After browsing on Vimeo I came across this demo showcasing someones ‘Particle Cell’ model that they created. Theres many different layers of detail on the model that I really like, which has inspired me to try and replicate some of the characteristics into my own particle work. One of the first details that I noticed about the object is the bubble/scale texture on the very base of the sphere, it gave me a organic feel to the model and make it look like a form of armour or protection to the organism. The second detail that I noticed was the fracturing that was affecting the whole outer shell of the object, this again added another interesting dynamic to the object which, I further feel would be put into context through adding it to a scene. Lastly, the reflectiveness and brightness of material, to which I feel, are at the optimum point for this object – Although I wont have my spheres a bright blue colour, I still like how the material isn’t too glossy where it looks like a mirror but still reflects light in a pleasing way.
Conclusion
There are lots of characteristics about this object/model that I really like, the main one being the bubble/scales texture on the immediate surface of the object. I feel that I could use a similar texture like this to make my particles in my animation more visually interesting especially in those close up shots in the beginning of my animation, this will make the spheres be less boring and will scatter the light differently when illuminated, drawing the views attention. However, there were also some elements to the object that I didn’t particularly like, for example, the holes and the different shaped arms coming out of the surface. I felt like they were too irregular but I can see that it adds to the diversity of the object making it more visually interesting.
GreyScaleGorilla is a very experienced user of Cinema 4D & of X-Particles and subsequently has a large archive of information on the software which is very useful to learning the basics on both. The video above is a short introduction to X-Particles and gives lots of useful information on basic set-ups of the plug-in (notes below):
BASICS
Particle System – Adding a particle system: X-Particles > Particle System > Add Basic Set-up
Emitter Shape – When the particle system is added, the emitter shape defaults to a square which can be changed within the settings to become any shape: Shape > Emitter > Object > Emitter Shape
No. of Particles – The particle emitter can be edited to create more/less particles from the source: Emitters > Emitter > Emission > Birthrate
Modifiers – A numerous amount of modifiers can be added to affect the particles (such as turbulence, wind and gravity): System > Add Objects > Modifiers
Texturing – Texturing works differently to normal C4D materials, to texture an x-particles system it needs to be an x-particles material: New Material > Shader > X-Particles Material (> Add to Emitter)
Size – The size of the particles can also be changed, however, this is done within the material: Emitters > Emitter > Emission > Radius
Size Variation – The size can also be varied by a % entered by the above route: X-Particles Material > Size > Variation
Colour – The colour of the particles can also be varied by picking a gradient as to what colours the particles can be: X-Particles Material > Colour > Colour Properties > Mode > Random (from gradient)
Lighting – The particles can be illuminated the same way as normal C4D particles would be: Add a Light > General > Shadow > Select Shadow
DYNAMICS
Gravity – Although its not necessarily relevant for my animation, gravity dynamics can be added to affect the particles: System > Add Objects > Modifiers > Gravity
Tags – Like C4D, x-particles tags can be applied to the objects to give them specific characteristics to adhere to: Tags > X-Particles Tags
Key to note that the Collider Tag would be most relevant to me as it means that the particles will react to other ‘solid’ objects in the scene when they contact each other (meaning they wont pass through each other – act like real world objects).
Lighting would be a key element within my animation, this book would explain key concepts and theory behind lighting a scene for video and will allow me to light my animation effectively.
Within the book I will be specifically looking at Chapters:
What Does Lighting involve? (Page 14)
The Aims of Lighting (Page 16)
Changing Camera Positions (Page 76)
In the brief introduction to the book, it describes different details about why we need lighting for videos and also gives different reasons as to why we might not always have adequate lighting in our specific environment. Under this section it gave an interesting table of different light levels and their values (Shown below).
I thought this might be very useful to know as within Cinema 4D I am able to control the brightness and temperature of the light that is emitted – having this table will allow me to replicate realistic lighting within my scene as I can simply enter the luminance data into the software to give it a specific look. However, this might not necessarily work as the scene I intend to produce will be in a space/zero-gravity environment and thus the lighting will be different from earth lighting.
What Does Lighting involve?
Adding lighting to a scene makes for better or more effectively lit shots (from the perspective of the camera), this can be in addition to the global illumination and ambient occlusion within the C4D render settings to make sure the scene is fully lit. As well, checking the lighting through the camera perspective can “considerably improve picture impact” or through rendering out a still frame from the scene to check that it is all illuminated effectively will save time when rendering the full sequence as it will take a considerable amount of time to render the full scene (Millerson, 1991).
The amount of light needed to illuminate a scene varies and there is no regular set-up to ensure optimum lighting – a basic lighting set-up (such as a 3 point lighting studio) could be employed into the scene, however, the optimum pictorial effect would need to be added, which is a perfectly angled light to make key elements within the scene be highlighted.
The Aims of Lighting
The main preoccupations of lighting are with the appearance of the subject itself and the surroundings. Subject based lighting can emphasise characteristic features about it and has the ability to make them less/more obvious – this would be very fine line within my animation due to the materials, low key lighting would make the object less obvious but bright lights would spoil the scene as the shiny surfaces may distract the views eye.
