Index
A
- AB Compare feature / How to do it...
- abstract shapes
- about / Creating abstract shapes
- creating / How to do it...
- working / How it works..., There's more...
- Add from Folder button / There's more...
- Adding a Plane primitive / How to do it...
- aerodynamics
- about / Aerodynamics – making a helicopter, Getting ready, How to do it...
- working / How it works...
- After Effects / How to do it..., Using an Alpha channel to model, The External Compositing tag and After Effects, How to do it...
- Align to Spline feature / Moving a camera along a path
- Align to Spline tab / The Tangential checkbox
- Align to Spline tag / Not just for cameras
- Alpha channel
- using, to model / Using an Alpha channel to model, How to do it..., How it works...
- Ambient Occlusion / Ambient Occlusion
- animations
- creating / Driving animations, How to do it..., How it works...
- linear loops, creating / Loops should be linear
- Animation Toolbar / How to do it...
- anti-aliasing
- using / Using anti-aliasing effectively, How to do it...
- working / How it works...
- 1x1 / 1x1, 2x2, 4x4...
- 4x4 / 1x1, 2x2, 4x4...
- 2x2 / 1x1, 2x2, 4x4...
- 8x8 / 1x1, 2x2, 4x4...
- Filter menu, using / Using the Filter menu
- asteroid
- creating, Displacer used / Making an asteroid with FFD and Displacer, How to do it..., How it works...
- creating, FFD used / Making an asteroid with FFD and Displacer, How to do it..., How it works...
- landscape object, creating / Trying a landscape object instead
- Atom Array tool
- about / Using the Atom Array tool
- using / How to do it...
- working / How it works...
- Attribute Manager / How to do it...
- about / How to do it...
- working / How it works...
B
- Bake Sculpt Objects button / Stage three – baking
- Bank / How to do it...
- batch rendering / There's more...
- Bend deformer
- animating with / Animating with deformers: Bend, How to do it...
- working / How it works...
- Bevel tool / How to do it...
- Blend slider / How to do it...
- Boole
- used, for punching holes / Punching holes with Boole, How to do it..., How it works..., There's more...
- similarity, with Spline Mask / Similar to Spline Mask
- Hide New Edges box / Hide new edges
- subdivision, increasing / Increase subdivision if needed
- Bounding Box / How to do it...
- bowling
- about / Introduction to dynamics – bowling, How to do it...
- working / How it works...
- testing / Trial and error
- Custom Initial Velocity field, adjusting / Adjusting the Custom Initial Velocity field some more
- Bowling Ball object / How to do it...
- Bulge deformers / There's more…
- Bullseye Extrude NURBS object / How to do it...
- bump channel
- adding, to 3D model / Adding relief – Bump and Displacement channels, How to do it..., How it works...
- Bump texture / How to do it...
C
- C4D Content Pack / Getting ready, Getting ready, Getting ready
- Calculator 4D / Calculator 4D
- Camera Calibration tag
- about / Camera calibration
- using / How to do it...
- working / How it works..., There's more...
- limitations / Limitations
- performance tips / Tips to help calibrate better
- Camera Morph tag
- cameras
- keyframing / Keyframing cameras, How to do it…, There's more…, You can always keyframe
- automatic keyframing / Automatic keyframing…do it at your own risk
- moving, along a path / Moving a camera along a path, How to do it..., How it works...
- Align to Spline tag / Not just for cameras
- Tangential checkbox / The Tangential checkbox
- locking, with Protection tag / Locking cameras down with the Protection tag
- matching, to footage / Matching your camera to footage, How to do it..., How it works...
- cap / How to do it..., Caps and Rounding come automatically
- cereal bowl example / Colliding clones – cereal bowl, How to do it..., How it works…
- chase scene
- simulating / Simulating a chase scene, How to do it...
- Cinema 4D
- navigating through / Moving around in Cinema 4D, How to do it...
- gizmo / How to do it...
- working / How it works...
- camera view / The View is your camera
- rotate way, modifying / Change how you rotate
- modeling / Introduction
- light / Introduction
- shaders, using / Using Shaders, How to do it..., There's more...
- reference documentation / Projections come with instructions
- glass material, creating / Creating a glass material, How to do it...
- subsurface scattering, applying / Applying Subsurface Scattering, How to do it..., There's more...
- MoGraph / Introduction
- dynamics / Introduction
- connectors / Dynamic trap #1 – trap door with connectors
- C key / How to do it...
- cloners
- about / MoGraph basics – cloners and effectors, How to do it...
- working / How it works...
- selections, using with / Using selections with cloners, How to do it..., How it works...
