Process and Production - Cinema 4D as a design tool

// Task One:
Part One:
Create a folder on the desktop, called Project.
Then create two more folders within said folder, these called Artwork and then one called Images.
Then open up Cinema 4D, then we have to find the Pen tool and use the rectangle object, also need to make sure that it is in the XY Plane.

We are then going to extrude this, we then drag the rectangle up to the extrude tab. Then select the extrude button and, at first, we see that the z-axis is 20cm, this needs to be 5000cm in the z-axis.

Now we go to display, and ground shading with lines.
On the extrude again, go to Caps and then Start caps and End caps, needs to be on none.
Also, on subdivision on the Extrude tab, it needs to be on 50 then we can see the blocks within the rectangle.

Then we have to create a Twist, and put this under the rectangle. See screenshots* then we have to set the degrees, to 10.
We have to go to the coordinates tab on the Twist, and we have to change the Rotation Pitch, to 90 degrees.
Now to create a material, we untick the colour, untick the reflectance, but tick Luminance. Then go to texture --> Surfaces --> Checkerboard, I changed the colour to black and white à and put the U to 0, and the V to 40. Then I added this to the Extrusion.

I then select the rectangle à Intermediate Points / change to Subdivision - This should then smooth the material
I also created a Sphere Rad = 40 / Coord / pos. Z=500 // Rot. P=30 deg / B=40 deg
I created a Material Luminance only / Texture / Surface --> Add Checkerboard --> Purple & White / Freq. V=10 --> Add Reflectance to material --> Add... / Reflection (Legacy) --> Layer Colour / Texture / Fresnel

I then also added in a Camera with Coord / Pos. 0 x 0 x 0
Render Settings Output / size = 1000x1000 / dpi=300 --> Single frame / save / jpg / 95% --> Anti-Aliasing / from Geometry to Best --> Name & Destination / Render

Add Ambient Occlusion Render again
Add Lights Add a Star shape / inner = 100 / outer = 200 --> Points = 5 / Axis = XY
Replace Rectangle / Render

Part Two:
Using Particle Systems --> Simulate --> Emitter --> Change the position Z to 70cm --> Particle tab --> Stop emission at 200 frames --> Speed set to 200cm --> Rotation to 360 degrees. Tick Show Objects and Tick Render Instances.

Then put the Emitter into the Sphere so that the spheres go through the centre of the Star shape.
Then go to Sphere --> Object --> The radius should be 20cm and that the segments should be 12.
The angle on Emitter --> Should be 60 degrees for both the Angle Horizontal and Vertical.
Select Extrude object --> Go to the tab called Tags --> Simulation Tags --> Collider Body
Then go to the Sphere Tab --> Go to Tags --> Simulation Tags --> Rigid Body

Extrude --> Go to the blue tab next to it --> Switch the Automatic Shape to Static Mesh
Then go to Mode --> Project --> Select Gravity to 0cm
Remember to pull along the timeline to the 200frames selected*

To add another Material --> Command and drag and the first material --> Then change the colour of the second material.
Then add another Sphere by using the same principle as before --> Command and drag the sphere --> Then add the second coloured material to this second Sphere.

Then go to Emitter --> Birthrate Editor and Birthrate Renderer to 20
Then change the Spheres to --> 14cm Radius and Segments onto 12
Play Timeline to test Render View
Setup Renderer --> Render

 
 
 
 
 


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Task Two:
Part One:
Create a new file and add a floor --> Then add a backgroundOn the Floor tab go to Tags --> Cinema 4D Tags --> Compositing
Then tick on the Compositing Background.
Mograph --> Motext --> Click on the Font tab and then find a Serif font --> Then type a letter into the text box --> I used a letter T --> The depth 50/60 --> go to the caps tab --> On Start and the End to Fillet Caps --> Then the steps need to be on 3 for each --> And the radius to be 0.5cm for each.
Go to Material --> Tick Luminance and Reflectance --> UNTICK COLOUR / Go to the reflectance tab --> add button --> Reflectance Legacy --> Add Texture Fresnal in the Colour tab
Now copy the Material --> Edit names to red and blue --> then go to Red --> Luminance --> Texture --> Gradient --> then double click on the gradient tab --> Untab the little black triangle next to the word Gradient --> Interpolation should be on none --> If we set the position of the white to 80 --> Then change tiles U to 30 then Tiles V to 1 --> Then change the colour of blue to a pale colour --> Add it to the Floor and Background --> Then turn on Anti-Aliasing --> Also remember that on the MoText tool, go to Projection on the Tag tool, and put the Projection to Cubic.
To lighten up the Reflectance --> Go to the Materials individually and go to Global Reflection Brightness then turn it to 50%

Part Two:
Add another MoText --> It doesn’t matter what you type --> Then put the text height to 50cm --> Then go to MoGraph --> Cloner then drag the second text to the cloner thus it has copied it 2 more times --> Then Align it to the middle
Then go to Cloner --> Object --> Mode --> From Linear to Grid Array
The count has to be --> 1, 2, 2
And the size to 700, 70 and 70
Then align the text so that it is above your first previous piece of text
Then we select the floor and the first piece of text --> Tags --> Collider Body
Then the MoText within the Cloner --> Tags --> Rigid Body
Set up Dynamics tags Select each tag on MoText / Collision tab --> Inherit Tag --> Apply to Children --> Elements --> All --> Shape / Moving Mesh
Play Timeline to test Render View
Setup Renderer --> Render
 
 
 
 
 
 






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Task Three:
Part One:
Create polygon --> click on cube --> polygon; the orientation wants to be left at +y (repeat this step with these different settings: poly 1= width 200 height 2, poly 2= width 70 height 70, poly 3= width 4 height 200 --> Change the names of these to poly 1, 2 and 3 in the corresponding order.

Next I created 8 materials using the method mentioned in the first task; then go to basic tab --> un-tick colour, reflectance --> tick luminance. Each material needs to be a different colour so we created a black, white, grey, dark grey, orange, yellow, light blue and dark blue. After changing the colours, the black was dragged on to 1 and 3, then the other colours onto the copies of poly number 2. 

Then we went to stimulate --> particles --> emitter --> drag all polygons into Emitter. Under emitter change angle to 60 x 60 --> particle tab --> birthrate & renderer 20 x 20 --> stop emission = 200 frames, Lifetime = 500, Speed = 100 --> and both & end scale variation = 20%. Drag timeline to 200 frames. Tick show objects and render instances. Then go to coord --> pitch rotation to 90 degrees. Select all polygons and change orientation to +z. We needed a background so I added one and added the white material by dragging it over the background in the object list.

After that we added text through mograph --> motext --> changed depth to 0 --> added own text (post modernism) --> R.P to - 90 degrees --> P.Y to 389 degrees --> object --> align middle --> height 20. Then we added a camera and used the settings, P.Y to 850 --> R.P to - 90 degrees --> R.B to 60 degrees.
Finally we rendered this using the previous settings used for the other task.