Creating Moss, Snow, and Dust With The Falloff Shader

June 27, 2012 - By 

In this tutorial, Chris shows you how to use the Falloff Shader to create organic effects on your textures. Follow along to make effects like Snow and Dust on your textures that usually only collect on the top of objects.

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  • Very Cool … As a newbie, C4D can be a little overwhelming, but these tutorials help me chip away at the product from day to day … Cheers Guys !!!!

    Not necessarily required in this tutorial, however:
    One small suggestion, as there are obviously different versions of C4D … Studio, Broadcast etc … would love to see the tutorials tagged with the version required to follow along … I’ve been caught out a number of times, searching for a tag or feature in broadcast, only to realize that it only exists in the studio version .. Common knowledge to you seasoned pros, but to us folk starting out, being 20 minutes into a tutorial and realizing that you don’t have the right version is a little frustrating …

    Re-reading that .. sounds like a gripe … apologies .. just a suggestion !!! Though I will sell my wife soon to afford the 2,500 dollar upgrade from Broadcast 13 to Studio 13 … !!!

  • This is really nice. It’s cool to see tutorials on less commonly used elements in C4D.

  • Thank you so much. Your tutorials and tools have really helped me a great deal. I am having so much fun with Cinema 4 D now. I never had much time to play with it, job was not in 3d. But I am now retired and the rainy days I play. Now if I can only figure out how to put some dusty finger prints in the dust that would be the icing on the cake ; )
    Steve

  • Great tutorial Chris. I love the way you get deep down inside C4D and make it so simple.
    Looking forward to the next one.

  • Hello there,

    Good Tut Chris. But i have to say it looks more like an old painted objetc than dust on it.

    Greetings!

  • Nice thanks mate always helpful 🙂 Check this out http://www.behance.net/gallery/Pringles-Galaxy/4139709 how they make this look like its melting ?

    • Wow, these are great renders. Would love to get an idea of how it’s done – Metaball particles and transformers?? I haven’t a clue. Any of the experts on here have an opinion?

      • I have attempted something similar but the best way to do this and get it to look as fluid as the Pringles Ad(excellent by the way) is to use RealFlow. I would model out the text and the rough shape of the “substance” in Cinema 4d. Import the mesh, make sure they are all triangles, and fill the object with fluid. Then run the sim with a small amount of gravity and make sure your viscosity is rather high so the fluid simulation has that thickness.

        Even if you have a crappy computer you would only need to run the sim for a few frames becasue you dont want the letters to lose shape too much. As far as the wholes in the cheese letters AND the fluid mesh you are talking a TON of polys in cinema so that wouldnt be fun on anything under an i7.

        Use RealFlow for normall dynamics as well because you can get excellent soft body out of the program and when you are only working on stills like the example you want high accuracy in the way things squash

        • And for shits and giggles I made this(http://www.digitalvandal.us/blog.html) to see how close to melting text you could get in Cinema; and the results were horrible looking so i had to start adding real liquid to the mesh and that took longer than just going into RealFlow. I need a studio job because I get distracted too easily at home. The melting I had originally looked okay for motion but in a still people look to long(we hope so) for there to be those little mistakes

  • Thanks man. Funny how many little things in C4D that you never take the time to look at. I tried this in V13Studio. Could not get the distort to work though. Not sure if its 13?

  • Simon Spencer-Harvey June 29, 2012 at 3:26 am

    Fall-off shader is one of those hidden gems

    You can also use it to create fake shading through diff channel, and multiple soft to hard highlights through environment channel (helps to use a mixture of layers and a mixture of object/camera/environment with regards to shading direction).
    I have built a series of these shaders which are great if you want to visualize a quick job, that renders very very quickly without having to set up lights, reflection maps, etc:
    http://wtrns.fr/26D7V4ZQ1BVCMro
    Basically means you are working with the lum channel rather than the colour channel.
    Downside is that you cannot use shadows, unless they are pre-baked onto an alpha plane, but AO still works fine to ground objects.

    Also, although completely off topic there is finally a Augmented Reality solution for C4D. I found it last night and wanted to share the news with the C4D community: http://www.inglobetechnologies.com/en/new_products/arplugin_cinema4d/info.php
    I am personally very excited!

    • AR – Now that’s pretty exciting! Good find!

      I was impressed before they mentioned you could animate, or have shadows. And then they go and make a ipad app – this could be unreal

  • Nice job Chris. I can never get enough info about the various shaders and how to use them. Also you have a great looking phone (and cord) model! Would like to see a tutorial on how you made it.

  • I personally preferred the not-quite end result – when i saw the preview of the video I didn’t really get it – just looked like an over exposed whited out pic to me! Glad I gave it a chance though because this is some really interesting stuff in this tute that I have been ovelooking. I am just on with a big project with a very close deadline but I’m looking forward to playing around with this, looks great fun.

    Cant wait to put some subpolygon displacement on it to make some chunky sexy looking dust!

    • Not quite got to the dust yet, but managed to make some pretty sexy looking dragon scale skin from this and a bit of displacement. Fun fun fun

  • This was useful. Thank you Chris!

  • This is very helpful. Thanks!

  • So cool again, thank you Chris!

  • Nice, now we need to figure out a way to make the dust not exist on parts that are slightly covered. Like beneath the phone, the dial, the chord,etc… more like in the real word when you pic something dusty up, it leaves a clean spot in it’s place.

  • Could we get a download of that model?
    I’d like to take a look at it…

  • Chris – Your tutorials are always informative! Any chance you would consider doing a modeling tutorial on the phone? That would cover a LOT of modeling skills that I currently lack.

    cheers, Dave

    • Had the same idea, the phone consists of some interesting shapes making the phone a perfect modeling object for a tutorial. Would be very nice of you guys.

      Anyway, that one here also being another great tutorial, thanks!

  • I love your tutorials sir..you are the best…but i want to learn something like texts faling and when the touch the floor then the dust will fly…and realistic water faling on texts…sir please help me….

  • Excellent tutorial. I always enjoy Chris tutorials. He shows useful functions hardly find in the manual or other tutorials.

  • You are a genius for me!! Thank you so much for this great insight.

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