- clones
- random textures, adding / Applying random textures to clones, How to do it..., How it works...
- colliding / Colliding clones – cereal bowl, How to do it..., How it works…
- Cloth tag / Cloth and Spline Dynamics – clothesline, How to do it..., How it works...
- Collider Body option / How to do it...
- Collision deformer
- applying / Applying the Collision deformer, How to do it...
- working / How it works...
- Color channel / How to do it..., How it works..., Use real textures for real results
- Commander / How to do it...
- Command key / How to do it..., How to do it...
- Command Palettes / How to do it...
- complex behavior
- creating, Thinking Particles used / How to do it..., How it works...
- complex camera
- moving, with Multi Morph tag / Complex camera moving with the Multi Morph tag, There's more...
- Compositing tag
- about / The Compositing tag, How to do it...
- working / How it works...
- connectors
- trap door, creating / Getting ready, How to do it...
- Constraint tag / How to do it...
- Content Browser
- about / Utilizing the Content Browser
- utilizing / How to do it...
- working / How it works...
- reverse engineering / Reverse engineering
- Coordinate Manager
- about / How to do it...
- Coordinates tab / How to do it..., How to do it...
- CSTools / There's more...
- Ctrl key / How to do it...
D
- 3D
- displacement channels, adding / Adding relief – Bump and Displacement channels, How to do it..., How it works...
- bump channel, adding / Adding relief – Bump and Displacement channels, How to do it..., How it works...
- 3D design
- goals / Introduction
- 3D logo
- about / Combo #1 – building a 3D logo
- building / How to do it...
- working / How it works...
- deformation
- applying, with effectors / Applying deformation with effectors, How to do it..., How it works...
- Deformation tab / There's more...
- deformers
- about / Introduction
- in 3D cinema / Introduction
- Taper / Getting started with the Taper deformer
- Bend / Animating with deformers: Bend
- Shear / How to do it...
- Squash & Stretch / Over-animation with Squash and Stretch
- FFD / Making an asteroid with FFD and Displacer
- Displacer / Making an asteroid with FFD and Displacer
- unconventional animations / Unconventional animations with deformers, How to do it..., How it works...
- used, for breaking objects / Breaking objects with deformers, How to do it..., How it works...
- Collision / Applying the Collision deformer
- Delete key / How to do it...
- Diffusion channel / How to do it...
- Disc primitive / How to do it...
- displacement channels
- adding, to 3D model / Adding relief – Bump and Displacement channels, How to do it..., How it works...
- about / How to do it...
- Displacer
- used, for asteroid creating / Making an asteroid with FFD and Displacer, How to do it..., How it works...
- dollying / How to do it...
- Dutch Angle / How to do it...
- dynamics
- about / Introduction
- bowling / Introduction to dynamics – bowling
- dynamic stage lighting
- about / Combo #2 – dynamic stage lighting
- steps / How to do it..., How it works...
E
- edges / How to do it...
- effectors
- about / MoGraph basics – cloners and effectors, How to do it...
- working / How it works...
- Random effector / There's more...
- deformation, applying / Applying deformation with effectors, How to do it..., How it works...
- Effects button / How to do it...
- Emitter Object / Standard Particles
- Enable Axis Modification tool / How to do it...
- Explosion FX deformer / How it works...
- External Compositing tag / The External Compositing tag and After Effects, How to do it...
- Extrude NURBS
- about / Creating from splines – extrude NURBS, How to do it..., How it works...
- MoText, using / Using MoText instead
- Extrude NURBS object / How to do it..., Caps and Rounding come automatically
F
- F-Curves / How to do it...
- Falloff tab / How to do it...
- FFD
- used, for asteroid creating / Making an asteroid with FFD and Displacer, How to do it..., How it works...
- focal lengths
- about / Adjusting focal lengths
- adjusting / How to do it...
- working / How it works..., There's more...
- Formula effector / Combo #2 – dynamic stage lighting
- Frame Range option / How to do it...
- Freehand Spline tool / How to do it..., Tying the knot
- Fresnel button / How to do it...
- Fresnel gradient / How to do it...
- Fresnel shader
- reflective materials / Reflective materials with the Fresnel Shader
- reflective materials with / How to do it..., How it works...
G
- Gaussian Blur filter / How to do it...
- geometry
- adding, to Thinking Particles / Adding geometry to Thinking Particles, How to do it..., There's more...
- gizmo / How to do it...
- glass material
- creating / Creating a glass material, How to do it...
- Global Illumination
- about / Applying Global Illumination
- applying / How to do it...
- working / How it works..., There's more...
