#AskGSG 29: Animated Texture Engraving

January 29, 2015 - By 

In this Ask GSG, “Rod_Eiji″ asks how to create an animated texture engraving like in this cool commercial for Axe by Blow Studio.

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13 Comments
  • I do not know if it is addiction or not but everyday I look forward to what is up next to learn – thank you so much. I am going to be sad when January is over – hopefully there’s more to come – its feels like a lolly bag – eventually the bag fells like its getting empty and your getting fuller.

  • Thank you for tutorial, Chris!
    I think that we could use Displaser tool (using it’s falloff like cube or sphere) as texture and displacement mask. So we can make that smooth transition trough logo.
    It’s real with several models with different materials. But with one object and material? with expresso somehow? i don’t know expresso

  • here is my setup using xpresso:

    https://www.dropbox.com/sh/qehgkqxyferl2ml/AAD9fdS7k4vNcdJHRRDKkjeUa?dl=0

    Warning: something is crashing my Cinema!!! it may be a combination of what is in this file and one of the plugins i have installed

    i made the initial erosion move across the model (animated nulls linked to linear 3d gradient)
    i noticed that in the original video the text gets filled with shiny metal after the shape is eroded so i added that too

  • I tried using the actual fillet cap of the text to cut out the shape from a cube using a boole. I then duplicated the text and deleted all but the caps such that I could apply the noise deformation to the area just inside the valley of the cutout. Seemed to work fine.

  • hey Chris check out this cool Render engine for cinema 4d
    & based on GPU
    <<<<<<<< also 50 to 90 times faster then any render on earth
    http://furryball.aaa-studio.eu/index.html

    Coooooooooool render & Coooool Free version
    everyone should get this render

  • Hello,
    many thanks for this tutorial.
    I have a small problem, if i animate my camera it looks like the noise-channel/texture (ONLY that) slides over the object. all the other channels stay in place but the “cracks” slide through the different characters. If the camera stays still, the noise texture stays where it is supposed to be. I have checked if i have animation in the noise and that does not seem to be the problem. I have tried stick texture and that did not change it either. Can anyone point me in the right direction? I use C4D R14 on a mac.

    Many thanks, Oskar

    • maybe you set your noise space to Camera by mistake?
      upload a scene and maybe i can find the problem

      • Hello Woltemgo,

        many thanks for pointing that out, i am just about to test it. And it looks like you are right, as soon as i changed the noise space to texture, it stayed put. So many things to overlook 🙂 Thank you very much!

        Oskar

  • When using the same texture/noise/color/whatever in another channel. A tip is to use Expressions > Set Driver / Set Driven. And you’ll never need to go through and copy/paste again.

  • Mattias Hallström February 12, 2015 at 7:32 am

    Great tutorial!
    A little tip to actually see the preview of the animation without rendering it, is to right click on the material in the material editor and activate animation. And for this tutorial it was perfect to change the sphere (default) preview to a plane.

  • Guilherme Todorov May 22, 2015 at 8:19 pm

    dont know if you guys stil read here, but what would be the right way to make a directional growth of the texture? more like the reference, instead of everything growing out from the start
    I can animate a vertical/diagonal gradient from black to white but how to integrate it with the noise?
    c4d doest have a “matte” option inside the layer shader so it makes everything a lot confusing to work

  • Following this tutorial I realized C4D lite doesn’t have sub poly division which really stinks. This seems like a crucial feature but I digress. That may also explain why I’ve been having trouble in other project trying to get the look I wanted, i.e. I didn’t even know this was a thing. Is there a alternative way to do this in lite or should I just crank up the polys in the initial plain and hope for the best?

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