision you’ve already made.


If I left you out, I’m sorry.

I simply couldn’t add every single renderer that works with Cinema 4D, I have a job you know! I stuck to the ones that I use and that my group of friends use. This way I could bug them to take it a million times to check its accuracy. Jokes on them! However, maybe if we get a ton of people taking the quiz it will inspire me to do a more thorough version.


Want to learn more about rendering in Cinema 4D? Check out some of our videos.

Octane vs Arnold vs Physical


Greyscalegorilla Arnold Tutorial Playlist


Greyscalegorilla Octane Tutorial Playlist


Physical Renderer Speed Tip


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Pixel Plow gets GSG Certified

October 7, 2016 - By 

We are happy to announce that cloud rendering company Pixel Plow is now officially GSG Certified!


Who is Pixel Plow?

Pixel Plow is a cloud rendering service that is based in the Pacific Northwest. We’ve been watching them for some time and have continuously been impressed with their service in both terms of speed and cost efficiency.

Here is how they describe themselves, “During our search for a good render farm service, we began taking a critical look at how other farms operated. We quickly discovered several ways to increase accessibility, affordability, and security in every aspect of your render farm experience. Pixel Plow is the continuation of our effort to provide this experience in a simple, competitive package.  With thousands of clients in over 65 countries around the world, Pixel Plow is quickly becoming a dominant force in the cloud rendering industry.”


What does GSG Certified mean?

In a nutshell, it means that we fully endorse Pixel Plow. First off, we have made sure all our products work in their system so you don’t have to worry whether or not they have our plugins installed. Secondly, we believe Pixel Plow offers a top-of-class cloud rendering product for the best price. Many times in our testing, Pixel Plow would be even more cost effective than an Amazon EC2 system of similar specs!


Why  Pixel Plow?

  • Greyscalegorilla tools are fully supported. No more worrying about what cloud rendering solution has all of our tools.
  • Pixel Plow supports both Physical AND Arnold.
  • Ease of use: We think cloud rendering should be as simple as possible. We also think cloud rendering shouldn’t be stressful or complicated.
  • Affordability: Pixel Plow’s unique “Power Level” setting allows you to adjust the potential cost of your render. Making it fit within most budgets. We think cloud rendering should be affordable for all.
  • Great Support: Pixel Plow is based in the USA so you can usually get support quickly and not have to worry about things getting lost in translation.
  • NO FTP NEEDED: Pixel Plow will write image files directly to your system. No FTP’ing back and forth. Yay!

 

 


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GSG Podcast Ep. 005: C4D Layouts, AskGSG, And The Take System

October 3, 2016 - By 

GSG Podcast Ep. 005

In this podcast, the GSG team discusses their favorite ways to customize Cinema 4D, season three of AskGSG, and the Cinema 4D Take System. Enjoy!



 

Show Notes/Links:

Ask GSG Season 3 Starting Soon on Twitch
HDRI Link – Coming Soon
Customizing C4D Palates
Learn the Take/Tokens Systems everybody

Brograph Podcast – http://brograph.com/podcast/
Windows Utilities Video – https://greyscalegorilla.com/tutorials/top-five-free-windows-utilities-for-motion-designers/
CV ToolBox – https://www.cineversity.com/vidplaytut/cv_toolbox
Active Solo – https://nitro4d.com/product/magic-solo/
Magic Anim Curve – https://nitro4d.com/product/magic-animcurve/
Digital Kitchen – http://thisisdk.com/
Set A Custom Layout With New.c4d – https://greyscalegorilla.com/tutorials/cinema-4d-quick-tip-2-make-a-custom-new-scenefile-new-c4d/

Shift C – https://vimeo.com/49187251
SSS Balls Beeple – https://www.instagram.com/p/BK3IftsB2mt/?taken-by=beeple_crap


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Animation Fundamentals Is Open!

September 29, 2016 - By 


Step 1: Watch this video above to learn about our upcoming class and how you can add realistic animation to your next project.
Step 2: Learn More About the Animation Fundamentals Class, Here.


CLICK HERE TO SIGN UP TODAY


Step Up Your Animation Game!

We have been working on making this the best C4D animation course to help you step up your animation and production level this year. We have the perfect teacher and the perfect environment to learn the skills you need to make your next project shine. We just need YOU!

The Spring Course is starting next week. Click below to sign up and get info about the next class.


ANIMATION FUNDAMENTALS CLASS INFO


 


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Interview with Mario Tran Phuc

April 15, 2016 - By 


Hi Mario!

Thanks for agreeing to do an interview with us. We saw your beautiful work and thought it would be cool to ask you a few questions about your process.

Thank you so much for having me. I’ve been following your work for many years and your tutorials helped me a great deal getting into Cinema4D. It’s a huge honor to get interviewed by Greyscalegorilla.

First, what is your name and where do you work?

My name is Mario Tran Phuc. I’m currently working for Insydium (the creators of X-Particles) as VFX Designer, Art Director & Technical Support.

What got you into 3D and Cinema 4D when you first got started?

I got into 3D during my studies about 8 years ago. My buddies and I made a ten minute short film using Maya which was a great start into 3D animation. I then worked at Pixomondo for 7 years as an Art Director / Project Lead working on projects for advertising, live events as well as working on feature films. Adobe After Effects was my go-to tool for many years, but with the rising demand of 3D visuals in Motion Design and impressive Mograph demonstrations by my great workmates, I finally decided to dive back into 3D again. I chose Cinema4D, because of its amazing modules and its seamless connection to After Effects. Actually, over the last few years it increasingly became my tool of choice for nearly every kind of design work.

