2010년 3월 16일 화요일

dd

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2010년 2월 26일 금요일

Design Jam 3d Challenge!

Design Jam에서

3D 첼린저를 하는군요

쉽게 렌더링 공부하는 그런거랄까? ㅎㅎ

오늘 일찍 퇴근해서 만지막해야겠네요

취약한 부분이 라이트닝 렌더링 모델링 애니... 다 부족하지만;;

http://www.3drender.com/challenges/index.htm

2010년 2월 22일 월요일

나의 성향


정윤규(ISFJ)
별명:봉사자


특징:동정심,인내심,따뜻함,성실성,겸손함

건강:헌신적이고 희생적인 봉사자

2010년 2월 17일 수요일

c4d지구만들기

1. 스피어 생성
2. 에디터블
3. 엣지 모드에서 엣지 전체 선택
4. Structure > Edit Spline > Edge to Spline
5. 스피어만 삭제
6. 스플라인 선택후 포인트 모드
7. 뷰에서 마우스 우클릭 Round 선택
8. 좌우로 드래그 하면서 원하는 정도로 라운딩
9. 스윕 넙스 생성
10. 동그라미 스플라인 생성
11. 스윕 넙스 밑에 2개의 스플라인을 모두 차일드 (동그라미가 위)
12. 동그라미 사이즈 조절 (모델모드)
13. 데이터 부하를 줄이고 싶으면 동그라미 스플라인 속성에 앵글값 30으로..


Project Based Tutorials - Materials

Materials:
Earth Atmosphere
Download:
Project
Works with:
XL
Requires:
Version 7.1+
 


 
This tutorial will describe how to make a beautiful image of the Earth as seen from outer space using CINEMA 4D XL.

To do this, you will create 3 Spheres, one for the surface, one for the cloud layer, and one for the atmosphere. Then, you will proceed to create materials for each of these objects.


 
MODELING

Step 1: The first task is to create the Earth's geometry. Create a Sphere Object (Objects=>Primitive=>Sphere). Double click on the name of this object in the Object Manager and rename it 'Earth Surface'.


 
Step 2: Double click on the object icon of the Earth Surface to edit its object settings. Set the Radius to 127.6m and the Segments to 48. Using a decimal value of the real thing allows for more precise modeling of the other two objects to follow.

 
Step 3: Make a copy of the Earth Surface sphere by holding down the Ctrl key and dragging the Earth Surface to a blank area of the Object Manager. Rename this new sphere to be called 'Earth Clouds'. Then, go into its object settings and change the size of this object so that it's Radius is set to 127.8m. This enlarges the sphere so that the cloud tops are around 15 miles above the surface (relatively).

 
Step 4: Copy the Earth Clouds sphere and rename the copy 'Earth Atmosphere'. Set this object's Radius to 128.5m. This expands the sphere so that it extends about 120 miles or so (relative to the scale) which is whereabouts the atmosphere thins out to nothing.

 
TEXTURING – EARTH SURFACE

Step 5: Create a new material in the Material Manager (File=>Create New Material). Double click on the name of the material located at the base of the material icon. Change the name of the material to 'Surface'.


 
Step 6: Apply this new material to the Earth Surface object in the Object Manager. For both the Earth Clouds and Atmosphere objects, click on the checkmark icons in the Object Manager next to those objects. By doing this, you can view and render what you are currently working on.

 
Step 7: Double click on the Material icon in the Material Manager to edit the material’s settings. First, go into the Color channel. Click on the image button in the texture pane and select the earthmap4k.jpg included in the project download.

 
Step 8: Next, go into the Diffusion channel and load the very same image that you loaded into the Color channel. Change the Brightness setting to 70%.

 
Step 9: Afterward, go into the Transparency channel and set the color settings to R=0% G=50% B=100% Brightness=25%. This simulates the atmospheric scattering of light which pales and tints the land masses a bluish color.

 
Step 10: Activate the Bump channel. Load the earthbump4k.jpg from the project download as the image and set the Strength to 60%.

 
Step 11: For the specularity of the Earth Surface, create an entirely new material. Name the material 'Surface Specularity'.

 
Step 12: Double click on the new material. Go to its Specular channel. Change the settings so that Width=85%, Height=7%, Falloff=-13%, Inner Width=0%. Turn off all channels other than Specular and Alpha.

 
Step 13: Next, activate the Alpha channel and click on the image button to load the earthspec4.jpg included in the project download. Exit the material dialog.

 
Step 14: Apply the Surface Specular material to the Earth Surface. A dialog will automatically pop up. Check the Mix with other Textures checkbox and make sure the projection type is set to Spherical. Close this window. By doing this, you have restricted the Specular channel to only affect what is should be affecting, the ocean.

 
TEXTURING - EARTH CLOUDS

Step 15: At this point the focus will be on creating a material for the Earth Clouds object. Create a New Material. Rename it 'Clouds'. Also, make the Earth Clouds object visible again by clicking on the ‘X’ shaped icon that took the place of the green checkmark icon earlier.


