C4D中Arnold高效渲染技術訓練視頻教程 FXPHD CD4221 Using Arnold in Cinema 4D
本視頻教程是由FXPHD機構出品的C4D中Arnold高效渲染技術訓練視頻教程,時長:10小時,大?。?.6 GB,MP4高清視頻格式,附工程源文件,教程使用軟件:Arnold,Cinema 4D,共10個章節,語言:英語。
Cinema 4D是一套由德國公司Maxon Computer開發的3D繪圖軟件,以及高的運算速度和強大的渲染插件著稱。Cinema 4D 應用廣泛,在廣告、電影、工業設計、等方面都有出色的表現,例如影片《阿凡達》有花鴉三維影動研究室中國工作人員使用Cinema 4D制作了部分場景,在這樣的大片中看到C4D的表現是很優秀的。在其他動畫電影中也人人素材網使用到C4D的有很多如《毀滅戰士》(Doom)、《范海辛》〈Van Helsing〉、《蜘蛛俠》、以及動畫片《極地特快》、《叢林總動員》(Open Season)等等。它正成為許多一流藝術家和電影公司的首選,Cinema 4D已經走向成熟,很多模塊的功能在同類軟件中是代表科技進步的成果。
Arnold渲染器是一款高級的、跨平臺的渲染 API。是基于物理算法的電影級別渲染引擎,目前由Solid Angle SL 開發。正在被越來越多的好萊塢電影公司以及工作室作為首席渲染器使用。
Arnold渲染器是基于物理算法的電影級別渲染引擎,由Solid Angle SL 開發。正在被越來越多的好萊塢電影公司以及工作室作為首席渲染器使用。
與傳統用于 CG 動畫的 scanline(掃描線)渲染器(Renderman)不同,Arnold 是照片真實、基于物理的光線追蹤渲染器。Arnold 使用前沿的算法,充分利用包括內存、磁盤空間、多核心、多線程、SSE 等在內的硬件資源。
Arnold 的設計構架能很容易地融入現有的制作流程。它建立在可插接的節點系統之上,用戶可以通過編寫新的 shader、攝像機、濾鏡、輸出節點、程序化模型、光線類型以及用戶定義的的幾何數據來擴展和定制系統。Arnold 構架的目標就是為動畫及 VFX 渲染提供完整的解決方案。
FXPHD機構是老牌在線教學網站,網站的創建者就是Fxguide的團隊,FXPHD制作了大量視覺特效、后期制作、攝影攝像的精品教程。每年支付4000元左右,就可以享受其中5門課程的教學,還可以提供VPN鏈接內網,每套課程都是10周左右的時間,每節課30分鐘左右,包含訓練文件和素材。FXPHD主打專業教學,所有的教程作者都是該領域的權威,必須擁有大量的項目經驗。
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FXPHD CD4221 Using Arnold in Cinema 4D
Da Costa will get you up and running with Arnold for Cinema 4D. This course will demonstrate all the fundamentals about working with the Arnold Render Engine inside C4D. We will look at several technical and creative aspects of shading, lighting and rendering with Arnold. We will discuss ways in which we can reduce rendertimes and how to adopt an efficient workflow with Arnold. We will also shortly discuss some compositing aspects of C4DtoA. And at the end of this course you should feel comfortable taking on any project with Cinema 4D and the Arnold render engine.
The course is taught by R.P. (Netinho) da Costa. Da Costa is currently working as a CGI artist and TD at Lukkien. Lukkien is a multimedia company with a little over 200 employees. It is located in the Netherlands. Besides doing CGI, Da Costa is also responsible for CGI related R&D. He has worked on many national and international campaigns. For brands like Philips, Pioneer, MTV, Eneco, Schiphol Airport, Samsung and Toyota.
Next to CGI his background involved several years of programming. He has built dozens of proprietary plugins and pipeline tools for different Companies for both 3D and 2D applications. In recent years he has been an active beta tester for companies like Maxon and Solidangle.
course syllabus
Class 1: We introduce you to the Arnold Render Engine inside Cinema 4D. We discuss some important aspects to understand about Arnold. After that we quickly get you comfortable using Arnold by completing a short and simple chess scene project from beginning to end.
Class 2: We look at everything related to lighting inside Arnold. We take a look at all of the different light types that comes shipped with Arnold for Cinema 4D.
Class 3: We discuss all the important aspects of the render settings in C4DtoA. We look at the art of sampling and how to make decisions about overrides, ray depth, diagnostics and other important render settings.
Class 4: We explore the important arnold standard shader. To do this we complete shading of an entire lego technics airplane scene. We also take a look at some other shaders that comes shipped with arnold.
Class 5: We step it up a notch and take a look at shader layering with the unique C4DtoA shader Network. We explore creative and advanced ways to generate layer masks by using several nodes such as ao, shading state nodes and normal information.
Class 6: We focus on compositing options and multipass workflows within Arnold and Cinema 4D. We explore how to create shadow mattes inside Arnold, how to create and export object buffers and we discuss output variables (AOV’s) in more depth. We also dive inside a compositing application to see how to recreate a beauty pass based on our rendered AOV’s. In compositing, Da Costa will show some common problems and how to solve them.
Class 7: We take a look at the different ways in which arnold and cinema 4D are integrated. We look at the integration between popular cinema 4D aspects such as splines, particles and the mograph module.
Class 8: We demonstrate ways to further optimize render speed and we look at efficient workflows and habits. We take a look at optimizing materials and textures by using the TX format. We discuss ways in with the already memory efficient Arnold Engine can me made even faster. Furthermore we discuss some additional solutions for reducing noise and other problems that may occur during rendering.
Class 9: We shade, light and render an interior scene from beginning to end.
Class 10: Missing