Your X-particles work is so beautiful. What got you into X-Particles originally?

Thanks a lot! About 1.5 years ago, I opened up X-Particles for the first time, because we needed particles in the VFX department and I was totally sucked into it. First I started out with a little program called ‘Particle Illusion’ and later on ‘Trapcode Particular’ for After Effects and eversince I have been using particles on pretty much every project so far.

Finally, X-Particles allowed me to achieve all the difficult things that were out of my reach before, e.g. accurate collisions or particle emission based on 3D geometry. Due to its wide toolset of particle modifiers and the unique Questions&Actions system it suddenly opened up almost endless possibilities for a digital artist like me. So while I got dragged into learning XP I started doing personal artwork & experiments in my spare time. I still thoroughly enjoy exploring visual effects and expressing my creativity with X-Particle.

What is your favorite “Go To” modifier in X-Particles?


Definitely the xpTurbulence. It is one of my favorite modifiers to begin a setup as it quickly adds a nice random motion to the particle flow and therefore realism. It works beautifully with other modifiers like xpGravity or xpAttractor and it can be restricted to the XYZ-axis seperately, which gives you a lot of control, especially using multiple turbulences. I really adore many other modifiers as well, for example the xpConstraints, xpChangeGroup or xpSpawn, because of their high viability within the X-Particles system.

What is your favorite feature in X-Particles 3.5?

I really like the new xpParticleFalloff. It basically converts your particles into spherical falloffs, that can be used within every modifier of XP and any C4D object with a falloff tab. My favorite use of it is driving a xpChangeGroup modifier. You can just assign all the modifiers you need to the new xpGroup and they start triggering once the falloffs come into reach. It opens up countless possibilities! I highly recommend checking it out.


OK, how in the heck did you make that “Generator II” render on your latest post on Behance?

As part of an ongoing artwork series for Insydium this rendering was an example of using the xpGenerator and the fluid dynamics of the xpDomain. From my experience the xpDomain achieves the best results by emitting particles out of a thin source to capture the forces nicely – in this case a spline-circle. After linking the particle colors to their speed, I cached the simulation and made multiple copies of it to fill the view (the ‘Copy Tag Data’ needs to be checked to copy cached emitters). This way I didn’t need to simulate them again at a larger scale.

To render the particles as custom shapes I used the xpGenerator, which is perfect for transfering attributes like facing direction, size and colors from the source emitter onto custom geometry. In order to get particle colors and glossiness at the same time, I actually rendered the picture twice (with and without a reflective material applied) to achieve this look in compositing later on.


What about “The Last Wave”. How did you get such intricate detail on that one?

The way to achieve this kind of traditional painting style is to use particle emitters to generate trails just like paint brushes. For that I keyframed the scale and strength of multiple xpTurbulences to shape the wavy form. After doing some variations I converted the xpTrails into splines and rearranged them to get a volumetric feel.

The coloring was done with the xpMaterial as you can apply the xpMaterial to xpTrails since the release of XParticles 3. Simply activate the age parameter beneath the color properties to enable the color-gradient for your xpTrails. This works even after converting the xpTrails and therefore on any kind of spline within Cinema4D.

We loved your Noise Palettes renders. How did that idea come about?


I came up with the idea of the Noise Palettes while I was testing different kinds of noises within the Displacement Deformer. I was totally surprised how appealing they looked in 3D space and couldn’t stop experimenting with the different types and attributes. At this moment it was when I came up with the idea to bring them together as a visual reference. It can be quite hard to judge the 2D thumbnails from the Material Editor and therefore to predict how one of them leads to the texture you are trying to achieve.


So I created a “printing plate” for every single noise by applying multiple Displacement Deformers to subdivided planes and adjusted each noise to look the most appealing while trying to keep the overall noise-scale in balance at the same time. In order to achieve the sculptural look I applied a Subsurface Scattering Material and positioned lights of different colors at opposing positions to shine through the geometry. The rendering was done with the Physical Render with a bit of color correction using After Effects.

Is there any advice to someone just starting out that wants to make great looking 3D renders?

Well, I think a good start is to study the artworks you personally adore the most. You can learn a lot by analyzing their composition, framing and contrasts in color and shape. I love those pictures where you feel like you can literally dive into, if you know what I mean. I try to give my renderings as much depth as possible by adding equal amount of detail into fore-, middle and background.


Once you have set up enough elements in space, which can be complex forms as well as simple shapes like particles, the “Rule of Thirds” helps a lot to balance out a composition. Apply it on the part that looks the most appealing to you. You can achieve a lot of depth by using warm colors with high contrast in the foreground and cool colors with less contrast in the background. It really helps to zoom out of the picture from time to time to check if the composition is working overall.

I can highly recommend to join the wonderful Cinema4D community as well, either online via platforms like Twitter and Motion Design Slack or onsite at Maxon user-meetings and conferences. You can find me at this year’s NAB in Las Vegas demoing X-Particles 3.5 for Insydium at the Maxon Partner Booth. I hope to see some of you there and chat with you in person.

See More of Mario’s Work


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