Changing Camera Positions
Effective lighting depends on camera position in the scene, the best general solution is to employ a ring light studio to the scene which would illuminate all of the objects to a certain level – however, more lights will have to be added to change/ eliminate shadows that might be cast, this could be a good general solution again for my scene as I would be able to change settings from the ring lighting studio to disable the shadows, however, testing will have to be conducted to see whether having shadows positively affect the aesthetics of the animation or negatively.
Ref: G, Millerson. (1991) Lighting for Video. London: Focal Press.
This is my storyboard for my project – the whole 20 sec scene is meant to be an opening for a sci-fi animation called “The Crypt”. The storyboard shows key camera movements and focus points to help create an atmosphere of suspense as a strange cube is slowly revealed to the audience, this suspense is then further enhanced when a mysterious white light emerges from the centre of the object as a door or gate opens. While doing this animated graphics track an sphere from the cluster that is moving towards this door or gate, further raising questions as to what the cube is and its intentions.
For my project I will be researching different space aesthetics from different sources to help strengthen my idea, I will be further providing screen grabs and videos to help explain what I like about certain aspects within that source as well as an explanation as to how I intend to use it in my project.
Guardians of the Galaxy
Guardians of the Galaxy is an adventure sci-fi film that follows a group of intergalactic criminals who are force to work together. Within this film, the group travel around the universe to different planets which are introduced to the audience an very attractive way with slow cinematic shots. I would like to utilise the title/naming convention that is adhered to within the film, a specific example can be seen below where the brackets come up and reveal the name of the planet with extra features below it such as: a description and the planetary co-ordinates. (Full Intro: https://www.youtube.com/watch?v=JNlnQwHWSYw)
I feel that this convention would be highly adaptable and usable within my own project. I would intend to use this convention by showing to the viewers what the mysterious cube is in the space/zero-gravity environment. A small point would fade onto the cube to which a narrow arm from extend from it, this would then allow a point for the the cube name, description and co-ordinates to be displayed from.
In Addition, I would also like to try and replicate the space environment, through observation I can see that there are starts within the background, however, they aren’t overpowering and distracting. This would be an aesthetic I would also like to replicate within my project as I would want to keep the audiences attention on the objects in my scene.
Star Trek
Star Trek is another space themed adventure film, it follows the crew of a space who aim to defeat a villain with a specific fluid called ‘Red Matter’ which has the power to create blackholes and destroy the universe. Within a key scene at the end of the film, the container in which the red matter is kept gets mashed and the camera pans up to a group of small dots of the fluid, a quick series of edits inverts the images colours which adds a really dynamic effect – especially when accompanied by the non-diegetic sounds (can be seen below).
I would like to take this piece of inspiration and adapt in into my animation, I would like to use a similar camera shot (CU) to denote the spheres moving around, however, instead of inverting the image colours I would like to use an RGB spilt effect , cross cut with another perspective view of the spheres floating around the cube. I feel that this would made the animation more visually interesting to the views by showing them for information about the environment and if done correctly & subtly, it shouldn’t disorientate the audience.
Additionally, the ending of Star trek has a attractive space aesthetic which I feel inspires my work. Although I might not necessarily employ any of the convention used into my own animation, I feel that it narrows my aesthetic ideas more.
Ending Credits:
Overall, I really like the 3D effect that is created within the ending and I was fully surprised to find out it was created within Adobe After Effects by Andy Kramer. I didn’t associate After Effects as a powerful 3D software tool.
Oblivion
Oblivion is an adventure mystery about a veteran assigned to extract Earth’s remaining resources begins to question what he knows about his mission and himself. Within one of the final scene of the film, the hero find himself approaching a large space station called the ‘Tet’ that he didn’t know existed. The general object design of the tet is fairly simplistic, however, it again reflects the man-made aspect I want to incorporate within my own animation. The shot below as again shows the contrast between organic (Earth) and man made (the tet).
After the shot, the scene then cuts to the inside of the tet, which can be seen below:
The geometric design is reflected inside of the tet as well – I specifically like the use of straight lines as it further reinforces the notion of a man made structure – Within nature today, organic organisms adapt to their surroundings, twisting and turning around obstacles that might be in their way. The ‘Tet’ and also the cube in my animation are the binary opposites, the objects do the exact opposite and forces obstacles out of its way.
Star Wars
Star Wars, the very famous franchise, also incorporates elements which I desire to be inside of my animation. The geometric design on the death star is an obvious inspiration as it creates and interesting aesthetic. However, there are further elements about the design of the death star that jump out as well – I would also like to try to create luminance objects on the surface of the cube so that lights can be seen, this can be specifically seen in the large ridge across its perimeter, I feel that this adds a different aesthetic to the object – more functional than others such as the tet.
From the screen grab above, the death star further reinforces the geometric design I would like to have on the Cube in my animation – compared to the ‘Tet’ its geometric protrusions are more pronounced on the spheres surface which I feel makes it more interesting for the audience. In addition, the death star also conveys the notion of man made, something which I intend to use.