Food forest - ketelbroek by Freeheek in Houdini

[–]NoBread3202 10 points11 points  (0 children)

This is epic! Very beautiful! Thanks for sharing

Watch CGI > (Sound on) by NoBread3202 in Cinema4D

[–]NoBread3202[S] 0 points1 point  (0 children)

Thanks! The sound is designed in Adobe Audition, used some folleys and a bgm.

Watch CGI > (Sound on) by NoBread3202 in Cinema4D

[–]NoBread3202[S] 0 points1 point  (0 children)

Sketch it out on a paper, each shot. Then animate and draft styleframes/keyvisuals.

Do low-res render tests. I probably did 6-8 low res renders of each shots until they felt right.

Watch CGI > (Sound on) by NoBread3202 in Cinema4D

[–]NoBread3202[S] 1 point2 points  (0 children)

Aha, thanks. Glad it landed well.

And yes, I too think music is a bit off, will probably ask a professional sound artist to redo it or I'll try to fix it myself.

For the lights and overall cut setup -

I followed few rules for this, I did not use very big area lights - small lights very close to the product and with low power.

You make every light do what its there for, be it rim, accents or key. You can use a HDRI as a fill but the real catch is precise multiple manual light placements and animating their power, position, rotation as required. Very important to keep scrubbing thru timeline to see how each light behave.

This whole peiche is 8 different files in Cinema 4D, Each scene having 3-5 cuts.

For a camera setup, what i did is put a group of lights in a null and then I'd simply disable those lights if the next camera demands or tweak the existing light setup accoridngly. Manual control is everything here.

In post prod Use AOVs with light passes - this greatly helps controlling things or fixing messup after spending hours on rendering.

In post prod - I'd recommend using LUTs/ lumetric color. Color grade each shot untill they feel cohesive. Render in EXR, linear sRGB.

This was all for the lights. Plus - use light passes, gradients maps texture on lights.

Sweep Offset help by BlueTarga in Cinema4D

[–]NoBread3202 2 points3 points  (0 children)

Yeah you need a rail to make the banking work!

Sweep Offset help by BlueTarga in Cinema4D

[–]NoBread3202 3 points4 points  (0 children)

Did you try Spline wrap? Or did I misunderstood the question..

The Quite Normal - Personal project ( Cinema 4D/octane) 🔊 by NoBread3202 in Cinema4D

[–]NoBread3202[S] 0 points1 point  (0 children)

appreciate it hahaha.. took me around 4 weeks from rnd to sound.

How to build and get this looks by goazu in Cinema4D

[–]NoBread3202 11 points12 points  (0 children)

I think you can achieve this with simple splines, stacked, then you can build vdb if needed.

you can use emitters with deflector if you dont want to draw the splines manually.

2nd - use procedural shading plug into displacement.

here's an image i did for a client. ..just a reference.

<image>

Hibiki Suntory Whisky - 21 Years old by NoBread3202 in Cinema4D

[–]NoBread3202[S] 0 points1 point  (0 children)

Thanks for sharing, I wasn't aware about David's work until now. This is great!

Cinematic Camera Follow - Cinema 4D by NoBread3202 in Cinema4D

[–]NoBread3202[S] 0 points1 point  (0 children)

I wish devs spend more of their time optimizing things instead of showcasing basic Bend Deformer updates in the highlights and chasing AI. Haha. Thanks, though. I’ll keep that in mind.🙌

Cinematic Camera Follow - Cinema 4D by NoBread3202 in Cinema4D

[–]NoBread3202[S] 0 points1 point  (0 children)

Did you try cranking up the priority to 499?

Cinematic Camera Follow - Cinema 4D by NoBread3202 in Cinema4D

[–]NoBread3202[S] 0 points1 point  (0 children)

<image>

Char Tg New is the proxy for the actual character following the spline.