X-Particles Illumination Material

In a previous post, i looked at this video by Greyscalegorilla for information about x-particles materials and the different options I had when creating them. I have decided to relook at this video about another specific feature that was used to make the objects illuminate based on their particle velocity or speed – this specific part in the tutorial starts at 19 minutes in last ends at 23 minutes, which can be viewed below:

The steps that were described in the tutorial were all controlled within the material settings and more specifically within the illumination channel. The whole process was actually very simple and revolved around two variables which determined whether to colour luminance was on or off – the maximum speed variant told the software that all of the particles would be moving anywhere in-between e.g. 0 – 80, this would relate to the particles when they initially are in flight as they have a certain speed which changes at the top of their flight and also when they hit the floor. The particles speed would then effect the second variable – the colour gradient. Depending on the particles speed, it would then inherit the related colour in the gradient – white being fully illuminated with colour and black being still, this then transfers the colour information as when the particles are still they are black but when in flight, they are coloured.

The video above shows the way in which I went about creating the scene, it was a very interesting experience and tested my knowledge of C4D and also X-Particles. There was one instance where I tried to put a tube into the scene and bevel the edges of it, this didn’t work at all for reasons unknown but you can see that when I tried to add the bevel deformer it wasn’t rounding off the edges and it was very frustrating – this tube was supposed to be the object that was dispersing the particles, however, this could be something to try next time.

Overall, I feel the animation looks nice and the framing & composition of the frame is very consistent – I tried to align the camera to a spline like how I had learnt in a previous post, however, this didn’t go well as the camera had very restricted movement – meaning I couldn’t rotate the camera up or down/ move in or out. The restriction in movement meant that I wasn’t able to get the particle explosion into the centre of the frame. In the end, I manually key framed the camera – this proved to be much easier as I only had to alter the rotational and positional settings in order to get it to focus on the explosion. I feel that after doing this, using both methods for my animation would be best as it has the possibility to produce interesting results that might not have been expected.

Alternative Displacement Map

After encountering and solving problems with my displacement map, I had thought of a different way of getting around it. In my first displacement map creation I created small geometric shapes inside of the artboard – I realised that because I allowed these shapes to touch the very edge, that they would be displaced upwards which would prevent it from connecting perfectly to the vertices when mapped onto the 3D object.

After realising this, I decided to alter my pre-existing displacement map by adding a white or black rectangle to the edge of it – this would then mean all of the vertices would be displaced to the same level, allowing to connect together perfectly on the 3D object.

Firstly, I started in Illustrator because my initial thinking was to start it from scratch, however, I realised that I would be creating more work for myself as I could have just added the boarder in After Effects and exported it straight away saving myself lots of time – which I did.

After exporting, I then created a quick mock up of my scene – adding the displacement channel with the image and also adding the colour, which produced these two renders below:

White boarder

Blackboarder

Overall, the test was successfully as the boarders made the vertices connect up perfectly on the 3D cube which I was hoping it would do. However, I feel that for next time i will have to change the size of the coloured boarders as the one I made is far too big and leaves a lot of untextured space on the cube. Additionally, the colour of the boarder will have to be changed as both the white and black in these renders don’t suit the reset of the aesthetic that is being used.

Displacement Map Solution

After coming across the displacement map problem, I have been searching for different solutions and found myself looking on lots of forums which specialised in Cinema 4D – to which I found someone else who was experiencing a similar problem to myself on the forum website called Otoy.

Screen Shot 2017-11-21 at 01.01.14

Unfortunately, this problem wasn’t resolved and the user actually found a way around the issues with a noise effector inside of C4D as he was trying to create a rough effect to simulate building bricks.

After not being able to find anything useful on the topic that was relevant to me, I went back to the initial tutorial to see if I had missed anything. On the 19 mins 30 secs mark, the tutorial starts to mention about an issue that they were experiencing which was the exact same problem I had – how the displacement map seems disconnected and is described as “coming apart from the seams”. This was then corrected by altering the Mid-Level of the displacement map. However, that is for the Octane Renderer and that feature isn’t available in the stock version of Cinema 4D.

Even though the Mid-Level setting available in the Octane Renderer wouldn’t work for me, I still noticed that the node was connected the overall displacement material so I went an checked my displacement settings but nothing worked. So my next idea was to try an add a deformer, as I knew the object was a cube – I tried adding a bevel deformer to it to see if this would merge the vertices of the displacement map together, which I did but with an interesting effect.

The effect can be seen below in the renders provided, the ‘before’ render shows that the object looked like before the bevel deformer was added to the cube – not how all the displaced shapes rise up quite high and there is a good amount of colour variation which was  achieved through the initial creation process.

Before:

Edgeissue

 

After the bevel deformer was added, it created an odd effect to the surface of the object by flattening the protrusions from the displacement map – also this result may have decreased the overall effect I was wanting to achieve, it also also solved the edge vertices problem that can be seen in the first render.

After:

Edgesoultuion

Overall, the bevel deformer has eliminated the holes in the displacement map on the vertices but, it has also changed the overall effect of the displacement map as the protrusions are lower in height and seems like the deformer has decreased the overall strength of the map. From a close perspective, I really like the effect the deformer has given the object as it resembles the surface of a space station or technologic material – however, I still need to the view the effect as a whole on the object as it might not look aesthetically pleasing form a distance. To further develop this I will continue to alter the settings of the bevel deformers to see what results they produce, which I will document with renders.

Displacement Map Problem

After successful adding the displacement map to the cube and adjusting the segments & sub-polygons, I noticed small section on the vertices of the cube where the map didn’t join up correctly – this can be more specifically be seen in the render below where square/rectangular holes are visible.

Edgeissue

As I intend to get some close-ups of the cube for the animation, this will need to be fixed. I think that this could either be done within C4D itself through the mapping settings on the material – the way the texture is mapped onto the shape is currently set to UVW Mapping which might have an involvement with the issue. In addition, it could also be done in  Illustrator or After Effects by adding a small white boarder to the edges above all the layers – this would mean that all of the boarders would be at the same displacement level as each colour density represents displacement value. I will research into this further and test any potential solutions.

Final Abstract Cube Creation

As the project deadline is coming close, I have started to make the final adjustments to my project. The videos below show my workflow of how I created the abstract cube as well as discussing key elements within the process that I felt needed highlighting – this process required me to gather all my learned knowledge & research about C4D, lighting, mograph and render settings in order to complete the final asset that will be used within my project.

Part 1

As this was a long process, it was split into 2 parts – the video below is part 1 and focuses on the initial section in Illustrator and After Effects. I discuss key elements about the process as well as highlighting some issues.

Part 2

Part 2 focuses on the Cinema 4D section of the project, as I explain some problems and difficulties I encounter. Unfortunately, I forgot to record the first half of the process which I had covered in my testing experiments, however, the point in which the video starts at is the next stage to complete after the testing video, so the whole process of how I created it is documented.

Renders

Here are the different renders I produced when checking effects of the setting alterations – as you can see they start from when the additional faces were added to the main cube and continue onwards to show small differences in the overall design. Within some renders multiple aspects are changed, from colour settings to light colours & positioning to camera positioning.

Cube development

Cube Dev 2

testFC3

render4

r6

r7

r8

r9

Overall, the renders produced show a good documentation of testing conducted on the cube. However, there are still key issues that need to be resolved such as the vibrancy – this needs made more vibrant as the cube looks very flat and washed out which I feel wont be eye-catching for the audience. Additionally, I should look into creating a light map or set of small illuminating objects to stick on the cube, this is to make it look like a machine or building which will further help reinforce the man-made notion I suggested about in my planning.