- Ambient Occlusion / Ambient Occlusion
- Grab brush / Stage one – roughing out
H
- hair tool
- about / Getting ready, How to do it..., How it works...
- handheld-style camera
- about / Creating a handheld-style camera
- creating / How to do it...
- working / There's more...
- Vibrate tag / Got some good vibrations
- Frequency values, setting / Keyframe your values so that they can change over time
- Random Seed value / Random Seed equals infinite possibilities
- HDR / Lighting with Sky objects
- Heading / How to do it...
- head sculpting
- about / Sculpting a head, How to do it...
- roughing out, steps / Stage one – roughing out
- steps / Stage two
- baking / Stage three – baking
- working / How it works..., There's more...
- hypernurbs / Hypernurbs and modelling
I
- Icon Palettes / How to do it...
- Icons / How to do it...
- IES light / How to do it...
- Ignore Collisions box / There's more...
- Infinite Light / How to do it...
- Inner Thirds Ring node / How to do it...
- Interactive Render Region option / How to do it...
- interface
- about / Exploring the interface
- C4D Content Pack / Getting ready
- exploring / How to do it...
- Command Palettes / How to do it...
- Animation Toolbar / How to do it...
- playback buttons / How to do it...
- Coordinate Manager / How to do it...
- Commander / How to do it...
- working / How it works...
- interpolation method / Interpolation is the word
- IR / There's more...
K
- Keyframe Camera / How to do it…
- keyframes
- about / Setting keyframes
- setting / How to do it...
- working / How it works..., There's more...
- track, deleting / Delete the track
- interpolation method / Interpolation is the word
- Reeper X / Don't fear the reeper
- Knife brush / Stage one – roughing out
L
- Landscape object / How to do it...
- Lathe NURBS
- about / Using Lathe NURBS
- using / How to do it...
- working / How it works...
- points, adding / Adding points
- Lathe NURBS object / How to do it...
- Layers Shader
- used. for making adjustments / Make adjustments with the Layers Shader, How to do it..., How it works..., There's more...
- Length U / How to do it...
- Length V / How to do it...
- light
- choosing / Picking the right type of light, How to do it...
- target light / How to do it...
- infinite light / How to do it...
- IES light / How to do it...
- sun light / How to do it...
- Square Spot / How to do it...
- parallel / How to do it...
- parallel spot / How to do it...
- Square parallel spot / How to do it...
- working / How it works...
- defualt light, turning off / Turning off the default light
- Inverse-Square / The Inverse-Square explained
- temperature, adjusting / Hot and cold – adjusting the temperature of the light
- lighting
- Luminance channel, using / Lighting using the Luminance channel, How to do it..., How it works...
- lightng
- Sky objects, using / Lighting with Sky objects, How to do it..., How it works...
- light temperature
- adjusting / Hot and cold – adjusting the temperature of the light, Getting ready
- gels, adding / Adding gels
- light, coloring / Coloring the light
- Color Temperature, adding / Adjusting the Color Temperature
- working / How it works..., Gauge your temperatures
- Linear Spline tool / How to do it...
- Liquid Lathe NURBS object / How to do it...
- Loft NURBS
- about / Modeling with Loft NURBS
- modeling with / How to do it...
- working / How it works...
- Luma Inverted Matte option / How to do it...
- Luma Matte / How to do it...
- Luminance channel
- used, for lighting / Lighting using the Luminance channel, How to do it..., How it works...
M
- Make Object editable button / How to do it...
- Maple Leaf material / How to do it...
- Material Editor / How to do it...
- Material Editor window / How to do it...
- Material Manager
- about / How to do it...
- working / How it works...
- materials
- videos, using as / Using video as materials, How to do it..., How it works...
- multiple materials, using on one object / Using multiple materials on one object, How to do it...
- real textures, using / Use real textures for real results
- glass material, creating / Creating a glass material, How to do it...
- Porcelain material / How to do it...
- Metal material / How to do it...
- modeling
- MoGraph
- about / Introduction
- basics, cloners / MoGraph basics – cloners and effectors
- basics, effectors / MoGraph basics – cloners and effectors
- used, for lights controlling / Controlling lights with MoGraph and XPresso, How to do it..., There's more...
- MoGraph Selection tool / How to do it...
- mosaic
- about / Creating a mosaic
- creating / Creating a mosaic, How to do it..., How it works…
- MoText / Using MoText instead
- text, creating / Making text with MoText, How to do it...
- Motion Camera tag
- using / Using the Motion Camera tag, How to do it...
- working / How it works...
- Move tool / How to do it...
- Movie Camera box / How to do it...
- multi-pass renders
- about / Setting up multi-pass renders
- setting up / Getting ready, How to do it..., How it works...
