Height Map Research & Testing

A continuation of the displacement creation inside of C4D, this time I tested a couple different ways in which I could make the map more defined on the cube as which I scrolled in the edges were slightly bevelled.  The video below shows my workflow:

Within this time-lapse video I was trying to tackle my problem with the displacement map – on certain areas of the map I experienced organic looking protrusions coming from the object and I didn’t know why it was happening. In addition, I also saw the some of the edges seemed very bevelled even when the segments were turned all the way up – soon after the software locked up and froze due to all of the RAM being used up on the computer. As this was either to do with the displacement map itself or the amount of segments on the object, I set about experimenting with all of the different settings.

Firstly, I tried to turn up/down the amount of segments within the cube itself to see if this had any effect. I found that the less number of segments the object had, the less flexibility the face of the cube had to deform to the displacement map, this often resulted in a less detailed map.

Secondly, I tried to alter the height and strength settings of the map but this didn’t really benefit the clarity of the protrusions in any way – When the height settings were increased, the physical length in which the protrusions came out to were increased as well and the this was the same for the strength setting too. Changing these settings at times did help occasionally, however, this wasn’t very beneficial as the whole aesthetic of the cube had changed to something I didn’t want.

Lastly, I tried to add Sub-Polygon Displacement to the cube which was under the displacement tab within the material editor. With this particular project I found that it drastically slowed down my computer and wouldn’t even allow me to render as it produced an error message: ‘Run out of application memory’ and prevented the scene to be rendered any further. I created another project file and loaded up the same displacement map (enabling the Sub-Polygon Displacement) and found that even with 1 segment for the X, Y & Z settings, the displacement map worked.

*Sub-Polygon Displacement – “In principle, sub-polygon displacement (referred to as SPD in the following text) is similar to displacement: an object is deformed during rendering based on a texture’s grayscale palette or, in some modes, color palette. The trick lies in the object’s own internal, adjustable and relatively high subdivision, which allows for very detailed structures without having to actually subdivide the object permanently. In many cases, it is impossible to achieve the same degree of detail through modeling because too much memory would be required.”

Sub-Polygon Displacement disabled

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Sub-Polygon Displacement enabled

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Map Resulting Geometry

Screen Shot 2017-11-15 at 09.21.09

All of the renders produced had 1 segment for the X, Y & Z settings – found that this was much faster to render with my computer and I also feel like the edges of each protrusion are less bevelled than before.

Conclusion

After experimenting with the sub-polygon displacement, I have come to the conclusion that the displacement map is far too detailed for what I need, meaning that there are too many fine details in the map that the displacement cannot displace – this is evident in the physical renders that are produced as you can see some of the shapes created in the map itself aren’t very geometric in shape and are more organic looking. To overcome this issue, I will create another displacement map that is more simplistic, this will allow for the displacement to produced protrusions which are more defined which could also be developed by experiment with colour in it. Additionally, Im looking at adding extra elements to the cube that might cover some of the sides – examples of this could be rectangular faces in the centre of the cube to add some diversity to the shape.

X-Particles Material Research & Testing

Here is another Youtube tutorial by Greyscalegorilla, the project being done doesn’t apply to my animation at all, however, there is a specific part which goes over x-particles materials in great detail which was very useful. The specific part in the tutorial starts at 15m 20s and ends at 19m 50s, which can be viewed below:

When experimenting with X-particles before in my X-Particles Research post, I didn’t know how to make glossy X-particle materials, specifically looking for a reflectance within the material.  When experimenting I came very close to discovering how to do this, however I didn’t select the right colour mode under: X-particles material > Illumination > Lighting > Mode. Under this section within the colour shader of the x-particles material, there are many different settings to choose from, each with their own unique effect which can be seen in the renders below – I feel overall the only one that I will use will be the Phong colour mode as it gives that glossy aesthetic to the material which I desire. However, it is key to note that there were other modes that also produced interesting features:

  • Diffuse – The diffuse mode is very much similar to phong as it brings a 3D effect to the particles emitted, it understands where the light is coming from within the scene and creates shadows accordingly to create the 3D illusion.
  • Fuzzy – The fuzzy mode is also very interesting as it blurs each of the particles making them seem more like dust or light splotches – I could see this being used within my animation to create a hazy atmosphere, however, the colours and opacity would have to be changed accordingly.
  • Neon –  The neon mode is by far the most different setting compared to all of the others – it adds a slight blur to each of the particles but also adds a strong luminance to each of them which can be seen in the background of the render. To me, I could see this being used to denote a blood vessel if a swatch of reds and dark pinks were used, the particles could also them be red blood cells or other cells found in the bloodstream.

