did-you-know? rent-now

Amazon no longer offers textbook rentals. We do!

did-you-know? rent-now

Amazon no longer offers textbook rentals. We do!

We're the #1 textbook rental company. Let us show you why.

9780240808970

CINEMA 4D 10 Workshop

by
  • ISBN13:

    9780240808970

  • ISBN10:

    0240808975

  • Edition: CD
  • Format: Paperback
  • Copyright: 2007-01-05
  • Publisher: Elsevier Science
  • Purchase Benefits
  • Free Shipping Icon Free Shipping On Orders Over $35!
    Your order must be $35 or more to qualify for free economy shipping. Bulk sales, PO's, Marketplace items, eBooks and apparel do not qualify for this offer.
  • eCampus.com Logo Get Rewarded for Ordering Your Textbooks! Enroll Now
List Price: $54.95

Summary

Model, animate and render with a practical command of all the essential functions and tools in CINEMA 4D 10. Detailed tutorials, suitable for novices and experienced users alike, demonstrate how to navigate the redesigned UI and orient you to the workflow. Next, the author guides you through the creation of a more complex project in which you model, create, apply textures, light, and render a final showcase image of a sports car. Finally, you will model, texture and prepare a comic character for animation using the new powerslider, timeline and the revised MOCCA module. Build on your command of the essentials with an introduction to the new layer system as well as these advanced skills: * Light, texture, and shade with CINEMAs material system, BodyPaint 3D, and the integrated shaders * Build complex mechanical and organic models using NURBS and polygon tools * Compose 3D content into photos * Render with advanced techniques such as Multi Pass rendering, HDRI lighting and radiosity * Simplify animation setups using XPresso constrains * Work with specialized tools such as HAIR, Clothilde or SKY for special effects The companion CD includes all of the required tutorial media, a bonus chapter on character modeling, Macintosh and PC demo versions of CINEMA 4D 10, and a limited edition of the PhotoMatch plug-in that permits you to easily insert 3D objects into photos. * Covers all of the features of version 10 release including BODYPAINT 3D and the MOCCA module * Tutorial-based approach demonstrates the workflow processes for modelling, texturing and animation * Advanced features including HyperNURBS modelling, XPresso programming and the Advanced Renderer. * Companion CD includes tutorial files, a demo version of CINEMA 4D and plug-in samples

Author Biography

Arndt von Koenigsmarck is the owner of the Vreel 3D Entertainment production studio in Germany