- time, saving / Saves time, not space
- force anti-aliasing / How did that force anti-aliasing work out?
- Multi Morph tag
- complex camera, moving / Complex camera moving with the Multi Morph tag, There's more...
- multiple materials
- using, on one object / Using multiple materials on one object, How to do it...
- Multi Shader setting / How it works…
- music orb / Combo #3 – dancing music orb, How to do it..., How it works...
N
- Noise drop-down menu / How to do it...
- Noise tab / There's more...
- NURBS / What is a NURBS?
- NURBS object / How to do it...
O
- object
- breaking, with deformers / Breaking objects with deformers, How to do it..., There's more...
- multiple materials, using on one object / Using multiple materials on one object, How to do it...
- Object Buffer option / How to do it...
- Object Manager
- about / How to do it...
- working / How it works...
- object scale
- adjusting / Adjusting the scale of your objects, How to do it..., How it works...
- separate C4D files, using / Use separate C4D files
- Object tab / How to do it...
- Offset U / How to do it...
- Offset V / How to do it...
- Output options / How to do it...
P
- Panel menu / How to do it...
- parallel / How to do it...
- parallel spot / How to do it...
- Parameter tab / How to do it...
- parametric objects / Working with primitives
- Particle Emitter Object / How it works...
- Perspective view / How to do it...
- Photoshop / How to do it..., Using an Alpha channel to model
- Physical Renderer engine
- about / Exploring the Physical Renderer engine
- exploring / How to do it...
- working / How it works..., There's more...
- Physical tab
- about / The Physical tab, How to do it...
- working / How it works...
- chromatic aberration, effects / More effects
- vignetting, effects / More effects
- lens distortion, effects / More effects
- rack focus / Rack focus
- Pitch / How to do it...
- points / How to do it...
- polygons
- subdividing / How to do it...
- selecting / How to do it...
- editing / How to do it...
- about / How to do it...
- working / How it works...
- different tools, trying / Trying different tools
- primitive backups, creating / Making backups of your primitives
- exact values, entering / Entering the exact values
- HyperNURBS, weighting / Weighting with HyperNURBS
- NURBS / What is a NURBS?
- Porcelain material / How to do it...
- Ports | Show Names / How to do it...
- primitives
- about / Working with primitives
- working with / How to do it..., How it works...
- Viewer, working with / Working with the Viewer
- Project command / How to do it...
- project control panel
- about / Creating a project control panel
- creating / How to do it...
- working / How it works...
- projection methods
- Protection tag
- used, for camera locking / Locking cameras down with the Protection tag, How to do it…
- working / How it works…
- about / Protection for all
- Undo view / Undo view
- Pull brush / Stage one – roughing out
Q
- QMC / There's more...
R
- rain simulation
- creating / Making it Rain, How to do it..., How it works...
- Random effector / There's more...
- Random Seed values / How it works...
- random textures
- applying, to clones / Applying random textures to clones, How to do it..., How it works...
- Range Mapper
- used, for output adjustment / Adjusting outputs with Range Mapper, How to do it..., How it works...
- Ray Depth / How to do it...
- real textures / Use real textures for real results
- Record Active Objects button / How it works…
- Record Active Objects command / How to do it…
- Rectangular Selection tool / How to do it...
- Reeper X / Don't fear the reeper
- reference documentation / Projections come with instructions
- reflective materials
- using, with Fresnel Shader / Reflective materials with the Fresnel Shader, How to do it..., How it works...
- Render Region
- used, for render previewing / Previewing renders with Render Region, How to do it..., How it works...
- Render Region tool / Previewing renders with Render Region, How to do it...
- renders
- settings, overviewing / Render settings overview, How to do it...
- previewing, with Render Region / Previewing renders with Render Region, How to do it..., How it works...
- comparing / Comparing different renders, How to do it...
- History tab / Do you have the time?
- image, adjusting inside Cinema 4D / Adjusting your image inside Cinema 4D
- render settings
- overview / Getting ready, How to do it...
- working / How it works...
- Effects button / Don't be tempted with effects
- render settings window / Render settings overview
- Render to Picture Viewer button / How to do it..., How to do it...
- Reset PSR command / How to do it…
- Ring Selection tool / How to do it..., How to do it...
- rounding / How to do it..., Caps and Rounding come automatically
- Rube Goldberg machine
- about / The final recipe – Rube Goldberg machine
- using / How to do it...
- working / How it works...
S
- Sample Radius option / How to do it...
- Scale Document function / How it works...
- Scale Project function / Use separate C4D files
- Scale Project option / How to do it...