Renders:

1) Diffuse

Screen Shot 2017-11-13 at 14.07.54

2) Phong

Screen Shot 2017-11-13 at 14.07.41

3) Flat

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4) Fuzzy

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5) Neon

Screen Shot 2017-11-13 at 14.06.57

6) Henyey-Greenstein

Screen Shot 2017-11-13 at 14.08.05

7) Schlick

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8) Rayleigh

Screen Shot 2017-11-13 at 14.08.58

X-Particles Research

After creating a successful test of the displacement/height map, I decided to put that task on hold and try and conduct some research into X-Particles and try and find a way of creating a ring of spheres for my animation. After a generic search on YouTube, I can across this video by Greyscalegorilla that gave essential information on x-particles, which can be seen below:

The video mainly focusses on the Modifiers section within the X-particles plug-in, with trying to make the ring of spheres I though it would be a good video t watch as it might contain a lot of really useful information that I wouldn’t be able to understand in a quick time frame.

The first part of the video focussed on a particular modifier called xpNetwork which makes the particles that are emitted change direction at a specified angle at specified times/frames – for example, a particle would change 90º in any direct every 10 frames which creates a really geometric look. With the addition of  trails added to the particles, it creates a physical line behind it that tracks its path. Overall, this creates a really unique look that can be adjusted to your project needs – I could see this being used within a sci-fi film where a computer  generator created something within the real world but however, it doesn’t match my aesthetic that I want to achieve so I wont be using it.

The second part of the video focussed on xpSpeed which is a modifier that allows for better speed adjustment of the particles. Within the modifier, I would  be able to control the speed  by going into xpSystem > Modifiers > Motion Modifiers > Speed. It would then allow me to insert a value to tell the software to slow down or speed up the rate at which the particles are travelling – the larger the negative number would mean the faster it would slow down and vice versa which would enable me to achieve the aesthetic I would be looking for.

The last part of the video looks into xpTurbulance, this is very similar to the turbulence effector that is already on the stock version of C4D, however, its for the x-particles system. As its fairly similar, I wont go into details about it but It was a very effective way of making the particles react differently within the editor and could be something I might be able to use within my project.

After watching that video, I decided to experiment in the software and dive in head first. The screen recording below shows my workflow and captured all of my different experimentation of trying to get the emitted particles to: A) be emitted in a torus shape (a ring), B) to make the emitted particles group together around the torus and C) rotate in a clockwise fashion.

For task A, I was able to make the torus become the emitting object for the particles, overall, this wasn’t a very complex task but as I didn’t know I spend a lot of time tweaking different settings as I though it was under another sub-heading in the Emission tab but I got there in the end. For task B, I wasn’t able to make the emitted objects group together, I tried adding a rigid body tag and experimenting  with the force as this worked within the Glowing Sphere Animation, but this didn’t work. Within the video embedded above, I might be able to control the speed in which the particles are emitted by going into xpSystem > Modifiers > Motion Modifiers > Speed. I would then have to insert a negative value to tell the software instead of speeding up as the timeline goes on, to slow down instead – the larger the negative number would mean the faster it would slow down and vice versa which would enable me to achieve the aesthetic I would be looking for. Lastly, for task C, I will have to experiment further with the rotational aspect of the project, I feel that I might have been able to make it do so by animating the emitter object (the torus) with key frames – At frame 0 I could have set a key frame so that by frame 90 it would have rotated 3 times for example. But to fully test this hypothesis, I will have to go back into the software and test it out.