Table of Contents

Introductionp. vii
Getting Startedp. 1
What Is "3D"?p. 1
Light and Shadowsp. 3
Setting up Cinema 4Dp. 4
The Interface Construction Kitp. 4
Creating and Manipulating Objectsp. 13
Object Display in the Viewportsp. 13
Operating Modesp. 17
Tools and Functionsp. 17
Handlerp. 19
Object Manager and Attribute Managerp. 19
Configuration of Editor Viewportsp. 24
Display Optionsp. 25
Filter Optionsp. 25
Making HUD Elements Visiblep. 25
Additional Viewport Optionsp. 27
Polygon Tools: A Work Examplep. 29
Creating the Basic Formp. 30
HyperNURBS Modelingp. 78
The HyperNURBS Display in the Editorp. 79
Using Weightingp. 80
HyperNURBS Work Examplesp. 83
The Sweep NURBS Objectp. 88
The Lathe NURBS Objectp. 93
The Loft NURBS Objectp. 98
Working with Online Helpp. 101
Continuative Information about the Managersp. 102
Surfaces, Light, and Renderingp. 115
Creating Materialsp. 115
Edit Materialsp. 115
The Material Editorp. 116
Basic Channel Settingsp. 116
The Diffuse Channelp. 120
The Luminance Channelp. 121
The Transparency Channelp. 121
The Reflection Channelp. 124
The Environment Channelp. 125
The Fog Channelp. 125
The Bump Channelp. 126
The Normal Channelp. 127
The Alpha Channelp. 127
The Specular Channelp. 128
The Specular Color Channelp. 129
The Glow Channelp. 130
The Displacement Channelp. 130
Texture Settingsp. 133
Illumination Settingsp. 136
Applying Materialsp. 137
What Are UV Coordinates?p. 137
The Quality of Textured Objects in Editor Viewportsp. 138
Overview of Textured Objectsp. 138
Organizing and Editing Texturesp. 139
Painting with BodyPaint 3Dp. 140
The Projection of Materialsp. 147
Editing UV Coordinatesp. 152
Defining Surfaces with Shadersp. 160
Texturing of a CDp. 161
Simulate Spectral Refraction and Scatteringp. 171
Rendering and Saving Imagesp. 181
Output Settingsp. 184
Save Settingsp. 184
Antialiasing Settingsp. 188
Options Settingsp. 189
Multi-Pass Settingsp. 191
Preparing the Scenep. 192
Starting the Render Processp. 192
The Virtual Photo Studiop. 194
Deformersp. 194
Using a Camerap. 196
Working with Area Lightsp. 199
Ambient Occlusionp. 204
Applying the Materialp. 206
Creating Metallic Shininessp. 218
Modeling and Texturing a Palm Treep. 220
Creating Symmetrical Splinesp. 220
Duplicating along a Splinep. 222
Finishing the Trunkp. 224
The Palm Branchp. 225
Materials of the Palm Treep. 229
Working with Image Templatesp. 239
Modeling the Fenderp. 241
The Front of the Fenderp. 245
Headlights and Bumperp. 250
The Bumperp. 252
Turn Signal and Fog Lightp. 254
The Grillep. 255
The Front Trunk Lidp. 256
A Pillar and Roll Barp. 257
The Doorp. 259
Optimizing Edges and Points Manuallyp. 260
The Rear Barp. 261
The Rearp. 263
The Rear Side Windowp. 266
Ironing out Irregularitiesp. 268
The Tailgatep. 270
The Tail Coverp. 274
The Rear Bracket at the Tailp. 277
The Grid Areasp. 279
Tail Lightsp. 281
The Gap Sizep. 284
Front Air Vents and the Windshieldp. 285
The Windshield Wiperp. 292
The Door Handle and Exterior Mirrorp. 296
The Roof and Side Windowp. 298
The Tailgate Hingep. 300
Adding Various Small Partsp. 301
Tiresp. 304
The Rimp. 307
Materials for the Carp. 312
Nonreflective Surfacesp. 313
Using Individually Shaped Faces in Materialsp. 314
Headlightsp. 316
The Lighting of the Carp. 317
Creating Virtual Surroundingsp. 320
Creating Cloudsp. 322
Baking Texturesp. 324
Lighting with Imagesp. 326
Global Illuminationp. 329
The Stochastic Modep. 330
The Standard Modep. 331
Preparation for Global Illumination Calculationp. 332
Animationp. 337
The Basicsp. 337
The Powersliderp. 337
Manipulating Keyframesp. 338
Creating New Keyframesp. 339
The Navigation within an Animationp. 340
The Keyframe Interpolationp. 340
Modeling a Soccer Ballp. 341
Animating the Ballp. 344
Changing the Timingp. 346
Animating Parametersp. 347
The Timelinep. 349
Optimizing Keyframes and Working with F Curvesp. 350
Rendering and Saving the Animationp. 352
Motion Blurp. 352
Connecting Parameters with XPressop. 354
XPresso Nodesp. 356
Character Animation with MOCCAp. 359
Bones and Jointsp. 360
Creating a Joint Skeletonp. 360
Assigning Weightingsp. 363
Dynamic Cloth Simulationp. 365
Inverse Kinematicsp. 369
Morphingp. 371
Group Target Objectsp. 374
The Skin Deformerp. 377
Morph Poses with PoseMixerp. 378
Controlling XPresso Expressions with User Datap. 378
Indexp. 383
Table of Contents provided by Ingram. All Rights Reserved.

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

Rewards Program