In this video, Liam goes over some alternative, faster methods to in response to a MographPlus video that came out a few days prior, comparing Cinema4D to Houdini. That awesome video can be
在此視頻中,Liam討論了一些替代的,更快的方法,以響應(yīng)幾天前發(fā)布的MographPlus視頻,將Cinema4D與Houdini進(jìn)行了比較。 那個很棒的視頻可以是
02:15 - Mask from Object
03:05 - Copy to Points, Piece Variant
06:15 - Using a Single Group Node and Randomizing Variation
10:00 - Mask for Object Float Attribute Trick
11:45 - Vex instead of VOPs. Simple Attribute manipulation.
15:00 - Create a spare channel (not a ramp as I called it)
17:30 - Color Variation through attribute noise.
18:00 - Rendering with Redshift
In this tutorial we learn how to create the same Mograph setup in both Cinema 4d and Houdini, if you are a Cinema 4d user looking ahead to learn Houdini, this tutorial can show you the very different approach Houdini and Cinema 4d take to content creation.
First we create the setup in cinema 4d and render it using Arnold Renderer, then we move to Houdini and create a very similar setup there as well, the last thing we do is to export the Houdini scene back to Cinema 4d using alembic, adjust the shaders using the point data we got from Houdini and render it using Arnold again.
Get some coffee or tea and let’s get started.
在本教程中,我們將學(xué)習(xí)如何在Cinema 4d和Houdini中創(chuàng)建相同的Mograph設(shè)置,如果您是一個希望學(xué)習(xí)Houdini的Cinema 4d用戶,那么本教程將向您展示Houdini和Cinema 4d進(jìn)行內(nèi)容創(chuàng)建的完全不同的方法。
首先,我們在Cinema 4d中創(chuàng)建設(shè)置,并使用Arnold Renderer對其進(jìn)行渲染,然后我們移至Houdini,并在那里也創(chuàng)建一個非常相似的設(shè)置,最后要做的是使用alembic將Houdini場景導(dǎo)出回Cinema 4d,調(diào)整 著色器使用從Houdini獲得的點(diǎn)數(shù)據(jù),然后再次使用Arnold進(jìn)行渲染。
喝杯咖啡或茶,開始吧。