Here are some renders form that scene:

Screen Shot 2017-11-13 at 13.37.19 test2 X-Particles Test

Andy Kramer (Star Trek) Inspiration

Andy Kramer is a digital artist, most famous for his work on Star Trek’s ending credits. His work has a attractive space aesthetic which I feel inspires my work, I specifically like the way the scene is layered up especially with the planets – the way in which the asteroids seem to stand out against the planet and the dust is very attractive and is something I would like to incorporate into my own work. I could see myself using similar conventions when shallow focus’ are being used with the ring of spheres, this would help to add to the visual element of the animation as the audience would be able to get a better understand on the space or distance between the spheres and the cube. Additionally, I was fully surprised to find out that the ending of the film and the credits were created within Adobe After Effects – I didn’t associate After Effects as a powerful 3D software tool, but after some further research I discovered that Andy has developed some plug-in for AE that enable it to do so (and also with a bit of perspective trickery).

Tutorial Notes – Abstract Sphere

After completing my storyboard, I realised that I would need to find some interesting materials to texture my object with in my animation, this tutorial caught my eye because of how vibrant and interesting the textures were as well as the object itself. The tutorial was made by Patrick Foley:

Initial stage of the tutorial focused on the different render settings. Overall, the physical renderer was used and I learnt a lot about it that I never knew before – the physical renderer  setting is a special renderer, including a physical camera that will be used in order to render photographic effects such as real 3D Depth of Field, Motion Blur, Vignetting, Chromatic Aberration etc. The benefits of using the physical renderer is that its faster than using the standard renderer when dealing with images with multiple, combined effect listed previously – this will be a good setting for myself to use within my project as some of the scene will have Depth of Field enabled, meaning that the physical renderer will render it out quicker when compared to the standard. Additionally, Ambient Occlusion and Global Illumination were selected too – Ambient Occlusion (AO) determines the degree to which each visible surface point is exposed and darkens it accordingly & Global Illumination (GI) is the interaction of light between different objects within a scene (reflects light of different materials to illuminate it).

Alongside of the render settings being set-up, a camera was also added to the scene and angled accordingly – when it was added, the co-ordinates were all zeroed out so that when the shape was added it was centred perfectly. Although this is something very simplistic, it was also something I had never through about doing before, when testing I had always added the camera and roughly placed it in the centre of the screen, this process an guarantee that the object will always be centred 100% of the time (Shortcut letter ‘O’).

The second key part to the tutorial was the creation process of the objects. The main project consisted of 3 objects: A main sphere, An atom Array and Smaller surface spheres. It was interesting to see the how the objects were being layered up so that the atom array or the mesh was sitting inside of the larger sphere and also the smaller sphere were bing attached to the surface – I feel that the noise added to the larger sphere under Displacer > Shading > Shader > Noise made it more interesting and actually allowed for the atom array to look more organically integrated into the object. In addition, I didn’t know that I was able to add object to another objects surface under Object > Sphere & Up Vector > Surface within the cloner settings – this will be useful if I want to add any extra shapes to any object within my animation.

The last core part looked at the materials used to texturise the objects – the main sphere consisted of a really aesthetically pleasing marble effect that was made within the colour section of the material, I had full creative control over the colours as it gave me a gradient to select colour from as well as allowing me to control the strength of it too. The atom array consisted of a reflectance channel, that was coloured a faint yellow colour, as the underlaying properties of the object were very shiny, adding the yellow above made it appear to be gold in colour. And finally, the smaller surface sphere has very similar material characteristics to the larger sphere, just without the marbles and noise effect.

Another interesting piece of information that I found when following the tutorial was that Patrick used another display panel to view his project. I found this very useful when creating this tutorial as it was continuously rendering the scene allowing me to see what the object would look like with more detail and additionally, it also allowed me to fix the panel view to the camera – further meaning I could tweak it the editing panel and see a live preview of what the changes looked it. I feel that this would be extremely useful for my project, however, it is key to note that the performance of the instant rendering slowed down dramatically when textures were added, especially those that were reflective (like the gold mesh). The screen grab below shows how the primary large editing panel allowed me to make changes to the project while the smaller rendering panel gave me a live instant feedback.

Screen Shot 2017-11-08 at 13.10.34

The following screen grabs show my workflow within C4D and the renders are frames within my work:

Screen Shot 2017-11-08 at 15.04.40

Screen Shot 2017-11-08 at 15.04.11Screen Shot 2017-11-08 at 15.03.25  Screen Shot 2017-11-08 at 15.07.33

Abstract-Sphere-2