 
Step 16: Open the Clouds material settings and go into the Color channel and set Brightness to 100%. Deactivate all other channels for the time being.

 
Step 17: Next, activate and go into the Diffusion channel and set the Brightness setting to 80%. This darkening will compensate for the brightening effect that the atmosphere object surface will have on it in the near future.

 
Step 18: Next, activate the Alpha channel and click on the image button to load the Earth-Clouds4096.jpg included in the project download. Set the ‘O’ setting (Blur Offset) to .5. This will blunt any sharpness in the cloud textures to make it more realistic.

 
Step 19: Activate the Bump channel and click on the triangle shaped icon to the right of the image dialog in the texture pane. Select bhodiNUT Channel=>bhodiNUT 2D Noise. Click on the Edit button in the lower left hand corner of the texture pane to open the bhodiNUT 2D Noise settings.

 
Step 21: Create a New Material. Rename it 'Clouds 2'.

 
Step 20: Change the Global Scale setting in the Scale pane to 75%. Change the Noise type to Dents and click OK. This will provide for us the sharp bump noise perceived on the cloud layers from space. Back at the Bump Channel settings set the Bump Strength to 25%. However, in addition to this layer of bump noise, we should also add a turbulent bump layer.

 
Step 22: Edit this material’s settings so that all channels are turned off except the Bump channel. Go into the Bump channel settings and click on the triangle shaped icon to the right of the image dialog in the texture pane. Select bhodiNUT Channel=>bhodiNUT 3D Noise as you had done earlier.

 
Step 23: Click on the Edit button in the lower left hand corner of the texture pane to open the bhodiNUT 3D Noise settings. Change the Noise type to Displaced Turbulence and change the low clip setting to around 25% so that there is a greater contrast.

 
TEXTURING THE EARTH'S ATMOSPHERE

Now you will move on to creating the texture for the Earth Atmosphere object. This is the more critical of the objects to be shaded as it is the item that does most of the work in creating the look you've come to expect a planet to look like from orbit, namely, the fuzzy limb (horizon curvature) as the atmosphere thins out to nothing and the gradient "bluing" of the horizon up to the limb.


 
Step 24: Create a New Material. Rename it 'Atmosph'. Apply this material to the Earth Atmosphere object. Click on the X shaped icon next to this object in the Object Manager to make this object visible again.

 
Step 25: Go into the Color channel and set the color settings to around R=37% G=49% B=63% Brightness=100%, rendering the color a sky blue.

 
Step 26: Move on to the Transparency channel. Here you will simulate the atmosphere by using the bhodiNUT Fresnel shader. Access the Fresnel shader by clicking on the triangle shaped icon to the right of the image dialog in the texture pane. Select bhodiNUT Channel=>bhodiNUT Fresnel. Click on the Edit button.

 
Step 27: Try to recreate the settings shown faithfully. On the same token, it is not important that the settings are exactly as shown.

Double click on the color box near the bottom of the dialog on the right hand side. Change its color to black. Change the other two colors to white. Then, drag the color sliders to positions reasonably close to what is shown.

Once you are finished, go back into the main Transparency channel settings and change the settings so that R=0% G=32% B=100% and Brightness=100%.


 
Step 28: Next, activate and go into the Reflection channel, as there is a small amount of reflection in the atmosphere. Set the Brightness setting to 13%.

 
Step 29: For the atmosphere’s Specular settings, set Width to 75% and Height to 10%. Leave all other settings here at their defaults.

 
Step 30: Finally, activate the Glow channel. Change the Glow settings so that Inner Strength=10%, Outer Strength=200%, Radius=10m, Random=1%, and Frequency=1 Mhz. These setting will result in a nice atmospheric glow.

 
LIGHTING

Step 31 Create a new light. This light will be set up in order to both emphasize the atmospheric glow and make the Earth look more luminant. Double Click on its icon in the Objects Manager to edit its settings. Change the Color settings so that they are set to R = 95%, G = 97%, B = 100%, Brightness = 100%. Then, change the Visible Light setting to Visible.


 
Step 32: Click on the Details tab at the top of the dialog. Set the Brightness setting down to 40%. Checkbox Ambient Illumination and Far Clipping. Underneath the Far Clipping Checkbox are the From and To settings. Set from to 100m and To to 140m. This will create a nice, soft ambient light that is contained around the earth’s surface.

 
Step 33: To simulate sunlight, create a distant light object (Objects=>Scene=>Light). Double click on the light object in the Object Manager to edit the light settings. Change the color settings so that R=98% G=91% B=82% and set Type to Distant. Exit the light menu and position the distant light so that it is a reasonable distance away from the sphere.

 
All the Earth textures used in this tutorial were taken from James Hastings Trew's site at http://apollo.spaceports.com/%7Ejhasting/earth.html


© 2001 All rights reserved. For the personal and/or professional use of Cinema 4D users only. Reprint without permission is strictly prohibited.

 

 

http://www.maxoncomputer.com/tutorial_detail.asp?tutorialID=204