- sculpting
- about / Getting to grips with sculpting, Getting ready
- steps / How to do it...
- working / How it works..., There's more...
- Seen by Camera option / How to do it...
- Selection field / How it works...
- selections
- using, with cloners / Using selections with cloners, How to do it..., How it works...
- Set Selection command / How it works...
- Set Selection option / How to do it...
- Shader / Ambient Occlusion
- shaders
- using / Using Shaders, How to do it..., There's more...
- Layers Shader, using / Make adjustments with the Layers Shader, How to do it..., How it works..., There's more...
- Shadow setting / How to do it...
- shadow types
- about / Exploring shadow types
- exploring / How to do it...
- working / How it works...
- shawdows
- projecting / How to do it..., How it works..., There's more...
- Shear deformer
- about / Custom italics with Shear
- custom italics, using / How to do it..., There's more...
- working / How it works...
- Shift + G / How to do it...
- Shift + R / How to do it...
- Sink Counter object / How to do it...
- Sky objects
- used, for lighting / Lighting with Sky objects, How to do it..., How it works...
- own HDR, creating / Creating your own HDR, See also
- soft body net
- about / Dynamics trap #2 – soft body net
- using / How to do it..., How it works...
- Sound effector / How it works...
- specific objects
- lighting / Lighting specific objects, How to do it..., How it works...
- negative intensity value, modifying / Turning a positive into a negative
- Specular channel / How to do it..., How to do it...
- Spline Dynamics / Cloth and Spline Dynamics – clothesline, How to do it..., How it works...
- Spline effector / How it works...
- Spline Mask / Similar to Spline Mask
- splines
- about / Creating from splines – extrude NURBS
- creating from / How to do it...
- extruding / How to do it...
- Spline Wrap
- versus, Sweep NURBS / Using Spline Wrap versus Sweep NURBS, How to do it..., How it works...
- spring-loaded launch pad
- Square parallel spot / How to do it...
- Square Spot / How to do it...
- Squash & Stretch
- using, for over-animation / Over-animation with Squash and Stretch, How to do it...
- working / How it works...
- Standard Particles / Standard Particles
- about / Introduction
- using / How to do it...
- working / How it works...
- stereoscopic cameras
- setting / Setting up stereoscopic cameras, How to do it...
- Viewer, configuring / Configuring the Viewer
- Straight Alpha checkbox / How to do it...
- subsurface scattering
- applying / Applying Subsurface Scattering, How to do it..., There's more...
- sun light / How to do it...
- Sweep NURBS
- about / Using Sweep NURBS
- using / How to do it...
- working / How it works...
- versus, Spline Wrap / How to do it..., How it works...
T
- Tangential checkbox / The Tangential checkbox
- Taper deformer
- getting started / Getting started with the Taper deformer
- using / How to do it...
- working / How it works...
- grouping / I'd group these deformers together
- target cameras
- about / Using target cameras
- using / How to do it...
- working / How it works...
- pans / Pans and tilts
- tilts / Pans and tilts
- adding, manually / Adding the target manually
- linear keyframes, for lops / Linear keyframes for loops
- target light / How to do it...
- Texture button / How to do it...
- Texture field / There's more..., How to do it...
- Thinking Particles
- about / Introduction, Thinking Particles
- used, for complex behavior creating / Using Thinking Particles to create complex behavior, How to do it..., How it works...
- geometry, adding / Adding geometry to Thinking Particles, How to do it..., There's more...
- Tiles shader / How to do it...
- Time effector / How it works...
- Timing field / There's more...
- T key / How to do it...
- Traffic Light / How to do it...
- transparent material
- URL / There's more...
U
- Undo view command / Undo view
- Uniform Scale function / How to do it...
- user data
- about / Creating and controlling user data
- creating / How to do it...
- controlling / How to do it...
- linear keyframes, using / Go with linear
- data types / Compatible data types
- UVW Coordinates / How to do it...
- UVW mapping / How to do it...
V
- Velocity Stretch / There's more...
- videos
- using, as materials / Using video as materials, How to do it..., How it works...
- Viewer / How to do it...
- volumetric lighting
- about / Applying volumetric lighting
- applying / How to do it...
- working / How it works...
W
- water simulation
- W key / How to do it...
X
- XPresso / There's more...
- used, for lights controlling / How to do it..., How it works...
- Xpresso
- about / Introduction, Introduction to XPresso, How to do it...
- using / Introduction
- working / How it works...
- Optimize / Always optimize
- Result node / Result node
- used, for lights controlling / Controlling lights with MoGraph and XPresso
Z
- Zero Parallax plane / How it works...